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 Minetest keeps and looks for files mostly in two paths. `path_share` or `path_user`.
40 `path_share` contains possibly read-only content for the engine (incl. games and mods).
41 `path_user` contains mods or games installed by the user but also the users
44 With a local build (`RUN_IN_PLACE=1`) `path_share` and `path_user` both point to
45 the build directory. For system-wide builds on Linux the share path is usually at
46 `/usr/share/minetest` while the user path resides in `.minetest` in the home directory.
47 Paths on other operating systems will differ.
52 Games are looked up from:
54 * `$path_share/games/<gameid>/`
55 * `$path_user/games/<gameid>/`
57 Where `<gameid>` is unique to each game.
59 The game directory can contain the following files:
61 * `game.conf`, with the following keys:
62 * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
63 * `name`: (Deprecated) same as title.
64 * `description`: Short description to be shown in the content tab
65 * `allowed_mapgens = <comma-separated mapgens>`
66 e.g. `allowed_mapgens = v5,v6,flat`
67 Mapgens not in this list are removed from the list of mapgens for the
69 If not specified, all mapgens are allowed.
70 * `disallowed_mapgens = <comma-separated mapgens>`
71 e.g. `disallowed_mapgens = v5,v6,flat`
72 These mapgens are removed from the list of mapgens for the game.
73 When both `allowed_mapgens` and `disallowed_mapgens` are
74 specified, `allowed_mapgens` is applied before
76 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
77 e.g. `disallowed_mapgen_settings = mgv5_spflags`
78 These mapgen settings are hidden for this game in the world creation
79 dialog and game start menu. Add `seed` to hide the seed input field.
80 * `disabled_settings = <comma-separated settings>`
81 e.g. `disabled_settings = enable_damage, creative_mode`
82 These settings are hidden for this game in the "Start game" tab
83 and will be initialized as `false` when the game is started.
84 Prepend a setting name with an exclamation mark to initialize it to `true`
85 (this does not work for `enable_server`).
86 Only these settings are supported:
87 `enable_damage`, `creative_mode`, `enable_server`.
88 * `author`: The author of the game. It only appears when downloaded from
90 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
91 an internal ID used to track versions.
93 Used to set default settings when running this game.
95 In the same format as the one in builtin.
96 This settingtypes.txt will be parsed by the menu and the settings will be
97 displayed in the "Games" category in the advanced settings tab.
98 * If the game contains a folder called `textures` the server will load it as a
99 texturepack, overriding mod textures.
100 Any server texturepack will override mod textures and the game texturepack.
105 Games can provide custom main menu images. They are put inside a `menu`
106 directory inside the game directory.
108 The images are named `$identifier.png`, where `$identifier` is one of
109 `overlay`, `background`, `footer`, `header`.
110 If you want to specify multiple images for one identifier, add additional
111 images named like `$identifier.$n.png`, with an ascending number $n starting
112 with 1, and a random image will be chosen from the provided ones.
117 Games can provide custom main menu music. They are put inside a `menu`
118 directory inside the game directory.
120 The music files are named `theme.ogg`.
121 If you want to specify multiple music files for one game, add additional
122 images named like `theme.$n.ogg`, with an ascending number $n starting
123 with 1 (max 10), and a random music file will be chosen from the provided ones.
131 Paths are relative to the directories listed in the [Paths] section above.
133 * `games/<gameid>/mods/`
135 * `worlds/<worldname>/worldmods/`
140 It is possible to include a game in a world; in this case, no mods or
141 games are loaded or checked from anywhere else.
143 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
146 Mods should then be placed in `<worldname>/game/mods/`.
151 Mods can be put in a subdirectory, if the parent directory, which otherwise
152 should be a mod, contains a file named `modpack.conf`.
153 The file is a key-value store of modpack details.
155 * `name`: The modpack name. Allows Minetest to determine the modpack name even
156 if the folder is wrongly named.
157 * `description`: Description of mod to be shown in the Mods tab of the main
159 * `author`: The author of the modpack. It only appears when downloaded from
161 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
162 internal ID used to track versions.
163 * `title`: A human-readable title to address the modpack.
165 Note: to support 0.4.x, please also create an empty modpack.txt file.
167 Mod directory structure
168 -----------------------
174 │ ├── settingtypes.txt
178 │ │ ├── modname_stuff.png
179 │ │ ├── modname_stuff_normal.png
180 │ │ ├── modname_something_else.png
181 │ │ ├── subfolder_foo
182 │ │ │ ├── modname_more_stuff.png
183 │ │ │ └── another_subfolder
184 │ │ └── bar_subfolder
193 The location of this directory can be fetched by using
194 `minetest.get_modpath(modname)`.
198 A `Settings` file that provides meta information about the mod.
200 * `name`: The mod name. Allows Minetest to determine the mod name even if the
201 folder is wrongly named.
202 * `description`: Description of mod to be shown in the Mods tab of the main
204 * `depends`: A comma separated list of dependencies. These are mods that must be
205 loaded before this mod.
206 * `optional_depends`: A comma separated list of optional dependencies.
207 Like a dependency, but no error if the mod doesn't exist.
208 * `author`: The author of the mod. It only appears when downloaded from
210 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
211 internal ID used to track versions.
212 * `title`: A human-readable title to address the mod.
216 A screenshot shown in the mod manager within the main menu. It should
217 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
221 **Deprecated:** you should use mod.conf instead.
223 This file is used if there are no dependencies in mod.conf.
225 List of mods that have to be loaded before loading this mod.
227 A single line contains a single modname.
229 Optional dependencies can be defined by appending a question mark
230 to a single modname. This means that if the specified mod
231 is missing, it does not prevent this mod from being loaded.
233 ### `description.txt`
235 **Deprecated:** you should use mod.conf instead.
237 This file is used if there is no description in mod.conf.
239 A file containing a description to be shown in the Mods tab of the main menu.
241 ### `settingtypes.txt`
243 The format is documented in `builtin/settingtypes.txt`.
244 It is parsed by the main menu settings dialogue to list mod-specific
245 settings in the "Mods" category.
249 The main Lua script. Running this script should register everything it
250 wants to register. Subsequent execution depends on minetest calling the
251 registered callbacks.
253 `minetest.settings` can be used to read custom or existing settings at load
254 time, if necessary. (See [`Settings`])
256 ### `textures`, `sounds`, `media`, `models`, `locale`
258 Media files (textures, sounds, whatever) that will be transferred to the
259 client and will be available for use by the mod and translation files for
260 the clients (see [Translations]).
262 It is suggested to use the folders for the purpose they are thought for,
263 eg. put textures into `textures`, translation files into `locale`,
264 models for entities or meshnodes into `models` et cetera.
266 These folders and subfolders can contain subfolders.
267 Subfolders with names starting with `_` or `.` are ignored.
268 If a subfolder contains a media file with the same name as a media file
269 in one of its parents, the parent's file is used.
271 Although it is discouraged, a mod can overwrite a media file of any mod that it
272 depends on by supplying a file with an equal name.
277 Registered names should generally be in this format:
281 `<whatever>` can have these characters:
285 This is to prevent conflicting names from corrupting maps and is
286 enforced by the mod loader.
288 Registered names can be overridden by prefixing the name with `:`. This can
289 be used for overriding the registrations of some other mod.
291 The `:` prefix can also be used for maintaining backwards compatibility.
295 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
296 So the name should be `experimental:tnt`.
298 Any mod can redefine `experimental:tnt` by using the name
302 when registering it. For this to work correctly, that mod must have
303 `experimental` as a dependency.
311 Aliases of itemnames can be added by using
312 `minetest.register_alias(alias, original_name)` or
313 `minetest.register_alias_force(alias, original_name)`.
315 This adds an alias `alias` for the item called `original_name`.
316 From now on, you can use `alias` to refer to the item `original_name`.
318 The only difference between `minetest.register_alias` and
319 `minetest.register_alias_force` is that if an item named `alias` already exists,
320 `minetest.register_alias` will do nothing while
321 `minetest.register_alias_force` will unregister it.
323 This can be used for maintaining backwards compatibility.
325 This can also set quick access names for things, e.g. if
326 you have an item called `epiclylongmodname:stuff`, you could do
328 minetest.register_alias("stuff", "epiclylongmodname:stuff")
330 and be able to use `/giveme stuff`.
335 In a game, a certain number of these must be set to tell core mapgens which
336 of the game's nodes are to be used for core mapgen generation. For example:
338 minetest.register_alias("mapgen_stone", "default:stone")
340 ### Aliases for non-V6 mapgens
342 #### Essential aliases
345 * `mapgen_water_source`
346 * `mapgen_river_water_source`
348 `mapgen_river_water_source` is required for mapgens with sloping rivers where
349 it is necessary to have a river liquid node with a short `liquid_range` and
350 `liquid_renewable = false` to avoid flooding.
352 #### Optional aliases
354 * `mapgen_lava_source`
356 Fallback lava node used if cave liquids are not defined in biome definitions.
357 Deprecated, define cave liquids in biome definitions instead.
361 Fallback node used if dungeon nodes are not defined in biome definitions.
362 Deprecated, define dungeon nodes in biome definitions instead.
364 ### Aliases for Mapgen V6
369 * `mapgen_water_source`
370 * `mapgen_lava_source`
372 * `mapgen_dirt_with_grass`
383 * `mapgen_gravel` (falls back to stone)
384 * `mapgen_desert_stone` (falls back to stone)
385 * `mapgen_desert_sand` (falls back to sand)
386 * `mapgen_dirt_with_snow` (falls back to dirt_with_grass)
387 * `mapgen_snowblock` (falls back to dirt_with_grass)
388 * `mapgen_snow` (not placed if missing)
389 * `mapgen_ice` (falls back to water_source)
391 * `mapgen_jungletree` (falls back to tree)
392 * `mapgen_jungleleaves` (falls back to leaves)
393 * `mapgen_junglegrass` (not placed if missing)
394 * `mapgen_pine_tree` (falls back to tree)
395 * `mapgen_pine_needles` (falls back to leaves)
397 * `mapgen_stair_cobble` (falls back to cobble)
398 * `mapgen_mossycobble` (falls back to cobble)
399 * `mapgen_stair_desert_stone` (falls back to desert_stone)
401 ### Setting the node used in Mapgen Singlenode
403 By default the world is filled with air nodes. To set a different node use e.g.:
405 minetest.register_alias("mapgen_singlenode", "default:stone")
413 Mods should generally prefix their textures with `modname_`, e.g. given
414 the mod name `foomod`, a texture could be called:
418 Textures are referred to by their complete name, or alternatively by
419 stripping out the file extension:
421 * e.g. `foomod_foothing.png`
422 * e.g. `foomod_foothing`
424 Supported texture formats are PNG (`.png`), JPEG (`.jpg`), Bitmap (`.bmp`)
426 Since better alternatives exist, the latter two may be removed in the future.
431 There are various texture modifiers that can be used
432 to let the client generate textures on-the-fly.
433 The modifiers are applied directly in sRGB colorspace,
434 i.e. without gamma-correction.
436 ### Texture overlaying
438 Textures can be overlaid by putting a `^` between them.
442 default_dirt.png^default_grass_side.png
444 `default_grass_side.png` is overlaid over `default_dirt.png`.
445 The texture with the lower resolution will be automatically upscaled to
446 the higher resolution texture.
450 Textures can be grouped together by enclosing them in `(` and `)`.
452 Example: `cobble.png^(thing1.png^thing2.png)`
454 A texture for `thing1.png^thing2.png` is created and the resulting
455 texture is overlaid on top of `cobble.png`.
459 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
460 passing complex texture names as arguments. Escaping is done with backslash and
461 is required for `^` and `:`.
463 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
465 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
466 on top of `cobble.png`.
468 ### Advanced texture modifiers
474 * `[crack:<t>:<n>:<p>`
475 * `[cracko:<t>:<n>:<p>`
479 * `<t>`: tile count (in each direction)
480 * `<n>`: animation frame count
481 * `<p>`: current animation frame
483 Draw a step of the crack animation on the texture.
484 `crack` draws it normally, while `cracko` lays it over, keeping transparent
489 default_cobble.png^[crack:10:1
491 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
497 * `<file>`: texture to combine
499 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
500 specified coordinates.
504 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
506 #### `[resize:<w>x<h>`
508 Resizes the texture to the given dimensions.
512 default_sandstone.png^[resize:16x16
516 Makes the base image transparent according to the given ratio.
518 `r` must be between 0 (transparent) and 255 (opaque).
522 default_sandstone.png^[opacity:127
524 #### `[invert:<mode>`
526 Inverts the given channels of the base image.
527 Mode may contain the characters "r", "g", "b", "a".
528 Only the channels that are mentioned in the mode string will be inverted.
532 default_apple.png^[invert:rgb
536 Brightens the texture.
540 tnt_tnt_side.png^[brighten
544 Makes the texture completely opaque.
548 default_leaves.png^[noalpha
550 #### `[makealpha:<r>,<g>,<b>`
552 Convert one color to transparency.
556 default_cobble.png^[makealpha:128,128,128
560 * `<t>`: transformation(s) to apply
562 Rotates and/or flips the image.
564 `<t>` can be a number (between 0 and 7) or a transform name.
565 Rotations are counter-clockwise.
568 1 R90 rotate by 90 degrees
569 2 R180 rotate by 180 degrees
570 3 R270 rotate by 270 degrees
572 5 FXR90 flip X then rotate by 90 degrees
574 7 FYR90 flip Y then rotate by 90 degrees
578 default_stone.png^[transformFXR90
580 #### `[inventorycube{<top>{<left>{<right>`
582 Escaping does not apply here and `^` is replaced by `&` in texture names
585 Create an inventory cube texture using the side textures.
589 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
591 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
592 `dirt.png^grass_side.png` textures
594 #### `[lowpart:<percent>:<file>`
596 Blit the lower `<percent>`% part of `<file>` on the texture.
600 base.png^[lowpart:25:overlay.png
602 #### `[verticalframe:<t>:<n>`
604 * `<t>`: animation frame count
605 * `<n>`: current animation frame
607 Crops the texture to a frame of a vertical animation.
611 default_torch_animated.png^[verticalframe:16:8
615 Apply a mask to the base image.
617 The mask is applied using binary AND.
619 #### `[sheet:<w>x<h>:<x>,<y>`
621 Retrieves a tile at position x,y from the base image
622 which it assumes to be a tilesheet with dimensions w,h.
624 #### `[colorize:<color>:<ratio>`
626 Colorize the textures with the given color.
627 `<color>` is specified as a `ColorString`.
628 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
629 it is an int, then it specifies how far to interpolate between the
630 colors where 0 is only the texture color and 255 is only `<color>`. If
631 omitted, the alpha of `<color>` will be used as the ratio. If it is
632 the word "`alpha`", then each texture pixel will contain the RGB of
633 `<color>` and the alpha of `<color>` multiplied by the alpha of the
636 #### `[multiply:<color>`
638 Multiplies texture colors with the given color.
639 `<color>` is specified as a `ColorString`.
640 Result is more like what you'd expect if you put a color on top of another
641 color, meaning white surfaces get a lot of your new color while black parts
642 don't change very much.
646 Embed a base64 encoded PNG image in the texture string.
647 You can produce a valid string for this by calling
648 `minetest.encode_base64(minetest.encode_png(tex))`,
649 refer to the documentation of these functions for details.
650 You can use this to send disposable images such as captchas
651 to individual clients, or render things that would be too
652 expensive to compose with `[combine:`.
654 IMPORTANT: Avoid sending large images this way.
655 This is not a replacement for asset files, do not use it to do anything
656 that you could instead achieve by just using a file.
657 In particular consider `minetest.dynamic_add_media` and test whether
658 using other texture modifiers could result in a shorter string than
659 embedding a whole image, this may vary by use case.
664 The goal of hardware coloring is to simplify the creation of
665 colorful nodes. If your textures use the same pattern, and they only
666 differ in their color (like colored wool blocks), you can use hardware
667 coloring instead of creating and managing many texture files.
668 All of these methods use color multiplication (so a white-black texture
669 with red coloring will result in red-black color).
673 This method is useful if you wish to create nodes/items with
674 the same texture, in different colors, each in a new node/item definition.
678 When you register an item or node, set its `color` field (which accepts a
679 `ColorSpec`) to the desired color.
681 An `ItemStack`'s static color can be overwritten by the `color` metadata
682 field. If you set that field to a `ColorString`, that color will be used.
686 Each tile may have an individual static color, which overwrites every
687 other coloring method. To disable the coloring of a face,
688 set its color to white (because multiplying with white does nothing).
689 You can set the `color` property of the tiles in the node's definition
690 if the tile is in table format.
694 For nodes and items which can have many colors, a palette is more
695 suitable. A palette is a texture, which can contain up to 256 pixels.
696 Each pixel is one possible color for the node/item.
697 You can register one node/item, which can have up to 256 colors.
699 #### Palette indexing
701 When using palettes, you always provide a pixel index for the given
702 node or `ItemStack`. The palette is read from left to right and from
703 top to bottom. If the palette has less than 256 pixels, then it is
704 stretched to contain exactly 256 pixels (after arranging the pixels
705 to one line). The indexing starts from 0.
709 * 16x16 palette, index = 0: the top left corner
710 * 16x16 palette, index = 4: the fifth pixel in the first row
711 * 16x16 palette, index = 16: the pixel below the top left corner
712 * 16x16 palette, index = 255: the bottom right corner
713 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
714 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
715 to ensure the total 256 pixels.
716 * 2x4 palette, index = 32: the top right corner
717 * 2x4 palette, index = 63: the top right corner
718 * 2x4 palette, index = 64: the pixel below the top left corner
720 #### Using palettes with items
722 When registering an item, set the item definition's `palette` field to
723 a texture. You can also use texture modifiers.
725 The `ItemStack`'s color depends on the `palette_index` field of the
726 stack's metadata. `palette_index` is an integer, which specifies the
727 index of the pixel to use.
729 #### Linking palettes with nodes
731 When registering a node, set the item definition's `palette` field to
732 a texture. You can also use texture modifiers.
733 The node's color depends on its `param2`, so you also must set an
734 appropriate `paramtype2`:
736 * `paramtype2 = "color"` for nodes which use their full `param2` for
737 palette indexing. These nodes can have 256 different colors.
738 The palette should contain 256 pixels.
739 * `paramtype2 = "colorwallmounted"` for nodes which use the first
740 five bits (most significant) of `param2` for palette indexing.
741 The remaining three bits are describing rotation, as in `wallmounted`
742 paramtype2. Division by 8 yields the palette index (without stretching the
743 palette). These nodes can have 32 different colors, and the palette
744 should contain 32 pixels.
746 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
747 pixel will be picked from the palette.
748 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
749 pixel will be picked from the palette.
750 * `paramtype2 = "colorfacedir"` for nodes which use the first
751 three bits of `param2` for palette indexing. The remaining
752 five bits are describing rotation, as in `facedir` paramtype2.
753 Division by 32 yields the palette index (without stretching the
754 palette). These nodes can have 8 different colors, and the
755 palette should contain 8 pixels.
757 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
758 first (= 0 + 1) pixel will be picked from the palette.
759 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
760 second (= 1 + 1) pixel will be picked from the palette.
761 * `paramtype2 = "color4dir"` for nodes which use the first
762 six bits of `param2` for palette indexing. The remaining
763 two bits are describing rotation, as in `4dir` paramtype2.
764 Division by 4 yields the palette index (without stretching the
765 palette). These nodes can have 64 different colors, and the
766 palette should contain 64 pixels.
768 * `param2 = 17` is 4 * 4 + 1, so the rotation is 1 and the
769 fifth (= 4 + 1) pixel will be picked from the palette.
770 * `param2 = 35` is 8 * 4 + 3, so the rotation is 3 and the
771 ninth (= 8 + 1) pixel will be picked from the palette.
773 To colorize a node on the map, set its `param2` value (according
774 to the node's paramtype2).
776 ### Conversion between nodes in the inventory and on the map
778 Static coloring is the same for both cases, there is no need
781 If the `ItemStack`'s metadata contains the `color` field, it will be
782 lost on placement, because nodes on the map can only use palettes.
784 If the `ItemStack`'s metadata contains the `palette_index` field, it is
785 automatically transferred between node and item forms by the engine,
786 when a player digs or places a colored node.
787 You can disable this feature by setting the `drop` field of the node
788 to itself (without metadata).
789 To transfer the color to a special drop, you need a drop table.
793 minetest.register_node("mod:stone", {
794 description = "Stone",
795 tiles = {"default_stone.png"},
796 paramtype2 = "color",
797 palette = "palette.png",
800 -- assume that mod:cobblestone also has the same palette
801 {items = {"mod:cobblestone"}, inherit_color = true },
806 ### Colored items in craft recipes
808 Craft recipes only support item strings, but fortunately item strings
809 can also contain metadata. Example craft recipe registration:
811 minetest.register_craft({
812 output = minetest.itemstring_with_palette("wool:block", 3),
820 To set the `color` field, you can use `minetest.itemstring_with_color`.
822 Metadata field filtering in the `recipe` field are not supported yet,
823 so the craft output is independent of the color of the ingredients.
828 Sometimes hardware coloring is not enough, because it affects the
829 whole tile. Soft texture overlays were added to Minetest to allow
830 the dynamic coloring of only specific parts of the node's texture.
831 For example a grass block may have colored grass, while keeping the
834 These overlays are 'soft', because unlike texture modifiers, the layers
835 are not merged in the memory, but they are simply drawn on top of each
836 other. This allows different hardware coloring, but also means that
837 tiles with overlays are drawn slower. Using too much overlays might
840 For inventory and wield images you can specify overlays which
841 hardware coloring does not modify. You have to set `inventory_overlay`
842 and `wield_overlay` fields to an image name.
844 To define a node overlay, simply set the `overlay_tiles` field of the node
845 definition. These tiles are defined in the same way as plain tiles:
846 they can have a texture name, color etc.
847 To skip one face, set that overlay tile to an empty string.
849 Example (colored grass block):
851 minetest.register_node("default:dirt_with_grass", {
852 description = "Dirt with Grass",
853 -- Regular tiles, as usual
854 -- The dirt tile disables palette coloring
855 tiles = {{name = "default_grass.png"},
856 {name = "default_dirt.png", color = "white"}},
857 -- Overlay tiles: define them in the same style
858 -- The top and bottom tile does not have overlay
859 overlay_tiles = {"", "",
860 {name = "default_grass_side.png"}},
861 -- Global color, used in inventory
863 -- Palette in the world
864 paramtype2 = "color",
865 palette = "default_foilage.png",
874 Only Ogg Vorbis files are supported.
876 For positional playing of sounds, only single-channel (mono) files are
877 supported. Otherwise OpenAL will play them non-positionally.
879 Mods should generally prefix their sounds with `modname_`, e.g. given
880 the mod name "`foomod`", a sound could be called:
884 Sounds are referred to by their name with a dot, a single digit and the
885 file extension stripped out. When a sound is played, the actual sound file
886 is chosen randomly from the matching sounds.
888 When playing the sound `foomod_foosound`, the sound is chosen randomly
889 from the available ones of the following files:
891 * `foomod_foosound.ogg`
892 * `foomod_foosound.0.ogg`
893 * `foomod_foosound.1.ogg`
895 * `foomod_foosound.9.ogg`
897 Examples of sound parameter tables:
899 -- Play locationless on all clients
901 gain = 1.0, -- default
902 fade = 0.0, -- default, change to a value > 0 to fade the sound in
903 pitch = 1.0, -- default
905 -- Play locationless to one player
908 gain = 1.0, -- default
909 fade = 0.0, -- default, change to a value > 0 to fade the sound in
910 pitch = 1.0, -- default
912 -- Play locationless to one player, looped
915 gain = 1.0, -- default
918 -- Play at a location
920 pos = {x = 1, y = 2, z = 3},
921 gain = 1.0, -- default
922 max_hear_distance = 32, -- default, uses a Euclidean metric
924 -- Play connected to an object, looped
926 object = <an ObjectRef>,
927 gain = 1.0, -- default
928 max_hear_distance = 32, -- default, uses a Euclidean metric
931 -- Play at a location, heard by anyone *but* the given player
933 pos = {x = 32, y = 0, z = 100},
934 max_hear_distance = 40,
935 exclude_player = name,
938 Looped sounds must either be connected to an object or played locationless to
939 one player using `to_player = name`.
941 A positional sound will only be heard by players that are within
942 `max_hear_distance` of the sound position, at the start of the sound.
944 `exclude_player = name` can be applied to locationless, positional and object-
945 bound sounds to exclude a single player from hearing them.
950 Specifies a sound name, gain (=volume) and pitch.
951 This is either a string or a table.
953 In string form, you just specify the sound name or
954 the empty string for no sound.
956 Table form has the following fields:
959 * `gain`: Volume (`1.0` = 100%)
960 * `pitch`: Pitch (`1.0` = 100%)
962 `gain` and `pitch` are optional and default to `1.0`.
968 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
969 * `{name = "default_place_node"}`: Same as above
970 * `{name = "default_place_node", gain = 0.5}`: 50% volume
971 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
976 These sound files are played back by the engine if provided.
978 * `player_damage`: Played when the local player takes damage (gain = 0.5)
979 * `player_falling_damage`: Played when the local player takes
980 damage by falling (gain = 0.5)
981 * `player_jump`: Played when the local player jumps
982 * `default_dig_<groupname>`: Default node digging sound
983 (see node sound definition for details)
985 Registered definitions
986 ======================
988 Anything added using certain [Registration functions] gets added to one or more
989 of the global [Registered definition tables].
991 Note that in some cases you will stumble upon things that are not contained
992 in these tables (e.g. when a mod has been removed). Always check for
993 existence before trying to access the fields.
997 All nodes registered with `minetest.register_node` get added to the table
998 `minetest.registered_nodes`.
1000 If you want to check the drawtype of a node, you could do it like this:
1002 local def = minetest.registered_nodes[nodename]
1003 local drawtype = def and def.drawtype
1011 Nodes are the bulk data of the world: cubes and other things that take the
1012 space of a cube. Huge amounts of them are handled efficiently, but they
1015 The definition of a node is stored and can be accessed by using
1017 minetest.registered_nodes[node.name]
1019 See [Registered definitions].
1021 Nodes are passed by value between Lua and the engine.
1022 They are represented by a table:
1024 {name="name", param1=num, param2=num}
1026 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1027 them for certain automated functions. If you don't use these functions, you can
1028 use them to store arbitrary values.
1033 The functions of `param1` and `param2` are determined by certain fields in the
1036 The function of `param1` is determined by `paramtype` in node definition.
1037 `param1` is reserved for the engine when `paramtype != "none"`.
1039 * `paramtype = "light"`
1040 * The value stores light with and without sun in its lower and upper 4 bits
1042 * Required by a light source node to enable spreading its light.
1043 * Required by the following drawtypes as they determine their visual
1044 brightness from their internal light value:
1054 * `paramtype = "none"`
1055 * `param1` will not be used by the engine and can be used to store
1058 The function of `param2` is determined by `paramtype2` in node definition.
1059 `param2` is reserved for the engine when `paramtype2 != "none"`.
1061 * `paramtype2 = "flowingliquid"`
1062 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1063 * The liquid level and a flag of the liquid are stored in `param2`
1064 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1065 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1066 to access/manipulate the content of this field
1067 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1068 * `paramtype2 = "wallmounted"`
1069 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1070 "plantlike_rooted", "normal", "nodebox", "mesh"
1071 * The rotation of the node is stored in `param2`
1072 * Node is 'mounted'/facing towards one of 6 directions
1073 * You can make this value by using `minetest.dir_to_wallmounted()`
1074 * Values range 0 - 5
1075 * The value denotes at which direction the node is "mounted":
1076 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1077 * By default, on placement the param2 is automatically set to the
1078 appropriate rotation, depending on which side was pointed at
1079 * `paramtype2 = "facedir"`
1080 * Supported drawtypes: "normal", "nodebox", "mesh"
1081 * The rotation of the node is stored in `param2`.
1082 * Node is rotated around face and axis; 24 rotations in total.
1083 * Can be made by using `minetest.dir_to_facedir()`.
1084 * Chests and furnaces can be rotated that way, and also 'flipped'
1085 * Values range 0 - 23
1086 * facedir / 4 = axis direction:
1087 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1088 * The node is rotated 90 degrees around the X or Z axis so that its top face
1089 points in the desired direction. For the y- direction, it's rotated 180
1090 degrees around the Z axis.
1091 * facedir modulo 4 = left-handed rotation around the specified axis, in 90° steps.
1092 * By default, on placement the param2 is automatically set to the
1093 horizontal direction the player was looking at (values 0-3)
1094 * Special case: If the node is a connected nodebox, the nodebox
1095 will NOT rotate, only the textures will.
1096 * `paramtype2 = "4dir"`
1097 * Supported drawtypes: "normal", "nodebox", "mesh"
1098 * The rotation of the node is stored in `param2`.
1099 * Allows node to be rotated horizontally, 4 rotations in total
1100 * Can be made by using `minetest.dir_to_fourdir()`.
