1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `author`: The author of the game. It only appears when downloaded from
84 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
85 an internal ID used to track versions.
87 Used to set default settings when running this game.
89 In the same format as the one in builtin.
90 This settingtypes.txt will be parsed by the menu and the settings will be
91 displayed in the "Games" category in the advanced settings tab.
92 * If the game contains a folder called `textures` the server will load it as a
93 texturepack, overriding mod textures.
94 Any server texturepack will override mod textures and the game texturepack.
99 Games can provide custom main menu images. They are put inside a `menu`
100 directory inside the game directory.
102 The images are named `$identifier.png`, where `$identifier` is one of
103 `overlay`, `background`, `footer`, `header`.
104 If you want to specify multiple images for one identifier, add additional
105 images named like `$identifier.$n.png`, with an ascending number $n starting
106 with 1, and a random image will be chosen from the provided ones.
117 Paths are relative to the directories listed in the [Paths] section above.
119 * `games/<gameid>/mods/`
121 * `worlds/<worldname>/worldmods/`
126 It is possible to include a game in a world; in this case, no mods or
127 games are loaded or checked from anywhere else.
129 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
132 Mods should then be placed in `<worldname>/game/mods/`.
137 Mods can be put in a subdirectory, if the parent directory, which otherwise
138 should be a mod, contains a file named `modpack.conf`.
139 The file is a key-value store of modpack details.
141 * `name`: The modpack name. Allows Minetest to determine the modpack name even
142 if the folder is wrongly named.
143 * `description`: Description of mod to be shown in the Mods tab of the main
145 * `author`: The author of the modpack. It only appears when downloaded from
147 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
148 internal ID used to track versions.
149 * `title`: A human-readable title to address the modpack.
151 Note: to support 0.4.x, please also create an empty modpack.txt file.
153 Mod directory structure
154 -----------------------
160 │ ├── settingtypes.txt
164 │ │ ├── modname_stuff.png
165 │ │ ├── modname_stuff_normal.png
166 │ │ ├── modname_something_else.png
167 │ │ ├── subfolder_foo
168 │ │ │ ├── modname_more_stuff.png
169 │ │ │ └── another_subfolder
170 │ │ └── bar_subfolder
179 The location of this directory can be fetched by using
180 `minetest.get_modpath(modname)`.
184 A `Settings` file that provides meta information about the mod.
186 * `name`: The mod name. Allows Minetest to determine the mod name even if the
187 folder is wrongly named.
188 * `description`: Description of mod to be shown in the Mods tab of the main
190 * `depends`: A comma separated list of dependencies. These are mods that must be
191 loaded before this mod.
192 * `optional_depends`: A comma separated list of optional dependencies.
193 Like a dependency, but no error if the mod doesn't exist.
194 * `author`: The author of the mod. It only appears when downloaded from
196 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
197 internal ID used to track versions.
198 * `title`: A human-readable title to address the mod.
200 Note: to support 0.4.x, please also provide depends.txt.
204 A screenshot shown in the mod manager within the main menu. It should
205 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
209 **Deprecated:** you should use mod.conf instead.
211 This file is used if there are no dependencies in mod.conf.
213 List of mods that have to be loaded before loading this mod.
215 A single line contains a single modname.
217 Optional dependencies can be defined by appending a question mark
218 to a single modname. This means that if the specified mod
219 is missing, it does not prevent this mod from being loaded.
221 ### `description.txt`
223 **Deprecated:** you should use mod.conf instead.
225 This file is used if there is no description in mod.conf.
227 A file containing a description to be shown in the Mods tab of the main menu.
229 ### `settingtypes.txt`
231 The format is documented in `builtin/settingtypes.txt`.
232 It is parsed by the main menu settings dialogue to list mod-specific
233 settings in the "Mods" category.
237 The main Lua script. Running this script should register everything it
238 wants to register. Subsequent execution depends on minetest calling the
239 registered callbacks.
241 `minetest.settings` can be used to read custom or existing settings at load
242 time, if necessary. (See [`Settings`])
244 ### `textures`, `sounds`, `media`, `models`, `locale`
246 Media files (textures, sounds, whatever) that will be transferred to the
247 client and will be available for use by the mod and translation files for
248 the clients (see [Translations]).
250 It is suggested to use the folders for the purpous they are thought for,
251 eg. put textures into `textures`, translation files into `locale`,
252 models for entities or meshnodes into `models` et cetera.
254 These folders and subfolders can contain subfolders.
255 Subfolders with names starting with `_` or `.` are ignored.
256 If a subfolder contains a media file with the same name as a media file
257 in one of its parents, the parent's file is used.
259 Although it is discouraged, a mod can overwrite a media file of any mod that it
260 depends on by supplying a file with an equal name.
265 Registered names should generally be in this format:
269 `<whatever>` can have these characters:
273 This is to prevent conflicting names from corrupting maps and is
274 enforced by the mod loader.
276 Registered names can be overridden by prefixing the name with `:`. This can
277 be used for overriding the registrations of some other mod.
279 The `:` prefix can also be used for maintaining backwards compatibility.
283 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
284 So the name should be `experimental:tnt`.
286 Any mod can redefine `experimental:tnt` by using the name
290 when registering it. That mod is required to have `experimental` as a
299 Aliases of itemnames can be added by using
300 `minetest.register_alias(alias, original_name)` or
301 `minetest.register_alias_force(alias, original_name)`.
303 This adds an alias `alias` for the item called `original_name`.
304 From now on, you can use `alias` to refer to the item `original_name`.
306 The only difference between `minetest.register_alias` and
307 `minetest.register_alias_force` is that if an item named `alias` already exists,
308 `minetest.register_alias` will do nothing while
309 `minetest.register_alias_force` will unregister it.
311 This can be used for maintaining backwards compatibility.
313 This can also set quick access names for things, e.g. if
314 you have an item called `epiclylongmodname:stuff`, you could do
316 minetest.register_alias("stuff", "epiclylongmodname:stuff")
318 and be able to use `/giveme stuff`.
323 In a game, a certain number of these must be set to tell core mapgens which
324 of the game's nodes are to be used for core mapgen generation. For example:
326 minetest.register_alias("mapgen_stone", "default:stone")
328 ### Aliases for non-V6 mapgens
330 #### Essential aliases
333 * mapgen_water_source
334 * mapgen_river_water_source
336 `mapgen_river_water_source` is required for mapgens with sloping rivers where
337 it is necessary to have a river liquid node with a short `liquid_range` and
338 `liquid_renewable = false` to avoid flooding.
340 #### Optional aliases
344 Fallback lava node used if cave liquids are not defined in biome definitions.
345 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
349 Fallback node used if dungeon nodes are not defined in biome definitions.
350 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
352 ### Aliases needed for Mapgen V6
355 * mapgen_water_source
358 * mapgen_dirt_with_grass
361 * mapgen_desert_stone
363 * mapgen_dirt_with_snow
372 * mapgen_jungleleaves
375 * mapgen_pine_needles
378 * mapgen_stair_cobble
380 * mapgen_stair_desert_stone
382 ### Setting the node used in Mapgen Singlenode
384 By default the world is filled with air nodes. To set a different node use, for
387 minetest.register_alias("mapgen_singlenode", "default:stone")
395 Mods should generally prefix their textures with `modname_`, e.g. given
396 the mod name `foomod`, a texture could be called:
400 Textures are referred to by their complete name, or alternatively by
401 stripping out the file extension:
403 * e.g. `foomod_foothing.png`
404 * e.g. `foomod_foothing`
410 There are various texture modifiers that can be used
411 to let the client generate textures on-the-fly.
412 The modifiers are applied directly in sRGB colorspace,
413 i.e. without gamma-correction.
415 ### Texture overlaying
417 Textures can be overlaid by putting a `^` between them.
421 default_dirt.png^default_grass_side.png
423 `default_grass_side.png` is overlaid over `default_dirt.png`.
424 The texture with the lower resolution will be automatically upscaled to
425 the higher resolution texture.
429 Textures can be grouped together by enclosing them in `(` and `)`.
431 Example: `cobble.png^(thing1.png^thing2.png)`
433 A texture for `thing1.png^thing2.png` is created and the resulting
434 texture is overlaid on top of `cobble.png`.
438 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
439 passing complex texture names as arguments. Escaping is done with backslash and
440 is required for `^` and `:`.
442 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
444 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
445 on top of `cobble.png`.
447 ### Advanced texture modifiers
453 * `[crack:<t>:<n>:<p>`
454 * `[cracko:<t>:<n>:<p>`
458 * `<t>`: tile count (in each direction)
459 * `<n>`: animation frame count
460 * `<p>`: current animation frame
462 Draw a step of the crack animation on the texture.
463 `crack` draws it normally, while `cracko` lays it over, keeping transparent
468 default_cobble.png^[crack:10:1
470 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
476 * `<file>`: texture to combine
478 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
479 specified coordinates.
483 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
485 #### `[resize:<w>x<h>`
487 Resizes the texture to the given dimensions.
491 default_sandstone.png^[resize:16x16
495 Makes the base image transparent according to the given ratio.
497 `r` must be between 0 (transparent) and 255 (opaque).
501 default_sandstone.png^[opacity:127
503 #### `[invert:<mode>`
505 Inverts the given channels of the base image.
506 Mode may contain the characters "r", "g", "b", "a".
507 Only the channels that are mentioned in the mode string will be inverted.
511 default_apple.png^[invert:rgb
515 Brightens the texture.
519 tnt_tnt_side.png^[brighten
523 Makes the texture completely opaque.
527 default_leaves.png^[noalpha
529 #### `[makealpha:<r>,<g>,<b>`
531 Convert one color to transparency.
535 default_cobble.png^[makealpha:128,128,128
539 * `<t>`: transformation(s) to apply
541 Rotates and/or flips the image.
543 `<t>` can be a number (between 0 and 7) or a transform name.
544 Rotations are counter-clockwise.
547 1 R90 rotate by 90 degrees
548 2 R180 rotate by 180 degrees
549 3 R270 rotate by 270 degrees
551 5 FXR90 flip X then rotate by 90 degrees
553 7 FYR90 flip Y then rotate by 90 degrees
557 default_stone.png^[transformFXR90
559 #### `[inventorycube{<top>{<left>{<right>`
561 Escaping does not apply here and `^` is replaced by `&` in texture names
564 Create an inventory cube texture using the side textures.
568 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
570 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
571 `dirt.png^grass_side.png` textures
573 #### `[lowpart:<percent>:<file>`
575 Blit the lower `<percent>`% part of `<file>` on the texture.
579 base.png^[lowpart:25:overlay.png
581 #### `[verticalframe:<t>:<n>`
583 * `<t>`: animation frame count
584 * `<n>`: current animation frame
586 Crops the texture to a frame of a vertical animation.
590 default_torch_animated.png^[verticalframe:16:8
594 Apply a mask to the base image.
596 The mask is applied using binary AND.
598 #### `[sheet:<w>x<h>:<x>,<y>`
600 Retrieves a tile at position x,y from the base image
601 which it assumes to be a tilesheet with dimensions w,h.
603 #### `[colorize:<color>:<ratio>`
605 Colorize the textures with the given color.
606 `<color>` is specified as a `ColorString`.
607 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
608 it is an int, then it specifies how far to interpolate between the
609 colors where 0 is only the texture color and 255 is only `<color>`. If
610 omitted, the alpha of `<color>` will be used as the ratio. If it is
611 the word "`alpha`", then each texture pixel will contain the RGB of
612 `<color>` and the alpha of `<color>` multiplied by the alpha of the
615 #### `[multiply:<color>`
617 Multiplies texture colors with the given color.
618 `<color>` is specified as a `ColorString`.
619 Result is more like what you'd expect if you put a color on top of another
620 color, meaning white surfaces get a lot of your new color while black parts
621 don't change very much.
626 The goal of hardware coloring is to simplify the creation of
627 colorful nodes. If your textures use the same pattern, and they only
628 differ in their color (like colored wool blocks), you can use hardware
629 coloring instead of creating and managing many texture files.
630 All of these methods use color multiplication (so a white-black texture
631 with red coloring will result in red-black color).
635 This method is useful if you wish to create nodes/items with
636 the same texture, in different colors, each in a new node/item definition.
640 When you register an item or node, set its `color` field (which accepts a
641 `ColorSpec`) to the desired color.
643 An `ItemStack`'s static color can be overwritten by the `color` metadata
644 field. If you set that field to a `ColorString`, that color will be used.
648 Each tile may have an individual static color, which overwrites every
649 other coloring method. To disable the coloring of a face,
650 set its color to white (because multiplying with white does nothing).
651 You can set the `color` property of the tiles in the node's definition
652 if the tile is in table format.
656 For nodes and items which can have many colors, a palette is more
657 suitable. A palette is a texture, which can contain up to 256 pixels.
658 Each pixel is one possible color for the node/item.
659 You can register one node/item, which can have up to 256 colors.
661 #### Palette indexing
663 When using palettes, you always provide a pixel index for the given
664 node or `ItemStack`. The palette is read from left to right and from
665 top to bottom. If the palette has less than 256 pixels, then it is
666 stretched to contain exactly 256 pixels (after arranging the pixels
667 to one line). The indexing starts from 0.
671 * 16x16 palette, index = 0: the top left corner
672 * 16x16 palette, index = 4: the fifth pixel in the first row
673 * 16x16 palette, index = 16: the pixel below the top left corner
674 * 16x16 palette, index = 255: the bottom right corner
675 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
676 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
677 to ensure the total 256 pixels.
678 * 2x4 palette, index = 32: the top right corner
679 * 2x4 palette, index = 63: the top right corner
680 * 2x4 palette, index = 64: the pixel below the top left corner
682 #### Using palettes with items
684 When registering an item, set the item definition's `palette` field to
685 a texture. You can also use texture modifiers.
687 The `ItemStack`'s color depends on the `palette_index` field of the
688 stack's metadata. `palette_index` is an integer, which specifies the
689 index of the pixel to use.
691 #### Linking palettes with nodes
693 When registering a node, set the item definition's `palette` field to
694 a texture. You can also use texture modifiers.
695 The node's color depends on its `param2`, so you also must set an
696 appropriate `paramtype2`:
698 * `paramtype2 = "color"` for nodes which use their full `param2` for
699 palette indexing. These nodes can have 256 different colors.
700 The palette should contain 256 pixels.
701 * `paramtype2 = "colorwallmounted"` for nodes which use the first
702 five bits (most significant) of `param2` for palette indexing.
703 The remaining three bits are describing rotation, as in `wallmounted`
704 paramtype2. Division by 8 yields the palette index (without stretching the
705 palette). These nodes can have 32 different colors, and the palette
706 should contain 32 pixels.
708 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
709 pixel will be picked from the palette.
710 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
711 pixel will be picked from the palette.
712 * `paramtype2 = "colorfacedir"` for nodes which use the first
713 three bits of `param2` for palette indexing. The remaining
714 five bits are describing rotation, as in `facedir` paramtype2.
715 Division by 32 yields the palette index (without stretching the
716 palette). These nodes can have 8 different colors, and the
717 palette should contain 8 pixels.
719 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
720 first (= 0 + 1) pixel will be picked from the palette.
721 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
722 second (= 1 + 1) pixel will be picked from the palette.
724 To colorize a node on the map, set its `param2` value (according
725 to the node's paramtype2).
727 ### Conversion between nodes in the inventory and on the map
729 Static coloring is the same for both cases, there is no need
732 If the `ItemStack`'s metadata contains the `color` field, it will be
733 lost on placement, because nodes on the map can only use palettes.
735 If the `ItemStack`'s metadata contains the `palette_index` field, it is
736 automatically transferred between node and item forms by the engine,
737 when a player digs or places a colored node.
738 You can disable this feature by setting the `drop` field of the node
739 to itself (without metadata).
740 To transfer the color to a special drop, you need a drop table.
744 minetest.register_node("mod:stone", {
745 description = "Stone",
746 tiles = {"default_stone.png"},
747 paramtype2 = "color",
748 palette = "palette.png",
751 -- assume that mod:cobblestone also has the same palette
752 {items = {"mod:cobblestone"}, inherit_color = true },
757 ### Colored items in craft recipes
759 Craft recipes only support item strings, but fortunately item strings
760 can also contain metadata. Example craft recipe registration:
762 minetest.register_craft({
763 output = minetest.itemstring_with_palette("wool:block", 3),
771 To set the `color` field, you can use `minetest.itemstring_with_color`.
773 Metadata field filtering in the `recipe` field are not supported yet,
774 so the craft output is independent of the color of the ingredients.
779 Sometimes hardware coloring is not enough, because it affects the
780 whole tile. Soft texture overlays were added to Minetest to allow
781 the dynamic coloring of only specific parts of the node's texture.
782 For example a grass block may have colored grass, while keeping the
785 These overlays are 'soft', because unlike texture modifiers, the layers
786 are not merged in the memory, but they are simply drawn on top of each
787 other. This allows different hardware coloring, but also means that
788 tiles with overlays are drawn slower. Using too much overlays might
791 For inventory and wield images you can specify overlays which
792 hardware coloring does not modify. You have to set `inventory_overlay`
793 and `wield_overlay` fields to an image name.
795 To define a node overlay, simply set the `overlay_tiles` field of the node
796 definition. These tiles are defined in the same way as plain tiles:
797 they can have a texture name, color etc.
798 To skip one face, set that overlay tile to an empty string.
800 Example (colored grass block):
802 minetest.register_node("default:dirt_with_grass", {
803 description = "Dirt with Grass",
804 -- Regular tiles, as usual
805 -- The dirt tile disables palette coloring
806 tiles = {{name = "default_grass.png"},
807 {name = "default_dirt.png", color = "white"}},
808 -- Overlay tiles: define them in the same style
809 -- The top and bottom tile does not have overlay
810 overlay_tiles = {"", "",
811 {name = "default_grass_side.png"}},
812 -- Global color, used in inventory
814 -- Palette in the world
815 paramtype2 = "color",
816 palette = "default_foilage.png",
825 Only Ogg Vorbis files are supported.
827 For positional playing of sounds, only single-channel (mono) files are
828 supported. Otherwise OpenAL will play them non-positionally.
830 Mods should generally prefix their sounds with `modname_`, e.g. given
831 the mod name "`foomod`", a sound could be called:
835 Sounds are referred to by their name with a dot, a single digit and the
836 file extension stripped out. When a sound is played, the actual sound file
837 is chosen randomly from the matching sounds.
839 When playing the sound `foomod_foosound`, the sound is chosen randomly
840 from the available ones of the following files:
842 * `foomod_foosound.ogg`
843 * `foomod_foosound.0.ogg`
844 * `foomod_foosound.1.ogg`
846 * `foomod_foosound.9.ogg`
848 Examples of sound parameter tables:
850 -- Play locationless on all clients
852 gain = 1.0, -- default
853 fade = 0.0, -- default, change to a value > 0 to fade the sound in
854 pitch = 1.0, -- default
856 -- Play locationless to one player
859 gain = 1.0, -- default
860 fade = 0.0, -- default, change to a value > 0 to fade the sound in
861 pitch = 1.0, -- default
863 -- Play locationless to one player, looped
866 gain = 1.0, -- default
869 -- Play at a location
871 pos = {x = 1, y = 2, z = 3},
872 gain = 1.0, -- default
873 max_hear_distance = 32, -- default, uses an euclidean metric
875 -- Play connected to an object, looped
877 object = <an ObjectRef>,
878 gain = 1.0, -- default
879 max_hear_distance = 32, -- default, uses an euclidean metric
882 -- Play at a location, heard by anyone *but* the given player
884 pos = {x = 32, y = 0, z = 100},
885 max_hear_distance = 40,
886 exclude_player = name,
889 Looped sounds must either be connected to an object or played locationless to
890 one player using `to_player = name`.
892 A positional sound will only be heard by players that are within
893 `max_hear_distance` of the sound position, at the start of the sound.
895 `exclude_player = name` can be applied to locationless, positional and object-
896 bound sounds to exclude a single player from hearing them.
901 Specifies a sound name, gain (=volume) and pitch.
902 This is either a string or a table.
904 In string form, you just specify the sound name or
905 the empty string for no sound.
907 Table form has the following fields:
910 * `gain`: Volume (`1.0` = 100%)
911 * `pitch`: Pitch (`1.0` = 100%)
913 `gain` and `pitch` are optional and default to `1.0`.
919 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
920 * `{name = "default_place_node"}`: Same as above
921 * `{name = "default_place_node", gain = 0.5}`: 50% volume
922 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
927 These sound files are played back by the engine if provided.
929 * `player_damage`: Played when the local player takes damage (gain = 0.5)
930 * `player_falling_damage`: Played when the local player takes
931 damage by falling (gain = 0.5)
932 * `player_jump`: Played when the local player jumps
933 * `default_dig_<groupname>`: Default node digging sound
934 (see node sound definition for details)
936 Registered definitions
937 ======================
939 Anything added using certain [Registration functions] gets added to one or more
940 of the global [Registered definition tables].
942 Note that in some cases you will stumble upon things that are not contained
943 in these tables (e.g. when a mod has been removed). Always check for
944 existence before trying to access the fields.
948 All nodes register with `minetest.register_node` get added to the table
949 `minetest.registered_nodes`.
951 If you want to check the drawtype of a node, you could do:
953 local function get_nodedef_field(nodename, fieldname)
954 if not minetest.registered_nodes[nodename] then
957 return minetest.registered_nodes[nodename][fieldname]
959 local drawtype = get_nodedef_field(nodename, "drawtype")
967 Nodes are the bulk data of the world: cubes and other things that take the
968 space of a cube. Huge amounts of them are handled efficiently, but they
971 The definition of a node is stored and can be accessed by using
973 minetest.registered_nodes[node.name]
975 See [Registered definitions].
977 Nodes are passed by value between Lua and the engine.
978 They are represented by a table:
980 {name="name", param1=num, param2=num}
982 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
983 them for certain automated functions. If you don't use these functions, you can
984 use them to store arbitrary values.
989 The functions of `param1` and `param2` are determined by certain fields in the
992 The function of `param1` is determined by `paramtype` in node definition.
993 `param1` is reserved for the engine when `paramtype != "none"`.
995 * `paramtype = "light"`
996 * The value stores light with and without sun in its upper and lower 4 bits
998 * Required by a light source node to enable spreading its light.
999 * Required by the following drawtypes as they determine their visual
1000 brightness from their internal light value:
1010 * `paramtype = "none"`
1011 * `param1` will not be used by the engine and can be used to store
1014 The function of `param2` is determined by `paramtype2` in node definition.
1015 `param2` is reserved for the engine when `paramtype2 != "none"`.
1017 * `paramtype2 = "flowingliquid"`
1018 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1019 * The liquid level and a flag of the liquid are stored in `param2`
1020 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1021 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1022 to access/manipulate the content of this field
1023 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1024 * `paramtype2 = "wallmounted"`
1025 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1026 "plantlike_rooted", "normal", "nodebox", "mesh"
1027 * The rotation of the node is stored in `param2`
1028 * You can make this value by using `minetest.dir_to_wallmounted()`
1029 * Values range 0 - 5
1030 * The value denotes at which direction the node is "mounted":
1031 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1032 * `paramtype2 = "facedir"`
1033 * Supported drawtypes: "normal", "nodebox", "mesh"
1034 * The rotation of the node is stored in `param2`. Furnaces and chests are
1035 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1036 * Values range 0 - 23
1037 * facedir / 4 = axis direction:
1038 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1039 * facedir modulo 4 = rotation around that axis
1040 * `paramtype2 = "leveled"`
1041 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1043 * The level of the top face of the nodebox is stored in `param2`.
1044 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1046 * The nodebox height is (`param2` / 64) nodes.
1047 * The maximum accepted value of `param2` is 127.
1049 * The height of the 'plantlike' section is stored in `param2`.
1050 * The height is (`param2` / 16) nodes.
1051 * `paramtype2 = "degrotate"`
1052 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1054 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1055 get the actual rotation in degrees of the node.
1056 * `paramtype2 = "meshoptions"`
1057 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1058 optional modifiers of the "plant". `param2` is a bitfield.
1059 * Bits 0 to 2 select the shape.
1060 Use only one of the values below:
1061 * 0 = a "x" shaped plant (ordinary plant)
1062 * 1 = a "+" shaped plant (just rotated 45 degrees)
1063 * 2 = a "*" shaped plant with 3 faces instead of 2
1064 * 3 = a "#" shaped plant with 4 faces instead of 2
1065 * 4 = a "#" shaped plant with 4 faces that lean outwards
1066 * 5-7 are unused and reserved for future meshes.
1067 * Bits 3 to 7 are used to enable any number of optional modifiers.
1068 Just add the corresponding value(s) below to `param2`:
1069 * 8 - Makes the plant slightly vary placement horizontally
1070 * 16 - Makes the plant mesh 1.4x larger
1071 * 32 - Moves each face randomly a small bit down (1/8 max)
1072 * values 64 and 128 (bits 6-7) are reserved for future use.
1073 * Example: `param2 = 0` selects a normal "x" shaped plant
1074 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1075 * `paramtype2 = "color"`
1076 * `param2` tells which color is picked from the palette.
1077 The palette should have 256 pixels.
1078 * `paramtype2 = "colorfacedir"`
1079 * Same as `facedir`, but with colors.
1080 * The first three bits of `param2` tells which color is picked from the
1081 palette. The palette should have 8 pixels.
1082 * `paramtype2 = "colorwallmounted"`
1083 * Same as `wallmounted`, but with colors.
1084 * The first five bits of `param2` tells which color is picked from the
1085 palette. The palette should have 32 pixels.
1086 * `paramtype2 = "glasslikeliquidlevel"`
1087 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1089 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1091 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1092 * `paramtype2 = "colordegrotate"`
1093 * Same as `degrotate`, but with colors.
1094 * The first (most-significant) three bits of `param2` tells which color
1095 is picked from the palette. The palette should have 8 pixels.
1096 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1097 * `paramtype2 = "none"`
1098 * `param2` will not be used by the engine and can be used to store
1101 Nodes can also contain extra data. See [Node Metadata].
1106 There are a bunch of different looking node types.
1108 Look for examples in `games/devtest` or `games/minetest_game`.
1111 * A node-sized cube.
1113 * Invisible, uses no texture.
1115 * The cubic source node for a liquid.
1116 * Faces bordering to the same node are never rendered.
1117 * Connects to node specified in `liquid_alternative_flowing`.
1118 * Use `backface_culling = false` for the tiles you want to make
1119 visible when inside the node.
1121 * The flowing version of a liquid, appears with various heights and slopes.
1122 * Faces bordering to the same node are never rendered.
1123 * Connects to node specified in `liquid_alternative_source`.
1124 * Node textures are defined with `special_tiles` where the first tile
1125 is for the top and bottom faces and the second tile is for the side
1127 * `tiles` is used for the item/inventory/wield image rendering.
1128 * Use `backface_culling = false` for the special tiles you want to make
1129 visible when inside the node
1131 * Often used for partially-transparent nodes.
1132 * Only external sides of textures are visible.
1133 * `glasslike_framed`
1134 * All face-connected nodes are drawn as one volume within a surrounding
1136 * The frame appearance is generated from the edges of the first texture
1137 specified in `tiles`. The width of the edges used are 1/16th of texture
1138 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1139 * The glass 'shine' (or other desired detail) on each node face is supplied
1140 by the second texture specified in `tiles`.
1141 * `glasslike_framed_optional`
1142 * This switches between the above 2 drawtypes according to the menu setting
1145 * Often used for partially-transparent nodes.
1146 * External and internal sides of textures are visible.
1147 * `allfaces_optional`
1148 * Often used for leaves nodes.
1149 * This switches between `normal`, `glasslike` and `allfaces` according to
1150 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1151 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1152 is used instead, if present. This allows a visually thicker texture to be
1153 used to compensate for how `glasslike` reduces visual thickness.
1155 * A single vertical texture.
1156 * If `paramtype2="[color]wallmounted":
1157 * If placed on top of a node, uses the first texture specified in `tiles`.
1158 * If placed against the underside of a node, uses the second texture
1159 specified in `tiles`.
1160 * If placed on the side of a node, uses the third texture specified in
1161 `tiles` and is perpendicular to that node.
1162 * If `paramtype2="none"`:
1163 * Will be rendered as if placed on top of a node (see
1164 above) and only the first texture is used.
1166 * A single texture parallel to, and mounted against, the top, underside or
1168 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1169 * If `paramtype2="none"`, it will always be on the floor.
1171 * Two vertical and diagonal textures at right-angles to each other.
1172 * See `paramtype2 = "meshoptions"` above for other options.
1174 * When above a flat surface, appears as 6 textures, the central 2 as
1175 `plantlike` plus 4 more surrounding those.
1176 * If not above a surface the central 2 do not appear, but the texture
1177 appears against the faces of surrounding nodes if they are present.
1179 * A 3D model suitable for a wooden fence.
1180 * One placed node appears as a single vertical post.
1181 * Adjacently-placed nodes cause horizontal bars to appear between them.
1183 * Often used for tracks for mining carts.
1184 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1185 curved, t-junction, crossing.
1186 * Each placed node automatically switches to a suitable rotated texture
1187 determined by the adjacent `raillike` nodes, in order to create a
1188 continuous track network.
1189 * Becomes a sloping node if placed against stepped nodes.
1191 * Often used for stairs and slabs.
1192 * Allows defining nodes consisting of an arbitrary number of boxes.
1193 * See [Node boxes] below for more information.
1195 * Uses models for nodes.
1196 * Tiles should hold model materials textures.
1197 * Only static meshes are implemented.
1198 * For supported model formats see Irrlicht engine documentation.
1199 * `plantlike_rooted`
1200 * Enables underwater `plantlike` without air bubbles around the nodes.
1201 * Consists of a base cube at the co-ordinates of the node plus a
1202 `plantlike` extension above
1203 * If `paramtype2="leveled", the `plantlike` extension has a height
1204 of `param2 / 16` nodes, otherwise it's the height of 1 node
1205 * If `paramtype2="wallmounted"`, the `plantlike` extension
1206 will be at one of the corresponding 6 sides of the base cube.
1207 Also, the base cube rotates like a `normal` cube would
1208 * The `plantlike` extension visually passes through any nodes above the
1209 base cube without affecting them.
1210 * The base cube texture tiles are defined as normal, the `plantlike`
1211 extension uses the defined special tile, for example:
1212 `special_tiles = {{name = "default_papyrus.png"}},`
1214 `*_optional` drawtypes need less rendering time if deactivated
1215 (always client-side).
1220 Node selection boxes are defined using "node boxes".
1222 A nodebox is defined as any of:
1225 -- A normal cube; the default in most things
1229 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1231 fixed = box OR {box1, box2, ...}
1234 -- A variable height box (or boxes) with the top face position defined
1235 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1237 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1239 fixed = box OR {box1, box2, ...}
1242 -- A box like the selection box for torches
1243 -- (wallmounted param2 is used, if applicable)
1244 type = "wallmounted",
1250 -- A node that has optional boxes depending on neighbouring nodes'
1251 -- presence and type. See also `connects_to`.
1253 fixed = box OR {box1, box2, ...}
1254 connect_top = box OR {box1, box2, ...}
1255 connect_bottom = box OR {box1, box2, ...}
1256 connect_front = box OR {box1, box2, ...}
1257 connect_left = box OR {box1, box2, ...}
1258 connect_back = box OR {box1, box2, ...}
1259 connect_right = box OR {box1, box2, ...}
1260 -- The following `disconnected_*` boxes are the opposites of the
1261 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1262 -- on the respective side, the corresponding disconnected box is drawn.
