1 Minetest Lua Modding API Reference
2 ==================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
10 Content and functionality can be added to Minetest using Lua scripting
11 in run-time loaded mods.
13 A mod is a self-contained bunch of scripts, textures and other related
14 things, which is loaded by and interfaces with Minetest.
16 Mods are contained and ran solely on the server side. Definitions and media
17 files are automatically transferred to the client.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API, and to document it here.
24 If you have any difficulty in understanding this, please read
25 [Programming in Lua](http://www.lua.org/pil/).
29 Mods are loaded during server startup from the mod load paths by running
30 the `init.lua` scripts in a shared environment.
34 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * `$path_user`: `<build directory>`
36 * `$path_share`: `<build directory>`
37 * `RUN_IN_PLACE=0`: (Linux release)
39 * Linux: `/usr/share/minetest`
40 * Windows: `<install directory>/minetest-0.4.x`
42 * Linux: `$HOME/.minetest`
43 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
51 Games are looked up from:
53 * `$path_share/games/<gameid>/`
54 * `$path_user/games/<gameid>/`
56 Where `<gameid>` is unique to each game.
58 The game directory can contain the following files:
60 * `game.conf`, with the following keys:
61 * `name`: Required, human readable name e.g. `name = Minetest`
62 * `description`: Short description to be shown in the content tab
63 * `disallowed_mapgens = <comma-separated mapgens>`
64 e.g. `disallowed_mapgens = v5,v6,flat`
65 These mapgens are removed from the list of mapgens for the game.
67 Used to set default settings when running this game.
69 In the same format as the one in builtin.
70 This settingtypes.txt will be parsed by the menu and the settings will be
71 displayed in the "Games" category in the advanced settings tab.
72 * If the game contains a folder called `textures` the server will load it as a
73 texturepack, overriding mod textures.
74 Any server texturepack will override mod textures and the game texturepack.
79 Games can provide custom main menu images. They are put inside a `menu`
80 directory inside the game directory.
82 The images are named `$identifier.png`, where `$identifier` is one of
83 `overlay`, `background`, `footer`, `header`.
84 If you want to specify multiple images for one identifier, add additional
85 images named like `$identifier.$n.png`, with an ascending number $n starting
86 with 1, and a random image will be chosen from the provided ones.
96 Paths are relative to the directories listed in the Paths section above.
98 * `games/<gameid>/mods/`
100 * `worlds/<worldname>/worldmods/`
102 Mod load path for world-specific games
103 --------------------------------------
104 It is possible to include a game in a world; in this case, no mods or
105 games are loaded or checked from anywhere else.
107 This is useful for e.g. adventure worlds.
109 This happens if the following directory exists:
113 Mods should then be placed in:
119 Mods can be put in a subdirectory, if the parent directory, which otherwise
120 should be a mod, contains a file named `modpack.txt`. This file shall be
121 empty, except for lines starting with `#`, which are comments.
123 Mod directory structure
124 -----------------------
130 │ ├── settingtypes.txt
134 │ │ ├── modname_stuff.png
135 │ │ └── modname_something_else.png
143 The location of this directory can be fetched by using
144 `minetest.get_modpath(modname)`.
147 A key-value store of mod details.
149 * `name`: The mod name. Allows Minetest to determine the mod name even if the
150 folder is wrongly named.
151 * `description`: Description of mod to be shown in the Mods tab of the main
153 * `depends`: A comma separated list of dependencies. These are mods that must be
154 loaded before this mod.
155 * `optional_depends`: A comma separated list of optional dependencies.
156 Like a dependency, but no error if the mod doesn't exist.
158 Note: to support 0.4.x, please also provide depends.txt.
161 A screenshot shown in the mod manager within the main menu. It should
162 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
165 **Deprecated:** you should use mod.conf instead.
167 This file is used if there are no dependencies in mod.conf.
169 List of mods that have to be loaded before loading this mod.
171 A single line contains a single modname.
173 Optional dependencies can be defined by appending a question mark
174 to a single modname. This means that if the specified mod
175 is missing, it does not prevent this mod from being loaded.
177 ### `description.txt`
178 **Deprecated:** you should use mod.conf instead.
180 This file is used if there is no description in mod.conf.
182 A file containing a description to be shown in the Mods tab of the main menu.
184 ### `settingtypes.txt`
185 A file in the same format as the one in builtin. It will be parsed by the
186 settings menu and the settings will be displayed in the "Mods" category.
189 The main Lua script. Running this script should register everything it
190 wants to register. Subsequent execution depends on minetest calling the
191 registered callbacks.
193 `minetest.settings` can be used to read custom or existing settings at load
194 time, if necessary. (See `Settings`)
197 Models for entities or meshnodes.
199 ### `textures`, `sounds`, `media`
200 Media files (textures, sounds, whatever) that will be transferred to the
201 client and will be available for use by the mod.
204 Translation files for the clients. (See `Translations`)
206 Naming convention for registered textual names
207 ----------------------------------------------
208 Registered names should generally be in this format:
212 `<whatever>` can have these characters:
216 This is to prevent conflicting names from corrupting maps and is
217 enforced by the mod loader.
219 Registered names can be overridden by prefixing the name with `:`. This can
220 be used for overriding the registrations of some other mod.
222 The `:` prefix can also be used for maintaining backwards compatibility.
225 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
226 So the name should be `experimental:tnt`.
228 Any mod can redefine `experimental:tnt` by using the name
232 when registering it. That mod is required to have `experimental` as a
241 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
242 `minetest.register_alias_force(name, convert_to)`.
244 This converts anything called `name` to `convert_to`.
246 The only difference between `minetest.register_alias` and
247 `minetest.register_alias_force` is that if an item called `name` exists,
248 `minetest.register_alias` will do nothing while
249 `minetest.register_alias_force` will unregister it.
251 This can be used for maintaining backwards compatibility.
253 This can also set quick access names for things, e.g. if
254 you have an item called `epiclylongmodname:stuff`, you could do
256 minetest.register_alias("stuff", "epiclylongmodname:stuff")
258 and be able to use `/giveme stuff`.
262 In a game, a certain number of these must be set to tell core mapgens which
263 of the game's nodes are to be used by the core mapgens. For example:
265 minetest.register_alias("mapgen_stone", "default:stone")
267 ### Aliases needed for all mapgens except Mapgen v6
271 * mapgen_water_source
272 * mapgen_river_water_source
278 Only needed for registered biomes where 'node_stone' is stone:
281 * mapgen_stair_cobble
284 Only needed for registered biomes where 'node_stone' is desert stone:
286 * mapgen_desert_stone
287 * mapgen_stair_desert_stone
289 Only needed for registered biomes where 'node_stone' is sandstone:
292 * mapgen_sandstonebrick
293 * mapgen_stair_sandstone_block
295 ### Aliases needed for Mapgen v6
297 #### Terrain and biomes
299 * mapgen_water_source
302 * mapgen_dirt_with_grass
305 * mapgen_desert_stone
307 * mapgen_dirt_with_snow
317 * mapgen_jungleleaves
320 * mapgen_pine_needles
324 * mapgen_stair_cobble
326 * mapgen_stair_desert_stone
334 Mods should generally prefix their textures with `modname_`, e.g. given
335 the mod name `foomod`, a texture could be called:
339 Textures are referred to by their complete name, or alternatively by
340 stripping out the file extension:
342 * e.g. `foomod_foothing.png`
343 * e.g. `foomod_foothing`
347 There are various texture modifiers that can be used
348 to generate textures on-the-fly.
350 ### Texture overlaying
351 Textures can be overlaid by putting a `^` between them.
355 default_dirt.png^default_grass_side.png
357 `default_grass_side.png` is overlaid over `default_dirt.png`.
358 The texture with the lower resolution will be automatically upscaled to
359 the higher resolution texture.
362 Textures can be grouped together by enclosing them in `(` and `)`.
364 Example: `cobble.png^(thing1.png^thing2.png)`
366 A texture for `thing1.png^thing2.png` is created and the resulting
367 texture is overlaid on top of `cobble.png`.
370 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
371 passing complex texture names as arguments. Escaping is done with backslash and
372 is required for `^` and `:`.
374 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
376 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
377 on top of `cobble.png`.
379 ### Advanced texture modifiers
384 * `[crack:<t>:<n>:<p>`
385 * `[cracko:<t>:<n>:<p>`
389 * `<t>`: tile count (in each direction)
390 * `<n>`: animation frame count
391 * `<p>`: current animation frame
393 Draw a step of the crack animation on the texture.
394 `crack` draws it normally, while `cracko` lays it over, keeping transparent
399 default_cobble.png^[crack:10:1
401 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
406 * `<file>`: texture to combine
408 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
409 specified coordinates.
413 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
415 #### `[resize:<w>x<h>`
416 Resizes the texture to the given dimensions.
420 default_sandstone.png^[resize:16x16
423 Makes the base image transparent according to the given ratio.
425 `r` must be between 0 (transparent) and 255 (opaque).
429 default_sandstone.png^[opacity:127
431 #### `[invert:<mode>`
432 Inverts the given channels of the base image.
433 Mode may contain the characters "r", "g", "b", "a".
434 Only the channels that are mentioned in the mode string will be inverted.
438 default_apple.png^[invert:rgb
441 Brightens the texture.
445 tnt_tnt_side.png^[brighten
448 Makes the texture completely opaque.
452 default_leaves.png^[noalpha
454 #### `[makealpha:<r>,<g>,<b>`
455 Convert one color to transparency.
459 default_cobble.png^[makealpha:128,128,128
462 * `<t>`: transformation(s) to apply
464 Rotates and/or flips the image.
466 `<t>` can be a number (between 0 and 7) or a transform name.
467 Rotations are counter-clockwise.
470 1 R90 rotate by 90 degrees
471 2 R180 rotate by 180 degrees
472 3 R270 rotate by 270 degrees
474 5 FXR90 flip X then rotate by 90 degrees
476 7 FYR90 flip Y then rotate by 90 degrees
480 default_stone.png^[transformFXR90
482 #### `[inventorycube{<top>{<left>{<right>`
483 Escaping does not apply here and `^` is replaced by `&` in texture names
486 Create an inventory cube texture using the side textures.
490 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
492 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
493 `dirt.png^grass_side.png` textures
495 #### `[lowpart:<percent>:<file>`
496 Blit the lower `<percent>`% part of `<file>` on the texture.
500 base.png^[lowpart:25:overlay.png
502 #### `[verticalframe:<t>:<n>`
503 * `<t>`: animation frame count
504 * `<n>`: current animation frame
506 Crops the texture to a frame of a vertical animation.
510 default_torch_animated.png^[verticalframe:16:8
513 Apply a mask to the base image.
515 The mask is applied using binary AND.
517 #### `[sheet:<w>x<h>:<x>,<y>`
518 Retrieves a tile at position x,y from the base image
519 which it assumes to be a tilesheet with dimensions w,h.
521 #### `[colorize:<color>:<ratio>`
522 Colorize the textures with the given color.
523 `<color>` is specified as a `ColorString`.
524 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
525 it is an int, then it specifies how far to interpolate between the
526 colors where 0 is only the texture color and 255 is only `<color>`. If
527 omitted, the alpha of `<color>` will be used as the ratio. If it is
528 the word "`alpha`", then each texture pixel will contain the RGB of
529 `<color>` and the alpha of `<color>` multiplied by the alpha of the
532 #### `[multiply:<color>`
533 Multiplies texture colors with the given color.
534 `<color>` is specified as a `ColorString`.
535 Result is more like what you'd expect if you put a color on top of another
536 color, meaning white surfaces get a lot of your new color while black parts
537 don't change very much.
541 The goal of hardware coloring is to simplify the creation of
542 colorful nodes. If your textures use the same pattern, and they only
543 differ in their color (like colored wool blocks), you can use hardware
544 coloring instead of creating and managing many texture files.
545 All of these methods use color multiplication (so a white-black texture
546 with red coloring will result in red-black color).
549 This method is useful if you wish to create nodes/items with
550 the same texture, in different colors, each in a new node/item definition.
553 When you register an item or node, set its `color` field (which accepts a
554 `ColorSpec`) to the desired color.
556 An `ItemStack`'s static color can be overwritten by the `color` metadata
557 field. If you set that field to a `ColorString`, that color will be used.
560 Each tile may have an individual static color, which overwrites every
561 other coloring method. To disable the coloring of a face,
562 set its color to white (because multiplying with white does nothing).
563 You can set the `color` property of the tiles in the node's definition
564 if the tile is in table format.
567 For nodes and items which can have many colors, a palette is more
568 suitable. A palette is a texture, which can contain up to 256 pixels.
569 Each pixel is one possible color for the node/item.
570 You can register one node/item, which can have up to 256 colors.
572 #### Palette indexing
573 When using palettes, you always provide a pixel index for the given
574 node or `ItemStack`. The palette is read from left to right and from
575 top to bottom. If the palette has less than 256 pixels, then it is
576 stretched to contain exactly 256 pixels (after arranging the pixels
577 to one line). The indexing starts from 0.
581 * 16x16 palette, index = 0: the top left corner
582 * 16x16 palette, index = 4: the fifth pixel in the first row
583 * 16x16 palette, index = 16: the pixel below the top left corner
584 * 16x16 palette, index = 255: the bottom right corner
585 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
586 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
587 to ensure the total 256 pixels.
588 * 2x4 palette, index = 32: the top right corner
589 * 2x4 palette, index = 63: the top right corner
590 * 2x4 palette, index = 64: the pixel below the top left corner
592 #### Using palettes with items
593 When registering an item, set the item definition's `palette` field to
594 a texture. You can also use texture modifiers.
596 The `ItemStack`'s color depends on the `palette_index` field of the
597 stack's metadata. `palette_index` is an integer, which specifies the
598 index of the pixel to use.
600 #### Linking palettes with nodes
601 When registering a node, set the item definition's `palette` field to
602 a texture. You can also use texture modifiers.
603 The node's color depends on its `param2`, so you also must set an
604 appropriate `paramtype2`:
606 * `paramtype2 = "color"` for nodes which use their full `param2` for
607 palette indexing. These nodes can have 256 different colors.
608 The palette should contain 256 pixels.
609 * `paramtype2 = "colorwallmounted"` for nodes which use the first
610 five bits (most significant) of `param2` for palette indexing.
611 The remaining three bits are describing rotation, as in `wallmounted`
612 paramtype2. Division by 8 yields the palette index (without stretching the
613 palette). These nodes can have 32 different colors, and the palette
614 should contain 32 pixels.
616 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
617 pixel will be picked from the palette.
618 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
619 pixel will be picked from the palette.
620 * `paramtype2 = "colorfacedir"` for nodes which use the first
621 three bits of `param2` for palette indexing. The remaining
622 five bits are describing rotation, as in `facedir` paramtype2.
623 Division by 32 yields the palette index (without stretching the
624 palette). These nodes can have 8 different colors, and the
625 palette should contain 8 pixels.
627 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
628 first (= 0 + 1) pixel will be picked from the palette.
629 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
630 second (= 1 + 1) pixel will be picked from the palette.
632 To colorize a node on the map, set its `param2` value (according
633 to the node's paramtype2).
635 ### Conversion between nodes in the inventory and on the map
636 Static coloring is the same for both cases, there is no need
639 If the `ItemStack`'s metadata contains the `color` field, it will be
640 lost on placement, because nodes on the map can only use palettes.
642 If the `ItemStack`'s metadata contains the `palette_index` field, it is
643 automatically transferred between node and item forms by the engine,
644 when a player digs or places a colored node.
645 You can disable this feature by setting the `drop` field of the node
646 to itself (without metadata).
647 To transfer the color to a special drop, you need a drop table.
651 minetest.register_node("mod:stone", {
652 description = "Stone",
653 tiles = {"default_stone.png"},
654 paramtype2 = "color",
655 palette = "palette.png",
658 -- assume that mod:cobblestone also has the same palette
659 {items = {"mod:cobblestone"}, inherit_color = true },
664 ### Colored items in craft recipes
665 Craft recipes only support item strings, but fortunately item strings
666 can also contain metadata. Example craft recipe registration:
668 minetest.register_craft({
669 output = minetest.itemstring_with_palette("wool:block", 3),
677 To set the `color` field, you can use `minetest.itemstring_with_color`.
679 Metadata field filtering in the `recipe` field are not supported yet,
680 so the craft output is independent of the color of the ingredients.
684 Sometimes hardware coloring is not enough, because it affects the
685 whole tile. Soft texture overlays were added to Minetest to allow
686 the dynamic coloring of only specific parts of the node's texture.
687 For example a grass block may have colored grass, while keeping the
690 These overlays are 'soft', because unlike texture modifiers, the layers
691 are not merged in the memory, but they are simply drawn on top of each
692 other. This allows different hardware coloring, but also means that
693 tiles with overlays are drawn slower. Using too much overlays might
696 For inventory and wield images you can specify overlays which
697 hardware coloring does not modify. You have to set `inventory_overlay`
698 and `wield_overlay` fields to an image name.
700 To define a node overlay, simply set the `overlay_tiles` field of the node
701 definition. These tiles are defined in the same way as plain tiles:
702 they can have a texture name, color etc.
703 To skip one face, set that overlay tile to an empty string.
705 Example (colored grass block):
707 minetest.register_node("default:dirt_with_grass", {
708 description = "Dirt with Grass",
709 -- Regular tiles, as usual
710 -- The dirt tile disables palette coloring
711 tiles = {{name = "default_grass.png"},
712 {name = "default_dirt.png", color = "white"}},
713 -- Overlay tiles: define them in the same style
714 -- The top and bottom tile does not have overlay
715 overlay_tiles = {"", "",
716 {name = "default_grass_side.png", tileable_vertical = false}},
717 -- Global color, used in inventory
719 -- Palette in the world
720 paramtype2 = "color",
721 palette = "default_foilage.png",
730 Only Ogg Vorbis files are supported.
732 For positional playing of sounds, only single-channel (mono) files are
733 supported. Otherwise OpenAL will play them non-positionally.
735 Mods should generally prefix their sounds with `modname_`, e.g. given
736 the mod name "`foomod`", a sound could be called:
740 Sounds are referred to by their name with a dot, a single digit and the
741 file extension stripped out. When a sound is played, the actual sound file
742 is chosen randomly from the matching sounds.
744 When playing the sound `foomod_foosound`, the sound is chosen randomly
745 from the available ones of the following files:
747 * `foomod_foosound.ogg`
748 * `foomod_foosound.0.ogg`
749 * `foomod_foosound.1.ogg`
751 * `foomod_foosound.9.ogg`
753 Examples of sound parameter tables:
755 -- Play locationless on all clients
757 gain = 1.0, -- default
758 fade = 0.0, -- default, change to a value > 0 to fade the sound in
759 pitch = 1.0, -- default
761 -- Play locationless to one player
764 gain = 1.0, -- default
765 fade = 0.0, -- default, change to a value > 0 to fade the sound in
766 pitch = 1.0, -- default
768 -- Play locationless to one player, looped
771 gain = 1.0, -- default
774 -- Play in a location
776 pos = {x = 1, y = 2, z = 3},
777 gain = 1.0, -- default
778 max_hear_distance = 32, -- default, uses an euclidean metric
780 -- Play connected to an object, looped
782 object = <an ObjectRef>,
783 gain = 1.0, -- default
784 max_hear_distance = 32, -- default, uses an euclidean metric
788 Looped sounds must either be connected to an object or played locationless to
789 one player using `to_player = name,`
794 * e.g. `"default_place_node"`
796 * e.g. `{name = "default_place_node"}`
797 * e.g. `{name = "default_place_node", gain = 1.0}`
798 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
803 Registered definitions
804 ======================
806 Anything added using certain `minetest.register_*` functions gets added to
807 the global `minetest.registered_*` tables.
809 * `minetest.register_entity(name, entity definition)`
810 * added to `minetest.registered_entities[name]`
812 * `minetest.register_node(name, node definition)`
813 * added to `minetest.registered_items[name]`
814 * added to `minetest.registered_nodes[name]`
816 * `minetest.register_tool(name, item definition)`
817 * added to `minetest.registered_items[name]`
819 * `minetest.register_craftitem(name, item definition)`
820 * added to `minetest.registered_items[name]`
822 * `minetest.unregister_item(name)`
823 * Unregisters the item name from engine, and deletes the entry with key
824 `name` from `minetest.registered_items` and from the associated item
825 table according to its nature: `minetest.registered_nodes[]` etc
827 * `minetest.register_biome(biome definition)`
828 * returns an integer uniquely identifying the registered biome
829 * added to `minetest.registered_biome` with the key of `biome.name`
830 * if `biome.name` is nil, the key is the returned ID
832 * `minetest.unregister_biome(name)`
833 * Unregisters the biome name from engine, and deletes the entry with key
834 `name` from `minetest.registered_biome`
836 * `minetest.register_ore(ore definition)`
837 * returns an integer uniquely identifying the registered ore
838 * added to `minetest.registered_ores` with the key of `ore.name`
839 * if `ore.name` is nil, the key is the returned ID
841 * `minetest.register_decoration(decoration definition)`
842 * returns an integer uniquely identifying the registered decoration
843 * added to `minetest.registered_decorations` with the key of
845 * if `decoration.name` is nil, the key is the returned ID
847 * `minetest.register_schematic(schematic definition)`
848 * returns an integer uniquely identifying the registered schematic
849 * added to `minetest.registered_schematic` with the key of `schematic.name`
850 * if `schematic.name` is nil, the key is the returned ID
851 * if the schematic is loaded from a file, schematic.name is set to the
853 * if the function is called when loading the mod, and schematic.name is a
854 relative path, then the current mod path will be prepended to the
857 * `minetest.clear_registered_biomes()`
858 * clears all biomes currently registered
860 * `minetest.clear_registered_ores()`
861 * clears all ores currently registered
863 * `minetest.clear_registered_decorations()`
864 * clears all decorations currently registered
866 * `minetest.clear_registered_schematics()`
867 * clears all schematics currently registered
869 Note that in some cases you will stumble upon things that are not contained
870 in these tables (e.g. when a mod has been removed). Always check for
871 existence before trying to access the fields.
873 Example: If you want to check the drawtype of a node, you could do:
875 local function get_nodedef_field(nodename, fieldname)
876 if not minetest.registered_nodes[nodename] then
879 return minetest.registered_nodes[nodename][fieldname]
881 local drawtype = get_nodedef_field(nodename, "drawtype")
883 Example: `minetest.get_item_group(name, group)` has been implemented as:
885 function minetest.get_item_group(name, group)
886 if not minetest.registered_items[name] or not
887 minetest.registered_items[name].groups[group] then
890 return minetest.registered_items[name].groups[group]
899 Nodes are the bulk data of the world: cubes and other things that take the
900 space of a cube. Huge amounts of them are handled efficiently, but they
903 The definition of a node is stored and can be accessed by using
905 minetest.registered_nodes[node.name]
907 See "Registered definitions".
909 Nodes are passed by value between Lua and the engine.
910 They are represented by a table:
912 {name="name", param1=num, param2=num}
914 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
915 them for certain automated functions. If you don't use these functions, you can
916 use them to store arbitrary values.
920 The functions of `param1` and `param2` are determined by certain fields in the
923 `param1` is reserved for the engine when `paramtype != "none"`:
925 * `paramtype = "light"`
926 * The value stores light with and without sun in its upper and lower 4 bits
928 * Required by a light source node to enable spreading its light.
929 * Required by the following drawtypes as they determine their visual
930 brightness from their internal light value:
941 `param2` is reserved for the engine when any of these are used:
943 * `liquidtype = "flowing"`
944 * The level and some flags of the liquid is stored in `param2`
945 * `drawtype = "flowingliquid"`
946 * The drawn liquid level is read from `param2`
947 * `drawtype = "torchlike"`
948 * `drawtype = "signlike"`
949 * `paramtype2 = "wallmounted"`
950 * The rotation of the node is stored in `param2`. You can make this value
951 by using `minetest.dir_to_wallmounted()`.
952 * `paramtype2 = "facedir"`
953 * The rotation of the node is stored in `param2`. Furnaces and chests are
954 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
955 * Values range 0 - 23
956 * facedir / 4 = axis direction:
957 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
958 * facedir modulo 4 = rotation around that axis
959 * `paramtype2 = "leveled"`
960 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
962 * The level of the top face of the nodebox is stored in `param2`.
963 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
965 * The nodebox height is (`param2` / 64) nodes.
966 * The maximum accepted value of `param2` is 127.
968 * The height of the 'plantlike' section is stored in `param2`.