1101 * Chests and furnaces can be rotated that way, but not flipped
1102 * Values range 0 - 3
1103 * 4dir modulo 4 = rotation
1104 * Otherwise, behavior is identical to facedir
1105 * `paramtype2 = "leveled"`
1106 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1108 * The level of the top face of the nodebox is stored in `param2`.
1109 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1111 * The nodebox height is (`param2` / 64) nodes.
1112 * The maximum accepted value of `param2` is 127.
1114 * The height of the 'plantlike' section is stored in `param2`.
1115 * The height is (`param2` / 16) nodes.
1116 * `paramtype2 = "degrotate"`
1117 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1119 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1120 get the actual rotation in degrees of the node.
1121 * `paramtype2 = "meshoptions"`
1122 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1123 optional modifiers of the "plant". `param2` is a bitfield.
1124 * Bits 0 to 2 select the shape.
1125 Use only one of the values below:
1126 * 0 = an "x" shaped plant (ordinary plant)
1127 * 1 = a "+" shaped plant (just rotated 45 degrees)
1128 * 2 = a "*" shaped plant with 3 faces instead of 2
1129 * 3 = a "#" shaped plant with 4 faces instead of 2
1130 * 4 = a "#" shaped plant with 4 faces that lean outwards
1131 * 5-7 are unused and reserved for future meshes.
1132 * Bits 3 to 7 are used to enable any number of optional modifiers.
1133 Just add the corresponding value(s) below to `param2`:
1134 * 8 - Makes the plant slightly vary placement horizontally
1135 * 16 - Makes the plant mesh 1.4x larger
1136 * 32 - Moves each face randomly a small bit down (1/8 max)
1137 * values 64 and 128 (bits 6-7) are reserved for future use.
1138 * Example: `param2 = 0` selects a normal "x" shaped plant
1139 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1140 * `paramtype2 = "color"`
1141 * `param2` tells which color is picked from the palette.
1142 The palette should have 256 pixels.
1143 * `paramtype2 = "colorfacedir"`
1144 * Same as `facedir`, but with colors.
1145 * The first three bits of `param2` tells which color is picked from the
1146 palette. The palette should have 8 pixels.
1147 * `paramtype2 = "color4dir"`
1148 * Same as `facedir`, but with colors.
1149 * The first six bits of `param2` tells which color is picked from the
1150 palette. The palette should have 64 pixels.
1151 * `paramtype2 = "colorwallmounted"`
1152 * Same as `wallmounted`, but with colors.
1153 * The first five bits of `param2` tells which color is picked from the
1154 palette. The palette should have 32 pixels.
1155 * `paramtype2 = "glasslikeliquidlevel"`
1156 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1157 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1158 "Connected Glass" setting is enabled.
1159 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1161 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1162 both of these values may be added to `param2`:
1163 * 64 - Makes the node not connect with neighbors above or below it.
1164 * 128 - Makes the node not connect with neighbors to its sides.
1165 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1166 * `paramtype2 = "colordegrotate"`
1167 * Same as `degrotate`, but with colors.
1168 * The first (most-significant) three bits of `param2` tells which color
1169 is picked from the palette. The palette should have 8 pixels.
1170 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1171 * `paramtype2 = "none"`
1172 * `param2` will not be used by the engine and can be used to store
1175 Nodes can also contain extra data. See [Node Metadata].
1180 There are a bunch of different looking node types.
1182 Look for examples in `games/devtest` or `games/minetest_game`.
1185 * A node-sized cube.
1187 * Invisible, uses no texture.
1189 * The cubic source node for a liquid.
1190 * Faces bordering to the same node are never rendered.
1191 * Connects to node specified in `liquid_alternative_flowing`.
1192 * You *must* set `liquid_alternative_source` to the node's own name.
1193 * Use `backface_culling = false` for the tiles you want to make
1194 visible when inside the node.
1196 * The flowing version of a liquid, appears with various heights and slopes.
1197 * Faces bordering to the same node are never rendered.
1198 * Connects to node specified in `liquid_alternative_source`.
1199 * You *must* set `liquid_alternative_flowing` to the node's own name.
1200 * Node textures are defined with `special_tiles` where the first tile
1201 is for the top and bottom faces and the second tile is for the side
1203 * `tiles` is used for the item/inventory/wield image rendering.
1204 * Use `backface_culling = false` for the special tiles you want to make
1205 visible when inside the node
1207 * Often used for partially-transparent nodes.
1208 * Only external sides of textures are visible.
1209 * `glasslike_framed`
1210 * All face-connected nodes are drawn as one volume within a surrounding
1212 * The frame appearance is generated from the edges of the first texture
1213 specified in `tiles`. The width of the edges used are 1/16th of texture
1214 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1215 * The glass 'shine' (or other desired detail) on each node face is supplied
1216 by the second texture specified in `tiles`.
1217 * `glasslike_framed_optional`
1218 * This switches between the above 2 drawtypes according to the menu setting
1221 * Often used for partially-transparent nodes.
1222 * External and internal sides of textures are visible.
1223 * `allfaces_optional`
1224 * Often used for leaves nodes.
1225 * This switches between `normal`, `glasslike` and `allfaces` according to
1226 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1227 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1228 is used instead, if present. This allows a visually thicker texture to be
1229 used to compensate for how `glasslike` reduces visual thickness.
1231 * A single vertical texture.
1232 * If `paramtype2="[color]wallmounted"`:
1233 * If placed on top of a node, uses the first texture specified in `tiles`.
1234 * If placed against the underside of a node, uses the second texture
1235 specified in `tiles`.
1236 * If placed on the side of a node, uses the third texture specified in
1237 `tiles` and is perpendicular to that node.
1238 * If `paramtype2="none"`:
1239 * Will be rendered as if placed on top of a node (see
1240 above) and only the first texture is used.
1242 * A single texture parallel to, and mounted against, the top, underside or
1244 * If `paramtype2="[color]wallmounted"`, it rotates according to `param2`
1245 * If `paramtype2="none"`, it will always be on the floor.
1247 * Two vertical and diagonal textures at right-angles to each other.
1248 * See `paramtype2 = "meshoptions"` above for other options.
1250 * When above a flat surface, appears as 6 textures, the central 2 as
1251 `plantlike` plus 4 more surrounding those.
1252 * If not above a surface the central 2 do not appear, but the texture
1253 appears against the faces of surrounding nodes if they are present.
1255 * A 3D model suitable for a wooden fence.
1256 * One placed node appears as a single vertical post.
1257 * Adjacently-placed nodes cause horizontal bars to appear between them.
1259 * Often used for tracks for mining carts.
1260 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1261 curved, t-junction, crossing.
1262 * Each placed node automatically switches to a suitable rotated texture
1263 determined by the adjacent `raillike` nodes, in order to create a
1264 continuous track network.
1265 * Becomes a sloping node if placed against stepped nodes.
1267 * Often used for stairs and slabs.
1268 * Allows defining nodes consisting of an arbitrary number of boxes.
1269 * See [Node boxes] below for more information.
1271 * Uses models for nodes.
1272 * Tiles should hold model materials textures.
1273 * Only static meshes are implemented.
1274 * For supported model formats see Irrlicht engine documentation.
1275 * `plantlike_rooted`
1276 * Enables underwater `plantlike` without air bubbles around the nodes.
1277 * Consists of a base cube at the co-ordinates of the node plus a
1278 `plantlike` extension above
1279 * If `paramtype2="leveled", the `plantlike` extension has a height
1280 of `param2 / 16` nodes, otherwise it's the height of 1 node
1281 * If `paramtype2="wallmounted"`, the `plantlike` extension
1282 will be at one of the corresponding 6 sides of the base cube.
1283 Also, the base cube rotates like a `normal` cube would
1284 * The `plantlike` extension visually passes through any nodes above the
1285 base cube without affecting them.
1286 * The base cube texture tiles are defined as normal, the `plantlike`
1287 extension uses the defined special tile, for example:
1288 `special_tiles = {{name = "default_papyrus.png"}},`
1290 `*_optional` drawtypes need less rendering time if deactivated
1291 (always client-side).
1296 Node selection boxes are defined using "node boxes".
1298 A nodebox is defined as any of:
1301 -- A normal cube; the default in most things
1305 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1307 fixed = box OR {box1, box2, ...}
1310 -- A variable height box (or boxes) with the top face position defined
1311 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1313 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1315 fixed = box OR {box1, box2, ...}
1318 -- A box like the selection box for torches
1319 -- (wallmounted param2 is used, if applicable)
1320 type = "wallmounted",
1326 -- A node that has optional boxes depending on neighboring nodes'
1327 -- presence and type. See also `connects_to`.
1329 fixed = box OR {box1, box2, ...}
1330 connect_top = box OR {box1, box2, ...}
1331 connect_bottom = box OR {box1, box2, ...}
1332 connect_front = box OR {box1, box2, ...}
1333 connect_left = box OR {box1, box2, ...}
1334 connect_back = box OR {box1, box2, ...}
1335 connect_right = box OR {box1, box2, ...}
1336 -- The following `disconnected_*` boxes are the opposites of the
1337 -- `connect_*` ones above, i.e. when a node has no suitable neighbor
1338 -- on the respective side, the corresponding disconnected box is drawn.
1339 disconnected_top = box OR {box1, box2, ...}
1340 disconnected_bottom = box OR {box1, box2, ...}
1341 disconnected_front = box OR {box1, box2, ...}
1342 disconnected_left = box OR {box1, box2, ...}
1343 disconnected_back = box OR {box1, box2, ...}
1344 disconnected_right = box OR {box1, box2, ...}
1345 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
1346 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1347 -- neighbors to the sides
1350 A `box` is defined as:
1352 {x1, y1, z1, x2, y2, z2}
1354 A box of a regular node would look like:
1356 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1358 To avoid collision issues, keep each value within the range of +/- 1.45.
1359 This also applies to leveled nodeboxes, where the final height shall not
1360 exceed this soft limit.
1364 Map terminology and coordinates
1365 ===============================
1367 Nodes, mapblocks, mapchunks
1368 ---------------------------
1370 A 'node' is the fundamental cubic unit of a world and appears to a player as
1371 roughly 1x1x1 meters in size.
1373 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1374 fundamental region of a world that is stored in the world database, sent to
1375 clients and handled by many parts of the engine.
1376 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1377 'node', however 'block' often appears in the API.
1379 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1380 (80x80x80 nodes) and is the volume of world generated in one operation by
1382 The size in mapblocks has been chosen to optimize map generation.
1387 ### Orientation of axes
1389 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1391 ### Node coordinates
1393 Almost all positions used in the API use node coordinates.
1395 ### Mapblock coordinates
1397 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1398 specify a particular mapblock.
1399 For example blockpos (0,0,0) specifies the mapblock that extends from
1400 node position (0,0,0) to node position (15,15,15).
1402 #### Converting node position to the containing blockpos
1404 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1407 * blockpos = math.floor(nodepos / 16)
1409 #### Converting blockpos to min/max node positions
1411 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1415 nodepos = blockpos * 16
1417 nodepos = blockpos * 16 + 15
1428 The position field is used for all element types.
1429 To account for differing resolutions, the position coordinates are the
1430 percentage of the screen, ranging in value from `0` to `1`.
1432 The `name` field is not yet used, but should contain a description of what the
1433 HUD element represents.
1435 The `direction` field is the direction in which something is drawn.
1436 `0` draws from left to right, `1` draws from right to left, `2` draws from
1437 top to bottom, and `3` draws from bottom to top.
1439 The `alignment` field specifies how the item will be aligned. It is a table
1440 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1441 moved to the left/up, and `1` is to the right/down. Fractional values can be
1444 The `offset` field specifies a pixel offset from the position. Contrary to
1445 position, the offset is not scaled to screen size. This allows for some
1446 precisely positioned items in the HUD.
1448 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1451 The `z_index` field specifies the order of HUD elements from back to front.
1452 Lower z-index elements are displayed behind higher z-index elements. Elements
1453 with same z-index are displayed in an arbitrary order. Default 0.
1454 Supports negative values. By convention, the following values are recommended:
1456 * -400: Graphical effects, such as vignette
1457 * -300: Name tags, waypoints
1459 * -100: Things that block the player's view, e.g. masks
1460 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1461 minimap, builtin statbars, etc.
1462 * 100: Temporary text messages or notification icons
1463 * 1000: Full-screen effects such as full-black screen or credits.
1464 This includes effects that cover the entire screen
1466 If your HUD element doesn't fit into any category, pick a number
1467 between the suggested values
1469 Below are the specific uses for fields in each type; fields not listed for that
1474 Displays an image on the HUD.
1476 * `scale`: The scale of the image, with 1 being the original texture size.
1477 Only the X coordinate scale is used (positive values).
1478 Negative values represent that percentage of the screen it
1479 should take; e.g. `x=-100` means 100% (width).
1480 * `text`: The name of the texture that is displayed.
1481 * `alignment`: The alignment of the image.
1482 * `offset`: offset in pixels from position.
1486 Displays text on the HUD.
1488 * `scale`: Defines the bounding rectangle of the text.
1489 A value such as `{x=100, y=100}` should work.
1490 * `text`: The text to be displayed in the HUD element.
1491 * `number`: An integer containing the RGB value of the color used to draw the
1492 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1493 * `alignment`: The alignment of the text.
1494 * `offset`: offset in pixels from position.
1495 * `size`: size of the text.
1496 The player-set font size is multiplied by size.x (y value isn't used).
1497 * `style`: determines font style
1498 Bitfield with 1 = bold, 2 = italic, 4 = monospace
1502 Displays a horizontal bar made up of half-images with an optional background.
1504 * `text`: The name of the texture to use.
1505 * `text2`: Optional texture name to enable a background / "off state"
1506 texture (useful to visualize the maximal value). Both textures
1507 must have the same size.
1508 * `number`: The number of half-textures that are displayed.
1509 If odd, will end with a vertically center-split texture.
1510 * `item`: Same as `number` but for the "off state" texture
1511 * `direction`: To which direction the images will extend to
1512 * `offset`: offset in pixels from position.
1513 * `size`: If used, will force full-image size to this value (override texture
1518 * `text`: The name of the inventory list to be displayed.
1519 * `number`: Number of items in the inventory to be displayed.
1520 * `item`: Position of item that is selected.
1521 * `direction`: Direction the list will be displayed in
1522 * `offset`: offset in pixels from position.
1526 Displays distance to selected world position.
1528 * `name`: The name of the waypoint.
1529 * `text`: Distance suffix. Can be blank.
1530 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1531 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1532 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1533 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1534 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1535 `precision = n` will show multiples of `1/n`
1536 * `number:` An integer containing the RGB value of the color used to draw the
1538 * `world_pos`: World position of the waypoint.
1539 * `offset`: offset in pixels from position.
1540 * `alignment`: The alignment of the waypoint.
1542 ### `image_waypoint`
1544 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1546 * `scale`: The scale of the image, with 1 being the original texture size.
1547 Only the X coordinate scale is used (positive values).
1548 Negative values represent that percentage of the screen it
1549 should take; e.g. `x=-100` means 100% (width).
1550 * `text`: The name of the texture that is displayed.
1551 * `alignment`: The alignment of the image.
1552 * `world_pos`: World position of the waypoint.
1553 * `offset`: offset in pixels from position.
1557 Displays an image oriented or translated according to current heading direction.
1559 * `size`: The size of this element. Negative values represent percentage
1560 of the screen; e.g. `x=-100` means 100% (width).
1561 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1562 * `text`: The name of the texture to use.
1563 * `alignment`: The alignment of the image.
1564 * `offset`: Offset in pixels from position.
1565 * `direction`: How the image is rotated/translated:
1566 * 0 - Rotate as heading direction
1567 * 1 - Rotate in reverse direction
1568 * 2 - Translate as landscape direction
1569 * 3 - Translate in reverse direction
1571 If translation is chosen, texture is repeated horizontally to fill the whole element.
1575 Displays a minimap on the HUD.
1577 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1579 * `alignment`: The alignment of the minimap.
1580 * `offset`: offset in pixels from position.
1582 Representations of simple things
1583 ================================
1585 Vector (ie. a position)
1586 -----------------------
1590 See [Spatial Vectors] for details.
1595 * `{type="nothing"}`
1596 * `{type="node", under=pos, above=pos}`
1597 * Indicates a pointed node selection box.
1598 * `under` refers to the node position behind the pointed face.
1599 * `above` refers to the node position in front of the pointed face.
1600 * `{type="object", ref=ObjectRef}`
1602 Exact pointing location (currently only `Raycast` supports these fields):
1604 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1605 point on the selection box which is pointed at. May be in the selection box
1606 if the pointer is in the box too.
1607 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1609 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1610 selected selection box. This specifies which face is pointed at.
1611 Is a null vector `vector.zero()` when the pointer is inside the selection box.
1616 Flag Specifier Format
1617 =====================
1619 Flags using the standardized flag specifier format can be specified in either
1620 of two ways, by string or table.
1622 The string format is a comma-delimited set of flag names; whitespace and
1623 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1624 flag, and specifying a flag prefixed by the string `"no"` explicitly
1625 clears the flag from whatever the default may be.
1627 In addition to the standard string flag format, the schematic flags field can
1628 also be a table of flag names to boolean values representing whether or not the
1629 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1630 is present, mapped to a boolean of any value, the specified flag is unset.
1632 E.g. A flag field of value
1634 {place_center_x = true, place_center_y=false, place_center_z=true}
1638 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1640 which is equivalent to
1642 "place_center_x, noplace_center_y, place_center_z"
1646 "place_center_x, place_center_z"
1648 since, by default, no schematic attributes are set.
1656 Items are things that can be held by players, dropped in the map and
1657 stored in inventories.
1658 Items come in the form of item stacks, which are collections of equal
1659 items that occupy a single inventory slot.
1664 There are three kinds of items: nodes, tools and craftitems.
1666 * Node: Placeable item form of a node in the world's voxel grid
1667 * Tool: Has a changeable wear property but cannot be stacked
1668 * Craftitem: Has no special properties
1670 Every registered node (the voxel in the world) has a corresponding
1671 item form (the thing in your inventory) that comes along with it.
1672 This item form can be placed which will create a node in the
1674 Both the 'actual' node and its item form share the same identifier.
1675 For all practical purposes, you can treat the node and its item form
1676 interchangeably. We usually just say 'node' to the item form of
1679 Note the definition of tools is purely technical. The only really
1680 unique thing about tools is their wear, and that's basically it.
1681 Beyond that, you can't make any gameplay-relevant assumptions
1682 about tools or non-tools. It is perfectly valid to register something
1683 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1685 Craftitems can be used for items that neither need to be a node
1691 All item stacks have an amount between 0 and 65535. It is 1 by
1692 default. Tool item stacks can not have an amount greater than 1.
1694 Tools use a wear (damage) value ranging from 0 to 65535. The
1695 value 0 is the default and is used for unworn tools. The values
1696 1 to 65535 are used for worn tools, where a higher value stands for
1697 a higher wear. Non-tools technically also have a wear property,
1698 but it is always 0. There is also a special 'toolrepair' crafting
1699 recipe that is only available to tools.
1704 Items and item stacks can exist in three formats: Serializes, table format
1707 When an item must be passed to a function, it can usually be in any of
1712 This is called "stackstring" or "itemstring". It is a simple string with
1715 1. Full item identifier ("item name")
1717 3. Optional wear value
1718 4. Optional item metadata
1722 <identifier> [<amount>[ <wear>[ <metadata>]]]
1726 * `"default:apple"`: 1 apple
1727 * `"default:dirt 5"`: 5 dirt
1728 * `"default:pick_stone"`: a new stone pickaxe
1729 * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
1730 * `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`:
1731 * a wooden pickaxe from the `default` mod,
1732 * amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
1733 * with the `description` field set to `"My worn out pick"` in its metadata
1734 * `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`:
1735 * analogous to the above example
1736 * note how the wear is set to `0` as dirt is not a tool
1738 You should ideally use the `ItemStack` format to build complex item strings
1739 (especially if they use item metadata)
1740 without relying on the serialization format. Example:
1742 local stack = ItemStack("default:pick_wood")
1743 stack:set_wear(21323)
1744 stack:get_meta():set_string("description", "My worn out pick")
1745 local itemstring = stack:to_string()
1747 Additionally the methods `minetest.itemstring_with_palette(item, palette_index)`
1748 and `minetest.itemstring_with_color(item, colorstring)` may be used to create
1749 item strings encoding color information in their metadata.
1757 {name="default:dirt", count=5, wear=0, metadata=""}
1759 A wooden pick about 1/3 worn out:
1761 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1765 {name="default:apple", count=1, wear=0, metadata=""}
1769 A native C++ format with many helper methods. Useful for converting
1770 between formats. See the [Class reference] section for details.
1778 In a number of places, there is a group table. Groups define the
1779 properties of a thing (item, node, armor of entity, tool capabilities)
1780 in such a way that the engine and other mods can can interact with
1781 the thing without actually knowing what the thing is.
1786 Groups are stored in a table, having the group names with keys and the
1787 group ratings as values. Group ratings are integer values within the
1788 range [-32767, 32767]. For example:
1791 groups = {crumbly=3, soil=1}
1793 -- A more special dirt-kind of thing
1794 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1796 Groups always have a rating associated with them. If there is no
1797 useful meaning for a rating for an enabled group, it shall be `1`.
1799 When not defined, the rating of a group defaults to `0`. Thus when you
1800 read groups, you must interpret `nil` and `0` as the same value, `0`.
1802 You can read the rating of a group for an item or a node by using
1804 minetest.get_item_group(itemname, groupname)
1809 Groups of items can define what kind of an item it is (e.g. wool).
1814 In addition to the general item things, groups are used to define whether
1815 a node is destroyable and how long it takes to destroy by a tool.
1820 For entities, groups are, as of now, used only for calculating damage.
1821 The rating is the percentage of damage caused by items with this damage group.
1822 See [Entity damage mechanism].
1824 object:get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1825 object:set_armor_groups({fleshy=30, cracky=80})
1827 Groups of tool capabilities
1828 ---------------------------
1830 Groups in tool capabilities define which groups of nodes and entities they
1831 are effective towards.
1833 Groups in crafting recipes
1834 --------------------------
1836 In crafting recipes, you can specify a group as an input item.
1837 This means that any item in that group will be accepted as input.
1839 The basic syntax is:
1841 "group:<group_name>"
1843 For example, `"group:meat"` will accept any item in the `meat` group.
1845 It is also possible to require an input item to be in
1846 multiple groups at once. The syntax for that is:
1848 "group:<group_name_1>,<group_name_2>,(...),<group_name_n>"
1850 For example, `"group:leaves,birch,trimmed"` accepts any item which is member
1851 of *all* the groups `leaves` *and* `birch` *and* `trimmed`.
1853 An example recipe: Craft a raw meat soup from any meat, any water and any bowl:
1856 output = "food:meat_soup_raw",
1864 Another example: Craft red wool from white wool and red dye
1865 (here, "red dye" is defined as any item which is member of
1866 *both* the groups `dye` and `basecolor_red`).
1870 output = "wool:red",
1871 recipe = {"wool:white", "group:dye,basecolor_red"},
1877 The asterisk `(*)` after a group name describes that there is no engine
1878 functionality bound to it, and implementation is left up as a suggestion
1881 ### Node and item groups
1883 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1884 that the item should be hidden in item lists.
1887 ### Node-only groups
1889 * `attached_node`: if the node under it is not a walkable block the node will be
1890 dropped as an item. If the node is wallmounted the wallmounted direction is
1892 * `bouncy`: value is bounce speed in percent.
1893 If positive, jump/sneak on floor impact will increase/decrease bounce height.
1894 Negative value is the same bounciness, but non-controllable.
1895 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1896 connect to each other
1897 * `dig_immediate`: Player can always pick up node without reducing tool wear
1898 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1899 * `3`: the node always gets the digging time 0 seconds (torch)
1900 * `disable_jump`: Player (and possibly other things) cannot jump from node
1901 or if their feet are in the node. Note: not supported for `new_move = false`
1902 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1903 the top of this node. There's also an armor group with the same name.
1904 The final player damage is determined by the following formula:
1907 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1908 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1909 - (14) -- constant tolerance
1910 Negative damage values are discarded as no damage.
1911 * `falling_node`: if there is no walkable block under the node it will fall
1912 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1913 * `level`: Can be used to give an additional sense of progression in the game.
1914 * A larger level will cause e.g. a weapon of a lower level make much less
1915 damage, and get worn out much faster, or not be able to get drops
1916 from destroyed nodes.
1917 * `0` is something that is directly accessible at the start of gameplay
1918 * There is no upper limit
1919 * See also: `leveldiff` in [Tool Capabilities]
1920 * `slippery`: Players and items will slide on the node.
1921 Slipperiness rises steadily with `slippery` value, starting at 1.
1924 ### Tool-only groups
1926 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1927 `"toolrepair"` crafting recipe
1930 ### `ObjectRef` armor groups
1932 * `immortal`: Skips all damage and breath handling for an object. This group
1933 will also hide the integrated HUD status bars for players. It is
1934 automatically set to all players when damage is disabled on the server and
1935 cannot be reset (subject to change).
1936 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1937 when they hit the ground. It is analog to the node group with the same
1938 name. See the node group above for the exact calculation.
1939 * `punch_operable`: For entities; disables the regular damage mechanism for
1940 players punching it by hand or a non-tool item, so that it can do something
1941 else than take damage.
1945 Known damage and digging time defining groups
1946 ---------------------------------------------
1948 * `crumbly`: dirt, sand
1949 * `cracky`: tough but crackable stuff like stone.
1950 * `snappy`: something that can be cut using things like scissors, shears,
1951 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1952 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1953 * `fleshy`: Living things like animals and the player. This could imply
1954 some blood effects when hitting.
1955 * `explody`: Especially prone to explosions
1956 * `oddly_breakable_by_hand`:
1957 Can be added to nodes that shouldn't logically be breakable by the
1958 hand but are. Somewhat similar to `dig_immediate`, but times are more
1959 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1960 digging speed of an item if it can dig at a faster speed than this
1961 suggests for the hand.
1963 Examples of custom groups
1964 -------------------------
1966 Item groups are often used for defining, well, _groups of items_.
1968 * `meat`: any meat-kind of a thing (rating might define the size or healing
1969 ability or be irrelevant -- it is not defined as of yet)
1970 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1972 * `flammable`: can be set on fire. Rating might define the intensity of the
1973 fire, affecting e.g. the speed of the spreading of an open fire.
1974 * `wool`: any wool (any origin, any color)
1975 * `metal`: any metal
1976 * `weapon`: any weapon
1977 * `heavy`: anything considerably heavy
1979 Digging time calculation specifics
1980 ----------------------------------
1982 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1983 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1984 faster digging time.
1986 The `level` group is used to limit the toughness of nodes an item capable
1987 of digging can dig and to scale the digging times / damage to a greater extent.
1989 **Please do understand this**, otherwise you cannot use the system to it's
1992 Items define their properties by a list of parameters for groups. They
1993 cannot dig other groups; thus it is important to use a standard bunch of
1994 groups to enable interaction with items.
2002 'Tool capabilities' is a property of items that defines two things:
2004 1) Which nodes it can dig and how fast
2005 2) Which objects it can hurt by punching and by how much
2007 Tool capabilities are available for all items, not just tools.
2008 But only tools can receive wear from digging and punching.
2010 Missing or incomplete tool capabilities will default to the
2013 Tool capabilities definition
2014 ----------------------------
2016 Tool capabilities define:
2018 * Full punch interval
2019 * Maximum drop level
2020 * For an arbitrary list of node groups:
2021 * Uses (until the tool breaks)
2022 * Maximum level (usually `0`, `1`, `2` or `3`)
2025 * Punch attack uses (until the tool breaks)
2027 ### Full punch interval `full_punch_interval`
2029 When used as a weapon, the item will do full damage if this time is spent
2030 between punches. If e.g. half the time is spent, the item will do half
2033 ### Maximum drop level `max_drop_level`
2035 Suggests the maximum level of node, when dug with the item, that will drop
2036 its useful item. (e.g. iron ore to drop a lump of iron).
2038 This value is not used in the engine; it is the responsibility of the game/mod
2039 code to implement this.
2041 ### Uses `uses` (tools only)
2043 Determines how many uses the tool has when it is used for digging a node,
2044 of this group, of the maximum level. The maximum supported number of
2045 uses is 65535. The special number 0 is used for infinite uses.
2046 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
2047 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
2048 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
2050 * `uses=10, leveldiff=0`: actual uses: 10
2051 * `uses=10, leveldiff=1`: actual uses: 30
2052 * `uses=10, leveldiff=2`: actual uses: 90
2054 For non-tools, this has no effect.
2056 ### Maximum level `maxlevel`
2058 Tells what is the maximum level of a node of this group that the item will
2061 ### Digging times `times`
2063 List of digging times for different ratings of the group, for nodes of the
2066 For example, as a Lua table, `times={[2]=2.00, [3]=0.70}`. This would
2067 result in the item to be able to dig nodes that have a rating of `2` or `3`
2068 for this group, and unable to dig the rating `1`, which is the toughest.