1263 disconnected_top = box OR {box1, box2, ...}
1264 disconnected_bottom = box OR {box1, box2, ...}
1265 disconnected_front = box OR {box1, box2, ...}
1266 disconnected_left = box OR {box1, box2, ...}
1267 disconnected_back = box OR {box1, box2, ...}
1268 disconnected_right = box OR {box1, box2, ...}
1269 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1270 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1271 -- neighbours to the sides
1274 A `box` is defined as:
1276 {x1, y1, z1, x2, y2, z2}
1278 A box of a regular node would look like:
1280 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1282 To avoid collision issues, keep each value within the range of +/- 1.45.
1283 This also applies to leveled nodeboxes, where the final height shall not
1284 exceed this soft limit.
1288 Map terminology and coordinates
1289 ===============================
1291 Nodes, mapblocks, mapchunks
1292 ---------------------------
1294 A 'node' is the fundamental cubic unit of a world and appears to a player as
1295 roughly 1x1x1 meters in size.
1297 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1298 fundamental region of a world that is stored in the world database, sent to
1299 clients and handled by many parts of the engine.
1300 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1301 'node', however 'block' often appears in the API.
1303 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1304 (80x80x80 nodes) and is the volume of world generated in one operation by
1306 The size in mapblocks has been chosen to optimise map generation.
1311 ### Orientation of axes
1313 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1315 ### Node coordinates
1317 Almost all positions used in the API use node coordinates.
1319 ### Mapblock coordinates
1321 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1322 specify a particular mapblock.
1323 For example blockpos (0,0,0) specifies the mapblock that extends from
1324 node position (0,0,0) to node position (15,15,15).
1326 #### Converting node position to the containing blockpos
1328 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1331 * blockpos = math.floor(nodepos / 16)
1333 #### Converting blockpos to min/max node positions
1335 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1339 nodepos = blockpos * 16
1341 nodepos = blockpos * 16 + 15
1352 The position field is used for all element types.
1354 To account for differing resolutions, the position coordinates are the
1355 percentage of the screen, ranging in value from `0` to `1`.
1357 The name field is not yet used, but should contain a description of what the
1358 HUD element represents.
1360 The `direction` field is the direction in which something is drawn.
1361 `0` draws from left to right, `1` draws from right to left, `2` draws from
1362 top to bottom, and `3` draws from bottom to top.
1364 The `alignment` field specifies how the item will be aligned. It is a table
1365 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1366 moved to the left/up, and `1` is to the right/down. Fractional values can be
1369 The `offset` field specifies a pixel offset from the position. Contrary to
1370 position, the offset is not scaled to screen size. This allows for some
1371 precisely positioned items in the HUD.
1373 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1376 The `z_index` field specifies the order of HUD elements from back to front.
1377 Lower z-index elements are displayed behind higher z-index elements. Elements
1378 with same z-index are displayed in an arbitrary order. Default 0.
1379 Supports negative values. By convention, the following values are recommended:
1381 * -400: Graphical effects, such as vignette
1382 * -300: Name tags, waypoints
1384 * -100: Things that block the player's view, e.g. masks
1385 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1386 minimap, builtin statbars, etc.
1387 * 100: Temporary text messages or notification icons
1388 * 1000: Full-screen effects such as full-black screen or credits.
1389 This includes effects that cover the entire screen
1390 * Other: If your HUD element doesn't fit into any category, pick a number
1391 between the suggested values
1395 Below are the specific uses for fields in each type; fields not listed for that
1400 Displays an image on the HUD.
1402 * `scale`: The scale of the image, with 1 being the original texture size.
1403 Only the X coordinate scale is used (positive values).
1404 Negative values represent that percentage of the screen it
1405 should take; e.g. `x=-100` means 100% (width).
1406 * `text`: The name of the texture that is displayed.
1407 * `alignment`: The alignment of the image.
1408 * `offset`: offset in pixels from position.
1412 Displays text on the HUD.
1414 * `scale`: Defines the bounding rectangle of the text.
1415 A value such as `{x=100, y=100}` should work.
1416 * `text`: The text to be displayed in the HUD element.
1417 * `number`: An integer containing the RGB value of the color used to draw the
1418 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1419 * `alignment`: The alignment of the text.
1420 * `offset`: offset in pixels from position.
1421 * `size`: size of the text.
1422 The player-set font size is multiplied by size.x (y value isn't used).
1426 Displays a horizontal bar made up of half-images with an optional background.
1428 * `text`: The name of the texture to use.
1429 * `text2`: Optional texture name to enable a background / "off state"
1430 texture (useful to visualize the maximal value). Both textures
1431 must have the same size.
1432 * `number`: The number of half-textures that are displayed.
1433 If odd, will end with a vertically center-split texture.
1434 * `item`: Same as `number` but for the "off state" texture
1435 * `direction`: To which direction the images will extend to
1436 * `offset`: offset in pixels from position.
1437 * `size`: If used, will force full-image size to this value (override texture
1442 * `text`: The name of the inventory list to be displayed.
1443 * `number`: Number of items in the inventory to be displayed.
1444 * `item`: Position of item that is selected.
1446 * `offset`: offset in pixels from position.
1450 Displays distance to selected world position.
1452 * `name`: The name of the waypoint.
1453 * `text`: Distance suffix. Can be blank.
1454 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1455 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1456 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1457 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1458 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1459 `precision = n` will show multiples of `1/n`
1460 * `number:` An integer containing the RGB value of the color used to draw the
1462 * `world_pos`: World position of the waypoint.
1463 * `offset`: offset in pixels from position.
1464 * `alignment`: The alignment of the waypoint.
1466 ### `image_waypoint`
1468 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1470 * `scale`: The scale of the image, with 1 being the original texture size.
1471 Only the X coordinate scale is used (positive values).
1472 Negative values represent that percentage of the screen it
1473 should take; e.g. `x=-100` means 100% (width).
1474 * `text`: The name of the texture that is displayed.
1475 * `alignment`: The alignment of the image.
1476 * `world_pos`: World position of the waypoint.
1477 * `offset`: offset in pixels from position.
1481 Displays an image oriented or translated according to current heading direction.
1483 * `size`: The size of this element. Negative values represent percentage
1484 of the screen; e.g. `x=-100` means 100% (width).
1485 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1486 * `text`: The name of the texture to use.
1487 * `alignment`: The alignment of the image.
1488 * `offset`: Offset in pixels from position.
1489 * `dir`: How the image is rotated/translated:
1490 * 0 - Rotate as heading direction
1491 * 1 - Rotate in reverse direction
1492 * 2 - Translate as landscape direction
1493 * 3 - Translate in reverse direction
1495 If translation is chosen, texture is repeated horizontally to fill the whole element.
1499 Displays a minimap on the HUD.
1501 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1503 * `alignment`: The alignment of the minimap.
1504 * `offset`: offset in pixels from position.
1506 Representations of simple things
1507 ================================
1512 {x=num, y=num, z=num}
1514 Note: it is highly recommended to construct a vector using the helper function:
1515 vector.new(num, num, num)
1517 For helper functions see [Spatial Vectors].
1522 * `{type="nothing"}`
1523 * `{type="node", under=pos, above=pos}`
1524 * Indicates a pointed node selection box.
1525 * `under` refers to the node position behind the pointed face.
1526 * `above` refers to the node position in front of the pointed face.
1527 * `{type="object", ref=ObjectRef}`
1529 Exact pointing location (currently only `Raycast` supports these fields):
1531 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1532 point on the selection box which is pointed at. May be in the selection box
1533 if the pointer is in the box too.
1534 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1536 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1537 selected selection box. This specifies which face is pointed at.
1538 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1544 Flag Specifier Format
1545 =====================
1547 Flags using the standardized flag specifier format can be specified in either
1548 of two ways, by string or table.
1550 The string format is a comma-delimited set of flag names; whitespace and
1551 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1552 flag, and specifying a flag prefixed by the string `"no"` explicitly
1553 clears the flag from whatever the default may be.
1555 In addition to the standard string flag format, the schematic flags field can
1556 also be a table of flag names to boolean values representing whether or not the
1557 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1558 is present, mapped to a boolean of any value, the specified flag is unset.
1560 E.g. A flag field of value
1562 {place_center_x = true, place_center_y=false, place_center_z=true}
1566 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1568 which is equivalent to
1570 "place_center_x, noplace_center_y, place_center_z"
1574 "place_center_x, place_center_z"
1576 since, by default, no schematic attributes are set.
1587 There are three kinds of items: nodes, tools and craftitems.
1589 * Node: Can be placed in the world's voxel grid
1590 * Tool: Has a wear property but cannot be stacked. The default use action is to
1591 dig nodes or hit objects according to its tool capabilities.
1592 * Craftitem: Cannot dig nodes or be placed
1597 All item stacks have an amount between 0 and 65535. It is 1 by
1598 default. Tool item stacks can not have an amount greater than 1.
1600 Tools use a wear (damage) value ranging from 0 to 65535. The
1601 value 0 is the default and is used for unworn tools. The values
1602 1 to 65535 are used for worn tools, where a higher value stands for
1603 a higher wear. Non-tools always have a wear value of 0.
1608 Items and item stacks can exist in three formats: Serializes, table format
1611 When an item must be passed to a function, it can usually be in any of
1616 This is called "stackstring" or "itemstring". It is a simple string with
1617 1-3 components: the full item identifier, an optional amount and an optional
1620 <identifier> [<amount>[ <wear>]]
1624 * `'default:apple'`: 1 apple
1625 * `'default:dirt 5'`: 5 dirt
1626 * `'default:pick_stone'`: a new stone pickaxe
1627 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1635 {name="default:dirt", count=5, wear=0, metadata=""}
1637 A wooden pick about 1/3 worn out:
1639 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1643 {name="default:apple", count=1, wear=0, metadata=""}
1647 A native C++ format with many helper methods. Useful for converting
1648 between formats. See the [Class reference] section for details.
1656 In a number of places, there is a group table. Groups define the
1657 properties of a thing (item, node, armor of entity, capabilities of
1658 tool) in such a way that the engine and other mods can can interact with
1659 the thing without actually knowing what the thing is.
1664 Groups are stored in a table, having the group names with keys and the
1665 group ratings as values. Group ratings are integer values within the
1666 range [-32767, 32767]. For example:
1669 groups = {crumbly=3, soil=1}
1671 -- A more special dirt-kind of thing
1672 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1674 Groups always have a rating associated with them. If there is no
1675 useful meaning for a rating for an enabled group, it shall be `1`.
1677 When not defined, the rating of a group defaults to `0`. Thus when you
1678 read groups, you must interpret `nil` and `0` as the same value, `0`.
1680 You can read the rating of a group for an item or a node by using
1682 minetest.get_item_group(itemname, groupname)
1687 Groups of items can define what kind of an item it is (e.g. wool).
1692 In addition to the general item things, groups are used to define whether
1693 a node is destroyable and how long it takes to destroy by a tool.
1698 For entities, groups are, as of now, used only for calculating damage.
1699 The rating is the percentage of damage caused by tools with this damage group.
1700 See [Entity damage mechanism].
1702 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1703 object.set_armor_groups({fleshy=30, cracky=80})
1708 Groups in tools define which groups of nodes and entities they are
1711 Groups in crafting recipes
1712 --------------------------
1714 An example: Make meat soup from any meat, any water and any bowl:
1717 output = 'food:meat_soup_raw',
1723 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1726 Another example: Make red wool from white wool and red dye:
1730 output = 'wool:red',
1731 recipe = {'wool:white', 'group:dye,basecolor_red'},
1737 The asterisk `(*)` after a group name describes that there is no engine
1738 functionality bound to it, and implementation is left up as a suggestion
1741 ### Node, item and tool groups
1743 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1744 that the item should be hidden in item lists.
1747 ### Node-only groups
1749 * `attached_node`: if the node under it is not a walkable block the node will be
1750 dropped as an item. If the node is wallmounted the wallmounted direction is
1752 * `bouncy`: value is bounce speed in percent
1753 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1754 connect to each other
1755 * `dig_immediate`: Player can always pick up node without reducing tool wear
1756 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1757 * `3`: the node always gets the digging time 0 seconds (torch)
1758 * `disable_jump`: Player (and possibly other things) cannot jump from node
1759 or if their feet are in the node. Note: not supported for `new_move = false`
1760 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1761 the top of this node. There's also an armor group with the same name.
1762 The final player damage is determined by the following formula:
1765 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1766 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1767 - (14) -- constant tolerance
1768 Negative damage values are discarded as no damage.
1769 * `falling_node`: if there is no walkable block under the node it will fall
1770 * `float`: the node will not fall through liquids
1771 * `level`: Can be used to give an additional sense of progression in the game.
1772 * A larger level will cause e.g. a weapon of a lower level make much less
1773 damage, and get worn out much faster, or not be able to get drops
1774 from destroyed nodes.
1775 * `0` is something that is directly accessible at the start of gameplay
1776 * There is no upper limit
1777 * See also: `leveldiff` in [Tools]
1778 * `slippery`: Players and items will slide on the node.
1779 Slipperiness rises steadily with `slippery` value, starting at 1.
1782 ### Tool-only groups
1784 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1785 `"toolrepair"` crafting recipe
1788 ### `ObjectRef` armor groups
1790 * `immortal`: Skips all damage and breath handling for an object. This group
1791 will also hide the integrated HUD status bars for players. It is
1792 automatically set to all players when damage is disabled on the server and
1793 cannot be reset (subject to change).
1794 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1795 when they hit the ground. It is analog to the node group with the same
1796 name. See the node group above for the exact calculation.
1797 * `punch_operable`: For entities; disables the regular damage mechanism for
1798 players punching it by hand or a non-tool item, so that it can do something
1799 else than take damage.
1803 Known damage and digging time defining groups
1804 ---------------------------------------------
1806 * `crumbly`: dirt, sand
1807 * `cracky`: tough but crackable stuff like stone.
1808 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1809 plants, wire, sheets of metal
1810 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1811 * `fleshy`: Living things like animals and the player. This could imply
1812 some blood effects when hitting.
1813 * `explody`: Especially prone to explosions
1814 * `oddly_breakable_by_hand`:
1815 Can be added to nodes that shouldn't logically be breakable by the
1816 hand but are. Somewhat similar to `dig_immediate`, but times are more
1817 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1818 speed of a tool if the tool can dig at a faster speed than this
1819 suggests for the hand.
1821 Examples of custom groups
1822 -------------------------
1824 Item groups are often used for defining, well, _groups of items_.
1826 * `meat`: any meat-kind of a thing (rating might define the size or healing
1827 ability or be irrelevant -- it is not defined as of yet)
1828 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1830 * `flammable`: can be set on fire. Rating might define the intensity of the
1831 fire, affecting e.g. the speed of the spreading of an open fire.
1832 * `wool`: any wool (any origin, any color)
1833 * `metal`: any metal
1834 * `weapon`: any weapon
1835 * `heavy`: anything considerably heavy
1837 Digging time calculation specifics
1838 ----------------------------------
1840 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1841 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1842 faster digging time.
1844 The `level` group is used to limit the toughness of nodes a tool can dig
1845 and to scale the digging times / damage to a greater extent.
1847 **Please do understand this**, otherwise you cannot use the system to it's
1850 Tools define their properties by a list of parameters for groups. They
1851 cannot dig other groups; thus it is important to use a standard bunch of
1852 groups to enable interaction with tools.
1865 * Full punch interval
1866 * Maximum drop level
1867 * For an arbitrary list of groups:
1868 * Uses (until the tool breaks)
1869 * Maximum level (usually `0`, `1`, `2` or `3`)
1873 ### Full punch interval
1875 When used as a weapon, the tool will do full damage if this time is spent
1876 between punches. If e.g. half the time is spent, the tool will do half
1879 ### Maximum drop level
1881 Suggests the maximum level of node, when dug with the tool, that will drop
1882 it's useful item. (e.g. iron ore to drop a lump of iron).
1884 This is not automated; it is the responsibility of the node definition
1889 Determines how many uses the tool has when it is used for digging a node,
1890 of this group, of the maximum level. For lower leveled nodes, the use count
1891 is multiplied by `3^leveldiff`.
1892 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1893 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1895 * `uses=10, leveldiff=0`: actual uses: 10
1896 * `uses=10, leveldiff=1`: actual uses: 30
1897 * `uses=10, leveldiff=2`: actual uses: 90
1901 Tells what is the maximum level of a node of this group that the tool will
1906 List of digging times for different ratings of the group, for nodes of the
1909 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1910 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1911 for this group, and unable to dig the rating `1`, which is the toughest.
1912 Unless there is a matching group that enables digging otherwise.
1914 If the result digging time is 0, a delay of 0.15 seconds is added between
1915 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1916 i.e. players can more quickly click the nodes away instead of holding LMB.
1920 List of damage for groups of entities. See [Entity damage mechanism].
1922 Example definition of the capabilities of a tool
1923 ------------------------------------------------
1925 tool_capabilities = {
1926 full_punch_interval=1.5,
1929 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1931 damage_groups = {fleshy=2},
1934 This makes the tool be able to dig nodes that fulfil both of these:
1936 * Have the `crumbly` group
1937 * Have a `level` group less or equal to `2`
1939 Table of resulting digging times:
1941 crumbly 0 1 2 3 4 <- level
1943 1 0.80 1.60 1.60 - -
1944 2 0.60 1.20 1.20 - -
1945 3 0.40 0.80 0.80 - -
1947 level diff: 2 1 0 -1 -2
1949 Table of resulting tool uses:
1958 * At `crumbly==0`, the node is not diggable.
1959 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1960 easy nodes to be quickly breakable.
1961 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1966 Entity damage mechanism
1967 =======================
1972 foreach group in cap.damage_groups:
1973 damage += cap.damage_groups[group]
1974 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1975 * (object.armor_groups[group] / 100.0)
1976 -- Where object.armor_groups[group] is 0 for inexistent values
1979 Client predicts damage based on damage groups. Because of this, it is able to
1980 give an immediate response when an entity is damaged or dies; the response is
1981 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1983 Currently a smoke puff will appear when an entity dies.
1985 The group `immortal` completely disables normal damage.
1987 Entities can define a special armor group, which is `punch_operable`. This
1988 group disables the regular damage mechanism for players punching it by hand or
1989 a non-tool item, so that it can do something else than take damage.
1991 On the Lua side, every punch calls:
1993 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1996 This should never be called directly, because damage is usually not handled by
1999 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2000 accessed unless absolutely required, to encourage interoperability.
2001 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2002 * `tool_capabilities` can be `nil`.
2003 * `direction` is a unit vector, pointing from the source of the punch to
2005 * `damage` damage that will be done to entity
2006 Return value of this function will determine if damage is done by this function
2007 (retval true) or shall be done by engine (retval false)
2009 To punch an entity/object in Lua, call:
2011 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2013 * Return value is tool wear.
2014 * Parameters are equal to the above callback.
2015 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2016 will be automatically filled in based on the location of `puncher`.
2027 The instance of a node in the world normally only contains the three values
2028 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2029 It is called "node metadata"; See `NodeMetaRef`.
2031 Node metadata contains two things:
2036 Some of the values in the key-value store are handled specially:
2038 * `formspec`: Defines a right-click inventory menu. See [Formspec].
2039 * `infotext`: Text shown on the screen when the node is pointed at
2043 local meta = minetest.get_meta(pos)
2044 meta:set_string("formspec",
2046 "list[context;main;0,0;8,4;]"..
2047 "list[current_player;main;0,5;8,4;]")
2048 meta:set_string("infotext", "Chest");
2049 local inv = meta:get_inventory()
2050 inv:set_size("main", 8*4)
2051 print(dump(meta:to_table()))
2054 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2055 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2056 [10] = "", [11] = "", [12] = "", [13] = "",
2057 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2058 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2059 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2060 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2064 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2072 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2074 Item metadata only contains a key-value store.
2076 Some of the values in the key-value store are handled specially:
2078 * `description`: Set the item stack's description.
2079 See also: `get_description` in [`ItemStack`]
2080 * `short_description`: Set the item stack's short description.
2081 See also: `get_short_description` in [`ItemStack`]
2082 * `color`: A `ColorString`, which sets the stack's color.
2083 * `palette_index`: If the item has a palette, this is used to get the
2084 current color from the palette.
2088 local meta = stack:get_meta()
2089 meta:set_string("key", "value")
2090 print(dump(meta:to_table()))
2098 Formspec defines a menu. This supports inventories and some of the
2099 typical widgets like buttons, checkboxes, text input fields, etc.
2100 It is a string, with a somewhat strange format.
2102 A formspec is made out of formspec elements, which includes widgets
2103 like buttons but also can be used to set stuff like background color.
2105 Many formspec elements have a `name`, which is a unique identifier which
2106 is used when the server receives user input. You must not use the name
2107 "quit" for formspec elements.
2109 Spaces and newlines can be inserted between the blocks, as is used in the
2112 Position and size units are inventory slots unless the new coordinate system
2113 is enabled. `X` and `Y` position the formspec element relative to the top left
2114 of the menu or container. `W` and `H` are its width and height values.
2116 If the new system is enabled, all elements have unified coordinates for all
2117 elements with no padding or spacing in between. This is highly recommended
2118 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2121 Inventories with a `player:<name>` inventory location are only sent to the
2122 player named `<name>`.
2124 When displaying text which can contain formspec code, e.g. text set by a player,
2125 use `minetest.formspec_escape`.
2126 For coloured text you can use `minetest.colorize`.
2128 Since formspec version 3, elements drawn in the order they are defined. All
2129 background elements are drawn before all other elements.
2131 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2132 reserved to pass key press events to formspec!
2134 **WARNING**: Minetest allows you to add elements to every single formspec instance
2135 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2136 appearing when you don't expect them to, or why things are styled differently
2137 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2145 list[context;main;0,0;8,4;]
2146 list[current_player;main;0,5;8,4;]
2151 list[context;fuel;2,3;1,1;]
2152 list[context;src;2,1;1,1;]
2153 list[context;dst;5,1;2,2;]
2154 list[current_player;main;0,5;8,4;]
2156 ### Minecraft-like player inventory
2159 image[1,0.6;1,2;player.png]
2160 list[current_player;main;0,3.5;8,4;]
2161 list[current_player;craft;3,0;3,3;]
2162 list[current_player;craftpreview;7,1;1,1;]
2167 * FORMSPEC VERSION 1:
2169 * FORMSPEC VERSION 2:
2170 * Forced real coordinates
2171 * background9[]: 9-slice scaling parameters
2172 * FORMSPEC VERSION 3:
2173 * Formspec elements are drawn in the order of definition
2174 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2175 * box[] and image[] elements enable clipping by default
2176 * new element: scroll_container[]
2177 * FORMSPEC VERSION 4:
2178 * Allow dropdown indexing events
2183 ### `formspec_version[<version>]`
2185 * Set the formspec version to a certain number. If not specified,
2186 version 1 is assumed.
2187 * Must be specified before `size` element.
2188 * Clients older than this version can neither show newer elements nor display
2189 elements with new arguments correctly.
2190 * Available since feature `formspec_version_element`.
2191 * See also: [Version History]
2193 ### `size[<W>,<H>,<fixed_size>]`
2195 * Define the size of the menu in inventory slots
2196 * `fixed_size`: `true`/`false` (optional)
2197 * deprecated: `invsize[<W>,<H>;]`
2199 ### `position[<X>,<Y>]`
2201 * Must be used after `size` element.
2202 * Defines the position on the game window of the formspec's `anchor` point.
2203 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2205 * [0.0, 0.0] sets the position to the top left corner of the game window.
2206 * [1.0, 1.0] sets the position to the bottom right of the game window.
2207 * Defaults to the center of the game window [0.5, 0.5].
2209 ### `anchor[<X>,<Y>]`
2211 * Must be used after both `size` and `position` (if present) elements.
2212 * Defines the location of the anchor point within the formspec.
2213 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2215 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2216 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2217 * Defaults to the center of the formspec [0.5, 0.5].
2219 * `position` and `anchor` elements need suitable values to avoid a formspec
2220 extending off the game window due to particular game window sizes.
2224 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2225 * Disables player:set_formspec_prepend() from applying to this formspec.
2227 ### `real_coordinates[<bool>]`
2229 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2230 * When set to true, all following formspec elements will use the new coordinate system.
2231 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2232 (if present), the form size will use the new coordinate system.
2233 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2234 They must enable it explicitly.
2235 * For information on converting forms to the new coordinate system, see `Migrating
2236 to Real Coordinates`.
2238 ### `container[<X>,<Y>]`
2240 * Start of a container block, moves all physical elements in the container by
2242 * Must have matching `container_end`
2243 * Containers can be nested, in which case the offsets are added
2244 (child containers are relative to parent containers)
2246 ### `container_end[]`
2248 * End of a container, following elements are no longer relative to this
2251 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2253 * Start of a scroll_container block. All contained elements will ...
2254 * take the scroll_container coordinate as position origin,
2255 * be additionally moved by the current value of the scrollbar with the name
2256 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2257 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2258 * `orientation`: possible values are `vertical` and `horizontal`.
2259 * `scroll factor`: optional, defaults to `0.1`.
2260 * Nesting is possible.
2261 * Some elements might work a little different if they are in a scroll_container.
2262 * Note: If you want the scroll_container to actually work, you also need to add a
2263 scrollbar element with the specified name. Furthermore, it is highly recommended
2264 to use a scrollbaroptions element on this scrollbar.
2266 ### `scroll_container_end[]`
2268 * End of a scroll_container, following elements are no longer bound to this
2271 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2273 * Show an inventory list if it has been sent to the client. Nothing will
2274 be shown if the inventory list is of size 0.
2275 * **Note**: With the new coordinate system, the spacing between inventory
2276 slots is one-fourth the size of an inventory slot by default. Also see
2277 [Styling Formspecs] for changing the size of slots and spacing.
2279 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2281 * Show an inventory list if it has been sent to the client. Nothing will
2282 be shown if the inventory list is of size 0.
2283 * **Note**: With the new coordinate system, the spacing between inventory
2284 slots is one-fourth the size of an inventory slot.
2286 ### `listring[<inventory location>;<list name>]`
2288 * Allows to create a ring of inventory lists
2289 * Shift-clicking on items in one element of the ring
2290 will send them to the next inventory list inside the ring
2291 * The first occurrence of an element inside the ring will
2292 determine the inventory where items will be sent to
2296 * Shorthand for doing `listring[<inventory location>;<list name>]`
2297 for the last two inventory lists added by list[...]
2299 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2301 * Sets background color of slots as `ColorString`
2302 * Sets background color of slots on mouse hovering
2304 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2306 * Sets background color of slots as `ColorString`
2307 * Sets background color of slots on mouse hovering
2308 * Sets color of slots border
2310 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2312 * Sets background color of slots as `ColorString`
2313 * Sets background color of slots on mouse hovering
2314 * Sets color of slots border
2315 * Sets default background color of tooltips
2316 * Sets default font color of tooltips
2318 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2320 * Adds tooltip for an element
2321 * `bgcolor` tooltip background color as `ColorString` (optional)
2322 * `fontcolor` tooltip font color as `ColorString` (optional)
2324 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2326 * Adds tooltip for an area. Other tooltips will take priority when present.
2327 * `bgcolor` tooltip background color as `ColorString` (optional)
2328 * `fontcolor` tooltip font color as `ColorString` (optional)
2330 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2334 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2336 * Show an animated image. The image is drawn like a "vertical_frames" tile
2337 animation (See [Tile animation definition]), but uses a frame count/duration
2339 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2340 * `texture name`: The image to use.
2341 * `frame count`: The number of frames animating the image.
2342 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2343 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2345 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2347 * Show a mesh model.
2348 * `name`: Element name that can be used for styling
2349 * `mesh`: The mesh model to use.
2350 * `textures`: The mesh textures to use according to the mesh materials.
2351 Texture names must be separated by commas.
2352 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2353 The axes are euler angles in degrees.
2354 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2355 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2356 * `frame loop range` (Optional): Range of the animation frames.
2357 * Defaults to the full range of all available frames.
2358 * Syntax: `<begin>,<end>`
2359 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2361 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2363 * Show an inventory image of registered item/node
2365 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2367 * Sets background color of formspec.
2368 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2369 of the non-fullscreen and the fullscreen background.
2370 * `fullscreen` (optional) can be one of the following:
2371 * `false`: Only the non-fullscreen background color is drawn. (default)
2372 * `true`: Only the fullscreen background color is drawn.
2373 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2374 * `neither`: No background color is drawn.
2375 * Note: Leave a parameter empty to not modify the value.
2376 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2377 are not bools are only available since formspec version 3.
2379 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2381 * Example for formspec 8x4 in 16x resolution: image shall be sized
2382 8 times 16px times 4 times 16px.
2384 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2386 * Example for formspec 8x4 in 16x resolution:
2387 image shall be sized 8 times 16px times 4 times 16px
2388 * If `auto_clip` is `true`, the background is clipped to the formspec size
2389 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2391 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2393 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2394 * Middle is a rect which defines the middle of the 9-slice.
2395 * `x` - The middle will be x pixels from all sides.
2396 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2397 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2398 will be added to the width and height of the texture, allowing it to be used as the
2399 distance from the far end.
2400 * All numbers in middle are integers.
2401 * Example for formspec 8x4 in 16x resolution:
2402 image shall be sized 8 times 16px times 4 times 16px
2403 * If `auto_clip` is `true`, the background is clipped to the formspec size
2404 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2405 * Available since formspec version 2
2407 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2409 * Textual password style field; will be sent to server when a button is clicked
2410 * When enter is pressed in field, fields.key_enter_field will be sent with the
2412 * With the old coordinate system, fields are a set height, but will be vertically
2413 centred on `H`. With the new coordinate system, `H` will modify the height.
2414 * `name` is the name of the field as returned in fields to `on_receive_fields`
2415 * `label`, if not blank, will be text printed on the top left above the field
2416 * See `field_close_on_enter` to stop enter closing the formspec
2418 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2420 * Textual field; will be sent to server when a button is clicked
2421 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2422 the name of this field.
2423 * With the old coordinate system, fields are a set height, but will be vertically
2424 centred on `H`. With the new coordinate system, `H` will modify the height.
2425 * `name` is the name of the field as returned in fields to `on_receive_fields`
2426 * `label`, if not blank, will be text printed on the top left above the field
2427 * `default` is the default value of the field
2428 * `default` may contain variable references such as `${text}` which
2429 will fill the value from the metadata value `text`
2430 * **Note**: no extra text or more than a single variable is supported ATM.
2431 * See `field_close_on_enter` to stop enter closing the formspec
2433 ### `field[<name>;<label>;<default>]`
2435 * As above, but without position/size units
2436 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2437 the name of this field.
2438 * Special field for creating simple forms, such as sign text input
2439 * Must be used without a `size[]` element
2440 * A "Proceed" button will be added automatically
2441 * See `field_close_on_enter` to stop enter closing the formspec
2443 ### `field_close_on_enter[<name>;<close_on_enter>]`
2445 * <name> is the name of the field
2446 * if <close_on_enter> is false, pressing enter in the field will submit the
2447 form but not close it.
2448 * defaults to true when not specified (ie: no tag for a field)
2450 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2452 * Same as fields above, but with multi-line input
2453 * If the text overflows, a vertical scrollbar is added.
2454 * If the name is empty, the textarea is read-only and
2455 the background is not shown, which corresponds to a multi-line label.
2457 ### `label[<X>,<Y>;<label>]`
2459 * The label formspec element displays the text set in `label`
2460 at the specified position.
2461 * **Note**: If the new coordinate system is enabled, labels are
2462 positioned from the center of the text, not the top.
2463 * The text is displayed directly without automatic line breaking,
2464 so label should not be used for big text chunks. Newlines can be
2465 used to make labels multiline.
2466 * **Note**: With the new coordinate system, newlines are spaced with
2467 half a coordinate. With the old system, newlines are spaced 2/5 of
2470 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2471 * Displays a static formatted text with hyperlinks.