969 * The height is (`param2` / 16) nodes.
970 * `paramtype2 = "degrotate"`
971 * Only valid for "plantlike". The rotation of the node is stored in
973 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
974 get the actual rotation in degrees of the node.
975 * `paramtype2 = "meshoptions"`
976 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
977 can be used to change how the client draws plantlike nodes.
978 * Bits 0, 1 and 2 form a mesh selector.
979 Currently the following meshes are choosable:
980 * 0 = a "x" shaped plant (ordinary plant)
981 * 1 = a "+" shaped plant (just rotated 45 degrees)
982 * 2 = a "*" shaped plant with 3 faces instead of 2
983 * 3 = a "#" shaped plant with 4 faces instead of 2
984 * 4 = a "#" shaped plant with 4 faces that lean outwards
985 * 5-7 are unused and reserved for future meshes.
986 * Bits 3 through 7 are optional flags that can be combined and give these
988 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
989 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
990 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
991 * bits 6-7 are reserved for future use.
992 * `paramtype2 = "color"`
993 * `param2` tells which color is picked from the palette.
994 The palette should have 256 pixels.
995 * `paramtype2 = "colorfacedir"`
996 * Same as `facedir`, but with colors.
997 * The first three bits of `param2` tells which color is picked from the
998 palette. The palette should have 8 pixels.
999 * `paramtype2 = "colorwallmounted"`
1000 * Same as `wallmounted`, but with colors.
1001 * The first five bits of `param2` tells which color is picked from the
1002 palette. The palette should have 32 pixels.
1003 * `paramtype2 = "glasslikeliquidlevel"`
1004 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1006 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1008 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1010 Nodes can also contain extra data. See "Node Metadata".
1014 There are a bunch of different looking node types.
1016 Look for examples in `games/minimal` or `games/minetest_game`.
1019 * A node-sized cube.
1021 * Invisible, uses no texture.
1023 * The cubic source node for a liquid.
1025 * The flowing version of a liquid, appears with various heights and slopes.
1027 * Often used for partially-transparent nodes.
1028 * Only external sides of textures are visible.
1029 * `glasslike_framed`
1030 * All face-connected nodes are drawn as one volume within a surrounding
1032 * The frame appearence is generated from the edges of the first texture
1033 specified in `tiles`. The width of the edges used are 1/16th of texture
1034 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1035 * The glass 'shine' (or other desired detail) on each node face is supplied
1036 by the second texture specified in `tiles`.
1037 * `glasslike_framed_optional`
1038 * This switches between the above 2 drawtypes according to the menu setting
1041 * Often used for partially-transparent nodes.
1042 * External and internal sides of textures are visible.
1043 * `allfaces_optional`
1044 * Often used for leaves nodes.
1045 * This switches between `normal`, `glasslike` and `allfaces` according to
1046 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1047 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1048 is used instead, if present. This allows a visually thicker texture to be
1049 used to compensate for how `glasslike` reduces visual thickness.
1051 * A single vertical texture.
1052 * If placed on top of a node, uses the first texture specified in `tiles`.
1053 * If placed against the underside of a node, uses the second texture
1054 specified in `tiles`.
1055 * If placed on the side of a node, uses the third texture specified in
1056 `tiles` and is perpendicular to that node.
1058 * A single texture parallel to, and mounted against, the top, underside or
1061 * Two vertical and diagonal textures at right-angles to each other.
1062 * See `paramtype2 = "meshoptions"` above for other options.
1064 * When above a flat surface, appears as 6 textures, the central 2 as
1065 `plantlike` plus 4 more surrounding those.
1066 * If not above a surface the central 2 do not appear, but the texture
1067 appears against the faces of surrounding nodes if they are present.
1069 * A 3D model suitable for a wooden fence.
1070 * One placed node appears as a single vertical post.
1071 * Adjacently-placed nodes cause horizontal bars to appear between them.
1073 * Often used for tracks for mining carts.
1074 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1075 curved, t-junction, crossing.
1076 * Each placed node automatically switches to a suitable rotated texture
1077 determined by the adjacent `raillike` nodes, in order to create a
1078 continuous track network.
1079 * Becomes a sloping node if placed against stepped nodes.
1081 * Often used for stairs and slabs.
1082 * Allows defining nodes consisting of an arbitrary number of boxes.
1083 * See 'Node boxes' below for more information.
1085 * Uses models for nodes.
1086 * Tiles should hold model materials textures.
1087 * Only static meshes are implemented.
1088 * For supported model formats see Irrlicht engine documentation.
1089 * `plantlike_rooted`
1090 * Enables underwater `plantlike` without air bubbles around the nodes.
1091 * Consists of a base cube at the co-ordinates of the node plus a
1092 `plantlike` extension above with a height of `param2 / 16` nodes.
1093 * The `plantlike` extension visually passes through any nodes above the
1094 base cube without affecting them.
1095 * The base cube texture tiles are defined as normal, the `plantlike`
1096 extension uses the defined special tile, for example:
1097 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1099 `*_optional` drawtypes need less rendering time if deactivated
1100 (always client-side).
1104 Node selection boxes are defined using "node boxes".
1106 A nodebox is defined as any of:
1109 -- A normal cube; the default in most things
1113 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1115 fixed = box OR {box1, box2, ...}
1118 -- A variable height box (or boxes) with the top face position defined
1119 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1121 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1123 fixed = box OR {box1, box2, ...}
1126 -- A box like the selection box for torches
1127 -- (wallmounted param2 is used, if applicable)
1128 type = "wallmounted",
1134 -- A node that has optional boxes depending on neighbouring nodes'
1135 -- presence and type. See also `connects_to`.
1137 fixed = box OR {box1, box2, ...}
1138 connect_top = box OR {box1, box2, ...}
1139 connect_bottom = box OR {box1, box2, ...}
1140 connect_front = box OR {box1, box2, ...}
1141 connect_left = box OR {box1, box2, ...}
1142 connect_back = box OR {box1, box2, ...}
1143 connect_right = box OR {box1, box2, ...}
1144 -- The following `disconnected_*` boxes are the opposites of the
1145 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1146 -- on the respective side, the corresponding disconnected box is drawn.
1147 disconnected_top = box OR {box1, box2, ...}
1148 disconnected_bottom = box OR {box1, box2, ...}
1149 disconnected_front = box OR {box1, box2, ...}
1150 disconnected_left = box OR {box1, box2, ...}
1151 disconnected_back = box OR {box1, box2, ...}
1152 disconnected_right = box OR {box1, box2, ...}
1153 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1154 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1155 -- neighbours to the sides
1158 A `box` is defined as:
1160 {x1, y1, z1, x2, y2, z2}
1162 A box of a regular node would look like:
1164 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1174 The position field is used for all element types.
1176 To account for differing resolutions, the position coordinates are the
1177 percentage of the screen, ranging in value from `0` to `1`.
1179 The name field is not yet used, but should contain a description of what the
1180 HUD element represents. The direction field is the direction in which something
1183 `0` draws from left to right, `1` draws from right to left, `2` draws from
1184 top to bottom, and `3` draws from bottom to top.
1186 The `alignment` field specifies how the item will be aligned. It ranges from
1187 `-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
1188 is to the right/down. Fractional values can be used.
1190 The `offset` field specifies a pixel offset from the position. Contrary to
1191 position, the offset is not scaled to screen size. This allows for some
1192 precisely positioned items in the HUD.
1194 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1197 Below are the specific uses for fields in each type; fields not listed for that
1201 Displays an image on the HUD.
1203 * `scale`: The scale of the image, with 1 being the original texture size.
1204 Only the X coordinate scale is used (positive values).
1205 Negative values represent that percentage of the screen it
1206 should take; e.g. `x=-100` means 100% (width).
1207 * `text`: The name of the texture that is displayed.
1208 * `alignment`: The alignment of the image.
1209 * `offset`: offset in pixels from position.
1212 Displays text on the HUD.
1214 * `scale`: Defines the bounding rectangle of the text.
1215 A value such as `{x=100, y=100}` should work.
1216 * `text`: The text to be displayed in the HUD element.
1217 * `number`: An integer containing the RGB value of the color used to draw the
1218 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1219 * `alignment`: The alignment of the text.
1220 * `offset`: offset in pixels from position.
1223 Displays a horizontal bar made up of half-images.
1225 * `text`: The name of the texture that is used.
1226 * `number`: The number of half-textures that are displayed.
1227 If odd, will end with a vertically center-split texture.
1229 * `offset`: offset in pixels from position.
1230 * `size`: If used, will force full-image size to this value (override texture
1234 * `text`: The name of the inventory list to be displayed.
1235 * `number`: Number of items in the inventory to be displayed.
1236 * `item`: Position of item that is selected.
1238 * `offset`: offset in pixels from position.
1241 Displays distance to selected world position.
1243 * `name`: The name of the waypoint.
1244 * `text`: Distance suffix. Can be blank.
1245 * `number:` An integer containing the RGB value of the color used to draw the
1247 * `world_pos`: World position of the waypoint.
1252 Representations of simple things
1253 ================================
1258 {x=num, y=num, z=num}
1260 For helper functions see "Spatial Vectors".
1264 * `{type="nothing"}`
1265 * `{type="node", under=pos, above=pos}`
1266 * `{type="object", ref=ObjectRef}`
1271 Flag Specifier Format
1272 =====================
1274 Flags using the standardized flag specifier format can be specified in either
1275 of two ways, by string or table.
1277 The string format is a comma-delimited set of flag names; whitespace and
1278 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1279 flag, and specifying a flag prefixed by the string `"no"` explicitly
1280 clears the flag from whatever the default may be.
1282 In addition to the standard string flag format, the schematic flags field can
1283 also be a table of flag names to boolean values representing whether or not the
1284 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1285 is present, mapped to a boolean of any value, the specified flag is unset.
1287 E.g. A flag field of value
1289 {place_center_x = true, place_center_y=false, place_center_z=true}
1293 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1295 which is equivalent to
1297 "place_center_x, noplace_center_y, place_center_z"
1301 "place_center_x, place_center_z"
1303 since, by default, no schematic attributes are set.
1313 There are three kinds of items: nodes, tools and craftitems.
1315 * Node (`register_node`): A node from the world.
1316 * Tool (`register_tool`): A tool/weapon that can dig and damage
1317 things according to `tool_capabilities`.
1318 * Craftitem (`register_craftitem`): A miscellaneous item.
1322 All item stacks have an amount between 0 to 65535. It is 1 by
1323 default. Tool item stacks can not have an amount greater than 1.
1325 Tools use a wear (damage) value ranging from 0 to 65535. The
1326 value 0 is the default and is used for unworn tools. The values
1327 1 to 65535 are used for worn tools, where a higher value stands for
1328 a higher wear. Non-tools always have a wear value of 0.
1332 Items and item stacks can exist in three formats: Serializes, table format
1335 When an item must be passed to a function, it can usually be in any of
1339 This is called "stackstring" or "itemstring". It is a simple string with
1340 1-3 components: the full item identifier, an optional amount and an optional
1343 <identifier> [<amount>[ <wear>]]
1347 * `'default:apple'`: 1 apple
1348 * `'default:dirt 5'`: 5 dirt
1349 * `'default:pick_stone'`: a new stone pickaxe
1350 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1357 {name="default:dirt", count=5, wear=0, metadata=""}
1359 A wooden pick about 1/3 worn out:
1361 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1365 {name="default:apple", count=1, wear=0, metadata=""}
1368 A native C++ format with many helper methods. Useful for converting
1369 between formats. See the Class reference section for details.
1377 In a number of places, there is a group table. Groups define the
1378 properties of a thing (item, node, armor of entity, capabilities of
1379 tool) in such a way that the engine and other mods can can interact with
1380 the thing without actually knowing what the thing is.
1384 Groups are stored in a table, having the group names with keys and the
1385 group ratings as values. For example:
1388 groups = {crumbly=3, soil=1}
1390 -- A more special dirt-kind of thing
1391 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1393 Groups always have a rating associated with them. If there is no
1394 useful meaning for a rating for an enabled group, it shall be `1`.
1396 When not defined, the rating of a group defaults to `0`. Thus when you
1397 read groups, you must interpret `nil` and `0` as the same value, `0`.
1399 You can read the rating of a group for an item or a node by using
1401 minetest.get_item_group(itemname, groupname)
1405 Groups of items can define what kind of an item it is (e.g. wool).
1409 In addition to the general item things, groups are used to define whether
1410 a node is destroyable and how long it takes to destroy by a tool.
1414 For entities, groups are, as of now, used only for calculating damage.
1415 The rating is the percentage of damage caused by tools with this damage group.
1416 See "Entity damage mechanism".
1418 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1419 object.set_armor_groups({fleshy=30, cracky=80})
1423 Groups in tools define which groups of nodes and entities they are
1426 Groups in crafting recipes
1427 --------------------------
1428 An example: Make meat soup from any meat, any water and any bowl:
1431 output = 'food:meat_soup_raw',
1437 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1440 Another example: Make red wool from white wool and red dye:
1444 output = 'wool:red',
1445 recipe = {'wool:white', 'group:dye,basecolor_red'},
1450 * `immortal`: Disables the group damage system for an entity
1451 * `punch_operable`: For entities; disables the regular damage mechanism for
1452 players punching it by hand or a non-tool item, so that it can do something
1453 else than take damage.
1454 * `level`: Can be used to give an additional sense of progression in the game.
1455 * A larger level will cause e.g. a weapon of a lower level make much less
1456 damage, and get worn out much faster, or not be able to get drops
1457 from destroyed nodes.
1458 * `0` is something that is directly accessible at the start of gameplay
1459 * There is no upper limit
1460 * `dig_immediate`: Player can always pick up node without reducing tool wear
1461 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1462 * `3`: the node always gets the digging time 0 seconds (torch)
1463 * `disable_jump`: Player (and possibly other things) cannot jump from node
1464 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1465 * `bouncy`: value is bounce speed in percent
1466 * `falling_node`: if there is no walkable block under the node it will fall
1467 * `attached_node`: if the node under it is not a walkable block the node will be
1468 dropped as an item. If the node is wallmounted the wallmounted direction is
1470 * `soil`: saplings will grow on nodes in this group
1471 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1472 connect to each other
1473 * `slippery`: Players and items will slide on the node.
1474 Slipperiness rises steadily with `slippery` value, starting at 1.
1477 Known damage and digging time defining groups
1478 ---------------------------------------------
1479 * `crumbly`: dirt, sand
1480 * `cracky`: tough but crackable stuff like stone.
1481 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1482 plants, wire, sheets of metal
1483 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1484 * `fleshy`: Living things like animals and the player. This could imply
1485 some blood effects when hitting.
1486 * `explody`: Especially prone to explosions
1487 * `oddly_breakable_by_hand`:
1488 Can be added to nodes that shouldn't logically be breakable by the
1489 hand but are. Somewhat similar to `dig_immediate`, but times are more
1490 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1491 speed of a tool if the tool can dig at a faster speed than this
1492 suggests for the hand.
1494 Examples of custom groups
1495 -------------------------
1496 Item groups are often used for defining, well, _groups of items_.
1498 * `meat`: any meat-kind of a thing (rating might define the size or healing
1499 ability or be irrelevant -- it is not defined as of yet)
1500 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1502 * `flammable`: can be set on fire. Rating might define the intensity of the
1503 fire, affecting e.g. the speed of the spreading of an open fire.
1504 * `wool`: any wool (any origin, any color)
1505 * `metal`: any metal
1506 * `weapon`: any weapon
1507 * `heavy`: anything considerably heavy
1509 Digging time calculation specifics
1510 ----------------------------------
1511 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1512 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1513 faster digging time.
1515 The `level` group is used to limit the toughness of nodes a tool can dig
1516 and to scale the digging times / damage to a greater extent.
1518 **Please do understand this**, otherwise you cannot use the system to it's
1521 Tools define their properties by a list of parameters for groups. They
1522 cannot dig other groups; thus it is important to use a standard bunch of
1523 groups to enable interaction with tools.
1535 * Full punch interval
1536 * Maximum drop level
1537 * For an arbitrary list of groups:
1538 * Uses (until the tool breaks)
1539 * Maximum level (usually `0`, `1`, `2` or `3`)
1543 ### Full punch interval
1545 When used as a weapon, the tool will do full damage if this time is spent
1546 between punches. If e.g. half the time is spent, the tool will do half
1549 ### Maximum drop level
1551 Suggests the maximum level of node, when dug with the tool, that will drop
1552 it's useful item. (e.g. iron ore to drop a lump of iron).
1554 This is not automated; it is the responsibility of the node definition
1559 Determines how many uses the tool has when it is used for digging a node,
1560 of this group, of the maximum level. For lower leveled nodes, the use count
1561 is multiplied by `3^leveldiff`.
1563 * `uses=10, leveldiff=0`: actual uses: 10
1564 * `uses=10, leveldiff=1`: actual uses: 30
1565 * `uses=10, leveldiff=2`: actual uses: 90
1569 Tells what is the maximum level of a node of this group that the tool will
1574 List of digging times for different ratings of the group, for nodes of the
1577 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1578 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1579 for this group, and unable to dig the rating `1`, which is the toughest.
1580 Unless there is a matching group that enables digging otherwise.
1582 If the result digging time is 0, a delay of 0.15 seconds is added between
1583 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1584 i.e. players can more quickly click the nodes away instead of holding LMB.
1588 List of damage for groups of entities. See "Entity damage mechanism".
1590 Example definition of the capabilities of a tool
1591 ------------------------------------------------
1593 tool_capabilities = {
1594 full_punch_interval=1.5,
1597 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1599 damage_groups = {fleshy=2},
1602 This makes the tool be able to dig nodes that fulfil both of these:
1604 * Have the `crumbly` group
1605 * Have a `level` group less or equal to `2`
1607 Table of resulting digging times:
1609 crumbly 0 1 2 3 4 <- level
1611 1 0.80 1.60 1.60 - -
1612 2 0.60 1.20 1.20 - -
1613 3 0.40 0.80 0.80 - -
1615 level diff: 2 1 0 -1 -2
1617 Table of resulting tool uses:
1626 * At `crumbly==0`, the node is not diggable.
1627 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1628 easy nodes to be quickly breakable.
1629 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1634 Entity damage mechanism
1635 =======================
1640 foreach group in cap.damage_groups:
1641 damage += cap.damage_groups[group]
1642 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1643 * (object.armor_groups[group] / 100.0)
1644 -- Where object.armor_groups[group] is 0 for inexistent values
1647 Client predicts damage based on damage groups. Because of this, it is able to
1648 give an immediate response when an entity is damaged or dies; the response is
1649 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1651 Currently a smoke puff will appear when an entity dies.
1653 The group `immortal` completely disables normal damage.
1655 Entities can define a special armor group, which is `punch_operable`. This
1656 group disables the regular damage mechanism for players punching it by hand or
1657 a non-tool item, so that it can do something else than take damage.
1659 On the Lua side, every punch calls:
1661 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1664 This should never be called directly, because damage is usually not handled by
1667 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1668 accessed unless absolutely required, to encourage interoperability.
1669 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1670 * `tool_capabilities` can be `nil`.
1671 * `direction` is a unit vector, pointing from the source of the punch to
1673 * `damage` damage that will be done to entity
1674 Return value of this function will determine if damage is done by this function
1675 (retval true) or shall be done by engine (retval false)
1677 To punch an entity/object in Lua, call:
1679 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1681 * Return value is tool wear.
1682 * Parameters are equal to the above callback.
1683 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1684 will be automatically filled in based on the location of `puncher`.
1694 The instance of a node in the world normally only contains the three values
1695 mentioned in "Nodes". However, it is possible to insert extra data into a
1696 node. It is called "node metadata"; See `NodeMetaRef`.
1698 Node metadata contains two things:
1703 Some of the values in the key-value store are handled specially:
1705 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1706 * `infotext`: Text shown on the screen when the node is pointed at
1710 local meta = minetest.get_meta(pos)
1711 meta:set_string("formspec",
1713 "list[context;main;0,0;8,4;]"..
1714 "list[current_player;main;0,5;8,4;]")
1715 meta:set_string("infotext", "Chest");
1716 local inv = meta:get_inventory()
1717 inv:set_size("main", 8*4)
1718 print(dump(meta:to_table()))
1721 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1722 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1723 [10] = "", [11] = "", [12] = "", [13] = "",
1724 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1725 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1726 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1727 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1731 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1738 Item stacks can store metadata too. See `ItemStackMetaRef`.
1740 Item metadata only contains a key-value store.
1742 Some of the values in the key-value store are handled specially:
1744 * `description`: Set the item stack's description. Defaults to
1746 * `color`: A `ColorString`, which sets the stack's color.
1747 * `palette_index`: If the item has a palette, this is used to get the
1748 current color from the palette.
1752 local meta = stack:get_meta()
1753 meta:set_string("key", "value")
1754 print(dump(meta:to_table()))
1762 Formspec defines a menu. Currently not much else than inventories are
1763 supported. It is a string, with a somewhat strange format.
1765 Spaces and newlines can be inserted between the blocks, as is used in the
1768 Position and size units are inventory slots, `X` and `Y` position the formspec
1769 element relative to the top left of the menu or container. `W` and `H` are its
1770 width and height values.
1771 When displaying text which can contain formspec code, e.g. text set by a player,
1772 use `minetest.formspec_escape`.
1773 For coloured text you can use `minetest.colorize`.
1775 WARNING: Minetest allows you to add elements to every single formspec instance
1776 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1777 appearing when you don't expect them to. See `no_prepend[]`
1785 list[context;main;0,0;8,4;]
1786 list[current_player;main;0,5;8,4;]
1791 list[context;fuel;2,3;1,1;]
1792 list[context;src;2,1;1,1;]
1793 list[context;dst;5,1;2,2;]
1794 list[current_player;main;0,5;8,4;]
1796 ### Minecraft-like player inventory
1799 image[1,0.6;1,2;player.png]
1800 list[current_player;main;0,3.5;8,4;]
1801 list[current_player;craft;3,0;3,3;]
1802 list[current_player;craftpreview;7,1;1,1;]
1807 ### `size[<W>,<H>,<fixed_size>]`
1808 * Define the size of the menu in inventory slots
1809 * `fixed_size`: `true`/`false` (optional)
1810 * deprecated: `invsize[<W>,<H>;]`
1812 ### `position[<X>,<Y>]`
1813 * Must be used after `size` element.
1814 * Defines the position on the game window of the formspec's `anchor` point.
1815 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1817 * [0.0, 0.0] sets the position to the top left corner of the game window.
1818 * [1.0, 1.0] sets the position to the bottom right of the game window.
1819 * Defaults to the center of the game window [0.5, 0.5].
1821 ### `anchor[<X>,<Y>]`
1822 * Must be used after both `size` and `position` (if present) elements.
1823 * Defines the location of the anchor point within the formspec.
1824 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1826 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1827 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1828 * Defaults to the center of the formspec [0.5, 0.5].
1830 * `position` and `anchor` elements need suitable values to avoid a formspec
1831 extending off the game window due to particular game window sizes.
1834 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1835 * Disables player:set_formspec_prepend() from applying to this formspec.
1837 ### `container[<X>,<Y>]`
1838 * Start of a container block, moves all physical elements in the container by
1840 * Must have matching `container_end`
1841 * Containers can be nested, in which case the offsets are added
1842 (child containers are relative to parent containers)
1844 ### `container_end[]`
1845 * End of a container, following elements are no longer relative to this
1848 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1849 * Show an inventory list
1851 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1852 * Show an inventory list
1854 ### `listring[<inventory location>;<list name>]`
1855 * Allows to create a ring of inventory lists
1856 * Shift-clicking on items in one element of the ring
1857 will send them to the next inventory list inside the ring
1858 * The first occurrence of an element inside the ring will
1859 determine the inventory where items will be sent to
1862 * Shorthand for doing `listring[<inventory location>;<list name>]`
1863 for the last two inventory lists added by list[...]
1865 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1866 * Sets background color of slots as `ColorString`
1867 * Sets background color of slots on mouse hovering
1869 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1870 * Sets background color of slots as `ColorString`
1871 * Sets background color of slots on mouse hovering
1872 * Sets color of slots border
1874 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1875 * Sets background color of slots as `ColorString`
1876 * Sets background color of slots on mouse hovering
1877 * Sets color of slots border
1878 * Sets default background color of tooltips
1879 * Sets default font color of tooltips
1881 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1882 * Adds tooltip for an element
1883 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1884 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1886 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1887 * Adds tooltip for an area. Other tooltips will take priority when present.