2069 Unless there is a matching group that enables digging otherwise.
2071 If the result digging time is 0, a delay of 0.15 seconds is added between
2072 digging nodes; If the player releases LMB after digging, this delay is set to 0,
2073 i.e. players can more quickly click the nodes away instead of holding LMB.
2077 List of damage for groups of entities. See [Entity damage mechanism].
2079 ### Punch attack uses (tools only)
2081 Determines how many uses (before breaking) the tool has when dealing damage
2082 to an object, when the full punch interval (see above) was always
2085 Wear received by the tool is proportional to the time spent, scaled by
2086 the full punch interval.
2088 For non-tools, this has no effect.
2090 Example definition of the capabilities of an item
2091 -------------------------------------------------
2093 tool_capabilities = {
2095 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2099 This makes the item capable of digging nodes that fulfill both of these:
2101 * Have the `crumbly` group
2102 * Have a `level` group less or equal to `2`
2104 Table of resulting digging times:
2106 crumbly 0 1 2 3 4 <- level
2108 1 0.80 1.60 1.60 - -
2109 2 0.60 1.20 1.20 - -
2110 3 0.40 0.80 0.80 - -
2112 level diff: 2 1 0 -1 -2
2114 Table of resulting tool uses:
2123 * At `crumbly==0`, the node is not diggable.
2124 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2125 easy nodes to be quickly breakable.
2126 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2131 Entity damage mechanism
2132 =======================
2137 foreach group in cap.damage_groups:
2138 damage += cap.damage_groups[group]
2139 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2140 * (object.armor_groups[group] / 100.0)
2141 -- Where object.armor_groups[group] is 0 for inexistent values
2144 Client predicts damage based on damage groups. Because of this, it is able to
2145 give an immediate response when an entity is damaged or dies; the response is
2146 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2148 Currently a smoke puff will appear when an entity dies.
2150 The group `immortal` completely disables normal damage.
2152 Entities can define a special armor group, which is `punch_operable`. This
2153 group disables the regular damage mechanism for players punching it by hand or
2154 a non-tool item, so that it can do something else than take damage.
2156 On the Lua side, every punch calls:
2158 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2161 This should never be called directly, because damage is usually not handled by
2164 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2165 accessed unless absolutely required, to encourage interoperability.
2166 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2167 * `tool_capabilities` can be `nil`.
2168 * `direction` is a unit vector, pointing from the source of the punch to
2170 * `damage` damage that will be done to entity
2171 Return value of this function will determine if damage is done by this function
2172 (retval true) or shall be done by engine (retval false)
2174 To punch an entity/object in Lua, call:
2176 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2178 * Return value is tool wear.
2179 * Parameters are equal to the above callback.
2180 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2181 will be automatically filled in based on the location of `puncher`.
2192 The instance of a node in the world normally only contains the three values
2193 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2194 It is called "node metadata"; See `NodeMetaRef`.
2196 Node metadata contains two things:
2201 Some of the values in the key-value store are handled specially:
2203 * `formspec`: Defines an inventory menu that is opened with the
2204 'place/use' key. Only works if no `on_rightclick` was
2205 defined for the node. See also [Formspec].
2206 * `infotext`: Text shown on the screen when the node is pointed at.
2207 Line-breaks will be applied automatically.
2208 If the infotext is very long, it will be truncated.
2212 local meta = minetest.get_meta(pos)
2213 meta:set_string("formspec",
2215 "list[context;main;0,0;8,4;]"..
2216 "list[current_player;main;0,5;8,4;]")
2217 meta:set_string("infotext", "Chest");
2218 local inv = meta:get_inventory()
2219 inv:set_size("main", 8*4)
2220 print(dump(meta:to_table()))
2223 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2224 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2225 [10] = "", [11] = "", [12] = "", [13] = "",
2226 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2227 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2228 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2229 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2233 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2241 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2243 Item metadata only contains a key-value store.
2245 Some of the values in the key-value store are handled specially:
2247 * `description`: Set the item stack's description.
2248 See also: `get_description` in [`ItemStack`]
2249 * `short_description`: Set the item stack's short description.
2250 See also: `get_short_description` in [`ItemStack`]
2251 * `color`: A `ColorString`, which sets the stack's color.
2252 * `palette_index`: If the item has a palette, this is used to get the
2253 current color from the palette.
2254 * `count_meta`: Replace the displayed count with any string.
2255 * `count_alignment`: Set the alignment of the displayed count value. This is an
2256 int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
2257 4th bit specify the alignment in y-direction:
2258 0 = default, 1 = left / up, 2 = middle, 3 = right / down
2259 The default currently is the same as right/down.
2260 Example: 6 = 2 + 1*4 = middle,up
2264 local meta = stack:get_meta()
2265 meta:set_string("key", "value")
2266 print(dump(meta:to_table()))
2268 Example manipulations of "description" and expected output behaviors:
2270 print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
2271 print(ItemStack("foobar"):get_description()) --> Unknown Item
2273 local stack = ItemStack("default:stone")
2274 stack:get_meta():set_string("description", "Custom description\nAnother line")
2275 print(stack:get_description()) --> Custom description\nAnother line
2276 print(stack:get_short_description()) --> Custom description
2278 stack:get_meta():set_string("short_description", "Short")
2279 print(stack:get_description()) --> Custom description\nAnother line
2280 print(stack:get_short_description()) --> Short
2282 print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
2289 Formspec defines a menu. This supports inventories and some of the
2290 typical widgets like buttons, checkboxes, text input fields, etc.
2291 It is a string, with a somewhat strange format.
2293 A formspec is made out of formspec elements, which includes widgets
2294 like buttons but also can be used to set stuff like background color.
2296 Many formspec elements have a `name`, which is a unique identifier which
2297 is used when the server receives user input. You must not use the name
2298 "quit" for formspec elements.
2300 Spaces and newlines can be inserted between the blocks, as is used in the
2303 Position and size units are inventory slots unless the new coordinate system
2304 is enabled. `X` and `Y` position the formspec element relative to the top left
2305 of the menu or container. `W` and `H` are its width and height values.
2307 If the new system is enabled, all elements have unified coordinates for all
2308 elements with no padding or spacing in between. This is highly recommended
2309 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2312 Inventories with a `player:<name>` inventory location are only sent to the
2313 player named `<name>`.
2315 When displaying text which can contain formspec code, e.g. text set by a player,
2316 use `minetest.formspec_escape`.
2317 For colored text you can use `minetest.colorize`.
2319 Since formspec version 3, elements drawn in the order they are defined. All
2320 background elements are drawn before all other elements.
2322 **WARNING**: do _not_ use an element name starting with `key_`; those names are
2323 reserved to pass key press events to formspec!
2325 **WARNING**: Minetest allows you to add elements to every single formspec instance
2326 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2327 appearing when you don't expect them to, or why things are styled differently
2328 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2336 list[context;main;0,0;8,4;]
2337 list[current_player;main;0,5;8,4;]
2342 list[context;fuel;2,3;1,1;]
2343 list[context;src;2,1;1,1;]
2344 list[context;dst;5,1;2,2;]
2345 list[current_player;main;0,5;8,4;]
2347 ### Minecraft-like player inventory
2350 image[1,0.6;1,2;player.png]
2351 list[current_player;main;0,3.5;8,4;]
2352 list[current_player;craft;3,0;3,3;]
2353 list[current_player;craftpreview;7,1;1,1;]
2358 * Formspec version 1 (pre-5.1.0):
2360 * Formspec version 2 (5.1.0):
2361 * Forced real coordinates
2362 * background9[]: 9-slice scaling parameters
2363 * Formspec version 3 (5.2.0):
2364 * Formspec elements are drawn in the order of definition
2365 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2366 * box[] and image[] elements enable clipping by default
2367 * new element: scroll_container[]
2368 * Formspec version 4 (5.4.0):
2369 * Allow dropdown indexing events
2370 * Formspec version 5 (5.5.0):
2371 * Added padding[] element
2372 * Formspec version 6 (5.6.0):
2373 * Add nine-slice images, animated_image, and fgimg_middle
2378 ### `formspec_version[<version>]`
2380 * Set the formspec version to a certain number. If not specified,
2381 version 1 is assumed.
2382 * Must be specified before `size` element.
2383 * Clients older than this version can neither show newer elements nor display
2384 elements with new arguments correctly.
2385 * Available since feature `formspec_version_element`.
2386 * See also: [Version History]
2388 ### `size[<W>,<H>,<fixed_size>]`
2390 * Define the size of the menu in inventory slots
2391 * `fixed_size`: `true`/`false` (optional)
2392 * deprecated: `invsize[<W>,<H>;]`
2394 ### `position[<X>,<Y>]`
2396 * Must be used after `size` element.
2397 * Defines the position on the game window of the formspec's `anchor` point.
2398 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2400 * [0.0, 0.0] sets the position to the top left corner of the game window.
2401 * [1.0, 1.0] sets the position to the bottom right of the game window.
2402 * Defaults to the center of the game window [0.5, 0.5].
2404 ### `anchor[<X>,<Y>]`
2406 * Must be used after both `size` and `position` (if present) elements.
2407 * Defines the location of the anchor point within the formspec.
2408 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2410 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2411 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2412 * Defaults to the center of the formspec [0.5, 0.5].
2414 * `position` and `anchor` elements need suitable values to avoid a formspec
2415 extending off the game window due to particular game window sizes.
2417 ### `padding[<X>,<Y>]`
2419 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2420 * Defines how much space is padded around the formspec if the formspec tries to
2421 increase past the size of the screen and coordinates have to be shrunk.
2422 * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
2423 screen), and 0.5 represents half the screen (which forces the coordinate size
2424 to 0). If negative, the formspec can extend off the edge of the screen.
2425 * Defaults to [0.05, 0.05].
2429 * Must be used after the `size`, `position`, `anchor`, and `padding` elements
2431 * Disables player:set_formspec_prepend() from applying to this formspec.
2433 ### `real_coordinates[<bool>]`
2435 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2436 * When set to true, all following formspec elements will use the new coordinate system.
2437 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2438 (if present), the form size will use the new coordinate system.
2439 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2440 They must enable it explicitly.
2441 * For information on converting forms to the new coordinate system, see `Migrating
2442 to Real Coordinates`.
2444 ### `container[<X>,<Y>]`
2446 * Start of a container block, moves all physical elements in the container by
2448 * Must have matching `container_end`
2449 * Containers can be nested, in which case the offsets are added
2450 (child containers are relative to parent containers)
2452 ### `container_end[]`
2454 * End of a container, following elements are no longer relative to this
2457 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2459 * Start of a scroll_container block. All contained elements will ...
2460 * take the scroll_container coordinate as position origin,
2461 * be additionally moved by the current value of the scrollbar with the name
2462 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2463 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2464 * `orientation`: possible values are `vertical` and `horizontal`.
2465 * `scroll factor`: optional, defaults to `0.1`.
2466 * Nesting is possible.
2467 * Some elements might work a little different if they are in a scroll_container.
2468 * Note: If you want the scroll_container to actually work, you also need to add a
2469 scrollbar element with the specified name. Furthermore, it is highly recommended
2470 to use a scrollbaroptions element on this scrollbar.
2472 ### `scroll_container_end[]`
2474 * End of a scroll_container, following elements are no longer bound to this
2477 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2479 * Show an inventory list if it has been sent to the client.
2480 * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
2481 are moved) while the formspec is open, the formspec element may (but is not guaranteed
2482 to) adapt to the new inventory list.
2483 * Item slots are drawn in a grid from left to right, then up to down, ordered
2484 according to the slot index.
2485 * `W` and `H` are in inventory slots, not in coordinates.
2486 * `starting item index` (Optional): The index of the first (upper-left) item to draw.
2487 Indices start at `0`. Default is `0`.
2488 * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
2489 `starting item index`.
2490 * **Note**: With the new coordinate system, the spacing between inventory
2491 slots is one-fourth the size of an inventory slot by default. Also see
2492 [Styling Formspecs] for changing the size of slots and spacing.
2494 ### `listring[<inventory location>;<list name>]`
2496 * Appends to an internal ring of inventory lists.
2497 * Shift-clicking on items in one element of the ring
2498 will send them to the next inventory list inside the ring
2499 * The first occurrence of an element inside the ring will
2500 determine the inventory where items will be sent to
2504 * Shorthand for doing `listring[<inventory location>;<list name>]`
2505 for the last two inventory lists added by list[...]
2507 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2509 * Sets background color of slots as `ColorString`
2510 * Sets background color of slots on mouse hovering
2512 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2514 * Sets background color of slots as `ColorString`
2515 * Sets background color of slots on mouse hovering
2516 * Sets color of slots border
2518 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2520 * Sets background color of slots as `ColorString`
2521 * Sets background color of slots on mouse hovering
2522 * Sets color of slots border
2523 * Sets default background color of tooltips
2524 * Sets default font color of tooltips
2526 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2528 * Adds tooltip for an element
2529 * `bgcolor` tooltip background color as `ColorString` (optional)
2530 * `fontcolor` tooltip font color as `ColorString` (optional)
2532 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2534 * Adds tooltip for an area. Other tooltips will take priority when present.
2535 * `bgcolor` tooltip background color as `ColorString` (optional)
2536 * `fontcolor` tooltip font color as `ColorString` (optional)
2538 ### `image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]`
2541 * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
2542 * Requires formspec version >= 6.
2543 * See `background9[]` documentation for more information.
2545 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]`
2547 * Show an animated image. The image is drawn like a "vertical_frames" tile
2548 animation (See [Tile animation definition]), but uses a frame count/duration for simplicity
2549 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2550 * `texture name`: The image to use.
2551 * `frame count`: The number of frames animating the image.
2552 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2553 * `frame start` (optional): The index of the frame to start on. Default `1`.
2554 * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
2555 * Requires formspec version >= 6.
2556 * See `background9[]` documentation for more information.
2558 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2560 * Show a mesh model.
2561 * `name`: Element name that can be used for styling
2562 * `mesh`: The mesh model to use.
2563 * `textures`: The mesh textures to use according to the mesh materials.
2564 Texture names must be separated by commas.
2565 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2566 The axes are euler angles in degrees.
2567 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2568 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2569 * `frame loop range` (Optional): Range of the animation frames.
2570 * Defaults to the full range of all available frames.
2571 * Syntax: `<begin>,<end>`
2572 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2574 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2576 * Show an inventory image of registered item/node
2578 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2580 * Sets background color of formspec.
2581 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2582 of the non-fullscreen and the fullscreen background.
2583 * `fullscreen` (optional) can be one of the following:
2584 * `false`: Only the non-fullscreen background color is drawn. (default)
2585 * `true`: Only the fullscreen background color is drawn.
2586 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2587 * `neither`: No background color is drawn.
2588 * Note: Leave a parameter empty to not modify the value.
2589 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2590 are not bools are only available since formspec version 3.
2592 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2594 * Example for formspec 8x4 in 16x resolution: image shall be sized
2595 8 times 16px times 4 times 16px.
2597 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2599 * Example for formspec 8x4 in 16x resolution:
2600 image shall be sized 8 times 16px times 4 times 16px
2601 * If `auto_clip` is `true`, the background is clipped to the formspec size
2602 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2604 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2606 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2607 * Middle is a rect which defines the middle of the 9-slice.
2608 * `x` - The middle will be x pixels from all sides.
2609 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2610 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2611 will be added to the width and height of the texture, allowing it to be used as the
2612 distance from the far end.
2613 * All numbers in middle are integers.
2614 * If `auto_clip` is `true`, the background is clipped to the formspec size
2615 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2616 * Available since formspec version 2
2618 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2620 * Textual password style field; will be sent to server when a button is clicked
2621 * When enter is pressed in field, fields.key_enter_field will be sent with the
2623 * With the old coordinate system, fields are a set height, but will be vertically
2624 centered on `H`. With the new coordinate system, `H` will modify the height.
2625 * `name` is the name of the field as returned in fields to `on_receive_fields`
2626 * `label`, if not blank, will be text printed on the top left above the field
2627 * See `field_close_on_enter` to stop enter closing the formspec
2629 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2631 * Textual field; will be sent to server when a button is clicked
2632 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2633 the name of this field.
2634 * With the old coordinate system, fields are a set height, but will be vertically
2635 centered on `H`. With the new coordinate system, `H` will modify the height.
2636 * `name` is the name of the field as returned in fields to `on_receive_fields`
2637 * `label`, if not blank, will be text printed on the top left above the field
2638 * `default` is the default value of the field
2639 * `default` may contain variable references such as `${text}` which
2640 will fill the value from the metadata value `text`
2641 * **Note**: no extra text or more than a single variable is supported ATM.
2642 * See `field_close_on_enter` to stop enter closing the formspec
2644 ### `field[<name>;<label>;<default>]`
2646 * As above, but without position/size units
2647 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2648 the name of this field.
2649 * Special field for creating simple forms, such as sign text input
2650 * Must be used without a `size[]` element
2651 * A "Proceed" button will be added automatically
2652 * See `field_close_on_enter` to stop enter closing the formspec
2654 ### `field_close_on_enter[<name>;<close_on_enter>]`
2656 * <name> is the name of the field
2657 * if <close_on_enter> is false, pressing enter in the field will submit the
2658 form but not close it.
2659 * defaults to true when not specified (ie: no tag for a field)
2661 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2663 * Same as fields above, but with multi-line input
2664 * If the text overflows, a vertical scrollbar is added.
2665 * If the name is empty, the textarea is read-only and
2666 the background is not shown, which corresponds to a multi-line label.
2668 ### `label[<X>,<Y>;<label>]`
2670 * The label formspec element displays the text set in `label`
2671 at the specified position.
2672 * **Note**: If the new coordinate system is enabled, labels are
2673 positioned from the center of the text, not the top.
2674 * The text is displayed directly without automatic line breaking,
2675 so label should not be used for big text chunks. Newlines can be
2676 used to make labels multiline.
2677 * **Note**: With the new coordinate system, newlines are spaced with
2678 half a coordinate. With the old system, newlines are spaced 2/5 of
2681 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2682 * Displays a static formatted text with hyperlinks.
2683 * **Note**: This element is currently unstable and subject to change.
2684 * `x`, `y`, `w` and `h` work as per field
2685 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2686 * `text` is the formatted text using `Markup Language` described below.
2688 ### `vertlabel[<X>,<Y>;<label>]`
2689 * Textual label drawn vertically
2690 * `label` is the text on the label
2691 * **Note**: If the new coordinate system is enabled, vertlabels are
2692 positioned from the center of the text, not the left.
2694 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2696 * Clickable button. When clicked, fields will be sent.
2697 * With the old coordinate system, buttons are a set height, but will be vertically
2698 centered on `H`. With the new coordinate system, `H` will modify the height.
2699 * `label` is the text on the button
2701 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2703 * `texture name` is the filename of an image
2704 * **Note**: Height is supported on both the old and new coordinate systems
2707 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2709 * `texture name` is the filename of an image
2710 * `noclip=true` means the image button doesn't need to be within specified
2712 * `drawborder`: draw button border or not
2713 * `pressed texture name` is the filename of an image on pressed state
2715 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2717 * `item name` is the registered name of an item/node
2718 * The item description will be used as the tooltip. This can be overridden with
2721 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2723 * When clicked, fields will be sent and the form will quit.
2724 * Same as `button` in all other respects.
2726 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2728 * When clicked, fields will be sent and the form will quit.
2729 * Same as `image_button` in all other respects.
2731 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2733 * Scrollable item list showing arbitrary text elements
2734 * `name` fieldname sent to server on doubleclick value is current selected
2736 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2738 * if you want a listelement to start with "#" write "##".
2740 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2742 * Scrollable itemlist showing arbitrary text elements
2743 * `name` fieldname sent to server on doubleclick value is current selected
2745 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2746 * if you want a listelement to start with "#" write "##"
2747 * Index to be selected within textlist
2748 * `true`/`false`: draw transparent background
2749 * See also `minetest.explode_textlist_event`
2750 (main menu: `core.explode_textlist_event`).
2752 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2754 * Show a tab**header** at specific position (ignores formsize)
2755 * `X` and `Y`: position of the tabheader
2756 * *Note*: Width and height are automatically chosen with this syntax
2757 * `name` fieldname data is transferred to Lua
2758 * `caption 1`...: name shown on top of tab
2759 * `current_tab`: index of selected tab 1...
2760 * `transparent` (optional): if true, tabs are semi-transparent
2761 * `draw_border` (optional): if true, draw a thin line at tab base
2763 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2765 * Show a tab**header** at specific position (ignores formsize)
2766 * **Important note**: This syntax for tabheaders can only be used with the
2767 new coordinate system.
2768 * `X` and `Y`: position of the tabheader
2769 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2770 * `name` fieldname data is transferred to Lua
2771 * `caption 1`...: name shown on top of tab
2772 * `current_tab`: index of selected tab 1...
2773 * `transparent` (optional): show transparent
2774 * `draw_border` (optional): draw border
2776 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2778 * Show a tab**header** at specific position (ignores formsize)
2779 * **Important note**: This syntax for tabheaders can only be used with the
2780 new coordinate system.
2781 * `X` and `Y`: position of the tabheader
2782 * `W` and `H`: width and height of the tabheader
2783 * `name` fieldname data is transferred to Lua
2784 * `caption 1`...: name shown on top of tab
2785 * `current_tab`: index of selected tab 1...
2786 * `transparent` (optional): show transparent
2787 * `draw_border` (optional): draw border
2789 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2791 * Simple colored box
2792 * `color` is color specified as a `ColorString`.
2793 If the alpha component is left blank, the box will be semitransparent.
2794 If the color is not specified, the box will use the options specified by
2795 its style. If the color is specified, all styling options will be ignored.
2797 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2799 * Show a dropdown field
2800 * **Important note**: There are two different operation modes:
2801 1. handle directly on change (only changed dropdown is submitted)
2802 2. read the value on pressing a button (all dropdown values are available)
2803 * `X` and `Y`: position of the dropdown
2804 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2805 * Fieldname data is transferred to Lua
2806 * Items to be shown in dropdown
2807 * Index of currently selected dropdown item
2808 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2809 event field value for selected items.
2810 * `true`: Selected item index
2811 * `false` (default): Selected item value
2813 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2815 * Show a dropdown field
2816 * **Important note**: This syntax for dropdowns can only be used with the
2817 new coordinate system.
2818 * **Important note**: There are two different operation modes:
2819 1. handle directly on change (only changed dropdown is submitted)
2820 2. read the value on pressing a button (all dropdown values are available)
2821 * `X` and `Y`: position of the dropdown
2822 * `W` and `H`: width and height of the dropdown
2823 * Fieldname data is transferred to Lua
2824 * Items to be shown in dropdown
2825 * Index of currently selected dropdown item
2826 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2827 event field value for selected items.
2828 * `true`: Selected item index
2829 * `false` (default): Selected item value
2831 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2834 * `name` fieldname data is transferred to Lua
2835 * `label` to be shown left of checkbox
2836 * `selected` (optional): `true`/`false`
2837 * **Note**: If the new coordinate system is enabled, checkboxes are
2838 positioned from the center of the checkbox, not the top.
2840 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2842 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2843 * There are two ways to use it:
2844 1. handle the changed event (only changed scrollbar is available)
2845 2. read the value on pressing a button (all scrollbars are available)
2846 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2847 * Fieldname data is transferred to Lua
2848 * Value of this trackbar is set to (`0`-`1000`) by default
2849 * See also `minetest.explode_scrollbar_event`
2850 (main menu: `core.explode_scrollbar_event`).
2852 ### `scrollbaroptions[opt1;opt2;...]`
2853 * Sets options for all following `scrollbar[]` elements
2855 * Sets scrollbar minimum value, defaults to `0`.
2857 * Sets scrollbar maximum value, defaults to `1000`.
2858 If the max is equal to the min, the scrollbar will be disabled.
2860 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2862 * If this is set to a negative number, the value will be reset to `10`.
2864 * Sets scrollbar step value used by page up and page down.
2865 * If this is set to a negative number, the value will be reset to `100`.
2867 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2868 units the thumb spans out of the range of the scrollbar values.
2869 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2870 would span a tenth of the scrollbar space.
2871 * If this is set to zero or less, the value will be reset to `1`.
2872 * `arrows=<show/hide/default>`
2873 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2874 when the scrollbar gets too small, but shows them otherwise.
2876 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2878 * Show scrollable table using options defined by the previous `tableoptions[]`
2879 * Displays cells as defined by the previous `tablecolumns[]`
2880 * `name`: fieldname sent to server on row select or doubleclick
2881 * `cell 1`...`cell n`: cell contents given in row-major order
2882 * `selected idx`: index of row to be selected within table (first row = `1`)
2883 * See also `minetest.explode_table_event`
2884 (main menu: `core.explode_table_event`).
2886 ### `tableoptions[<opt 1>;<opt 2>;...]`
2888 * Sets options for `table[]`
2890 * default text color (`ColorString`), defaults to `#FFFFFF`
2891 * `background=#RRGGBB`
2892 * table background color (`ColorString`), defaults to `#000000`
2893 * `border=<true/false>`
2894 * should the table be drawn with a border? (default: `true`)
2895 * `highlight=#RRGGBB`
2896 * highlight background color (`ColorString`), defaults to `#466432`
2897 * `highlight_text=#RRGGBB`
2898 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2899 * `opendepth=<value>`
2900 * all subtrees up to `depth < value` are open (default value = `0`)
2901 * only useful when there is a column of type "tree"
2903 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2905 * Sets columns for `table[]`
2906 * Types: `text`, `image`, `color`, `indent`, `tree`
2907 * `text`: show cell contents as text
2908 * `image`: cell contents are an image index, use column options to define
2910 * `color`: cell contents are a ColorString and define color of following
2912 * `indent`: cell contents are a number and define indentation of following
2914 * `tree`: same as indent, but user can open and close subtrees
2918 * for `text` and `image`: content alignment within cells.
2919 Available values: `left` (default), `center`, `right`, `inline`
2921 * for `text` and `image`: minimum width in em (default: `0`)
2922 * for `indent` and `tree`: indent width in em (default: `1.5`)
2923 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2924 Exception: defaults to 0 for indent columns
2925 * `tooltip=<value>`: tooltip text (default: empty)
2926 * `image` column options:
2927 * `0=<value>` sets image for image index 0
2928 * `1=<value>` sets image for image index 1
2929 * `2=<value>` sets image for image index 2
2930 * and so on; defined indices need not be contiguous empty or
2931 non-numeric cells are treated as `0`.
2932 * `color` column options:
2933 * `span=<value>`: number of following columns to affect
2934 (default: infinite).
2936 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2938 * Set the style for the element(s) matching `selector` by name.
2939 * `selector` can be one of:
2940 * `<name>` - An element name. Includes `*`, which represents every element.
2941 * `<name>:<state>` - An element name, a colon, and one or more states.
2942 * `state` is a list of states separated by the `+` character.
2943 * If a state is provided, the style will only take effect when the element is in that state.
2944 * All provided states must be active for the style to apply.
2945 * Note: this **must** be before the element is defined.
2946 * See [Styling Formspecs].
2949 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2951 * Set the style for the element(s) matching `selector` by type.
2952 * `selector` can be one of:
2953 * `<type>` - An element type. Includes `*`, which represents every element.
2954 * `<type>:<state>` - An element type, a colon, and one or more states.
2955 * `state` is a list of states separated by the `+` character.
2956 * If a state is provided, the style will only take effect when the element is in that state.
2957 * All provided states must be active for the style to apply.
2958 * See [Styling Formspecs].
2960 ### `set_focus[<name>;<force>]`
2962 * Sets the focus to the element with the same `name` parameter.
2963 * **Note**: This element must be placed before the element it focuses.
2964 * `force` (optional, default `false`): By default, focus is not applied for
2965 re-sent formspecs with the same name so that player-set focus is kept.
2966 `true` sets the focus to the specified element for every sent formspec.
2967 * The following elements have the ability to be focused:
2982 Migrating to Real Coordinates
2983 -----------------------------
2985 In the old system, positions included padding and spacing. Padding is a gap between
2986 the formspec window edges and content, and spacing is the gaps between items. For
2987 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2988 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2989 in the new coordinate system from scratch.
2991 To recreate an old layout with padding, you'll need to pass the positions and sizes
2992 through the following formula to re-introduce padding:
2995 pos = (oldpos + 1)*spacing + padding
3001 You'll need to change the `size[]` tag like this:
3004 size = (oldsize-1)*spacing + padding*2 + 1
3007 A few elements had random offsets in the old system. Here is a table which shows these
3008 offsets when migrating:
3010 | Element | Position | Size | Notes
3011 |---------|------------|---------|-------
3012 | box | +0.3, +0.1 | 0, -0.4 |
3013 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
3014 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
3015 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
3020 Formspec elements can be themed using the style elements:
3022 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
3023 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
3024 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
3025 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
3029 property_name=property_value
3033 style_type[button;bgcolor=#006699]
3034 style[world_delete;bgcolor=red;textcolor=yellow]
3035 button[4,3.95;2.6,1;world_delete;Delete]
3037 A name/type can optionally be a comma separated list of names/types, like so:
3039 world_delete,world_create,world_configure
3042 A `*` type can be used to select every element in the formspec.
3044 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
3046 world_delete:hovered+pressed
3049 States allow you to apply styles in response to changes in the element, instead of applying at all times.
3051 Setting a property to nothing will reset it to the default value. For example:
3053 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
3054 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
3057 ### Supported Element Types
3059 Some types may inherit styles from parent types.
3061 * animated_image, inherits from image
3064 * button_exit, inherits from button
3074 * pwdfield, inherits from field
3080 * vertlabel, inherits from label
3083 ### Valid Properties
3086 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3088 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3089 * Defaults to false in formspec_version version 3 or higher
3090 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
3091 * Single value (e.g. `#FF0`): All corners/borders.