2472 * **Note**: This element is currently unstable and subject to change.
2473 * `x`, `y`, `w` and `h` work as per field
2474 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2475 * `text` is the formatted text using `Markup Language` described below.
2477 ### `vertlabel[<X>,<Y>;<label>]`
2478 * Textual label drawn vertically
2479 * `label` is the text on the label
2480 * **Note**: If the new coordinate system is enabled, vertlabels are
2481 positioned from the center of the text, not the left.
2483 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2485 * Clickable button. When clicked, fields will be sent.
2486 * With the old coordinate system, buttons are a set height, but will be vertically
2487 centred on `H`. With the new coordinate system, `H` will modify the height.
2488 * `label` is the text on the button
2490 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2492 * `texture name` is the filename of an image
2493 * **Note**: Height is supported on both the old and new coordinate systems
2496 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2498 * `texture name` is the filename of an image
2499 * `noclip=true` means the image button doesn't need to be within specified
2501 * `drawborder`: draw button border or not
2502 * `pressed texture name` is the filename of an image on pressed state
2504 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2506 * `item name` is the registered name of an item/node
2507 * The item description will be used as the tooltip. This can be overridden with
2510 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2512 * When clicked, fields will be sent and the form will quit.
2513 * Same as `button` in all other respects.
2515 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2517 * When clicked, fields will be sent and the form will quit.
2518 * Same as `image_button` in all other respects.
2520 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2522 * Scrollable item list showing arbitrary text elements
2523 * `name` fieldname sent to server on doubleclick value is current selected
2525 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2527 * if you want a listelement to start with "#" write "##".
2529 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2531 * Scrollable itemlist showing arbitrary text elements
2532 * `name` fieldname sent to server on doubleclick value is current selected
2534 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2535 * if you want a listelement to start with "#" write "##"
2536 * Index to be selected within textlist
2537 * `true`/`false`: draw transparent background
2538 * See also `minetest.explode_textlist_event`
2539 (main menu: `core.explode_textlist_event`).
2541 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2543 * Show a tab**header** at specific position (ignores formsize)
2544 * `X` and `Y`: position of the tabheader
2545 * *Note*: Width and height are automatically chosen with this syntax
2546 * `name` fieldname data is transferred to Lua
2547 * `caption 1`...: name shown on top of tab
2548 * `current_tab`: index of selected tab 1...
2549 * `transparent` (optional): if true, tabs are semi-transparent
2550 * `draw_border` (optional): if true, draw a thin line at tab base
2552 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2554 * Show a tab**header** at specific position (ignores formsize)
2555 * **Important note**: This syntax for tabheaders can only be used with the
2556 new coordinate system.
2557 * `X` and `Y`: position of the tabheader
2558 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2559 * `name` fieldname data is transferred to Lua
2560 * `caption 1`...: name shown on top of tab
2561 * `current_tab`: index of selected tab 1...
2562 * `transparent` (optional): show transparent
2563 * `draw_border` (optional): draw border
2565 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2567 * Show a tab**header** at specific position (ignores formsize)
2568 * **Important note**: This syntax for tabheaders can only be used with the
2569 new coordinate system.
2570 * `X` and `Y`: position of the tabheader
2571 * `W` and `H`: width and height of the tabheader
2572 * `name` fieldname data is transferred to Lua
2573 * `caption 1`...: name shown on top of tab
2574 * `current_tab`: index of selected tab 1...
2575 * `transparent` (optional): show transparent
2576 * `draw_border` (optional): draw border
2578 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2580 * Simple colored box
2581 * `color` is color specified as a `ColorString`.
2582 If the alpha component is left blank, the box will be semitransparent.
2583 If the color is not specified, the box will use the options specified by
2584 its style. If the color is specified, all styling options will be ignored.
2586 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2588 * Show a dropdown field
2589 * **Important note**: There are two different operation modes:
2590 1. handle directly on change (only changed dropdown is submitted)
2591 2. read the value on pressing a button (all dropdown values are available)
2592 * `X` and `Y`: position of the dropdown
2593 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2594 * Fieldname data is transferred to Lua
2595 * Items to be shown in dropdown
2596 * Index of currently selected dropdown item
2597 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2598 event field value for selected items.
2599 * `true`: Selected item index
2600 * `false` (default): Selected item value
2602 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2604 * Show a dropdown field
2605 * **Important note**: This syntax for dropdowns can only be used with the
2606 new coordinate system.
2607 * **Important note**: There are two different operation modes:
2608 1. handle directly on change (only changed dropdown is submitted)
2609 2. read the value on pressing a button (all dropdown values are available)
2610 * `X` and `Y`: position of the dropdown
2611 * `W` and `H`: width and height of the dropdown
2612 * Fieldname data is transferred to Lua
2613 * Items to be shown in dropdown
2614 * Index of currently selected dropdown item
2615 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2616 event field value for selected items.
2617 * `true`: Selected item index
2618 * `false` (default): Selected item value
2620 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2623 * `name` fieldname data is transferred to Lua
2624 * `label` to be shown left of checkbox
2625 * `selected` (optional): `true`/`false`
2626 * **Note**: If the new coordinate system is enabled, checkboxes are
2627 positioned from the center of the checkbox, not the top.
2629 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2631 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2632 * There are two ways to use it:
2633 1. handle the changed event (only changed scrollbar is available)
2634 2. read the value on pressing a button (all scrollbars are available)
2635 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2636 * Fieldname data is transferred to Lua
2637 * Value of this trackbar is set to (`0`-`1000`) by default
2638 * See also `minetest.explode_scrollbar_event`
2639 (main menu: `core.explode_scrollbar_event`).
2641 ### `scrollbaroptions[opt1;opt2;...]`
2642 * Sets options for all following `scrollbar[]` elements
2644 * Sets scrollbar minimum value, defaults to `0`.
2646 * Sets scrollbar maximum value, defaults to `1000`.
2647 If the max is equal to the min, the scrollbar will be disabled.
2649 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2651 * If this is set to a negative number, the value will be reset to `10`.
2653 * Sets scrollbar step value used by page up and page down.
2654 * If this is set to a negative number, the value will be reset to `100`.
2656 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2657 units the thumb spans out of the range of the scrollbar values.
2658 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2659 would span a tenth of the scrollbar space.
2660 * If this is set to zero or less, the value will be reset to `1`.
2661 * `arrows=<show/hide/default>`
2662 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2663 when the scrollbar gets too small, but shows them otherwise.
2665 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2667 * Show scrollable table using options defined by the previous `tableoptions[]`
2668 * Displays cells as defined by the previous `tablecolumns[]`
2669 * `name`: fieldname sent to server on row select or doubleclick
2670 * `cell 1`...`cell n`: cell contents given in row-major order
2671 * `selected idx`: index of row to be selected within table (first row = `1`)
2672 * See also `minetest.explode_table_event`
2673 (main menu: `core.explode_table_event`).
2675 ### `tableoptions[<opt 1>;<opt 2>;...]`
2677 * Sets options for `table[]`
2679 * default text color (`ColorString`), defaults to `#FFFFFF`
2680 * `background=#RRGGBB`
2681 * table background color (`ColorString`), defaults to `#000000`
2682 * `border=<true/false>`
2683 * should the table be drawn with a border? (default: `true`)
2684 * `highlight=#RRGGBB`
2685 * highlight background color (`ColorString`), defaults to `#466432`
2686 * `highlight_text=#RRGGBB`
2687 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2688 * `opendepth=<value>`
2689 * all subtrees up to `depth < value` are open (default value = `0`)
2690 * only useful when there is a column of type "tree"
2692 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2694 * Sets columns for `table[]`
2695 * Types: `text`, `image`, `color`, `indent`, `tree`
2696 * `text`: show cell contents as text
2697 * `image`: cell contents are an image index, use column options to define
2699 * `color`: cell contents are a ColorString and define color of following
2701 * `indent`: cell contents are a number and define indentation of following
2703 * `tree`: same as indent, but user can open and close subtrees
2707 * for `text` and `image`: content alignment within cells.
2708 Available values: `left` (default), `center`, `right`, `inline`
2710 * for `text` and `image`: minimum width in em (default: `0`)
2711 * for `indent` and `tree`: indent width in em (default: `1.5`)
2712 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2713 Exception: defaults to 0 for indent columns
2714 * `tooltip=<value>`: tooltip text (default: empty)
2715 * `image` column options:
2716 * `0=<value>` sets image for image index 0
2717 * `1=<value>` sets image for image index 1
2718 * `2=<value>` sets image for image index 2
2719 * and so on; defined indices need not be contiguous empty or
2720 non-numeric cells are treated as `0`.
2721 * `color` column options:
2722 * `span=<value>`: number of following columns to affect
2723 (default: infinite).
2725 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2727 * Set the style for the element(s) matching `selector` by name.
2728 * `selector` can be one of:
2729 * `<name>` - An element name. Includes `*`, which represents every element.
2730 * `<name>:<state>` - An element name, a colon, and one or more states.
2731 * `state` is a list of states separated by the `+` character.
2732 * If a state is provided, the style will only take effect when the element is in that state.
2733 * All provided states must be active for the style to apply.
2734 * Note: this **must** be before the element is defined.
2735 * See [Styling Formspecs].
2738 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2740 * Set the style for the element(s) matching `selector` by type.
2741 * `selector` can be one of:
2742 * `<type>` - An element type. Includes `*`, which represents every element.
2743 * `<type>:<state>` - An element type, a colon, and one or more states.
2744 * `state` is a list of states separated by the `+` character.
2745 * If a state is provided, the style will only take effect when the element is in that state.
2746 * All provided states must be active for the style to apply.
2747 * See [Styling Formspecs].
2749 ### `set_focus[<name>;<force>]`
2751 * Sets the focus to the element with the same `name` parameter.
2752 * **Note**: This element must be placed before the element it focuses.
2753 * `force` (optional, default `false`): By default, focus is not applied for
2754 re-sent formspecs with the same name so that player-set focus is kept.
2755 `true` sets the focus to the specified element for every sent formspec.
2756 * The following elements have the ability to be focused:
2771 Migrating to Real Coordinates
2772 -----------------------------
2774 In the old system, positions included padding and spacing. Padding is a gap between
2775 the formspec window edges and content, and spacing is the gaps between items. For
2776 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2777 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2778 in the new coordinate system from scratch.
2780 To recreate an old layout with padding, you'll need to pass the positions and sizes
2781 through the following formula to re-introduce padding:
2784 pos = (oldpos + 1)*spacing + padding
2790 You'll need to change the `size[]` tag like this:
2793 size = (oldsize-1)*spacing + padding*2 + 1
2796 A few elements had random offsets in the old system. Here is a table which shows these
2797 offsets when migrating:
2799 | Element | Position | Size | Notes
2800 |---------|------------|---------|-------
2801 | box | +0.3, +0.1 | 0, -0.4 |
2802 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2803 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2804 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2809 Formspec elements can be themed using the style elements:
2811 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2812 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2813 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2814 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2818 property_name=property_value
2822 style_type[button;bgcolor=#006699]
2823 style[world_delete;bgcolor=red;textcolor=yellow]
2824 button[4,3.95;2.6,1;world_delete;Delete]
2826 A name/type can optionally be a comma separated list of names/types, like so:
2828 world_delete,world_create,world_configure
2831 A `*` type can be used to select every element in the formspec.
2833 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2835 world_delete:hovered+pressed
2838 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2840 Setting a property to nothing will reset it to the default value. For example:
2842 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2843 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2846 ### Supported Element Types
2848 Some types may inherit styles from parent types.
2850 * animated_image, inherits from image
2853 * button_exit, inherits from button
2863 * pwdfield, inherits from field
2869 * vertlabel, inherits from label
2872 ### Valid Properties
2875 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2877 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2878 * Defaults to false in formspec_version version 3 or higher
2879 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2880 * Single value (e.g. `#FF0`): All corners/borders.
2881 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2882 top and bottom,left and right.
2883 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2884 * These work similarly to CSS borders.
2885 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2886 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2887 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2888 negative, the border will extend inside the box, whereas positive extends outside
2889 the box. A width of zero results in no border; this is default.
2890 * button, button_exit, image_button, item_image_button
2891 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2892 * bgcolor - color, sets button tint.
2893 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2894 * This is deprecated, use states instead.
2895 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2896 * This is deprecated, use states instead.
2897 * bgimg - standard background image. Defaults to none.
2898 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2899 * This is deprecated, use states instead.
2900 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2901 See background9[] documentation for more details. This property also pads the
2902 button's content when set.
2903 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2904 * This is deprecated, use states instead.
2905 * font - Sets font type. This is a comma separated list of options. Valid options:
2906 * Main font type options. These cannot be combined with each other:
2907 * `normal`: Default font
2908 * `mono`: Monospaced font
2909 * Font modification options. If used without a main font type, `normal` is used:
2910 * `bold`: Makes font bold.
2911 * `italic`: Makes font italic.
2913 * font_size - Sets font size. Default is user-set. Can have multiple values:
2914 * `<number>`: Sets absolute font size to `number`.
2915 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2916 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2917 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2918 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2919 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2920 * padding - rect, adds space between the edges of the button and the content. This value is
2921 relative to bgimg_middle.
2922 * sound - a sound to be played when triggered.
2923 * textcolor - color, default white.
2925 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2926 * sound - a sound to be played when triggered.
2928 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2929 * sound - a sound to be played when the entry is changed.
2930 * field, pwdfield, textarea
2931 * border - set to false to hide the textbox background and border. Default true.
2932 * font - Sets font type. See button `font` property for more information.
2933 * font_size - Sets font size. See button `font_size` property for more information.
2934 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2935 * textcolor - color. Default white.
2937 * bgcolor - color, sets background color.
2938 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2939 * Default to false in formspec_version version 3 or higher
2941 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2942 * Default to false in formspec_version version 3 or higher
2944 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2946 * font - Sets font type. See button `font` property for more information.
2947 * font_size - Sets font size. See button `font_size` property for more information.
2948 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2950 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2951 * size - 2d vector, sets the size of inventory slots in coordinates.
2952 * spacing - 2d vector, sets the space between inventory slots in coordinates.
2953 * image_button (additional properties)
2954 * fgimg - standard image. Defaults to none.
2955 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2956 * This is deprecated, use states instead.
2957 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2958 * This is deprecated, use states instead.
2959 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2960 * sound - a sound to be played when triggered.
2962 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2964 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2965 * sound - a sound to be played when a different tab is selected.
2966 * textcolor - color. Default white.
2968 * font - Sets font type. See button `font` property for more information.
2969 * font_size - Sets font size. See button `font_size` property for more information.
2970 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2975 * default - Equivalent to providing no states
2976 * button, button_exit, image_button, item_image_button
2977 * hovered - Active when the mouse is hovering over the element
2978 * pressed - Active when the button is pressed
2983 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2984 The markup language is currently unstable and subject to change. Use with caution.
2985 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2986 Tags can have attributes, in that case, attributes are in the opening tag in
2987 form of a key/value separated with equal signs. Attribute values should not be quoted.
2989 If you want to insert a literal greater-than sign or a backslash into the text,
2990 you must escape it by preceding it with a backslash.
2992 These are the technically basic tags but see below for usual tags. Base tags are:
2994 `<style color=... font=... size=...>...</style>`
2996 Changes the style of the text.
2998 * `color`: Text color. Given color is a `colorspec`.
2999 * `size`: Text size.
3000 * `font`: Text font (`mono` or `normal`).
3002 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3007 * `background`: Text background, a `colorspec` or `none`.
3008 * `margin`: Page margins in pixel.
3009 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3011 Inheriting styles (affects child elements):
3012 * `color`: Default text color. Given color is a `colorspec`.
3013 * `hovercolor`: Color of <action> tags when mouse is over.
3014 * `size`: Default text size.
3015 * `font`: Default text font (`mono` or `normal`).
3016 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3018 This tag needs to be placed only once as it changes the global settings of the
3019 text. Anyway, if several tags are placed, each changed will be made in the order
3022 `<tag name=... color=... hovercolor=... font=... size=...>`
3024 Defines or redefines tag style. This can be used to define new tags.
3025 * `name`: Name of the tag to define or change.
3026 * `color`: Text color. Given color is a `colorspec`.
3027 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3028 * `size`: Text size.
3029 * `font`: Text font (`mono` or `normal`).
3031 Following tags are the usual tags for text layout. They are defined by default.
3032 Other tags can be added using `<tag ...>` tag.
3034 `<normal>...</normal>`: Normal size text
3036 `<big>...</big>`: Big text
3038 `<bigger>...</bigger>`: Bigger text
3040 `<center>...</center>`: Centered text
3042 `<left>...</left>`: Left-aligned text
3044 `<right>...</right>`: Right-aligned text
3046 `<justify>...</justify>`: Justified text
3048 `<mono>...</mono>`: Monospaced font
3050 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3052 `<action name=...>...</action>`
3054 Make that text a clickable text triggering an action.
3056 * `name`: Name of the action (mandatory).
3058 When clicked, the formspec is send to the server. The value of the text field
3059 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3062 `<img name=... float=... width=... height=...>`
3064 Draws an image which is present in the client media cache.
3066 * `name`: Name of the texture (mandatory).
3067 * `float`: If present, makes the image floating (`left` or `right`).
3068 * `width`: Force image width instead of taking texture width.
3069 * `height`: Force image height instead of taking texture height.
3071 If only width or height given, texture aspect is kept.
3073 `<item name=... float=... width=... height=... rotate=...>`
3075 Draws an item image.
3077 * `name`: Item string of the item to draw (mandatory).
3078 * `float`: If present, makes the image floating (`left` or `right`).
3079 * `width`: Item image width.
3080 * `height`: Item image height.
3081 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3082 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3083 `inventory_items_animations` is set to true.
3084 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3085 X, Y and Z being angles around each three axes. Works only if
3086 `inventory_items_animations` is set to true.
3094 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3095 * `"current_player"`: Player to whom the menu is shown
3096 * `"player:<name>"`: Any player
3097 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3098 * `"detached:<name>"`: A detached inventory
3100 Player Inventory lists
3101 ----------------------
3103 * `main`: list containing the default inventory
3104 * `craft`: list containing the craft input
3105 * `craftpreview`: list containing the craft prediction
3106 * `craftresult`: list containing the crafted output
3107 * `hand`: list containing an override for the empty hand
3108 * Is not created automatically, use `InvRef:set_size`
3109 * Is only used to enhance the empty hand's tool capabilities
3117 `#RGB` defines a color in hexadecimal format.
3119 `#RGBA` defines a color in hexadecimal format and alpha channel.
3121 `#RRGGBB` defines a color in hexadecimal format.
3123 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3125 Named colors are also supported and are equivalent to
3126 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3127 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3128 the color name (e.g. `colorname#08`).
3133 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3136 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3137 * `colorspec = {a=255, r=0, g=255, b=0}`
3138 * numerical form: The raw integer value of an ARGB8 quad:
3139 * `colorspec = 0xFF00FF00`
3140 * string form: A ColorString (defined above):
3141 * `colorspec = "green"`
3149 Most text can contain escape sequences, that can for example color the text.
3150 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3151 The following functions provide escape sequences:
3153 * `minetest.get_color_escape_sequence(color)`:
3154 * `color` is a ColorString
3155 * The escape sequence sets the text color to `color`
3156 * `minetest.colorize(color, message)`:
3158 `minetest.get_color_escape_sequence(color) ..
3160 minetest.get_color_escape_sequence("#ffffff")`
3161 * `minetest.get_background_escape_sequence(color)`
3162 * `color` is a ColorString
3163 * The escape sequence sets the background of the whole text element to
3164 `color`. Only defined for item descriptions and tooltips.
3165 * `minetest.strip_foreground_colors(str)`
3166 * Removes foreground colors added by `get_color_escape_sequence`.
3167 * `minetest.strip_background_colors(str)`
3168 * Removes background colors added by `get_background_escape_sequence`.
3169 * `minetest.strip_colors(str)`
3170 * Removes all color escape sequences.
3177 A spatial vector is similar to a position, but instead using
3178 absolute world coordinates, it uses *relative* coordinates, relative to
3179 no particular point.
3181 Internally, it is implemented as a table with the 3 fields
3182 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3183 However, one should *never* create a vector manually as above, such misbehavior
3184 is deprecated. The vector helpers set a metatable for the created vectors which
3185 allows indexing with numbers, calling functions directly on vectors and using
3186 operators (like `+`). Furthermore, the internal implementation might change in
3188 Old code might still use vectors without metatables, be aware of this!
3190 All these forms of addressing a vector `v` are valid:
3191 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3193 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3194 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3196 The metatable that is used for vectors can be accessed via `vector.metatable`.
3199 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3200 Returned vectors always have a metatable set.
3202 For the following functions, `v`, `v1`, `v2` are vectors,
3203 `p1`, `p2` are positions,
3204 `s` is a scalar (a number),
3205 vectors are written like this: `(x, y, z)`:
3207 * `vector.new([a[, b, c]])`:
3209 * A copy of `a` if `a` is a vector.
3210 * `(a, b, c)`, if all of `a`, `b`, `c` are defined numbers.
3211 * `(0, 0, 0)`, if no arguments are given.
3212 * `vector.from_string(s[, init])`:
3213 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3214 `np` is the next position in the string after the vector.
3215 * Returns `nil` on failure.
3216 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3217 spaces, leaving away commas and adding an additional comma to the end
3219 * `init`: If given starts looking for the vector at this string index.
3220 * `vector.to_string(v)`:
3221 * Returns a string of the form `"(x, y, z)"`.
3222 * `vector.direction(p1, p2)`:
3223 * Returns a vector of length 1 with direction `p1` to `p2`.
3224 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3225 * `vector.distance(p1, p2)`:
3226 * Returns zero or a positive number, the distance between `p1` and `p2`.
3227 * `vector.length(v)`:
3228 * Returns zero or a positive number, the length of vector `v`.
3229 * `vector.normalize(v)`:
3230 * Returns a vector of length 1 with direction of vector `v`.
3231 * If `v` has zero length, returns `(0, 0, 0)`.
3232 * `vector.floor(v)`:
3233 * Returns a vector, each dimension rounded down.
3234 * `vector.round(v)`:
3235 * Returns a vector, each dimension rounded to nearest integer.
3236 * At a multiple of 0.5, rounds away from zero.
3237 * `vector.apply(v, func)`:
3238 * Returns a vector where the function `func` has been applied to each
3240 * `vector.equals(v1, v2)`:
3241 * Returns a boolean, `true` if the vectors are identical.
3242 * `vector.sort(v1, v2)`:
3243 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3244 * `vector.angle(v1, v2)`:
3245 * Returns the angle between `v1` and `v2` in radians.
3246 * `vector.dot(v1, v2)`:
3247 * Returns the dot product of `v1` and `v2`.
3248 * `vector.cross(v1, v2)`:
3249 * Returns the cross product of `v1` and `v2`.
3250 * `vector.offset(v, x, y, z)`:
3251 * Returns the sum of the vectors `v` and `(x, y, z)`.
3253 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3254 by a `vector.*` function.
3255 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3257 For the following functions `x` can be either a vector or a number:
3259 * `vector.add(v, x)`:
3261 * If `x` is a vector: Returns the sum of `v` and `x`.
3262 * If `x` is a number: Adds `x` to each component of `v`.
3263 * `vector.subtract(v, x)`:
3265 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3266 * If `x` is a number: Subtracts `x` from each component of `v`.
3267 * `vector.multiply(v, s)`:
3268 * Returns a scaled vector.
3269 * Deprecated: If `s` is a vector: Returns the Schur product.
3270 * `vector.divide(v, s)`:
3271 * Returns a scaled vector.
3272 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3274 Operators can be used if all of the involved vectors have metatables:
3276 * Returns whether `v1` and `v2` are identical.
3278 * Returns the additive inverse of v.
3280 * Returns the sum of both vectors.
3281 * Note: `+` can not be used together with scalars.
3283 * Returns the difference of `v1` subtracted by `v2`.
3284 * Note: `-` can not be used together with scalars.
3285 * `v * s` or `s * v`:
3286 * Returns `v` scaled by `s`.
3288 * Returns `v` scaled by `1 / s`.
3290 For the following functions `a` is an angle in radians and `r` is a rotation
3291 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3294 * `vector.rotate(v, r)`:
3295 * Applies the rotation `r` to `v` and returns the result.
3296 * `vector.rotate(vector.new(0, 0, 1), r)` and
3297 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3298 forward and up relative to an entity's rotation `r`.
3299 * `vector.rotate_around_axis(v1, v2, a)`:
3300 * Returns `v1` rotated around axis `v2` by `a` radians according to
3301 the right hand rule.
3302 * `vector.dir_to_rotation(direction[, up])`:
3303 * Returns a rotation vector for `direction` pointing forward using `up`
3305 * If `up` is omitted, the roll of the returned vector defaults to zero.
3306 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3314 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3315 human-readable, handles reference loops.
3316 * `obj`: arbitrary variable
3317 * `name`: string, default: `"_"`
3318 * `dumped`: table, default: `{}`
3319 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3320 * `obj`: arbitrary variable
3321 * `dumped`: table, default: `{}`
3322 * `math.hypot(x, y)`
3323 * Get the hypotenuse of a triangle with legs x and y.
3324 Useful for distance calculation.
3325 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3326 * Get the sign of a number.
3327 * tolerance: number, default: `0.0`
3328 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3330 * `math.factorial(x)`: returns the factorial of `x`
3331 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3332 * At a multiple of 0.5, rounds away from zero.
3333 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3334 * `separator`: string, default: `","`
3335 * `include_empty`: boolean, default: `false`
3336 * `max_splits`: number, if it's negative, splits aren't limited,
3338 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3339 string or a pattern (regex), default: `false`
3340 * e.g. `"a,b":split","` returns `{"a","b"}`
3341 * `string:trim()`: returns the string without whitespace pre- and suffixes
3342 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3343 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3344 * Adds newlines to the string to keep it within the specified character
3346 * Note that the returned lines may be longer than the limit since it only
3347 splits at word borders.
3348 * `limit`: number, maximal amount of characters in one line
3349 * `as_table`: boolean, if set to true, a table of lines instead of a string
3350 is returned, default: `false`
3351 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3352 * `pos`: table {x=X, y=Y, z=Z}
3353 * Converts the position `pos` to a human-readable, printable string
3354 * `decimal_places`: number, if specified, the x, y and z values of
3355 the position are rounded to the given decimal place.
3356 * `minetest.string_to_pos(string)`: returns a position or `nil`
3357 * Same but in reverse.
3358 * If the string can't be parsed to a position, nothing is returned.
3359 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3360 * Converts a string representing an area box into two positions
3361 * `minetest.formspec_escape(string)`: returns a string
3362 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3364 * `minetest.is_yes(arg)`
3365 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3366 * `minetest.is_nan(arg)`
3367 * returns true when the passed number represents NaN.
3368 * `minetest.get_us_time()`
3369 * returns time with microsecond precision. May not return wall time.
3370 * `table.copy(table)`: returns a table
3371 * returns a deep copy of `table`
3372 * `table.indexof(list, val)`: returns the smallest numerical index containing
3373 the value `val` in the table `list`. Non-numerical indices are ignored.
3374 If `val` could not be found, `-1` is returned. `list` must not have
3376 * `table.insert_all(table, other_table)`:
3377 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3379 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3380 * If multiple keys in `t` map to the same value, it is unspecified which
3381 value maps to that key.
3382 * `table.shuffle(table, [from], [to], [random_func])`:
3383 * Shuffles elements `from` to `to` in `table` in place
3384 * `from` defaults to `1`
3385 * `to` defaults to `#table`
3386 * `random_func` defaults to `math.random`. This function receives two
3387 integers as arguments and should return a random integer inclusively
3389 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3391 * returns the exact position on the surface of a pointed node
3392 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3394 Returns a table with the following fields:
3395 * `diggable`: `true` if node can be dug, `false` otherwise.
3396 * `time`: Time it would take to dig the node.
3397 * `wear`: How much wear would be added to the tool.
3398 `time` and `wear` are meaningless if node's not diggable
3400 * `groups`: Table of the node groups of the node that would be dug
3401 * `tool_capabilities`: Tool capabilities table of the tool
3402 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3403 Simulates an item that punches an object.
3404 Returns a table with the following fields:
3405 * `hp`: How much damage the punch would cause.
3406 * `wear`: How much wear would be added to the tool.
3408 * `groups`: Damage groups of the object
3409 * `tool_capabilities`: Tool capabilities table of the item
3410 * `time_from_last_punch`: time in seconds since last punch action
3418 Texts can be translated client-side with the help of `minetest.translate` and
3421 Translating a string
3422 --------------------
3424 Two functions are provided to translate strings: `minetest.translate` and
3425 `minetest.get_translator`.
3427 * `minetest.get_translator(textdomain)` is a simple wrapper around
3428 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3429 equivalent to `minetest.translate(textdomain, str, ...)`.
3430 It is intended to be used in the following way, so that it avoids verbose
3431 repetitions of `minetest.translate`:
3433 local S = minetest.get_translator(textdomain)
3436 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3438 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3439 the given `textdomain` for disambiguation. The textdomain must match the
3440 textdomain specified in the translation file in order to get the string
3441 translated. This can be used so that a string is translated differently in
3443 It is advised to use the name of the mod as textdomain whenever possible, to
3444 avoid clashes with other mods.
3445 This function must be given a number of arguments equal to the number of
3446 arguments the translated string expects.
3447 Arguments are literal strings -- they will not be translated, so if you want
3448 them to be, they need to come as outputs of `minetest.translate` as well.
3450 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3451 by the translation of "Red". We can do the following:
3453 local S = minetest.get_translator()
3454 S("@1 Wool", S("Red"))
3456 This will be displayed as "Red Wool" on old clients and on clients that do
3457 not have localization enabled. However, if we have for instance a translation
3458 file named `wool.fr.tr` containing the following:
3463 this will be displayed as "Laine Rouge" on clients with a French locale.
3465 Operations on translated strings
3466 --------------------------------
3468 The output of `minetest.translate` is a string, with escape sequences adding
3469 additional information to that string so that it can be translated on the
3470 different clients. In particular, you can't expect operations like string.length
3471 to work on them like you would expect them to, or string.gsub to work in the
3472 expected manner. However, string concatenation will still work as expected
3473 (note that you should only use this for things like formspecs; do not translate
3474 sentences by breaking them into parts; arguments should be used instead), and
3475 operations such as `minetest.colorize` which are also concatenation.
3477 Translation file format
3478 -----------------------
3480 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3481 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3482 The file should be a text file, with the following format:
3484 * Lines beginning with `# textdomain:` (the space is significant) can be used
3485 to specify the text domain of all following translations in the file.
3486 * All other empty lines or lines beginning with `#` are ignored.
3487 * Other lines should be in the format `original=translated`. Both `original`
3488 and `translated` can contain escape sequences beginning with `@` to insert
3489 arguments, literal `@`, `=` or newline (See [Escapes] below).
3490 There must be no extraneous whitespace around the `=` or at the beginning or
3491 the end of the line.
3496 Strings that need to be translated can contain several escapes, preceded by `@`.
3498 * `@@` acts as a literal `@`.
3499 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3500 string that will be inlined when translated. Due to how translations are
3501 implemented, the original translation string **must** have its arguments in
3502 increasing order, without gaps or repetitions, starting from 1.
3503 * `@=` acts as a literal `=`. It is not required in strings given to
3504 `minetest.translate`, but is in translation files to avoid being confused
3505 with the `=` separating the original from the translation.
3506 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3507 As with `@=`, this escape is not required in strings given to
3508 `minetest.translate`, but is in translation files.
3509 * `@n` acts as a literal newline as well.