1888 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1889 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1891 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1894 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1895 * Show an inventory image of registered item/node
1897 ### `bgcolor[<color>;<fullscreen>]`
1898 * Sets background color of formspec as `ColorString`
1899 * If `true`, the background color is drawn fullscreen (does not affect the size
1902 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1903 * Use a background. Inventory rectangles are not drawn then.
1904 * Example for formspec 8x4 in 16x resolution: image shall be sized
1905 8 times 16px times 4 times 16px.
1907 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1908 * Use a background. Inventory rectangles are not drawn then.
1909 * Example for formspec 8x4 in 16x resolution:
1910 image shall be sized 8 times 16px times 4 times 16px
1911 * If `auto_clip` is `true`, the background is clipped to the formspec size
1912 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1914 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1915 * Textual password style field; will be sent to server when a button is clicked
1916 * When enter is pressed in field, fields.key_enter_field will be sent with the
1918 * Fields are a set height, but will be vertically centred on `H`
1919 * `name` is the name of the field as returned in fields to `on_receive_fields`
1920 * `label`, if not blank, will be text printed on the top left above the field
1921 * See field_close_on_enter to stop enter closing the formspec
1923 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1924 * Textual field; will be sent to server when a button is clicked
1925 * When enter is pressed in field, `fields.key_enter_field` will be sent with
1926 the name of this field.
1927 * Fields are a set height, but will be vertically centred on `H`
1928 * `name` is the name of the field as returned in fields to `on_receive_fields`
1929 * `label`, if not blank, will be text printed on the top left above the field
1930 * `default` is the default value of the field
1931 * `default` may contain variable references such as `${text}` which
1932 will fill the value from the metadata value `text`
1933 * **Note**: no extra text or more than a single variable is supported ATM.
1934 * See `field_close_on_enter` to stop enter closing the formspec
1936 ### `field[<name>;<label>;<default>]`
1937 * As above, but without position/size units
1938 * When enter is pressed in field, `fields.key_enter_field` will be sent with
1939 the name of this field.
1940 * Special field for creating simple forms, such as sign text input
1941 * Must be used without a `size[]` element
1942 * A "Proceed" button will be added automatically
1943 * See `field_close_on_enter` to stop enter closing the formspec
1945 ### `field_close_on_enter[<name>;<close_on_enter>]`
1946 * <name> is the name of the field
1947 * if <close_on_enter> is false, pressing enter in the field will submit the
1948 form but not close it.
1949 * defaults to true when not specified (ie: no tag for a field)
1951 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1952 * Same as fields above, but with multi-line input
1953 * If the text overflows, a vertical scrollbar is added.
1954 * If the name is empty, the textarea is read-only and
1955 the background is not shown, which corresponds to a multi-line label.
1957 ### `label[<X>,<Y>;<label>]`
1958 * The label formspec element displays the text set in `label`
1959 at the specified position.
1960 * The text is displayed directly without automatic line breaking,
1961 so label should not be used for big text chunks.
1963 ### `vertlabel[<X>,<Y>;<label>]`
1964 * Textual label drawn vertically
1965 * `label` is the text on the label
1967 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1968 * Clickable button. When clicked, fields will be sent.
1969 * Fixed button height. It will be vertically centred on `H`
1970 * `label` is the text on the button
1972 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1973 * `texture name` is the filename of an image
1975 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1976 * `texture name` is the filename of an image
1977 * `noclip=true` means the image button doesn't need to be within specified
1979 * `drawborder`: draw button border or not
1980 * `pressed texture name` is the filename of an image on pressed state
1982 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1983 * `item name` is the registered name of an item/node,
1984 tooltip will be made out of its description
1985 to override it use tooltip element
1987 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1988 * When clicked, fields will be sent and the form will quit.
1990 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1991 * When clicked, fields will be sent and the form will quit.
1993 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1994 * Scrollable item list showing arbitrary text elements
1995 * `name` fieldname sent to server on doubleclick value is current selected
1997 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
1999 * if you want a listelement to start with "#" write "##".
2001 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2002 * Scrollable itemlist showing arbitrary text elements
2003 * `name` fieldname sent to server on doubleclick value is current selected
2005 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2006 * if you want a listelement to start with "#" write "##"
2007 * Index to be selected within textlist
2008 * `true`/`false`: draw transparent background
2009 * See also `minetest.explode_textlist_event`
2010 (main menu: `core.explode_textlist_event`).
2012 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2013 * Show a tab**header** at specific position (ignores formsize)
2014 * `name` fieldname data is transferred to Lua
2015 * `caption 1`...: name shown on top of tab
2016 * `current_tab`: index of selected tab 1...
2017 * `transparent` (optional): show transparent
2018 * `draw_border` (optional): draw border
2020 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2021 * Simple colored box
2022 * `color` is color specified as a `ColorString`.
2023 If the alpha component is left blank, the box will be semitransparent.
2025 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2026 * Show a dropdown field
2027 * **Important note**: There are two different operation modes:
2028 1. handle directly on change (only changed dropdown is submitted)
2029 2. read the value on pressing a button (all dropdown values are available)
2030 * `x` and `y` position of dropdown
2032 * Fieldname data is transferred to Lua
2033 * Items to be shown in dropdown
2034 * Index of currently selected dropdown item
2036 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2038 * `name` fieldname data is transferred to Lua
2039 * `label` to be shown left of checkbox
2040 * `selected` (optional): `true`/`false`
2042 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2044 * There are two ways to use it:
2045 1. handle the changed event (only changed scrollbar is available)
2046 2. read the value on pressing a button (all scrollbars are available)
2047 * `orientation`: `vertical`/`horizontal`
2048 * Fieldname data is transferred to Lua
2049 * Value this trackbar is set to (`0`-`1000`)
2050 * See also `minetest.explode_scrollbar_event`
2051 (main menu: `core.explode_scrollbar_event`).
2053 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2054 * Show scrollable table using options defined by the previous `tableoptions[]`
2055 * Displays cells as defined by the previous `tablecolumns[]`
2056 * `name`: fieldname sent to server on row select or doubleclick
2057 * `cell 1`...`cell n`: cell contents given in row-major order
2058 * `selected idx`: index of row to be selected within table (first row = `1`)
2059 * See also `minetest.explode_table_event`
2060 (main menu: `core.explode_table_event`).
2062 ### `tableoptions[<opt 1>;<opt 2>;...]`
2063 * Sets options for `table[]`
2065 * default text color (`ColorString`), defaults to `#FFFFFF`
2066 * `background=#RRGGBB`
2067 * table background color (`ColorString`), defaults to `#000000`
2068 * `border=<true/false>`
2069 * should the table be drawn with a border? (default: `true`)
2070 * `highlight=#RRGGBB`
2071 * highlight background color (`ColorString`), defaults to `#466432`
2072 * `highlight_text=#RRGGBB`
2073 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2074 * `opendepth=<value>`
2075 * all subtrees up to `depth < value` are open (default value = `0`)
2076 * only useful when there is a column of type "tree"
2078 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2079 * Sets columns for `table[]`
2080 * Types: `text`, `image`, `color`, `indent`, `tree`
2081 * `text`: show cell contents as text
2082 * `image`: cell contents are an image index, use column options to define
2084 * `color`: cell contents are a ColorString and define color of following
2086 * `indent`: cell contents are a number and define indentation of following
2088 * `tree`: same as indent, but user can open and close subtrees
2092 * for `text` and `image`: content alignment within cells.
2093 Available values: `left` (default), `center`, `right`, `inline`
2095 * for `text` and `image`: minimum width in em (default: `0`)
2096 * for `indent` and `tree`: indent width in em (default: `1.5`)
2097 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2098 Exception: defaults to 0 for indent columns
2099 * `tooltip=<value>`: tooltip text (default: empty)
2100 * `image` column options:
2101 * `0=<value>` sets image for image index 0
2102 * `1=<value>` sets image for image index 1
2103 * `2=<value>` sets image for image index 2
2104 * and so on; defined indices need not be contiguous empty or
2105 non-numeric cells are treated as `0`.
2106 * `color` column options:
2107 * `span=<value>`: number of following columns to affect
2108 (default: infinite).
2110 **Note**: do _not_ use a element name starting with `key_`; those names are
2111 reserved to pass key press events to formspec!
2121 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2122 * `"current_player"`: Player to whom the menu is shown
2123 * `"player:<name>"`: Any player
2124 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2125 * `"detached:<name>"`: A detached inventory
2127 Player Inventory lists
2128 ----------------------
2129 * `main`: list containing the default inventory
2130 * `craft`: list containing the craft input
2131 * `craftpreview`: list containing the craft output
2132 * `hand`: list containing an override for the empty hand
2142 `#RGB` defines a color in hexadecimal format.
2144 `#RGBA` defines a color in hexadecimal format and alpha channel.
2146 `#RRGGBB` defines a color in hexadecimal format.
2148 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2150 Named colors are also supported and are equivalent to
2151 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2152 To specify the value of the alpha channel, append `#AA` to the end of the color
2153 name (e.g. `colorname#08`). For named colors the hexadecimal string
2154 representing the alpha value must (always) be two hexadecimal digits.
2158 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2161 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2162 * `colorspec = {a=255, r=0, g=255, b=0}`
2163 * numerical form: The raw integer value of an ARGB8 quad:
2164 * `colorspec = 0xFF00FF00`
2165 * string form: A ColorString (defined above):
2166 * `colorspec = "green"`
2174 Most text can contain escape sequences, that can for example color the text.
2175 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2176 The following functions provide escape sequences:
2178 * `minetest.get_color_escape_sequence(color)`:
2179 * `color` is a ColorString
2180 * The escape sequence sets the text color to `color`
2181 * `minetest.colorize(color, message)`:
2183 `minetest.get_color_escape_sequence(color) ..
2185 minetest.get_color_escape_sequence("#ffffff")`
2186 * `minetest.get_background_escape_sequence(color)`
2187 * `color` is a ColorString
2188 * The escape sequence sets the background of the whole text element to
2189 `color`. Only defined for item descriptions and tooltips.
2190 * `minetest.strip_foreground_colors(str)`
2191 * Removes foreground colors added by `get_color_escape_sequence`.
2192 * `minetest.strip_background_colors(str)`
2193 * Removes background colors added by `get_background_escape_sequence`.
2194 * `minetest.strip_colors(str)`
2195 * Removes all color escape sequences.
2203 For the following functions, `v`, `v1`, `v2` are vectors,
2204 `p1`, `p2` are positions:
2206 * `vector.new(a[, b, c])`:
2208 * A copy of `a` if `a` is a vector.
2209 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2210 * `vector.direction(p1, p2)`:
2211 * Returns a vector of length 1 with direction `p1` to `p2`.
2212 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2213 * `vector.distance(p1, p2)`:
2214 * Returns zero or a positive number, the distance between `p1` and `p2`.
2215 * `vector.length(v)`:
2216 * Returns zero or a positive number, the length of vector `v`.
2217 * `vector.normalize(v)`:
2218 * Returns a vector of length 1 with direction of vector `v`.
2219 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2220 * `vector.floor(v)`:
2221 * Returns a vector, each dimension rounded down.
2222 * `vector.round(v)`:
2223 * Returns a vector, each dimension rounded to nearest integer.
2224 * `vector.apply(v, func)`:
2225 * Returns a vector where the function `func` has been applied to each
2227 * `vector.equals(v1, v2)`:
2228 * Returns a boolean, `true` if the vectors are identical.
2229 * `vector.sort(v1, v2)`:
2230 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2232 For the following functions `x` can be either a vector or a number:
2234 * `vector.add(v, x)`:
2236 * `vector.subtract(v, x)`:
2238 * `vector.multiply(v, x)`:
2239 * Returns a scaled vector or Schur product.
2240 * `vector.divide(v, x)`:
2241 * Returns a scaled vector or Schur quotient.
2249 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2250 human-readable, handles reference loops.
2251 * `obj`: arbitrary variable
2252 * `name`: string, default: `"_"`
2253 * `dumped`: table, default: `{}`
2254 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2255 * `obj`: arbitrary variable
2256 * `dumped`: table, default: `{}`
2257 * `math.hypot(x, y)`
2258 * Get the hypotenuse of a triangle with legs x and y.
2259 Useful for distance calculation.
2260 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2261 * Get the sign of a number.
2262 * tolerance: number, default: `0.0`
2263 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2265 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2266 * `separator`: string, default: `","`
2267 * `include_empty`: boolean, default: `false`
2268 * `max_splits`: number, if it's negative, splits aren't limited,
2270 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2271 string or a pattern (regex), default: `false`
2272 * e.g. `"a,b":split","` returns `{"a","b"}`
2273 * `string:trim()`: returns the string without whitespace pre- and suffixes
2274 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2275 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2276 * Adds newlines to the string to keep it within the specified character
2278 * Note that the returned lines may be longer than the limit since it only
2279 splits at word borders.
2280 * `limit`: number, maximal amount of characters in one line
2281 * `as_table`: boolean, if set to true, a table of lines instead of a string
2282 is returned, default: `false`
2283 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2284 * `pos`: table {x=X, y=Y, z=Z}
2285 * Converts the position `pos` to a human-readable, printable string
2286 * `decimal_places`: number, if specified, the x, y and z values of
2287 the position are rounded to the given decimal place.
2288 * `minetest.string_to_pos(string)`: returns a position or `nil`
2289 * Same but in reverse.
2290 * If the string can't be parsed to a position, nothing is returned.
2291 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2292 * Converts a string representing an area box into two positions
2293 * `minetest.formspec_escape(string)`: returns a string
2294 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2296 * `minetest.is_yes(arg)`
2297 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2298 * `minetest.is_nan(arg)`
2299 * returns true when the passed number represents NaN.
2300 * `minetest.get_us_time()`
2301 * returns time with microsecond precision. May not return wall time.
2302 * `table.copy(table)`: returns a table
2303 * returns a deep copy of `table`
2304 * `table.insert_all(table, other_table)`:
2305 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2307 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2309 * returns the exact position on the surface of a pointed node
2317 Texts can be translated client-side with the help of `minetest.translate` and
2320 Translating a string
2321 --------------------
2322 Two functions are provided to translate strings: `minetest.translate` and
2323 `minetest.get_translator`.
2325 * `minetest.get_translator(textdomain)` is a simple wrapper around
2326 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2327 equivalent to `minetest.translate(textdomain, str, ...)`.
2328 It is intended to be used in the following way, so that it avoids verbose
2329 repetitions of `minetest.translate`:
2331 local S = minetest.get_translator(textdomain)
2334 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2336 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2337 the given `textdomain` for disambiguation. The textdomain must match the
2338 textdomain specified in the translation file in order to get the string
2339 translated. This can be used so that a string is translated differently in
2341 It is advised to use the name of the mod as textdomain whenever possible, to
2342 avoid clashes with other mods.
2343 This function must be given a number of arguments equal to the number of
2344 arguments the translated string expects.
2345 Arguments are literal strings -- they will not be translated, so if you want
2346 them to be, they need to come as outputs of `minetest.translate` as well.
2348 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2349 by the translation of "Red". We can do the following:
2351 local S = minetest.get_translator()
2352 S("@1 Wool", S("Red"))
2354 This will be displayed as "Red Wool" on old clients and on clients that do
2355 not have localization enabled. However, if we have for instance a translation
2356 file named `wool.fr.tr` containing the following:
2361 this will be displayed as "Laine Rouge" on clients with a French locale.
2363 Operations on translated strings
2364 --------------------------------
2366 The output of `minetest.translate` is a string, with escape sequences adding
2367 additional information to that string so that it can be translated on the
2368 different clients. In particular, you can't expect operations like string.length
2369 to work on them like you would expect them to, or string.gsub to work in the
2370 expected manner. However, string concatenation will still work as expected
2371 (note that you should only use this for things like formspecs; do not translate
2372 sentences by breaking them into parts; arguments should be used instead), and
2373 operations such as `minetest.colorize` which are also concatenation.
2375 Translation file format
2376 -----------------------
2377 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2378 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2379 The file should be a text file, with the following format:
2381 * Lines beginning with `# textdomain:` (the space is significant) can be used
2382 to specify the text domain of all following translations in the file.
2383 * All other empty lines or lines beginning with `#` are ignored.
2384 * Other lines should be in the format `original=translated`. Both `original`
2385 and `translated` can contain escape sequences beginning with `@` to insert
2386 arguments, literal `@`, `=` or newline (See ### Escapes below).
2387 There must be no extraneous whitespace around the `=` or at the beginning or
2388 the end of the line.
2392 Strings that need to be translated can contain several escapes, preceded by `@`.
2394 * `@@` acts as a literal `@`.
2395 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2396 string that will be inlined when translated. Due to how translations are
2397 implemented, the original translation string **must** have its arguments in
2398 increasing order, without gaps or repetitions, starting from 1.
2399 * `@=` acts as a literal `=`. It is not required in strings given to
2400 `minetest.translate`, but is in translation files to avoid being confused
2401 with the `=` separating the original from the translation.
2402 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2403 As with `@=`, this escape is not required in strings given to
2404 `minetest.translate`, but is in translation files.
2405 * `@n` acts as a literal newline as well.
2413 Perlin noise creates a continuously-varying value depending on the input values.
2414 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2415 The result is used during map generation to create the terrain shape, vary heat
2416 and humidity to distribute biomes, vary the density of decorations or vary the
2419 Structure of perlin noise
2420 -------------------------
2421 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2422 The smooth wavy noise it generates has a single characteristic scale, almost
2423 like a 'wavelength', so on its own does not create fine detail.
2424 Due to this perlin noise combines several octaves to create variation on
2425 multiple scales. Each additional octave has a smaller 'wavelength' than the
2428 This combination results in noise varying very roughly between -2.0 and 2.0 and
2429 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2430 and offset the noise variation.
2432 The final perlin noise variation is created as follows:
2434 noise = offset + scale * (octave1 +
2435 octave2 * persistence +
2436 octave3 * persistence ^ 2 +
2437 octave4 * persistence ^ 3 +
2442 Noise Parameters are commonly called `NoiseParams`.
2445 After the multiplication by `scale` this is added to the result and is the final
2446 step in creating the noise value.
2447 Can be positive or negative.
2450 Once all octaves have been combined, the result is multiplied by this.
2451 Can be positive or negative.
2454 For octave1, this is roughly the change of input value needed for a very large
2455 variation in the noise value generated by octave1. It is almost like a
2456 'wavelength' for the wavy noise variation.
2457 Each additional octave has a 'wavelength' that is smaller than the previous
2458 octave, to create finer detail. `spread` will therefore roughly be the typical
2459 size of the largest structures in the final noise variation.
2461 `spread` is a vector with values for x, y, z to allow the noise variation to be
2462 stretched or compressed in the desired axes.
2463 Values are positive numbers.
2466 This is a whole number that determines the entire pattern of the noise
2467 variation. Altering it enables different noise patterns to be created.
2468 With other parameters equal, different seeds produce different noise patterns
2469 and identical seeds produce identical noise patterns.
2471 For this parameter you can randomly choose any whole number. Usually it is
2472 preferable for this to be different from other seeds, but sometimes it is useful
2473 to be able to create identical noise patterns.
2475 When used in mapgen this is actually a 'seed offset', it is added to the
2476 'world seed' to create the seed used by the noise, to ensure the noise has a
2477 different pattern in different worlds.
2480 The number of simple noise generators that are combined.
2481 A whole number, 1 or more.
2482 Each additional octave adds finer detail to the noise but also increases the
2483 noise calculation load.
2484 3 is a typical minimum for a high quality, complex and natural-looking noise
2485 variation. 1 octave has a slight 'gridlike' appearence.
2487 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2488 size of the finest detail you require. For example:
2489 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2490 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2491 512, 256, 128, 64, 32, 16 nodes.
2492 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2495 Each additional octave has an amplitude that is the amplitude of the previous
2496 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2497 as is often helpful and natural to do so.
2498 Since this controls the balance of fine detail to large-scale detail
2499 `persistence` can be thought of as the 'roughness' of the noise.
2501 A positive or negative non-zero number, often between 0.3 and 1.0.
2502 A common medium value is 0.5, such that each octave has half the amplitude of
2503 the previous octave.
2504 This may need to be tuned when altering `lacunarity`; when doing so consider
2505 that a common medium value is 1 / lacunarity.
2508 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2509 previous octave multiplied by 1 / lacunarity, to create finer detail.
2510 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2512 A positive number no smaller than 1.0.
2513 Values below 2.0 create higher quality noise at the expense of requiring more
2514 octaves to cover a paticular range of 'wavelengths'.
2517 Leave this field unset for no special handling.
2518 Currently supported are `defaults`, `eased` and `absvalue`:
2521 Specify this if you would like to keep auto-selection of eased/not-eased while
2522 specifying some other flags.
2525 Maps noise gradient values onto a quintic S-curve before performing
2526 interpolation. This results in smooth, rolling noise.
2527 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2529 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2531 Easing a 3D noise significantly increases the noise calculation load, so use
2535 The absolute value of each octave's noise variation is used when combining the
2536 octaves. The final perlin noise variation is created as follows:
2538 noise = offset + scale * (abs(octave1) +
2539 abs(octave2) * persistence +
2540 abs(octave3) * persistence ^ 2 +
2541 abs(octave4) * persistence ^ 3 +
2545 For 2D or 3D perlin noise or perlin noise maps:
2550 spread = {x = 500, y = 500, z = 500},
2555 flags = "defaults, absvalue",
2558 For 2D noise the Z component of `spread` is still defined but is ignored.
2559 A single noise parameter table can be used for 2D or 3D noise.
2569 These tell in what manner the ore is generated.
2571 All default ores are of the uniformly-distributed scatter type.
2574 Randomly chooses a location and generates a cluster of ore.
2576 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2577 at that point is greater than the `noise_threshold`, giving the ability to
2578 create a non-equal distribution of ore.
2581 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2582 described by `noise_params` and `noise_threshold`. This is essentially an
2583 improved version of the so-called "stratus" ore seen in some unofficial mods.
2585 This sheet consists of vertical columns of uniform randomly distributed height,
2586 varying between the inclusive range `column_height_min` and `column_height_max`.
2587 If `column_height_min` is not specified, this parameter defaults to 1.
2588 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2589 for reverse compatibility. New code should prefer `column_height_max`.
2591 The `column_midpoint_factor` parameter controls the position of the column at
2592 which ore emanates from.
2593 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2594 equally starting from each direction.
2595 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2596 this parameter is not specified, the default is 0.5.
2598 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2602 Creates a sheet of ore in a cloud-like puff shape.
2604 As with the `sheet` ore type, the size and shape of puffs are described by
2605 `noise_params` and `noise_threshold` and are placed at random vertical
2606 positions within the currently generated chunk.
2608 The vertical top and bottom displacement of each puff are determined by the
2609 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2612 Creates a deformed sphere of ore according to 3d perlin noise described by
2613 `noise_params`. The maximum size of the blob is `clust_size`, and
2614 `clust_scarcity` has the same meaning as with the `scatter` type.
2617 Creates veins of ore varying in density by according to the intersection of two
2618 instances of 3d perlin noise with different seeds, both described by
2621 `random_factor` varies the influence random chance has on placement of an ore
2622 inside the vein, which is `1` by default. Note that modifying this parameter
2623 may require adjusting `noise_threshold`.
2625 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2628 This ore type is difficult to control since it is sensitive to small changes.
2629 The following is a decent set of parameters to work from:
2634 spread = {x=200, y=200, z=200},
2641 noise_threshold = 1.6
2643 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2644 computationally expensive than any other ore.
2647 Creates a single undulating ore stratum that is continuous across mapchunk
2648 borders and horizontally spans the world.
2650 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2651 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2652 defines the stratum's vertical thickness (in units of nodes). Due to being
2653 continuous across mapchunk borders the stratum's vertical thickness is
2656 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2657 to y_max in a simple horizontal stratum.
2659 A parameter `stratum_thickness` can be provided instead of the noise parameter
2660 `np_stratum_thickness`, to create a constant thickness.
2662 Leaving out one or both noise parameters makes the ore generation less
2663 intensive, useful when adding multiple strata.
2665 `y_min` and `y_max` define the limits of the ore generation and for performance
2666 reasons should be set as close together as possible but without clipping the
2667 stratum's Y variation.
2669 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2670 solid-ore stratum would require a `clust_scarcity` of 1.
2672 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2673 `random_factor` are ignored by this ore type.
2677 See section "Flag Specifier Format".
2679 Currently supported flags:
2680 `puff_cliffs`, `puff_additive_composition`.