3092 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
3093 top and bottom,left and right.
3094 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
3095 * These work similarly to CSS borders.
3096 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
3097 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
3098 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
3099 negative, the border will extend inside the box, whereas positive extends outside
3100 the box. A width of zero results in no border; this is default.
3101 * button, button_exit, image_button, item_image_button
3102 * alpha - boolean, whether to draw alpha in bgimg. Default true.
3103 * bgcolor - color, sets button tint.
3104 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
3105 * This is deprecated, use states instead.
3106 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
3107 * This is deprecated, use states instead.
3108 * bgimg - standard background image. Defaults to none.
3109 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
3110 * This is deprecated, use states instead.
3111 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
3112 See background9[] documentation for more details. This property also pads the
3113 button's content when set.
3114 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
3115 * This is deprecated, use states instead.
3116 * font - Sets font type. This is a comma separated list of options. Valid options:
3117 * Main font type options. These cannot be combined with each other:
3118 * `normal`: Default font
3119 * `mono`: Monospaced font
3120 * Font modification options. If used without a main font type, `normal` is used:
3121 * `bold`: Makes font bold.
3122 * `italic`: Makes font italic.
3124 * font_size - Sets font size. Default is user-set. Can have multiple values:
3125 * `<number>`: Sets absolute font size to `number`.
3126 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3127 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3128 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3129 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3130 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3131 * padding - rect, adds space between the edges of the button and the content. This value is
3132 relative to bgimg_middle.
3133 * sound - a sound to be played when triggered.
3134 * textcolor - color, default white.
3136 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3137 * sound - a sound to be played when triggered.
3139 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3140 * sound - a sound to be played when the entry is changed.
3141 * field, pwdfield, textarea
3142 * border - set to false to hide the textbox background and border. Default true.
3143 * font - Sets font type. See button `font` property for more information.
3144 * font_size - Sets font size. See button `font_size` property for more information.
3145 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3146 * textcolor - color. Default white.
3148 * bgcolor - color, sets background color.
3149 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3150 * Default to false in formspec_version version 3 or higher
3152 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3153 * Default to false in formspec_version version 3 or higher
3155 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3157 * font - Sets font type. See button `font` property for more information.
3158 * font_size - Sets font size. See button `font_size` property for more information.
3159 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3161 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3162 * size - 2d vector, sets the size of inventory slots in coordinates.
3163 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3164 * image_button (additional properties)
3165 * fgimg - standard image. Defaults to none.
3166 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3167 * This is deprecated, use states instead.
3168 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3169 * This is deprecated, use states instead.
3170 * fgimg_middle - Makes the fgimg textures render in 9-sliced mode and defines the middle rect.
3171 See background9[] documentation for more details.
3172 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3173 * sound - a sound to be played when triggered.
3175 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3177 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3178 * sound - a sound to be played when a different tab is selected.
3179 * textcolor - color. Default white.
3181 * font - Sets font type. See button `font` property for more information.
3182 * font_size - Sets font size. See button `font_size` property for more information.
3183 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3188 * default - Equivalent to providing no states
3189 * button, button_exit, image_button, item_image_button
3190 * hovered - Active when the mouse is hovering over the element
3191 * pressed - Active when the button is pressed
3196 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3197 The markup language is currently unstable and subject to change. Use with caution.
3198 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3199 Tags can have attributes, in that case, attributes are in the opening tag in
3200 form of a key/value separated with equal signs. Attribute values should not be quoted.
3202 If you want to insert a literal greater-than sign or a backslash into the text,
3203 you must escape it by preceding it with a backslash.
3205 These are the technically basic tags but see below for usual tags. Base tags are:
3207 `<style color=... font=... size=...>...</style>`
3209 Changes the style of the text.
3211 * `color`: Text color. Given color is a `colorspec`.
3212 * `size`: Text size.
3213 * `font`: Text font (`mono` or `normal`).
3215 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3220 * `background`: Text background, a `colorspec` or `none`.
3221 * `margin`: Page margins in pixel.
3222 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3224 Inheriting styles (affects child elements):
3225 * `color`: Default text color. Given color is a `colorspec`.
3226 * `hovercolor`: Color of <action> tags when mouse is over.
3227 * `size`: Default text size.
3228 * `font`: Default text font (`mono` or `normal`).
3229 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3231 This tag needs to be placed only once as it changes the global settings of the
3232 text. Anyway, if several tags are placed, each changed will be made in the order
3235 `<tag name=... color=... hovercolor=... font=... size=...>`
3237 Defines or redefines tag style. This can be used to define new tags.
3238 * `name`: Name of the tag to define or change.
3239 * `color`: Text color. Given color is a `colorspec`.
3240 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3241 * `size`: Text size.
3242 * `font`: Text font (`mono` or `normal`).
3244 Following tags are the usual tags for text layout. They are defined by default.
3245 Other tags can be added using `<tag ...>` tag.
3247 `<normal>...</normal>`: Normal size text
3249 `<big>...</big>`: Big text
3251 `<bigger>...</bigger>`: Bigger text
3253 `<center>...</center>`: Centered text
3255 `<left>...</left>`: Left-aligned text
3257 `<right>...</right>`: Right-aligned text
3259 `<justify>...</justify>`: Justified text
3261 `<mono>...</mono>`: Monospaced font
3263 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3265 `<action name=...>...</action>`
3267 Make that text a clickable text triggering an action.
3269 * `name`: Name of the action (mandatory).
3271 When clicked, the formspec is send to the server. The value of the text field
3272 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3275 `<img name=... float=... width=... height=...>`
3277 Draws an image which is present in the client media cache.
3279 * `name`: Name of the texture (mandatory).
3280 * `float`: If present, makes the image floating (`left` or `right`).
3281 * `width`: Force image width instead of taking texture width.
3282 * `height`: Force image height instead of taking texture height.
3284 If only width or height given, texture aspect is kept.
3286 `<item name=... float=... width=... height=... rotate=...>`
3288 Draws an item image.
3290 * `name`: Item string of the item to draw (mandatory).
3291 * `float`: If present, makes the image floating (`left` or `right`).
3292 * `width`: Item image width.
3293 * `height`: Item image height.
3294 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3295 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3296 `inventory_items_animations` is set to true.
3297 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3298 X, Y and Z being angles around each three axes. Works only if
3299 `inventory_items_animations` is set to true.
3307 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3308 * `"current_player"`: Player to whom the menu is shown
3309 * `"player:<name>"`: Any player
3310 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3311 * `"detached:<name>"`: A detached inventory
3313 Player Inventory lists
3314 ----------------------
3316 * `main`: list containing the default inventory
3317 * `craft`: list containing the craft input
3318 * `craftpreview`: list containing the craft prediction
3319 * `craftresult`: list containing the crafted output
3320 * `hand`: list containing an override for the empty hand
3321 * Is not created automatically, use `InvRef:set_size`
3322 * Is only used to enhance the empty hand's tool capabilities
3330 `#RGB` defines a color in hexadecimal format.
3332 `#RGBA` defines a color in hexadecimal format and alpha channel.
3334 `#RRGGBB` defines a color in hexadecimal format.
3336 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3338 Named colors are also supported and are equivalent to
3339 [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
3340 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3341 the color name (e.g. `colorname#08`).
3346 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3349 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3350 * `colorspec = {a=255, r=0, g=255, b=0}`
3351 * numerical form: The raw integer value of an ARGB8 quad:
3352 * `colorspec = 0xFF00FF00`
3353 * string form: A ColorString (defined above):
3354 * `colorspec = "green"`
3362 Most text can contain escape sequences, that can for example color the text.
3363 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3364 The following functions provide escape sequences:
3366 * `minetest.get_color_escape_sequence(color)`:
3367 * `color` is a ColorString
3368 * The escape sequence sets the text color to `color`
3369 * `minetest.colorize(color, message)`:
3371 `minetest.get_color_escape_sequence(color) ..
3373 minetest.get_color_escape_sequence("#ffffff")`
3374 * `minetest.get_background_escape_sequence(color)`
3375 * `color` is a ColorString
3376 * The escape sequence sets the background of the whole text element to
3377 `color`. Only defined for item descriptions and tooltips.
3378 * `minetest.strip_foreground_colors(str)`
3379 * Removes foreground colors added by `get_color_escape_sequence`.
3380 * `minetest.strip_background_colors(str)`
3381 * Removes background colors added by `get_background_escape_sequence`.
3382 * `minetest.strip_colors(str)`
3383 * Removes all color escape sequences.
3391 Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
3392 and has a class to represent them (`vector.*`), which this chapter is about.
3393 For details on what a spatial vectors is, please refer to Wikipedia:
3394 https://en.wikipedia.org/wiki/Euclidean_vector.
3396 Spatial vectors are used for various things, including, but not limited to:
3398 * any 3D spatial vector (x/y/z-directions)
3399 * Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
3400 meaning here. Therefore, most vector operations make no sense in this use case.)
3402 Note that they are *not* used for:
3404 * n-dimensional vectors where n is not 3 (ie. n=2)
3405 * arrays of the form `{num, num, num}`
3407 The API documentation may refer to spatial vectors, as produced by `vector.new`,
3408 by any of the following notations:
3410 * `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
3411 * `vector.new(x, y, z)`
3412 * `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
3417 Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
3418 Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
3419 Note: Those old-style vectors can still be found in old mod code. Hence, mod and
3420 engine APIs still need to be able to cope with them in many places.
3422 Manually constructed tables are deprecated and highly discouraged. This interface
3423 should be used to ensure seamless compatibility between mods and the Minetest API.
3424 This is especially important to callback function parameters and functions overwritten
3426 Also, though not likely, the internal implementation of a vector might change in
3428 In your own code, or if you define your own API, you can, of course, still use
3429 other representations of vectors.
3431 Vectors provided by API functions will provide an instance of this class if not
3432 stated otherwise. Mods should adapt this for convenience reasons.
3434 Special properties of the class
3435 -------------------------------
3437 Vectors can be indexed with numbers and allow method and operator syntax.
3439 All these forms of addressing a vector `v` are valid:
3440 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3441 Note: Prefer letter over number indexing for performance and compatibility reasons.
3443 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3444 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3446 `tostring` is defined for vectors, see `vector.to_string`.
3448 The metatable that is used for vectors can be accessed via `vector.metatable`.
3451 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3452 Returned vectors always have a metatable set.
3454 Common functions and methods
3455 ----------------------------
3457 For the following functions (and subchapters),
3458 `v`, `v1`, `v2` are vectors,
3459 `p1`, `p2` are position vectors,
3460 `s` is a scalar (a number),
3461 vectors are written like this: `(x, y, z)`:
3463 * `vector.new([a[, b, c]])`:
3464 * Returns a new vector `(a, b, c)`.
3465 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3466 `vector.new(v)` does the same as `vector.copy(v)`
3468 * Returns a new vector `(0, 0, 0)`.
3470 * Returns a copy of the vector `v`.
3471 * `vector.from_string(s[, init])`:
3472 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3473 `np` is the next position in the string after the vector.
3474 * Returns `nil` on failure.
3475 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3476 spaces, leaving away commas and adding an additional comma to the end
3478 * `init`: If given starts looking for the vector at this string index.
3479 * `vector.to_string(v)`:
3480 * Returns a string of the form `"(x, y, z)"`.
3481 * `tostring(v)` does the same.
3482 * `vector.direction(p1, p2)`:
3483 * Returns a vector of length 1 with direction `p1` to `p2`.
3484 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3485 * `vector.distance(p1, p2)`:
3486 * Returns zero or a positive number, the distance between `p1` and `p2`.
3487 * `vector.length(v)`:
3488 * Returns zero or a positive number, the length of vector `v`.
3489 * `vector.normalize(v)`:
3490 * Returns a vector of length 1 with direction of vector `v`.
3491 * If `v` has zero length, returns `(0, 0, 0)`.
3492 * `vector.floor(v)`:
3493 * Returns a vector, each dimension rounded down.
3494 * `vector.round(v)`:
3495 * Returns a vector, each dimension rounded to nearest integer.
3496 * At a multiple of 0.5, rounds away from zero.
3497 * `vector.apply(v, func)`:
3498 * Returns a vector where the function `func` has been applied to each
3500 * `vector.combine(v, w, func)`:
3501 * Returns a vector where the function `func` has combined both components of `v` and `w`
3503 * `vector.equals(v1, v2)`:
3504 * Returns a boolean, `true` if the vectors are identical.
3505 * `vector.sort(v1, v2)`:
3506 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3507 * `vector.angle(v1, v2)`:
3508 * Returns the angle between `v1` and `v2` in radians.
3509 * `vector.dot(v1, v2)`:
3510 * Returns the dot product of `v1` and `v2`.
3511 * `vector.cross(v1, v2)`:
3512 * Returns the cross product of `v1` and `v2`.
3513 * `vector.offset(v, x, y, z)`:
3514 * Returns the sum of the vectors `v` and `(x, y, z)`.
3515 * `vector.check(v)`:
3516 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3517 by a `vector.*` function.
3518 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3520 For the following functions `x` can be either a vector or a number:
3522 * `vector.add(v, x)`:
3524 * If `x` is a vector: Returns the sum of `v` and `x`.
3525 * If `x` is a number: Adds `x` to each component of `v`.
3526 * `vector.subtract(v, x)`:
3528 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3529 * If `x` is a number: Subtracts `x` from each component of `v`.
3530 * `vector.multiply(v, s)`:
3531 * Returns a scaled vector.
3532 * Deprecated: If `s` is a vector: Returns the Schur product.
3533 * `vector.divide(v, s)`:
3534 * Returns a scaled vector.
3535 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3540 Operators can be used if all of the involved vectors have metatables:
3542 * Returns whether `v1` and `v2` are identical.
3544 * Returns the additive inverse of v.
3546 * Returns the sum of both vectors.
3547 * Note: `+` can not be used together with scalars.
3549 * Returns the difference of `v1` subtracted by `v2`.
3550 * Note: `-` can not be used together with scalars.
3551 * `v * s` or `s * v`:
3552 * Returns `v` scaled by `s`.
3554 * Returns `v` scaled by `1 / s`.
3556 Rotation-related functions
3557 --------------------------
3559 For the following functions `a` is an angle in radians and `r` is a rotation
3560 vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
3563 * `vector.rotate(v, r)`:
3564 * Applies the rotation `r` to `v` and returns the result.
3565 * `vector.rotate(vector.new(0, 0, 1), r)` and
3566 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3567 forward and up relative to an entity's rotation `r`.
3568 * `vector.rotate_around_axis(v1, v2, a)`:
3569 * Returns `v1` rotated around axis `v2` by `a` radians according to
3570 the right hand rule.
3571 * `vector.dir_to_rotation(direction[, up])`:
3572 * Returns a rotation vector for `direction` pointing forward using `up`
3574 * If `up` is omitted, the roll of the returned vector defaults to zero.
3575 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3580 There are more helper functions involving vectors, but they are listed elsewhere
3581 because they only work on specific sorts of vectors or involve things that are not
3586 * `minetest.hash_node_position` (Only works on node positions.)
3587 * `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
3595 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3596 human-readable, handles reference loops.
3597 * `obj`: arbitrary variable
3598 * `name`: string, default: `"_"`
3599 * `dumped`: table, default: `{}`
3600 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3601 * `obj`: arbitrary variable
3602 * `dumped`: table, default: `{}`
3603 * `math.hypot(x, y)`
3604 * Get the hypotenuse of a triangle with legs x and y.
3605 Useful for distance calculation.
3606 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3607 * Get the sign of a number.
3608 * tolerance: number, default: `0.0`
3609 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3611 * `math.factorial(x)`: returns the factorial of `x`
3612 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3613 * At a multiple of 0.5, rounds away from zero.
3614 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3615 * `separator`: string, default: `","`
3616 * `include_empty`: boolean, default: `false`
3617 * `max_splits`: number, if it's negative, splits aren't limited,
3619 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3620 string or a pattern (regex), default: `false`
3621 * e.g. `"a,b":split","` returns `{"a","b"}`
3622 * `string:trim()`: returns the string without whitespace pre- and suffixes
3623 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3624 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3625 * Adds newlines to the string to keep it within the specified character
3627 * Note that the returned lines may be longer than the limit since it only
3628 splits at word borders.
3629 * `limit`: number, maximal amount of characters in one line
3630 * `as_table`: boolean, if set to true, a table of lines instead of a string
3631 is returned, default: `false`
3632 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3633 * `pos`: table {x=X, y=Y, z=Z}
3634 * Converts the position `pos` to a human-readable, printable string
3635 * `decimal_places`: number, if specified, the x, y and z values of
3636 the position are rounded to the given decimal place.
3637 * `minetest.string_to_pos(string)`: returns a position or `nil`
3638 * Same but in reverse.
3639 * If the string can't be parsed to a position, nothing is returned.
3640 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)`:
3641 * returns two positions
3642 * Converts a string representing an area box into two positions
3643 * X1, Y1, ... Z2 are coordinates
3644 * `relative_to`: Optional. If set to a position, each coordinate
3645 can use the tilde notation for relative positions
3646 * Tilde notation: "~": Relative coordinate
3647 "~<number>": Relative coordinate plus <number>
3648 * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
3649 returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
3650 * `minetest.formspec_escape(string)`: returns a string
3651 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3653 * `minetest.is_yes(arg)`
3654 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3655 * `minetest.is_nan(arg)`
3656 * returns true when the passed number represents NaN.
3657 * `minetest.get_us_time()`
3658 * returns time with microsecond precision. May not return wall time.
3659 * `table.copy(table)`: returns a table
3660 * returns a deep copy of `table`
3661 * `table.indexof(list, val)`: returns the smallest numerical index containing
3662 the value `val` in the table `list`. Non-numerical indices are ignored.
3663 If `val` could not be found, `-1` is returned. `list` must not have
3665 * `table.insert_all(table, other_table)`:
3666 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3668 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3669 * If multiple keys in `t` map to the same value, it is unspecified which
3670 value maps to that key.
3671 * `table.shuffle(table, [from], [to], [random_func])`:
3672 * Shuffles elements `from` to `to` in `table` in place
3673 * `from` defaults to `1`
3674 * `to` defaults to `#table`
3675 * `random_func` defaults to `math.random`. This function receives two
3676 integers as arguments and should return a random integer inclusively
3678 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3680 * returns the exact position on the surface of a pointed node
3681 * `minetest.get_tool_wear_after_use(uses [, initial_wear])`
3682 * Simulates a tool being used once and returns the added wear,
3683 such that, if only this function is used to calculate wear,
3684 the tool will break exactly after `uses` times of uses
3685 * `uses`: Number of times the tool can be used
3686 * `initial_wear`: The initial wear the tool starts with (default: 0)
3687 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3688 Simulates an item that digs a node.
3689 Returns a table with the following fields:
3690 * `diggable`: `true` if node can be dug, `false` otherwise.
3691 * `time`: Time it would take to dig the node.
3692 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3693 `time` and `wear` are meaningless if node's not diggable
3695 * `groups`: Table of the node groups of the node that would be dug
3696 * `tool_capabilities`: Tool capabilities table of the item
3697 * `wear`: Amount of wear the tool starts with (default: 0)
3698 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3699 Simulates an item that punches an object.
3700 Returns a table with the following fields:
3701 * `hp`: How much damage the punch would cause (between -65535 and 65535).
3702 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3704 * `groups`: Damage groups of the object
3705 * `tool_capabilities`: Tool capabilities table of the item
3706 * `time_from_last_punch`: time in seconds since last punch action
3707 * `wear`: Amount of wear the item starts with (default: 0)
3715 Texts can be translated client-side with the help of `minetest.translate` and
3718 Consider using the tool [update_translations](https://github.com/minetest-tools/update_translations)
3719 to generate and update translation files automatically from the Lua source.
3721 Translating a string
3722 --------------------
3724 Two functions are provided to translate strings: `minetest.translate` and
3725 `minetest.get_translator`.
3727 * `minetest.get_translator(textdomain)` is a simple wrapper around
3728 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3729 equivalent to `minetest.translate(textdomain, str, ...)`.
3730 It is intended to be used in the following way, so that it avoids verbose
3731 repetitions of `minetest.translate`:
3733 local S = minetest.get_translator(textdomain)
3736 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3738 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3739 the given `textdomain` for disambiguation. The textdomain must match the
3740 textdomain specified in the translation file in order to get the string
3741 translated. This can be used so that a string is translated differently in
3743 It is advised to use the name of the mod as textdomain whenever possible, to
3744 avoid clashes with other mods.
3745 This function must be given a number of arguments equal to the number of
3746 arguments the translated string expects.
3747 Arguments are literal strings -- they will not be translated, so if you want
3748 them to be, they need to come as outputs of `minetest.translate` as well.
3750 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3751 by the translation of "Red". We can do the following:
3753 local S = minetest.get_translator()
3754 S("@1 Wool", S("Red"))
3756 This will be displayed as "Red Wool" on old clients and on clients that do
3757 not have localization enabled. However, if we have for instance a translation
3758 file named `wool.fr.tr` containing the following:
3763 this will be displayed as "Laine Rouge" on clients with a French locale.
3765 Operations on translated strings
3766 --------------------------------
3768 The output of `minetest.translate` is a string, with escape sequences adding
3769 additional information to that string so that it can be translated on the
3770 different clients. In particular, you can't expect operations like string.length
3771 to work on them like you would expect them to, or string.gsub to work in the
3772 expected manner. However, string concatenation will still work as expected
3773 (note that you should only use this for things like formspecs; do not translate
3774 sentences by breaking them into parts; arguments should be used instead), and
3775 operations such as `minetest.colorize` which are also concatenation.
3777 Translation file format
3778 -----------------------
3780 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3781 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3782 The file should be a text file, with the following format:
3784 * Lines beginning with `# textdomain:` (the space is significant) can be used
3785 to specify the text domain of all following translations in the file.
3786 * All other empty lines or lines beginning with `#` are ignored.
3787 * Other lines should be in the format `original=translated`. Both `original`
3788 and `translated` can contain escape sequences beginning with `@` to insert
3789 arguments, literal `@`, `=` or newline (See [Escapes] below).
3790 There must be no extraneous whitespace around the `=` or at the beginning or
3791 the end of the line.
3796 Strings that need to be translated can contain several escapes, preceded by `@`.
3798 * `@@` acts as a literal `@`.
3799 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3800 string that will be inlined when translated. Due to how translations are
3801 implemented, the original translation string **must** have its arguments in
3802 increasing order, without gaps or repetitions, starting from 1.
3803 * `@=` acts as a literal `=`. It is not required in strings given to
3804 `minetest.translate`, but is in translation files to avoid being confused
3805 with the `=` separating the original from the translation.
3806 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3807 As with `@=`, this escape is not required in strings given to
3808 `minetest.translate`, but is in translation files.
3809 * `@n` acts as a literal newline as well.
3811 Server side translations
3812 ------------------------
3814 On some specific cases, server translation could be useful. For example, filter
3815 a list on labels and send results to client. A method is supplied to achieve
3818 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3819 translations for `lang_code` language. It gives the same result as if the string
3820 was translated by the client.
3822 The `lang_code` to use for a given player can be retrieved from
3823 the table returned by `minetest.get_player_information(name)`.
3825 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3826 You do not need to use this to get translated strings to show up on the client.
3831 Perlin noise creates a continuously-varying value depending on the input values.
3832 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3833 The result is used during map generation to create the terrain shape, vary heat
3834 and humidity to distribute biomes, vary the density of decorations or vary the
3837 Structure of perlin noise
3838 -------------------------
3840 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3841 The smooth wavy noise it generates has a single characteristic scale, almost
3842 like a 'wavelength', so on its own does not create fine detail.
3843 Due to this perlin noise combines several octaves to create variation on
3844 multiple scales. Each additional octave has a smaller 'wavelength' than the
3847 This combination results in noise varying very roughly between -2.0 and 2.0 and
3848 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3849 and offset the noise variation.
3851 The final perlin noise variation is created as follows:
3853 noise = offset + scale * (octave1 +
3854 octave2 * persistence +
3855 octave3 * persistence ^ 2 +
3856 octave4 * persistence ^ 3 +
3862 Noise Parameters are commonly called `NoiseParams`.
3866 After the multiplication by `scale` this is added to the result and is the final
3867 step in creating the noise value.
3868 Can be positive or negative.
3872 Once all octaves have been combined, the result is multiplied by this.
3873 Can be positive or negative.
3877 For octave1, this is roughly the change of input value needed for a very large
3878 variation in the noise value generated by octave1. It is almost like a
3879 'wavelength' for the wavy noise variation.
3880 Each additional octave has a 'wavelength' that is smaller than the previous
3881 octave, to create finer detail. `spread` will therefore roughly be the typical
3882 size of the largest structures in the final noise variation.
3884 `spread` is a vector with values for x, y, z to allow the noise variation to be
3885 stretched or compressed in the desired axes.
3886 Values are positive numbers.
3890 This is a whole number that determines the entire pattern of the noise
3891 variation. Altering it enables different noise patterns to be created.
3892 With other parameters equal, different seeds produce different noise patterns
3893 and identical seeds produce identical noise patterns.
3895 For this parameter you can randomly choose any whole number. Usually it is
3896 preferable for this to be different from other seeds, but sometimes it is useful
3897 to be able to create identical noise patterns.
3899 In some noise APIs the world seed is added to the seed specified in noise
3900 parameters. This is done to make the resulting noise pattern vary in different
3901 worlds, and be 'world-specific'.
3905 The number of simple noise generators that are combined.
3906 A whole number, 1 or more.
3907 Each additional octave adds finer detail to the noise but also increases the
3908 noise calculation load.
3909 3 is a typical minimum for a high quality, complex and natural-looking noise
3910 variation. 1 octave has a slight 'gridlike' appearance.
3912 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3913 size of the finest detail you require. For example:
3914 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3915 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3916 512, 256, 128, 64, 32, 16 nodes.
3917 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3921 Each additional octave has an amplitude that is the amplitude of the previous
3922 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3923 as is often helpful and natural to do so.
3924 Since this controls the balance of fine detail to large-scale detail
3925 `persistence` can be thought of as the 'roughness' of the noise.
3927 A positive or negative non-zero number, often between 0.3 and 1.0.
3928 A common medium value is 0.5, such that each octave has half the amplitude of
3929 the previous octave.
3930 This may need to be tuned when altering `lacunarity`; when doing so consider
3931 that a common medium value is 1 / lacunarity.
3935 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3936 previous octave multiplied by 1 / lacunarity, to create finer detail.
3937 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3939 A positive number no smaller than 1.0.
3940 Values below 2.0 create higher quality noise at the expense of requiring more
3941 octaves to cover a particular range of 'wavelengths'.
3945 Leave this field unset for no special handling.
3946 Currently supported are `defaults`, `eased` and `absvalue`:
3950 Specify this if you would like to keep auto-selection of eased/not-eased while
3951 specifying some other flags.
3955 Maps noise gradient values onto a quintic S-curve before performing
3956 interpolation. This results in smooth, rolling noise.
3957 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3959 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3961 Easing a 3D noise significantly increases the noise calculation load, so use
3966 The absolute value of each octave's noise variation is used when combining the
3967 octaves. The final perlin noise variation is created as follows:
3969 noise = offset + scale * (abs(octave1) +
3970 abs(octave2) * persistence +
3971 abs(octave3) * persistence ^ 2 +
3972 abs(octave4) * persistence ^ 3 +
3977 For 2D or 3D perlin noise or perlin noise maps:
3982 spread = {x = 500, y = 500, z = 500},
3987 flags = "defaults, absvalue",
3990 For 2D noise the Z component of `spread` is still defined but is ignored.
3991 A single noise parameter table can be used for 2D or 3D noise.
4002 These tell in what manner the ore is generated.
4004 All default ores are of the uniformly-distributed scatter type.
4008 Randomly chooses a location and generates a cluster of ore.
4010 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
4011 at that point is greater than the `noise_threshold`, giving the ability to
4012 create a non-equal distribution of ore.
4016 Creates a sheet of ore in a blob shape according to the 2D perlin noise
4017 described by `noise_params` and `noise_threshold`. This is essentially an
4018 improved version of the so-called "stratus" ore seen in some unofficial mods.
4020 This sheet consists of vertical columns of uniform randomly distributed height,
4021 varying between the inclusive range `column_height_min` and `column_height_max`.