3511 Server side translations
3512 ------------------------
3514 On some specific cases, server translation could be useful. For example, filter
3515 a list on labels and send results to client. A method is supplied to achieve
3518 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3519 translations for `lang_code` language. It gives the same result as if the string
3520 was translated by the client.
3522 The `lang_code` to use for a given player can be retrieved from
3523 the table returned by `minetest.get_player_information(name)`.
3525 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3526 You do not need to use this to get translated strings to show up on the client.
3531 Perlin noise creates a continuously-varying value depending on the input values.
3532 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3533 The result is used during map generation to create the terrain shape, vary heat
3534 and humidity to distribute biomes, vary the density of decorations or vary the
3537 Structure of perlin noise
3538 -------------------------
3540 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3541 The smooth wavy noise it generates has a single characteristic scale, almost
3542 like a 'wavelength', so on its own does not create fine detail.
3543 Due to this perlin noise combines several octaves to create variation on
3544 multiple scales. Each additional octave has a smaller 'wavelength' than the
3547 This combination results in noise varying very roughly between -2.0 and 2.0 and
3548 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3549 and offset the noise variation.
3551 The final perlin noise variation is created as follows:
3553 noise = offset + scale * (octave1 +
3554 octave2 * persistence +
3555 octave3 * persistence ^ 2 +
3556 octave4 * persistence ^ 3 +
3562 Noise Parameters are commonly called `NoiseParams`.
3566 After the multiplication by `scale` this is added to the result and is the final
3567 step in creating the noise value.
3568 Can be positive or negative.
3572 Once all octaves have been combined, the result is multiplied by this.
3573 Can be positive or negative.
3577 For octave1, this is roughly the change of input value needed for a very large
3578 variation in the noise value generated by octave1. It is almost like a
3579 'wavelength' for the wavy noise variation.
3580 Each additional octave has a 'wavelength' that is smaller than the previous
3581 octave, to create finer detail. `spread` will therefore roughly be the typical
3582 size of the largest structures in the final noise variation.
3584 `spread` is a vector with values for x, y, z to allow the noise variation to be
3585 stretched or compressed in the desired axes.
3586 Values are positive numbers.
3590 This is a whole number that determines the entire pattern of the noise
3591 variation. Altering it enables different noise patterns to be created.
3592 With other parameters equal, different seeds produce different noise patterns
3593 and identical seeds produce identical noise patterns.
3595 For this parameter you can randomly choose any whole number. Usually it is
3596 preferable for this to be different from other seeds, but sometimes it is useful
3597 to be able to create identical noise patterns.
3599 In some noise APIs the world seed is added to the seed specified in noise
3600 parameters. This is done to make the resulting noise pattern vary in different
3601 worlds, and be 'world-specific'.
3605 The number of simple noise generators that are combined.
3606 A whole number, 1 or more.
3607 Each additional octave adds finer detail to the noise but also increases the
3608 noise calculation load.
3609 3 is a typical minimum for a high quality, complex and natural-looking noise
3610 variation. 1 octave has a slight 'gridlike' appearence.
3612 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3613 size of the finest detail you require. For example:
3614 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3615 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3616 512, 256, 128, 64, 32, 16 nodes.
3617 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3621 Each additional octave has an amplitude that is the amplitude of the previous
3622 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3623 as is often helpful and natural to do so.
3624 Since this controls the balance of fine detail to large-scale detail
3625 `persistence` can be thought of as the 'roughness' of the noise.
3627 A positive or negative non-zero number, often between 0.3 and 1.0.
3628 A common medium value is 0.5, such that each octave has half the amplitude of
3629 the previous octave.
3630 This may need to be tuned when altering `lacunarity`; when doing so consider
3631 that a common medium value is 1 / lacunarity.
3635 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3636 previous octave multiplied by 1 / lacunarity, to create finer detail.
3637 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3639 A positive number no smaller than 1.0.
3640 Values below 2.0 create higher quality noise at the expense of requiring more
3641 octaves to cover a paticular range of 'wavelengths'.
3645 Leave this field unset for no special handling.
3646 Currently supported are `defaults`, `eased` and `absvalue`:
3650 Specify this if you would like to keep auto-selection of eased/not-eased while
3651 specifying some other flags.
3655 Maps noise gradient values onto a quintic S-curve before performing
3656 interpolation. This results in smooth, rolling noise.
3657 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3659 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3661 Easing a 3D noise significantly increases the noise calculation load, so use
3666 The absolute value of each octave's noise variation is used when combining the
3667 octaves. The final perlin noise variation is created as follows:
3669 noise = offset + scale * (abs(octave1) +
3670 abs(octave2) * persistence +
3671 abs(octave3) * persistence ^ 2 +
3672 abs(octave4) * persistence ^ 3 +
3677 For 2D or 3D perlin noise or perlin noise maps:
3682 spread = {x = 500, y = 500, z = 500},
3687 flags = "defaults, absvalue",
3690 For 2D noise the Z component of `spread` is still defined but is ignored.
3691 A single noise parameter table can be used for 2D or 3D noise.
3702 These tell in what manner the ore is generated.
3704 All default ores are of the uniformly-distributed scatter type.
3708 Randomly chooses a location and generates a cluster of ore.
3710 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3711 at that point is greater than the `noise_threshold`, giving the ability to
3712 create a non-equal distribution of ore.
3716 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3717 described by `noise_params` and `noise_threshold`. This is essentially an
3718 improved version of the so-called "stratus" ore seen in some unofficial mods.
3720 This sheet consists of vertical columns of uniform randomly distributed height,
3721 varying between the inclusive range `column_height_min` and `column_height_max`.
3722 If `column_height_min` is not specified, this parameter defaults to 1.
3723 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3724 for reverse compatibility. New code should prefer `column_height_max`.
3726 The `column_midpoint_factor` parameter controls the position of the column at
3727 which ore emanates from.
3728 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3729 equally starting from each direction.
3730 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3731 this parameter is not specified, the default is 0.5.
3733 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3738 Creates a sheet of ore in a cloud-like puff shape.
3740 As with the `sheet` ore type, the size and shape of puffs are described by
3741 `noise_params` and `noise_threshold` and are placed at random vertical
3742 positions within the currently generated chunk.
3744 The vertical top and bottom displacement of each puff are determined by the
3745 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3749 Creates a deformed sphere of ore according to 3d perlin noise described by
3750 `noise_params`. The maximum size of the blob is `clust_size`, and
3751 `clust_scarcity` has the same meaning as with the `scatter` type.
3755 Creates veins of ore varying in density by according to the intersection of two
3756 instances of 3d perlin noise with different seeds, both described by
3759 `random_factor` varies the influence random chance has on placement of an ore
3760 inside the vein, which is `1` by default. Note that modifying this parameter
3761 may require adjusting `noise_threshold`.
3763 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3766 This ore type is difficult to control since it is sensitive to small changes.
3767 The following is a decent set of parameters to work from:
3772 spread = {x=200, y=200, z=200},
3779 noise_threshold = 1.6
3781 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3782 computationally expensive than any other ore.
3786 Creates a single undulating ore stratum that is continuous across mapchunk
3787 borders and horizontally spans the world.
3789 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3790 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3791 defines the stratum's vertical thickness (in units of nodes). Due to being
3792 continuous across mapchunk borders the stratum's vertical thickness is
3795 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3796 to y_max in a simple horizontal stratum.
3798 A parameter `stratum_thickness` can be provided instead of the noise parameter
3799 `np_stratum_thickness`, to create a constant thickness.
3801 Leaving out one or both noise parameters makes the ore generation less
3802 intensive, useful when adding multiple strata.
3804 `y_min` and `y_max` define the limits of the ore generation and for performance
3805 reasons should be set as close together as possible but without clipping the
3806 stratum's Y variation.
3808 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3809 solid-ore stratum would require a `clust_scarcity` of 1.
3811 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3812 `random_factor` are ignored by this ore type.
3817 See section [Flag Specifier Format].
3819 Currently supported flags:
3820 `puff_cliffs`, `puff_additive_composition`.
3824 If set, puff ore generation will not taper down large differences in
3825 displacement when approaching the edge of a puff. This flag has no effect for
3826 ore types other than `puff`.
3828 ### `puff_additive_composition`
3830 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3831 in a negative displacement, the sub-column at that point is not generated. With
3832 this attribute set, puff ore generation will instead generate the absolute
3833 difference in noise displacement values. This flag has no effect for ore types
3842 The varying types of decorations that can be placed.
3847 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3848 a list, if a decoration list is specified). Can specify a certain node it must
3849 spawn next to, such as water or lava, for example. Can also generate a
3850 decoration of random height between a specified lower and upper bound.
3851 This type of decoration is intended for placement of grass, flowers, cacti,
3852 papyri, waterlilies and so on.
3857 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3858 Can specify a probability of a node randomly appearing when placed.
3859 This decoration type is intended to be used for multi-node sized discrete
3860 structures, such as trees, cave spikes, rocks, and so on.
3869 --------------------
3871 A schematic specifier identifies a schematic by either a filename to a
3872 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3873 in the form of a table. This table specifies the following fields:
3875 * The `size` field is a 3D vector containing the dimensions of the provided
3876 schematic. (required field)
3877 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3878 sets the probability of a particular horizontal slice of the schematic being
3879 placed. (optional field)
3880 `ypos` = 0 for the lowest horizontal slice of a schematic.
3881 The default of `prob` is 255.
3882 * The `data` field is a flat table of MapNode tables making up the schematic,
3883 in the order of `[z [y [x]]]`. (required field)
3884 Each MapNode table contains:
3885 * `name`: the name of the map node to place (required)
3886 * `prob` (alias `param1`): the probability of this node being placed
3888 * `param2`: the raw param2 value of the node being placed onto the map
3890 * `force_place`: boolean representing if the node should forcibly overwrite
3891 any previous contents (default: false)
3893 About probability values:
3895 * A probability value of `0` or `1` means that node will never appear
3897 * A probability value of `254` or `255` means the node will always appear
3899 * If the probability value `p` is greater than `1`, then there is a
3900 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3903 Schematic attributes
3904 --------------------
3906 See section [Flag Specifier Format].
3908 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3911 * `place_center_x`: Placement of this decoration is centered along the X axis.
3912 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3913 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3914 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3920 Lua Voxel Manipulator
3921 =====================
3926 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3927 facility. The purpose of this object is for fast, low-level, bulk access to
3928 reading and writing Map content. As such, setting map nodes through VoxelManip
3929 will lack many of the higher level features and concepts you may be used to
3930 with other methods of setting nodes. For example, nodes will not have their
3931 construction and destruction callbacks run, and no rollback information is
3934 It is important to note that VoxelManip is designed for speed, and *not* ease
3935 of use or flexibility. If your mod requires a map manipulation facility that
3936 will handle 100% of all edge cases, or the use of high level node placement
3937 features, perhaps `minetest.set_node()` is better suited for the job.
3939 In addition, VoxelManip might not be faster, or could even be slower, for your
3940 specific use case. VoxelManip is most effective when setting large areas of map
3941 at once - for example, if only setting a 3x3x3 node area, a
3942 `minetest.set_node()` loop may be more optimal. Always profile code using both
3943 methods of map manipulation to determine which is most appropriate for your
3946 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3947 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3952 A VoxelManip object can be created any time using either:
3953 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3955 If the optional position parameters are present for either of these routines,
3956 the specified region will be pre-loaded into the VoxelManip object on creation.
3957 Otherwise, the area of map you wish to manipulate must first be loaded into the
3958 VoxelManip object using `VoxelManip:read_from_map()`.
3960 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3961 formed by these positions indicate the minimum and maximum (respectively)
3962 positions of the area actually loaded in the VoxelManip, which may be larger
3963 than the area requested. For convenience, the loaded area coordinates can also
3964 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3966 Now that the VoxelManip object is populated with map data, your mod can fetch a
3967 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3968 which retrieves an individual node in a MapNode formatted table at the position
3969 requested is the simplest method to use, but also the slowest.
3971 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3974 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3976 * `VoxelManip:get_light_data()` for node light levels, and
3977 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3979 See section [Flat array format] for more details.
3981 It is very important to understand that the tables returned by any of the above
3982 three functions represent a snapshot of the VoxelManip's internal state at the
3983 time of the call. This copy of the data will not magically update itself if
3984 another function modifies the internal VoxelManip state.
3985 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3986 internal state unless otherwise explicitly stated.
3988 Once the bulk data has been edited to your liking, the internal VoxelManip
3989 state can be set using:
3991 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3993 * `VoxelManip:set_light_data()` for node light levels, and
3994 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3996 The parameter to each of the above three functions can use any table at all in
3997 the same flat array format as produced by `get_data()` etc. and is not required
3998 to be a table retrieved from `get_data()`.
4000 Once the internal VoxelManip state has been modified to your liking, the
4001 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4003 ### Flat array format
4006 `Nx = p2.X - p1.X + 1`,
4007 `Ny = p2.Y - p1.Y + 1`, and
4008 `Nz = p2.Z - p1.Z + 1`.
4010 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4011 including the value of the expression `Nx * Ny * Nz`.
4013 Positions offset from p1 are present in the array with the format of:
4016 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4017 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4019 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4020 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4022 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4024 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4027 and the array index for a position p contained completely in p1..p2 is:
4029 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4031 Note that this is the same "flat 3D array" format as
4032 `PerlinNoiseMap:get3dMap_flat()`.
4033 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4034 of the index for a single point in a flat VoxelManip array.
4038 A Content ID is a unique integer identifier for a specific node type.
4039 These IDs are used by VoxelManip in place of the node name string for
4040 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4041 `minetest.get_content_id()` to look up the Content ID for the specified node
4042 name, and `minetest.get_name_from_content_id()` to look up the node name string
4043 for a given Content ID.
4044 After registration of a node, its Content ID will remain the same throughout
4045 execution of the mod.
4046 Note that the node being queried needs to have already been been registered.
4048 The following builtin node types have their Content IDs defined as constants:
4050 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4051 * `minetest.CONTENT_AIR`: ID for "air" nodes
4052 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4054 ### Mapgen VoxelManip objects
4056 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4057 VoxelManip object used by the core's Map Generator (commonly abbreviated
4058 Mapgen). Most of the rules previously described still apply but with a few
4061 * The Mapgen VoxelManip object is retrieved using:
4062 `minetest.get_mapgen_object("voxelmanip")`
4063 * This VoxelManip object already has the region of map just generated loaded
4064 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4065 a Mapgen VoxelManip.
4066 * The `on_generated()` callbacks of some mods may place individual nodes in the
4067 generated area using non-VoxelManip map modification methods. Because the
4068 same Mapgen VoxelManip object is passed through each `on_generated()`
4069 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4070 consistency with the current map state. For this reason, calling any of the
4071 following functions:
4072 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4073 will also update the Mapgen VoxelManip object's internal state active on the
4075 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4076 necessary to update lighting information using either:
4077 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4079 ### Other API functions operating on a VoxelManip
4081 If any VoxelManip contents were set to a liquid node,
4082 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4083 flowing. It is recommended to call this function only after having written all
4084 buffered data back to the VoxelManip object, save for special situations where
4085 the modder desires to only have certain liquid nodes begin flowing.
4087 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4088 will generate all registered decorations and ores throughout the full area
4089 inside of the specified VoxelManip object.
4091 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4092 `minetest.place_schematic()`, except instead of placing the specified schematic
4093 directly on the map at the specified position, it will place the schematic
4094 inside the VoxelManip.
4098 * Attempting to read data from a VoxelManip object before map is read will
4099 result in a zero-length array table for `VoxelManip:get_data()`, and an
4100 "ignore" node at any position for `VoxelManip:get_node_at()`.
4101 * If either a region of map has not yet been generated or is out-of-bounds of
4102 the map, that region is filled with "ignore" nodes.
4103 * Other mods, or the core itself, could possibly modify the area of map
4104 currently loaded into a VoxelManip object. With the exception of Mapgen
4105 VoxelManips (see above section), the internal buffers are not updated. For
4106 this reason, it is strongly encouraged to complete the usage of a particular
4107 VoxelManip object in the same callback it had been created.
4108 * If a VoxelManip object will be used often, such as in an `on_generated()`
4109 callback, consider passing a file-scoped table as the optional parameter to
4110 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4111 to write map data to instead of returning a new table each call. This greatly
4112 enhances performance by avoiding unnecessary memory allocations.
4117 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4118 containing the region formed by `p1` and `p2`.
4119 * returns actual emerged `pmin`, actual emerged `pmax`
4120 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4122 * **important**: data must be set using `VoxelManip:set_data()` before
4124 * if `light` is true, then lighting is automatically recalculated.
4125 The default value is true.
4126 If `light` is false, no light calculations happen, and you should correct
4127 all modified blocks with `minetest.fix_light()` as soon as possible.
4128 Keep in mind that modifying the map where light is incorrect can cause
4130 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4131 the `VoxelManip` at that position
4132 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4134 * `get_data([buffer])`: Retrieves the node content data loaded into the
4135 `VoxelManip` object.
4136 * returns raw node data in the form of an array of node content IDs
4137 * if the param `buffer` is present, this table will be used to store the
4139 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4140 * `update_map()`: Does nothing, kept for compatibility.
4141 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4143 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4144 * To be used only by a `VoxelManip` object from
4145 `minetest.get_mapgen_object`.
4146 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4148 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4149 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4151 * Each value is the bitwise combination of day and night light values
4153 * `light = day + (night * 16)`
4154 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4155 in the `VoxelManip`.
4156 * expects lighting data in the same format that `get_light_data()` returns
4157 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4158 `VoxelManip` object.
4159 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4161 * If the param `buffer` is present, this table will be used to store the
4163 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4165 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4167 * To be used only by a `VoxelManip` object from
4168 `minetest.get_mapgen_object`.
4169 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4170 area if left out or nil. For almost all uses these should be left out
4171 or nil to use the default.
4172 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4173 generated mapchunk above are propagated down into the mapchunk, defaults
4174 to `true` if left out.
4175 * `update_liquids()`: Update liquid flow
4176 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4177 manipulator had been modified since the last read from map, due to a call to
4178 `minetest.set_data()` on the loaded area elsewhere.
4179 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4184 A helper class for voxel areas.
4185 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4186 The coordinates are *inclusive*, like most other things in Minetest.
4190 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4191 `MinEdge` and `MaxEdge`.
4192 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4194 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4196 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4197 * The position (x, y, z) is not checked for being inside the area volume,
4198 being outside can cause an incorrect index result.
4199 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4200 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4201 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4202 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4203 is not checked for being inside the area volume.
4204 * `position(i)`: returns the absolute position vector corresponding to index
4206 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4207 `MinEdge` and `MaxEdge`.
4208 * `containsp(p)`: same as above, except takes a vector
4209 * `containsi(i)`: same as above, except takes an index `i`
4210 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4212 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4214 * `iterp(minp, maxp)`: same as above, except takes a vector
4216 ### Y stride and z stride of a flat array
4218 For a particular position in a voxel area, whose flat array index is known,
4219 it is often useful to know the index of a neighboring or nearby position.
4220 The table below shows the changes of index required for 1 node movements along
4221 the axes in a voxel area:
4223 Movement Change of index
4233 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4235 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4244 A mapgen object is a construct used in map generation. Mapgen objects can be
4245 used by an `on_generate` callback to speed up operations by avoiding
4246 unnecessary recalculations, these can be retrieved using the
4247 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4248 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4249 callback, `nil` is returned.
4251 The following Mapgen objects are currently available:
4255 This returns three values; the `VoxelManip` object to be used, minimum and
4256 maximum emerged position, in that order. All mapgens support this object.
4260 Returns an array containing the y coordinates of the ground levels of nodes in
4261 the most recently generated chunk by the current mapgen.
4265 Returns an array containing the biome IDs of nodes in the most recently
4266 generated chunk by the current mapgen.
4270 Returns an array containing the temperature values of nodes in the most
4271 recently generated chunk by the current mapgen.
4275 Returns an array containing the humidity values of nodes in the most recently
4276 generated chunk by the current mapgen.
4280 Returns a table mapping requested generation notification types to arrays of
4281 positions at which the corresponding generated structures are located within
4282 the current chunk. To set the capture of positions of interest to be recorded
4283 on generate, use `minetest.set_gen_notify()`.
4284 For decorations, the returned positions are the ground surface 'place_on'
4285 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4286 node above the returned position and possibly displaced by 'place_offset_y'.
4288 Possible fields of the table returned are:
4294 * `large_cave_begin`
4298 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4299 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4307 Functions receive a "luaentity" as `self`:
4309 * It has the member `.name`, which is the registered name `("mod:thing")`
4310 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4311 * The original prototype stuff is visible directly via a metatable
4315 * `on_activate(self, staticdata, dtime_s)`
4316 * Called when the object is instantiated.
4317 * `dtime_s` is the time passed since the object was unloaded, which can be
4318 used for updating the entity state.
4319 * `on_deactivate(self)
4320 * Called when the object is about to get removed or unloaded.
4321 * `on_step(self, dtime)`
4322 * Called on every server tick, after movement and collision processing.
4323 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4325 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4326 * Called when somebody punches the object.
4327 * Note that you probably want to handle most punches using the automatic
4329 * `puncher`: an `ObjectRef` (can be `nil`)
4330 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4332 * `tool_capabilities`: capability table of used tool (can be `nil`)
4333 * `dir`: unit vector of direction of punch. Always defined. Points from the
4334 puncher to the punched.
4335 * `damage`: damage that will be done to entity.
4336 * Can return `true` to prevent the default damage mechanism.
4337 * `on_death(self, killer)`
4338 * Called when the object dies.
4339 * `killer`: an `ObjectRef` (can be `nil`)
4340 * `on_rightclick(self, clicker)`
4341 * `on_attach_child(self, child)`
4342 * `child`: an `ObjectRef` of the child that attaches
4343 * `on_detach_child(self, child)`
4344 * `child`: an `ObjectRef` of the child that detaches
4345 * `on_detach(self, parent)`
4346 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4347 * This happens before the parent object is removed from the world
4348 * `get_staticdata(self)`
4349 * Should return a string that will be passed to `on_activate` when the
4350 object is instantiated the next time.
4362 axiom, --string initial tree axiom
4363 rules_a, --string rules set A
4364 rules_b, --string rules set B
4365 rules_c, --string rules set C
4366 rules_d, --string rules set D
4367 trunk, --string trunk node name
4368 leaves, --string leaves node name
4369 leaves2, --string secondary leaves node name
4370 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4371 angle, --num angle in deg
4372 iterations, --num max # of iterations, usually 2 -5
4373 random_level, --num factor to lower nr of iterations, usually 0 - 3
4374 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4375 -- 2x2 nodes or 3x3 in cross shape
4376 thin_branches, --boolean true -> use thin (1 node) branches
4377 fruit, --string fruit node name
4378 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4379 seed, --num random seed, if no seed is provided, the engine
4383 Key for special L-System symbols used in axioms
4384 -----------------------------------------------
4386 * `G`: move forward one unit with the pen up
4387 * `F`: move forward one unit with the pen down drawing trunks and branches
4388 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4389 * `T`: move forward one unit with the pen down drawing trunks only
4390 * `R`: move forward one unit with the pen down placing fruit
4391 * `A`: replace with rules set A
4392 * `B`: replace with rules set B
4393 * `C`: replace with rules set C
4394 * `D`: replace with rules set D
4395 * `a`: replace with rules set A, chance 90%
4396 * `b`: replace with rules set B, chance 80%
4397 * `c`: replace with rules set C, chance 70%
4398 * `d`: replace with rules set D, chance 60%
4399 * `+`: yaw the turtle right by `angle` parameter
4400 * `-`: yaw the turtle left by `angle` parameter
4401 * `&`: pitch the turtle down by `angle` parameter
4402 * `^`: pitch the turtle up by `angle` parameter
4403 * `/`: roll the turtle to the right by `angle` parameter
4404 * `*`: roll the turtle to the left by `angle` parameter
4405 * `[`: save in stack current state info
4406 * `]`: recover from stack state info
4411 Spawn a small apple tree:
4413 pos = {x=230,y=20,z=4}
4416 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4417 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4418 trunk="default:tree",
4419 leaves="default:leaves",
4423 trunk_type="single",
4426 fruit="default:apple"
4428 minetest.spawn_tree(pos,apple_tree)
4433 'minetest' namespace reference
4434 ==============================
4439 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4441 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4442 e.g. `"/home/user/.minetest/usermods/modname"`.
4443 * Returns nil if the mod is not enabled or does not exist (not installed).
4444 * Works regardless of whether the mod has been loaded yet.
4445 * Useful for loading additional `.lua` modules or static data from a mod,
4446 or checking if a mod is enabled.
4447 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4448 * Does not include disabled mods, even if they are installed.
4449 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4450 * Useful for storing custom data
4451 * `minetest.is_singleplayer()`
4452 * `minetest.features`: Table containing API feature flags
4455 glasslike_framed = true, -- 0.4.7
4456 nodebox_as_selectionbox = true, -- 0.4.7
4457 get_all_craft_recipes_works = true, -- 0.4.7
4458 -- The transparency channel of textures can optionally be used on
4460 use_texture_alpha = true,
4461 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4462 no_legacy_abms = true,
4463 -- Texture grouping is possible using parentheses (0.4.11)
4464 texture_names_parens = true,
4465 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4466 area_store_custom_ids = true,
4467 -- add_entity supports passing initial staticdata to on_activate
4469 add_entity_with_staticdata = true,
4470 -- Chat messages are no longer predicted (0.4.16)
4471 no_chat_message_prediction = true,
4472 -- The transparency channel of textures can optionally be used on
4473 -- objects (ie: players and lua entities) (5.0.0)
4474 object_use_texture_alpha = true,
4475 -- Object selectionbox is settable independently from collisionbox
4477 object_independent_selectionbox = true,
4478 -- Specifies whether binary data can be uploaded or downloaded using
4479 -- the HTTP API (5.1.0)
4480 httpfetch_binary_data = true,
4481 -- Whether formspec_version[<version>] may be used (5.1.0)
4482 formspec_version_element = true,
4483 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4484 area_store_persistent_ids = true,
4485 -- Whether minetest.find_path is functional (5.2.0)
4486 pathfinder_works = true,
4487 -- Whether Collision info is available to an objects' on_step (5.3.0)
4488 object_step_has_moveresult = true,
4489 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4490 direct_velocity_on_players = true,
4491 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4492 use_texture_alpha_string_modes = true,
4493 -- degrotate param2 rotates in units of 1.5° instead of 2°
4494 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4495 degrotate_240_steps = true,
4496 -- ABM supports min_y and max_y fields in definition (5.5.0)
4497 abm_min_max_y = true,
4500 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4501 * `arg`: string or table in format `{foo=true, bar=true}`
4502 * `missing_features`: `{foo=true, bar=true}`
4503 * `minetest.get_player_information(player_name)`: Table containing information
4504 about a player. Example return value:
4507 address = "127.0.0.1", -- IP address of client
4508 ip_version = 4, -- IPv4 / IPv6
4509 connection_uptime = 200, -- seconds since client connected
4510 protocol_version = 32, -- protocol version used by client
4511 formspec_version = 2, -- supported formspec version
4512 lang_code = "fr" -- Language code used for translation
4513 -- the following keys can be missing if no stats have been collected yet
4514 min_rtt = 0.01, -- minimum round trip time
4515 max_rtt = 0.2, -- maximum round trip time
4516 avg_rtt = 0.02, -- average round trip time
4517 min_jitter = 0.01, -- minimum packet time jitter
4518 max_jitter = 0.5, -- maximum packet time jitter
4519 avg_jitter = 0.03, -- average packet time jitter
4520 -- the following information is available in a debug build only!!!
4521 -- DO NOT USE IN MODS
4522 --ser_vers = 26, -- serialization version used by client
4523 --major = 0, -- major version number
4524 --minor = 4, -- minor version number
4525 --patch = 10, -- patch version number
4526 --vers_string = "0.4.9-git", -- full version string
4527 --state = "Active" -- current client state
4530 * `minetest.mkdir(path)`: returns success.
4531 * Creates a directory specified by `path`, creating parent directories
4532 if they don't exist.
4533 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4535 * nil: return all entries,
4536 * true: return only subdirectory names, or
4537 * false: return only file names.
4538 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4539 * Replaces contents of file at path with new contents in a safe (atomic)
4540 way. Use this instead of below code when writing e.g. database files:
4541 `local f = io.open(path, "wb"); f:write(content); f:close()`
4542 * `minetest.get_version()`: returns a table containing components of the
4543 engine version. Components:
4544 * `project`: Name of the project, eg, "Minetest"
4545 * `string`: Simple version, eg, "1.2.3-dev"
4546 * `hash`: Full git version (only set if available),
4547 eg, "1.2.3-dev-01234567-dirty".
4548 Use this for informational purposes only. The information in the returned
4549 table does not represent the capabilities of the engine, nor is it
4550 reliable or verifiable. Compatible forks will have a different name and
4551 version entirely. To check for the presence of engine features, test
4552 whether the functions exported by the wanted features exist. For example:
4553 `if minetest.check_for_falling then ... end`.
4554 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4555 * `data`: string of data to hash
4556 * `raw`: return raw bytes instead of hex digits, default: false
4557 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4558 ColorString. If the ColorSpec is invalid, returns `nil`.
4559 * `colorspec`: The ColorSpec to convert
4564 * `minetest.debug(...)`
4565 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4566 * `minetest.log([level,] text)`
4567 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4568 `"info"`, or `"verbose"`. Default is `"none"`.
4570 Registration functions
4571 ----------------------
4573 Call these functions only at load time!
4577 * `minetest.register_node(name, node definition)`
4578 * `minetest.register_craftitem(name, item definition)`
4579 * `minetest.register_tool(name, item definition)`
4580 * `minetest.override_item(name, redefinition)`
4581 * Overrides fields of an item registered with register_node/tool/craftitem.
4582 * Note: Item must already be defined, (opt)depend on the mod defining it.
4583 * Example: `minetest.override_item("default:mese",
4584 {light_source=minetest.LIGHT_MAX})`
4585 * `minetest.unregister_item(name)`
4586 * Unregisters the item from the engine, and deletes the entry with key
4587 `name` from `minetest.registered_items` and from the associated item table
4588 according to its nature: `minetest.registered_nodes`, etc.
4589 * `minetest.register_entity(name, entity definition)`
4590 * `minetest.register_abm(abm definition)`
4591 * `minetest.register_lbm(lbm definition)`
4592 * `minetest.register_alias(alias, original_name)`
4593 * Also use this to set the 'mapgen aliases' needed in a game for the core
4594 mapgens. See [Mapgen aliases] section above.
4595 * `minetest.register_alias_force(alias, original_name)`
4596 * `minetest.register_ore(ore definition)`
4597 * Returns an integer object handle uniquely identifying the registered
4599 * The order of ore registrations determines the order of ore generation.
4600 * `minetest.register_biome(biome definition)`
4601 * Returns an integer object handle uniquely identifying the registered
4602 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4603 * `minetest.unregister_biome(name)`
4604 * Unregisters the biome from the engine, and deletes the entry with key
4605 `name` from `minetest.registered_biomes`.
4606 * Warning: This alters the biome to biome ID correspondences, so any
4607 decorations or ores using the 'biomes' field must afterwards be cleared
4609 * `minetest.register_decoration(decoration definition)`
4610 * Returns an integer object handle uniquely identifying the registered
4611 decoration on success. To get the decoration ID, use
4612 `minetest.get_decoration_id`.
4613 * The order of decoration registrations determines the order of decoration
4615 * `minetest.register_schematic(schematic definition)`
4616 * Returns an integer object handle uniquely identifying the registered
4617 schematic on success.
4618 * If the schematic is loaded from a file, the `name` field is set to the
4620 * If the function is called when loading the mod, and `name` is a relative
4621 path, then the current mod path will be prepended to the schematic
4623 * `minetest.clear_registered_biomes()`
4624 * Clears all biomes currently registered.