2683 If set, puff ore generation will not taper down large differences in
2684 displacement when approaching the edge of a puff. This flag has no effect for
2685 ore types other than `puff`.
2687 ### `puff_additive_composition`
2688 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2689 in a negative displacement, the sub-column at that point is not generated. With
2690 this attribute set, puff ore generation will instead generate the absolute
2691 difference in noise displacement values. This flag has no effect for ore types
2700 The varying types of decorations that can be placed.
2704 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2705 a list, if a decoration list is specified). Can specify a certain node it must
2706 spawn next to, such as water or lava, for example. Can also generate a
2707 decoration of random height between a specified lower and upper bound.
2708 This type of decoration is intended for placement of grass, flowers, cacti,
2709 papyri, waterlilies and so on.
2713 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2714 Can specify a probability of a node randomly appearing when placed.
2715 This decoration type is intended to be used for multi-node sized discrete
2716 structures, such as trees, cave spikes, rocks, and so on.
2725 --------------------
2726 A schematic specifier identifies a schematic by either a filename to a
2727 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2728 in the form of a table. This table specifies the following fields:
2730 * The `size` field is a 3D vector containing the dimensions of the provided
2731 schematic. (required field)
2732 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2733 sets the probability of a particular horizontal slice of the schematic being
2734 placed. (optional field)
2735 `ypos` = 0 for the lowest horizontal slice of a schematic.
2736 The default of `prob` is 255.
2737 * The `data` field is a flat table of MapNode tables making up the schematic,
2738 in the order of `[z [y [x]]]`. (required field)
2739 Each MapNode table contains:
2740 * `name`: the name of the map node to place (required)
2741 * `prob` (alias `param1`): the probability of this node being placed
2743 * `param2`: the raw param2 value of the node being placed onto the map
2745 * `force_place`: boolean representing if the node should forcibly overwrite
2746 any previous contents (default: false)
2748 About probability values:
2750 * A probability value of `0` or `1` means that node will never appear
2752 * A probability value of `254` or `255` means the node will always appear
2754 * If the probability value `p` is greater than `1`, then there is a
2755 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2758 Schematic attributes
2759 --------------------
2760 See section "Flag Specifier Format".
2762 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2765 * `place_center_x`: Placement of this decoration is centered along the X axis.
2766 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2767 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2768 * `force_placement`: Schematic nodes other than "ignore" will replace existing
2774 Lua Voxel Manipulator
2775 =====================
2779 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
2780 facility. The purpose of this object is for fast, low-level, bulk access to
2781 reading and writing Map content. As such, setting map nodes through VoxelManip
2782 will lack many of the higher level features and concepts you may be used to
2783 with other methods of setting nodes. For example, nodes will not have their
2784 construction and destruction callbacks run, and no rollback information is
2787 It is important to note that VoxelManip is designed for speed, and *not* ease
2788 of use or flexibility. If your mod requires a map manipulation facility that
2789 will handle 100% of all edge cases, or the use of high level node placement
2790 features, perhaps `minetest.set_node()` is better suited for the job.
2792 In addition, VoxelManip might not be faster, or could even be slower, for your
2793 specific use case. VoxelManip is most effective when setting large areas of map
2794 at once - for example, if only setting a 3x3x3 node area, a
2795 `minetest.set_node()` loop may be more optimal. Always profile code using both
2796 methods of map manipulation to determine which is most appropriate for your
2799 A recent simple test of setting cubic areas showed that `minetest.set_node()`
2800 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
2804 A VoxelManip object can be created any time using either:
2805 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
2807 If the optional position parameters are present for either of these routines,
2808 the specified region will be pre-loaded into the VoxelManip object on creation.
2809 Otherwise, the area of map you wish to manipulate must first be loaded into the
2810 VoxelManip object using `VoxelManip:read_from_map()`.
2812 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
2813 formed by these positions indicate the minimum and maximum (respectively)
2814 positions of the area actually loaded in the VoxelManip, which may be larger
2815 than the area requested. For convenience, the loaded area coordinates can also
2816 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
2818 Now that the VoxelManip object is populated with map data, your mod can fetch a
2819 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
2820 which retrieves an individual node in a MapNode formatted table at the position
2821 requested is the simplest method to use, but also the slowest.
2823 Nodes in a VoxelManip object may also be read in bulk to a flat array table
2826 * `VoxelManip:get_data()` for node content (in Content ID form, see section
2828 * `VoxelManip:get_light_data()` for node light levels, and
2829 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
2831 See section 'Flat array format' for more details.
2833 It is very important to understand that the tables returned by any of the above
2834 three functions represent a snapshot of the VoxelManip's internal state at the
2835 time of the call. This copy of the data will not magically update itself if
2836 another function modifies the internal VoxelManip state.
2837 Any functions that modify a VoxelManip's contents work on the VoxelManip's
2838 internal state unless otherwise explicitly stated.
2840 Once the bulk data has been edited to your liking, the internal VoxelManip
2841 state can be set using:
2843 * `VoxelManip:set_data()` for node content (in Content ID form, see section
2845 * `VoxelManip:set_light_data()` for node light levels, and
2846 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
2848 The parameter to each of the above three functions can use any table at all in
2849 the same flat array format as produced by `get_data()` etc. and is not required
2850 to be a table retrieved from `get_data()`.
2852 Once the internal VoxelManip state has been modified to your liking, the
2853 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
2856 ### Flat array format
2858 `Nx = p2.X - p1.X + 1`,
2859 `Ny = p2.Y - p1.Y + 1`, and
2860 `Nz = p2.Z - p1.Z + 1`.
2862 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
2863 including the value of the expression `Nx * Ny * Nz`.
2865 Positions offset from p1 are present in the array with the format of:
2869 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
2870 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
2872 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
2873 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
2875 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
2877 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
2881 and the array index for a position p contained completely in p1..p2 is:
2883 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
2885 Note that this is the same "flat 3D array" format as
2886 `PerlinNoiseMap:get3dMap_flat()`.
2887 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation
2888 of the index for a single point in a flat VoxelManip array.
2891 A Content ID is a unique integer identifier for a specific node type.
2892 These IDs are used by VoxelManip in place of the node name string for
2893 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
2894 `minetest.get_content_id()` to look up the Content ID for the specified node
2895 name, and `minetest.get_name_from_content_id()` to look up the node name string
2896 for a given Content ID.
2897 After registration of a node, its Content ID will remain the same throughout
2898 execution of the mod.
2899 Note that the node being queried needs to have already been been registered.
2901 The following builtin node types have their Content IDs defined as constants:
2903 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
2904 * `minetest.CONTENT_AIR`: ID for "air" nodes
2905 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
2907 ### Mapgen VoxelManip objects
2908 Inside of `on_generated()` callbacks, it is possible to retrieve the same
2909 VoxelManip object used by the core's Map Generator (commonly abbreviated
2910 Mapgen). Most of the rules previously described still apply but with a few
2913 * The Mapgen VoxelManip object is retrieved using:
2914 `minetest.get_mapgen_object("voxelmanip")`
2915 * This VoxelManip object already has the region of map just generated loaded
2916 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
2917 a Mapgen VoxelManip.
2918 * The `on_generated()` callbacks of some mods may place individual nodes in the
2919 generated area using non-VoxelManip map modification methods. Because the
2920 same Mapgen VoxelManip object is passed through each `on_generated()`
2921 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
2922 consistency with the current map state. For this reason, calling any of the
2923 following functions:
2924 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
2925 will also update the Mapgen VoxelManip object's internal state active on the
2927 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
2928 necessary to update lighting information using either:
2929 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
2931 ### Other API functions operating on a VoxelManip
2932 If any VoxelManip contents were set to a liquid node,
2933 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
2934 flowing. It is recommended to call this function only after having written all
2935 buffered data back to the VoxelManip object, save for special situations where
2936 the modder desires to only have certain liquid nodes begin flowing.
2938 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
2939 will generate all registered decorations and ores throughout the full area
2940 inside of the specified VoxelManip object.
2942 `minetest.place_schematic_on_vmanip()` is otherwise identical to
2943 `minetest.place_schematic()`, except instead of placing the specified schematic
2944 directly on the map at the specified position, it will place the schematic
2945 inside the VoxelManip.
2948 * Attempting to read data from a VoxelManip object before map is read will
2949 result in a zero-length array table for `VoxelManip:get_data()`, and an
2950 "ignore" node at any position for `VoxelManip:get_node_at()`.
2951 * If either a region of map has not yet been generated or is out-of-bounds of
2952 the map, that region is filled with "ignore" nodes.
2953 * Other mods, or the core itself, could possibly modify the area of map
2954 currently loaded into a VoxelManip object. With the exception of Mapgen
2955 VoxelManips (see above section), the internal buffers are not updated. For
2956 this reason, it is strongly encouraged to complete the usage of a particular
2957 VoxelManip object in the same callback it had been created.
2958 * If a VoxelManip object will be used often, such as in an `on_generated()`
2959 callback, consider passing a file-scoped table as the optional parameter to
2960 `VoxelManip:get_data()`, which serves as a static buffer the function can use
2961 to write map data to instead of returning a new table each call. This greatly
2962 enhances performance by avoiding unnecessary memory allocations.
2966 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
2967 containing the region formed by `p1` and `p2`.
2968 * returns actual emerged `pmin`, actual emerged `pmax`
2969 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
2971 * **important**: data must be set using `VoxelManip:set_data()` before
2973 * if `light` is true, then lighting is automatically recalculated.
2974 The default value is true.
2975 If `light` is false, no light calculations happen, and you should correct
2976 all modified blocks with `minetest.fix_light()` as soon as possible.
2977 Keep in mind that modifying the map where light is incorrect can cause
2979 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
2980 the `VoxelManip` at that position
2981 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
2983 * `get_data([buffer])`: Retrieves the node content data loaded into the
2984 `VoxelManip` object.
2985 * returns raw node data in the form of an array of node content IDs
2986 * if the param `buffer` is present, this table will be used to store the
2988 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2989 * `update_map()`: Does nothing, kept for compatibility.
2990 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
2992 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2993 * To be used only by a `VoxelManip` object from
2994 `minetest.get_mapgen_object`.
2995 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
2997 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2998 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3000 * Each value is the bitwise combination of day and night light values
3002 * `light = day + (night * 16)`
3003 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3004 in the `VoxelManip`.
3005 * expects lighting data in the same format that `get_light_data()` returns
3006 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3007 `VoxelManip` object.
3008 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3010 * If the param `buffer` is present, this table will be used to store the
3012 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3014 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3016 * To be used only by a `VoxelManip` object from
3017 `minetest.get_mapgen_object`.
3018 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3019 area if left out or nil.
3020 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3021 generated mapchunk above are propagated down into the mapchunk, defaults
3022 to `true` if left out.
3023 * `update_liquids()`: Update liquid flow
3024 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3025 manipulator had been modified since the last read from map, due to a call to
3026 `minetest.set_data()` on the loaded area elsewhere.
3027 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3031 A helper class for voxel areas.
3032 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3033 The coordinates are *inclusive*, like most other things in Minetest.
3036 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3037 `MinEdge` and `MaxEdge`.
3038 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3040 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3042 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3043 * The position (x, y, z) is not checked for being inside the area volume,
3044 being outside can cause an incorrect index result.
3045 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3046 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3047 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3048 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3049 is not checked for being inside the area volume.
3050 * `position(i)`: returns the absolute position vector corresponding to index
3052 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3053 `MinEdge` and `MaxEdge`.
3054 * `containsp(p)`: same as above, except takes a vector
3055 * `containsi(i)`: same as above, except takes an index `i`
3056 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3058 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3060 * `iterp(minp, maxp)`: same as above, except takes a vector
3068 A mapgen object is a construct used in map generation. Mapgen objects can be
3069 used by an `on_generate` callback to speed up operations by avoiding
3070 unnecessary recalculations, these can be retrieved using the
3071 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3072 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3073 callback, `nil` is returned.
3075 The following Mapgen objects are currently available:
3079 This returns three values; the `VoxelManip` object to be used, minimum and
3080 maximum emerged position, in that order. All mapgens support this object.
3084 Returns an array containing the y coordinates of the ground levels of nodes in
3085 the most recently generated chunk by the current mapgen.
3089 Returns an array containing the biome IDs of nodes in the most recently
3090 generated chunk by the current mapgen.
3094 Returns an array containing the temperature values of nodes in the most
3095 recently generated chunk by the current mapgen.
3099 Returns an array containing the humidity values of nodes in the most recently
3100 generated chunk by the current mapgen.
3104 Returns a table mapping requested generation notification types to arrays of
3105 positions at which the corresponding generated structures are located within
3106 the current chunk. To set the capture of positions of interest to be recorded
3107 on generate, use `minetest.set_gen_notify()`.
3108 For decorations, the returned positions are the ground surface 'place_on'
3109 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3110 node above the returned position and possibly displaced by 'place_offset_y'.
3112 Possible fields of the table returned are:
3118 * `large_cave_begin`
3122 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3123 numeric unique decoration ID.
3131 Functions receive a "luaentity" as `self`:
3133 * It has the member `.name`, which is the registered name `("mod:thing")`
3134 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3135 * The original prototype stuff is visible directly via a metatable
3139 * `on_activate(self, staticdata, dtime_s)`
3140 * Called when the object is instantiated.
3141 * `dtime_s` is the time passed since the object was unloaded, which can be
3142 used for updating the entity state.
3143 * `on_step(self, dtime)`
3144 * Called on every server tick, after movement and collision processing.
3145 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3147 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3148 * Called when somebody punches the object.
3149 * Note that you probably want to handle most punches using the automatic
3151 * `puncher`: an `ObjectRef` (can be `nil`)
3152 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3154 * `tool_capabilities`: capability table of used tool (can be `nil`)
3155 * `dir`: unit vector of direction of punch. Always defined. Points from the
3156 puncher to the punched.
3157 * `on_death(self, killer)`
3158 * Called when the object dies.
3159 * `killer`: an `ObjectRef` (can be `nil`)
3160 * `on_rightclick(self, clicker)`
3161 * `on_attach_child(self, child)`
3162 * `child`: an `ObjectRef` of the child that attaches
3163 * `on_detach_child(self, child)`
3164 * `child`: an `ObjectRef` of the child that detaches
3165 * `on_detach(self, parent)`
3166 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3167 * This happens before the parent object is removed from the world
3168 * `get_staticdata(self)`
3169 * Should return a string that will be passed to `on_activate` when the
3170 object is instantiated the next time.
3182 axiom, --string initial tree axiom
3183 rules_a, --string rules set A
3184 rules_b, --string rules set B
3185 rules_c, --string rules set C
3186 rules_d, --string rules set D
3187 trunk, --string trunk node name
3188 leaves, --string leaves node name
3189 leaves2, --string secondary leaves node name
3190 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3191 angle, --num angle in deg
3192 iterations, --num max # of iterations, usually 2 -5
3193 random_level, --num factor to lower nr of iterations, usually 0 - 3
3194 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3195 -- 2x2 nodes or 3x3 in cross shape
3196 thin_branches, --boolean true -> use thin (1 node) branches
3197 fruit, --string fruit node name
3198 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3199 seed, --num random seed, if no seed is provided, the engine
3203 Key for special L-System symbols used in axioms
3204 -----------------------------------------------
3206 * `G`: move forward one unit with the pen up
3207 * `F`: move forward one unit with the pen down drawing trunks and branches
3208 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3209 * `T`: move forward one unit with the pen down drawing trunks only
3210 * `R`: move forward one unit with the pen down placing fruit
3211 * `A`: replace with rules set A
3212 * `B`: replace with rules set B
3213 * `C`: replace with rules set C
3214 * `D`: replace with rules set D
3215 * `a`: replace with rules set A, chance 90%
3216 * `b`: replace with rules set B, chance 80%
3217 * `c`: replace with rules set C, chance 70%
3218 * `d`: replace with rules set D, chance 60%
3219 * `+`: yaw the turtle right by `angle` parameter
3220 * `-`: yaw the turtle left by `angle` parameter
3221 * `&`: pitch the turtle down by `angle` parameter
3222 * `^`: pitch the turtle up by `angle` parameter
3223 * `/`: roll the turtle to the right by `angle` parameter
3224 * `*`: roll the turtle to the left by `angle` parameter
3225 * `[`: save in stack current state info
3226 * `]`: recover from stack state info
3230 Spawn a small apple tree:
3232 pos = {x=230,y=20,z=4}
3235 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3236 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3237 trunk="default:tree",
3238 leaves="default:leaves",
3242 trunk_type="single",
3245 fruit="default:apple"
3247 minetest.spawn_tree(pos,apple_tree)
3252 'minetest' namespace reference
3253 ==============================
3258 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3260 * `minetest.get_modpath(modname)`: returns e.g.
3261 `"/home/user/.minetest/usermods/modname"`.
3262 * Useful for loading additional `.lua` modules or static data from mod
3263 * `minetest.get_modnames()`: returns a list of installed mods
3264 * Return a list of installed mods, sorted alphabetically
3265 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3266 * Useful for storing custom data
3267 * `minetest.is_singleplayer()`
3268 * `minetest.features`: Table containing API feature flags
3271 glasslike_framed = true,
3272 nodebox_as_selectionbox = true,
3273 chat_send_player_param3 = true,
3274 get_all_craft_recipes_works = true,
3275 -- The transparency channel of textures can optionally be used on
3277 use_texture_alpha = true,
3278 -- Tree and grass ABMs are no longer done from C++
3279 no_legacy_abms = true,
3280 -- Texture grouping is possible using parentheses
3281 texture_names_parens = true,
3282 -- Unique Area ID for AreaStore:insert_area
3283 area_store_custom_ids = true,
3284 -- add_entity supports passing initial staticdata to on_activate
3285 add_entity_with_staticdata = true,
3286 -- Chat messages are no longer predicted
3287 no_chat_message_prediction = true,
3288 -- The transparency channel of textures can optionally be used on
3289 -- objects (ie: players and lua entities)
3290 object_use_texture_alpha = true,
3291 -- Object selectionbox is settable independently from collisionbox
3292 object_independent_selectionbox = true,
3295 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3296 * `arg`: string or table in format `{foo=true, bar=true}`
3297 * `missing_features`: `{foo=true, bar=true}`
3298 * `minetest.get_player_information(player_name)`: Table containing information
3299 about a player. Example return value:
3302 address = "127.0.0.1", -- IP address of client
3303 ip_version = 4, -- IPv4 / IPv6
3304 min_rtt = 0.01, -- minimum round trip time
3305 max_rtt = 0.2, -- maximum round trip time
3306 avg_rtt = 0.02, -- average round trip time
3307 min_jitter = 0.01, -- minimum packet time jitter
3308 max_jitter = 0.5, -- maximum packet time jitter
3309 avg_jitter = 0.03, -- average packet time jitter
3310 connection_uptime = 200, -- seconds since client connected
3311 protocol_version = 32, -- protocol version used by client
3312 -- following information is available on debug build only!!!
3313 -- DO NOT USE IN MODS
3314 --ser_vers = 26, -- serialization version used by client
3315 --major = 0, -- major version number
3316 --minor = 4, -- minor version number
3317 --patch = 10, -- patch version number
3318 --vers_string = "0.4.9-git", -- full version string
3319 --state = "Active" -- current client state
3322 * `minetest.mkdir(path)`: returns success.
3323 * Creates a directory specified by `path`, creating parent directories
3324 if they don't exist.
3325 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3327 * nil: return all entries,
3328 * true: return only subdirectory names, or
3329 * false: return only file names.
3330 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3331 * Replaces contents of file at path with new contents in a safe (atomic)
3332 way. Use this instead of below code when writing e.g. database files:
3333 `local f = io.open(path, "wb"); f:write(content); f:close()`
3334 * `minetest.get_version()`: returns a table containing components of the
3335 engine version. Components:
3336 * `project`: Name of the project, eg, "Minetest"
3337 * `string`: Simple version, eg, "1.2.3-dev"
3338 * `hash`: Full git version (only set if available),
3339 eg, "1.2.3-dev-01234567-dirty".
3340 Use this for informational purposes only. The information in the returned
3341 table does not represent the capabilities of the engine, nor is it
3342 reliable or verifiable. Compatible forks will have a different name and
3343 version entirely. To check for the presence of engine features, test
3344 whether the functions exported by the wanted features exist. For example:
3345 `if minetest.check_for_falling then ... end`.
3346 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3347 * `data`: string of data to hash
3348 * `raw`: return raw bytes instead of hex digits, default: false
3352 * `minetest.debug(...)`
3353 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3354 * `minetest.log([level,] text)`
3355 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3356 `"info"`, or `"verbose"`. Default is `"none"`.
3358 Registration functions
3359 ----------------------
3360 Call these functions only at load time!
3362 * `minetest.register_entity(name, entity definition)`
3363 * `minetest.register_abm(abm definition)`
3364 * `minetest.register_lbm(lbm definition)`
3365 * `minetest.register_node(name, node definition)`
3366 * `minetest.register_tool(name, item definition)`
3367 * `minetest.register_craftitem(name, item definition)`
3368 * `minetest.unregister_item(name)`
3369 * `minetest.register_alias(name, convert_to)`
3370 * Also use this to set the 'mapgen aliases' needed in a game for the core
3371 * mapgens. See 'Mapgen aliases' section above.
3372 * `minetest.register_alias_force(name, convert_to)`
3373 * `minetest.register_craft(recipe)`
3374 * Check recipe table syntax for different types below.
3375 * `minetest.clear_craft(recipe)`
3376 * Will erase existing craft based either on output item or on input recipe.
3377 * Specify either output or input only. If you specify both, input will be
3378 ignored. For input use the same recipe table syntax as for
3379 `minetest.register_craft(recipe)`. For output specify only the item,
3381 * If no erase candidate could be found, Lua exception will be thrown.
3382 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3383 ignored if the recipe contains output. Erasing is then done independently
3384 from the crafting method.
3385 * `minetest.register_ore(ore definition)`
3386 * `minetest.register_biome(biome definition)`
3387 * `minetest.register_decoration(decoration definition)`
3388 * `minetest.override_item(name, redefinition)`
3389 * Overrides fields of an item registered with register_node/tool/craftitem.
3390 * Note: Item must already be defined, (opt)depend on the mod defining it.
3391 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
3392 * `minetest.clear_registered_ores()`
3393 * `minetest.clear_registered_biomes()`
3394 * `minetest.clear_registered_decorations()`
3396 Global callback registration functions
3397 --------------------------------------
3398 Call these functions only at load time!
3400 * `minetest.register_globalstep(func(dtime))`
3401 * Called every server step, usually interval of 0.1s
3402 * `minetest.register_on_mods_loaded(func())`
3403 * Called after mods have finished loading and before the media is cached or the
3405 * `minetest.register_on_shutdown(func())`
3406 * Called before server shutdown
3407 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3408 registered callbacks **will likely not be run**. Data should be saved at
3409 semi-frequent intervals as well as on server shutdown.
3410 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3411 * Called when a node has been placed
3412 * If return `true` no item is taken from `itemstack`
3413 * `placer` may be any valid ObjectRef or nil.
3414 * **Not recommended**; use `on_construct` or `after_place_node` in node
3415 definition whenever possible.
3416 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
3417 * Called when a node has been dug.
3418 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3419 definition whenever possible.
3420 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
3421 * Called when a node is punched
3422 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
3423 * Called after generating a piece of world. Modifying nodes inside the area
3424 is a bit faster than usually.
3425 * `minetest.register_on_newplayer(func(ObjectRef))`
3426 * Called after a new player has been created
3427 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3428 * Called when a player is punched
3429 * `player`: ObjectRef - Player that was punched
3430 * `hitter`: ObjectRef - Player that hit
3431 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3433 * `tool_capabilities`: Capability table of used tool (can be nil)
3434 * `dir`: Unit vector of direction of punch. Always defined. Points from
3435 the puncher to the punched.
3436 * `damage`: Number that represents the damage calculated by the engine
3437 * should return `true` to prevent the default damage mechanism
3438 * `minetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)`
3439 * Called when the player gets damaged or healed
3440 * `player`: ObjectRef of the player
3441 * `hp_change`: the amount of change. Negative when it is damage.
3442 * `reason`: a PlayerHPChangeReason table.
3443 * The `type` field will have one of the following values:
3444 * `set_hp`: A mod or the engine called `set_hp` without
3445 giving a type - use this for custom damage types.
3446 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3448 * `node_damage`: damage_per_second from a neighbouring node.
3451 * Any of the above types may have additional fields from mods.
3452 * `reason.from` will be `mod` or `engine`.