4022 If `column_height_min` is not specified, this parameter defaults to 1.
4023 If `column_height_max` is not specified, this parameter defaults to `clust_size`
4024 for reverse compatibility. New code should prefer `column_height_max`.
4026 The `column_midpoint_factor` parameter controls the position of the column at
4027 which ore emanates from.
4028 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
4029 equally starting from each direction.
4030 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
4031 this parameter is not specified, the default is 0.5.
4033 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
4038 Creates a sheet of ore in a cloud-like puff shape.
4040 As with the `sheet` ore type, the size and shape of puffs are described by
4041 `noise_params` and `noise_threshold` and are placed at random vertical
4042 positions within the currently generated chunk.
4044 The vertical top and bottom displacement of each puff are determined by the
4045 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
4049 Creates a deformed sphere of ore according to 3d perlin noise described by
4050 `noise_params`. The maximum size of the blob is `clust_size`, and
4051 `clust_scarcity` has the same meaning as with the `scatter` type.
4055 Creates veins of ore varying in density by according to the intersection of two
4056 instances of 3d perlin noise with different seeds, both described by
4059 `random_factor` varies the influence random chance has on placement of an ore
4060 inside the vein, which is `1` by default. Note that modifying this parameter
4061 may require adjusting `noise_threshold`.
4063 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
4066 This ore type is difficult to control since it is sensitive to small changes.
4067 The following is a decent set of parameters to work from:
4072 spread = {x=200, y=200, z=200},
4079 noise_threshold = 1.6
4081 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
4082 computationally expensive than any other ore.
4086 Creates a single undulating ore stratum that is continuous across mapchunk
4087 borders and horizontally spans the world.
4089 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
4090 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
4091 defines the stratum's vertical thickness (in units of nodes). Due to being
4092 continuous across mapchunk borders the stratum's vertical thickness is
4095 If the noise parameter `noise_params` is omitted the ore will occur from y_min
4096 to y_max in a simple horizontal stratum.
4098 A parameter `stratum_thickness` can be provided instead of the noise parameter
4099 `np_stratum_thickness`, to create a constant thickness.
4101 Leaving out one or both noise parameters makes the ore generation less
4102 intensive, useful when adding multiple strata.
4104 `y_min` and `y_max` define the limits of the ore generation and for performance
4105 reasons should be set as close together as possible but without clipping the
4106 stratum's Y variation.
4108 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
4109 solid-ore stratum would require a `clust_scarcity` of 1.
4111 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
4112 `random_factor` are ignored by this ore type.
4117 See section [Flag Specifier Format].
4119 Currently supported flags:
4120 `puff_cliffs`, `puff_additive_composition`.
4124 If set, puff ore generation will not taper down large differences in
4125 displacement when approaching the edge of a puff. This flag has no effect for
4126 ore types other than `puff`.
4128 ### `puff_additive_composition`
4130 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
4131 in a negative displacement, the sub-column at that point is not generated. With
4132 this attribute set, puff ore generation will instead generate the absolute
4133 difference in noise displacement values. This flag has no effect for ore types
4142 The varying types of decorations that can be placed.
4147 Creates a 1 times `H` times 1 column of a specified node (or a random node from
4148 a list, if a decoration list is specified). Can specify a certain node it must
4149 spawn next to, such as water or lava, for example. Can also generate a
4150 decoration of random height between a specified lower and upper bound.
4151 This type of decoration is intended for placement of grass, flowers, cacti,
4152 papyri, waterlilies and so on.
4157 Copies a box of `MapNodes` from a specified schematic file (or raw description).
4158 Can specify a probability of a node randomly appearing when placed.
4159 This decoration type is intended to be used for multi-node sized discrete
4160 structures, such as trees, cave spikes, rocks, and so on.
4169 --------------------
4171 A schematic specifier identifies a schematic by either a filename to a
4172 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
4173 in the form of a table. This table specifies the following fields:
4175 * The `size` field is a 3D vector containing the dimensions of the provided
4176 schematic. (required field)
4177 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
4178 sets the probability of a particular horizontal slice of the schematic being
4179 placed. (optional field)
4180 `ypos` = 0 for the lowest horizontal slice of a schematic.
4181 The default of `prob` is 255.
4182 * The `data` field is a flat table of MapNode tables making up the schematic,
4183 in the order of `[z [y [x]]]`. (required field)
4184 Each MapNode table contains:
4185 * `name`: the name of the map node to place (required)
4186 * `prob` (alias `param1`): the probability of this node being placed
4188 * `param2`: the raw param2 value of the node being placed onto the map
4190 * `force_place`: boolean representing if the node should forcibly overwrite
4191 any previous contents (default: false)
4193 About probability values:
4195 * A probability value of `0` or `1` means that node will never appear
4197 * A probability value of `254` or `255` means the node will always appear
4199 * If the probability value `p` is greater than `1`, then there is a
4200 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4203 Schematic attributes
4204 --------------------
4206 See section [Flag Specifier Format].
4208 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4211 * `place_center_x`: Placement of this decoration is centered along the X axis.
4212 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4213 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4214 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4220 Lua Voxel Manipulator
4221 =====================
4226 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4227 facility. The purpose of this object is for fast, low-level, bulk access to
4228 reading and writing Map content. As such, setting map nodes through VoxelManip
4229 will lack many of the higher level features and concepts you may be used to
4230 with other methods of setting nodes. For example, nodes will not have their
4231 construction and destruction callbacks run, and no rollback information is
4234 It is important to note that VoxelManip is designed for speed, and *not* ease
4235 of use or flexibility. If your mod requires a map manipulation facility that
4236 will handle 100% of all edge cases, or the use of high level node placement
4237 features, perhaps `minetest.set_node()` is better suited for the job.
4239 In addition, VoxelManip might not be faster, or could even be slower, for your
4240 specific use case. VoxelManip is most effective when setting large areas of map
4241 at once - for example, if only setting a 3x3x3 node area, a
4242 `minetest.set_node()` loop may be more optimal. Always profile code using both
4243 methods of map manipulation to determine which is most appropriate for your
4246 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4247 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4252 A VoxelManip object can be created any time using either:
4253 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4255 If the optional position parameters are present for either of these routines,
4256 the specified region will be pre-loaded into the VoxelManip object on creation.
4257 Otherwise, the area of map you wish to manipulate must first be loaded into the
4258 VoxelManip object using `VoxelManip:read_from_map()`.
4260 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4261 formed by these positions indicate the minimum and maximum (respectively)
4262 positions of the area actually loaded in the VoxelManip, which may be larger
4263 than the area requested. For convenience, the loaded area coordinates can also
4264 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4266 Now that the VoxelManip object is populated with map data, your mod can fetch a
4267 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4268 which retrieves an individual node in a MapNode formatted table at the position
4269 requested is the simplest method to use, but also the slowest.
4271 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4274 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4276 * `VoxelManip:get_light_data()` for node light levels, and
4277 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4279 See section [Flat array format] for more details.
4281 It is very important to understand that the tables returned by any of the above
4282 three functions represent a snapshot of the VoxelManip's internal state at the
4283 time of the call. This copy of the data will not magically update itself if
4284 another function modifies the internal VoxelManip state.
4285 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4286 internal state unless otherwise explicitly stated.
4288 Once the bulk data has been edited to your liking, the internal VoxelManip
4289 state can be set using:
4291 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4293 * `VoxelManip:set_light_data()` for node light levels, and
4294 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4296 The parameter to each of the above three functions can use any table at all in
4297 the same flat array format as produced by `get_data()` etc. and is not required
4298 to be a table retrieved from `get_data()`.
4300 Once the internal VoxelManip state has been modified to your liking, the
4301 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4303 ### Flat array format
4306 `Nx = p2.X - p1.X + 1`,
4307 `Ny = p2.Y - p1.Y + 1`, and
4308 `Nz = p2.Z - p1.Z + 1`.
4310 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4311 including the value of the expression `Nx * Ny * Nz`.
4313 Positions offset from p1 are present in the array with the format of:
4316 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4317 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4319 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4320 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4322 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4324 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4327 and the array index for a position p contained completely in p1..p2 is:
4329 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4331 Note that this is the same "flat 3D array" format as
4332 `PerlinNoiseMap:get3dMap_flat()`.
4333 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4334 of the index for a single point in a flat VoxelManip array.
4338 A Content ID is a unique integer identifier for a specific node type.
4339 These IDs are used by VoxelManip in place of the node name string for
4340 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4341 `minetest.get_content_id()` to look up the Content ID for the specified node
4342 name, and `minetest.get_name_from_content_id()` to look up the node name string
4343 for a given Content ID.
4344 After registration of a node, its Content ID will remain the same throughout
4345 execution of the mod.
4346 Note that the node being queried needs to have already been been registered.
4348 The following builtin node types have their Content IDs defined as constants:
4350 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4351 * `minetest.CONTENT_AIR`: ID for "air" nodes
4352 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4354 ### Mapgen VoxelManip objects
4356 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4357 VoxelManip object used by the core's Map Generator (commonly abbreviated
4358 Mapgen). Most of the rules previously described still apply but with a few
4361 * The Mapgen VoxelManip object is retrieved using:
4362 `minetest.get_mapgen_object("voxelmanip")`
4363 * This VoxelManip object already has the region of map just generated loaded
4364 into it; it's not necessary to call `VoxelManip:read_from_map()`.
4365 Note that the region of map it has loaded is NOT THE SAME as the `minp`, `maxp`
4366 parameters of `on_generated()`. Refer to `minetest.get_mapgen_object` docs.
4367 * The `on_generated()` callbacks of some mods may place individual nodes in the
4368 generated area using non-VoxelManip map modification methods. Because the
4369 same Mapgen VoxelManip object is passed through each `on_generated()`
4370 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4371 consistency with the current map state. For this reason, calling any of
4372 `minetest.add_node()`, `minetest.set_node()` or `minetest.swap_node()`
4373 will also update the Mapgen VoxelManip object's internal state active on the
4375 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4376 necessary to update lighting information using either:
4377 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4379 ### Other API functions operating on a VoxelManip
4381 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4382 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4383 flowing. It is recommended to call this function only after having written all
4384 buffered data back to the VoxelManip object, save for special situations where
4385 the modder desires to only have certain liquid nodes begin flowing.
4387 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4388 will generate all registered decorations and ores throughout the full area
4389 inside of the specified VoxelManip object.
4391 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4392 `minetest.place_schematic()`, except instead of placing the specified schematic
4393 directly on the map at the specified position, it will place the schematic
4394 inside the VoxelManip.
4398 * Attempting to read data from a VoxelManip object before map is read will
4399 result in a zero-length array table for `VoxelManip:get_data()`, and an
4400 "ignore" node at any position for `VoxelManip:get_node_at()`.
4401 * If either a region of map has not yet been generated or is out-of-bounds of
4402 the map, that region is filled with "ignore" nodes.
4403 * Other mods, or the core itself, could possibly modify the area of map
4404 currently loaded into a VoxelManip object. With the exception of Mapgen
4405 VoxelManips (see above section), the internal buffers are not updated. For
4406 this reason, it is strongly encouraged to complete the usage of a particular
4407 VoxelManip object in the same callback it had been created.
4408 * If a VoxelManip object will be used often, such as in an `on_generated()`
4409 callback, consider passing a file-scoped table as the optional parameter to
4410 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4411 to write map data to instead of returning a new table each call. This greatly
4412 enhances performance by avoiding unnecessary memory allocations.
4417 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4418 containing the region formed by `p1` and `p2`.
4419 * returns actual emerged `pmin`, actual emerged `pmax`
4420 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4422 * **important**: data must be set using `VoxelManip:set_data()` before
4424 * if `light` is true, then lighting is automatically recalculated.
4425 The default value is true.
4426 If `light` is false, no light calculations happen, and you should correct
4427 all modified blocks with `minetest.fix_light()` as soon as possible.
4428 Keep in mind that modifying the map where light is incorrect can cause
4430 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4431 the `VoxelManip` at that position
4432 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4434 * `get_data([buffer])`: Retrieves the node content data loaded into the
4435 `VoxelManip` object.
4436 * returns raw node data in the form of an array of node content IDs
4437 * if the param `buffer` is present, this table will be used to store the
4439 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4440 * `update_map()`: Does nothing, kept for compatibility.
4441 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4443 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4444 * To be used only by a `VoxelManip` object from
4445 `minetest.get_mapgen_object`.
4446 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4448 * `get_light_data([buffer])`: Gets the light data read into the
4450 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4452 * Each value is the bitwise combination of day and night light values
4454 * `light = day + (night * 16)`
4455 * If the param `buffer` is present, this table will be used to store the
4457 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4458 in the `VoxelManip`.
4459 * expects lighting data in the same format that `get_light_data()` returns
4460 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4461 `VoxelManip` object.
4462 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4464 * If the param `buffer` is present, this table will be used to store the
4466 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4468 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4470 * To be used only by a `VoxelManip` object from
4471 `minetest.get_mapgen_object`.
4472 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4473 area if left out or nil. For almost all uses these should be left out
4474 or nil to use the default.
4475 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4476 generated mapchunk above are propagated down into the mapchunk, defaults
4477 to `true` if left out.
4478 * `update_liquids()`: Update liquid flow
4479 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4480 manipulator had been modified since the last read from map, due to a call to
4481 `minetest.set_data()` on the loaded area elsewhere.
4482 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4487 A helper class for voxel areas.
4488 It can be created via `VoxelArea:new({MinEdge = pmin, MaxEdge = pmax})`.
4489 The coordinates are *inclusive*, like most other things in Minetest.
4493 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4494 `MinEdge` and `MaxEdge`.
4495 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4497 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4499 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4500 * The position (x, y, z) is not checked for being inside the area volume,
4501 being outside can cause an incorrect index result.
4502 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4503 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4504 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4505 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4506 is not checked for being inside the area volume.
4507 * `position(i)`: returns the absolute position vector corresponding to index
4509 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4510 `MinEdge` and `MaxEdge`.
4511 * `containsp(p)`: same as above, except takes a vector
4512 * `containsi(i)`: same as above, except takes an index `i`
4513 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4515 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4517 * `iterp(minp, maxp)`: same as above, except takes a vector
4519 ### Y stride and z stride of a flat array
4521 For a particular position in a voxel area, whose flat array index is known,
4522 it is often useful to know the index of a neighboring or nearby position.
4523 The table below shows the changes of index required for 1 node movements along
4524 the axes in a voxel area:
4526 Movement Change of index
4536 local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
4538 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4547 A mapgen object is a construct used in map generation. Mapgen objects can be
4548 used by an `on_generate` callback to speed up operations by avoiding
4549 unnecessary recalculations, these can be retrieved using the
4550 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4551 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4552 callback, `nil` is returned.
4554 The following Mapgen objects are currently available:
4558 This returns three values; the `VoxelManip` object to be used, minimum and
4559 maximum emerged position, in that order. All mapgens support this object.
4563 Returns an array containing the y coordinates of the ground levels of nodes in
4564 the most recently generated chunk by the current mapgen.
4568 Returns an array containing the biome IDs of nodes in the most recently
4569 generated chunk by the current mapgen.
4573 Returns an array containing the temperature values of nodes in the most
4574 recently generated chunk by the current mapgen.
4578 Returns an array containing the humidity values of nodes in the most recently
4579 generated chunk by the current mapgen.
4583 Returns a table mapping requested generation notification types to arrays of
4584 positions at which the corresponding generated structures are located within
4585 the current chunk. To enable the capture of positions of interest to be recorded
4586 call `minetest.set_gen_notify()` first.
4588 Possible fields of the returned table are:
4590 * `dungeon`: bottom center position of dungeon rooms
4591 * `temple`: as above but for desert temples (mgv6 only)
4594 * `large_cave_begin`
4596 * `decoration#id` (see below)
4598 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4599 numeric unique decoration ID as returned by `minetest.get_decoration_id()`.
4600 For example, `decoration#123`.
4602 The returned positions are the ground surface 'place_on' nodes,
4603 not the decorations themselves. A 'simple' type decoration is often 1
4604 node above the returned position and possibly displaced by 'place_offset_y'.
4610 Functions receive a "luaentity" table as `self`:
4612 * It has the member `name`, which is the registered name `("mod:thing")`
4613 * It has the member `object`, which is an `ObjectRef` pointing to the object
4614 * The original prototype is visible directly via a metatable
4618 * `on_activate(self, staticdata, dtime_s)`
4619 * Called when the object is instantiated.
4620 * `dtime_s` is the time passed since the object was unloaded, which can be
4621 used for updating the entity state.
4622 * `on_deactivate(self, removal)`
4623 * Called when the object is about to get removed or unloaded.
4624 * `removal`: boolean indicating whether the object is about to get removed.
4625 Calling `object:remove()` on an active object will call this with `removal=true`.
4626 The mapblock the entity resides in being unloaded will call this with `removal=false`.
4627 * Note that this won't be called if the object hasn't been activated in the first place.
4628 In particular, `minetest.clear_objects({mode = "full"})` won't call this,
4629 whereas `minetest.clear_objects({mode = "quick"})` might call this.
4630 * `on_step(self, dtime, moveresult)`
4631 * Called on every server tick, after movement and collision processing.
4632 * `dtime`: elapsed time since last call
4633 * `moveresult`: table with collision info (only available if physical=true)
4634 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4635 * Called when somebody punches the object.
4636 * Note that you probably want to handle most punches using the automatic
4638 * `puncher`: an `ObjectRef` (can be `nil`)
4639 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4641 * `tool_capabilities`: capability table of used item (can be `nil`)
4642 * `dir`: unit vector of direction of punch. Always defined. Points from the
4643 puncher to the punched.
4644 * `damage`: damage that will be done to entity.
4645 * Can return `true` to prevent the default damage mechanism.
4646 * `on_death(self, killer)`
4647 * Called when the object dies.
4648 * `killer`: an `ObjectRef` (can be `nil`)
4649 * `on_rightclick(self, clicker)`
4650 * Called when `clicker` pressed the 'place/use' key while pointing
4651 to the object (not necessarily an actual rightclick)
4652 * `clicker`: an `ObjectRef` (may or may not be a player)
4653 * `on_attach_child(self, child)`
4654 * `child`: an `ObjectRef` of the child that attaches
4655 * `on_detach_child(self, child)`
4656 * `child`: an `ObjectRef` of the child that detaches
4657 * `on_detach(self, parent)`
4658 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4659 * This happens before the parent object is removed from the world
4660 * `get_staticdata(self)`
4661 * Should return a string that will be passed to `on_activate` when the
4662 object is instantiated the next time.
4664 Collision info passed to `on_step` (`moveresult` argument):
4667 touching_ground = boolean,
4668 -- Note that touching_ground is only true if the entity was moving and
4669 -- collided with ground.
4672 standing_on_object = boolean,
4676 type = string, -- "node" or "object",
4677 axis = string, -- "x", "y" or "z"
4678 node_pos = vector, -- if type is "node"
4679 object = ObjectRef, -- if type is "object"
4680 old_velocity = vector,
4681 new_velocity = vector,
4685 -- `collisions` does not contain data of unloaded mapblock collisions
4686 -- or when the velocity changes are negligibly small
4698 axiom, --string initial tree axiom
4699 rules_a, --string rules set A
4700 rules_b, --string rules set B
4701 rules_c, --string rules set C
4702 rules_d, --string rules set D
4703 trunk, --string trunk node name
4704 leaves, --string leaves node name
4705 leaves2, --string secondary leaves node name
4706 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4707 angle, --num angle in deg
4708 iterations, --num max # of iterations, usually 2 -5
4709 random_level, --num factor to lower number of iterations, usually 0 - 3
4710 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4711 -- 2x2 nodes or 3x3 in cross shape
4712 thin_branches, --boolean true -> use thin (1 node) branches
4713 fruit, --string fruit node name
4714 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4715 seed, --num random seed, if no seed is provided, the engine
4719 Key for special L-System symbols used in axioms
4720 -----------------------------------------------
4722 * `G`: move forward one unit with the pen up
4723 * `F`: move forward one unit with the pen down drawing trunks and branches
4724 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4725 * `T`: move forward one unit with the pen down drawing trunks only
4726 * `R`: move forward one unit with the pen down placing fruit
4727 * `A`: replace with rules set A
4728 * `B`: replace with rules set B
4729 * `C`: replace with rules set C
4730 * `D`: replace with rules set D
4731 * `a`: replace with rules set A, chance 90%
4732 * `b`: replace with rules set B, chance 80%
4733 * `c`: replace with rules set C, chance 70%
4734 * `d`: replace with rules set D, chance 60%
4735 * `+`: yaw the turtle right by `angle` parameter
4736 * `-`: yaw the turtle left by `angle` parameter
4737 * `&`: pitch the turtle down by `angle` parameter
4738 * `^`: pitch the turtle up by `angle` parameter
4739 * `/`: roll the turtle to the right by `angle` parameter
4740 * `*`: roll the turtle to the left by `angle` parameter
4741 * `[`: save in stack current state info
4742 * `]`: recover from stack state info
4747 Spawn a small apple tree:
4749 pos = {x=230,y=20,z=4}
4752 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4753 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4754 trunk="default:tree",
4755 leaves="default:leaves",
4759 trunk_type="single",
4762 fruit="default:apple"
4764 minetest.spawn_tree(pos,apple_tree)
4770 Privileges provide a means for server administrators to give certain players
4771 access to special abilities in the engine, games or mods.
4772 For example, game moderators may need to travel instantly to any place in the world,
4773 this ability is implemented in `/teleport` command which requires `teleport` privilege.
4775 Registering privileges
4776 ----------------------
4778 A mod can register a custom privilege using `minetest.register_privilege` function
4779 to give server administrators fine-grained access control over mod functionality.
4781 For consistency and practical reasons, privileges should strictly increase the abilities of the user.
4782 Do not register custom privileges that e.g. restrict the player from certain in-game actions.
4787 A mod can call `minetest.check_player_privs` to test whether a player has privileges
4788 to perform an operation.
4789 Also, when registering a chat command with `minetest.register_chatcommand` a mod can
4790 declare privileges that the command requires using the `privs` field of the command
4793 Managing player privileges
4794 --------------------------
4796 A mod can update player privileges using `minetest.set_player_privs` function.
4797 Players holding the `privs` privilege can see and manage privileges for all
4798 players on the server.
4800 A mod can subscribe to changes in player privileges using `minetest.register_on_priv_grant`
4801 and `minetest.register_on_priv_revoke` functions.
4806 Minetest includes a set of built-in privileges that control capabilities
4807 provided by the Minetest engine and can be used by mods:
4809 * Basic privileges are normally granted to all players:
4810 * `shout`: can communicate using the in-game chat.
4811 * `interact`: can modify the world by digging, building and interacting
4812 with the nodes, entities and other players. Players without the `interact`
4813 privilege can only travel and observe the world.
4815 * Advanced privileges allow bypassing certain aspects of the gameplay:
4816 * `fast`: can use "fast mode" to move with maximum speed.
4817 * `fly`: can use "fly mode" to move freely above the ground without falling.
4818 * `noclip`: can use "noclip mode" to fly through solid nodes (e.g. walls).
4819 * `teleport`: can use `/teleport` command to move to any point in the world.
4820 * `creative`: can access creative inventory.
4821 * `bring`: can teleport other players to oneself.
4822 * `give`: can use `/give` and `/giveme` commands to give any item
4823 in the game to oneself or others.
4824 * `settime`: can use `/time` command to change current in-game time.
4825 * `debug`: can enable wireframe rendering mode.
4827 * Security-related privileges:
4828 * `privs`: can modify privileges of the players using `/grant[me]` and
4829 `/revoke[me]` commands.
4830 * `basic_privs`: can grant and revoke basic privileges as defined by
4831 the `basic_privs` setting.
4832 * `kick`: can kick other players from the server using `/kick` command.
4833 * `ban`: can ban other players using `/ban` command.
4834 * `password`: can use `/setpassword` and `/clearpassword` commands
4835 to manage players' passwords.
4836 * `protection_bypass`: can bypass node protection. Note that the engine does not act upon this privilege,
4837 it is only an implementation suggestion for games.
4839 * Administrative privileges:
4840 * `server`: can use `/fixlight`, `/deleteblocks` and `/deleteobjects`
4841 commands. Can clear inventory of other players using `/clearinv` command.
4842 * `rollback`: can use `/rollback_check` and `/rollback` commands.
4847 Minetest includes the following settings to control behavior of privileges:
4849 * `default_privs`: defines privileges granted to new players.
4850 * `basic_privs`: defines privileges that can be granted/revoked by players having
4851 the `basic_privs` privilege. This can be used, for example, to give
4852 limited moderation powers to selected users.
4854 'minetest' namespace reference
4855 ==============================
4860 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4862 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4863 e.g. `"/home/user/.minetest/usermods/modname"`.
4864 * Returns nil if the mod is not enabled or does not exist (not installed).
4865 * Works regardless of whether the mod has been loaded yet.
4866 * Useful for loading additional `.lua` modules or static data from a mod,
4867 or checking if a mod is enabled.
4868 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4869 * Does not include disabled mods, even if they are installed.
4870 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4871 * Useful for storing custom data
4872 * `minetest.is_singleplayer()`
4873 * `minetest.features`: Table containing API feature flags
4876 glasslike_framed = true, -- 0.4.7
4877 nodebox_as_selectionbox = true, -- 0.4.7
4878 get_all_craft_recipes_works = true, -- 0.4.7
4879 -- The transparency channel of textures can optionally be used on
4881 use_texture_alpha = true,
4882 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4883 no_legacy_abms = true,
4884 -- Texture grouping is possible using parentheses (0.4.11)
4885 texture_names_parens = true,
4886 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4887 area_store_custom_ids = true,
4888 -- add_entity supports passing initial staticdata to on_activate
4890 add_entity_with_staticdata = true,
4891 -- Chat messages are no longer predicted (0.4.16)
4892 no_chat_message_prediction = true,
4893 -- The transparency channel of textures can optionally be used on
4894 -- objects (ie: players and lua entities) (5.0.0)
4895 object_use_texture_alpha = true,
4896 -- Object selectionbox is settable independently from collisionbox
4898 object_independent_selectionbox = true,
4899 -- Specifies whether binary data can be uploaded or downloaded using
4900 -- the HTTP API (5.1.0)
4901 httpfetch_binary_data = true,
4902 -- Whether formspec_version[<version>] may be used (5.1.0)
4903 formspec_version_element = true,
4904 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4905 area_store_persistent_ids = true,
4906 -- Whether minetest.find_path is functional (5.2.0)
4907 pathfinder_works = true,
4908 -- Whether Collision info is available to an objects' on_step (5.3.0)
4909 object_step_has_moveresult = true,
4910 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4911 direct_velocity_on_players = true,
4912 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4913 use_texture_alpha_string_modes = true,
4914 -- degrotate param2 rotates in units of 1.5° instead of 2°
4915 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4916 degrotate_240_steps = true,
4917 -- ABM supports min_y and max_y fields in definition (5.5.0)
4918 abm_min_max_y = true,
4919 -- dynamic_add_media supports passing a table with options (5.5.0)
4920 dynamic_add_media_table = true,
4921 -- particlespawners support texpools and animation of properties,
4922 -- particle textures support smooth fade and scale animations, and
4923 -- sprite-sheet particle animations can by synced to the lifetime
4924 -- of individual particles (5.6.0)
4925 particlespawner_tweenable = true,
4926 -- allows get_sky to return a table instead of separate values (5.6.0)
4927 get_sky_as_table = true,
4928 -- VoxelManip:get_light_data accepts an optional buffer argument (5.7.0)
4929 get_light_data_buffer = true,
4930 -- When using a mod storage backend that is not "files" or "dummy",
4931 -- the amount of data in mod storage is not constrained by
4932 -- the amount of RAM available. (5.7.0)
4933 mod_storage_on_disk = true,
4934 -- "zstd" method for compress/decompress (5.7.0)
4935 compress_zstd = true,
4938 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4939 * `arg`: string or table in format `{foo=true, bar=true}`
4940 * `missing_features`: `{foo=true, bar=true}`
4941 * `minetest.get_player_information(player_name)`: Table containing information
4942 about a player. Example return value:
4945 address = "127.0.0.1", -- IP address of client
4946 ip_version = 4, -- IPv4 / IPv6
4947 connection_uptime = 200, -- seconds since client connected
4948 protocol_version = 32, -- protocol version used by client
4949 formspec_version = 2, -- supported formspec version
4950 lang_code = "fr" -- Language code used for translation
4951 -- the following keys can be missing if no stats have been collected yet
4952 min_rtt = 0.01, -- minimum round trip time
4953 max_rtt = 0.2, -- maximum round trip time
4954 avg_rtt = 0.02, -- average round trip time
4955 min_jitter = 0.01, -- minimum packet time jitter
4956 max_jitter = 0.5, -- maximum packet time jitter
4957 avg_jitter = 0.03, -- average packet time jitter
4958 -- the following information is available in a debug build only!!!