4625 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4626 correspondences, so any decorations or ores using the 'biomes' field must
4627 afterwards be cleared and re-registered.
4628 * `minetest.clear_registered_decorations()`
4629 * Clears all decorations currently registered.
4630 * `minetest.clear_registered_ores()`
4631 * Clears all ores currently registered.
4632 * `minetest.clear_registered_schematics()`
4633 * Clears all schematics currently registered.
4637 * `minetest.register_craft(recipe)`
4638 * Check recipe table syntax for different types below.
4639 * `minetest.clear_craft(recipe)`
4640 * Will erase existing craft based either on output item or on input recipe.
4641 * Specify either output or input only. If you specify both, input will be
4642 ignored. For input use the same recipe table syntax as for
4643 `minetest.register_craft(recipe)`. For output specify only the item,
4645 * Returns false if no erase candidate could be found, otherwise returns true.
4646 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4647 ignored if the recipe contains output. Erasing is then done independently
4648 from the crafting method.
4649 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4650 * `minetest.override_chatcommand(name, redefinition)`
4651 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4652 * `minetest.unregister_chatcommand(name)`
4653 * Unregisters a chatcommands registered with `register_chatcommand`.
4654 * `minetest.register_privilege(name, definition)`
4655 * `definition` can be a description or a definition table (see [Privilege
4657 * If it is a description, the priv will be granted to singleplayer and admin
4659 * To allow players with `basic_privs` to grant, see the `basic_privs`
4660 minetest.conf setting.
4661 * `minetest.register_authentication_handler(authentication handler definition)`
4662 * Registers an auth handler that overrides the builtin one.
4663 * This function can be called by a single mod once only.
4665 Global callback registration functions
4666 --------------------------------------
4668 Call these functions only at load time!
4670 * `minetest.register_globalstep(function(dtime))`
4671 * Called every server step, usually interval of 0.1s
4672 * `minetest.register_on_mods_loaded(function())`
4673 * Called after mods have finished loading and before the media is cached or the
4675 * `minetest.register_on_shutdown(function())`
4676 * Called before server shutdown
4677 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4678 registered callbacks **will likely not be run**. Data should be saved at
4679 semi-frequent intervals as well as on server shutdown.
4680 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4681 * Called when a node has been placed
4682 * If return `true` no item is taken from `itemstack`
4683 * `placer` may be any valid ObjectRef or nil.
4684 * **Not recommended**; use `on_construct` or `after_place_node` in node
4685 definition whenever possible.
4686 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4687 * Called when a node has been dug.
4688 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4689 definition whenever possible.
4690 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4691 * Called when a node is punched
4692 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4693 * Called after generating a piece of world. Modifying nodes inside the area
4694 is a bit faster than usually.
4695 * `minetest.register_on_newplayer(function(ObjectRef))`
4696 * Called when a new player enters the world for the first time
4697 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4698 * Called when a player is punched
4699 * Note: This callback is invoked even if the punched player is dead.
4700 * `player`: ObjectRef - Player that was punched
4701 * `hitter`: ObjectRef - Player that hit
4702 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4704 * `tool_capabilities`: Capability table of used tool (can be nil)
4705 * `dir`: Unit vector of direction of punch. Always defined. Points from
4706 the puncher to the punched.
4707 * `damage`: Number that represents the damage calculated by the engine
4708 * should return `true` to prevent the default damage mechanism
4709 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4710 * Called when a player is right-clicked
4711 * `player`: ObjectRef - Player that was right-clicked
4712 * `clicker`: ObjectRef - Object that right-clicked, may or may not be a player
4713 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4714 * Called when the player gets damaged or healed
4715 * `player`: ObjectRef of the player
4716 * `hp_change`: the amount of change. Negative when it is damage.
4717 * `reason`: a PlayerHPChangeReason table.
4718 * The `type` field will have one of the following values:
4719 * `set_hp`: A mod or the engine called `set_hp` without
4720 giving a type - use this for custom damage types.
4721 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4723 * `node_damage`: `damage_per_second` from a neighbouring node.
4724 `reason.node` will hold the node name or nil.
4727 * Any of the above types may have additional fields from mods.
4728 * `reason.from` will be `mod` or `engine`.
4729 * `modifier`: when true, the function should return the actual `hp_change`.
4730 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4731 Modifiers can return true as a second argument to stop the execution of further functions.
4732 Non-modifiers receive the final HP change calculated by the modifiers.
4733 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4734 * Called when a player dies
4735 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4736 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4737 * Called when player is to be respawned
4738 * Called _before_ repositioning of player occurs
4739 * return true in func to disable regular player placement
4740 * `minetest.register_on_prejoinplayer(function(name, ip))`
4741 * Called when a client connects to the server, prior to authentication
4742 * If it returns a string, the client is disconnected with that string as
4744 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4745 * Called when a player joins the game
4746 * `last_login`: The timestamp of the previous login, or nil if player is new
4747 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4748 * Called when a player leaves the game
4749 * `timed_out`: True for timeout, false for other reasons.
4750 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4751 * Called when a client attempts to log into an account.
4752 * `name`: The name of the account being authenticated.
4753 * `ip`: The IP address of the client
4754 * `is_success`: Whether the client was successfully authenticated
4755 * For newly registered accounts, `is_success` will always be true
4756 * `minetest.register_on_auth_fail(function(name, ip))`
4757 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4758 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4759 * Called when a player cheats
4760 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4762 * `interacted_too_far`
4763 * `interacted_with_self`
4764 * `interacted_while_dead`
4765 * `finished_unknown_dig`
4768 * `minetest.register_on_chat_message(function(name, message))`
4769 * Called always when a player says something
4770 * Return `true` to mark the message as handled, which means that it will
4771 not be sent to other players.
4772 * `minetest.register_on_chatcommand(function(name, command, params))`
4773 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4774 is checked to see if the command exists, but after the input is parsed.
4775 * Return `true` to mark the command as handled, which means that the default
4776 handlers will be prevented.
4777 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4778 * Called when the server received input from `player` in a formspec with
4779 the given `formname`. Specifically, this is called on any of the
4781 * a button was pressed,
4782 * Enter was pressed while the focus was on a text field
4783 * a checkbox was toggled,
4784 * something was selected in a dropdown list,
4785 * a different tab was selected,
4786 * selection was changed in a textlist or table,
4787 * an entry was double-clicked in a textlist or table,
4788 * a scrollbar was moved, or
4789 * the form was actively closed by the player.
4790 * Fields are sent for formspec elements which define a field. `fields`
4791 is a table containing each formspecs element value (as string), with
4792 the `name` parameter as index for each. The value depends on the
4793 formspec element type:
4794 * `animated_image`: Returns the index of the current frame.
4795 * `button` and variants: If pressed, contains the user-facing button
4796 text as value. If not pressed, is `nil`
4797 * `field`, `textarea` and variants: Text in the field
4798 * `dropdown`: Either the index or value, depending on the `index event`
4800 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4801 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4802 * `textlist`: See `minetest.explode_textlist_event`
4803 * `table`: See `minetest.explode_table_event`
4804 * `scrollbar`: See `minetest.explode_scrollbar_event`
4805 * Special case: `["quit"]="true"` is sent when the user actively
4806 closed the form by mouse click, keypress or through a button_exit[]
4808 * Special case: `["key_enter"]="true"` is sent when the user pressed
4809 the Enter key and the focus was either nowhere (causing the formspec
4810 to be closed) or on a button. If the focus was on a text field,
4811 additionally, the index `key_enter_field` contains the name of the
4812 text field. See also: `field_close_on_enter`.
4813 * Newest functions are called first
4814 * If function returns `true`, remaining functions are not called
4815 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4816 * Called when `player` crafts something
4817 * `itemstack` is the output
4818 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4820 * `craft_inv` is the inventory with the crafting grid
4821 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4823 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4824 * The same as before, except that it is called before the player crafts, to
4825 make craft prediction, and it should not change anything.
4826 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4827 * Determines how much of a stack may be taken, put or moved to a
4829 * `player` (type `ObjectRef`) is the player who modified the inventory
4830 `inventory` (type `InvRef`).
4831 * List of possible `action` (string) values and their
4832 `inventory_info` (table) contents:
4833 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4834 * `put`: `{listname=string, index=number, stack=ItemStack}`
4835 * `take`: Same as `put`
4836 * Return a numeric value to limit the amount of items to be taken, put or
4837 moved. A value of `-1` for `take` will make the source stack infinite.
4838 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4839 * Called after a take, put or move event from/to/in a player inventory
4840 * Function arguments: see `minetest.register_allow_player_inventory_action`
4841 * Does not accept or handle any return value.
4842 * `minetest.register_on_protection_violation(function(pos, name))`
4843 * Called by `builtin` and mods when a player violates protection at a
4844 position (eg, digs a node or punches a protected entity).
4845 * The registered functions can be called using
4846 `minetest.record_protection_violation`.
4847 * The provided function should check that the position is protected by the
4848 mod calling this function before it prints a message, if it does, to
4849 allow for multiple protection mods.
4850 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4851 * Called when an item is eaten, by `minetest.item_eat`
4852 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4853 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4854 * Called when `granter` grants the priv `priv` to `name`.
4855 * Note that the callback will be called twice if it's done by a player,
4856 once with granter being the player name, and again with granter being nil.
4857 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4858 * Called when `revoker` revokes the priv `priv` from `name`.
4859 * Note that the callback will be called twice if it's done by a player,
4860 once with revoker being the player name, and again with revoker being nil.
4861 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4862 * Called when `name` user connects with `ip`.
4863 * Return `true` to by pass the player limit
4864 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4865 * Called when an incoming mod channel message is received
4866 * You should have joined some channels to receive events.
4867 * If message comes from a server mod, `sender` field is an empty string.
4868 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
4869 * Called after liquid nodes are modified by the engine's liquid transformation
4871 * `pos_list` is an array of all modified positions.
4872 * `node_list` is an array of the old node that was previously at the position
4873 with the corresponding index in pos_list.
4878 * `minetest.settings`: Settings object containing all of the settings from the
4879 main config file (`minetest.conf`).
4880 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4881 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4886 * `minetest.string_to_privs(str[, delim])`:
4887 * Converts string representation of privs into table form
4888 * `delim`: String separating the privs. Defaults to `","`.
4889 * Returns `{ priv1 = true, ... }`
4890 * `minetest.privs_to_string(privs[, delim])`:
4891 * Returns the string representation of `privs`
4892 * `delim`: String to delimit privs. Defaults to `","`.
4893 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4894 * `minetest.check_player_privs(player_or_name, ...)`:
4895 returns `bool, missing_privs`
4896 * A quickhand for checking privileges.
4897 * `player_or_name`: Either a Player object or the name of a player.
4898 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4899 a table, e.g. `{ priva = true, privb = true }`.
4901 * `minetest.check_password_entry(name, entry, password)`
4902 * Returns true if the "password entry" for a player with name matches given
4903 password, false otherwise.
4904 * The "password entry" is the password representation generated by the
4905 engine as returned as part of a `get_auth()` call on the auth handler.
4906 * Only use this function for making it possible to log in via password from
4907 external protocols such as IRC, other uses are frowned upon.
4908 * `minetest.get_password_hash(name, raw_password)`
4909 * Convert a name-password pair to a password hash that Minetest can use.
4910 * The returned value alone is not a good basis for password checks based
4911 on comparing the password hash in the database with the password hash
4912 from the function, with an externally provided password, as the hash
4913 in the db might use the new SRP verifier format.
4914 * For this purpose, use `minetest.check_password_entry` instead.
4915 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4917 * The player needs to be online for this to be successful.
4919 * `minetest.get_auth_handler()`: Return the currently active auth handler
4920 * See the [Authentication handler definition]
4921 * Use this to e.g. get the authentication data for a player:
4922 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4923 * `minetest.notify_authentication_modified(name)`
4924 * Must be called by the authentication handler for privilege changes.
4925 * `name`: string; if omitted, all auth data should be considered modified
4926 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4928 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4930 * `minetest.auth_reload()`
4931 * See `reload()` in authentication handler definition
4933 `minetest.set_player_password`, `minetest.set_player_privs`,
4934 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4940 * `minetest.chat_send_all(text)`
4941 * `minetest.chat_send_player(name, text)`
4942 * `minetest.format_chat_message(name, message)`
4943 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4944 Refer to the documentation of the setting for a list of valid placeholders.
4945 * Takes player name and message, and returns the formatted string to be sent to players.
4946 * Can be redefined by mods if required, for things like colored names or messages.
4947 * **Only** the first occurrence of each placeholder will be replaced.
4952 * `minetest.set_node(pos, node)`
4953 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4954 * Set node at position `pos`
4955 * `node`: table `{name=string, param1=number, param2=number}`
4956 * If param1 or param2 is omitted, it's set to `0`.
4957 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4958 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4959 * Set node on all positions set in the first argument.
4960 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4961 * For node specification or position syntax see `minetest.set_node` call
4962 * Faster than set_node due to single call, but still considerably slower
4963 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4964 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4965 in spread out positions which would cause LVMs to waste memory.
4966 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4968 * `minetest.swap_node(pos, node)`
4969 * Set node at position, but don't remove metadata
4970 * `minetest.remove_node(pos)`
4971 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4972 * `minetest.get_node(pos)`
4973 * Returns the node at the given position as table in the format
4974 `{name="node_name", param1=0, param2=0}`,
4975 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4976 * `minetest.get_node_or_nil(pos)`
4977 * Same as `get_node` but returns `nil` for unloaded areas.
4978 * `minetest.get_node_light(pos, timeofday)`
4979 * Gets the light value at the given position. Note that the light value
4980 "inside" the node at the given position is returned, so you usually want
4981 to get the light value of a neighbor.
4982 * `pos`: The position where to measure the light.
4983 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4984 * Returns a number between `0` and `15` or `nil`
4985 * `nil` is returned e.g. when the map isn't loaded at `pos`
4986 * `minetest.get_natural_light(pos[, timeofday])`
4987 * Figures out the sunlight (or moonlight) value at pos at the given time of
4989 * `pos`: The position of the node
4990 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4991 * Returns a number between `0` and `15` or `nil`
4992 * This function tests 203 nodes in the worst case, which happens very
4994 * `minetest.get_artificial_light(param1)`
4995 * Calculates the artificial light (light from e.g. torches) value from the
4997 * `param1`: The param1 value of a `paramtype = "light"` node.
4998 * Returns a number between `0` and `15`
4999 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5000 ensures compatibility.
5001 * `minetest.place_node(pos, node)`
5002 * Place node with the same effects that a player would cause
5003 * `minetest.dig_node(pos)`
5004 * Dig node with the same effects that a player would cause
5005 * Returns `true` if successful, `false` on failure (e.g. protected location)
5006 * `minetest.punch_node(pos)`
5007 * Punch node with the same effects that a player would cause
5008 * `minetest.spawn_falling_node(pos)`
5009 * Change node into falling node
5010 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5012 * `minetest.find_nodes_with_meta(pos1, pos2)`
5013 * Get a table of positions of nodes that have metadata within a region
5015 * `minetest.get_meta(pos)`
5016 * Get a `NodeMetaRef` at that position
5017 * `minetest.get_node_timer(pos)`
5018 * Get `NodeTimerRef`
5020 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5022 * Returns `ObjectRef`, or `nil` if failed
5023 * `minetest.add_item(pos, item)`: Spawn item
5024 * Returns `ObjectRef`, or `nil` if failed
5025 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5026 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5028 * `radius`: using an euclidean metric
5029 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5031 * `pos1` and `pos2` are the min and max positions of the area to search.
5032 * `minetest.set_timeofday(val)`
5033 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5034 * `minetest.get_timeofday()`
5035 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5037 * `minetest.get_day_count()`: returns number days elapsed since world was
5039 * accounts for time changes.
5040 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5042 * `radius`: using a maximum metric
5043 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5044 * `search_center` is an optional boolean (default: `false`)
5045 If true `pos` is also checked for the nodes
5046 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5047 * `pos1` and `pos2` are the min and max positions of the area to search.
5048 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5049 * If `grouped` is true the return value is a table indexed by node name
5050 which contains lists of positions.
5051 * If `grouped` is false or absent the return values are as follows:
5052 first value: Table with all node positions
5053 second value: Table with the count of each node with the node name
5055 * Area volume is limited to 4,096,000 nodes
5056 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5058 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5059 * Return value: Table with all node positions with a node air above
5060 * Area volume is limited to 4,096,000 nodes
5061 * `minetest.get_perlin(noiseparams)`
5062 * Return world-specific perlin noise.
5063 * The actual seed used is the noiseparams seed plus the world seed.
5064 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5065 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5066 * Return world-specific perlin noise.
5067 * `minetest.get_voxel_manip([pos1, pos2])`
5068 * Return voxel manipulator object.
5069 * Loads the manipulator from the map if positions are passed.
5070 * `minetest.set_gen_notify(flags, {deco_ids})`
5071 * Set the types of on-generate notifications that should be collected.
5072 * `flags` is a flag field with the available flags:
5080 * The second parameter is a list of IDs of decorations which notification
5082 * `minetest.get_gen_notify()`
5083 * Returns a flagstring and a table with the `deco_id`s.
5084 * `minetest.get_decoration_id(decoration_name)`
5085 * Returns the decoration ID number for the provided decoration name string,
5086 or `nil` on failure.
5087 * `minetest.get_mapgen_object(objectname)`
5088 * Return requested mapgen object if available (see [Mapgen objects])
5089 * `minetest.get_heat(pos)`
5090 * Returns the heat at the position, or `nil` on failure.
5091 * `minetest.get_humidity(pos)`
5092 * Returns the humidity at the position, or `nil` on failure.
5093 * `minetest.get_biome_data(pos)`
5094 * Returns a table containing:
5095 * `biome` the biome id of the biome at that position
5096 * `heat` the heat at the position
5097 * `humidity` the humidity at the position
5098 * Or returns `nil` on failure.
5099 * `minetest.get_biome_id(biome_name)`
5100 * Returns the biome id, as used in the biomemap Mapgen object and returned
5101 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5102 * `minetest.get_biome_name(biome_id)`
5103 * Returns the biome name string for the provided biome id, or `nil` on
5105 * If no biomes have been registered, such as in mgv6, returns `default`.
5106 * `minetest.get_mapgen_params()`
5107 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5108 * Returns a table containing:
5114 * `minetest.set_mapgen_params(MapgenParams)`
5115 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5117 * Set map generation parameters.
5118 * Function cannot be called after the registration period; only
5119 initialization and `on_mapgen_init`.
5120 * Takes a table as an argument with the fields:
5126 * Leave field unset to leave that parameter unchanged.
5127 * `flags` contains a comma-delimited string of flags to set, or if the
5128 prefix `"no"` is attached, clears instead.
5129 * `flags` is in the same format and has the same options as `mg_flags` in
5131 * `minetest.get_mapgen_setting(name)`
5132 * Gets the *active* mapgen setting (or nil if none exists) in string
5133 format with the following order of precedence:
5134 1) Settings loaded from map_meta.txt or overrides set during mod
5136 2) Settings set by mods without a metafile override
5137 3) Settings explicitly set in the user config file, minetest.conf
5138 4) Settings set as the user config default
5139 * `minetest.get_mapgen_setting_noiseparams(name)`
5140 * Same as above, but returns the value as a NoiseParams table if the
5141 setting `name` exists and is a valid NoiseParams.
5142 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5143 * Sets a mapgen param to `value`, and will take effect if the corresponding
5144 mapgen setting is not already present in map_meta.txt.
5145 * `override_meta` is an optional boolean (default: `false`). If this is set
5146 to true, the setting will become the active setting regardless of the map
5148 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5149 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5150 * Same as above, except value is a NoiseParams table.
5151 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5152 * Sets the noiseparams setting of `name` to the noiseparams table specified
5154 * `set_default` is an optional boolean (default: `true`) that specifies
5155 whether the setting should be applied to the default config or current
5157 * `minetest.get_noiseparams(name)`
5158 * Returns a table of the noiseparams for name.
5159 * `minetest.generate_ores(vm, pos1, pos2)`
5160 * Generate all registered ores within the VoxelManip `vm` and in the area
5161 from `pos1` to `pos2`.
5162 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5163 * `minetest.generate_decorations(vm, pos1, pos2)`
5164 * Generate all registered decorations within the VoxelManip `vm` and in the
5165 area from `pos1` to `pos2`.
5166 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5167 * `minetest.clear_objects([options])`
5168 * Clear all objects in the environment
5169 * Takes an optional table as an argument with the field `mode`.
5170 * mode = `"full"` : Load and go through every mapblock, clearing
5172 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5173 clear objects in unloaded mapblocks only when the
5174 mapblocks are next activated.
5175 * `minetest.load_area(pos1[, pos2])`
5176 * Load the mapblocks containing the area from `pos1` to `pos2`.
5177 `pos2` defaults to `pos1` if not specified.
5178 * This function does not trigger map generation.
5179 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5180 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5181 asynchronously fetched from memory, loaded from disk, or if inexistent,
5183 * If `callback` is a valid Lua function, this will be called for each block
5185 * The function signature of callback is:
5186 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5187 * `blockpos` is the *block* coordinates of the block that had been
5189 * `action` could be one of the following constant values:
5190 * `minetest.EMERGE_CANCELLED`
5191 * `minetest.EMERGE_ERRORED`
5192 * `minetest.EMERGE_FROM_MEMORY`
5193 * `minetest.EMERGE_FROM_DISK`
5194 * `minetest.EMERGE_GENERATED`
5195 * `calls_remaining` is the number of callbacks to be expected after
5197 * `param` is the user-defined parameter passed to emerge_area (or
5198 nil if the parameter was absent).
5199 * `minetest.delete_area(pos1, pos2)`
5200 * delete all mapblocks in the area from pos1 to pos2, inclusive
5201 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5202 * Checks if there is anything other than air between pos1 and pos2.
5203 * Returns false if something is blocking the sight.
5204 * Returns the position of the blocking node when `false`
5205 * `pos1`: First position
5206 * `pos2`: Second position
5207 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5208 * Creates a `Raycast` object.
5209 * `pos1`: start of the ray
5210 * `pos2`: end of the ray
5211 * `objects`: if false, only nodes will be returned. Default is `true`.
5212 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5213 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5214 * returns table containing path that can be walked on
5215 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5217 * Reasons for failure:
5218 * No path exists at all
5219 * No path exists within `searchdistance` (see below)
5220 * Start or end pos is buried in land
5221 * `pos1`: start position
5222 * `pos2`: end position
5223 * `searchdistance`: maximum distance from the search positions to search in.
5224 In detail: Path must be completely inside a cuboid. The minimum
5225 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5226 Larger values will increase the size of this cuboid in all directions
5227 * `max_jump`: maximum height difference to consider walkable
5228 * `max_drop`: maximum height difference to consider droppable
5229 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5230 Difference between `"A*"` and `"A*_noprefetch"` is that
5231 `"A*"` will pre-calculate the cost-data, the other will calculate it
5233 * `minetest.spawn_tree (pos, {treedef})`
5234 * spawns L-system tree at given `pos` with definition in `treedef` table
5235 * `minetest.transforming_liquid_add(pos)`
5236 * add node to liquid update queue
5237 * `minetest.get_node_max_level(pos)`
5238 * get max available level for leveled node
5239 * `minetest.get_node_level(pos)`
5240 * get level of leveled node (water, snow)
5241 * `minetest.set_node_level(pos, level)`
5242 * set level of leveled node, default `level` equals `1`
5243 * if `totallevel > maxlevel`, returns rest (`total-max`).
5244 * `minetest.add_node_level(pos, level)`
5245 * increase level of leveled node by level, default `level` equals `1`
5246 * if `totallevel > maxlevel`, returns rest (`total-max`)
5247 * `level` must be between -127 and 127
5248 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5249 * resets the light in a cuboid-shaped part of
5250 the map and removes lighting bugs.
5251 * Loads the area if it is not loaded.
5252 * `pos1` is the corner of the cuboid with the least coordinates
5253 (in node coordinates), inclusive.
5254 * `pos2` is the opposite corner of the cuboid, inclusive.
5255 * The actual updated cuboid might be larger than the specified one,
5256 because only whole map blocks can be updated.
5257 The actual updated area consists of those map blocks that intersect
5258 with the given cuboid.
5259 * However, the neighborhood of the updated area might change
5260 as well, as light can spread out of the cuboid, also light
5262 * returns `false` if the area is not fully generated,
5264 * `minetest.check_single_for_falling(pos)`
5265 * causes an unsupported `group:falling_node` node to fall and causes an
5266 unattached `group:attached_node` node to fall.
5267 * does not spread these updates to neighbours.
5268 * `minetest.check_for_falling(pos)`
5269 * causes an unsupported `group:falling_node` node to fall and causes an
5270 unattached `group:attached_node` node to fall.
5271 * spread these updates to neighbours and can cause a cascade
5273 * `minetest.get_spawn_level(x, z)`
5274 * Returns a player spawn y co-ordinate for the provided (x, z)
5275 co-ordinates, or `nil` for an unsuitable spawn point.
5276 * For most mapgens a 'suitable spawn point' is one with y between
5277 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5278 so `nil` will be returned for many (x, z) co-ordinates.
5279 * The spawn level returned is for a player spawn in unmodified terrain.
5280 * The spawn level is intentionally above terrain level to cope with
5281 full-node biome 'dust' nodes.
5286 You can find mod channels communication scheme in `doc/mod_channels.png`.
5288 * `minetest.mod_channel_join(channel_name)`
5289 * Server joins channel `channel_name`, and creates it if necessary. You
5290 should listen for incoming messages with
5291 `minetest.register_on_modchannel_message`
5296 `minetest.get_inventory(location)`: returns an `InvRef`
5299 * `{type="player", name="celeron55"}`
5300 * `{type="node", pos={x=, y=, z=}}`
5301 * `{type="detached", name="creative"}`
5302 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5304 * `callbacks`: See [Detached inventory callbacks]
5305 * `player_name`: Make detached inventory available to one player
5306 exclusively, by default they will be sent to every player (even if not
5308 Note that this parameter is mostly just a workaround and will be removed
5310 * Creates a detached inventory. If it already exists, it is cleared.
5311 * `minetest.remove_detached_inventory(name)`
5312 * Returns a `boolean` indicating whether the removal succeeded.
5313 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5314 returns left over ItemStack.
5315 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5320 * `minetest.show_formspec(playername, formname, formspec)`
5321 * `playername`: name of player to show formspec
5322 * `formname`: name passed to `on_player_receive_fields` callbacks.
5323 It should follow the `"modname:<whatever>"` naming convention
5324 * `formspec`: formspec to display
5325 * `minetest.close_formspec(playername, formname)`
5326 * `playername`: name of player to close formspec
5327 * `formname`: has to exactly match the one given in `show_formspec`, or the
5328 formspec will not close.
5329 * calling `show_formspec(playername, formname, "")` is equal to this
5331 * to close a formspec regardless of the formname, call
5332 `minetest.close_formspec(playername, "")`.
5333 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5334 * `minetest.formspec_escape(string)`: returns a string
5335 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5337 * `minetest.explode_table_event(string)`: returns a table
5338 * returns e.g. `{type="CHG", row=1, column=2}`
5340 * `"INV"`: no row selected
5342 * `"DCL"`: double-click
5343 * `minetest.explode_textlist_event(string)`: returns a table
5344 * returns e.g. `{type="CHG", index=1}`
5346 * `"INV"`: no row selected
5348 * `"DCL"`: double-click
5349 * `minetest.explode_scrollbar_event(string)`: returns a table
5350 * returns e.g. `{type="CHG", value=500}`
5352 * `"INV"`: something failed
5353 * `"CHG"`: has been changed
5354 * `"VAL"`: not changed
5359 * `minetest.inventorycube(img1, img2, img3)`
5360 * Returns a string for making an image of a cube (useful as an item image)
5361 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5362 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5363 does not refer to a node or entity.
5364 * If the optional `above` parameter is true and the `pointed_thing` refers
5365 to a node, then it will return the `above` position of the `pointed_thing`.
5366 * `minetest.dir_to_facedir(dir, is6d)`
5367 * Convert a vector to a facedir value, used in `param2` for
5368 `paramtype2="facedir"`.
5369 * passing something non-`nil`/`false` for the optional second parameter
5370 causes it to take the y component into account.
5371 * `minetest.facedir_to_dir(facedir)`
5372 * Convert a facedir back into a vector aimed directly out the "back" of a
5374 * `minetest.dir_to_wallmounted(dir)`
5375 * Convert a vector to a wallmounted value, used for
5376 `paramtype2="wallmounted"`.
5377 * `minetest.wallmounted_to_dir(wallmounted)`
5378 * Convert a wallmounted value back into a vector aimed directly out the
5380 * `minetest.dir_to_yaw(dir)`
5381 * Convert a vector into a yaw (angle)
5382 * `minetest.yaw_to_dir(yaw)`
5383 * Convert yaw (angle) to a vector
5384 * `minetest.is_colored_paramtype(ptype)`
5385 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5386 color information (`color`, `colorwallmounted` or `colorfacedir`).
5387 * `minetest.strip_param2_color(param2, paramtype2)`
5388 * Removes everything but the color information from the
5389 given `param2` value.
5390 * Returns `nil` if the given `paramtype2` does not contain color
5392 * `minetest.get_node_drops(node, toolname)`
5393 * Returns list of itemstrings that are dropped by `node` when dug
5395 * `node`: node as table or node name
5396 * `toolname`: name of the tool item (can be `nil`)
5397 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5398 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5399 * `input.width` = for example `3`
5400 * `input.items` = for example
5401 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5402 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5403 * `output.time` = a number, if unsuccessful: `0`
5404 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5405 placed in `decremented_input.items`. Replacements can be placed in
5406 `decremented_input` if the stack of the replaced item has a count of 1.
5407 * `decremented_input` = like `input`
5408 * `minetest.get_craft_recipe(output)`: returns input
5409 * returns last registered recipe for output item (node)
5410 * `output` is a node or item type such as `"default:torch"`
5411 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5412 * `input.width` = for example `3`
5413 * `input.items` = for example
5414 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5415 * `input.items` = `nil` if no recipe found
5416 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5417 * returns indexed table with all registered recipes for query item (node)
5418 or `nil` if no recipe was found.
5419 * recipe entry table:
5420 * `method`: 'normal' or 'cooking' or 'fuel'
5421 * `width`: 0-3, 0 means shapeless recipe
5422 * `items`: indexed [1-9] table with recipe items
5423 * `output`: string with item name and quantity
5424 * Example query for `"default:gold_ingot"` will return table:
5427 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5428 items = {1 = "default:gold_lump"}},
5429 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5430 items = {1 = "default:goldblock"}}
5432 * `minetest.handle_node_drops(pos, drops, digger)`
5433 * `drops`: list of itemstrings
5434 * Handles drops from nodes after digging: Default action is to put them
5435 into digger's inventory.
5436 * Can be overridden to get different functionality (e.g. dropping items on
5438 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5440 * Creates an item string which contains palette index information
5441 for hardware colorization. You can use the returned string
5442 as an output in a craft recipe.
5443 * `item`: the item stack which becomes colored. Can be in string,
5444 table and native form.
5445 * `palette_index`: this index is added to the item stack
5446 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5447 * Creates an item string which contains static color information
5448 for hardware colorization. Use this method if you wish to colorize
5449 an item that does not own a palette. You can use the returned string
5450 as an output in a craft recipe.
5451 * `item`: the item stack which becomes colored. Can be in string,
5452 table and native form.
5453 * `colorstring`: the new color of the item stack
5458 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5459 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5460 * Find who has done something to a node, or near a node
5461 * `actor`: `"player:<name>"`, also `"liquid"`.