3453 * `modifier`: when true, the function should return the actual `hp_change`.
3454 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3455 modifiers can return true as a second argument to stop the execution of further functions.
3456 Non-modifiers receive the final hp change calculated by the modifiers.
3457 * `minetest.register_on_dieplayer(func(ObjectRef, reason))`
3458 * Called when a player dies
3459 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3460 * `minetest.register_on_respawnplayer(func(ObjectRef))`
3461 * Called when player is to be respawned
3462 * Called _before_ repositioning of player occurs
3463 * return true in func to disable regular player placement
3464 * `minetest.register_on_prejoinplayer(func(name, ip))`
3465 * Called before a player joins the game
3466 * If it returns a string, the player is disconnected with that string as
3468 * `minetest.register_on_joinplayer(func(ObjectRef))`
3469 * Called when a player joins the game
3470 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
3471 * Called when a player leaves the game
3472 * `timed_out`: True for timeout, false for other reasons.
3473 * `minetest.register_on_auth_fail(func(name, ip))`
3474 * Called when a client attempts to log into an account but supplies the
3476 * `ip`: The IP address of the client.
3477 * `name`: The account the client attempted to log into.
3478 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
3479 * Called when a player cheats
3480 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3482 * `interacted_too_far`
3483 * `interacted_while_dead`
3484 * `finished_unknown_dig`
3487 * `minetest.register_on_chat_message(func(name, message))`
3488 * Called always when a player says something
3489 * Return `true` to mark the message as handled, which means that it will
3490 not be sent to other players.
3491 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
3492 * Called when a button is pressed in player's inventory form
3493 * Newest functions are called first
3494 * If function returns `true`, remaining functions are not called
3495 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
3496 * Called when `player` crafts something
3497 * `itemstack` is the output
3498 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3500 * `craft_inv` is the inventory with the crafting grid
3501 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3503 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
3504 * The same as before, except that it is called before the player crafts, to
3505 make craft prediction, and it should not change anything.
3506 * `minetest.register_allow_player_inventory_action(func(player, inventory, action, inventory_info))`
3507 * Determinates how much of a stack may be taken, put or moved to a
3509 * `player` (type `ObjectRef`) is the player who modified the inventory
3510 `inventory` (type `InvRef`).
3511 * List of possible `action` (string) values and their
3512 `inventory_info` (table) contents:
3513 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3514 * `put`: `{listname=string, index=number, stack=ItemStack}`
3515 * `take`: Same as `put`
3516 * Return a numeric value to limit the amount of items to be taken, put or
3517 moved. A value of `-1` for `take` will make the source stack infinite.
3518 * `minetest.register_on_player_inventory_action(func(player, inventory, action, inventory_info))`
3519 * Called after a take, put or move event from/to/in a player inventory
3520 * Function arguments: see `minetest.register_allow_player_inventory_action`
3521 * Does not accept or handle any return value.
3522 * `minetest.register_on_protection_violation(func(pos, name))`
3523 * Called by `builtin` and mods when a player violates protection at a
3524 position (eg, digs a node or punches a protected entity).
3525 * The registered functions can be called using
3526 `minetest.record_protection_violation`.
3527 * The provided function should check that the position is protected by the
3528 mod calling this function before it prints a message, if it does, to
3529 allow for multiple protection mods.
3530 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3531 * Called when an item is eaten, by `minetest.item_eat`
3532 * Return `true` or `itemstack` to cancel the default item eat response
3533 (i.e.: hp increase).
3534 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3535 * Called when `granter` grants the priv `priv` to `name`.
3536 * Note that the callback will be called twice if it's done by a player,
3537 once with granter being the player name, and again with granter being nil.
3538 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3539 * Called when `revoker` revokes the priv `priv` from `name`.
3540 * Note that the callback will be called twice if it's done by a player,
3541 once with revoker being the player name, and again with revoker being nil.
3542 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3543 * Called when `name` user connects with `ip`.
3544 * Return `true` to by pass the player limit
3545 * `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
3546 * Called when an incoming mod channel message is received
3547 * You should have joined some channels to receive events.
3548 * If message comes from a server mod, `sender` field is an empty string.
3550 Other registration functions
3551 ----------------------------
3552 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3553 * Adds definition to `minetest.registered_chatcommands`
3554 * `minetest.override_chatcommand(name, redefinition)`
3555 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3556 * `minetest.unregister_chatcommand(name)`
3557 * Unregisters a chatcommands registered with `register_chatcommand`.
3558 * `minetest.register_privilege(name, definition)`
3559 * `definition`: `"description text"`
3561 `{description = "description text", give_to_singleplayer = boolean}`
3562 the default of `give_to_singleplayer` is true.
3563 * To allow players with `basic_privs` to grant, see `basic_privs`
3564 minetest.conf setting.
3565 * `on_grant(name, granter_name)`: Called when given to player `name` by
3567 `granter_name` will be nil if the priv was granted by a mod.
3568 * `on_revoke(name, revoker_name)`: Called when taken from player `name` by
3570 `revoker_name` will be nil if the priv was revoked by a mod
3571 * Note that the above two callbacks will be called twice if a player is
3572 responsible, once with the player name, and then with a nil player name.
3573 * Return true in the above callbacks to stop register_on_priv_grant or
3574 revoke being called.
3575 * `minetest.register_authentication_handler(authentication handler definition)`
3576 * Registers an auth handler that overrides the builtin one
3577 * This function can be called by a single mod once only.
3581 * `minetest.settings`: Settings object containing all of the settings from the
3582 main config file (`minetest.conf`).
3583 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3584 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3588 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3589 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3590 * Convert between two privilege representations
3591 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3592 * `minetest.check_player_privs(player_or_name, ...)`:
3593 returns `bool, missing_privs`
3594 * A quickhand for checking privileges.
3595 * `player_or_name`: Either a Player object or the name of a player.
3596 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3597 a table, e.g. `{ priva = true, privb = true }`.
3599 * `minetest.check_password_entry(name, entry, password)`
3600 * Returns true if the "password entry" for a player with name matches given
3601 password, false otherwise.
3602 * The "password entry" is the password representation generated by the
3603 engine as returned as part of a `get_auth()` call on the auth handler.
3604 * Only use this function for making it possible to log in via password from
3605 external protocols such as IRC, other uses are frowned upon.
3606 * `minetest.get_password_hash(name, raw_password)`
3607 * Convert a name-password pair to a password hash that Minetest can use.
3608 * The returned value alone is not a good basis for password checks based
3609 on comparing the password hash in the database with the password hash
3610 from the function, with an externally provided password, as the hash
3611 in the db might use the new SRP verifier format.
3612 * For this purpose, use `minetest.check_password_entry` instead.
3613 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3615 * The player needs to be online for this to be successful.
3617 * `minetest.get_auth_handler()`: Return the currently active auth handler
3618 * See the `Authentication handler definition`
3619 * Use this to e.g. get the authentication data for a player:
3620 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3621 * `minetest.notify_authentication_modified(name)`
3622 * Must be called by the authentication handler for privilege changes.
3623 * `name`: string; if omitted, all auth data should be considered modified
3624 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3626 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3628 * `minetest.auth_reload()`
3629 * See `reload()` in authentication handler definition
3631 `minetest.set_player_password`, `minetest_set_player_privs`,
3632 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3637 * `minetest.chat_send_all(text)`
3638 * `minetest.chat_send_player(name, text)`
3642 * `minetest.set_node(pos, node)`
3643 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3644 * Set node at position `pos`
3645 * `node`: table `{name=string, param1=number, param2=number}`
3646 * If param1 or param2 is omitted, it's set to `0`.
3647 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3648 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3649 * Set node on all positions set in the first argument.
3650 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3651 * For node specification or position syntax see `minetest.set_node` call
3652 * Faster than set_node due to single call, but still considerably slower
3653 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3654 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3655 in spread out positions which would cause LVMs to waste memory.
3656 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3658 * `minetest.swap_node(pos, node)`
3659 * Set node at position, but don't remove metadata
3660 * `minetest.remove_node(pos)`
3661 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3662 * `minetest.get_node(pos)`
3663 * Returns the node at the given position as table in the format
3664 `{name="node_name", param1=0, param2=0}`,
3665 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3666 * `minetest.get_node_or_nil(pos)`
3667 * Same as `get_node` but returns `nil` for unloaded areas.
3668 * `minetest.get_node_light(pos, timeofday)`
3669 * Gets the light value at the given position. Note that the light value
3670 "inside" the node at the given position is returned, so you usually want
3671 to get the light value of a neighbor.
3672 * `pos`: The position where to measure the light.
3673 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3674 * Returns a number between `0` and `15` or `nil`
3675 * `minetest.place_node(pos, node)`
3676 * Place node with the same effects that a player would cause
3677 * `minetest.dig_node(pos)`
3678 * Dig node with the same effects that a player would cause
3679 * Returns `true` if successful, `false` on failure (e.g. protected location)
3680 * `minetest.punch_node(pos)`
3681 * Punch node with the same effects that a player would cause
3682 * `minetest.spawn_falling_node(pos)`
3683 * Change node into falling node
3684 * Returns `true` if successful, `false` on failure
3686 * `minetest.find_nodes_with_meta(pos1, pos2)`
3687 * Get a table of positions of nodes that have metadata within a region
3689 * `minetest.get_meta(pos)`
3690 * Get a `NodeMetaRef` at that position
3691 * `minetest.get_node_timer(pos)`
3692 * Get `NodeTimerRef`
3694 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3696 * Returns `ObjectRef`, or `nil` if failed
3697 * `minetest.add_item(pos, item)`: Spawn item
3698 * Returns `ObjectRef`, or `nil` if failed
3699 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
3700 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
3702 * `radius`: using an euclidean metric
3703 * `minetest.set_timeofday(val)`
3704 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
3705 * `minetest.get_timeofday()`
3706 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
3708 * `minetest.get_day_count()`: returns number days elapsed since world was
3710 * accounts for time changes.
3711 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
3713 * `radius`: using a maximum metric
3714 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3715 * `search_center` is an optional boolean (default: `false`)
3716 If true `pos` is also checked for the nodes
3717 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
3719 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3720 * First return value: Table with all node positions
3721 * Second return value: Table with the count of each node with the node name
3723 * Area volume is limited to 4,096,000 nodes
3724 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
3726 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
3727 * Return value: Table with all node positions with a node air above
3728 * Area volume is limited to 4,096,000 nodes
3729 * `minetest.get_perlin(noiseparams)`
3730 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3731 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
3732 * `minetest.get_voxel_manip([pos1, pos2])`
3733 * Return voxel manipulator object.
3734 * Loads the manipulator from the map if positions are passed.
3735 * `minetest.set_gen_notify(flags, {deco_ids})`
3736 * Set the types of on-generate notifications that should be collected.
3737 * `flags` is a flag field with the available flags:
3745 * The second parameter is a list of IDs of decorations which notification
3747 * `minetest.get_gen_notify()`
3748 * Returns a flagstring and a table with the `deco_id`s.
3749 * `minetest.get_decoration_id(decoration_name)`
3750 * Returns the decoration ID number for the provided decoration name string,
3751 or `nil` on failure.
3752 * `minetest.get_mapgen_object(objectname)`
3753 * Return requested mapgen object if available (see "Mapgen objects")
3754 * `minetest.get_heat(pos)`
3755 * Returns the heat at the position, or `nil` on failure.
3756 * `minetest.get_humidity(pos)`
3757 * Returns the humidity at the position, or `nil` on failure.
3758 * `minetest.get_biome_data(pos)`
3759 * Returns a table containing:
3760 * `biome` the biome id of the biome at that position
3761 * `heat` the heat at the position
3762 * `humidity` the humidity at the position
3763 * Or returns `nil` on failure.
3764 * `minetest.get_biome_id(biome_name)`
3765 * Returns the biome id, as used in the biomemap Mapgen object and returned
3766 by `minetest.get_biome_data(pos)`, for a given biome_name string.
3767 * `minetest.get_biome_name(biome_id)`
3768 * Returns the biome name string for the provided biome id, or `nil` on
3770 * If no biomes have been registered, such as in mgv6, returns `default`.
3771 * `minetest.get_mapgen_params()`
3772 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
3773 * Returns a table containing:
3779 * `minetest.set_mapgen_params(MapgenParams)`
3780 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
3782 * Set map generation parameters.
3783 * Function cannot be called after the registration period; only
3784 initialization and `on_mapgen_init`.
3785 * Takes a table as an argument with the fields:
3791 * Leave field unset to leave that parameter unchanged.
3792 * `flags` contains a comma-delimited string of flags to set, or if the
3793 prefix `"no"` is attached, clears instead.
3794 * `flags` is in the same format and has the same options as `mg_flags` in
3796 * `minetest.get_mapgen_setting(name)`
3797 * Gets the *active* mapgen setting (or nil if none exists) in string
3798 format with the following order of precedence:
3799 1) Settings loaded from map_meta.txt or overrides set during mod
3801 2) Settings set by mods without a metafile override
3802 3) Settings explicitly set in the user config file, minetest.conf
3803 4) Settings set as the user config default
3804 * `minetest.get_mapgen_setting_noiseparams(name)`
3805 * Same as above, but returns the value as a NoiseParams table if the
3806 setting `name` exists and is a valid NoiseParams.
3807 * `minetest.set_mapgen_setting(name, value, [override_meta])`
3808 * Sets a mapgen param to `value`, and will take effect if the corresponding
3809 mapgen setting is not already present in map_meta.txt.
3810 * `override_meta` is an optional boolean (default: `false`). If this is set
3811 to true, the setting will become the active setting regardless of the map
3813 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
3814 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
3815 * Same as above, except value is a NoiseParams table.
3816 * `minetest.set_noiseparams(name, noiseparams, set_default)`
3817 * Sets the noiseparams setting of `name` to the noiseparams table specified
3819 * `set_default` is an optional boolean (default: `true`) that specifies
3820 whether the setting should be applied to the default config or current
3822 * `minetest.get_noiseparams(name)`
3823 * Returns a table of the noiseparams for name.
3824 * `minetest.generate_ores(vm, pos1, pos2)`
3825 * Generate all registered ores within the VoxelManip `vm` and in the area
3826 from `pos1` to `pos2`.
3827 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3828 * `minetest.generate_decorations(vm, pos1, pos2)`
3829 * Generate all registered decorations within the VoxelManip `vm` and in the
3830 area from `pos1` to `pos2`.
3831 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
3832 * `minetest.clear_objects([options])`
3833 * Clear all objects in the environment
3834 * Takes an optional table as an argument with the field `mode`.
3835 * mode = `"full"` : Load and go through every mapblock, clearing
3837 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
3838 clear objects in unloaded mapblocks only when the
3839 mapblocks are next activated.
3840 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
3841 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
3842 asynchronously fetched from memory, loaded from disk, or if inexistent,
3844 * If `callback` is a valid Lua function, this will be called for each block
3846 * The function signature of callback is:
3847 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
3848 * `blockpos` is the *block* coordinates of the block that had been
3850 * `action` could be one of the following constant values:
3851 * `minetest.EMERGE_CANCELLED`
3852 * `minetest.EMERGE_ERRORED`
3853 * `minetest.EMERGE_FROM_MEMORY`
3854 * `minetest.EMERGE_FROM_DISK`
3855 * `minetest.EMERGE_GENERATED`
3856 * `calls_remaining` is the number of callbacks to be expected after
3858 * `param` is the user-defined parameter passed to emerge_area (or
3859 nil if the parameter was absent).
3860 * `minetest.delete_area(pos1, pos2)`
3861 * delete all mapblocks in the area from pos1 to pos2, inclusive
3862 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
3863 * Checks if there is anything other than air between pos1 and pos2.
3864 * Returns false if something is blocking the sight.
3865 * Returns the position of the blocking node when `false`
3866 * `pos1`: First position
3867 * `pos2`: Second position
3868 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
3869 * Creates a `Raycast` object.
3870 * `pos1`: start of the ray
3871 * `pos2`: end of the ray
3872 * `objects`: if false, only nodes will be returned. Default is `true`.
3873 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
3874 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
3875 * returns table containing path
3876 * returns a table of 3D points representing a path from `pos1` to `pos2` or
3878 * `pos1`: start position
3879 * `pos2`: end position
3880 * `searchdistance`: number of blocks to search in each direction using a
3882 * `max_jump`: maximum height difference to consider walkable
3883 * `max_drop`: maximum height difference to consider droppable
3884 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
3885 * `minetest.spawn_tree (pos, {treedef})`
3886 * spawns L-system tree at given `pos` with definition in `treedef` table
3887 * `minetest.transforming_liquid_add(pos)`
3888 * add node to liquid update queue
3889 * `minetest.get_node_max_level(pos)`
3890 * get max available level for leveled node
3891 * `minetest.get_node_level(pos)`
3892 * get level of leveled node (water, snow)
3893 * `minetest.set_node_level(pos, level)`
3894 * set level of leveled node, default `level` equals `1`
3895 * if `totallevel > maxlevel`, returns rest (`total-max`).
3896 * `minetest.add_node_level(pos, level)`
3897 * increase level of leveled node by level, default `level` equals `1`
3898 * if `totallevel > maxlevel`, returns rest (`total-max`)
3899 * can be negative for decreasing
3900 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
3901 * resets the light in a cuboid-shaped part of
3902 the map and removes lighting bugs.
3903 * Loads the area if it is not loaded.
3904 * `pos1` is the corner of the cuboid with the least coordinates
3905 (in node coordinates), inclusive.
3906 * `pos2` is the opposite corner of the cuboid, inclusive.
3907 * The actual updated cuboid might be larger than the specified one,
3908 because only whole map blocks can be updated.
3909 The actual updated area consists of those map blocks that intersect
3910 with the given cuboid.
3911 * However, the neighborhood of the updated area might change
3912 as well, as light can spread out of the cuboid, also light
3914 * returns `false` if the area is not fully generated,
3916 * `minetest.check_single_for_falling(pos)`
3917 * causes an unsupported `group:falling_node` node to fall and causes an
3918 unattached `group:attached_node` node to fall.
3919 * does not spread these updates to neighbours.
3920 * `minetest.check_for_falling(pos)`
3921 * causes an unsupported `group:falling_node` node to fall and causes an
3922 unattached `group:attached_node` node to fall.
3923 * spread these updates to neighbours and can cause a cascade
3925 * `minetest.get_spawn_level(x, z)`
3926 * Returns a player spawn y co-ordinate for the provided (x, z)
3927 co-ordinates, or `nil` for an unsuitable spawn point.
3928 * For most mapgens a 'suitable spawn point' is one with y between
3929 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
3930 so `nil` will be returned for many (x, z) co-ordinates.
3931 * The spawn level returned is for a player spawn in unmodified terrain.
3932 * The spawn level is intentionally above terrain level to cope with
3933 full-node biome 'dust' nodes.
3937 You can find mod channels communication scheme in `doc/mod_channels.png`.
3939 * `minetest.mod_channel_join(channel_name)`
3940 * Server joins channel `channel_name`, and creates it if necessary. You
3941 should listen for incoming messages with
3942 `minetest.register_on_modchannel_message`
3946 `minetest.get_inventory(location)`: returns an `InvRef`
3949 * `{type="player", name="celeron55"}`
3950 * `{type="node", pos={x=, y=, z=}}`
3951 * `{type="detached", name="creative"}`
3952 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
3954 * `callbacks`: See "Detached inventory callbacks"
3955 * `player_name`: Make detached inventory available to one player
3956 exclusively, by default they will be sent to every player (even if not
3958 Note that this parameter is mostly just a workaround and will be removed
3960 * Creates a detached inventory. If it already exists, it is cleared.
3961 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
3962 returns left over ItemStack.
3963 * See `minetest.item_eat` and `minetest.register_on_item_eat`
3967 * `minetest.show_formspec(playername, formname, formspec)`
3968 * `playername`: name of player to show formspec
3969 * `formname`: name passed to `on_player_receive_fields` callbacks.
3970 It should follow the `"modname:<whatever>"` naming convention
3971 * `formspec`: formspec to display
3972 * `minetest.close_formspec(playername, formname)`
3973 * `playername`: name of player to close formspec
3974 * `formname`: has to exactly match the one given in `show_formspec`, or the
3975 formspec will not close.
3976 * calling `show_formspec(playername, formname, "")` is equal to this
3978 * to close a formspec regardless of the formname, call
3979 `minetest.close_formspec(playername, "")`.
3980 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
3981 * `minetest.formspec_escape(string)`: returns a string
3982 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3984 * `minetest.explode_table_event(string)`: returns a table
3985 * returns e.g. `{type="CHG", row=1, column=2}`
3987 * `"INV"`: no row selected
3989 * `"DCL"`: double-click
3990 * `minetest.explode_textlist_event(string)`: returns a table
3991 * returns e.g. `{type="CHG", index=1}`
3993 * `"INV"`: no row selected
3995 * `"DCL"`: double-click
3996 * `minetest.explode_scrollbar_event(string)`: returns a table
3997 * returns e.g. `{type="CHG", value=500}`
3999 * `"INV"`: something failed
4000 * `"CHG"`: has been changed
4001 * `"VAL"`: not changed
4005 * `minetest.inventorycube(img1, img2, img3)`
4006 * Returns a string for making an image of a cube (useful as an item image)
4007 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4008 * Get position of a `pointed_thing` (that you can get from somewhere)
4009 * `minetest.dir_to_facedir(dir, is6d)`
4010 * Convert a vector to a facedir value, used in `param2` for
4011 `paramtype2="facedir"`.
4012 * passing something non-`nil`/`false` for the optional second parameter
4013 causes it to take the y component into account.
4014 * `minetest.facedir_to_dir(facedir)`
4015 * Convert a facedir back into a vector aimed directly out the "back" of a
4017 * `minetest.dir_to_wallmounted(dir)`
4018 * Convert a vector to a wallmounted value, used for
4019 `paramtype2="wallmounted"`.
4020 * `minetest.wallmounted_to_dir(wallmounted)`
4021 * Convert a wallmounted value back into a vector aimed directly out the
4023 * `minetest.dir_to_yaw(dir)`
4024 * Convert a vector into a yaw (angle)
4025 * `minetest.yaw_to_dir(yaw)`
4026 * Convert yaw (angle) to a vector
4027 * `minetest.is_colored_paramtype(ptype)`
4028 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4029 color information (`color`, `colorwallmounted` or `colorfacedir`).
4030 * `minetest.strip_param2_color(param2, paramtype2)`
4031 * Removes everything but the color information from the
4032 given `param2` value.
4033 * Returns `nil` if the given `paramtype2` does not contain color
4035 * `minetest.get_node_drops(nodename, toolname)`
4036 * Returns list of item names.
4037 * **Note**: This will be removed or modified in a future version.
4038 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4039 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4040 * `input.width` = for example `3`
4041 * `input.items` = for example
4042 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4043 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4044 * `output.time` = a number, if unsuccessful: `0`
4045 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4046 `decremented_input.items`
4047 * `decremented_input` = like `input`
4048 * `minetest.get_craft_recipe(output)`: returns input
4049 * returns last registered recipe for output item (node)
4050 * `output` is a node or item type such as `"default:torch"`
4051 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4052 * `input.width` = for example `3`
4053 * `input.items` = for example
4054 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4055 * `input.items` = `nil` if no recipe found
4056 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4057 * returns indexed table with all registered recipes for query item (node)
4058 or `nil` if no recipe was found.
4059 * recipe entry table:
4060 * `method`: 'normal' or 'cooking' or 'fuel'
4061 * `width`: 0-3, 0 means shapeless recipe
4062 * `items`: indexed [1-9] table with recipe items
4063 * `output`: string with item name and quantity
4064 * Example query for `"default:gold_ingot"` will return table:
4067 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4068 items = {1 = "default:gold_lump"}},
4069 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4070 items = {1 = "default:goldblock"}}
4072 * `minetest.handle_node_drops(pos, drops, digger)`
4073 * `drops`: list of itemstrings
4074 * Handles drops from nodes after digging: Default action is to put them
4075 into digger's inventory.
4076 * Can be overridden to get different functionality (e.g. dropping items on
4078 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4080 * Creates an item string which contains palette index information
4081 for hardware colorization. You can use the returned string
4082 as an output in a craft recipe.
4083 * `item`: the item stack which becomes colored. Can be in string,
4084 table and native form.
4085 * `palette_index`: this index is added to the item stack
4086 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4087 * Creates an item string which contains static color information
4088 for hardware colorization. Use this method if you wish to colorize
4089 an item that does not own a palette. You can use the returned string
4090 as an output in a craft recipe.