4959 -- DO NOT USE IN MODS
4960 --ser_vers = 26, -- serialization version used by client
4961 --major = 0, -- major version number
4962 --minor = 4, -- minor version number
4963 --patch = 10, -- patch version number
4964 --vers_string = "0.4.9-git", -- full version string
4965 --state = "Active" -- current client state
4968 * `minetest.mkdir(path)`: returns success.
4969 * Creates a directory specified by `path`, creating parent directories
4970 if they don't exist.
4971 * `minetest.rmdir(path, recursive)`: returns success.
4972 * Removes a directory specified by `path`.
4973 * If `recursive` is set to `true`, the directory is recursively removed.
4974 Otherwise, the directory will only be removed if it is empty.
4975 * Returns true on success, false on failure.
4976 * `minetest.cpdir(source, destination)`: returns success.
4977 * Copies a directory specified by `path` to `destination`
4978 * Any files in `destination` will be overwritten if they already exist.
4979 * Returns true on success, false on failure.
4980 * `minetest.mvdir(source, destination)`: returns success.
4981 * Moves a directory specified by `path` to `destination`.
4982 * If the `destination` is a non-empty directory, then the move will fail.
4983 * Returns true on success, false on failure.
4984 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4986 * nil: return all entries,
4987 * true: return only subdirectory names, or
4988 * false: return only file names.
4989 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4990 * Replaces contents of file at path with new contents in a safe (atomic)
4991 way. Use this instead of below code when writing e.g. database files:
4992 `local f = io.open(path, "wb"); f:write(content); f:close()`
4993 * `minetest.get_version()`: returns a table containing components of the
4994 engine version. Components:
4995 * `project`: Name of the project, eg, "Minetest"
4996 * `string`: Simple version, eg, "1.2.3-dev"
4997 * `hash`: Full git version (only set if available),
4998 eg, "1.2.3-dev-01234567-dirty".
4999 * `is_dev`: Boolean value indicating whether it's a development build
5000 Use this for informational purposes only. The information in the returned
5001 table does not represent the capabilities of the engine, nor is it
5002 reliable or verifiable. Compatible forks will have a different name and
5003 version entirely. To check for the presence of engine features, test
5004 whether the functions exported by the wanted features exist. For example:
5005 `if minetest.check_for_falling then ... end`.
5006 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
5007 * `data`: string of data to hash
5008 * `raw`: return raw bytes instead of hex digits, default: false
5009 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
5010 ColorString. If the ColorSpec is invalid, returns `nil`.
5011 * `colorspec`: The ColorSpec to convert
5012 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
5013 string of four bytes in an RGBA layout, returned as a string.
5014 * `colorspec`: The ColorSpec to convert
5015 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
5016 image and return it in string form.
5017 * `width`: Width of the image
5018 * `height`: Height of the image
5019 * `data`: Image data, one of:
5020 * array table of ColorSpec, length must be width*height
5021 * string with raw RGBA pixels, length must be width*height*4
5022 * `compression`: Optional zlib compression level, number in range 0 to 9.
5023 The data is one-dimensional, starting in the upper left corner of the image
5024 and laid out in scanlines going from left to right, then top to bottom.
5025 Please note that it's not safe to use string.char to generate raw data,
5026 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
5027 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
5028 You may use this to procedurally generate textures during server init.
5033 * `minetest.debug(...)`
5034 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
5035 * `minetest.log([level,] text)`
5036 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
5037 `"info"`, or `"verbose"`. Default is `"none"`.
5039 Registration functions
5040 ----------------------
5042 Call these functions only at load time!
5046 * `minetest.register_node(name, node definition)`
5047 * `minetest.register_craftitem(name, item definition)`
5048 * `minetest.register_tool(name, item definition)`
5049 * `minetest.override_item(name, redefinition)`
5050 * Overrides fields of an item registered with register_node/tool/craftitem.
5051 * Note: Item must already be defined, (opt)depend on the mod defining it.
5052 * Example: `minetest.override_item("default:mese",
5053 {light_source=minetest.LIGHT_MAX})`
5054 * `minetest.unregister_item(name)`
5055 * Unregisters the item from the engine, and deletes the entry with key
5056 `name` from `minetest.registered_items` and from the associated item table
5057 according to its nature: `minetest.registered_nodes`, etc.
5058 * `minetest.register_entity(name, entity definition)`
5059 * `minetest.register_abm(abm definition)`
5060 * `minetest.register_lbm(lbm definition)`
5061 * `minetest.register_alias(alias, original_name)`
5062 * Also use this to set the 'mapgen aliases' needed in a game for the core
5063 mapgens. See [Mapgen aliases] section above.
5064 * `minetest.register_alias_force(alias, original_name)`
5065 * `minetest.register_ore(ore definition)`
5066 * Returns an integer object handle uniquely identifying the registered
5068 * The order of ore registrations determines the order of ore generation.
5069 * `minetest.register_biome(biome definition)`
5070 * Returns an integer object handle uniquely identifying the registered
5071 biome on success. To get the biome ID, use `minetest.get_biome_id`.
5072 * `minetest.unregister_biome(name)`
5073 * Unregisters the biome from the engine, and deletes the entry with key
5074 `name` from `minetest.registered_biomes`.
5075 * Warning: This alters the biome to biome ID correspondences, so any
5076 decorations or ores using the 'biomes' field must afterwards be cleared
5078 * `minetest.register_decoration(decoration definition)`
5079 * Returns an integer object handle uniquely identifying the registered
5080 decoration on success. To get the decoration ID, use
5081 `minetest.get_decoration_id`.
5082 * The order of decoration registrations determines the order of decoration
5084 * `minetest.register_schematic(schematic definition)`
5085 * Returns an integer object handle uniquely identifying the registered
5086 schematic on success.
5087 * If the schematic is loaded from a file, the `name` field is set to the
5089 * If the function is called when loading the mod, and `name` is a relative
5090 path, then the current mod path will be prepended to the schematic
5092 * `minetest.clear_registered_biomes()`
5093 * Clears all biomes currently registered.
5094 * Warning: Clearing and re-registering biomes alters the biome to biome ID
5095 correspondences, so any decorations or ores using the 'biomes' field must
5096 afterwards be cleared and re-registered.
5097 * `minetest.clear_registered_decorations()`
5098 * Clears all decorations currently registered.
5099 * `minetest.clear_registered_ores()`
5100 * Clears all ores currently registered.
5101 * `minetest.clear_registered_schematics()`
5102 * Clears all schematics currently registered.
5106 * `minetest.register_craft(recipe)`
5107 * Check recipe table syntax for different types below.
5108 * `minetest.clear_craft(recipe)`
5109 * Will erase existing craft based either on output item or on input recipe.
5110 * Specify either output or input only. If you specify both, input will be
5111 ignored. For input use the same recipe table syntax as for
5112 `minetest.register_craft(recipe)`. For output specify only the item,
5114 * Returns false if no erase candidate could be found, otherwise returns true.
5115 * **Warning**! The type field ("shaped", "cooking" or any other) will be
5116 ignored if the recipe contains output. Erasing is then done independently
5117 from the crafting method.
5118 * `minetest.register_chatcommand(cmd, chatcommand definition)`
5119 * `minetest.override_chatcommand(name, redefinition)`
5120 * Overrides fields of a chatcommand registered with `register_chatcommand`.
5121 * `minetest.unregister_chatcommand(name)`
5122 * Unregisters a chatcommands registered with `register_chatcommand`.
5123 * `minetest.register_privilege(name, definition)`
5124 * `definition` can be a description or a definition table (see [Privilege
5126 * If it is a description, the priv will be granted to singleplayer and admin
5128 * To allow players with `basic_privs` to grant, see the `basic_privs`
5129 minetest.conf setting.
5130 * `minetest.register_authentication_handler(authentication handler definition)`
5131 * Registers an auth handler that overrides the builtin one.
5132 * This function can be called by a single mod once only.
5134 Global callback registration functions
5135 --------------------------------------
5137 Call these functions only at load time!
5139 * `minetest.register_globalstep(function(dtime))`
5140 * Called every server step, usually interval of 0.1s
5141 * `minetest.register_on_mods_loaded(function())`
5142 * Called after mods have finished loading and before the media is cached or the
5144 * `minetest.register_on_shutdown(function())`
5145 * Called before server shutdown
5146 * **Warning**: If the server terminates abnormally (i.e. crashes), the
5147 registered callbacks **will likely not be run**. Data should be saved at
5148 semi-frequent intervals as well as on server shutdown.
5149 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
5150 * Called when a node has been placed
5151 * If return `true` no item is taken from `itemstack`
5152 * `placer` may be any valid ObjectRef or nil.
5153 * **Not recommended**; use `on_construct` or `after_place_node` in node
5154 definition whenever possible.
5155 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
5156 * Called when a node has been dug.
5157 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
5158 definition whenever possible.
5159 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
5160 * Called when a node is punched
5161 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
5162 * Called after generating a piece of world. Modifying nodes inside the area
5163 is a bit faster than usual.
5164 * `minetest.register_on_newplayer(function(ObjectRef))`
5165 * Called when a new player enters the world for the first time
5166 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
5167 * Called when a player is punched
5168 * Note: This callback is invoked even if the punched player is dead.
5169 * `player`: ObjectRef - Player that was punched
5170 * `hitter`: ObjectRef - Player that hit
5171 * `time_from_last_punch`: Meant for disallowing spamming of clicks
5173 * `tool_capabilities`: Capability table of used item (can be nil)
5174 * `dir`: Unit vector of direction of punch. Always defined. Points from
5175 the puncher to the punched.
5176 * `damage`: Number that represents the damage calculated by the engine
5177 * should return `true` to prevent the default damage mechanism
5178 * `minetest.register_on_rightclickplayer(function(player, clicker))`
5179 * Called when the 'place/use' key was used while pointing a player
5180 (not necessarily an actual rightclick)
5181 * `player`: ObjectRef - Player that is acted upon
5182 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
5183 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
5184 * Called when the player gets damaged or healed
5185 * `player`: ObjectRef of the player
5186 * `hp_change`: the amount of change. Negative when it is damage.
5187 * `reason`: a PlayerHPChangeReason table.
5188 * The `type` field will have one of the following values:
5189 * `set_hp`: A mod or the engine called `set_hp` without
5190 giving a type - use this for custom damage types.
5191 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
5193 * `node_damage`: `damage_per_second` from a neighboring node.
5194 `reason.node` will hold the node name or nil.
5197 * Any of the above types may have additional fields from mods.
5198 * `reason.from` will be `mod` or `engine`.
5199 * `modifier`: when true, the function should return the actual `hp_change`.
5200 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
5201 Modifiers can return true as a second argument to stop the execution of further functions.
5202 Non-modifiers receive the final HP change calculated by the modifiers.
5203 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
5204 * Called when a player dies
5205 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
5206 * `minetest.register_on_respawnplayer(function(ObjectRef))`
5207 * Called when player is to be respawned
5208 * Called _before_ repositioning of player occurs
5209 * return true in func to disable regular player placement
5210 * `minetest.register_on_prejoinplayer(function(name, ip))`
5211 * Called when a client connects to the server, prior to authentication
5212 * If it returns a string, the client is disconnected with that string as
5214 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
5215 * Called when a player joins the game
5216 * `last_login`: The timestamp of the previous login, or nil if player is new
5217 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
5218 * Called when a player leaves the game
5219 * `timed_out`: True for timeout, false for other reasons.
5220 * `minetest.register_on_authplayer(function(name, ip, is_success))`
5221 * Called when a client attempts to log into an account.
5222 * `name`: The name of the account being authenticated.
5223 * `ip`: The IP address of the client
5224 * `is_success`: Whether the client was successfully authenticated
5225 * For newly registered accounts, `is_success` will always be true
5226 * `minetest.register_on_auth_fail(function(name, ip))`
5227 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
5228 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
5229 * Called when a player cheats
5230 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
5232 * `interacted_too_far`
5233 * `interacted_with_self`
5234 * `interacted_while_dead`
5235 * `finished_unknown_dig`
5238 * `minetest.register_on_chat_message(function(name, message))`
5239 * Called always when a player says something
5240 * Return `true` to mark the message as handled, which means that it will
5241 not be sent to other players.
5242 * `minetest.register_on_chatcommand(function(name, command, params))`
5243 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
5244 is checked to see if the command exists, but after the input is parsed.
5245 * Return `true` to mark the command as handled, which means that the default
5246 handlers will be prevented.
5247 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
5248 * Called when the server received input from `player` in a formspec with
5249 the given `formname`. Specifically, this is called on any of the
5251 * a button was pressed,
5252 * Enter was pressed while the focus was on a text field
5253 * a checkbox was toggled,
5254 * something was selected in a dropdown list,
5255 * a different tab was selected,
5256 * selection was changed in a textlist or table,
5257 * an entry was double-clicked in a textlist or table,
5258 * a scrollbar was moved, or
5259 * the form was actively closed by the player.
5260 * Fields are sent for formspec elements which define a field. `fields`
5261 is a table containing each formspecs element value (as string), with
5262 the `name` parameter as index for each. The value depends on the
5263 formspec element type:
5264 * `animated_image`: Returns the index of the current frame.
5265 * `button` and variants: If pressed, contains the user-facing button
5266 text as value. If not pressed, is `nil`
5267 * `field`, `textarea` and variants: Text in the field
5268 * `dropdown`: Either the index or value, depending on the `index event`
5270 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
5271 * `checkbox`: `"true"` if checked, `"false"` if unchecked
5272 * `textlist`: See `minetest.explode_textlist_event`
5273 * `table`: See `minetest.explode_table_event`
5274 * `scrollbar`: See `minetest.explode_scrollbar_event`
5275 * Special case: `["quit"]="true"` is sent when the user actively
5276 closed the form by mouse click, keypress or through a button_exit[]
5278 * Special case: `["key_enter"]="true"` is sent when the user pressed
5279 the Enter key and the focus was either nowhere (causing the formspec
5280 to be closed) or on a button. If the focus was on a text field,
5281 additionally, the index `key_enter_field` contains the name of the
5282 text field. See also: `field_close_on_enter`.
5283 * Newest functions are called first
5284 * If function returns `true`, remaining functions are not called
5285 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
5286 * Called when `player` crafts something
5287 * `itemstack` is the output
5288 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
5290 * `craft_inv` is the inventory with the crafting grid
5291 * Return either an `ItemStack`, to replace the output, or `nil`, to not
5293 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
5294 * The same as before, except that it is called before the player crafts, to
5295 make craft prediction, and it should not change anything.
5296 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
5297 * Determines how much of a stack may be taken, put or moved to a
5299 * `player` (type `ObjectRef`) is the player who modified the inventory
5300 `inventory` (type `InvRef`).
5301 * List of possible `action` (string) values and their
5302 `inventory_info` (table) contents:
5303 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
5304 * `put`: `{listname=string, index=number, stack=ItemStack}`
5305 * `take`: Same as `put`
5306 * Return a numeric value to limit the amount of items to be taken, put or
5307 moved. A value of `-1` for `take` will make the source stack infinite.
5308 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
5309 * Called after a take, put or move event from/to/in a player inventory
5310 * Function arguments: see `minetest.register_allow_player_inventory_action`
5311 * Does not accept or handle any return value.
5312 * `minetest.register_on_protection_violation(function(pos, name))`
5313 * Called by `builtin` and mods when a player violates protection at a
5314 position (eg, digs a node or punches a protected entity).
5315 * The registered functions can be called using
5316 `minetest.record_protection_violation`.
5317 * The provided function should check that the position is protected by the
5318 mod calling this function before it prints a message, if it does, to
5319 allow for multiple protection mods.
5320 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
5321 * Called when an item is eaten, by `minetest.item_eat`
5322 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
5323 * `minetest.register_on_item_pickup(function(itemstack, picker, pointed_thing, time_from_last_punch, ...))`
5324 * Called by `minetest.item_pickup` before an item is picked up.
5325 * Function is added to `minetest.registered_on_item_pickups`.
5326 * Oldest functions are called first.
5327 * Parameters are the same as in the `on_pickup` callback.
5328 * Return an itemstack to cancel the default item pick-up response (i.e.: adding
5329 the item into inventory).
5330 * `minetest.register_on_priv_grant(function(name, granter, priv))`
5331 * Called when `granter` grants the priv `priv` to `name`.
5332 * Note that the callback will be called twice if it's done by a player,
5333 once with granter being the player name, and again with granter being nil.
5334 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
5335 * Called when `revoker` revokes the priv `priv` from `name`.
5336 * Note that the callback will be called twice if it's done by a player,
5337 once with revoker being the player name, and again with revoker being nil.
5338 * `minetest.register_can_bypass_userlimit(function(name, ip))`
5339 * Called when `name` user connects with `ip`.
5340 * Return `true` to by pass the player limit
5341 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
5342 * Called when an incoming mod channel message is received
5343 * You should have joined some channels to receive events.
5344 * If message comes from a server mod, `sender` field is an empty string.
5345 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5346 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5347 engine's liquid transformation process.
5348 * `pos_list` is an array of all modified positions.
5349 * `node_list` is an array of the old node that was previously at the position
5350 with the corresponding index in pos_list.
5355 * `minetest.settings`: Settings object containing all of the settings from the
5356 main config file (`minetest.conf`).
5357 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5358 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5363 * `minetest.string_to_privs(str[, delim])`:
5364 * Converts string representation of privs into table form
5365 * `delim`: String separating the privs. Defaults to `","`.
5366 * Returns `{ priv1 = true, ... }`
5367 * `minetest.privs_to_string(privs[, delim])`:
5368 * Returns the string representation of `privs`
5369 * `delim`: String to delimit privs. Defaults to `","`.
5370 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5371 * `minetest.check_player_privs(player_or_name, ...)`:
5372 returns `bool, missing_privs`
5373 * A quickhand for checking privileges.
5374 * `player_or_name`: Either a Player object or the name of a player.
5375 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5376 a table, e.g. `{ priva = true, privb = true }`.
5378 * `minetest.check_password_entry(name, entry, password)`
5379 * Returns true if the "password entry" for a player with name matches given
5380 password, false otherwise.
5381 * The "password entry" is the password representation generated by the
5382 engine as returned as part of a `get_auth()` call on the auth handler.
5383 * Only use this function for making it possible to log in via password from
5384 external protocols such as IRC, other uses are frowned upon.
5385 * `minetest.get_password_hash(name, raw_password)`
5386 * Convert a name-password pair to a password hash that Minetest can use.
5387 * The returned value alone is not a good basis for password checks based
5388 on comparing the password hash in the database with the password hash
5389 from the function, with an externally provided password, as the hash
5390 in the db might use the new SRP verifier format.
5391 * For this purpose, use `minetest.check_password_entry` instead.
5392 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5394 * The player needs to be online for this to be successful.
5396 * `minetest.get_auth_handler()`: Return the currently active auth handler
5397 * See the [Authentication handler definition]
5398 * Use this to e.g. get the authentication data for a player:
5399 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5400 * `minetest.notify_authentication_modified(name)`
5401 * Must be called by the authentication handler for privilege changes.
5402 * `name`: string; if omitted, all auth data should be considered modified
5403 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5405 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5407 * `minetest.auth_reload()`
5408 * See `reload()` in authentication handler definition
5410 `minetest.set_player_password`, `minetest.set_player_privs`,
5411 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5417 * `minetest.chat_send_all(text)`
5418 * `minetest.chat_send_player(name, text)`
5419 * `minetest.format_chat_message(name, message)`
5420 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5421 Refer to the documentation of the setting for a list of valid placeholders.
5422 * Takes player name and message, and returns the formatted string to be sent to players.
5423 * Can be redefined by mods if required, for things like colored names or messages.
5424 * **Only** the first occurrence of each placeholder will be replaced.
5429 * `minetest.set_node(pos, node)`
5430 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5431 * Set node at position `pos`
5432 * `node`: table `{name=string, param1=number, param2=number}`
5433 * If param1 or param2 is omitted, it's set to `0`.
5434 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5435 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5436 * Set node on all positions set in the first argument.
5437 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5438 * For node specification or position syntax see `minetest.set_node` call
5439 * Faster than set_node due to single call, but still considerably slower
5440 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5441 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5442 in spread out positions which would cause LVMs to waste memory.
5443 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5445 * `minetest.swap_node(pos, node)`
5446 * Set node at position, but don't remove metadata
5447 * `minetest.remove_node(pos)`
5448 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5449 * `minetest.get_node(pos)`
5450 * Returns the node at the given position as table in the format
5451 `{name="node_name", param1=0, param2=0}`,
5452 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5453 * `minetest.get_node_or_nil(pos)`
5454 * Same as `get_node` but returns `nil` for unloaded areas.
5455 * `minetest.get_node_light(pos, timeofday)`
5456 * Gets the light value at the given position. Note that the light value
5457 "inside" the node at the given position is returned, so you usually want
5458 to get the light value of a neighbor.
5459 * `pos`: The position where to measure the light.
5460 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5461 * Returns a number between `0` and `15` or `nil`
5462 * `nil` is returned e.g. when the map isn't loaded at `pos`
5463 * `minetest.get_natural_light(pos[, timeofday])`
5464 * Figures out the sunlight (or moonlight) value at pos at the given time of
5466 * `pos`: The position of the node
5467 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5468 * Returns a number between `0` and `15` or `nil`
5469 * This function tests 203 nodes in the worst case, which happens very
5471 * `minetest.get_artificial_light(param1)`
5472 * Calculates the artificial light (light from e.g. torches) value from the
5474 * `param1`: The param1 value of a `paramtype = "light"` node.
5475 * Returns a number between `0` and `15`
5476 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5477 ensures compatibility.
5478 * `minetest.place_node(pos, node)`
5479 * Place node with the same effects that a player would cause
5480 * `minetest.dig_node(pos)`
5481 * Dig node with the same effects that a player would cause
5482 * Returns `true` if successful, `false` on failure (e.g. protected location)
5483 * `minetest.punch_node(pos)`
5484 * Punch node with the same effects that a player would cause
5485 * `minetest.spawn_falling_node(pos)`
5486 * Change node into falling node
5487 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5489 * `minetest.find_nodes_with_meta(pos1, pos2)`
5490 * Get a table of positions of nodes that have metadata within a region
5492 * `minetest.get_meta(pos)`
5493 * Get a `NodeMetaRef` at that position
5494 * `minetest.get_node_timer(pos)`
5495 * Get `NodeTimerRef`
5497 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5499 * Returns `ObjectRef`, or `nil` if failed
5500 * `minetest.add_item(pos, item)`: Spawn item
5501 * Returns `ObjectRef`, or `nil` if failed
5502 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5503 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5505 * `radius`: using a Euclidean metric
5506 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5508 * `pos1` and `pos2` are the min and max positions of the area to search.
5509 * `minetest.set_timeofday(val)`
5510 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5511 * `minetest.get_timeofday()`
5512 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5514 * `minetest.get_day_count()`: returns number days elapsed since world was
5516 * accounts for time changes.
5517 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5519 * `radius`: using a maximum metric
5520 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5521 * `search_center` is an optional boolean (default: `false`)
5522 If true `pos` is also checked for the nodes
5523 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5524 * `pos1` and `pos2` are the min and max positions of the area to search.
5525 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5526 * If `grouped` is true the return value is a table indexed by node name
5527 which contains lists of positions.
5528 * If `grouped` is false or absent the return values are as follows:
5529 first value: Table with all node positions
5530 second value: Table with the count of each node with the node name
5532 * Area volume is limited to 4,096,000 nodes
5533 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5535 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5536 * Return value: Table with all node positions with a node air above
5537 * Area volume is limited to 4,096,000 nodes
5538 * `minetest.get_perlin(noiseparams)`
5539 * Return world-specific perlin noise.
5540 * The actual seed used is the noiseparams seed plus the world seed.
5541 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5542 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5543 * Return world-specific perlin noise.
5544 * `minetest.get_voxel_manip([pos1, pos2])`
5545 * Return voxel manipulator object.
5546 * Loads the manipulator from the map if positions are passed.
5547 * `minetest.set_gen_notify(flags, {deco_ids})`
5548 * Set the types of on-generate notifications that should be collected.
5549 * `flags` is a flag field with the available flags:
5557 * The second parameter is a list of IDs of decorations which notification
5559 * `minetest.get_gen_notify()`
5560 * Returns a flagstring and a table with the `deco_id`s.
5561 * `minetest.get_decoration_id(decoration_name)`
5562 * Returns the decoration ID number for the provided decoration name string,
5563 or `nil` on failure.
5564 * `minetest.get_mapgen_object(objectname)`
5565 * Return requested mapgen object if available (see [Mapgen objects])
5566 * `minetest.get_heat(pos)`
5567 * Returns the heat at the position, or `nil` on failure.
5568 * `minetest.get_humidity(pos)`
5569 * Returns the humidity at the position, or `nil` on failure.
5570 * `minetest.get_biome_data(pos)`
5571 * Returns a table containing:
5572 * `biome` the biome id of the biome at that position
5573 * `heat` the heat at the position
5574 * `humidity` the humidity at the position
5575 * Or returns `nil` on failure.
5576 * `minetest.get_biome_id(biome_name)`
5577 * Returns the biome id, as used in the biomemap Mapgen object and returned
5578 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5579 * `minetest.get_biome_name(biome_id)`
5580 * Returns the biome name string for the provided biome id, or `nil` on
5582 * If no biomes have been registered, such as in mgv6, returns `default`.
5583 * `minetest.get_mapgen_params()`
5584 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5585 * Returns a table containing:
5591 * `minetest.set_mapgen_params(MapgenParams)`
5592 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5594 * Set map generation parameters.
5595 * Function cannot be called after the registration period.
5596 * Takes a table as an argument with the fields:
5602 * Leave field unset to leave that parameter unchanged.
5603 * `flags` contains a comma-delimited string of flags to set, or if the
5604 prefix `"no"` is attached, clears instead.
5605 * `flags` is in the same format and has the same options as `mg_flags` in
5607 * `minetest.get_mapgen_setting(name)`
5608 * Gets the *active* mapgen setting (or nil if none exists) in string
5609 format with the following order of precedence:
5610 1) Settings loaded from map_meta.txt or overrides set during mod
5612 2) Settings set by mods without a metafile override
5613 3) Settings explicitly set in the user config file, minetest.conf
5614 4) Settings set as the user config default
5615 * `minetest.get_mapgen_setting_noiseparams(name)`
5616 * Same as above, but returns the value as a NoiseParams table if the
5617 setting `name` exists and is a valid NoiseParams.
5618 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5619 * Sets a mapgen param to `value`, and will take effect if the corresponding
5620 mapgen setting is not already present in map_meta.txt.
5621 * `override_meta` is an optional boolean (default: `false`). If this is set
5622 to true, the setting will become the active setting regardless of the map
5624 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5625 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5626 * Same as above, except value is a NoiseParams table.
5627 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5628 * Sets the noiseparams setting of `name` to the noiseparams table specified
5630 * `set_default` is an optional boolean (default: `true`) that specifies
5631 whether the setting should be applied to the default config or current
5633 * `minetest.get_noiseparams(name)`
5634 * Returns a table of the noiseparams for name.
5635 * `minetest.generate_ores(vm, pos1, pos2)`
5636 * Generate all registered ores within the VoxelManip `vm` and in the area
5637 from `pos1` to `pos2`.
5638 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5639 * `minetest.generate_decorations(vm, pos1, pos2)`
5640 * Generate all registered decorations within the VoxelManip `vm` and in the
5641 area from `pos1` to `pos2`.
5642 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5643 * `minetest.clear_objects([options])`
5644 * Clear all objects in the environment
5645 * Takes an optional table as an argument with the field `mode`.
5646 * mode = `"full"`: Load and go through every mapblock, clearing
5648 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5649 clear objects in unloaded mapblocks only when the
5650 mapblocks are next activated.
5651 * `minetest.load_area(pos1[, pos2])`
5652 * Load the mapblocks containing the area from `pos1` to `pos2`.
5653 `pos2` defaults to `pos1` if not specified.
5654 * This function does not trigger map generation.
5655 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5656 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5657 asynchronously fetched from memory, loaded from disk, or if inexistent,
5659 * If `callback` is a valid Lua function, this will be called for each block
5661 * The function signature of callback is:
5662 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5663 * `blockpos` is the *block* coordinates of the block that had been
5665 * `action` could be one of the following constant values:
5666 * `minetest.EMERGE_CANCELLED`
5667 * `minetest.EMERGE_ERRORED`
5668 * `minetest.EMERGE_FROM_MEMORY`
5669 * `minetest.EMERGE_FROM_DISK`
5670 * `minetest.EMERGE_GENERATED`
5671 * `calls_remaining` is the number of callbacks to be expected after
5673 * `param` is the user-defined parameter passed to emerge_area (or
5674 nil if the parameter was absent).
5675 * `minetest.delete_area(pos1, pos2)`
5676 * delete all mapblocks in the area from pos1 to pos2, inclusive
5677 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5678 * Checks if there is anything other than air between pos1 and pos2.
5679 * Returns false if something is blocking the sight.
5680 * Returns the position of the blocking node when `false`
5681 * `pos1`: First position
5682 * `pos2`: Second position
5683 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5684 * Creates a `Raycast` object.