5462 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5463 `boolean, log_messages`.
5464 * Revert latest actions of someone
5465 * `actor`: `"player:<name>"`, also `"liquid"`.
5467 Defaults for the `on_place` and `on_drop` item definition functions
5468 -------------------------------------------------------------------
5470 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5471 * Place item as a node
5472 * `param2` overrides `facedir` and wallmounted `param2`
5473 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5474 for the newly placed node to prevent a callback and placement loop
5475 * returns `itemstack, position`
5476 * `position`: the location the node was placed to. `nil` if nothing was placed.
5477 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5479 * returns the leftover itemstack
5480 * **Note**: This function is deprecated and will never be called.
5481 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5482 * Wrapper that calls `minetest.item_place_node` if appropriate
5483 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5484 * **Note**: is not called when wielded item overrides `on_place`
5485 * `param2` overrides facedir and wallmounted `param2`
5486 * returns `itemstack, position`
5487 * `position`: the location the node was placed to. `nil` if nothing was placed.
5488 * `minetest.item_drop(itemstack, dropper, pos)`
5490 * returns the leftover itemstack
5491 * `minetest.item_eat(hp_change[, replace_with_item])`
5492 * Returns `function(itemstack, user, pointed_thing)` as a
5493 function wrapper for `minetest.do_item_eat`.
5494 * `replace_with_item` is the itemstring which is added to the inventory.
5495 If the player is eating a stack, then replace_with_item goes to a
5498 Defaults for the `on_punch` and `on_dig` node definition callbacks
5499 ------------------------------------------------------------------
5501 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5502 * Calls functions registered by `minetest.register_on_punchnode()`
5503 * `minetest.node_dig(pos, node, digger)`
5504 * Checks if node can be dug, puts item into inventory, removes node
5505 * Calls functions registered by `minetest.registered_on_dignodes()`
5510 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5511 * `spec` is a `SimpleSoundSpec`
5512 * `parameters` is a sound parameter table
5513 * `ephemeral` is a boolean (default: false)
5514 Ephemeral sounds will not return a handle and can't be stopped or faded.
5515 It is recommend to use this for short sounds that happen in response to
5516 player actions (e.g. door closing).
5517 * `minetest.sound_stop(handle)`
5518 * `handle` is a handle returned by `minetest.sound_play`
5519 * `minetest.sound_fade(handle, step, gain)`
5520 * `handle` is a handle returned by `minetest.sound_play`
5521 * `step` determines how fast a sound will fade.
5522 The gain will change by this much per second,
5523 until it reaches the target gain.
5524 Note: Older versions used a signed step. This is deprecated, but old
5525 code will still work. (the client uses abs(step) to correct it)
5526 * `gain` the target gain for the fade.
5527 Fading to zero will delete the sound.
5532 * `minetest.after(time, func, ...)` : returns job table to use as below.
5533 * Call the function `func` after `time` seconds, may be fractional
5534 * Optional: Variable number of arguments that are passed to `func`
5537 * Cancels the job function from being called
5542 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5543 server shutdown. Will display `message` to clients.
5544 * `reconnect` == true displays a reconnect button
5545 * `delay` adds an optional delay (in seconds) before shutdown.
5546 Negative delay cancels the current active shutdown.
5547 Zero delay triggers an immediate shutdown.
5548 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5549 * `minetest.get_server_status(name, joined)`
5550 * Returns the server status string when a player joins or when the command
5551 `/status` is called. Returns `nil` or an empty string when the message is
5553 * `joined`: Boolean value, indicates whether the function was called when
5555 * This function may be overwritten by mods to customize the status message.
5556 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5557 * `minetest.remove_player(name)`: remove player from database (if they are not
5559 * As auth data is not removed, minetest.player_exists will continue to
5560 return true. Call the below method as well if you want to remove auth
5562 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5563 * `minetest.remove_player_auth(name)`: remove player authentication data
5564 * Returns boolean indicating success (false if player nonexistant)
5565 * `minetest.dynamic_add_media(filepath, callback)`
5566 * `filepath`: path to a media file on the filesystem
5567 * `callback`: function with arguments `name`, where name is a player name
5568 (previously there was no callback argument; omitting it is deprecated)
5569 * Adds the file to the media sent to clients by the server on startup
5570 and also pushes this file to already connected clients.
5571 The file must be a supported image, sound or model format. It must not be
5572 modified, deleted, moved or renamed after calling this function.
5573 The list of dynamically added media is not persisted.
5574 * Returns false on error, true if the request was accepted
5575 * The given callback will be called for every player as soon as the
5576 media is available on the client.
5577 Old clients that lack support for this feature will not see the media
5578 unless they reconnect to the server. (callback won't be called)
5579 * Since media transferred this way currently does not use client caching
5580 or HTTP transfers, dynamic media should not be used with big files.
5585 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5586 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5587 IP address or name formatted as string
5588 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5589 * Returns boolean indicating success
5590 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5592 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5594 * Returns boolean indicating success (false if player nonexistant)
5599 * `minetest.add_particle(particle definition)`
5600 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5601 expirationtime, size, collisiondetection, texture, playername)`
5603 * `minetest.add_particlespawner(particlespawner definition)`
5604 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5605 over `time` seconds.
5606 * Returns an `id`, and -1 if adding didn't succeed
5607 * Deprecated: `minetest.add_particlespawner(amount, time,
5611 minexptime, maxexptime,
5613 collisiondetection, texture, playername)`
5615 * `minetest.delete_particlespawner(id, player)`
5616 * Delete `ParticleSpawner` with `id` (return value from
5617 `minetest.add_particlespawner`).
5618 * If playername is specified, only deletes on the player's client,
5619 otherwise on all clients.
5624 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5625 * Create a schematic from the volume of map specified by the box formed by
5627 * Apply the specified probability and per-node force-place to the specified
5628 nodes according to the `probability_list`.
5629 * `probability_list` is an array of tables containing two fields, `pos`
5631 * `pos` is the 3D vector specifying the absolute coordinates of the
5632 node being modified,
5633 * `prob` is an integer value from `0` to `255` that encodes
5634 probability and per-node force-place. Probability has levels
5635 0-127, then 128 may be added to encode per-node force-place.
5636 For probability stated as 0-255, divide by 2 and round down to
5637 get values 0-127, then add 128 to apply per-node force-place.
5638 * If there are two or more entries with the same pos value, the
5640 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5642 * If `probability_list` equals `nil`, no probabilities are applied.
5643 * Apply the specified probability to the specified horizontal slices
5644 according to the `slice_prob_list`.
5645 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5647 * `ypos` indicates the y position of the slice with a probability
5648 applied, the lowest slice being `ypos = 0`.
5649 * If slice probability list equals `nil`, no slice probabilities
5651 * Saves schematic in the Minetest Schematic format to filename.
5653 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5654 * Place the schematic specified by schematic (see [Schematic specifier]) at
5656 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5657 * If the `rotation` parameter is omitted, the schematic is not rotated.
5658 * `replacements` = `{["old_name"] = "convert_to", ...}`
5659 * `force_placement` is a boolean indicating whether nodes other than `air`
5660 and `ignore` are replaced by the schematic.
5661 * Returns nil if the schematic could not be loaded.
5662 * **Warning**: Once you have loaded a schematic from a file, it will be
5663 cached. Future calls will always use the cached version and the
5664 replacement list defined for it, regardless of whether the file or the
5665 replacement list parameter have changed. The only way to load the file
5666 anew is to restart the server.
5667 * `flags` is a flag field with the available flags:
5672 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5673 * This function is analogous to minetest.place_schematic, but places a
5674 schematic onto the specified VoxelManip object `vmanip` instead of the
5676 * Returns false if any part of the schematic was cut-off due to the
5677 VoxelManip not containing the full area required, and true if the whole
5678 schematic was able to fit.
5679 * Returns nil if the schematic could not be loaded.
5680 * After execution, any external copies of the VoxelManip contents are
5682 * `flags` is a flag field with the available flags:
5687 * `minetest.serialize_schematic(schematic, format, options)`
5688 * Return the serialized schematic specified by schematic
5689 (see [Schematic specifier])
5690 * in the `format` of either "mts" or "lua".
5691 * "mts" - a string containing the binary MTS data used in the MTS file
5693 * "lua" - a string containing Lua code representing the schematic in table
5695 * `options` is a table containing the following optional parameters:
5696 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5697 generated will have (X, Z) position comments for every X row
5698 generated in the schematic data for easier reading.
5699 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5700 the Lua code generated will use that number of spaces as indentation
5701 instead of a tab character.
5703 * `minetest.read_schematic(schematic, options)`
5704 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5705 * `schematic` is the schematic to read (see: [Schematic specifier])
5706 * `options` is a table containing the following optional parameters:
5707 * `write_yslice_prob`: string value:
5708 * `none`: no `write_yslice_prob` table is inserted,
5709 * `low`: only probabilities that are not 254 or 255 are written in
5710 the `write_ylisce_prob` table,
5711 * `all`: write all probabilities to the `write_yslice_prob` table.
5712 * The default for this option is `all`.
5713 * Any invalid value will be interpreted as `all`.
5718 * `minetest.request_http_api()`:
5719 * returns `HTTPApiTable` containing http functions if the calling mod has
5720 been granted access by being listed in the `secure.http_mods` or
5721 `secure.trusted_mods` setting, otherwise returns `nil`.
5722 * The returned table contains the functions `fetch`, `fetch_async` and
5723 `fetch_async_get` described below.
5724 * Only works at init time and must be called from the mod's main scope
5725 (not from a function).
5726 * Function only exists if minetest server was built with cURL support.
5727 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5729 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5730 * Performs given request asynchronously and calls callback upon completion
5731 * callback: `function(HTTPRequestResult res)`
5732 * Use this HTTP function if you are unsure, the others are for advanced use
5733 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5734 * Performs given request asynchronously and returns handle for
5735 `HTTPApiTable.fetch_async_get`
5736 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5737 * Return response data for given asynchronous HTTP request
5742 * `minetest.get_mod_storage()`:
5743 * returns reference to mod private `StorageRef`
5744 * must be called during mod load time
5749 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5750 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5751 * `minetest.player_exists(name)`: boolean, whether player exists
5752 (regardless of online status)
5753 * `minetest.hud_replace_builtin(name, hud_definition)`
5754 * Replaces definition of a builtin hud element
5755 * `name`: `"breath"` or `"health"`
5756 * `hud_definition`: definition to replace builtin definition
5757 * `minetest.send_join_message(player_name)`
5758 * This function can be overridden by mods to change the join message.
5759 * `minetest.send_leave_message(player_name, timed_out)`
5760 * This function can be overridden by mods to change the leave message.
5761 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5762 * `pos`: table {x=number, y=number, z=number},
5763 * Gives a unique hash number for a node position (16+16+16=48bit)
5764 * `minetest.get_position_from_hash(hash)`: returns a position
5765 * Inverse transform of `minetest.hash_node_position`
5766 * `minetest.get_item_group(name, group)`: returns a rating
5767 * Get rating of a group of an item. (`0` means: not in group)
5768 * `minetest.get_node_group(name, group)`: returns a rating
5769 * Deprecated: An alias for the former.
5770 * `minetest.raillike_group(name)`: returns a rating
5771 * Returns rating of the connect_to_raillike group corresponding to name
5772 * If name is not yet the name of a connect_to_raillike group, a new group
5773 id is created, with that name.
5774 * `minetest.get_content_id(name)`: returns an integer
5775 * Gets the internal content ID of `name`
5776 * `minetest.get_name_from_content_id(content_id)`: returns a string
5777 * Gets the name of the content with that content ID
5778 * `minetest.parse_json(string[, nullvalue])`: returns something
5779 * Convert a string containing JSON data into the Lua equivalent
5780 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5781 * On success returns a table, a string, a number, a boolean or `nullvalue`
5782 * On failure outputs an error message and returns `nil`
5783 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5784 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5786 * Convert a Lua table into a JSON string
5787 * styled: Outputs in a human-readable format if this is set, defaults to
5789 * Unserializable things like functions and userdata will cause an error.
5790 * **Warning**: JSON is more strict than the Lua table format.
5791 1. You can only use strings and positive integers of at least one as
5793 2. You can not mix string and integer keys.
5794 This is due to the fact that JSON has two distinct array and object
5796 * Example: `write_json({10, {a = false}})`,
5797 returns `"[10, {\"a\": false}]"`
5798 * `minetest.serialize(table)`: returns a string
5799 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5800 into string form readable by `minetest.deserialize`
5801 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5802 * `minetest.deserialize(string[, safe])`: returns a table
5803 * Convert a string returned by `minetest.serialize` into a table
5804 * `string` is loaded in an empty sandbox environment.
5805 * Will load functions if safe is false or omitted. Although these functions
5806 cannot directly access the global environment, they could bypass this
5807 restriction with maliciously crafted Lua bytecode if mod security is
5809 * This function should not be used on untrusted data, regardless of the
5810 value of `safe`. It is fine to serialize then deserialize user-provided
5811 data, but directly providing user input to deserialize is always unsafe.
5812 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5813 returns `{foo='bar'}`
5814 * Example: `deserialize('print("foo")')`, returns `nil`
5815 (function call fails), returns
5816 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5817 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5818 * Compress a string of data.
5819 * `method` is a string identifying the compression method to be used.
5820 * Supported compression methods:
5821 * Deflate (zlib): `"deflate"`
5822 * `...` indicates method-specific arguments. Currently defined arguments
5824 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5825 * `minetest.decompress(compressed_data, method, ...)`: returns data
5826 * Decompress a string of data (using ZLib).
5827 * See documentation on `minetest.compress()` for supported compression
5829 * `...` indicates method-specific arguments. Currently, no methods use this
5830 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5831 * Each argument is a 8 Bit unsigned integer
5832 * Returns the ColorString from rgb or rgba values
5833 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5834 * `minetest.encode_base64(string)`: returns string encoded in base64
5835 * Encodes a string in base64.
5836 * `minetest.decode_base64(string)`: returns string or nil on failure
5837 * Padding characters are only supported starting at version 5.4.0, where
5838 5.5.0 and newer perform proper checks.
5839 * Decodes a string encoded in base64.
5840 * `minetest.is_protected(pos, name)`: returns boolean
5841 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5842 placing) the node at position `pos`.
5843 * `name` will be `""` for non-players or unknown players.
5844 * This function should be overridden by protection mods. It is highly
5845 recommended to grant access to players with the `protection_bypass` privilege.
5846 * Cache and call the old version of this function if the position is
5847 not protected by the mod. This will allow using multiple protection mods.
5850 local old_is_protected = minetest.is_protected
5851 function minetest.is_protected(pos, name)
5852 if mymod:position_protected_from(pos, name) then
5855 return old_is_protected(pos, name)
5857 * `minetest.record_protection_violation(pos, name)`
5858 * This function calls functions registered with
5859 `minetest.register_on_protection_violation`.
5860 * `minetest.is_creative_enabled(name)`: returns boolean
5861 * Returning `true` means that Creative Mode is enabled for player `name`.
5862 * `name` will be `""` for non-players or if the player is unknown.
5863 * This function should be overridden by Creative Mode-related mods to
5864 implement a per-player Creative Mode.
5865 * By default, this function returns `true` if the setting
5866 `creative_mode` is `true` and `false` otherwise.
5867 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5868 * Returns the position of the first node that `player_name` may not modify
5869 in the specified cuboid between `pos1` and `pos2`.
5870 * Returns `false` if no protections were found.
5871 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5872 The points are spaced evenly throughout the volume and have a spacing
5873 similar to, but no larger than, `interval`.
5874 * All corners and edges of the defined volume are checked.
5875 * `interval` defaults to 4.
5876 * `interval` should be carefully chosen and maximised to avoid an excessive
5877 number of points being checked.
5878 * Like `minetest.is_protected`, this function may be extended or
5879 overwritten by mods to provide a faster implementation to check the
5880 cuboid for intersections.
5881 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5882 orient_flags, prevent_after_place])`
5883 * Attempt to predict the desired orientation of the facedir-capable node
5884 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5885 or hanging from the ceiling).
5886 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5887 stacks are handled normally.
5888 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5889 * `invert_wall`: if `true`, place wall-orientation on the ground and
5890 ground-orientation on the wall.
5891 * `force_wall` : if `true`, always place the node in wall orientation.
5892 * `force_ceiling`: if `true`, always place on the ceiling.
5893 * `force_floor`: if `true`, always place the node on the floor.
5894 * `force_facedir`: if `true`, forcefully reset the facedir to north
5895 when placing on the floor or ceiling.
5896 * The first four options are mutually-exclusive; the last in the list
5897 takes precedence over the first.
5898 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5899 * Returns the new itemstack after placement
5900 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5901 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5902 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5903 parameter and `prevent_after_place` set to `true`.
5905 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5906 tool_capabilities, dir, distance, damage)`
5907 * Returns the amount of knockback applied on the punched player.
5908 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5909 * `distance`: distance between puncher and punched player
5910 * This function can be overriden by mods that wish to modify this behaviour.
5911 * You may want to cache and call the old function to allow multiple mods to
5912 change knockback behaviour.
5914 * `minetest.forceload_block(pos[, transient])`
5915 * forceloads the position `pos`.
5916 * returns `true` if area could be forceloaded
5917 * If `transient` is `false` or absent, the forceload will be persistent
5918 (saved between server runs). If `true`, the forceload will be transient
5919 (not saved between server runs).
5921 * `minetest.forceload_free_block(pos[, transient])`
5922 * stops forceloading the position `pos`
5923 * If `transient` is `false` or absent, frees a persistent forceload.
5924 If `true`, frees a transient forceload.
5926 * `minetest.compare_block_status(pos, condition)`
5927 * Checks whether the mapblock at positition `pos` is in the wanted condition.
5928 * `condition` may be one of the following values:
5929 * `"unknown"`: not in memory
5930 * `"emerging"`: in the queue for loading from disk or generating
5931 * `"loaded"`: in memory but inactive (no ABMs are executed)
5932 * `"active"`: in memory and active
5933 * Other values are reserved for future functionality extensions
5934 * Return value, the comparison status:
5935 * `false`: Mapblock does not fulfil the wanted condition
5936 * `true`: Mapblock meets the requirement
5937 * `nil`: Unsupported `condition` value
5939 * `minetest.request_insecure_environment()`: returns an environment containing
5940 insecure functions if the calling mod has been listed as trusted in the
5941 `secure.trusted_mods` setting or security is disabled, otherwise returns
5943 * Only works at init time and must be called from the mod's main scope
5944 (ie: the init.lua of the mod, not from another Lua file or within a function).
5945 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5946 IT IN A LOCAL VARIABLE!**
5948 * `minetest.global_exists(name)`
5949 * Checks if a global variable has been set, without triggering a warning.
5954 * `minetest.env`: `EnvRef` of the server environment and world.
5955 * Any function in the minetest namespace can be called using the syntax
5956 `minetest.env:somefunction(somearguments)`
5957 instead of `minetest.somefunction(somearguments)`
5958 * Deprecated, but support is not to be dropped soon
5963 ### Registered definition tables
5965 * `minetest.registered_items`
5966 * Map of registered items, indexed by name
5967 * `minetest.registered_nodes`
5968 * Map of registered node definitions, indexed by name
5969 * `minetest.registered_craftitems`
5970 * Map of registered craft item definitions, indexed by name
5971 * `minetest.registered_tools`
5972 * Map of registered tool definitions, indexed by name
5973 * `minetest.registered_entities`
5974 * Map of registered entity prototypes, indexed by name
5975 * Values in this table may be modified directly.
5976 Note: changes to initial properties will only affect entities spawned afterwards,
5977 as they are only read when spawning.
5978 * `minetest.object_refs`
5979 * Map of object references, indexed by active object id
5980 * `minetest.luaentities`
5981 * Map of Lua entities, indexed by active object id
5982 * `minetest.registered_abms`
5983 * List of ABM definitions
5984 * `minetest.registered_lbms`
5985 * List of LBM definitions
5986 * `minetest.registered_aliases`
5987 * Map of registered aliases, indexed by name
5988 * `minetest.registered_ores`
5989 * Map of registered ore definitions, indexed by the `name` field.
5990 * If `name` is nil, the key is the object handle returned by
5991 `minetest.register_ore`.
5992 * `minetest.registered_biomes`
5993 * Map of registered biome definitions, indexed by the `name` field.
5994 * If `name` is nil, the key is the object handle returned by
5995 `minetest.register_biome`.
5996 * `minetest.registered_decorations`
5997 * Map of registered decoration definitions, indexed by the `name` field.
5998 * If `name` is nil, the key is the object handle returned by
5999 `minetest.register_decoration`.
6000 * `minetest.registered_schematics`
6001 * Map of registered schematic definitions, indexed by the `name` field.
6002 * If `name` is nil, the key is the object handle returned by
6003 `minetest.register_schematic`.
6004 * `minetest.registered_chatcommands`
6005 * Map of registered chat command definitions, indexed by name
6006 * `minetest.registered_privileges`
6007 * Map of registered privilege definitions, indexed by name
6008 * Registered privileges can be modified directly in this table.
6010 ### Registered callback tables
6012 All callbacks registered with [Global callback registration functions] are added
6013 to corresponding `minetest.registered_*` tables.
6021 Sorted alphabetically.
6026 A fast access data structure to store areas, and find areas near a given
6028 Every area has a `data` string attribute to store additional information.
6029 You can create an empty `AreaStore` by calling `AreaStore()`, or
6030 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
6031 If you chose the parameter-less constructor, a fast implementation will be
6032 automatically chosen for you.
6036 * `get_area(id, include_borders, include_data)`
6037 * Returns the area information about the specified ID.
6038 * Returned values are either of these:
6040 nil -- Area not found
6041 true -- Without `include_borders` and `include_data`
6043 min = pos, max = pos -- `include_borders == true`
6044 data = string -- `include_data == true`
6047 * `get_areas_for_pos(pos, include_borders, include_data)`
6048 * Returns all areas as table, indexed by the area ID.
6049 * Table values: see `get_area`.
6050 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
6051 * Returns all areas that contain all nodes inside the area specified by `edge1`
6052 and `edge2` (inclusive).
6053 * `accept_overlap`: if `true`, areas are returned that have nodes in
6054 common (intersect) with the specified area.
6055 * Returns the same values as `get_areas_for_pos`.
6056 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
6057 * Returns the new area's ID, or nil if the insertion failed.
6058 * The (inclusive) positions `edge1` and `edge2` describe the area.
6059 * `data` is a string stored with the area.
6060 * `id` (optional): will be used as the internal area ID if it is an unique
6061 number between 0 and 2^32-2.
6062 * `reserve(count)`: reserves resources for at most `count` many contained
6064 Only needed for efficiency, and only some implementations profit.
6065 * `remove_area(id)`: removes the area with the given id from the store, returns
6067 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6068 Calling invalidates the cache, so that its elements have to be newly
6070 * `params` is a table with the following fields:
6072 enabled = boolean, -- Whether to enable, default true
6073 block_radius = int, -- The radius (in nodes) of the areas the cache
6074 -- generates prefiltered lists for, minimum 16,
6076 limit = int, -- The cache size, minimum 20, default 1000
6077 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6079 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6081 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6083 Returns success and, optionally, an error message.
6084 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6090 An `InvRef` is a reference to an inventory.
6094 * `is_empty(listname)`: return `true` if list is empty
6095 * `get_size(listname)`: get size of a list
6096 * `set_size(listname, size)`: set size of a list
6097 * returns `false` on error (e.g. invalid `listname` or `size`)
6098 * `get_width(listname)`: get width of a list
6099 * `set_width(listname, width)`: set width of list; currently used for crafting
6100 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6101 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6102 * `get_list(listname)`: return full list
6103 * `set_list(listname, list)`: set full list (size will not change)
6104 * `get_lists()`: returns list of inventory lists
6105 * `set_lists(lists)`: sets inventory lists (size will not change)
6106 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6108 * `room_for_item(listname, stack):` returns `true` if the stack of items
6109 can be fully added to the list
6110 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6111 the stack of items can be fully taken from the list.
6112 If `match_meta` is false, only the items' names are compared
6114 * `remove_item(listname, stack)`: take as many items as specified from the
6115 list, returns the items that were actually removed (as an `ItemStack`)
6116 -- note that any item metadata is ignored, so attempting to remove a specific
6117 unique item this way will likely remove the wrong one -- to do that use
6118 `set_stack` with an empty `ItemStack`.
6119 * `get_location()`: returns a location compatible to
6120 `minetest.get_inventory(location)`.
6121 * returns `{type="undefined"}` in case location is not known
6125 Detached & nodemeta inventories provide the following callbacks for move actions:
6129 The `allow_*` callbacks return how many items can be moved.
6131 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6132 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6133 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6137 The `on_*` callbacks are called after the items have been placed in the inventories.
6139 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6140 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6141 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6145 When a player tries to put an item to a place where another item is, the items are *swapped*.
6146 This means that all callbacks will be called twice (once for each action).
6151 An `ItemStack` is a stack of items.
6153 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6154 an itemstring, a table or `nil`.
6158 * `is_empty()`: returns `true` if stack is empty.
6159 * `get_name()`: returns item name (e.g. `"default:stone"`).
6160 * `set_name(item_name)`: returns a boolean indicating whether the item was
6162 * `get_count()`: Returns number of items on the stack.
6163 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6164 * `count`: number, unsigned 16 bit integer
6165 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6166 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6167 * `wear`: number, unsigned 16 bit integer
6168 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6169 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6171 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6172 * `get_description()`: returns the description shown in inventory list tooltips.
6173 * The engine uses this when showing item descriptions in tooltips.
6174 * Fields for finding the description, in order:
6175 * `description` in item metadata (See [Item Metadata].)
6176 * `description` in item definition
6178 * `get_short_description()`: returns the short description or nil.
6179 * Unlike the description, this does not include new lines.
6180 * Fields for finding the short description, in order:
6181 * `short_description` in item metadata (See [Item Metadata].)
6182 * `short_description` in item definition
6183 * first line of the description (From item meta or def, see `get_description()`.)
6184 * Returns nil if none of the above are set
6185 * `clear()`: removes all items from the stack, making it empty.
6186 * `replace(item)`: replace the contents of this stack.
6187 * `item` can also be an itemstring or table.
6188 * `to_string()`: returns the stack in itemstring form.
6189 * `to_table()`: returns the stack in Lua table form.
6190 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6192 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6193 * `is_known()`: returns `true` if the item name refers to a defined item type.
6194 * `get_definition()`: returns the item definition table.
6195 * `get_tool_capabilities()`: returns the digging properties of the item,
6196 or those of the hand if none are defined for this item type
6197 * `add_wear(amount)`
6198 * Increases wear by `amount` if the item is a tool
6199 * `amount`: number, integer
6200 * `add_item(item)`: returns leftover `ItemStack`
6201 * Put some item or stack onto this stack
6202 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6204 * `take_item(n)`: returns taken `ItemStack`
6205 * Take (and remove) up to `n` items from this stack
6206 * `n`: number, default: `1`
6207 * `peek_item(n)`: returns taken `ItemStack`
6208 * Copy (don't remove) up to `n` items from this stack
6209 * `n`: number, default: `1`
6214 ItemStack metadata: reference extra data and functionality stored in a stack.
6215 Can be obtained via `item:get_meta()`.
6219 * All methods in MetaDataRef
6220 * `set_tool_capabilities([tool_capabilities])`
6221 * Overrides the item's tool capabilities
6222 * A nil value will clear the override data and restore the original
6228 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6229 and [`PlayerMetaRef`].
6233 * `contains(key)`: Returns true if key present, otherwise false.
6234 * Returns `nil` when the MetaData is inexistent.
6235 * `get(key)`: Returns `nil` if key not present, else the stored string.
6236 * `set_string(key, value)`: Value of `""` will delete the key.
6237 * `get_string(key)`: Returns `""` if key not present.
6238 * `set_int(key, value)`
6239 * `get_int(key)`: Returns `0` if key not present.
6240 * `set_float(key, value)`
6241 * `get_float(key)`: Returns `0` if key not present.
6242 * `to_table()`: returns `nil` or a table with keys:
6243 * `fields`: key-value storage
6244 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6245 * `from_table(nil or {})`
6246 * Any non-table value will clear the metadata
6247 * See [Node Metadata] for an example
6248 * returns `true` on success
6250 * returns `true` if this metadata has the same key-value pairs as `other`
6255 An interface to use mod channels on client and server
6259 * `leave()`: leave the mod channel.
6260 * Server leaves channel `channel_name`.
6261 * No more incoming or outgoing messages can be sent to this channel from
6263 * This invalidate all future object usage.
6264 * Ensure you set mod_channel to nil after that to free Lua resources.
6265 * `is_writeable()`: returns true if channel is writeable and mod can send over
6267 * `send_all(message)`: Send `message` though the mod channel.
6268 * If mod channel is not writeable or invalid, message will be dropped.
6269 * Message size is limited to 65535 characters by protocol.
6274 Node metadata: reference extra data and functionality stored in a node.
6275 Can be obtained via `minetest.get_meta(pos)`.
6279 * All methods in MetaDataRef
6280 * `get_inventory()`: returns `InvRef`
6281 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6282 This will prevent them from being sent to the client. Note that the "private"
6283 status will only be remembered if an associated key-value pair exists,
6284 meaning it's best to call this when initializing all other meta (e.g.
6290 Node Timers: a high resolution persistent per-node timer.
6291 Can be gotten via `minetest.get_node_timer(pos)`.
6295 * `set(timeout,elapsed)`
6296 * set a timer's state
6297 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6298 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6299 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6303 * equivalent to `set(timeout,0)`
6306 * `get_timeout()`: returns current timeout in seconds
6307 * if `timeout` equals `0`, timer is inactive
6308 * `get_elapsed()`: returns current elapsed time in seconds
6309 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6311 * `is_started()`: returns boolean state of timer
6312 * returns `true` if timer is started, otherwise `false`
6317 Moving things in the game are generally these.
6318 This is basically a reference to a C++ `ServerActiveObject`.
6320 ### Advice on handling `ObjectRefs`
6322 When you receive an `ObjectRef` as a callback argument or from another API
6323 function, it is possible to store the reference somewhere and keep it around.
6324 It will keep functioning until the object is unloaded or removed.
6326 However, doing this is **NOT** recommended as there is (intentionally) no method
6327 to test if a previously acquired `ObjectRef` is still valid.
6328 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6329 Lua back to the engine.
6330 Doing so is much less error-prone and you will never need to wonder if the
6331 object you are working with still exists.
6336 * `get_pos()`: returns `{x=num, y=num, z=num}`
6337 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6338 * `get_velocity()`: returns the velocity, a vector.
6339 * `add_velocity(vel)`
6340 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6341 * In comparison to using get_velocity, adding the velocity and then using
6342 set_velocity, add_velocity is supposed to avoid synchronization problems.
6343 Additionally, players also do not support set_velocity.
6345 * Does not apply during free_move.
6346 * Note that since the player speed is normalized at each move step,
6347 increasing e.g. Y velocity beyond what would usually be achieved
6348 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6349 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6350 pressing the jump key (assuming default settings)
6351 * `move_to(pos, continuous=false)`
6352 * Does an interpolated move for Lua entities for visually smooth transitions.
6353 * If `continuous` is true, the Lua entity will not be moved to the current
6354 position before starting the interpolated move.
6355 * For players this does the same as `set_pos`,`continuous` is ignored.