4091 * `item`: the item stack which becomes colored. Can be in string,
4092 table and native form.
4093 * `colorstring`: the new color of the item stack
4097 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4098 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4099 * Find who has done something to a node, or near a node
4100 * `actor`: `"player:<name>"`, also `"liquid"`.
4101 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4102 `boolean, log_messages`.
4103 * Revert latest actions of someone
4104 * `actor`: `"player:<name>"`, also `"liquid"`.
4106 Defaults for the `on_*` item definition functions
4107 -------------------------------------------------
4108 These functions return the leftover itemstack.
4110 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4111 * Place item as a node
4112 * `param2` overrides `facedir` and wallmounted `param2`
4113 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4114 for the newly placed node to prevent a callback and placement loop
4115 * returns `itemstack, success`
4116 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4118 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4119 * Use one of the above based on what the item is.
4120 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4121 * **Note**: is not called when wielded item overrides `on_place`
4122 * `param2` overrides `facedir` and wallmounted `param2`
4123 * returns `itemstack, success`
4124 * `minetest.item_drop(itemstack, dropper, pos)`
4126 * `minetest.item_eat(hp_change, replace_with_item)`
4128 * `replace_with_item` is the itemstring which is added to the inventory.
4129 If the player is eating a stack, then replace_with_item goes to a
4130 different spot. Can be `nil`
4131 * See `minetest.do_item_eat`
4133 Defaults for the `on_punch` and `on_dig` node definition callbacks
4134 ------------------------------------------------------------------
4135 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4136 * Calls functions registered by `minetest.register_on_punchnode()`
4137 * `minetest.node_dig(pos, node, digger)`
4138 * Checks if node can be dug, puts item into inventory, removes node
4139 * Calls functions registered by `minetest.registered_on_dignodes()`
4143 * `minetest.sound_play(spec, parameters)`: returns a handle
4144 * `spec` is a `SimpleSoundSpec`
4145 * `parameters` is a sound parameter table
4146 * `minetest.sound_stop(handle)`
4147 * `minetest.sound_fade(handle, step, gain)`
4148 * `handle` is a handle returned by `minetest.sound_play`
4149 * `step` determines how fast a sound will fade.
4150 Negative step will lower the sound volume, positive step will increase
4152 * `gain` the target gain for the fade.
4156 * `minetest.after(time, func, ...)`
4157 * Call the function `func` after `time` seconds, may be fractional
4158 * Optional: Variable number of arguments that are passed to `func`
4162 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4163 server shutdown. Will display `message` to clients.
4164 * `reconnect` == true displays a reconnect button
4165 * `delay` adds an optional delay (in seconds) before shutdown.
4166 Negative delay cancels the current active shutdown.
4167 Zero delay triggers an immediate shutdown.
4168 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4169 * `minetest.get_server_status(name, joined)`
4170 * Returns the server status string when a player joins or when the command
4171 `/status` is called. Returns `nil` or an empty string when the message is
4173 * `joined`: Boolean value, indicates whether the function was called when
4175 * This function may be overwritten by mods to customize the status message.
4176 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4177 * `minetest.remove_player(name)`: remove player from database (if they are not
4179 * As auth data is not removed, minetest.player_exists will continue to
4180 return true. Call the below method as well if you want to remove auth
4182 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4183 * `minetest.remove_player_auth(name)`: remove player authentication data
4184 * Returns boolean indicating success (false if player nonexistant)
4188 * `minetest.get_ban_list()`: returns the ban list
4189 (same as `minetest.get_ban_description("")`).
4190 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4191 * `minetest.ban_player(name)`: ban a player
4192 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4193 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4198 * `minetest.add_particle(particle definition)`
4199 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4200 expirationtime, size, collisiondetection, texture, playername)`
4202 * `minetest.add_particlespawner(particlespawner definition)`
4203 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4204 over `time` seconds.
4205 * Returns an `id`, and -1 if adding didn't succeed
4206 * Deprecated: `minetest.add_particlespawner(amount, time,
4210 minexptime, maxexptime,
4212 collisiondetection, texture, playername)`
4214 * `minetest.delete_particlespawner(id, player)`
4215 * Delete `ParticleSpawner` with `id` (return value from
4216 `minetest.add_particlespawner`).
4217 * If playername is specified, only deletes on the player's client,
4218 otherwise on all clients.
4222 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4223 * Create a schematic from the volume of map specified by the box formed by
4225 * Apply the specified probability and per-node force-place to the specified
4226 nodes according to the `probability_list`.
4227 * `probability_list` is an array of tables containing two fields, `pos`
4229 * `pos` is the 3D vector specifying the absolute coordinates of the
4230 node being modified,
4231 * `prob` is an integer value from `0` to `255` that encodes
4232 probability and per-node force-place. Probability has levels
4233 0-127, then 128 may be added to encode per-node force-place.
4234 For probability stated as 0-255, divide by 2 and round down to
4235 get values 0-127, then add 128 to apply per-node force-place.
4236 * If there are two or more entries with the same pos value, the
4238 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4240 * If `probability_list` equals `nil`, no probabilities are applied.
4241 * Apply the specified probability to the specified horizontal slices
4242 according to the `slice_prob_list`.
4243 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4245 * `ypos` indicates the y position of the slice with a probability
4246 applied, the lowest slice being `ypos = 0`.
4247 * If slice probability list equals `nil`, no slice probabilities
4249 * Saves schematic in the Minetest Schematic format to filename.
4251 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4252 * Place the schematic specified by schematic (see: Schematic specifier) at
4254 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4255 * If the `rotation` parameter is omitted, the schematic is not rotated.
4256 * `replacements` = `{["old_name"] = "convert_to", ...}`
4257 * `force_placement` is a boolean indicating whether nodes other than `air`
4258 and `ignore` are replaced by the schematic.
4259 * Returns nil if the schematic could not be loaded.
4260 * **Warning**: Once you have loaded a schematic from a file, it will be
4261 cached. Future calls will always use the cached version and the
4262 replacement list defined for it, regardless of whether the file or the
4263 replacement list parameter have changed. The only way to load the file
4264 anew is to restart the server.
4265 * `flags` is a flag field with the available flags:
4270 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4271 * This function is analogous to minetest.place_schematic, but places a
4272 schematic onto the specified VoxelManip object `vmanip` instead of the
4274 * Returns false if any part of the schematic was cut-off due to the
4275 VoxelManip not containing the full area required, and true if the whole
4276 schematic was able to fit.
4277 * Returns nil if the schematic could not be loaded.
4278 * After execution, any external copies of the VoxelManip contents are
4280 * `flags` is a flag field with the available flags:
4285 * `minetest.serialize_schematic(schematic, format, options)`
4286 * Return the serialized schematic specified by schematic
4287 (see: Schematic specifier)
4288 * in the `format` of either "mts" or "lua".
4289 * "mts" - a string containing the binary MTS data used in the MTS file
4291 * "lua" - a string containing Lua code representing the schematic in table
4293 * `options` is a table containing the following optional parameters:
4294 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4295 generated will have (X, Z) position comments for every X row
4296 generated in the schematic data for easier reading.
4297 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4298 the Lua code generated will use that number of spaces as indentation
4299 instead of a tab character.
4303 * `minetest.request_http_api()`:
4304 * returns `HTTPApiTable` containing http functions if the calling mod has
4305 been granted access by being listed in the `secure.http_mods` or
4306 `secure.trusted_mods` setting, otherwise returns `nil`.
4307 * The returned table contains the functions `fetch`, `fetch_async` and
4308 `fetch_async_get` described below.
4309 * Only works at init time and must be called from the mod's main scope
4310 (not from a function).
4311 * Function only exists if minetest server was built with cURL support.
4312 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4314 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4315 * Performs given request asynchronously and calls callback upon completion
4316 * callback: `function(HTTPRequestResult res)`
4317 * Use this HTTP function if you are unsure, the others are for advanced use
4318 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4319 * Performs given request asynchronously and returns handle for
4320 `HTTPApiTable.fetch_async_get`
4321 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4322 * Return response data for given asynchronous HTTP request
4326 * `minetest.get_mod_storage()`:
4327 * returns reference to mod private `StorageRef`
4328 * must be called during mod load time
4332 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4333 * `minetest.is_player(o)`: boolean, whether `o` is a player
4334 * `minetest.player_exists(name)`: boolean, whether player exists
4335 (regardless of online status)
4336 * `minetest.hud_replace_builtin(name, hud_definition)`
4337 * Replaces definition of a builtin hud element
4338 * `name`: `"breath"` or `"health"`
4339 * `hud_definition`: definition to replace builtin definition
4340 * `minetest.send_join_message(player_name)`
4341 * This function can be overridden by mods to change the join message.
4342 * `minetest.send_leave_message(player_name, timed_out)`
4343 * This function can be overridden by mods to change the leave message.
4344 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4345 * `pos`: table {x=number, y=number, z=number},
4346 * Gives a unique hash number for a node position (16+16+16=48bit)
4347 * `minetest.get_position_from_hash(hash)`: returns a position
4348 * Inverse transform of `minetest.hash_node_position`
4349 * `minetest.get_item_group(name, group)`: returns a rating
4350 * Get rating of a group of an item. (`0` means: not in group)
4351 * `minetest.get_node_group(name, group)`: returns a rating
4352 * Deprecated: An alias for the former.
4353 * `minetest.raillike_group(name)`: returns a rating
4354 * Returns rating of the connect_to_raillike group corresponding to name
4355 * If name is not yet the name of a connect_to_raillike group, a new group
4356 id is created, with that name.
4357 * `minetest.get_content_id(name)`: returns an integer
4358 * Gets the internal content ID of `name`
4359 * `minetest.get_name_from_content_id(content_id)`: returns a string
4360 * Gets the name of the content with that content ID
4361 * `minetest.parse_json(string[, nullvalue])`: returns something
4362 * Convert a string containing JSON data into the Lua equivalent
4363 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4364 * On success returns a table, a string, a number, a boolean or `nullvalue`
4365 * On failure outputs an error message and returns `nil`
4366 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4367 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4369 * Convert a Lua table into a JSON string
4370 * styled: Outputs in a human-readable format if this is set, defaults to
4372 * Unserializable things like functions and userdata will cause an error.
4373 * **Warning**: JSON is more strict than the Lua table format.
4374 1. You can only use strings and positive integers of at least one as
4376 2. You can not mix string and integer keys.
4377 This is due to the fact that JSON has two distinct array and object
4379 * Example: `write_json({10, {a = false}})`,
4380 returns `"[10, {\"a\": false}]"`
4381 * `minetest.serialize(table)`: returns a string
4382 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4383 into string form readable by `minetest.deserialize`
4384 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4385 * `minetest.deserialize(string)`: returns a table
4386 * Convert a string returned by `minetest.deserialize` into a table
4387 * `string` is loaded in an empty sandbox environment.
4388 * Will load functions, but they cannot access the global environment.
4389 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4390 returns `{foo='bar'}`
4391 * Example: `deserialize('print("foo")')`, returns `nil`
4392 (function call fails), returns
4393 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4394 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4395 * Compress a string of data.
4396 * `method` is a string identifying the compression method to be used.
4397 * Supported compression methods:
4398 * Deflate (zlib): `"deflate"`
4399 * `...` indicates method-specific arguments. Currently defined arguments
4401 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4402 * `minetest.decompress(compressed_data, method, ...)`: returns data
4403 * Decompress a string of data (using ZLib).
4404 * See documentation on `minetest.compress()` for supported compression
4406 * `...` indicates method-specific arguments. Currently, no methods use this
4407 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4408 * Each argument is a 8 Bit unsigned integer
4409 * Returns the ColorString from rgb or rgba values
4410 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4411 * `minetest.encode_base64(string)`: returns string encoded in base64
4412 * Encodes a string in base64.
4413 * `minetest.decode_base64(string)`: returns string
4414 * Decodes a string encoded in base64.
4415 * `minetest.is_protected(pos, name)`: returns boolean
4416 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4417 other actions, definable by mods, due to some mod-defined ownership-like
4419 * Returns false or nil, if the player is allowed to do such actions.
4420 * `name` will be "" for non-players or unknown players.
4421 * This function should be overridden by protection mods and should be used
4422 to check if a player can interact at a position.
4423 * This function should call the old version of itself if the position is
4424 not protected by the mod.
4427 local old_is_protected = minetest.is_protected
4428 function minetest.is_protected(pos, name)
4429 if mymod:position_protected_from(pos, name) then
4432 return old_is_protected(pos, name)
4434 * `minetest.record_protection_violation(pos, name)`
4435 * This function calls functions registered with
4436 `minetest.register_on_protection_violation`.
4437 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4438 * Returns the position of the first node that `player_name` may not modify
4439 in the specified cuboid between `pos1` and `pos2`.
4440 * Returns `false` if no protections were found.
4441 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4442 The points are spaced evenly throughout the volume and have a spacing
4443 similar to, but no larger than, `interval`.
4444 * All corners and edges of the defined volume are checked.
4445 * `interval` defaults to 4.
4446 * `interval` should be carefully chosen and maximised to avoid an excessive
4447 number of points being checked.
4448 * Like `minetest.is_protected`, this function may be extended or
4449 overwritten by mods to provide a faster implementation to check the
4450 cuboid for intersections.
4451 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4452 orient_flags, prevent_after_place])`
4453 * Attempt to predict the desired orientation of the facedir-capable node
4454 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4455 or hanging from the ceiling).
4456 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4457 stacks are handled normally.
4458 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4459 * `invert_wall`: if `true`, place wall-orientation on the ground and
4460 ground-orientation on the wall.
4461 * `force_wall` : if `true`, always place the node in wall orientation.
4462 * `force_ceiling`: if `true`, always place on the ceiling.
4463 * `force_floor`: if `true`, always place the node on the floor.
4464 * `force_facedir`: if `true`, forcefully reset the facedir to north
4465 when placing on the floor or ceiling.
4466 * The first four options are mutually-exclusive; the last in the list
4467 takes precedence over the first.
4468 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4469 * Returns the new itemstack after placement
4470 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4471 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4472 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4473 parameter and `prevent_after_place` set to `true`.
4475 * `minetest.forceload_block(pos[, transient])`
4476 * forceloads the position `pos`.
4477 * returns `true` if area could be forceloaded
4478 * If `transient` is `false` or absent, the forceload will be persistent
4479 (saved between server runs). If `true`, the forceload will be transient
4480 (not saved between server runs).
4482 * `minetest.forceload_free_block(pos[, transient])`
4483 * stops forceloading the position `pos`
4484 * If `transient` is `false` or absent, frees a persistent forceload.
4485 If `true`, frees a transient forceload.
4487 * `minetest.request_insecure_environment()`: returns an environment containing
4488 insecure functions if the calling mod has been listed as trusted in the
4489 `secure.trusted_mods` setting or security is disabled, otherwise returns
4491 * Only works at init time and must be called from the mod's main scope (not
4493 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4494 IT IN A LOCAL VARIABLE!**
4496 * `minetest.global_exists(name)`
4497 * Checks if a global variable has been set, without triggering a warning.
4501 * `minetest.env`: `EnvRef` of the server environment and world.
4502 * Any function in the minetest namespace can be called using the syntax
4503 `minetest.env:somefunction(somearguments)`
4504 instead of `minetest.somefunction(somearguments)`
4505 * Deprecated, but support is not to be dropped soon
4509 * `minetest.registered_items`
4510 * Map of registered items, indexed by name
4511 * `minetest.registered_nodes`
4512 * Map of registered node definitions, indexed by name
4513 * `minetest.registered_craftitems`
4514 * Map of registered craft item definitions, indexed by name
4515 * `minetest.registered_tools`
4516 * Map of registered tool definitions, indexed by name
4517 * `minetest.registered_entities`
4518 * Map of registered entity prototypes, indexed by name
4519 * `minetest.object_refs`
4520 * Map of object references, indexed by active object id
4521 * `minetest.luaentities`
4522 * Map of Lua entities, indexed by active object id
4523 * `minetest.registered_chatcommands`
4524 * Map of registered chat command definitions, indexed by name
4525 * `minetest.registered_ores`
4526 * List of registered ore definitions.
4527 * `minetest.registered_biomes`
4528 * List of registered biome definitions.
4529 * `minetest.registered_decorations`
4530 * List of registered decoration definitions.
4538 Sorted alphabetically.
4542 A fast access data structure to store areas, and find areas near a given
4544 Every area has a `data` string attribute to store additional information.
4545 You can create an empty `AreaStore` by calling `AreaStore()`, or
4546 `AreaStore(type_name)`.
4547 If you chose the parameter-less constructor, a fast implementation will be
4548 automatically chosen for you.
4551 * `get_area(id, include_borders, include_data)`: returns the area with the id
4553 (optional) Boolean values `include_borders` and `include_data` control what's
4555 Returns nil if specified area id does not exist.
4556 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4557 that contain the position `pos`.
4558 (optional) Boolean values `include_borders` and `include_data` control what's
4560 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4561 returns all areas that contain all nodes inside the area specified by `edge1`
4562 and `edge2` (inclusive).
4563 If `accept_overlap` is true, also areas are returned that have nodes in
4564 common with the specified area.
4565 (optional) Boolean values `include_borders` and `include_data` control what's
4567 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4568 Returns the new area's ID, or nil if the insertion failed.
4569 The (inclusive) positions `edge1` and `edge2` describe the area.
4570 `data` is a string stored with the area. If passed, `id` will be used as the
4571 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4572 the `id` parameter you must always use it, or insertions are likely to fail
4574 * `reserve(count)`: reserves resources for at most `count` many contained
4576 Only needed for efficiency, and only some implementations profit.
4577 * `remove_area(id)`: removes the area with the given id from the store, returns
4579 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4580 Calling invalidates the cache, so that its elements have to be newly
4584 enabled = boolean, -- whether to enable, default true
4585 block_radius = number, -- the radius (in nodes) of the areas the cache
4586 generates prefiltered lists for, minimum 16,
4588 limit = number, -- the cache's size, minimum 20, default 1000
4590 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4592 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4594 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4596 Returns success and, optionally, an error message.
4597 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4602 An `InvRef` is a reference to an inventory.
4605 * `is_empty(listname)`: return `true` if list is empty
4606 * `get_size(listname)`: get size of a list
4607 * `set_size(listname, size)`: set size of a list
4608 * returns `false` on error (e.g. invalid `listname` or `size`)
4609 * `get_width(listname)`: get width of a list
4610 * `set_width(listname, width)`: set width of list; currently used for crafting
4611 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4612 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4613 * `get_list(listname)`: return full list
4614 * `set_list(listname, list)`: set full list (size will not change)
4615 * `get_lists()`: returns list of inventory lists
4616 * `set_lists(lists)`: sets inventory lists (size will not change)
4617 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4619 * `room_for_item(listname, stack):` returns `true` if the stack of items
4620 can be fully added to the list
4621 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4622 the stack of items can be fully taken from the list.
4623 If `match_meta` is false, only the items' names are compared
4625 * `remove_item(listname, stack)`: take as many items as specified from the
4626 list, returns the items that were actually removed (as an `ItemStack`)
4627 -- note that any item metadata is ignored, so attempting to remove a specific
4628 unique item this way will likely remove the wrong one -- to do that use
4629 `set_stack` with an empty `ItemStack`.
4630 * `get_location()`: returns a location compatible to
4631 `minetest.get_inventory(location)`.
4632 * returns `{type="undefined"}` in case location is not known
4636 An `ItemStack` is a stack of items.
4638 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4639 an itemstring, a table or `nil`.
4642 * `is_empty()`: returns `true` if stack is empty.
4643 * `get_name()`: returns item name (e.g. `"default:stone"`).
4644 * `set_name(item_name)`: returns a boolean indicating whether the item was
4646 * `get_count()`: Returns number of items on the stack.
4647 * `set_count(count)`: returns a boolean indicating whether the item was cleared
4648 * `count`: number, unsigned 16 bit integer
4649 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
4650 * `set_wear(wear)`: returns boolean indicating whether item was cleared
4651 * `wear`: number, unsigned 16 bit integer
4652 * `get_meta()`: returns ItemStackMetaRef. See section for more details
4653 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
4655 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
4656 * `clear()`: removes all items from the stack, making it empty.
4657 * `replace(item)`: replace the contents of this stack.
4658 * `item` can also be an itemstring or table.
4659 * `to_string()`: returns the stack in itemstring form.
4660 * `to_table()`: returns the stack in Lua table form.
4661 * `get_stack_max()`: returns the maximum size of the stack (depends on the
4663 * `get_free_space()`: returns `get_stack_max() - get_count()`.
4664 * `is_known()`: returns `true` if the item name refers to a defined item type.
4665 * `get_definition()`: returns the item definition table.
4666 * `get_tool_capabilities()`: returns the digging properties of the item,
4667 or those of the hand if none are defined for this item type
4668 * `add_wear(amount)`
4669 * Increases wear by `amount` if the item is a tool
4670 * `amount`: number, integer
4671 * `add_item(item)`: returns leftover `ItemStack`
4672 * Put some item or stack onto this stack
4673 * `item_fits(item)`: returns `true` if item or stack can be fully added to
4675 * `take_item(n)`: returns taken `ItemStack`
4676 * Take (and remove) up to `n` items from this stack
4677 * `n`: number, default: `1`
4678 * `peek_item(n)`: returns taken `ItemStack`
4679 * Copy (don't remove) up to `n` items from this stack
4680 * `n`: number, default: `1`
4684 ItemStack metadata: reference extra data and functionality stored in a stack.
4685 Can be obtained via `item:get_meta()`.
4688 * All methods in MetaDataRef
4689 * `set_tool_capabilities([tool_capabilities])`
4690 * Overrides the item's tool capabilities
4691 * A nil value will clear the override data and restore the original
4696 See `StorageRef`, `NodeMetaRef`, `ItemStackMetaRef`, and `PlayerMetaRef`.
4699 * `contains(key)`: Returns true if key present, otherwise false.
4700 * Returns `nil` when the MetaData is inexistent.
4701 * `get(key)`: Returns `nil` if key not present, else the stored string.
4702 * `set_string(key, value)`: Value of `""` will delete the key.
4703 * `get_string(key)`: Returns `""` if key not present.
4704 * `set_int(key, value)`
4705 * `get_int(key)`: Returns `0` if key not present.
4706 * `set_float(key, value)`
4707 * `get_float(key)`: Returns `0` if key not present.
4708 * `to_table()`: returns `nil` or a table with keys:
4709 * `fields`: key-value storage
4710 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
4711 * `from_table(nil or {})`
4712 * Any non-table value will clear the metadata
4713 * See "Node Metadata" for an example
4714 * returns `true` on success
4716 * returns `true` if this metadata has the same key-value pairs as `other`
4720 An interface to use mod channels on client and server
4723 * `leave()`: leave the mod channel.
4724 * Server leaves channel `channel_name`.
4725 * No more incoming or outgoing messages can be sent to this channel from
4727 * This invalidate all future object usage.
4728 * Ensure you set mod_channel to nil after that to free Lua resources.
4729 * `is_writeable()`: returns true if channel is writeable and mod can send over
4731 * `send_all(message)`: Send `message` though the mod channel.
4732 * If mod channel is not writeable or invalid, message will be dropped.
4733 * Message size is limited to 65535 characters by protocol.
4737 Node metadata: reference extra data and functionality stored in a node.
4738 Can be obtained via `minetest.get_meta(pos)`.
4741 * All methods in MetaDataRef
4742 * `get_inventory()`: returns `InvRef`
4743 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
4744 This will prevent them from being sent to the client. Note that the "private"
4745 status will only be remembered if an associated key-value pair exists,
4746 meaning it's best to call this when initializing all other meta (e.g.