5685 * `pos1`: start of the ray
5686 * `pos2`: end of the ray
5687 * `objects`: if false, only nodes will be returned. Default is `true`.
5688 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5689 returned. Default is `false`.
5690 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5691 * returns table containing path that can be walked on
5692 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5694 * Reasons for failure:
5695 * No path exists at all
5696 * No path exists within `searchdistance` (see below)
5697 * Start or end pos is buried in land
5698 * `pos1`: start position
5699 * `pos2`: end position
5700 * `searchdistance`: maximum distance from the search positions to search in.
5701 In detail: Path must be completely inside a cuboid. The minimum
5702 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5703 Larger values will increase the size of this cuboid in all directions
5704 * `max_jump`: maximum height difference to consider walkable
5705 * `max_drop`: maximum height difference to consider droppable
5706 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5707 Difference between `"A*"` and `"A*_noprefetch"` is that
5708 `"A*"` will pre-calculate the cost-data, the other will calculate it
5710 * `minetest.spawn_tree (pos, {treedef})`
5711 * spawns L-system tree at given `pos` with definition in `treedef` table
5712 * `minetest.transforming_liquid_add(pos)`
5713 * add node to liquid flow update queue
5714 * `minetest.get_node_max_level(pos)`
5715 * get max available level for leveled node
5716 * `minetest.get_node_level(pos)`
5717 * get level of leveled node (water, snow)
5718 * `minetest.set_node_level(pos, level)`
5719 * set level of leveled node, default `level` equals `1`
5720 * if `totallevel > maxlevel`, returns rest (`total-max`).
5721 * `minetest.add_node_level(pos, level)`
5722 * increase level of leveled node by level, default `level` equals `1`
5723 * if `totallevel > maxlevel`, returns rest (`total-max`)
5724 * `level` must be between -127 and 127
5725 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5726 * resets the light in a cuboid-shaped part of
5727 the map and removes lighting bugs.
5728 * Loads the area if it is not loaded.
5729 * `pos1` is the corner of the cuboid with the least coordinates
5730 (in node coordinates), inclusive.
5731 * `pos2` is the opposite corner of the cuboid, inclusive.
5732 * The actual updated cuboid might be larger than the specified one,
5733 because only whole map blocks can be updated.
5734 The actual updated area consists of those map blocks that intersect
5735 with the given cuboid.
5736 * However, the neighborhood of the updated area might change
5737 as well, as light can spread out of the cuboid, also light
5739 * returns `false` if the area is not fully generated,
5741 * `minetest.check_single_for_falling(pos)`
5742 * causes an unsupported `group:falling_node` node to fall and causes an
5743 unattached `group:attached_node` node to fall.
5744 * does not spread these updates to neighbors.
5745 * `minetest.check_for_falling(pos)`
5746 * causes an unsupported `group:falling_node` node to fall and causes an
5747 unattached `group:attached_node` node to fall.
5748 * spread these updates to neighbors and can cause a cascade
5750 * `minetest.get_spawn_level(x, z)`
5751 * Returns a player spawn y co-ordinate for the provided (x, z)
5752 co-ordinates, or `nil` for an unsuitable spawn point.
5753 * For most mapgens a 'suitable spawn point' is one with y between
5754 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5755 so `nil` will be returned for many (x, z) co-ordinates.
5756 * The spawn level returned is for a player spawn in unmodified terrain.
5757 * The spawn level is intentionally above terrain level to cope with
5758 full-node biome 'dust' nodes.
5763 You can find mod channels communication scheme in `doc/mod_channels.png`.
5765 * `minetest.mod_channel_join(channel_name)`
5766 * Server joins channel `channel_name`, and creates it if necessary. You
5767 should listen for incoming messages with
5768 `minetest.register_on_modchannel_message`
5773 `minetest.get_inventory(location)`: returns an `InvRef`
5776 * `{type="player", name="celeron55"}`
5777 * `{type="node", pos={x=, y=, z=}}`
5778 * `{type="detached", name="creative"}`
5779 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5781 * `callbacks`: See [Detached inventory callbacks]
5782 * `player_name`: Make detached inventory available to one player
5783 exclusively, by default they will be sent to every player (even if not
5785 Note that this parameter is mostly just a workaround and will be removed
5787 * Creates a detached inventory. If it already exists, it is cleared.
5788 * `minetest.remove_detached_inventory(name)`
5789 * Returns a `boolean` indicating whether the removal succeeded.
5790 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5791 returns leftover ItemStack or nil to indicate no inventory change
5792 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5797 * `minetest.show_formspec(playername, formname, formspec)`
5798 * `playername`: name of player to show formspec
5799 * `formname`: name passed to `on_player_receive_fields` callbacks.
5800 It should follow the `"modname:<whatever>"` naming convention
5801 * `formspec`: formspec to display
5802 * `minetest.close_formspec(playername, formname)`
5803 * `playername`: name of player to close formspec
5804 * `formname`: has to exactly match the one given in `show_formspec`, or the
5805 formspec will not close.
5806 * calling `show_formspec(playername, formname, "")` is equal to this
5808 * to close a formspec regardless of the formname, call
5809 `minetest.close_formspec(playername, "")`.
5810 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5811 * `minetest.formspec_escape(string)`: returns a string
5812 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5814 * `minetest.explode_table_event(string)`: returns a table
5815 * returns e.g. `{type="CHG", row=1, column=2}`
5817 * `"INV"`: no row selected
5819 * `"DCL"`: double-click
5820 * `minetest.explode_textlist_event(string)`: returns a table
5821 * returns e.g. `{type="CHG", index=1}`
5823 * `"INV"`: no row selected
5825 * `"DCL"`: double-click
5826 * `minetest.explode_scrollbar_event(string)`: returns a table
5827 * returns e.g. `{type="CHG", value=500}`
5829 * `"INV"`: something failed
5830 * `"CHG"`: has been changed
5831 * `"VAL"`: not changed
5836 * `minetest.inventorycube(img1, img2, img3)`
5837 * Returns a string for making an image of a cube (useful as an item image)
5838 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5839 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5840 does not refer to a node or entity.
5841 * If the optional `above` parameter is true and the `pointed_thing` refers
5842 to a node, then it will return the `above` position of the `pointed_thing`.
5843 * `minetest.dir_to_facedir(dir, is6d)`
5844 * Convert a vector to a facedir value, used in `param2` for
5845 `paramtype2="facedir"`.
5846 * passing something non-`nil`/`false` for the optional second parameter
5847 causes it to take the y component into account.
5848 * `minetest.facedir_to_dir(facedir)`
5849 * Convert a facedir back into a vector aimed directly out the "back" of a
5851 * `minetest.dir_to_fourdir(dir)`
5852 * Convert a vector to a 4dir value, used in `param2` for
5853 `paramtype2="4dir"`.
5854 * `minetest.fourdir_to_dir(fourdir)`
5855 * Convert a 4dir back into a vector aimed directly out the "back" of a
5857 * `minetest.dir_to_wallmounted(dir)`
5858 * Convert a vector to a wallmounted value, used for
5859 `paramtype2="wallmounted"`.
5860 * `minetest.wallmounted_to_dir(wallmounted)`
5861 * Convert a wallmounted value back into a vector aimed directly out the
5863 * `minetest.dir_to_yaw(dir)`
5864 * Convert a vector into a yaw (angle)
5865 * `minetest.yaw_to_dir(yaw)`
5866 * Convert yaw (angle) to a vector
5867 * `minetest.is_colored_paramtype(ptype)`
5868 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5869 color information (`color`, `colorwallmounted`, `colorfacedir`, etc.).
5870 * `minetest.strip_param2_color(param2, paramtype2)`
5871 * Removes everything but the color information from the
5872 given `param2` value.
5873 * Returns `nil` if the given `paramtype2` does not contain color
5875 * `minetest.get_node_drops(node, toolname)`
5876 * Returns list of itemstrings that are dropped by `node` when dug
5877 with the item `toolname` (not limited to tools).
5878 * `node`: node as table or node name
5879 * `toolname`: name of the item used to dig (can be `nil`)
5880 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5881 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5882 * `input.width` = for example `3`
5883 * `input.items` = for example
5884 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5885 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5886 * `output.time` = a number, if unsuccessful: `0`
5887 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5888 placed in `decremented_input.items`. Replacements can be placed in
5889 `decremented_input` if the stack of the replaced item has a count of 1.
5890 * `decremented_input` = like `input`
5891 * `minetest.get_craft_recipe(output)`: returns input
5892 * returns last registered recipe for output item (node)
5893 * `output` is a node or item type such as `"default:torch"`
5894 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5895 * `input.width` = for example `3`
5896 * `input.items` = for example
5897 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5898 * `input.items` = `nil` if no recipe found
5899 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5900 * returns indexed table with all registered recipes for query item (node)
5901 or `nil` if no recipe was found.
5902 * recipe entry table:
5903 * `method`: 'normal' or 'cooking' or 'fuel'
5904 * `width`: 0-3, 0 means shapeless recipe
5905 * `items`: indexed [1-9] table with recipe items
5906 * `output`: string with item name and quantity
5907 * Example result for `"default:gold_ingot"` with two recipes:
5911 method = "cooking", width = 3,
5912 output = "default:gold_ingot", items = {"default:gold_lump"}
5915 method = "normal", width = 1,
5916 output = "default:gold_ingot 9", items = {"default:goldblock"}
5920 * `minetest.handle_node_drops(pos, drops, digger)`
5921 * `drops`: list of itemstrings
5922 * Handles drops from nodes after digging: Default action is to put them
5923 into digger's inventory.
5924 * Can be overridden to get different functionality (e.g. dropping items on
5926 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5928 * Creates an item string which contains palette index information
5929 for hardware colorization. You can use the returned string
5930 as an output in a craft recipe.
5931 * `item`: the item stack which becomes colored. Can be in string,
5932 table and native form.
5933 * `palette_index`: this index is added to the item stack
5934 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5935 * Creates an item string which contains static color information
5936 for hardware colorization. Use this method if you wish to colorize
5937 an item that does not own a palette. You can use the returned string
5938 as an output in a craft recipe.
5939 * `item`: the item stack which becomes colored. Can be in string,
5940 table and native form.
5941 * `colorstring`: the new color of the item stack
5946 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5947 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5948 * Find who has done something to a node, or near a node
5949 * `actor`: `"player:<name>"`, also `"liquid"`.
5950 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5951 `boolean, log_messages`.
5952 * Revert latest actions of someone
5953 * `actor`: `"player:<name>"`, also `"liquid"`.
5955 Defaults for the `on_place` and `on_drop` item definition functions
5956 -------------------------------------------------------------------
5958 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5959 * Place item as a node
5960 * `param2` overrides `facedir` and wallmounted `param2`
5961 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5962 for the newly placed node to prevent a callback and placement loop
5963 * returns `itemstack, position`
5964 * `position`: the location the node was placed to. `nil` if nothing was placed.
5965 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5967 * returns the leftover itemstack
5968 * **Note**: This function is deprecated and will never be called.
5969 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5970 * Wrapper that calls `minetest.item_place_node` if appropriate
5971 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5972 * **Note**: is not called when wielded item overrides `on_place`
5973 * `param2` overrides facedir and wallmounted `param2`
5974 * returns `itemstack, position`
5975 * `position`: the location the node was placed to. `nil` if nothing was placed.
5976 * `minetest.item_pickup(itemstack, picker, pointed_thing, time_from_last_punch, ...)`
5977 * Runs callbacks registered by `minetest.register_on_item_pickup` and adds
5978 the item to the picker's `"main"` inventory list.
5979 * Parameters are the same as in `on_pickup`.
5980 * Returns the leftover itemstack.
5981 * `minetest.item_drop(itemstack, dropper, pos)`
5983 * returns the leftover itemstack
5984 * `minetest.item_eat(hp_change[, replace_with_item])`
5985 * Returns `function(itemstack, user, pointed_thing)` as a
5986 function wrapper for `minetest.do_item_eat`.
5987 * `replace_with_item` is the itemstring which is added to the inventory.
5988 If the player is eating a stack, then replace_with_item goes to a
5991 Defaults for the `on_punch` and `on_dig` node definition callbacks
5992 ------------------------------------------------------------------
5994 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5995 * Calls functions registered by `minetest.register_on_punchnode()`
5996 * `minetest.node_dig(pos, node, digger)`
5997 * Checks if node can be dug, puts item into inventory, removes node
5998 * Calls functions registered by `minetest.registered_on_dignodes()`
6003 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
6004 * `spec` is a `SimpleSoundSpec`
6005 * `parameters` is a sound parameter table
6006 * `ephemeral` is a boolean (default: false)
6007 Ephemeral sounds will not return a handle and can't be stopped or faded.
6008 It is recommend to use this for short sounds that happen in response to
6009 player actions (e.g. door closing).
6010 * `minetest.sound_stop(handle)`
6011 * `handle` is a handle returned by `minetest.sound_play`
6012 * `minetest.sound_fade(handle, step, gain)`
6013 * `handle` is a handle returned by `minetest.sound_play`
6014 * `step` determines how fast a sound will fade.
6015 The gain will change by this much per second,
6016 until it reaches the target gain.
6017 Note: Older versions used a signed step. This is deprecated, but old
6018 code will still work. (the client uses abs(step) to correct it)
6019 * `gain` the target gain for the fade.
6020 Fading to zero will delete the sound.
6025 * `minetest.after(time, func, ...)`: returns job table to use as below.
6026 * Call the function `func` after `time` seconds, may be fractional
6027 * Optional: Variable number of arguments that are passed to `func`
6030 * Cancels the job function from being called
6035 The engine allows you to submit jobs to be ran in an isolated environment
6036 concurrently with normal server operation.
6037 A job consists of a function to be ran in the async environment, any amount of
6038 arguments (will be serialized) and a callback that will be called with the return
6039 value of the job function once it is finished.
6041 The async environment does *not* have access to the map, entities, players or any
6042 globals defined in the 'usual' environment. Consequently, functions like
6043 `minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
6045 Arguments and return values passed through this can contain certain userdata
6046 objects that will be seamlessly copied (not shared) to the async environment.
6047 This allows you easy interoperability for delegating work to jobs.
6049 * `minetest.handle_async(func, callback, ...)`:
6050 * Queue the function `func` to be ran in an async environment.
6051 Note that there are multiple persistent workers and any of them may
6052 end up running a given job. The engine will scale the amount of
6053 worker threads automatically.
6054 * When `func` returns the callback is called (in the normal environment)
6055 with all of the return values as arguments.
6056 * Optional: Variable number of arguments that are passed to `func`
6057 * `minetest.register_async_dofile(path)`:
6058 * Register a path to a Lua file to be imported when an async environment
6059 is initialized. You can use this to preload code which you can then call
6060 later using `minetest.handle_async()`.
6062 ### List of APIs available in an async environment
6073 * only if transferred into environment; can't read/write to map
6076 Class instances that can be transferred between environments:
6083 * Standalone helpers such as logging, filesystem, encoding,
6084 hashing or compression APIs
6085 * `minetest.request_insecure_environment` (same restrictions apply)
6088 * `minetest.settings`
6089 * `minetest.registered_items`, `registered_nodes`, `registered_tools`,
6090 `registered_craftitems` and `registered_aliases`
6091 * with all functions and userdata values replaced by `true`, calling any
6092 callbacks here is obviously not possible
6097 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
6098 server shutdown. Will display `message` to clients.
6099 * `reconnect` == true displays a reconnect button
6100 * `delay` adds an optional delay (in seconds) before shutdown.
6101 Negative delay cancels the current active shutdown.
6102 Zero delay triggers an immediate shutdown.
6103 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
6104 * `minetest.get_server_status(name, joined)`
6105 * Returns the server status string when a player joins or when the command
6106 `/status` is called. Returns `nil` or an empty string when the message is
6108 * `joined`: Boolean value, indicates whether the function was called when
6110 * This function may be overwritten by mods to customize the status message.
6111 * `minetest.get_server_uptime()`: returns the server uptime in seconds
6112 * `minetest.get_server_max_lag()`: returns the current maximum lag
6113 of the server in seconds or nil if server is not fully loaded yet
6114 * `minetest.remove_player(name)`: remove player from database (if they are not
6116 * As auth data is not removed, minetest.player_exists will continue to
6117 return true. Call the below method as well if you want to remove auth
6119 * Returns a code (0: successful, 1: no such player, 2: player is connected)
6120 * `minetest.remove_player_auth(name)`: remove player authentication data
6121 * Returns boolean indicating success (false if player nonexistent)
6122 * `minetest.dynamic_add_media(options, callback)`
6123 * `options`: table containing the following parameters
6124 * `filepath`: path to a media file on the filesystem
6125 * `to_player`: name of the player the media should be sent to instead of
6126 all players (optional)
6127 * `ephemeral`: boolean that marks the media as ephemeral,
6128 it will not be cached on the client (optional, default false)
6129 * `callback`: function with arguments `name`, which is a player name
6130 * Pushes the specified media file to client(s). (details below)
6131 The file must be a supported image, sound or model format.
6132 Dynamically added media is not persisted between server restarts.
6133 * Returns false on error, true if the request was accepted
6134 * The given callback will be called for every player as soon as the
6135 media is available on the client.
6137 * If `ephemeral`=false and `to_player` is unset the file is added to the media
6138 sent to clients on startup, this means the media will appear even on
6139 old clients if they rejoin the server.
6140 * If `ephemeral`=false the file must not be modified, deleted, moved or
6141 renamed after calling this function.
6142 * Regardless of any use of `ephemeral`, adding media files with the same
6143 name twice is not possible/guaranteed to work. An exception to this is the
6144 use of `to_player` to send the same, already existent file to multiple
6146 * Clients will attempt to fetch files added this way via remote media,
6147 this can make transfer of bigger files painless (if set up). Nevertheless
6148 it is advised not to use dynamic media for big media files.
6153 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
6154 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
6155 IP address or name formatted as string
6156 * `minetest.ban_player(name)`: ban the IP of a currently connected player
6157 * Returns boolean indicating success
6158 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
6160 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
6162 * Returns boolean indicating success (false if player nonexistent)
6163 * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
6164 optional reason, this will not prefix with 'Kicked: ' like kick_player.
6165 If no reason is given, it will default to 'Disconnected.'
6166 * Returns boolean indicating success (false if player nonexistent)
6171 * `minetest.add_particle(particle definition)`
6172 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
6173 expirationtime, size, collisiondetection, texture, playername)`
6175 * `minetest.add_particlespawner(particlespawner definition)`
6176 * Add a `ParticleSpawner`, an object that spawns an amount of particles
6177 over `time` seconds.
6178 * Returns an `id`, and -1 if adding didn't succeed
6179 * Deprecated: `minetest.add_particlespawner(amount, time,
6183 minexptime, maxexptime,
6185 collisiondetection, texture, playername)`
6187 * `minetest.delete_particlespawner(id, player)`
6188 * Delete `ParticleSpawner` with `id` (return value from
6189 `minetest.add_particlespawner`).
6190 * If playername is specified, only deletes on the player's client,
6191 otherwise on all clients.
6196 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
6197 * Create a schematic from the volume of map specified by the box formed by
6199 * Apply the specified probability and per-node force-place to the specified
6200 nodes according to the `probability_list`.
6201 * `probability_list` is an array of tables containing two fields, `pos`
6203 * `pos` is the 3D vector specifying the absolute coordinates of the
6204 node being modified,
6205 * `prob` is an integer value from `0` to `255` that encodes
6206 probability and per-node force-place. Probability has levels
6207 0-127, then 128 may be added to encode per-node force-place.
6208 For probability stated as 0-255, divide by 2 and round down to
6209 get values 0-127, then add 128 to apply per-node force-place.
6210 * If there are two or more entries with the same pos value, the
6212 * If `pos` is not inside the box formed by `p1` and `p2`, it is
6214 * If `probability_list` equals `nil`, no probabilities are applied.
6215 * Apply the specified probability to the specified horizontal slices
6216 according to the `slice_prob_list`.
6217 * `slice_prob_list` is an array of tables containing two fields, `ypos`
6219 * `ypos` indicates the y position of the slice with a probability
6220 applied, the lowest slice being `ypos = 0`.
6221 * If slice probability list equals `nil`, no slice probabilities
6223 * Saves schematic in the Minetest Schematic format to filename.
6225 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
6226 * Place the schematic specified by schematic (see [Schematic specifier]) at
6228 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
6229 * If the `rotation` parameter is omitted, the schematic is not rotated.
6230 * `replacements` = `{["old_name"] = "convert_to", ...}`
6231 * `force_placement` is a boolean indicating whether nodes other than `air`
6232 and `ignore` are replaced by the schematic.
6233 * Returns nil if the schematic could not be loaded.
6234 * **Warning**: Once you have loaded a schematic from a file, it will be
6235 cached. Future calls will always use the cached version and the
6236 replacement list defined for it, regardless of whether the file or the
6237 replacement list parameter have changed. The only way to load the file
6238 anew is to restart the server.
6239 * `flags` is a flag field with the available flags:
6244 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
6245 * This function is analogous to minetest.place_schematic, but places a
6246 schematic onto the specified VoxelManip object `vmanip` instead of the
6248 * Returns false if any part of the schematic was cut-off due to the
6249 VoxelManip not containing the full area required, and true if the whole
6250 schematic was able to fit.
6251 * Returns nil if the schematic could not be loaded.
6252 * After execution, any external copies of the VoxelManip contents are
6254 * `flags` is a flag field with the available flags:
6259 * `minetest.serialize_schematic(schematic, format, options)`
6260 * Return the serialized schematic specified by schematic
6261 (see [Schematic specifier])
6262 * in the `format` of either "mts" or "lua".
6263 * "mts" - a string containing the binary MTS data used in the MTS file
6265 * "lua" - a string containing Lua code representing the schematic in table
6267 * `options` is a table containing the following optional parameters:
6268 * If `lua_use_comments` is true and `format` is "lua", the Lua code
6269 generated will have (X, Z) position comments for every X row
6270 generated in the schematic data for easier reading.
6271 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
6272 the Lua code generated will use that number of spaces as indentation
6273 instead of a tab character.
6275 * `minetest.read_schematic(schematic, options)`
6276 * Returns a Lua table representing the schematic (see: [Schematic specifier])
6277 * `schematic` is the schematic to read (see: [Schematic specifier])
6278 * `options` is a table containing the following optional parameters:
6279 * `write_yslice_prob`: string value:
6280 * `none`: no `write_yslice_prob` table is inserted,
6281 * `low`: only probabilities that are not 254 or 255 are written in
6282 the `write_ylisce_prob` table,
6283 * `all`: write all probabilities to the `write_yslice_prob` table.
6284 * The default for this option is `all`.
6285 * Any invalid value will be interpreted as `all`.
6290 * `minetest.request_http_api()`:
6291 * returns `HTTPApiTable` containing http functions if the calling mod has
6292 been granted access by being listed in the `secure.http_mods` or
6293 `secure.trusted_mods` setting, otherwise returns `nil`.
6294 * The returned table contains the functions `fetch`, `fetch_async` and
6295 `fetch_async_get` described below.
6296 * Only works at init time and must be called from the mod's main scope
6297 (not from a function).
6298 * Function only exists if minetest server was built with cURL support.
6299 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
6301 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
6302 * Performs given request asynchronously and calls callback upon completion
6303 * callback: `function(HTTPRequestResult res)`
6304 * Use this HTTP function if you are unsure, the others are for advanced use
6305 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
6306 * Performs given request asynchronously and returns handle for
6307 `HTTPApiTable.fetch_async_get`
6308 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
6309 * Return response data for given asynchronous HTTP request
6314 * `minetest.get_mod_storage()`:
6315 * returns reference to mod private `StorageRef`
6316 * must be called during mod load time
6321 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
6322 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
6323 * `minetest.player_exists(name)`: boolean, whether player exists
6324 (regardless of online status)
6325 * `minetest.hud_replace_builtin(name, hud_definition)`
6326 * Replaces definition of a builtin hud element
6327 * `name`: `"breath"` or `"health"`
6328 * `hud_definition`: definition to replace builtin definition
6329 * `minetest.parse_relative_number(arg, relative_to)`: returns number or nil
6330 * Helper function for chat commands.
6331 * For parsing an optionally relative number of a chat command
6332 parameter, using the chat command tilde notation.
6333 * `arg`: String snippet containing the number; possible values:
6334 * `"<number>"`: return as number
6335 * `"~<number>"`: return `relative_to + <number>`
6336 * `"~"`: return `relative_to`
6337 * Anything else will return `nil`
6338 * `relative_to`: Number to which the `arg` number might be relative to
6340 * `minetest.parse_relative_number("5", 10)` returns 5
6341 * `minetest.parse_relative_number("~5", 10)` returns 15
6342 * `minetest.parse_relative_number("~", 10)` returns 10
6343 * `minetest.send_join_message(player_name)`
6344 * This function can be overridden by mods to change the join message.
6345 * `minetest.send_leave_message(player_name, timed_out)`
6346 * This function can be overridden by mods to change the leave message.
6347 * `minetest.hash_node_position(pos)`: returns a 48-bit integer
6348 * `pos`: table {x=number, y=number, z=number},
6349 * Gives a unique hash number for a node position (16+16+16=48bit)
6350 * `minetest.get_position_from_hash(hash)`: returns a position
6351 * Inverse transform of `minetest.hash_node_position`
6352 * `minetest.get_item_group(name, group)`: returns a rating
6353 * Get rating of a group of an item. (`0` means: not in group)
6354 * `minetest.get_node_group(name, group)`: returns a rating
6355 * Deprecated: An alias for the former.
6356 * `minetest.raillike_group(name)`: returns a rating
6357 * Returns rating of the connect_to_raillike group corresponding to name
6358 * If name is not yet the name of a connect_to_raillike group, a new group
6359 id is created, with that name.
6360 * `minetest.get_content_id(name)`: returns an integer
6361 * Gets the internal content ID of `name`
6362 * `minetest.get_name_from_content_id(content_id)`: returns a string
6363 * Gets the name of the content with that content ID
6364 * `minetest.parse_json(string[, nullvalue])`: returns something
6365 * Convert a string containing JSON data into the Lua equivalent
6366 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
6367 * On success returns a table, a string, a number, a boolean or `nullvalue`
6368 * On failure outputs an error message and returns `nil`
6369 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
6370 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
6372 * Convert a Lua table into a JSON string
6373 * styled: Outputs in a human-readable format if this is set, defaults to
6375 * Unserializable things like functions and userdata will cause an error.
6376 * **Warning**: JSON is more strict than the Lua table format.
6377 1. You can only use strings and positive integers of at least one as
6379 2. You can not mix string and integer keys.
6380 This is due to the fact that JSON has two distinct array and object
6382 * Example: `write_json({10, {a = false}})`,
6383 returns `'[10, {"a": false}]'`
6384 * `minetest.serialize(table)`: returns a string
6385 * Convert a table containing tables, strings, numbers, booleans and `nil`s
6386 into string form readable by `minetest.deserialize`
6387 * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
6388 * `minetest.deserialize(string[, safe])`: returns a table
6389 * Convert a string returned by `minetest.serialize` into a table
6390 * `string` is loaded in an empty sandbox environment.
6391 * Will load functions if safe is false or omitted. Although these functions
6392 cannot directly access the global environment, they could bypass this
6393 restriction with maliciously crafted Lua bytecode if mod security is
6395 * This function should not be used on untrusted data, regardless of the
6396 value of `safe`. It is fine to serialize then deserialize user-provided
6397 data, but directly providing user input to deserialize is always unsafe.
6398 * Example: `deserialize('return { ["foo"] = "bar" }')`,
6399 returns `{foo="bar"}`
6400 * Example: `deserialize('print("foo")')`, returns `nil`
6401 (function call fails), returns
6402 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
6403 * `minetest.compress(data, method, ...)`: returns `compressed_data`
6404 * Compress a string of data.
6405 * `method` is a string identifying the compression method to be used.
6406 * Supported compression methods:
6407 * Deflate (zlib): `"deflate"`
6408 * Zstandard: `"zstd"`
6409 * `...` indicates method-specific arguments. Currently defined arguments
6411 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
6412 * Zstandard: `level` - Compression level. Integer or `nil`. Default `3`.
6413 Note any supported Zstandard compression level could be used here,
6414 but these are subject to change between Zstandard versions.
6415 * `minetest.decompress(compressed_data, method, ...)`: returns data
6416 * Decompress a string of data using the algorithm specified by `method`.
6417 * See documentation on `minetest.compress()` for supported compression
6419 * `...` indicates method-specific arguments. Currently, no methods use this
6420 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
6421 * Each argument is an 8 Bit unsigned integer
6422 * Returns the ColorString from rgb or rgba values
6423 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
6424 * `minetest.encode_base64(string)`: returns string encoded in base64
6425 * Encodes a string in base64.
6426 * `minetest.decode_base64(string)`: returns string or nil on failure
6427 * Padding characters are only supported starting at version 5.4.0, where
6428 5.5.0 and newer perform proper checks.
6429 * Decodes a string encoded in base64.