6356 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6357 * `puncher` = another `ObjectRef`,
6358 * `time_from_last_punch` = time since last punch action of the puncher
6359 * `direction`: can be `nil`
6360 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6361 * `get_hp()`: returns number of health points
6362 * `set_hp(hp, reason)`: set number of health points
6363 * See reason in register_on_player_hpchange
6364 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6365 * For players: HP are also limited by `hp_max` specified in the player's
6367 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6368 * `get_wield_list()`: returns the name of the inventory list the wielded item
6370 * `get_wield_index()`: returns the index of the wielded item
6371 * `get_wielded_item()`: returns an `ItemStack`
6372 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6374 * `set_armor_groups({group1=rating, group2=rating, ...})`
6375 * `get_armor_groups()`: returns a table with the armor group ratings
6376 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6377 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6378 * `frame_speed`: number, default: `15.0`
6379 * `frame_blend`: number, default: `0.0`
6380 * `frame_loop`: boolean, default: `true`
6381 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6383 * `set_animation_frame_speed(frame_speed)`
6384 * `frame_speed`: number, default: `15.0`
6385 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6386 * `bone`: string. Default is `""`, the root bone
6387 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6388 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6389 Default `{x=0, y=0, z=0}`
6390 * `forced_visible`: Boolean to control whether the attached entity
6391 should appear in first person. Default `false`.
6392 * This command may fail silently (do nothing) when it would result
6393 in circular attachments.
6394 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6395 or nil if it isn't attached.
6396 * `get_children()`: returns a list of ObjectRefs that are attached to the
6399 * `set_bone_position([bone, position, rotation])`
6400 * `bone`: string. Default is `""`, the root bone
6401 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6402 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6403 * `get_bone_position(bone)`: returns position and rotation of the bone
6404 * `set_properties(object property table)`
6405 * `get_properties()`: returns object property table
6406 * `is_player()`: returns true for players, false otherwise
6407 * `get_nametag_attributes()`
6408 * returns a table with the attributes of the nametag of an object
6411 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6412 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6414 * `set_nametag_attributes(attributes)`
6415 * sets the attributes of the nametag of an object
6418 text = "My Nametag",
6421 bgcolor = ColorSpec or false,
6422 -- ^ Sets background color of nametag
6423 -- `false` will cause the background to be set automatically based on user settings
6427 #### Lua entity only (no-op for other objects)
6429 * `remove()`: remove object
6430 * The object is removed after returning from Lua. However the `ObjectRef`
6431 itself instantly becomes unusable with all further method calls having
6432 no effect and returning `nil`.
6433 * `set_velocity(vel)`
6434 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6435 * `set_acceleration(acc)`
6437 * `get_acceleration()`: returns the acceleration, a vector
6438 * `set_rotation(rot)`
6439 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6440 and Z is roll (bank).
6441 * `get_rotation()`: returns the rotation, a vector (radians)
6442 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6443 * `get_yaw()`: returns number in radians
6444 * `set_texture_mod(mod)`
6445 * Set a texture modifier to the base texture, for sprites and meshes.
6446 * When calling `set_texture_mod` again, the previous one is discarded.
6447 * `mod` the texture modifier. See [Texture modifiers].
6448 * `get_texture_mod()` returns current texture modifier
6449 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6450 * Specifies and starts a sprite animation
6451 * Animations iterate along the frame `y` position.
6452 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6453 first frame, default: `{x=0, y=0}`
6454 * `num_frames`: Total frames in the texture, default: `1`
6455 * `framelength`: Time per animated frame in seconds, default: `0.2`
6456 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6457 position according to the view direction. default: `false`.
6458 * First column: subject facing the camera
6459 * Second column: subject looking to the left
6460 * Third column: subject backing the camera
6461 * Fourth column: subject looking to the right
6462 * Fifth column: subject viewed from above
6463 * Sixth column: subject viewed from below
6464 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6467 #### Player only (no-op for other objects)
6469 * `get_player_name()`: returns `""` if is not a player
6470 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6471 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6472 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6473 * `get_look_dir()`: get camera direction as a unit vector
6474 * `get_look_vertical()`: pitch in radians
6475 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6477 * `get_look_horizontal()`: yaw in radians
6478 * Angle is counter-clockwise from the +z direction.
6479 * `set_look_vertical(radians)`: sets look pitch
6480 * radians: Angle from looking forward, where positive is downwards.
6481 * `set_look_horizontal(radians)`: sets look yaw
6482 * radians: Angle from the +z direction, where positive is counter-clockwise.
6483 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6484 `get_look_vertical`.
6485 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6487 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6488 `get_look_horizontal`.
6489 * Angle is counter-clockwise from the +x direction.
6490 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6491 `set_look_vertical`.
6492 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6493 `set_look_horizontal`.
6494 * `get_breath()`: returns player's breath
6495 * `set_breath(value)`: sets player's breath
6497 * `0`: player is drowning
6498 * max: bubbles bar is not shown
6499 * See [Object properties] for more information
6500 * Is limited to range 0 ... 65535 (2^16 - 1)
6501 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6503 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6504 Defaults to `false`.
6505 * `transition_time`: If defined, enables smooth FOV transition.
6506 Interpreted as the time (in seconds) to reach target FOV.
6507 If set to 0, FOV change is instantaneous. Defaults to 0.
6508 * Set `fov` to 0 to clear FOV override.
6509 * `get_fov()`: Returns the following:
6510 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6511 * Boolean indicating whether the FOV value is a multiplier.
6512 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6513 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6514 * Sets an extra attribute with value on player.
6515 * `value` must be a string, or a number which will be converted to a
6517 * If `value` is `nil`, remove attribute from player.
6518 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6519 * Returns value (a string) for extra attribute.
6520 * Returns `nil` if no attribute found.
6521 * `get_meta()`: Returns a PlayerMetaRef.
6522 * `set_inventory_formspec(formspec)`
6523 * Redefine player's inventory form
6524 * Should usually be called in `on_joinplayer`
6525 * `get_inventory_formspec()`: returns a formspec string
6526 * `set_formspec_prepend(formspec)`:
6527 * the formspec string will be added to every formspec shown to the user,
6528 except for those with a no_prepend[] tag.
6529 * This should be used to set style elements such as background[] and
6530 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6531 * Only affects formspecs shown after this is called.
6532 * `get_formspec_prepend(formspec)`: returns a formspec string.
6533 * `get_player_control()`: returns table with player pressed keys
6534 * The table consists of fields with the following boolean values
6535 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6536 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6537 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6538 and exist only to preserve backwards compatibility.
6539 * `get_player_control_bits()`: returns integer with bit packed player pressed
6551 * `set_physics_override(override_table)`
6552 * `override_table` is a table with the following fields:
6553 * `speed`: multiplier to default walking speed value (default: `1`)
6554 * `jump`: multiplier to default jump value (default: `1`)
6555 * `gravity`: multiplier to default gravity value (default: `1`)
6556 * `sneak`: whether player can sneak (default: `true`)
6557 * `sneak_glitch`: whether player can use the new move code replications
6558 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6560 * `new_move`: use new move/sneak code. When `false` the exact old code
6561 is used for the specific old sneak behaviour (default: `true`)
6562 * `get_physics_override()`: returns the table given to `set_physics_override`
6563 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6565 * `hud_remove(id)`: remove the HUD element of the specified id
6566 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6568 * element `stat` values:
6569 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6570 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6571 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6572 * `flags`: A table with the following fields set to boolean values
6580 * If a flag equals `nil`, the flag is not modified
6581 * `minimap`: Modifies the client's permission to view the minimap.
6582 The client may locally elect to not view the minimap.
6583 * `minimap_radar` is only usable when `minimap` is true
6584 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6585 * See `hud_set_flags` for a list of flags that can be toggled.
6586 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6587 * `count`: number of items, must be between `1` and `32`
6588 * `hud_get_hotbar_itemcount`: returns number of visible items
6589 * `hud_set_hotbar_image(texturename)`
6590 * sets background image for hotbar
6591 * `hud_get_hotbar_image`: returns texturename
6592 * `hud_set_hotbar_selected_image(texturename)`
6593 * sets image for selected item of hotbar
6594 * `hud_get_hotbar_selected_image`: returns texturename
6595 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6596 * Overrides the available minimap modes (and toggle order), and changes the
6598 * `mode` is a table consisting of up to four fields:
6599 * `type`: Available type:
6600 * `off`: Minimap off
6601 * `surface`: Minimap in surface mode
6602 * `radar`: Minimap in radar mode
6603 * `texture`: Texture to be displayed instead of terrain map
6604 (texture is centered around 0,0 and can be scaled).
6605 Texture size is limited to 512 x 512 pixel.
6606 * `label`: Optional label to display on minimap mode toggle
6607 The translation must be handled within the mod.
6608 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6609 displayed in minimap
6610 * `texture`: Only for texture type, name of the texture to display
6611 * `scale`: Only for texture type, scale of the texture map in nodes per
6612 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6614 * `selected_mode` is the mode index to be selected after modes have been changed
6615 (0 is the first mode).
6616 * `set_sky(sky_parameters)`
6617 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6618 whether `set_sky` accepts this format. Check the legacy format otherwise.
6619 * `sky_parameters` is a table with the following optional fields:
6620 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6621 * `type`: Available types:
6622 * `"regular"`: Uses 0 textures, `base_color` ignored
6623 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6624 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6625 * `textures`: A table containing up to six textures in the following
6626 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6627 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6628 * `sky_color`: A table containing the following values, alpha is ignored:
6629 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6630 sky during the day. (default: `#61b5f5`)
6631 * `day_horizon`: ColorSpec, for the bottom half of the
6632 `"regular"` sky during the day. (default: `#90d3f6`)
6633 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6634 sky during dawn/sunset. (default: `#b4bafa`)
6635 The resulting sky color will be a darkened version of the ColorSpec.
6636 Warning: The darkening of the ColorSpec is subject to change.
6637 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6638 sky during dawn/sunset. (default: `#bac1f0`)
6639 The resulting sky color will be a darkened version of the ColorSpec.
6640 Warning: The darkening of the ColorSpec is subject to change.
6641 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6642 sky during the night. (default: `#006bff`)
6643 The resulting sky color will be a dark version of the ColorSpec.
6644 Warning: The darkening of the ColorSpec is subject to change.
6645 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6646 sky during the night. (default: `#4090ff`)
6647 The resulting sky color will be a dark version of the ColorSpec.
6648 Warning: The darkening of the ColorSpec is subject to change.
6649 * `indoors`: ColorSpec, for when you're either indoors or
6650 underground. Only applies to the `"regular"` sky.
6651 (default: `#646464`)
6652 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6653 at sunrise and sunset.
6654 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6655 at sunrise and sunset.
6656 * `fog_tint_type`: string, changes which mode the directional fog
6657 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6658 `"default"` uses the classic Minetest sun and moon tinting.
6659 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6660 * `set_sky(base_color, type, {texture names}, clouds)`
6661 * Deprecated. Use `set_sky(sky_parameters)`
6662 * `base_color`: ColorSpec, defaults to white
6663 * `type`: Available types:
6664 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6665 * `"skybox"`: Uses 6 textures, `bgcolor` used
6666 * `"plain"`: Uses 0 textures, `bgcolor` used
6667 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6668 `"plain"` custom skyboxes (default: `true`)
6669 * `get_sky()`: returns base_color, type, table of textures, clouds.
6670 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6672 * `set_sun(sun_parameters)`:
6673 * `sun_parameters` is a table with the following optional fields:
6674 * `visible`: Boolean for whether the sun is visible.
6676 * `texture`: A regular texture for the sun. Setting to `""`
6677 will re-enable the mesh sun. (default: `"sun.png"`)
6678 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6679 (default: `"sun_tonemap.png"`)
6680 * `sunrise`: A regular texture for the sunrise texture.
6681 (default: `"sunrisebg.png"`)
6682 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6684 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6685 * `get_sun()`: returns a table with the current sun parameters as in
6687 * `set_moon(moon_parameters)`:
6688 * `moon_parameters` is a table with the following optional fields:
6689 * `visible`: Boolean for whether the moon is visible.
6691 * `texture`: A regular texture for the moon. Setting to `""`
6692 will re-enable the mesh moon. (default: `"moon.png"`)
6693 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6694 (default: `"moon_tonemap.png"`)
6695 * `scale`: Float controlling the overall size of the moon (default: `1`)
6696 * `get_moon()`: returns a table with the current moon parameters as in
6698 * `set_stars(star_parameters)`:
6699 * `star_parameters` is a table with the following optional fields:
6700 * `visible`: Boolean for whether the stars are visible.
6702 * `count`: Integer number to set the number of stars in
6703 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6705 * `star_color`: ColorSpec, sets the colors of the stars,
6706 alpha channel is used to set overall star brightness.
6707 (default: `#ebebff69`)
6708 * `scale`: Float controlling the overall size of the stars (default: `1`)
6709 * `get_stars()`: returns a table with the current stars parameters as in
6711 * `set_clouds(cloud_parameters)`: set cloud parameters
6712 * `cloud_parameters` is a table with the following optional fields:
6713 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6714 * `color`: basic cloud color with alpha channel, ColorSpec
6715 (default `#fff0f0e5`).
6716 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6717 ColorSpec (alpha ignored, default `#000000`)
6718 * `height`: cloud height, i.e. y of cloud base (default per conf,
6720 * `thickness`: cloud thickness in nodes (default `16`)
6721 * `speed`: 2D cloud speed + direction in nodes per second
6722 (default `{x=0, z=-2}`).
6723 * `get_clouds()`: returns a table with the current cloud parameters as in
6725 * `override_day_night_ratio(ratio or nil)`
6726 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6728 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6729 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6730 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6731 set animation for player model in third person view.
6732 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6733 * `frame_speed` sets the animations frame speed. Default is 30.
6734 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6736 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6737 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6738 * in first person view
6739 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6740 * `get_eye_offset()`: returns first and third person offsets.
6741 * `send_mapblock(blockpos)`:
6742 * Sends a server-side loaded mapblock to the player.
6743 * Returns `false` if failed.
6744 * Resource intensive - use sparsely
6745 * To get blockpos, integer divide pos by 16
6750 A 32-bit pseudorandom number generator.
6751 Uses PCG32, an algorithm of the permuted congruential generator family,
6752 offering very strong randomness.
6754 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6758 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6759 * `next(min, max)`: return next integer random number [`min`...`max`]
6760 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6761 random number [`min`...`max`].
6762 * This is only a rough approximation of a normal distribution with:
6763 * `mean = (max - min) / 2`, and
6764 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6765 * Increasing `num_trials` improves accuracy of the approximation
6770 A perlin noise generator.
6771 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6772 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6773 plus the world seed, to create world-specific noise.
6775 `PerlinNoise(noiseparams)`
6776 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6778 `minetest.get_perlin(noiseparams)`
6779 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6783 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6784 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6789 A fast, bulk perlin noise generator.
6791 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6792 `minetest.get_perlin_map(noiseparams, size)`.
6793 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6794 plus the world seed, to create world-specific noise.
6796 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6797 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6800 For each of the functions with an optional `buffer` parameter: If `buffer` is
6801 not nil, this table will be used to store the result instead of creating a new
6806 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6807 with values starting at `pos={x=,y=}`
6808 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6809 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6810 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6811 array of 2D noise with values starting at `pos={x=,y=}`
6812 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6813 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6814 is stored internally.
6815 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6816 is stored internally.
6817 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6818 returns a slice of the most recently computed noise results. The result slice
6819 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6820 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6822 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6823 It is important to note that `slice_offset` offset coordinates begin at 1,
6824 and are relative to the starting position of the most recently calculated
6826 To grab a single vertical column of noise starting at map coordinates
6827 x = 1023, y=1000, z = 1000:
6828 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6829 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6835 Uses the same method of storage as the deprecated player attribute API, so
6836 data there will also be in player meta.
6837 Can be obtained using `player:get_meta()`.
6841 * All methods in MetaDataRef
6846 A 16-bit pseudorandom number generator.
6847 Uses a well-known LCG algorithm introduced by K&R.
6849 It can be created via `PseudoRandom(seed)`.
6853 * `next()`: return next integer random number [`0`...`32767`]
6854 * `next(min, max)`: return next integer random number [`min`...`max`]
6855 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6856 due to the simple implementation making bad distribution otherwise.
6861 A raycast on the map. It works with selection boxes.
6862 Can be used as an iterator in a for loop as:
6864 local ray = Raycast(...)
6865 for pointed_thing in ray do
6869 The map is loaded as the ray advances. If the map is modified after the
6870 `Raycast` is created, the changes may or may not have an effect on the object.
6872 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6873 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6875 * `pos1`: start of the ray
6876 * `pos2`: end of the ray
6877 * `objects`: if false, only nodes will be returned. Default is true.
6878 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6882 * `next()`: returns a `pointed_thing` with exact pointing location
6883 * Returns the next thing pointed by the ray or nil.
6888 Interface for the operating system's crypto-secure PRNG.
6890 It can be created via `SecureRandom()`. The constructor returns nil if a
6891 secure random device cannot be found on the system.
6895 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6896 random bytes, as a string.
6901 An interface to read config files in the format of `minetest.conf`.
6903 It can be created via `Settings(filename)`.
6907 * `get(key)`: returns a value
6908 * `get_bool(key, [default])`: returns a boolean
6909 * `default` is the value returned if `key` is not found.
6910 * Returns `nil` if `key` is not found and `default` not specified.
6911 * `get_np_group(key)`: returns a NoiseParams table
6913 * Returns `{flag = true/false, ...}` according to the set flags.
6914 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6915 flags like `mgv5_spflags`.
6917 * Setting names can't contain whitespace or any of `="{}#`.
6918 * Setting values can't contain the sequence `\n"""`.
6919 * Setting names starting with "secure." can't be set on the main settings
6920 object (`minetest.settings`).
6921 * `set_bool(key, value)`
6922 * See documentation for set() above.
6923 * `set_np_group(key, value)`
6924 * `value` is a NoiseParams table.
6925 * Also, see documentation for set() above.
6926 * `remove(key)`: returns a boolean (`true` for success)
6927 * `get_names()`: returns `{key1,...}`
6928 * `write()`: returns a boolean (`true` for success)
6929 * Writes changes to file.
6930 * `to_table()`: returns `{[key1]=value1,...}`
6934 The settings have the format `key = value`. Example:
6946 Mod metadata: per mod metadata, saved automatically.
6947 Can be obtained via `minetest.get_mod_storage()` during load time.
6949 WARNING: This storage backend is incaptable to save raw binary data due
6950 to restrictions of JSON.
6954 * All methods in MetaDataRef
6965 Used by `ObjectRef` methods. Part of an Entity definition.
6966 These properties are not persistent, but are applied automatically to the
6967 corresponding Lua entity using the given registration fields.
6968 Player properties need to be saved manually.
6972 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6975 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6978 -- For players only. Zoom FOV in degrees.
6979 -- Note that zoom loads and/or generates world beyond the server's
6980 -- maximum send and generate distances, so acts like a telescope.
6981 -- Smaller zoom_fov values increase the distance loaded/generated.
6982 -- Defaults to 15 in creative mode, 0 in survival mode.
6983 -- zoom_fov = 0 disables zooming for the player.
6986 -- For players only. Camera height above feet position in nodes.
6987 -- Defaults to 1.625.
6990 -- Collide with `walkable` nodes.
6992 collide_with_objects = true,
6993 -- Collide with other objects if physical = true
6995 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6996 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6997 -- Selection box uses collision box dimensions when not set.
6998 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7002 -- Overrides selection box when false
7004 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7005 -- "cube" is a node-sized cube.
7006 -- "sprite" is a flat texture always facing the player.
7007 -- "upright_sprite" is a vertical flat texture.
7008 -- "mesh" uses the defined mesh model.
7009 -- "wielditem" is used for dropped items.
7010 -- (see builtin/game/item_entity.lua).
7011 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7012 -- If the item has a 'wield_image' the object will be an extrusion of
7014 -- If 'itemname' is a cubic node or nodebox the object will appear
7015 -- identical to 'itemname'.
7016 -- If 'itemname' is a plantlike node the object will be an extrusion
7018 -- Otherwise for non-node items, the object will be an extrusion of
7019 -- 'inventory_image'.
7020 -- If 'itemname' contains a ColorString or palette index (e.g. from
7021 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7022 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7024 visual_size = {x = 1, y = 1, z = 1},
7025 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7026 -- to scale the entity along both horizontal axes.
7029 -- File name of mesh when using "mesh" visual
7032 -- Number of required textures depends on visual.
7033 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7034 -- "sprite" uses 1 texture.
7035 -- "upright_sprite" uses 2 textures: {front, back}.
7036 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7039 -- Number of required colors depends on visual
7041 use_texture_alpha = false,
7042 -- Use texture's alpha channel.
7043 -- Excludes "upright_sprite" and "wielditem".
7044 -- Note: currently causes visual issues when viewed through other
7045 -- semi-transparent materials such as water.
7047 spritediv = {x = 1, y = 1},
7048 -- Used with spritesheet textures for animation and/or frame selection
7049 -- according to position relative to player.
7050 -- Defines the number of columns and rows in the spritesheet:
7053 initial_sprite_basepos = {x = 0, y = 0},
7054 -- Used with spritesheet textures.
7055 -- Defines the {column, row} position of the initially used frame in the
7059 -- If false, object is invisible and can't be pointed.
7061 makes_footstep_sound = false,
7062 -- If true, is able to make footstep sounds of nodes
7063 -- (see node sound definition for details).
7065 automatic_rotate = 0,
7066 -- Set constant rotation in radians per second, positive or negative.
7067 -- Object rotates along the local Y-axis, and works with set_rotation.
7068 -- Set to 0 to disable constant rotation.
7071 -- If positive number, object will climb upwards when it moves
7072 -- horizontally against a `walkable` node, if the height difference
7073 -- is within `stepheight`.
7075 automatic_face_movement_dir = 0.0,
7076 -- Automatically set yaw to movement direction, offset in degrees.
7077 -- 'false' to disable.
7079 automatic_face_movement_max_rotation_per_sec = -1,
7080 -- Limit automatic rotation to this value in degrees per second.
7081 -- No limit if value <= 0.
7083 backface_culling = true,
7084 -- Set to false to disable backface_culling for model
7087 -- Add this much extra lighting when calculating texture color.
7088 -- Value < 0 disables light's effect on texture color.
7089 -- For faking self-lighting, UI style entities, or programmatic coloring
7093 -- The name to display on the head of the object. By default empty.
7094 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7095 -- For all other objects, a nil or empty string removes the nametag.
7096 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7098 nametag_color = <ColorSpec>,
7099 -- Sets text color of nametag
7101 nametag_bgcolor = <ColorSpec>,
7102 -- Sets background color of nametag
7103 -- `false` will cause the background to be set automatically based on user settings.
7107 -- By default empty, text to be shown when pointed at object
7110 -- If false, never save this object statically. It will simply be
7111 -- deleted when the block gets unloaded.
7112 -- The get_staticdata() callback is never called then.
7113 -- Defaults to 'true'.
7115 damage_texture_modifier = "^[brighten",
7116 -- Texture modifier to be applied for a short duration when object is hit
7119 -- Setting this to 'false' disables diffuse lighting of entity
7121 show_on_minimap = false,
7122 -- Defaults to true for players, false for other entities.
7123 -- If set to true the entity will show as a marker on the minimap.
7129 Used by `minetest.register_entity`.
7132 initial_properties = {
7134 mesh = "boats_boat.obj",
7137 -- A table of object properties, see the `Object properties` section.
7138 -- Object properties being read directly from the entity definition
7139 -- table is deprecated. Define object properties in this
7140 -- `initial_properties` table instead.
7142 on_activate = function(self, staticdata, dtime_s),
7144 on_step = function(self, dtime, moveresult),
7145 -- Called every server step
7146 -- dtime: Elapsed time
7147 -- moveresult: Table with collision info (only available if physical=true)
7149 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7151 on_rightclick = function(self, clicker),
7153 get_staticdata = function(self),
7154 -- Called sometimes; the string returned is passed to on_activate when
7155 -- the entity is re-activated from static state
7157 _custom_field = whatever,
7158 -- You can define arbitrary member variables here (see Item definition
7159 -- for more info) by using a '_' prefix
7162 Collision info passed to `on_step`:
7165 touching_ground = boolean,
7167 standing_on_object = boolean,
7170 type = string, -- "node" or "object",
7171 axis = string, -- "x", "y" or "z"
7172 node_pos = vector, -- if type is "node"
7173 object = ObjectRef, -- if type is "object"
7174 old_velocity = vector,
7175 new_velocity = vector,
7181 ABM (ActiveBlockModifier) definition
7182 ------------------------------------
7184 Used by `minetest.register_abm`.
7187 label = "Lava cooling",
7188 -- Descriptive label for profiling purposes (optional).
7189 -- Definitions with identical labels will be listed as one.
7191 nodenames = {"default:lava_source"},
7192 -- Apply `action` function to these nodes.
7193 -- `group:groupname` can also be used here.
7195 neighbors = {"default:water_source", "default:water_flowing"},
7196 -- Only apply `action` to nodes that have one of, or any
7197 -- combination of, these neighbors.
7198 -- If left out or empty, any neighbor will do.
7199 -- `group:groupname` can also be used here.
7202 -- Operation interval in seconds
7205 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7210 -- min and max height levels where ABM will be processed
7211 -- can be used to reduce CPU usage
7214 -- If true, catch-up behaviour is enabled: The `chance` value is
7215 -- temporarily reduced when returning to an area to simulate time lost
7216 -- by the area being unattended. Note that the `chance` value can often
7219 action = function(pos, node, active_object_count, active_object_count_wider),
7220 -- Function triggered for each qualifying node.
7221 -- `active_object_count` is number of active objects in the node's
7223 -- `active_object_count_wider` is number of active objects in the node's
7224 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7225 -- mapblocks are unloaded an estmate is calculated for them based on
7226 -- loaded mapblocks.
7229 LBM (LoadingBlockModifier) definition
7230 -------------------------------------
7232 Used by `minetest.register_lbm`.
7234 A loading block modifier (LBM) is used to define a function that is called for
7235 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7239 label = "Upgrade legacy doors",
7240 -- Descriptive label for profiling purposes (optional).
7241 -- Definitions with identical labels will be listed as one.
7243 name = "modname:replace_legacy_door",
7245 nodenames = {"default:lava_source"},
7246 -- List of node names to trigger the LBM on.
7247 -- Also non-registered nodes will work.
7248 -- Groups (as of group:groupname) will work as well.
7250 run_at_every_load = false,
7251 -- Whether to run the LBM's action every time a block gets loaded,
7252 -- and not only the first time the block gets loaded after the LBM
7255 action = function(pos, node),
7262 * `{name="image.png", animation={Tile Animation definition}}`
7263 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7264 * backface culling enabled by default for most nodes
7265 * align style determines whether the texture will be rotated with the node
7266 or kept aligned with its surroundings. "user" means that client
7267 setting will be used, similar to `glasslike_framed_optional`.
7268 Note: supported by solid nodes and nodeboxes only.
7269 * scale is used to make texture span several (exactly `scale`) nodes,
7270 instead of just one, in each direction. Works for world-aligned
7272 Note that as the effect is applied on per-mapblock basis, `16` should
7273 be equally divisible by `scale` or you may get wrong results.
7274 * `{name="image.png", color=ColorSpec}`
7275 * the texture's color will be multiplied with this color.
7276 * the tile's color overrides the owning node's color in all cases.
7277 * deprecated, yet still supported field names:
7280 Tile animation definition
7281 -------------------------
7284 type = "vertical_frames",
7287 -- Width of a frame in pixels
7290 -- Height of a frame in pixels
7300 -- Width in number of frames
7303 -- Height in number of frames
7306 -- Length of a single frame
7312 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7313 `minetest.register_tool`.
7316 description = "Steel Axe",
7317 -- Can contain new lines. "\n" has to be used as new line character.
7318 -- See also: `get_description` in [`ItemStack`]
7320 short_description = "Steel Axe",
7321 -- Must not contain new lines.
7323 -- Use an [`ItemStack`] to get the short description, eg:
7324 -- ItemStack(itemname):get_short_description()
7327 -- key = name, value = rating; rating = 1..3.
7328 -- If rating not applicable, use 1.
7329 -- e.g. {wool = 1, fluffy = 3}
7330 -- {soil = 2, outerspace = 1, crumbly = 1}
7331 -- {bendy = 2, snappy = 1},
7332 -- {hard = 1, metal = 1, spikes = 1}
7334 inventory_image = "default_tool_steelaxe.png",
7336 inventory_overlay = "overlay.png",
7337 -- An overlay which does not get colorized
7344 -- An image file containing the palette of a node.
7345 -- You can set the currently used color as the "palette_index" field of
7346 -- the item stack metadata.
7347 -- The palette is always stretched to fit indices between 0 and 255, to
7348 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7350 color = "0xFFFFFFFF",
7351 -- The color of the item. The palette overrides this.
7353 wield_scale = {x = 1, y = 1, z = 1},
7355 -- The default value of 99 may be configured by
7356 -- users using the setting "default_stack_max"
7361 liquids_pointable = false,
7364 -- When used for nodes: Defines amount of light emitted by node.
7365 -- Otherwise: Defines texture glow when viewed as a dropped item
7366 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7367 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7370 -- See "Tools" section for an example including explanation
7371 tool_capabilities = {
7372 full_punch_interval = 1.0,
7376 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7377 uses = 20, maxlevel = 2},
7379 damage_groups = {groupname = damage},
7380 -- Damage values must be between -32768 and 32767 (2^15)
7382 punch_attack_uses = nil,
7383 -- Amount of uses this tool has for attacking players and entities
7384 -- by punching them (0 = infinite uses).
7385 -- For compatibility, this is automatically set from the first
7386 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7387 -- It is recommend to set this explicitly instead of relying on the
7388 -- fallback behavior.
7391 node_placement_prediction = nil,
7392 -- If nil and item is node, prediction is made automatically.
7393 -- If nil and item is not a node, no prediction is made.
7394 -- If "" and item is anything, no prediction is made.
7395 -- Otherwise should be name of node which the client immediately places
7396 -- on ground when the player places the item. Server will always update
7397 -- actual result to client in a short moment.
7399 node_dig_prediction = "air",
7400 -- if "", no prediction is made.
7401 -- if "air", node is removed.
7402 -- Otherwise should be name of node which the client immediately places
7403 -- upon digging. Server will always update actual result shortly.
7406 -- Definition of items sounds to be played at various events.
7407 -- All fields in this table are optional.
7409 breaks = <SimpleSoundSpec>,
7410 -- When tool breaks due to wear. Ignored for non-tools
7412 eat = <SimpleSoundSpec>,
7413 -- When item is eaten with `minetest.do_item_eat`
7416 on_place = function(itemstack, placer, pointed_thing),
7417 -- Shall place item and return the leftover itemstack.
7418 -- The placer may be any ObjectRef or nil.
7419 -- default: minetest.item_place
7421 on_secondary_use = function(itemstack, user, pointed_thing),
7422 -- Same as on_place but called when not pointing at a node.
7423 -- The user may be any ObjectRef or nil.
7426 on_drop = function(itemstack, dropper, pos),
7427 -- Shall drop item and return the leftover itemstack.
7428 -- The dropper may be any ObjectRef or nil.
7429 -- default: minetest.item_drop
7431 on_use = function(itemstack, user, pointed_thing),
7433 -- Function must return either nil if no item shall be removed from
7434 -- inventory, or an itemstack to replace the original itemstack.
7435 -- e.g. itemstack:take_item(); return itemstack
7436 -- Otherwise, the function is free to do what it wants.
7437 -- The user may be any ObjectRef or nil.
7438 -- The default functions handle regular use cases.
7440 after_use = function(itemstack, user, node, digparams),
7442 -- If defined, should return an itemstack and will be called instead of
7443 -- wearing out the tool. If returns nil, does nothing.
7444 -- If after_use doesn't exist, it is the same as:
7445 -- function(itemstack, user, node, digparams)
7446 -- itemstack:add_wear(digparams.wear)
7449 -- The user may be any ObjectRef or nil.