4751 Node Timers: a high resolution persistent per-node timer.
4752 Can be gotten via `minetest.get_node_timer(pos)`.
4755 * `set(timeout,elapsed)`
4756 * set a timer's state
4757 * `timeout` is in seconds, and supports fractional values (0.1 etc)
4758 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
4759 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
4763 * equivalent to `set(timeout,0)`
4766 * `get_timeout()`: returns current timeout in seconds
4767 * if `timeout` equals `0`, timer is inactive
4768 * `get_elapsed()`: returns current elapsed time in seconds
4769 * the node's `on_timer` function will be called after `(timeout - elapsed)`
4771 * `is_started()`: returns boolean state of timer
4772 * returns `true` if timer is started, otherwise `false`
4776 Moving things in the game are generally these.
4778 This is basically a reference to a C++ `ServerActiveObject`
4781 * `remove()`: remove object (after returning from Lua)
4782 * Note: Doesn't work on players, use `minetest.kick_player` instead
4783 * `get_pos()`: returns `{x=num, y=num, z=num}`
4784 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
4785 * `move_to(pos, continuous=false)`: interpolated move
4786 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
4787 * `puncher` = another `ObjectRef`,
4788 * `time_from_last_punch` = time since last punch action of the puncher
4789 * `direction`: can be `nil`
4790 * `right_click(clicker)`; `clicker` is another `ObjectRef`
4791 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
4792 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
4793 * See reason in register_on_player_hpchange
4794 * `get_inventory()`: returns an `InvRef`
4795 * `get_wield_list()`: returns the name of the inventory list the wielded item
4797 * `get_wield_index()`: returns the index of the wielded item
4798 * `get_wielded_item()`: returns an `ItemStack`
4799 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
4801 * `set_armor_groups({group1=rating, group2=rating, ...})`
4802 * `get_armor_groups()`: returns a table with the armor group ratings
4803 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
4804 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
4805 * `frame_speed`: number, default: `15.0`
4806 * `frame_blend`: number, default: `0.0`
4807 * `frame_loop`: boolean, default: `true`
4808 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
4810 * `set_animation_frame_speed(frame_speed)`
4811 * `frame_speed`: number, default: `15.0`
4812 * `set_attach(parent, bone, position, rotation)`
4814 * `position`: `{x=num, y=num, z=num}` (relative)
4815 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
4816 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
4819 * `set_bone_position(bone, position, rotation)`
4821 * `position`: `{x=num, y=num, z=num}` (relative)
4822 * `rotation`: `{x=num, y=num, z=num}`
4823 * `get_bone_position(bone)`: returns position and rotation of the bone
4824 * `set_properties(object property table)`
4825 * `get_properties()`: returns object property table
4826 * `is_player()`: returns true for players, false otherwise
4827 * `get_nametag_attributes()`
4828 * returns a table with the attributes of the nametag of an object
4830 color = {a=0..255, r=0..255, g=0..255, b=0..255},
4833 * `set_nametag_attributes(attributes)`
4834 * sets the attributes of the nametag of an object
4838 text = "My Nametag",
4841 #### LuaEntitySAO-only (no-op for other objects)
4842 * `set_velocity(vel)`
4843 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4844 * `add_velocity(vel)`
4845 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
4846 * In comparison to using get_velocity, adding the velocity and then using
4847 set_velocity, add_velocity is supposed to avoid synchronization problems.
4848 * `get_velocity()`: returns the velocity, a vector
4849 * `set_acceleration(acc)`
4851 * `get_acceleration()`: returns the acceleration, a vector
4852 * `set_yaw(radians)`
4853 * `get_yaw()`: returns number in radians
4854 * `set_texture_mod(mod)`
4855 * `get_texture_mod()` returns current texture modifier
4856 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
4857 * Select sprite from spritesheet with optional animation and Dungeon Master
4858 style texture selection based on yaw relative to camera
4859 * `p`: {x=number, y=number}, the coordinate of the first frame
4860 (x: column, y: row), default: `{x=0, y=0}`
4861 * `num_frames`: number, default: `1`
4862 * `framelength`: number, default: `0.2`
4863 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
4864 Master mob, default: `false`
4865 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
4868 #### Player-only (no-op for other objects)
4869 * `get_player_name()`: returns `""` if is not a player
4870 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
4871 table {x, y, z} representing the player's instantaneous velocity in nodes/s
4872 * `get_look_dir()`: get camera direction as a unit vector
4873 * `get_look_vertical()`: pitch in radians
4874 * Angle ranges between -pi/2 and pi/2, which are straight up and down
4876 * `get_look_horizontal()`: yaw in radians
4877 * Angle is counter-clockwise from the +z direction.
4878 * `set_look_vertical(radians)`: sets look pitch
4879 * radians: Angle from looking forward, where positive is downwards.
4880 * `set_look_horizontal(radians)`: sets look yaw
4881 * radians: Angle from the +z direction, where positive is counter-clockwise.
4882 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
4883 `get_look_vertical`.
4884 * Angle ranges between -pi/2 and pi/2, which are straight down and up
4886 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
4887 `get_look_horizontal`.
4888 * Angle is counter-clockwise from the +x direction.
4889 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
4890 `set_look_vertical`.
4891 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
4892 `set_look_horizontal`.
4893 * `get_breath()`: returns players breath
4894 * `set_breath(value)`: sets players breath
4896 * `0`: player is drowning
4897 * max: bubbles bar is not shown
4898 * See Object properties for more information
4899 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
4900 * Sets an extra attribute with value on player.
4901 * `value` must be a string, or a number which will be converted to a
4903 * If `value` is `nil`, remove attribute from player.
4904 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
4905 * Returns value (a string) for extra attribute.
4906 * Returns `nil` if no attribute found.
4907 * `get_meta()`: Returns a PlayerMetaRef.
4908 * `set_inventory_formspec(formspec)`
4909 * Redefine player's inventory form
4910 * Should usually be called in `on_joinplayer`
4911 * `get_inventory_formspec()`: returns a formspec string
4912 * `set_formspec_prepend(formspec)`:
4913 * the formspec string will be added to every formspec shown to the user,
4914 except for those with a no_prepend[] tag.
4915 * This should be used to set style elements such as background[] and
4916 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
4917 * Only affects formspecs shown after this is called.
4918 * `get_formspec_prepend(formspec)`: returns a formspec string.
4919 * `get_player_control()`: returns table with player pressed keys
4920 * The table consists of fields with boolean value representing the pressed
4921 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
4922 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
4923 sneak=true, aux1=false, down=false, up=false}`
4924 * `get_player_control_bits()`: returns integer with bit packed player pressed
4926 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
4928 * `set_physics_override(override_table)`
4929 * `override_table` is a table with the following fields:
4930 * `speed`: multiplier to default walking speed value (default: `1`)
4931 * `jump`: multiplier to default jump value (default: `1`)
4932 * `gravity`: multiplier to default gravity value (default: `1`)
4933 * `sneak`: whether player can sneak (default: `true`)
4934 * `sneak_glitch`: whether player can use the new move code replications
4935 of the old sneak side-effects: sneak ladders and 2 node sneak jump
4937 * `new_move`: use new move/sneak code. When `false` the exact old code
4938 is used for the specific old sneak behaviour (default: `true`)
4939 * `get_physics_override()`: returns the table given to `set_physics_override`
4940 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
4942 * `hud_remove(id)`: remove the HUD element of the specified id
4943 * `hud_change(id, stat, value)`: change a value of a previously added HUD
4945 * element `stat` values:
4946 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
4947 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
4948 * `hud_set_flags(flags)`: sets specified HUD flags of player.
4949 * `flags`: A table with the following fields set to boolean values
4957 * If a flag equals `nil`, the flag is not modified
4958 * `minimap`: Modifies the client's permission to view the minimap.
4959 The client may locally elect to not view the minimap.
4960 * `minimap_radar` is only usable when `minimap` is true
4961 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
4962 * See `hud_set_flags` for a list of flags that can be toggled.
4963 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
4964 * `count`: number of items, must be between `1` and `23`
4965 * `hud_get_hotbar_itemcount`: returns number of visible items
4966 * `hud_set_hotbar_image(texturename)`
4967 * sets background image for hotbar
4968 * `hud_get_hotbar_image`: returns texturename
4969 * `hud_set_hotbar_selected_image(texturename)`
4970 * sets image for selected item of hotbar
4971 * `hud_get_hotbar_selected_image`: returns texturename
4972 * `set_sky(bgcolor, type, {texture names}, clouds)`
4973 * `bgcolor`: ColorSpec, defaults to white
4974 * `type`: Available types:
4975 * `"regular"`: Uses 0 textures, `bgcolor` ignored
4976 * `"skybox"`: Uses 6 textures, `bgcolor` used
4977 * `"plain"`: Uses 0 textures, `bgcolor` used
4978 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
4979 `"plain"` custom skyboxes (default: `true`)
4980 * `get_sky()`: returns bgcolor, type, table of textures, clouds
4981 * `set_clouds(parameters)`: set cloud parameters
4982 * `parameters` is a table with the following optional fields:
4983 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
4984 * `color`: basic cloud color with alpha channel, ColorSpec
4985 (default `#fff0f0e5`).
4986 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
4987 ColorSpec (alpha ignored, default `#000000`)
4988 * `height`: cloud height, i.e. y of cloud base (default per conf,
4990 * `thickness`: cloud thickness in nodes (default `16`)
4991 * `speed`: 2D cloud speed + direction in nodes per second
4992 (default `{x=0, z=-2}`).
4993 * `get_clouds()`: returns a table with the current cloud parameters as in
4995 * `override_day_night_ratio(ratio or nil)`
4996 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
4998 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
4999 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5000 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5001 set animation for player model in third person view
5003 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5004 {x=168, y=187}, -- walk animation key frames
5005 {x=189, y=198}, -- dig animation key frames
5006 {x=200, y=219}, -- walk+dig animation key frames
5007 frame_speed=30): -- animation frame speed
5008 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5010 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5012 * in first person view
5013 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5014 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5018 A 32-bit pseudorandom number generator.
5019 Uses PCG32, an algorithm of the permuted congruential generator family,
5020 offering very strong randomness.
5022 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5025 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5026 * `next(min, max)`: return next integer random number [`min`...`max`]
5027 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5028 random number [`min`...`max`].
5029 * This is only a rough approximation of a normal distribution with:
5030 * `mean = (max - min) / 2`, and
5031 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5032 * Increasing `num_trials` improves accuracy of the approximation
5036 A perlin noise generator.
5037 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
5038 or `PerlinNoise(noiseparams)`.
5039 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
5040 or `minetest.get_perlin(noiseparams)`.
5043 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5044 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5048 A fast, bulk perlin noise generator.
5050 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5051 `minetest.get_perlin_map(noiseparams, size)`.
5053 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5054 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5057 For each of the functions with an optional `buffer` parameter: If `buffer` is
5058 not nil, this table will be used to store the result instead of creating a new
5062 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5063 with values starting at `pos={x=,y=}`
5064 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5065 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5066 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5067 array of 2D noise with values starting at `pos={x=,y=}`
5068 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5069 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5070 is stored internally.
5071 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5072 is stored internally.
5073 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5074 returns a slice of the most recently computed noise results. The result slice
5075 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5076 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5078 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5079 It is important to note that `slice_offset` offset coordinates begin at 1,
5080 and are relative to the starting position of the most recently calculated
5082 To grab a single vertical column of noise starting at map coordinates
5083 x = 1023, y=1000, z = 1000:
5084 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5085 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5090 Uses the same method of storage as the deprecated player attribute API, so
5091 data there will also be in player meta.
5092 Can be obtained using `player:get_meta()`.
5095 * All methods in MetaDataRef
5099 A 16-bit pseudorandom number generator.
5100 Uses a well-known LCG algorithm introduced by K&R.
5102 It can be created via `PseudoRandom(seed)`.
5105 * `next()`: return next integer random number [`0`...`32767`]
5106 * `next(min, max)`: return next integer random number [`min`...`max`]
5107 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5108 due to the simple implementation making bad distribution otherwise.
5112 A raycast on the map. It works with selection boxes.
5113 Can be used as an iterator in a for loop.
5115 The map is loaded as the ray advances. If the map is modified after the
5116 `Raycast` is created, the changes may or may not have an effect on the object.
5118 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5119 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5121 * `pos1`: start of the ray
5122 * `pos2`: end of the ray
5123 * `objects`: if false, only nodes will be returned. Default is true.
5124 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5127 * `next()`: returns a `pointed_thing`
5128 * Returns the next thing pointed by the ray or nil.
5132 Interface for the operating system's crypto-secure PRNG.
5134 It can be created via `SecureRandom()`. The constructor returns nil if a
5135 secure random device cannot be found on the system.
5138 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5139 random bytes, as a string.
5143 An interface to read config files in the format of `minetest.conf`.
5145 It can be created via `Settings(filename)`.
5148 * `get(key)`: returns a value
5149 * `get_bool(key, [default])`: returns a boolean
5150 * `default` is the value returned if `key` is not found.
5151 * Returns `nil` if `key` is not found and `default` not specified.
5152 * `get_np_group(key)`: returns a NoiseParams table
5154 * Setting names can't contain whitespace or any of `="{}#`.
5155 * Setting values can't contain the sequence `\n"""`.
5156 * Setting names starting with "secure." can't be set on the main settings
5157 object (`minetest.settings`).
5158 * `set_bool(key, value)`
5159 * See documentation for set() above.
5160 * `set_np_group(key, value)`
5161 * `value` is a NoiseParams table.
5162 * Also, see documentation for set() above.
5163 * `remove(key)`: returns a boolean (`true` for success)
5164 * `get_names()`: returns `{key1,...}`
5165 * `write()`: returns a boolean (`true` for success)
5166 * Writes changes to file.
5167 * `to_table()`: returns `{[key1]=value1,...}`
5171 Mod metadata: per mod metadata, saved automatically.
5172 Can be obtained via `minetest.get_mod_storage()` during load time.
5175 * All methods in MetaDataRef
5186 Used by `ObjectRef` methods. Part of an Entity definition.
5190 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5193 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5196 -- For players only. Zoom FOV in degrees.
5197 -- Note that zoom loads and/or generates world beyond the server's
5198 -- maximum send and generate distances, so acts like a telescope.
5199 -- Smaller zoom_fov values increase the distance loaded/generated.
5200 -- Defaults to 15 in creative mode, 0 in survival mode.
5201 -- zoom_fov = 0 disables zooming for the player.
5204 -- For players only. Camera height above feet position in nodes.
5205 -- Defaults to 1.625.
5209 collide_with_objects = true,
5210 -- Collide with other objects if physical = true
5214 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5215 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5216 -- Selection box uses collision box dimensions when not set.
5217 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5221 -- Overrides selection box when false
5223 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
5224 -- "cube" is a node-sized cube.
5225 -- "sprite" is a flat texture always facing the player.
5226 -- "upright_sprite" is a vertical flat texture.
5227 -- "mesh" uses the defined mesh model.
5228 -- "wielditem" is used for dropped items.
5229 -- (see builtin/game/item_entity.lua).
5230 -- For this use 'textures = {itemname}'.
5231 -- If the item has a 'wield_image' the object will be an extrusion of
5233 -- If 'itemname' is a cubic node or nodebox the object will appear
5234 -- identical to 'itemname'.
5235 -- If 'itemname' is a plantlike node the object will be an extrusion
5237 -- Otherwise for non-node items, the object will be an extrusion of
5238 -- 'inventory_image'.
5240 visual_size = {x = 1, y = 1},
5241 -- `x` multiplies horizontal (X and Z) visual size.
5242 -- `y` multiplies vertical (Y) visual size.
5247 -- Number of required textures depends on visual.
5248 -- "cube" uses 6 textures in the way a node does.
5249 -- "sprite" uses 1 texture.
5250 -- "upright_sprite" uses 2 textures: {front, back}.
5251 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5254 -- Number of required colors depends on visual
5256 use_texture_alpha = false,
5257 -- Use texture's alpha channel.
5258 -- Excludes "upright_sprite" and "wielditem".
5259 -- Note: currently causes visual issues when viewed through other
5260 -- semi-transparent materials such as water.
5262 spritediv = {x = 1, y = 1},
5263 -- Used with spritesheet textures for animation and/or frame selection
5264 -- according to position relative to player.
5265 -- Defines the number of columns and rows in the spritesheet:
5268 initial_sprite_basepos = {x = 0, y = 0},
5269 -- Used with spritesheet textures.
5270 -- Defines the {column, row} position of the initially used frame in the
5275 makes_footstep_sound = false,
5277 automatic_rotate = 0,
5278 -- Set constant rotation in radians per second, positive or negative.
5279 -- Set to 0 to disable constant rotation.
5283 automatic_face_movement_dir = 0.0,
5284 -- Automatically set yaw to movement direction, offset in degrees.
5285 -- 'false' to disable.
5287 automatic_face_movement_max_rotation_per_sec = -1,
5288 -- Limit automatic rotation to this value in degrees per second.
5289 -- No limit if value < 0.
5291 backface_culling = true,
5292 -- Set to false to disable backface_culling for model
5295 -- Add this much extra lighting when calculating texture color.
5296 -- Value < 0 disables light's effect on texture color.
5297 -- For faking self-lighting, UI style entities, or programmatic coloring
5301 -- By default empty, for players their name is shown if empty
5303 nametag_color = <ColorSpec>,
5304 -- Sets color of nametag
5307 -- By default empty, text to be shown when pointed at object
5310 -- If false, never save this object statically. It will simply be
5311 -- deleted when the block gets unloaded.
5312 -- The get_staticdata() callback is never called then.
5313 -- Defaults to 'true'.
5319 Used by `minetest.register_entity`.
5322 initial_properties = {
5324 mesh = "boats_boat.obj",
5327 -- A table of object properties, see the `Object properties` section.
5328 -- Object properties being read directly from the entity definition
5329 -- table is deprecated. Define object properties in this
5330 -- `initial_properties` table instead.
5332 on_activate = function(self, staticdata, dtime_s),
5334 on_step = function(self, dtime),
5336 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5338 on_rightclick = function(self, clicker),
5340 get_staticdata = function(self),
5341 -- Called sometimes; the string returned is passed to on_activate when
5342 -- the entity is re-activated from static state
5344 _custom_field = whatever,
5345 -- You can define arbitrary member variables here (see Item definition
5346 -- for more info) by using a '_' prefix
5349 ABM (ActiveBlockModifier) definition
5350 ------------------------------------
5352 Used by `minetest.register_abm`.
5355 label = "Lava cooling",
5356 -- Descriptive label for profiling purposes (optional).
5357 -- Definitions with identical labels will be listed as one.
5359 nodenames = {"default:lava_source"},
5360 -- Apply `action` function to these nodes.
5361 -- `group:groupname` can also be used here.
5363 neighbors = {"default:water_source", "default:water_flowing"},
5364 -- Only apply `action` to nodes that have one of, or any
5365 -- combination of, these neighbors.
5366 -- If left out or empty, any neighbor will do.
5367 -- `group:groupname` can also be used here.
5370 -- Operation interval in seconds
5373 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5377 -- If true, catch-up behaviour is enabled: The `chance` value is
5378 -- temporarily reduced when returning to an area to simulate time lost
5379 -- by the area being unattended. Note that the `chance` value can often
5382 action = function(pos, node, active_object_count, active_object_count_wider),
5383 -- Function triggered for each qualifying node.
5384 -- `active_object_count` is number of active objects in the node's
5386 -- `active_object_count_wider` is number of active objects in the node's
5387 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5388 -- mapblocks are unloaded an estmate is calculated for them based on
5389 -- loaded mapblocks.
5392 LBM (LoadingBlockModifier) definition
5393 -------------------------------------
5395 Used by `minetest.register_lbm`.
5398 label = "Upgrade legacy doors",
5399 -- Descriptive label for profiling purposes (optional).
5400 -- Definitions with identical labels will be listed as one.
5402 name = "modname:replace_legacy_door",
5404 nodenames = {"default:lava_source"},
5405 -- List of node names to trigger the LBM on.
5406 -- Also non-registered nodes will work.
5407 -- Groups (as of group:groupname) will work as well.
5409 run_at_every_load = false,
5410 -- Whether to run the LBM's action every time a block gets loaded,
5411 -- and not just for blocks that were saved last time before LBMs were
5412 -- introduced to the world.
5414 action = func(pos, node),
5421 * `{name="image.png", animation={Tile Animation definition}}`
5422 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5423 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5424 * backface culling enabled by default for most nodes
5425 * tileable flags are info for shaders, how they should treat texture
5426 when displacement mapping is used.
5427 Directions are from the point of view of the tile texture,
5428 not the node it's on.
5429 * align style determines whether the texture will be rotated with the node
5430 or kept aligned with its surroundings. "user" means that client
5431 setting will be used, similar to `glasslike_framed_optional`.
5432 Note: supported by solid nodes and nodeboxes only.
5433 * scale is used to make texture span several (exactly `scale`) nodes,
5434 instead of just one, in each direction. Works for world-aligned
5436 Note that as the effect is applied on per-mapblock basis, `16` should
5437 be equally divisible by `scale` or you may get wrong results.
5438 * `{name="image.png", color=ColorSpec}`
5439 * the texture's color will be multiplied with this color.
5440 * the tile's color overrides the owning node's color in all cases.
5441 * deprecated, yet still supported field names:
5444 Tile animation definition
5445 -------------------------
5448 type = "vertical_frames",
5451 -- Width of a frame in pixels
5454 -- Height of a frame in pixels
5464 -- Width in number of frames
5467 -- Height in number of frames
5470 -- Length of a single frame
5476 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5477 `minetest.register_tool`.
5480 description = "Steel Axe",
5483 -- key = name, value = rating; rating = 1..3.
5484 -- If rating not applicable, use 1.
5485 -- e.g. {wool = 1, fluffy = 3}
5486 {soil = 2, outerspace = 1, crumbly = 1}
5487 {bendy = 2, snappy = 1},
5488 {hard = 1, metal = 1, spikes = 1}
5490 inventory_image = "default_tool_steelaxe.png",
5492 inventory_overlay = "overlay.png",
5493 -- An overlay which does not get colorized
5500 -- An image file containing the palette of a node.
5501 -- You can set the currently used color as the "palette_index" field of
5502 -- the item stack metadata.
5503 -- The palette is always stretched to fit indices between 0 and 255, to
5504 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5506 color = "0xFFFFFFFF",
5507 -- The color of the item. The palette overrides this.
5509 wield_scale = {x = 1, y = 1, z = 1},
5515 liquids_pointable = false,
5517 -- See "Tools" section
5518 tool_capabilities = {
5519 full_punch_interval = 1.0,
5523 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5524 uses = 20, maxlevel = 2},
5526 damage_groups = {groupname = damage},
5529 node_placement_prediction = nil,
5530 -- If nil and item is node, prediction is made automatically.
5531 -- If nil and item is not a node, no prediction is made.
5532 -- If "" and item is anything, no prediction is made.
5533 -- Otherwise should be name of node which the client immediately places
5534 -- on ground when the player places the item. Server will always update
5535 -- actual result to client in a short moment.
5537 node_dig_prediction = "air",
5538 -- if "", no prediction is made.
5539 -- if "air", node is removed.
5540 -- Otherwise should be name of node which the client immediately places
5541 -- upon digging. Server will always update actual result shortly.
5544 breaks = "default_tool_break", -- tools only
5545 place = <SimpleSoundSpec>,
5548 on_place = func(itemstack, placer, pointed_thing),
5549 -- Shall place item and return the leftover itemstack.
5550 -- The placer may be any ObjectRef or nil.
5551 -- default: minetest.item_place
5553 on_secondary_use = func(itemstack, user, pointed_thing),
5554 -- Same as on_place but called when pointing at nothing.
5555 -- The user may be any ObjectRef or nil.
5556 -- pointed_thing: always { type = "nothing" }
5558 on_drop = func(itemstack, dropper, pos),
5559 -- Shall drop item and return the leftover itemstack.
5560 -- The dropper may be any ObjectRef or nil.
5561 -- default: minetest.item_drop
5563 on_use = func(itemstack, user, pointed_thing),
5565 -- Function must return either nil if no item shall be removed from
5566 -- inventory, or an itemstack to replace the original itemstack.
5567 -- e.g. itemstack:take_item(); return itemstack
5568 -- Otherwise, the function is free to do what it wants.
5569 -- The user may be any ObjectRef or nil.
5570 -- The default functions handle regular use cases.
5572 after_use = func(itemstack, user, node, digparams),
5574 -- If defined, should return an itemstack and will be called instead of
5575 -- wearing out the tool. If returns nil, does nothing.
5576 -- If after_use doesn't exist, it is the same as:
5577 -- function(itemstack, user, node, digparams)
5578 -- itemstack:add_wear(digparams.wear)
5581 -- The user may be any ObjectRef or nil.
5583 _custom_field = whatever,
5584 -- Add your own custom fields. By convention, all custom field names
5585 -- should start with `_` to avoid naming collisions with future engine
5592 Used by `minetest.register_node`.
5595 -- <all fields allowed in item definitions>,
5597 drawtype = "normal", -- See "Node drawtypes"
5600 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5601 -- "firelike", "mesh".
5602 -- For plantlike and firelike, the image will start at the bottom of the
5603 -- node, for the other drawtypes the image will be centered on the node.
5604 -- Note that positioning for "torchlike" may still change.
5606 tiles = {tile definition 1, def2, def3, def4, def5, def6},
5607 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
5608 -- Old field name was 'tile_images'.
5609 -- List can be shortened to needed length.
5611 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
5612 -- Same as `tiles`, but these textures are drawn on top of the base
5613 -- tiles. You can use this to colorize only specific parts of your
5614 -- texture. If the texture name is an empty string, that overlay is not
5615 -- drawn. Since such tiles are drawn twice, it is not recommended to use
5616 -- overlays on very common nodes.
5618 special_tiles = {tile definition 1, Tile definition 2},
5619 -- Special textures of node; used rarely.
5620 -- Old field name was 'special_materials'.
5621 -- List can be shortened to needed length.
5624 -- The node's original color will be multiplied with this color.
5625 -- If the node has a palette, then this setting only has an effect in
5626 -- the inventory and on the wield item.
5628 use_texture_alpha = false,
5629 -- Use texture's alpha channel
5631 palette = "palette.png",
5632 -- The node's `param2` is used to select a pixel from the image.
5633 -- Pixels are arranged from left to right and from top to bottom.
5634 -- The node's color will be multiplied with the selected pixel's color.
5635 -- Tiles can override this behavior.
5636 -- Only when `paramtype2` supports palettes.
5638 post_effect_color = "green#0F",
5639 -- Screen tint if player is inside node, see "ColorSpec".
5641 paramtype = "none", -- See "Nodes"
5643 paramtype2 = "none", -- See "Nodes"
5645 place_param2 = nil, -- Force value for param2 when player places node
5647 is_ground_content = true,
5648 -- If false, the cave generator will not carve through this node
5650 sunlight_propagates = false,
5651 -- If true, sunlight will go infinitely through this node
5653 walkable = true, -- If true, objects collide with node
5655 pointable = true, -- If true, can be pointed at
5657 diggable = true, -- If false, can never be dug
5659 climbable = false, -- If true, can be climbed on (ladder)
5661 buildable_to = false, -- If true, placed nodes can replace this node
5664 -- If true, liquids flow into and replace this node.
5665 -- Warning: making a liquid node 'floodable' will cause problems.
5667 liquidtype = "none", -- "none" / "source" / "flowing"
5669 liquid_alternative_flowing = "", -- Flowing version of source liquid
5671 liquid_alternative_source = "", -- Source version of flowing liquid
5673 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
5675 liquid_renewable = true,
5676 -- If true, a new liquid source can be created by placing two or more
5680 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
5681 -- Allows defining the nodebox height without using param2.
5682 -- The nodebox height is 'leveled' / 64 nodes.
5683 -- The maximum value of 'leveled' is 127.
5685 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
5688 -- Player will take this amount of damage if no bubbles are left
5691 -- Amount of light emitted by node.
5692 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
5693 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
5696 damage_per_second = 0,
5697 -- If player is inside node, this damage is caused
5699 node_box = {type="regular"}, -- See "Node boxes"
5701 connects_to = nodenames,
5702 -- Used for nodebox nodes with the type == "connected".
5703 -- Specifies to what neighboring nodes connections will be drawn.
5704 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
5706 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
5707 -- Tells connected nodebox nodes to connect only to these sides of this
5715 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5718 -- Custom selection box definition. Multiple boxes can be defined.
5719 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
5720 -- definition is used for the selection box.
5725 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
5728 -- Custom collision box definition. Multiple boxes can be defined.
5729 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
5730 -- definition is used for the collision box.
5731 -- Both of the boxes above are defined as:
5732 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
5734 -- Support maps made in and before January 2012
5735 legacy_facedir_simple = false,
5736 legacy_wallmounted = false,
5739 -- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
5740 -- 1 - wave node like plants (top of node moves, bottom is fixed)
5741 -- 2 - wave node like leaves (whole node moves side-to-side)
5742 -- caveats: not all models will properly wave.
5743 -- plantlike drawtype nodes can only wave like plants.
5744 -- allfaces_optional drawtype nodes can only wave like leaves.
5747 footstep = <SimpleSoundSpec>,
5748 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
5749 dug = <SimpleSoundSpec>,
5750 place = <SimpleSoundSpec>,
5751 place_failed = <SimpleSoundSpec>,
5755 -- Name of dropped node when dug. Default is the node itself.
5758 -- Maximum number of items to drop
5760 -- Choose max_items randomly from this list
5763 items = {"foo:bar", "baz:frob"}, -- Items to drop
5764 rarity = 1, -- Probability of dropping is 1 / rarity
5765 inherit_color = true, -- Inherit palette color from the node
5770 on_construct = func(pos),
5771 -- Node constructor; called after adding node.
5772 -- Can set up metadata and stuff like that.
5773 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
5776 on_destruct = func(pos),
5777 -- Node destructor; called before removing node.
5778 -- Not called for bulk node placement.
5781 after_destruct = func(pos, oldnode),
5782 -- Node destructor; called after removing node.
5783 -- Not called for bulk node placement.
5786 on_flood = func(pos, oldnode, newnode),
5787 -- Called when a liquid (newnode) is about to flood oldnode, if it has
5788 -- `floodable = true` in the nodedef. Not called for bulk node placement
5789 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
5790 -- node is not flooded, but on_flood callback will most likely be called
5791 -- over and over again every liquid update interval.
5793 -- Warning: making a liquid node 'floodable' will cause problems.
5795 preserve_metadata = func(pos, oldnode, oldmeta, drops),
5796 -- Called when oldnode is about be converted to an item, but before the
5797 -- node is deleted from the world or the drops are added. This is
5798 -- generally the result of either the node being dug or an attached node
5799 -- becoming detached.
5800 -- drops is a table of ItemStacks, so any metadata to be preserved can
5801 -- be added directly to one or more of the dropped items. See
5802 -- "ItemStackMetaRef".
5805 after_place_node = func(pos, placer, itemstack, pointed_thing),
5806 -- Called after constructing node when node was placed using
5807 -- minetest.item_place_node / minetest.place_node.
5808 -- If return true no item is taken from itemstack.
5809 -- `placer` may be any valid ObjectRef or nil.
5812 after_dig_node = func(pos, oldnode, oldmetadata, digger),
5813 -- oldmetadata is in table format.
5814 -- Called after destructing node when node was dug using
5815 -- minetest.node_dig / minetest.dig_node.
5818 can_dig = function(pos, [player]),
5820 on_punch = func(pos, node, puncher, pointed_thing),
5821 -- Returns true if node can be dug, or false if not.
5823 -- default: minetest.node_punch
5824 -- By default calls minetest.register_on_punchnode callbacks.
5826 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
5828 -- itemstack will hold clicker's wielded item.
5829 -- Shall return the leftover itemstack.
5830 -- Note: pointed_thing can be nil, if a mod calls this function.
5831 -- This function does not get triggered by clients <=0.4.16 if the
5832 -- "formspec" node metadata field is set.
5834 on_dig = func(pos, node, digger),
5835 -- default: minetest.node_dig
5836 -- By default checks privileges, wears out tool and removes node.
5838 on_timer = function(pos, elapsed),
5840 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
5841 -- elapsed is the total time passed since the timer was started.
5842 -- return true to run the timer for another cycle with the same timeout
5845 on_receive_fields = func(pos, formname, fields, sender),
5846 -- fields = {name1 = value1, name2 = value2, ...}
5847 -- Called when an UI form (e.g. sign text input) returns data.
5850 allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5851 -- Called when a player wants to move items inside the inventory.
5852 -- Return value: number of items allowed to move.
5854 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
5855 -- Called when a player wants to put something into the inventory.
5856 -- Return value: number of items allowed to put.
5857 -- Return value -1: Allow and don't modify item count in inventory.
5859 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
5860 -- Called when a player wants to take something out of the inventory.
5861 -- Return value: number of items allowed to take.
5862 -- Return value -1: Allow and don't modify item count in inventory.
5864 on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player),
5865 on_metadata_inventory_put = func(pos, listname, index, stack, player),
5866 on_metadata_inventory_take = func(pos, listname, index, stack, player),
5867 -- Called after the actual action has happened, according to what was
5871 on_blast = func(pos, intensity),
5872 -- intensity: 1.0 = mid range of regular TNT.
5873 -- If defined, called when an explosion touches the node, instead of
5874 -- removing the node.
5880 Used by `minetest.register_craft`.
5885 output = 'default:pick_stone',
5887 {'default:cobble', 'default:cobble', 'default:cobble'},
5888 {'', 'default:stick', ''},
5889 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
5891 replacements = <list of item pairs>,
5892 -- `replacements`: replace one input item with another item on crafting
5900 output = 'mushrooms:mushroom_stew',
5903 "mushrooms:mushroom_brown",
5904 "mushrooms:mushroom_red",
5906 replacements = <list of item pairs>,
5907 -- `replacements`: replace one input item with another item on crafting
5914 type = "toolrepair",
5915 additional_wear = -0.02,
5922 output = "default:glass",
5923 recipe = "default:sand",
5931 recipe = "default:leaves",
5938 Used by `minetest.register_ore`.
5940 See 'Ores' section above for essential information.
5943 ore_type = "scatter",
5945 ore = "default:stone_with_coal",
5948 -- Facedir rotation. Default is 0 (unchanged rotation)
5950 wherein = "default:stone",
5951 -- A list of nodenames is supported too
5953 clust_scarcity = 8 * 8 * 8,
5954 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
5955 -- If the desired average distance between ores is 'd', set this to
5959 -- Number of ores in a cluster
5962 -- Size of the bounding box of the cluster.
5963 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
5964 -- nodes are coal ore.
5966 -- Lower and upper limits for ore
5971 -- Attributes for the ore generation, see 'Ore attributes' section above
5973 noise_threshold = 0.5,
5974 -- If noise is above this threshold, ore is placed. Not needed for a
5975 -- uniform distribution.
5980 spread = {x = 100, y = 100, z = 100},
5985 -- NoiseParams structure describing one of the perlin noises used for
5986 -- ore distribution.
5987 -- Needed by "sheet", "puff", "blob" and "vein" ores.
5988 -- Omit from "scatter" ore for a uniform ore distribution.
5989 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
5992 biomes = {"desert", "rainforest"},
5993 -- List of biomes in which this ore occurs.
5994 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
5995 -- being used does not support biomes.
5996 -- Can be a list of (or a single) biome names, IDs, or definitions.
5998 -- Type-specific parameters
6001 column_height_min = 1,
6002 column_height_max = 16,
6003 column_midpoint_factor = 0.5,
6009 spread = {x = 100, y = 100, z = 100},
6017 spread = {x = 100, y = 100, z = 100},
6024 random_factor = 1.0,
6027 np_stratum_thickness = {
6030 spread = {x = 100, y = 100, z = 100},
6035 stratum_thickness = 8,
6041 Used by `minetest.register_biome`.
6046 node_dust = "default:snow",
6047 -- Node dropped onto upper surface after all else is generated
6049 node_top = "default:dirt_with_snow",
6051 -- Node forming surface layer of biome and thickness of this layer
6053 node_filler = "default:permafrost",
6055 -- Node forming lower layer of biome and thickness of this layer
6057 node_stone = "default:bluestone",
6058 -- Node that replaces all stone nodes between roughly y_min and y_max.
6060 node_water_top = "default:ice",
6061 depth_water_top = 10,
6062 -- Node forming a surface layer in seawater with the defined thickness
6065 -- Node that replaces all seawater nodes not in the surface layer
6067 node_river_water = "default:ice",
6068 -- Node that replaces river water in mapgens that use
6069 -- default:river_water
6071 node_riverbed = "default:gravel",
6073 -- Node placed under river water and thickness of this layer
6075 node_cave_liquid = "default:water_source",
6076 -- Nodes placed as a blob of liquid in 50% of large caves.
6077 -- If absent, cave liquids fall back to classic behaviour of lava or
6078 -- water distributed according to a hardcoded 3D noise.
6080 node_dungeon = "default:cobble",
6081 -- Node used for primary dungeon structure.
6082 -- If absent, dungeon materials fall back to classic behaviour.
6083 -- If present, the following two nodes are also used.
6085 node_dungeon_alt = "default:mossycobble",
6086 -- Node used for randomly-distributed alternative structure nodes.
6087 -- If alternative structure nodes are not wanted leave this absent for
6088 -- performance reasons.
6090 node_dungeon_stair = "stairs:stair_cobble",
6091 -- Node used for dungeon stairs.
6092 -- If absent, stairs fall back to 'node_dungeon'.
6096 -- Upper and lower limits for biome.
6097 -- Alternatively you can use xyz limits as shown below.
6099 max_pos = {x = 31000, y = 128, z = 31000},
6100 min_pos = {x = -31000, y = 9, z = -31000},
6101 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6102 -- Biome is limited to a cuboid defined by these positions.
6103 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6104 -- 31000 in 'max_pos'.
6107 -- Vertical distance in nodes above 'y_max' over which the biome will
6108 -- blend with the biome above.
6109 -- Set to 0 for no vertical blend. Defaults to 0.
6112 humidity_point = 50,
6113 -- Characteristic temperature and humidity for the biome.
6114 -- These values create 'biome points' on a voronoi diagram with heat and
6115 -- humidity as axes. The resulting voronoi cells determine the
6116 -- distribution of the biomes.
6117 -- Heat and humidity have average values of 50, vary mostly between
6118 -- 0 and 100 but can exceed these values.
6121 Decoration definition
6122 ---------------------
6124 See "Decoration types". Used by `minetest.register_decoration`.
6127 deco_type = "simple",
6129 place_on = "default:dirt_with_grass",
6130 -- Node (or list of nodes) that the decoration can be placed on
6133 -- Size of the square divisions of the mapchunk being generated.
6134 -- Determines the resolution of noise variation if used.
6135 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6136 -- equal to the chunk size.
6139 -- The value determines 'decorations per surface node'.
6140 -- Used only if noise_params is not specified.
6141 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6142 -- a different and much faster method.
6147 spread = {x = 100, y = 100, z = 100},
6154 -- NoiseParams structure describing the perlin noise used for decoration
6156 -- A noise value is calculated for each square division and determines
6157 -- 'decorations per surface node' within each division.
6158 -- If the noise value >= 10.0 complete coverage is enabled and
6159 -- decoration placement uses a different and much faster method.
6161 biomes = {"Oceanside", "Hills", "Plains"},
6162 -- List of biomes in which this decoration occurs. Occurs in all biomes
6163 -- if this is omitted, and ignored if the Mapgen being used does not
6165 -- Can be a list of (or a single) biome names, IDs, or definitions.
6169 -- Lower and upper limits for decoration.
6170 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6172 spawn_by = "default:water",
6173 -- Node (or list of nodes) that the decoration only spawns next to.
6174 -- Checks two horizontal planes of 8 neighbouring nodes (including
6175 -- diagonal neighbours), one plane level with the 'place_on' node and a
6176 -- plane one node above that.
6179 -- Number of spawn_by nodes that must be surrounding the decoration
6180 -- position to occur.
6181 -- If absent or -1, decorations occur next to any nodes.
6183 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6184 -- Flags for all decoration types.
6185 -- "liquid_surface": Instead of placement on the highest solid surface
6186 -- in a mapchunk column, placement is on the highest liquid surface.
6187 -- Placement is disabled if solid nodes are found above the liquid
6189 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6190 -- by the decoration.
6191 -- "all_floors", "all_ceilings": Instead of placement on the highest
6192 -- surface in a mapchunk the decoration is placed on all floor and/or
6193 -- ceiling surfaces, for example in caves and dungeons.
6194 -- Ceiling decorations act as an inversion of floor decorations so the
6195 -- effect of 'place_offset_y' is inverted.
6196 -- Y-slice probabilities do not function correctly for ceiling
6197 -- schematic decorations as the behaviour is unchanged.
6198 -- If a single decoration registration has both flags the floor and
6199 -- ceiling decorations will be aligned vertically.
6201 ----- Simple-type parameters
6203 decoration = "default:grass",
6204 -- The node name used as the decoration.
6205 -- If instead a list of strings, a randomly selected node from the list
6206 -- is placed as the decoration.
6209 -- Decoration height in nodes.
6210 -- If height_max is not 0, this is the lower limit of a randomly
6214 -- Upper limit of the randomly selected height.
6215 -- If absent, the parameter 'height' is used as a constant.
6218 -- Param2 value of decoration nodes.
6219 -- If param2_max is not 0, this is the lower limit of a randomly
6223 -- Upper limit of the randomly selected param2.
6224 -- If absent, the parameter 'param2' is used as a constant.
6227 -- Y offset of the decoration base node relative to the standard base
6229 -- Can be positive or negative. Default is 0.
6230 -- Effect is inverted for "all_ceilings" decorations.
6231 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6232 -- to the 'place_on' node.
6234 ----- Schematic-type parameters
6236 schematic = "foobar.mts",
6237 -- If schematic is a string, it is the filepath relative to the current
6238 -- working directory of the specified Minetest schematic file.
6239 -- Could also be the ID of a previously registered schematic.
6242 size = {x = 4, y = 6, z = 4},
6244 {name = "default:cobble", param1 = 255, param2 = 0},
6245 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6246 {name = "air", param1 = 255, param2 = 0},
6250 {ypos = 2, prob = 128},
6251 {ypos = 5, prob = 64},
6255 -- Alternative schematic specification by supplying a table. The fields
6256 -- size and data are mandatory whereas yslice_prob is optional.
6257 -- See 'Schematic specifier' for details.
6259 replacements = {["oldname"] = "convert_to", ...},
6261 flags = "place_center_x, place_center_y, place_center_z",
6262 -- Flags for schematic decorations. See 'Schematic attributes'.
6265 -- Rotation can be "0", "90", "180", "270", or "random"
6268 -- If the flag 'place_center_y' is set this parameter is ignored.
6269 -- Y offset of the schematic base node layer relative to the 'place_on'
6271 -- Can be positive or negative. Default is 0.
6272 -- Effect is inverted for "all_ceilings" decorations.
6273 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6274 -- to the 'place_on' node.
6277 Chat command definition
6278 -----------------------
6280 Used by `minetest.register_chatcommand`.
6283 params = "<name> <privilege>", -- Short parameter description
6285 description = "Remove privilege from player", -- Full description
6287 privs = {privs=true}, -- Require the "privs" privilege to run
6289 func = function(name, param),
6290 -- Called when command is run. Returns boolean success and text output.
6293 Note that in params, use of symbols is as follows:
6295 * `<>` signifies a placeholder to be replaced when the command is used. For
6296 example, when a player name is needed: `<name>`
6297 * `[]` signifies param is optional and not required when the command is used.
6298 For example, if you require param1 but param2 is optional:
6299 `<param1> [<param2>]`
6300 * `|` signifies exclusive or. The command requires one param from the options
6301 provided. For example: `<param1> | <param2>`
6302 * `()` signifies grouping. For example, when param1 and param2 are both
6303 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6305 Detached inventory callbacks
6306 ----------------------------
6308 Used by `minetest.create_detached_inventory`.
6311 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6312 -- Called when a player wants to move items inside the inventory.
6313 -- Return value: number of items allowed to move.
6315 allow_put = func(inv, listname, index, stack, player),
6316 -- Called when a player wants to put something into the inventory.
6317 -- Return value: number of items allowed to put.
6318 -- Return value -1: Allow and don't modify item count in inventory.
6320 allow_take = func(inv, listname, index, stack, player),
6321 -- Called when a player wants to take something out of the inventory.
6322 -- Return value: number of items allowed to take.
6323 -- Return value -1: Allow and don't modify item count in inventory.
6325 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
6326 on_put = func(inv, listname, index, stack, player),
6327 on_take = func(inv, listname, index, stack, player),
6328 -- Called after the actual action has happened, according to what was
6338 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6341 hud_elem_type = "image", -- See HUD element types
6342 -- Type of element, can be "image", "text", "statbar", or "inventory"
6344 position = {x=0.5, y=0.5},
6345 -- Left corner position of element
6349 scale = {x = 2, y = 2},
6356 -- Selected item in inventory. 0 for no item selected.
6359 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6361 alignment = {x=0, y=0},
6363 offset = {x=0, y=0},
6365 size = { x=100, y=100 },
6366 -- Size of element in pixels
6372 Used by `minetest.add_particle`.
6375 pos = {x=0, y=0, z=0},
6376 velocity = {x=0, y=0, z=0},
6377 acceleration = {x=0, y=0, z=0},
6378 -- Spawn particle at pos with velocity and acceleration
6381 -- Disappears after expirationtime seconds
6385 collisiondetection = false,
6386 -- If true collides with physical objects
6388 collision_removal = false,
6389 -- If true particle is removed when it collides.
6390 -- Requires collisiondetection = true to have any effect.
6393 -- If true faces player using y axis only
6395 texture = "image.png",
6397 playername = "singleplayer",
6398 -- Optional, if specified spawns particle only on the player's client
6400 animation = {Tile Animation definition},
6401 -- Optional, specifies how to animate the particle texture
6404 -- Optional, specify particle self-luminescence in darkness.
6409 `ParticleSpawner` definition
6410 ----------------------------
6412 Used by `minetest.add_particlespawner`.
6418 -- If time is 0 has infinite lifespan and spawns the amount on a
6419 -- per-second basis.
6421 minpos = {x=0, y=0, z=0},
6422 maxpos = {x=0, y=0, z=0},
6423 minvel = {x=0, y=0, z=0},
6424 maxvel = {x=0, y=0, z=0},
6425 minacc = {x=0, y=0, z=0},
6426 maxacc = {x=0, y=0, z=0},
6431 -- The particle's properties are random values in between the bounds
6432 -- pos, velocity, acceleration, expirationtime, size
6434 collisiondetection = false,
6435 -- If true collides with physical objects
6437 collision_removal = false,
6438 -- If true particle is removed when it collides.
6439 -- Requires collisiondetection = true to have any effect.
6441 attached = ObjectRef,
6442 -- If defined, particle positions, velocities and accelerations are
6443 -- relative to this object's position and yaw
6446 -- If true faces player using y axis only
6448 texture = "image.png",
6450 playername = "singleplayer",
6451 -- Optional, if specified spawns particle only on the player's client
6453 animation = {Tile Animation definition},
6454 -- Optional, specifies how to animate the particle texture
6457 -- Optional, specify particle self-luminescence in darkness.
6461 `HTTPRequest` definition
6462 ------------------------
6464 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6467 url = "http://example.org",
6470 -- Timeout for connection in seconds. Default is 3 seconds.
6472 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6473 -- Optional, if specified a POST request with post_data is performed.
6474 -- Accepts both a string and a table. If a table is specified, encodes
6475 -- table as x-www-form-urlencoded key-value pairs.
6476 -- If post_data is not specified, a GET request is performed instead.
6478 user_agent = "ExampleUserAgent",
6479 -- Optional, if specified replaces the default minetest user agent with
6482 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6483 -- Optional, if specified adds additional headers to the HTTP request.
6484 -- You must make sure that the header strings follow HTTP specification
6488 -- Optional, if true performs a multipart HTTP request.
6489 -- Default is false.
6492 `HTTPRequestResult` definition
6493 ------------------------------
6495 Passed to `HTTPApiTable.fetch` callback. Returned by
6496 `HTTPApiTable.fetch_async_get`.
6500 -- If true, the request has finished (either succeeded, failed or timed
6504 -- If true, the request was successful
6507 -- If true, the request timed out
6515 Authentication handler definition
6516 ---------------------------------
6518 Used by `minetest.register_authentication_handler`.
6521 get_auth = func(name),
6522 -- Get authentication data for existing player `name` (`nil` if player
6524 -- Returns following structure:
6525 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6527 create_auth = func(name, password),
6528 -- Create new auth data for player `name`.
6529 -- Note that `password` is not plain-text but an arbitrary
6530 -- representation decided by the engine.
6532 delete_auth = func(name),
6533 -- Delete auth data of player `name`.
6534 -- Returns boolean indicating success (false if player is nonexistent).
6536 set_password = func(name, password),
6537 -- Set password of player `name` to `password`.
6538 -- Auth data should be created if not present.
6540 set_privileges = func(name, privileges),
6541 -- Set privileges of player `name`.
6542 -- `privileges` is in table form, auth data should be created if not
6546 -- Reload authentication data from the storage location.
6547 -- Returns boolean indicating success.
6549 record_login = func(name),
6550 -- Called when player joins, used for keeping track of last_login
6553 -- Returns an iterator (use with `for` loops) for all player names
6554 -- currently in the auth database