7451 _custom_field = whatever,
7452 -- Add your own custom fields. By convention, all custom field names
7453 -- should start with `_` to avoid naming collisions with future engine
7460 Used by `minetest.register_node`.
7463 -- <all fields allowed in item definitions>,
7465 drawtype = "normal", -- See "Node drawtypes"
7468 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7469 -- "firelike", "mesh", "nodebox", "allfaces".
7470 -- For plantlike and firelike, the image will start at the bottom of the
7471 -- node. For torchlike, the image will start at the surface to which the
7472 -- node "attaches". For the other drawtypes the image will be centered
7475 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7476 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7477 -- Old field name was 'tile_images'.
7478 -- List can be shortened to needed length.
7480 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7481 -- Same as `tiles`, but these textures are drawn on top of the base
7482 -- tiles. You can use this to colorize only specific parts of your
7483 -- texture. If the texture name is an empty string, that overlay is not
7484 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7485 -- overlays on very common nodes.
7487 special_tiles = {tile definition 1, Tile definition 2},
7488 -- Special textures of node; used rarely.
7489 -- Old field name was 'special_materials'.
7490 -- List can be shortened to needed length.
7493 -- The node's original color will be multiplied with this color.
7494 -- If the node has a palette, then this setting only has an effect in
7495 -- the inventory and on the wield item.
7497 use_texture_alpha = ...,
7498 -- Specifies how the texture's alpha channel will be used for rendering.
7500 -- * "opaque": Node is rendered opaque regardless of alpha channel
7501 -- * "clip": A given pixel is either fully see-through or opaque
7502 -- depending on the alpha channel being below/above 50% in value
7503 -- * "blend": The alpha channel specifies how transparent a given pixel
7504 -- of the rendered node is
7505 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7506 -- "clip" otherwise.
7507 -- If set to a boolean value (deprecated): true either sets it to blend
7508 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7510 palette = "palette.png",
7511 -- The node's `param2` is used to select a pixel from the image.
7512 -- Pixels are arranged from left to right and from top to bottom.
7513 -- The node's color will be multiplied with the selected pixel's color.
7514 -- Tiles can override this behavior.
7515 -- Only when `paramtype2` supports palettes.
7517 post_effect_color = "green#0F",
7518 -- Screen tint if player is inside node, see "ColorSpec"
7520 paramtype = "none", -- See "Nodes"
7522 paramtype2 = "none", -- See "Nodes"
7524 place_param2 = nil, -- Force value for param2 when player places node
7526 is_ground_content = true,
7527 -- If false, the cave generator and dungeon generator will not carve
7528 -- through this node.
7529 -- Specifically, this stops mod-added nodes being removed by caves and
7530 -- dungeons when those generate in a neighbor mapchunk and extend out
7531 -- beyond the edge of that mapchunk.
7533 sunlight_propagates = false,
7534 -- If true, sunlight will go infinitely through this node
7536 walkable = true, -- If true, objects collide with node
7538 pointable = true, -- If true, can be pointed at
7540 diggable = true, -- If false, can never be dug
7542 climbable = false, -- If true, can be climbed on (ladder)
7544 buildable_to = false, -- If true, placed nodes can replace this node
7547 -- If true, liquids flow into and replace this node.
7548 -- Warning: making a liquid node 'floodable' will cause problems.
7550 liquidtype = "none", -- specifies liquid physics
7551 -- * "none": no liquid physics
7552 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7553 -- recommended drawtype: "liquid".
7554 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7555 -- around it until `liquid_range` is reached;
7556 -- will drain out without a source;
7557 -- recommended drawtype: "flowingliquid".
7558 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7559 -- both `liquid_alternative_*` fields must be specified
7561 liquid_alternative_flowing = "", -- Flowing version of source liquid
7563 liquid_alternative_source = "", -- Source version of flowing liquid
7565 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7567 liquid_renewable = true,
7568 -- If true, a new liquid source can be created by placing two or more
7572 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7573 -- Allows defining the nodebox height without using param2.
7574 -- The nodebox height is 'leveled' / 64 nodes.
7575 -- The maximum value of 'leveled' is `leveled_max`.
7578 -- Maximum value for `leveled` (0-127), enforced in
7579 -- `minetest.set_node_level` and `minetest.add_node_level`.
7580 -- Values above 124 might causes collision detection issues.
7583 -- Maximum distance that flowing liquid nodes can spread around
7584 -- source on flat land;
7585 -- maximum = 8; set to 0 to disable liquid flow
7588 -- Player will take this amount of damage if no bubbles are left
7590 damage_per_second = 0,
7591 -- If player is inside node, this damage is caused
7593 node_box = {type="regular"}, -- See "Node boxes"
7595 connects_to = nodenames,
7596 -- Used for nodebox nodes with the type == "connected".
7597 -- Specifies to what neighboring nodes connections will be drawn.
7598 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7600 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7601 -- Tells connected nodebox nodes to connect only to these sides of this
7605 -- File name of mesh when using "mesh" drawtype
7610 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7611 -- Node box format: see [Node boxes]
7614 -- Custom selection box definition. Multiple boxes can be defined.
7615 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7616 -- definition is used for the selection box.
7621 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7622 -- Node box format: see [Node boxes]
7625 -- Custom collision box definition. Multiple boxes can be defined.
7626 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7627 -- definition is used for the collision box.
7629 -- Support maps made in and before January 2012
7630 legacy_facedir_simple = false,
7631 legacy_wallmounted = false,
7634 -- Valid for drawtypes:
7635 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7636 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7637 -- 2 - wave node like leaves (whole node moves side-to-side)
7638 -- 3 - wave node like liquids (whole node moves up and down)
7639 -- Not all models will properly wave.
7640 -- plantlike drawtype can only wave like plants.
7641 -- allfaces_optional drawtype can only wave like leaves.
7642 -- liquid, flowingliquid drawtypes can only wave like liquids.
7645 -- Definition of node sounds to be played at various events.
7646 -- All fields in this table are optional.
7648 footstep = <SimpleSoundSpec>,
7649 -- If walkable, played when object walks on it. If node is
7650 -- climbable or a liquid, played when object moves through it
7652 dig = <SimpleSoundSpec> or "__group",
7653 -- While digging node.
7654 -- If `"__group"`, then the sound will be
7655 -- `default_dig_<groupname>`, where `<groupname>` is the
7656 -- name of the tool's digging group with the fastest digging time.
7657 -- In case of a tie, one of the sounds will be played (but we
7658 -- cannot predict which one)
7659 -- Default value: `"__group"`
7661 dug = <SimpleSoundSpec>,
7664 place = <SimpleSoundSpec>,
7665 -- Node was placed. Also played after falling
7667 place_failed = <SimpleSoundSpec>,
7668 -- When node placement failed.
7669 -- Note: This happens if the _built-in_ node placement failed.
7670 -- This sound will still be played if the node is placed in the
7671 -- `on_place` callback manually.
7673 fall = <SimpleSoundSpec>,
7674 -- When node starts to fall or is detached
7678 -- Name of dropped item when dug.
7679 -- Default dropped item is the node itself.
7680 -- Using a table allows multiple items, drop chances and tool filtering.
7681 -- Tool filtering was undocumented until recently, tool filtering by string
7682 -- matching is deprecated.
7685 -- Maximum number of item lists to drop.
7686 -- The entries in 'items' are processed in order. For each:
7687 -- Tool filtering is applied, chance of drop is applied, if both are
7688 -- successful the entire item list is dropped.
7689 -- Entry processing continues until the number of dropped item lists
7690 -- equals 'max_items'.
7691 -- Therefore, entries should progress from low to high drop chance.
7695 -- 1 in 1000 chance of dropping a diamond.
7696 -- Default rarity is '1'.
7698 items = {"default:diamond"},
7701 -- Only drop if using a tool whose name is identical to one
7703 tools = {"default:shovel_mese", "default:shovel_diamond"},
7705 items = {"default:dirt"},
7706 -- Whether all items in the dropped item list inherit the
7707 -- hardware coloring palette color from the dug node.
7708 -- Default is 'false'.
7709 inherit_color = true,
7712 -- Only drop if using a tool whose name contains
7713 -- "default:shovel_" (this tool filtering by string matching
7715 tools = {"~default:shovel_"},
7717 -- The item list dropped.
7718 items = {"default:sand", "default:desert_sand"},
7723 on_construct = function(pos),
7724 -- Node constructor; called after adding node.
7725 -- Can set up metadata and stuff like that.
7726 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7729 on_destruct = function(pos),
7730 -- Node destructor; called before removing node.
7731 -- Not called for bulk node placement.
7734 after_destruct = function(pos, oldnode),
7735 -- Node destructor; called after removing node.
7736 -- Not called for bulk node placement.
7739 on_flood = function(pos, oldnode, newnode),
7740 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7741 -- `floodable = true` in the nodedef. Not called for bulk node placement
7742 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7743 -- node is not flooded, but on_flood callback will most likely be called
7744 -- over and over again every liquid update interval.
7746 -- Warning: making a liquid node 'floodable' will cause problems.
7748 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7749 -- Called when oldnode is about be converted to an item, but before the
7750 -- node is deleted from the world or the drops are added. This is
7751 -- generally the result of either the node being dug or an attached node
7752 -- becoming detached.
7753 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7754 -- drops is a table of ItemStacks, so any metadata to be preserved can
7755 -- be added directly to one or more of the dropped items. See
7756 -- "ItemStackMetaRef".
7759 after_place_node = function(pos, placer, itemstack, pointed_thing),
7760 -- Called after constructing node when node was placed using
7761 -- minetest.item_place_node / minetest.place_node.
7762 -- If return true no item is taken from itemstack.
7763 -- `placer` may be any valid ObjectRef or nil.
7766 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7767 -- oldmetadata is in table format.
7768 -- Called after destructing node when node was dug using
7769 -- minetest.node_dig / minetest.dig_node.
7772 can_dig = function(pos, [player]),
7773 -- Returns true if node can be dug, or false if not.
7776 on_punch = function(pos, node, puncher, pointed_thing),
7777 -- default: minetest.node_punch
7778 -- Called when puncher (an ObjectRef) punches the node at pos.
7779 -- By default calls minetest.register_on_punchnode callbacks.
7781 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7783 -- Called when clicker (an ObjectRef) "rightclicks"
7784 -- ("rightclick" here stands for the placement key) while pointing at
7785 -- the node at pos with 'node' being the node table.
7786 -- itemstack will hold clicker's wielded item.
7787 -- Shall return the leftover itemstack.
7788 -- Note: pointed_thing can be nil, if a mod calls this function.
7789 -- This function does not get triggered by clients <=0.4.16 if the
7790 -- "formspec" node metadata field is set.
7792 on_dig = function(pos, node, digger),
7793 -- default: minetest.node_dig
7794 -- By default checks privileges, wears out tool and removes node.
7795 -- return true if the node was dug successfully, false otherwise.
7796 -- Deprecated: returning nil is the same as returning true.
7798 on_timer = function(pos, elapsed),
7800 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7801 -- elapsed is the total time passed since the timer was started.
7802 -- return true to run the timer for another cycle with the same timeout
7805 on_receive_fields = function(pos, formname, fields, sender),
7806 -- fields = {name1 = value1, name2 = value2, ...}
7807 -- Called when an UI form (e.g. sign text input) returns data.
7808 -- See minetest.register_on_player_receive_fields for more info.
7811 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7812 -- Called when a player wants to move items inside the inventory.
7813 -- Return value: number of items allowed to move.
7815 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7816 -- Called when a player wants to put something into the inventory.
7817 -- Return value: number of items allowed to put.
7818 -- Return value -1: Allow and don't modify item count in inventory.
7820 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7821 -- Called when a player wants to take something out of the inventory.
7822 -- Return value: number of items allowed to take.
7823 -- Return value -1: Allow and don't modify item count in inventory.
7825 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7826 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7827 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7828 -- Called after the actual action has happened, according to what was
7832 on_blast = function(pos, intensity),
7833 -- intensity: 1.0 = mid range of regular TNT.
7834 -- If defined, called when an explosion touches the node, instead of
7835 -- removing the node.
7837 mod_origin = "modname",
7838 -- stores which mod actually registered a node
7839 -- if it can not find a source, returns "??"
7840 -- useful for getting what mod truly registered something
7841 -- example: if a node is registered as ":othermodname:nodename",
7842 -- nodename will show "othermodname", but mod_orgin will say "modname"
7848 Used by `minetest.register_craft`.
7853 output = 'default:pick_stone',
7855 {'default:cobble', 'default:cobble', 'default:cobble'},
7856 {'', 'default:stick', ''},
7857 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7859 replacements = <list of item pairs>,
7860 -- replacements: replace one input item with another item on crafting
7868 output = 'mushrooms:mushroom_stew',
7871 "mushrooms:mushroom_brown",
7872 "mushrooms:mushroom_red",
7874 replacements = <list of item pairs>,
7880 type = "toolrepair",
7881 additional_wear = -0.02,
7884 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7890 output = "default:glass",
7891 recipe = "default:sand",
7899 recipe = "bucket:bucket_lava",
7901 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7907 Used by `minetest.register_ore`.
7909 See [Ores] section above for essential information.
7912 ore_type = "scatter",
7914 ore = "default:stone_with_coal",
7917 -- Facedir rotation. Default is 0 (unchanged rotation)
7919 wherein = "default:stone",
7920 -- A list of nodenames is supported too
7922 clust_scarcity = 8 * 8 * 8,
7923 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7924 -- If the desired average distance between ores is 'd', set this to
7928 -- Number of ores in a cluster
7931 -- Size of the bounding box of the cluster.
7932 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7933 -- nodes are coal ore.
7937 -- Lower and upper limits for ore
7940 -- Attributes for the ore generation, see 'Ore attributes' section above
7942 noise_threshold = 0.5,
7943 -- If noise is above this threshold, ore is placed. Not needed for a
7944 -- uniform distribution.
7949 spread = {x = 100, y = 100, z = 100},
7954 -- NoiseParams structure describing one of the perlin noises used for
7955 -- ore distribution.
7956 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7957 -- Omit from "scatter" ore for a uniform ore distribution.
7958 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7961 biomes = {"desert", "rainforest"},
7962 -- List of biomes in which this ore occurs.
7963 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7964 -- being used does not support biomes.
7965 -- Can be a list of (or a single) biome names, IDs, or definitions.
7967 -- Type-specific parameters
7970 column_height_min = 1,
7971 column_height_max = 16,
7972 column_midpoint_factor = 0.5,
7978 spread = {x = 100, y = 100, z = 100},
7986 spread = {x = 100, y = 100, z = 100},
7993 random_factor = 1.0,
7996 np_stratum_thickness = {
7999 spread = {x = 100, y = 100, z = 100},
8004 stratum_thickness = 8,
8010 Used by `minetest.register_biome`.
8012 The maximum number of biomes that can be used is 65535. However, using an
8013 excessive number of biomes will slow down map generation. Depending on desired
8014 performance and computing power the practical limit is much lower.
8019 node_dust = "default:snow",
8020 -- Node dropped onto upper surface after all else is generated
8022 node_top = "default:dirt_with_snow",
8024 -- Node forming surface layer of biome and thickness of this layer
8026 node_filler = "default:permafrost",
8028 -- Node forming lower layer of biome and thickness of this layer
8030 node_stone = "default:bluestone",
8031 -- Node that replaces all stone nodes between roughly y_min and y_max.
8033 node_water_top = "default:ice",
8034 depth_water_top = 10,
8035 -- Node forming a surface layer in seawater with the defined thickness
8038 -- Node that replaces all seawater nodes not in the surface layer
8040 node_river_water = "default:ice",
8041 -- Node that replaces river water in mapgens that use
8042 -- default:river_water
8044 node_riverbed = "default:gravel",
8046 -- Node placed under river water and thickness of this layer
8048 node_cave_liquid = "default:lava_source",
8049 node_cave_liquid = {"default:water_source", "default:lava_source"},
8050 -- Nodes placed inside 50% of the medium size caves.
8051 -- Multiple nodes can be specified, each cave will use a randomly
8052 -- chosen node from the list.
8053 -- If this field is left out or 'nil', cave liquids fall back to
8054 -- classic behaviour of lava and water distributed using 3D noise.
8055 -- For no cave liquid, specify "air".
8057 node_dungeon = "default:cobble",
8058 -- Node used for primary dungeon structure.
8059 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8060 -- alias, if that is also absent, dungeon nodes fall back to the biome
8062 -- If present, the following two nodes are also used.
8064 node_dungeon_alt = "default:mossycobble",
8065 -- Node used for randomly-distributed alternative structure nodes.
8066 -- If alternative structure nodes are not wanted leave this absent for
8067 -- performance reasons.
8069 node_dungeon_stair = "stairs:stair_cobble",
8070 -- Node used for dungeon stairs.
8071 -- If absent, stairs fall back to 'node_dungeon'.
8075 -- Upper and lower limits for biome.
8076 -- Alternatively you can use xyz limits as shown below.
8078 max_pos = {x = 31000, y = 128, z = 31000},
8079 min_pos = {x = -31000, y = 9, z = -31000},
8080 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8081 -- Biome is limited to a cuboid defined by these positions.
8082 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8083 -- 31000 in 'max_pos'.
8086 -- Vertical distance in nodes above 'y_max' over which the biome will
8087 -- blend with the biome above.
8088 -- Set to 0 for no vertical blend. Defaults to 0.
8091 humidity_point = 50,
8092 -- Characteristic temperature and humidity for the biome.
8093 -- These values create 'biome points' on a voronoi diagram with heat and
8094 -- humidity as axes. The resulting voronoi cells determine the
8095 -- distribution of the biomes.
8096 -- Heat and humidity have average values of 50, vary mostly between
8097 -- 0 and 100 but can exceed these values.
8100 Decoration definition
8101 ---------------------
8103 See [Decoration types]. Used by `minetest.register_decoration`.
8106 deco_type = "simple",
8108 place_on = "default:dirt_with_grass",
8109 -- Node (or list of nodes) that the decoration can be placed on
8112 -- Size of the square divisions of the mapchunk being generated.
8113 -- Determines the resolution of noise variation if used.
8114 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8115 -- equal to the chunk size.
8118 -- The value determines 'decorations per surface node'.
8119 -- Used only if noise_params is not specified.
8120 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8121 -- a different and much faster method.
8126 spread = {x = 100, y = 100, z = 100},
8133 -- NoiseParams structure describing the perlin noise used for decoration
8135 -- A noise value is calculated for each square division and determines
8136 -- 'decorations per surface node' within each division.
8137 -- If the noise value >= 10.0 complete coverage is enabled and
8138 -- decoration placement uses a different and much faster method.
8140 biomes = {"Oceanside", "Hills", "Plains"},
8141 -- List of biomes in which this decoration occurs. Occurs in all biomes
8142 -- if this is omitted, and ignored if the Mapgen being used does not
8144 -- Can be a list of (or a single) biome names, IDs, or definitions.
8148 -- Lower and upper limits for decoration.
8149 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8151 spawn_by = "default:water",
8152 -- Node (or list of nodes) that the decoration only spawns next to.
8153 -- Checks two horizontal planes of 8 neighbouring nodes (including
8154 -- diagonal neighbours), one plane level with the 'place_on' node and a
8155 -- plane one node above that.
8158 -- Number of spawn_by nodes that must be surrounding the decoration
8159 -- position to occur.
8160 -- If absent or -1, decorations occur next to any nodes.
8162 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8163 -- Flags for all decoration types.
8164 -- "liquid_surface": Instead of placement on the highest solid surface
8165 -- in a mapchunk column, placement is on the highest liquid surface.
8166 -- Placement is disabled if solid nodes are found above the liquid
8168 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8169 -- by the decoration.
8170 -- "all_floors", "all_ceilings": Instead of placement on the highest
8171 -- surface in a mapchunk the decoration is placed on all floor and/or
8172 -- ceiling surfaces, for example in caves and dungeons.
8173 -- Ceiling decorations act as an inversion of floor decorations so the
8174 -- effect of 'place_offset_y' is inverted.
8175 -- Y-slice probabilities do not function correctly for ceiling
8176 -- schematic decorations as the behaviour is unchanged.
8177 -- If a single decoration registration has both flags the floor and
8178 -- ceiling decorations will be aligned vertically.
8180 ----- Simple-type parameters
8182 decoration = "default:grass",
8183 -- The node name used as the decoration.
8184 -- If instead a list of strings, a randomly selected node from the list
8185 -- is placed as the decoration.
8188 -- Decoration height in nodes.
8189 -- If height_max is not 0, this is the lower limit of a randomly
8193 -- Upper limit of the randomly selected height.
8194 -- If absent, the parameter 'height' is used as a constant.
8197 -- Param2 value of decoration nodes.
8198 -- If param2_max is not 0, this is the lower limit of a randomly
8202 -- Upper limit of the randomly selected param2.
8203 -- If absent, the parameter 'param2' is used as a constant.
8206 -- Y offset of the decoration base node relative to the standard base
8208 -- Can be positive or negative. Default is 0.
8209 -- Effect is inverted for "all_ceilings" decorations.
8210 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8211 -- to the 'place_on' node.
8213 ----- Schematic-type parameters
8215 schematic = "foobar.mts",
8216 -- If schematic is a string, it is the filepath relative to the current
8217 -- working directory of the specified Minetest schematic file.
8218 -- Could also be the ID of a previously registered schematic.
8221 size = {x = 4, y = 6, z = 4},
8223 {name = "default:cobble", param1 = 255, param2 = 0},
8224 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8225 {name = "air", param1 = 255, param2 = 0},
8229 {ypos = 2, prob = 128},
8230 {ypos = 5, prob = 64},
8234 -- Alternative schematic specification by supplying a table. The fields
8235 -- size and data are mandatory whereas yslice_prob is optional.
8236 -- See 'Schematic specifier' for details.
8238 replacements = {["oldname"] = "convert_to", ...},
8240 flags = "place_center_x, place_center_y, place_center_z",
8241 -- Flags for schematic decorations. See 'Schematic attributes'.
8244 -- Rotation can be "0", "90", "180", "270", or "random"
8247 -- If the flag 'place_center_y' is set this parameter is ignored.
8248 -- Y offset of the schematic base node layer relative to the 'place_on'
8250 -- Can be positive or negative. Default is 0.
8251 -- Effect is inverted for "all_ceilings" decorations.
8252 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8253 -- to the 'place_on' node.
8256 Chat command definition
8257 -----------------------
8259 Used by `minetest.register_chatcommand`.
8262 params = "<name> <privilege>", -- Short parameter description
8264 description = "Remove privilege from player", -- Full description
8266 privs = {privs=true}, -- Require the "privs" privilege to run
8268 func = function(name, param),
8269 -- Called when command is run. Returns boolean success and text output.
8270 -- Special case: The help message is shown to the player if `func`
8271 -- returns false without a text output.
8274 Note that in params, use of symbols is as follows:
8276 * `<>` signifies a placeholder to be replaced when the command is used. For
8277 example, when a player name is needed: `<name>`
8278 * `[]` signifies param is optional and not required when the command is used.
8279 For example, if you require param1 but param2 is optional:
8280 `<param1> [<param2>]`
8281 * `|` signifies exclusive or. The command requires one param from the options
8282 provided. For example: `<param1> | <param2>`
8283 * `()` signifies grouping. For example, when param1 and param2 are both
8284 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8286 Privilege definition
8287 --------------------
8289 Used by `minetest.register_privilege`.
8293 -- Privilege description
8295 give_to_singleplayer = true,
8296 -- Whether to grant the privilege to singleplayer.
8298 give_to_admin = true,
8299 -- Whether to grant the privilege to the server admin.
8300 -- Uses value of 'give_to_singleplayer' by default.
8302 on_grant = function(name, granter_name),
8303 -- Called when given to player 'name' by 'granter_name'.
8304 -- 'granter_name' will be nil if the priv was granted by a mod.
8306 on_revoke = function(name, revoker_name),
8307 -- Called when taken from player 'name' by 'revoker_name'.
8308 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8310 -- Note that the above two callbacks will be called twice if a player is
8311 -- responsible, once with the player name, and then with a nil player
8313 -- Return true in the above callbacks to stop register_on_priv_grant or
8314 -- revoke being called.
8317 Detached inventory callbacks
8318 ----------------------------
8320 Used by `minetest.create_detached_inventory`.
8323 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8324 -- Called when a player wants to move items inside the inventory.
8325 -- Return value: number of items allowed to move.
8327 allow_put = function(inv, listname, index, stack, player),
8328 -- Called when a player wants to put something into the inventory.
8329 -- Return value: number of items allowed to put.
8330 -- Return value -1: Allow and don't modify item count in inventory.
8332 allow_take = function(inv, listname, index, stack, player),
8333 -- Called when a player wants to take something out of the inventory.
8334 -- Return value: number of items allowed to take.
8335 -- Return value -1: Allow and don't modify item count in inventory.
8337 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8338 on_put = function(inv, listname, index, stack, player),
8339 on_take = function(inv, listname, index, stack, player),
8340 -- Called after the actual action has happened, according to what was
8350 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8353 hud_elem_type = "image", -- See HUD element types
8354 -- Type of element, can be "image", "text", "statbar", "inventory",
8355 -- "compass" or "minimap"
8357 position = {x=0.5, y=0.5},
8358 -- Left corner position of element
8362 scale = {x = 2, y = 2},
8371 -- Selected item in inventory. 0 for no item selected.
8374 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8376 alignment = {x=0, y=0},
8378 offset = {x=0, y=0},
8380 size = { x=100, y=100 },
8381 -- Size of element in pixels
8384 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8390 Used by `minetest.add_particle`.
8393 pos = {x=0, y=0, z=0},
8394 velocity = {x=0, y=0, z=0},
8395 acceleration = {x=0, y=0, z=0},
8396 -- Spawn particle at pos with velocity and acceleration
8399 -- Disappears after expirationtime seconds
8402 -- Scales the visual size of the particle texture.
8403 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8404 -- particle (just like actual node dig particles).
8406 collisiondetection = false,
8407 -- If true collides with `walkable` nodes and, depending on the
8408 -- `object_collision` field, objects too.
8410 collision_removal = false,
8411 -- If true particle is removed when it collides.
8412 -- Requires collisiondetection = true to have any effect.
8414 object_collision = false,
8415 -- If true particle collides with objects that are defined as
8416 -- `physical = true,` and `collide_with_objects = true,`.
8417 -- Requires collisiondetection = true to have any effect.
8420 -- If true faces player using y axis only
8422 texture = "image.png",
8423 -- The texture of the particle
8425 playername = "singleplayer",
8426 -- Optional, if specified spawns particle only on the player's client
8428 animation = {Tile Animation definition},
8429 -- Optional, specifies how to animate the particle texture
8432 -- Optional, specify particle self-luminescence in darkness.
8435 node = {name = "ignore", param2 = 0},
8436 -- Optional, if specified the particle will have the same appearance as
8437 -- node dig particles for the given node.
8438 -- `texture` and `animation` will be ignored if this is set.
8441 -- Optional, only valid in combination with `node`
8442 -- If set to a valid number 1-6, specifies the tile from which the
8443 -- particle texture is picked.
8444 -- Otherwise, the default behavior is used. (currently: any random tile)
8448 `ParticleSpawner` definition
8449 ----------------------------
8451 Used by `minetest.add_particlespawner`.
8455 -- Number of particles spawned over the time period `time`.
8458 -- Lifespan of spawner in seconds.
8459 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8460 -- a per-second basis.
8462 minpos = {x=0, y=0, z=0},
8463 maxpos = {x=0, y=0, z=0},
8464 minvel = {x=0, y=0, z=0},
8465 maxvel = {x=0, y=0, z=0},
8466 minacc = {x=0, y=0, z=0},
8467 maxacc = {x=0, y=0, z=0},
8472 -- The particles' properties are random values between the min and max
8474 -- applies to: pos, velocity, acceleration, expirationtime, size
8475 -- If `node` is set, min and maxsize can be set to 0 to spawn
8476 -- randomly-sized particles (just like actual node dig particles).
8478 collisiondetection = false,
8479 -- If true collide with `walkable` nodes and, depending on the
8480 -- `object_collision` field, objects too.
8482 collision_removal = false,
8483 -- If true particles are removed when they collide.
8484 -- Requires collisiondetection = true to have any effect.
8486 object_collision = false,
8487 -- If true particles collide with objects that are defined as
8488 -- `physical = true,` and `collide_with_objects = true,`.
8489 -- Requires collisiondetection = true to have any effect.
8491 attached = ObjectRef,
8492 -- If defined, particle positions, velocities and accelerations are
8493 -- relative to this object's position and yaw
8496 -- If true face player using y axis only
8498 texture = "image.png",
8499 -- The texture of the particle
8501 playername = "singleplayer",
8502 -- Optional, if specified spawns particles only on the player's client
8504 animation = {Tile Animation definition},
8505 -- Optional, specifies how to animate the particles' texture
8508 -- Optional, specify particle self-luminescence in darkness.
8511 node = {name = "ignore", param2 = 0},
8512 -- Optional, if specified the particles will have the same appearance as
8513 -- node dig particles for the given node.
8514 -- `texture` and `animation` will be ignored if this is set.
8517 -- Optional, only valid in combination with `node`
8518 -- If set to a valid number 1-6, specifies the tile from which the
8519 -- particle texture is picked.
8520 -- Otherwise, the default behavior is used. (currently: any random tile)
8523 `HTTPRequest` definition
8524 ------------------------
8526 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8529 url = "http://example.org",
8532 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8534 method = "GET", "POST", "PUT" or "DELETE"
8535 -- The http method to use. Defaults to "GET".
8537 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8538 -- Data for the POST, PUT or DELETE request.
8539 -- Accepts both a string and a table. If a table is specified, encodes
8540 -- table as x-www-form-urlencoded key-value pairs.
8542 user_agent = "ExampleUserAgent",
8543 -- Optional, if specified replaces the default minetest user agent with
8546 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8547 -- Optional, if specified adds additional headers to the HTTP request.
8548 -- You must make sure that the header strings follow HTTP specification
8552 -- Optional, if true performs a multipart HTTP request.
8553 -- Default is false.
8554 -- Post only, data must be array
8556 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8557 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8560 `HTTPRequestResult` definition
8561 ------------------------------
8563 Passed to `HTTPApiTable.fetch` callback. Returned by
8564 `HTTPApiTable.fetch_async_get`.
8568 -- If true, the request has finished (either succeeded, failed or timed
8572 -- If true, the request was successful
8575 -- If true, the request timed out
8583 Authentication handler definition
8584 ---------------------------------
8586 Used by `minetest.register_authentication_handler`.
8589 get_auth = function(name),
8590 -- Get authentication data for existing player `name` (`nil` if player
8592 -- Returns following structure:
8593 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8595 create_auth = function(name, password),
8596 -- Create new auth data for player `name`.
8597 -- Note that `password` is not plain-text but an arbitrary
8598 -- representation decided by the engine.
8600 delete_auth = function(name),
8601 -- Delete auth data of player `name`.
8602 -- Returns boolean indicating success (false if player is nonexistent).
8604 set_password = function(name, password),
8605 -- Set password of player `name` to `password`.
8606 -- Auth data should be created if not present.
8608 set_privileges = function(name, privileges),
8609 -- Set privileges of player `name`.
8610 -- `privileges` is in table form, auth data should be created if not
8613 reload = function(),
8614 -- Reload authentication data from the storage location.
8615 -- Returns boolean indicating success.
8617 record_login = function(name),
8618 -- Called when player joins, used for keeping track of last_login
8620 iterate = function(),
8621 -- Returns an iterator (use with `for` loops) for all player names
8622 -- currently in the auth database