6430 * `minetest.is_protected(pos, name)`: returns boolean
6431 * Returning `true` restricts the player `name` from modifying (i.e. digging,
6432 placing) the node at position `pos`.
6433 * `name` will be `""` for non-players or unknown players.
6434 * This function should be overridden by protection mods. It is highly
6435 recommended to grant access to players with the `protection_bypass` privilege.
6436 * Cache and call the old version of this function if the position is
6437 not protected by the mod. This will allow using multiple protection mods.
6440 local old_is_protected = minetest.is_protected
6441 function minetest.is_protected(pos, name)
6442 if mymod:position_protected_from(pos, name) then
6445 return old_is_protected(pos, name)
6447 * `minetest.record_protection_violation(pos, name)`
6448 * This function calls functions registered with
6449 `minetest.register_on_protection_violation`.
6450 * `minetest.is_creative_enabled(name)`: returns boolean
6451 * Returning `true` means that Creative Mode is enabled for player `name`.
6452 * `name` will be `""` for non-players or if the player is unknown.
6453 * This function should be overridden by Creative Mode-related mods to
6454 implement a per-player Creative Mode.
6455 * By default, this function returns `true` if the setting
6456 `creative_mode` is `true` and `false` otherwise.
6457 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6458 * Returns the position of the first node that `player_name` may not modify
6459 in the specified cuboid between `pos1` and `pos2`.
6460 * Returns `false` if no protections were found.
6461 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6462 The points are spaced evenly throughout the volume and have a spacing
6463 similar to, but no larger than, `interval`.
6464 * All corners and edges of the defined volume are checked.
6465 * `interval` defaults to 4.
6466 * `interval` should be carefully chosen and maximized to avoid an excessive
6467 number of points being checked.
6468 * Like `minetest.is_protected`, this function may be extended or
6469 overwritten by mods to provide a faster implementation to check the
6470 cuboid for intersections.
6471 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6472 orient_flags, prevent_after_place])`
6473 * Attempt to predict the desired orientation of the facedir-capable node
6474 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6475 or hanging from the ceiling).
6476 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6477 stacks are handled normally.
6478 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6479 * `invert_wall`: if `true`, place wall-orientation on the ground and
6480 ground-orientation on the wall.
6481 * `force_wall`: if `true`, always place the node in wall orientation.
6482 * `force_ceiling`: if `true`, always place on the ceiling.
6483 * `force_floor`: if `true`, always place the node on the floor.
6484 * `force_facedir`: if `true`, forcefully reset the facedir to north
6485 when placing on the floor or ceiling.
6486 * The first four options are mutually-exclusive; the last in the list
6487 takes precedence over the first.
6488 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6489 * Returns the new itemstack after placement
6490 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6491 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6492 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6493 parameter and `prevent_after_place` set to `true`.
6495 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6496 tool_capabilities, dir, distance, damage)`
6497 * Returns the amount of knockback applied on the punched player.
6498 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6499 * `distance`: distance between puncher and punched player
6500 * This function can be overridden by mods that wish to modify this behavior.
6501 * You may want to cache and call the old function to allow multiple mods to
6502 change knockback behavior.
6504 * `minetest.forceload_block(pos[, transient])`
6505 * forceloads the position `pos`.
6506 * returns `true` if area could be forceloaded
6507 * If `transient` is `false` or absent, the forceload will be persistent
6508 (saved between server runs). If `true`, the forceload will be transient
6509 (not saved between server runs).
6511 * `minetest.forceload_free_block(pos[, transient])`
6512 * stops forceloading the position `pos`
6513 * If `transient` is `false` or absent, frees a persistent forceload.
6514 If `true`, frees a transient forceload.
6516 * `minetest.compare_block_status(pos, condition)`
6517 * Checks whether the mapblock at position `pos` is in the wanted condition.
6518 * `condition` may be one of the following values:
6519 * `"unknown"`: not in memory
6520 * `"emerging"`: in the queue for loading from disk or generating
6521 * `"loaded"`: in memory but inactive (no ABMs are executed)
6522 * `"active"`: in memory and active
6523 * Other values are reserved for future functionality extensions
6524 * Return value, the comparison status:
6525 * `false`: Mapblock does not fulfill the wanted condition
6526 * `true`: Mapblock meets the requirement
6527 * `nil`: Unsupported `condition` value
6529 * `minetest.request_insecure_environment()`: returns an environment containing
6530 insecure functions if the calling mod has been listed as trusted in the
6531 `secure.trusted_mods` setting or security is disabled, otherwise returns
6533 * Only works at init time and must be called from the mod's main scope
6534 (ie: the init.lua of the mod, not from another Lua file or within a function).
6535 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6536 IT IN A LOCAL VARIABLE!**
6538 * `minetest.global_exists(name)`
6539 * Checks if a global variable has been set, without triggering a warning.
6544 * `minetest.env`: `EnvRef` of the server environment and world.
6545 * Any function in the minetest namespace can be called using the syntax
6546 `minetest.env:somefunction(somearguments)`
6547 instead of `minetest.somefunction(somearguments)`
6548 * Deprecated, but support is not to be dropped soon
6553 ### Registered definition tables
6555 * `minetest.registered_items`
6556 * Map of registered items, indexed by name
6557 * `minetest.registered_nodes`
6558 * Map of registered node definitions, indexed by name
6559 * `minetest.registered_craftitems`
6560 * Map of registered craft item definitions, indexed by name
6561 * `minetest.registered_tools`
6562 * Map of registered tool definitions, indexed by name
6563 * `minetest.registered_entities`
6564 * Map of registered entity prototypes, indexed by name
6565 * Values in this table may be modified directly.
6566 Note: changes to initial properties will only affect entities spawned afterwards,
6567 as they are only read when spawning.
6568 * `minetest.object_refs`
6569 * Map of object references, indexed by active object id
6570 * `minetest.luaentities`
6571 * Map of Lua entities, indexed by active object id
6572 * `minetest.registered_abms`
6573 * List of ABM definitions
6574 * `minetest.registered_lbms`
6575 * List of LBM definitions
6576 * `minetest.registered_aliases`
6577 * Map of registered aliases, indexed by name
6578 * `minetest.registered_ores`
6579 * Map of registered ore definitions, indexed by the `name` field.
6580 * If `name` is nil, the key is the object handle returned by
6581 `minetest.register_ore`.
6582 * `minetest.registered_biomes`
6583 * Map of registered biome definitions, indexed by the `name` field.
6584 * If `name` is nil, the key is the object handle returned by
6585 `minetest.register_biome`.
6586 * `minetest.registered_decorations`
6587 * Map of registered decoration definitions, indexed by the `name` field.
6588 * If `name` is nil, the key is the object handle returned by
6589 `minetest.register_decoration`.
6590 * `minetest.registered_schematics`
6591 * Map of registered schematic definitions, indexed by the `name` field.
6592 * If `name` is nil, the key is the object handle returned by
6593 `minetest.register_schematic`.
6594 * `minetest.registered_chatcommands`
6595 * Map of registered chat command definitions, indexed by name
6596 * `minetest.registered_privileges`
6597 * Map of registered privilege definitions, indexed by name
6598 * Registered privileges can be modified directly in this table.
6600 ### Registered callback tables
6602 All callbacks registered with [Global callback registration functions] are added
6603 to corresponding `minetest.registered_*` tables.
6611 Sorted alphabetically.
6616 AreaStore is a data structure to calculate intersections of 3D cuboid volumes
6617 and points. The `data` field (string) may be used to store and retrieve any
6618 mod-relevant information to the specified area.
6620 Despite its name, mods must take care of persisting AreaStore data. They may
6621 use the provided load and write functions for this.
6626 * `AreaStore(type_name)`
6627 * Returns a new AreaStore instance
6628 * `type_name`: optional, forces the internally used API.
6629 * Possible values: `"LibSpatial"` (default).
6630 * When other values are specified, or SpatialIndex is not available,
6631 the custom Minetest functions are used.
6632 * `get_area(id, include_corners, include_data)`
6633 * Returns the area information about the specified ID.
6634 * Returned values are either of these:
6636 nil -- Area not found
6637 true -- Without `include_corners` and `include_data`
6639 min = pos, max = pos -- `include_corners == true`
6640 data = string -- `include_data == true`
6643 * `get_areas_for_pos(pos, include_corners, include_data)`
6644 * Returns all areas as table, indexed by the area ID.
6645 * Table values: see `get_area`.
6646 * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
6647 * Returns all areas that contain all nodes inside the area specified by`
6648 `corner1 and `corner2` (inclusive).
6649 * `accept_overlap`: if `true`, areas are returned that have nodes in
6650 common (intersect) with the specified area.
6651 * Returns the same values as `get_areas_for_pos`.
6652 * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
6653 * Returns the new area's ID, or nil if the insertion failed.
6654 * The (inclusive) positions `corner1` and `corner2` describe the area.
6655 * `data` is a string stored with the area.
6656 * `id` (optional): will be used as the internal area ID if it is a unique
6657 number between 0 and 2^32-2.
6659 * Requires SpatialIndex, no-op function otherwise.
6660 * Reserves resources for `count` many contained areas to improve
6661 efficiency when working with many area entries. Additional areas can still
6662 be inserted afterwards at the usual complexity.
6663 * `remove_area(id)`: removes the area with the given id from the store, returns
6665 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6666 Calling invalidates the cache, so that its elements have to be newly
6668 * `params` is a table with the following fields:
6670 enabled = boolean, -- Whether to enable, default true
6671 block_radius = int, -- The radius (in nodes) of the areas the cache
6672 -- generates prefiltered lists for, minimum 16,
6674 limit = int, -- The cache size, minimum 20, default 1000
6675 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6677 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6679 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6681 Returns success and, optionally, an error message.
6682 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6688 An `InvRef` is a reference to an inventory.
6692 * `is_empty(listname)`: return `true` if list is empty
6693 * `get_size(listname)`: get size of a list
6694 * `set_size(listname, size)`: set size of a list
6695 * returns `false` on error (e.g. invalid `listname` or `size`)
6696 * `get_width(listname)`: get width of a list
6697 * `set_width(listname, width)`: set width of list; currently used for crafting
6698 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6699 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6700 * `get_list(listname)`: return full list (list of `ItemStack`s)
6701 * `set_list(listname, list)`: set full list (size will not change)
6702 * `get_lists()`: returns table that maps listnames to inventory lists
6703 * `set_lists(lists)`: sets inventory lists (size will not change)
6704 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6706 * `room_for_item(listname, stack):` returns `true` if the stack of items
6707 can be fully added to the list
6708 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6709 the stack of items can be fully taken from the list.
6710 If `match_meta` is false, only the items' names are compared
6712 * `remove_item(listname, stack)`: take as many items as specified from the
6713 list, returns the items that were actually removed (as an `ItemStack`)
6714 -- note that any item metadata is ignored, so attempting to remove a specific
6715 unique item this way will likely remove the wrong one -- to do that use
6716 `set_stack` with an empty `ItemStack`.
6717 * `get_location()`: returns a location compatible to
6718 `minetest.get_inventory(location)`.
6719 * returns `{type="undefined"}` in case location is not known
6723 Detached & nodemeta inventories provide the following callbacks for move actions:
6727 The `allow_*` callbacks return how many items can be moved.
6729 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6730 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6731 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6735 The `on_*` callbacks are called after the items have been placed in the inventories.
6737 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6738 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6739 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6743 When a player tries to put an item to a place where another item is, the items are *swapped*.
6744 This means that all callbacks will be called twice (once for each action).
6749 An `ItemStack` is a stack of items.
6751 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6752 an itemstring, a table or `nil`.
6756 * `is_empty()`: returns `true` if stack is empty.
6757 * `get_name()`: returns item name (e.g. `"default:stone"`).
6758 * `set_name(item_name)`: returns a boolean indicating whether the item was
6760 * `get_count()`: Returns number of items on the stack.
6761 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6762 * `count`: number, unsigned 16 bit integer
6763 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6764 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6765 * `wear`: number, unsigned 16 bit integer
6766 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6767 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6769 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6770 * `get_description()`: returns the description shown in inventory list tooltips.
6771 * The engine uses this when showing item descriptions in tooltips.
6772 * Fields for finding the description, in order:
6773 * `description` in item metadata (See [Item Metadata].)
6774 * `description` in item definition
6776 * `get_short_description()`: returns the short description or nil.
6777 * Unlike the description, this does not include new lines.
6778 * Fields for finding the short description, in order:
6779 * `short_description` in item metadata (See [Item Metadata].)
6780 * `short_description` in item definition
6781 * first line of the description (From item meta or def, see `get_description()`.)
6782 * Returns nil if none of the above are set
6783 * `clear()`: removes all items from the stack, making it empty.
6784 * `replace(item)`: replace the contents of this stack.
6785 * `item` can also be an itemstring or table.
6786 * `to_string()`: returns the stack in itemstring form.
6787 * `to_table()`: returns the stack in Lua table form.
6788 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6790 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6791 * `is_known()`: returns `true` if the item name refers to a defined item type.
6792 * `get_definition()`: returns the item definition table.
6793 * `get_tool_capabilities()`: returns the digging properties of the item,
6794 or those of the hand if none are defined for this item type
6795 * `add_wear(amount)`
6796 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6797 * Valid `amount` range is [0,65536]
6798 * `amount`: number, integer
6799 * `add_wear_by_uses(max_uses)`
6800 * Increases wear in such a way that, if only this function is called,
6801 the item breaks after `max_uses` times
6802 * Valid `max_uses` range is [0,65536]
6803 * Does nothing if item is not a tool or if `max_uses` is 0
6804 * `add_item(item)`: returns leftover `ItemStack`
6805 * Put some item or stack onto this stack
6806 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6808 * `take_item(n)`: returns taken `ItemStack`
6809 * Take (and remove) up to `n` items from this stack
6810 * `n`: number, default: `1`
6811 * `peek_item(n)`: returns taken `ItemStack`
6812 * Copy (don't remove) up to `n` items from this stack
6813 * `n`: number, default: `1`
6815 * returns `true` if this stack is identical to `other`.
6816 * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
6817 as stack metadata can be serialized in arbitrary order.
6818 * Note: if `other` is an itemstring or table representation of an
6819 ItemStack, this will always return false, even if it is
6824 * `stack1 == stack2`:
6825 * Returns whether `stack1` and `stack2` are identical.
6826 * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
6827 as stack metadata can be serialized in arbitrary order.
6828 * Note: if `stack2` is an itemstring or table representation of an
6829 ItemStack, this will always return false, even if it is
6835 ItemStack metadata: reference extra data and functionality stored in a stack.
6836 Can be obtained via `item:get_meta()`.
6840 * All methods in MetaDataRef
6841 * `set_tool_capabilities([tool_capabilities])`
6842 * Overrides the item's tool capabilities
6843 * A nil value will clear the override data and restore the original
6849 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6850 and [`PlayerMetaRef`].
6854 * `contains(key)`: Returns true if key present, otherwise false.
6855 * Returns `nil` when the MetaData is inexistent.
6856 * `get(key)`: Returns `nil` if key not present, else the stored string.
6857 * `set_string(key, value)`: Value of `""` will delete the key.
6858 * `get_string(key)`: Returns `""` if key not present.
6859 * `set_int(key, value)`
6860 * `get_int(key)`: Returns `0` if key not present.
6861 * `set_float(key, value)`
6862 * `get_float(key)`: Returns `0` if key not present.
6863 * `to_table()`: returns `nil` or a table with keys:
6864 * `fields`: key-value storage
6865 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6866 * `from_table(nil or {})`
6867 * Any non-table value will clear the metadata
6868 * See [Node Metadata] for an example
6869 * returns `true` on success
6871 * returns `true` if this metadata has the same key-value pairs as `other`
6876 An interface to use mod channels on client and server
6880 * `leave()`: leave the mod channel.
6881 * Server leaves channel `channel_name`.
6882 * No more incoming or outgoing messages can be sent to this channel from
6884 * This invalidate all future object usage.
6885 * Ensure you set mod_channel to nil after that to free Lua resources.
6886 * `is_writeable()`: returns true if channel is writeable and mod can send over
6888 * `send_all(message)`: Send `message` though the mod channel.
6889 * If mod channel is not writeable or invalid, message will be dropped.
6890 * Message size is limited to 65535 characters by protocol.
6895 Node metadata: reference extra data and functionality stored in a node.
6896 Can be obtained via `minetest.get_meta(pos)`.
6900 * All methods in MetaDataRef
6901 * `get_inventory()`: returns `InvRef`
6902 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6903 This will prevent them from being sent to the client. Note that the "private"
6904 status will only be remembered if an associated key-value pair exists,
6905 meaning it's best to call this when initializing all other meta (e.g.
6911 Node Timers: a high resolution persistent per-node timer.
6912 Can be gotten via `minetest.get_node_timer(pos)`.
6916 * `set(timeout,elapsed)`
6917 * set a timer's state
6918 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6919 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6920 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6924 * equivalent to `set(timeout,0)`
6927 * `get_timeout()`: returns current timeout in seconds
6928 * if `timeout` equals `0`, timer is inactive
6929 * `get_elapsed()`: returns current elapsed time in seconds
6930 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6932 * `is_started()`: returns boolean state of timer
6933 * returns `true` if timer is started, otherwise `false`
6938 Moving things in the game are generally these.
6939 This is basically a reference to a C++ `ServerActiveObject`.
6941 ### Advice on handling `ObjectRefs`
6943 When you receive an `ObjectRef` as a callback argument or from another API
6944 function, it is possible to store the reference somewhere and keep it around.
6945 It will keep functioning until the object is unloaded or removed.
6947 However, doing this is **NOT** recommended as there is (intentionally) no method
6948 to test if a previously acquired `ObjectRef` is still valid.
6949 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6950 Lua back to the engine.
6951 Doing so is much less error-prone and you will never need to wonder if the
6952 object you are working with still exists.
6956 It is possible to attach objects to other objects (`set_attach` method).
6958 When an object is attached, it is positioned relative to the parent's position
6959 and rotation. `get_pos` and `get_rotation` will always return the parent's
6960 values and changes via their setter counterparts are ignored.
6962 To change position or rotation call `set_attach` again with the new values.
6964 **Note**: Just like model dimensions, the relative position in `set_attach`
6965 must be multiplied by 10 compared to world positions.
6967 It is also possible to attach to a bone of the parent object. In that case the
6968 child will follow movement and rotation of that bone.
6972 * `get_pos()`: returns `{x=num, y=num, z=num}`
6973 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6974 * `get_velocity()`: returns the velocity, a vector.
6975 * `add_velocity(vel)`
6976 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6977 * In comparison to using get_velocity, adding the velocity and then using
6978 set_velocity, add_velocity is supposed to avoid synchronization problems.
6979 Additionally, players also do not support set_velocity.
6981 * Does not apply during free_move.
6982 * Note that since the player speed is normalized at each move step,
6983 increasing e.g. Y velocity beyond what would usually be achieved
6984 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6985 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6986 pressing the jump key (assuming default settings)
6987 * `move_to(pos, continuous=false)`
6988 * Does an interpolated move for Lua entities for visually smooth transitions.
6989 * If `continuous` is true, the Lua entity will not be moved to the current
6990 position before starting the interpolated move.
6991 * For players this does the same as `set_pos`,`continuous` is ignored.
6992 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6993 * `puncher` = another `ObjectRef`,
6994 * `time_from_last_punch` = time since last punch action of the puncher
6995 * `direction`: can be `nil`
6996 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6997 * `get_hp()`: returns number of health points
6998 * `set_hp(hp, reason)`: set number of health points
6999 * See reason in register_on_player_hpchange
7000 * Is limited to the range of 0 ... 65535 (2^16 - 1)
7001 * For players: HP are also limited by `hp_max` specified in object properties
7002 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
7003 * `get_wield_list()`: returns the name of the inventory list the wielded item
7005 * `get_wield_index()`: returns the index of the wielded item
7006 * `get_wielded_item()`: returns an `ItemStack`
7007 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
7009 * `set_armor_groups({group1=rating, group2=rating, ...})`
7010 * `get_armor_groups()`: returns a table with the armor group ratings
7011 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
7012 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
7013 * `frame_speed`: number, default: `15.0`
7014 * `frame_blend`: number, default: `0.0`
7015 * `frame_loop`: boolean, default: `true`
7016 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
7018 * `set_animation_frame_speed(frame_speed)`
7019 * `frame_speed`: number, default: `15.0`
7020 * `set_attach(parent[, bone, position, rotation, forced_visible])`
7021 * `parent`: `ObjectRef` to attach to
7022 * `bone`: default `""` (the root bone)
7023 * `position`: relative position, default `{x=0, y=0, z=0}`
7024 * `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
7025 * `forced_visible`: Boolean to control whether the attached entity
7026 should appear in first person, default `false`.
7027 * Please also read the [Attachments] section above.
7028 * This command may fail silently (do nothing) when it would result
7029 in circular attachments.
7030 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
7031 or nil if it isn't attached.
7032 * `get_children()`: returns a list of ObjectRefs that are attached to the
7035 * `set_bone_position([bone, position, rotation])`
7036 * `bone`: string. Default is `""`, the root bone
7037 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
7038 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
7039 * `get_bone_position(bone)`: returns position and rotation of the bone
7040 * `set_properties(object property table)`
7041 * `get_properties()`: returns object property table
7042 * `is_player()`: returns true for players, false otherwise
7043 * `get_nametag_attributes()`
7044 * returns a table with the attributes of the nametag of an object
7047 color = {a=0..255, r=0..255, g=0..255, b=0..255},
7048 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
7050 * `set_nametag_attributes(attributes)`
7051 * sets the attributes of the nametag of an object
7054 text = "My Nametag",
7057 bgcolor = ColorSpec or false,
7058 -- ^ Sets background color of nametag
7059 -- `false` will cause the background to be set automatically based on user settings
7063 #### Lua entity only (no-op for other objects)
7065 * `remove()`: remove object
7066 * The object is removed after returning from Lua. However the `ObjectRef`
7067 itself instantly becomes unusable with all further method calls having
7068 no effect and returning `nil`.
7069 * `set_velocity(vel)`
7070 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
7071 * `set_acceleration(acc)`
7073 * `get_acceleration()`: returns the acceleration, a vector
7074 * `set_rotation(rot)`
7075 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
7076 and Z is roll (bank).
7077 * `get_rotation()`: returns the rotation, a vector (radians)
7078 * `set_yaw(yaw)`: sets the yaw in radians (heading).
7079 * `get_yaw()`: returns number in radians
7080 * `set_texture_mod(mod)`
7081 * Set a texture modifier to the base texture, for sprites and meshes.
7082 * When calling `set_texture_mod` again, the previous one is discarded.
7083 * `mod` the texture modifier. See [Texture modifiers].
7084 * `get_texture_mod()` returns current texture modifier
7085 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
7086 * Specifies and starts a sprite animation
7087 * Animations iterate along the frame `y` position.
7088 * `start_frame`: {x=column number, y=row number}, the coordinate of the
7089 first frame, default: `{x=0, y=0}`
7090 * `num_frames`: Total frames in the texture, default: `1`
7091 * `framelength`: Time per animated frame in seconds, default: `0.2`
7092 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
7093 position according to the view direction. default: `false`.
7094 * First column: subject facing the camera
7095 * Second column: subject looking to the left
7096 * Third column: subject backing the camera
7097 * Fourth column: subject looking to the right
7098 * Fifth column: subject viewed from above
7099 * Sixth column: subject viewed from below
7100 * `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
7103 #### Player only (no-op for other objects)
7105 * `get_player_name()`: returns `""` if is not a player
7106 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
7107 table {x, y, z} representing the player's instantaneous velocity in nodes/s
7108 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
7109 * `get_look_dir()`: get camera direction as a unit vector
7110 * `get_look_vertical()`: pitch in radians
7111 * Angle ranges between -pi/2 and pi/2, which are straight up and down
7113 * `get_look_horizontal()`: yaw in radians
7114 * Angle is counter-clockwise from the +z direction.
7115 * `set_look_vertical(radians)`: sets look pitch
7116 * radians: Angle from looking forward, where positive is downwards.
7117 * `set_look_horizontal(radians)`: sets look yaw
7118 * radians: Angle from the +z direction, where positive is counter-clockwise.
7119 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
7120 `get_look_vertical`.
7121 * Angle ranges between -pi/2 and pi/2, which are straight down and up
7123 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
7124 `get_look_horizontal`.
7125 * Angle is counter-clockwise from the +x direction.
7126 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
7127 `set_look_vertical`.
7128 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
7129 `set_look_horizontal`.
7130 * `get_breath()`: returns player's breath
7131 * `set_breath(value)`: sets player's breath
7133 * `0`: player is drowning
7134 * max: bubbles bar is not shown
7135 * See [Object properties] for more information
7136 * Is limited to range 0 ... 65535 (2^16 - 1)
7137 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
7139 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
7140 Defaults to `false`.
7141 * `transition_time`: If defined, enables smooth FOV transition.
7142 Interpreted as the time (in seconds) to reach target FOV.
7143 If set to 0, FOV change is instantaneous. Defaults to 0.
7144 * Set `fov` to 0 to clear FOV override.
7145 * `get_fov()`: Returns the following:
7146 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
7147 * Boolean indicating whether the FOV value is a multiplier.
7148 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
7149 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
7150 * Sets an extra attribute with value on player.
7151 * `value` must be a string, or a number which will be converted to a
7153 * If `value` is `nil`, remove attribute from player.
7154 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
7155 * Returns value (a string) for extra attribute.
7156 * Returns `nil` if no attribute found.
7157 * `get_meta()`: Returns a PlayerMetaRef.
7158 * `set_inventory_formspec(formspec)`
7159 * Redefine player's inventory form
7160 * Should usually be called in `on_joinplayer`
7161 * If `formspec` is `""`, the player's inventory is disabled.
7162 * `get_inventory_formspec()`: returns a formspec string
7163 * `set_formspec_prepend(formspec)`:
7164 * the formspec string will be added to every formspec shown to the user,
7165 except for those with a no_prepend[] tag.
7166 * This should be used to set style elements such as background[] and
7167 bgcolor[], any non-style elements (eg: label) may result in weird behavior.
7168 * Only affects formspecs shown after this is called.
7169 * `get_formspec_prepend(formspec)`: returns a formspec string.
7170 * `get_player_control()`: returns table with player pressed keys
7171 * The table consists of fields with the following boolean values
7172 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
7173 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
7174 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
7175 and exist only to preserve backwards compatibility.
7176 * Returns an empty table `{}` if the object is not a player.
7177 * `get_player_control_bits()`: returns integer with bit packed player pressed
7190 * Returns `0` (no bits set) if the object is not a player.
7191 * `set_physics_override(override_table)`
7192 * `override_table` is a table with the following fields:
7193 * `speed`: multiplier to default walking speed value (default: `1`)
7194 * `jump`: multiplier to default jump value (default: `1`)
7195 * `gravity`: multiplier to default gravity value (default: `1`)
7196 * `sneak`: whether player can sneak (default: `true`)
7197 * `sneak_glitch`: whether player can use the new move code replications
7198 of the old sneak side-effects: sneak ladders and 2 node sneak jump
7200 * `new_move`: use new move/sneak code. When `false` the exact old code
7201 is used for the specific old sneak behavior (default: `true`)
7202 * `get_physics_override()`: returns the table given to `set_physics_override`
7203 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
7205 * `hud_remove(id)`: remove the HUD element of the specified id
7206 * `hud_change(id, stat, value)`: change a value of a previously added HUD
7208 * `stat` supports the same keys as in the hud definition table except for
7210 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
7211 * `hud_set_flags(flags)`: sets specified HUD flags of player.
7212 * `flags`: A table with the following fields set to boolean values
7218 * `minimap`: Modifies the client's permission to view the minimap.
7219 The client may locally elect to not view the minimap.
7220 * `minimap_radar`: is only usable when `minimap` is true
7221 * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
7222 This includes map seed, player position, look direction, the pointed node and block bounds.
7223 Does not affect players with the `debug` privilege.
7224 * If a flag equals `nil`, the flag is not modified
7225 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
7226 * See `hud_set_flags` for a list of flags that can be toggled.
7227 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
7228 * `count`: number of items, must be between `1` and `32`
7229 * `hud_get_hotbar_itemcount`: returns number of visible items
7230 * `hud_set_hotbar_image(texturename)`
7231 * sets background image for hotbar
7232 * `hud_get_hotbar_image`: returns texturename
7233 * `hud_set_hotbar_selected_image(texturename)`
7234 * sets image for selected item of hotbar
7235 * `hud_get_hotbar_selected_image`: returns texturename
7236 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
7237 * Overrides the available minimap modes (and toggle order), and changes the
7239 * `mode` is a table consisting of up to four fields:
7240 * `type`: Available type:
7241 * `off`: Minimap off
7242 * `surface`: Minimap in surface mode
7243 * `radar`: Minimap in radar mode
7244 * `texture`: Texture to be displayed instead of terrain map
7245 (texture is centered around 0,0 and can be scaled).
7246 Texture size is limited to 512 x 512 pixel.
7247 * `label`: Optional label to display on minimap mode toggle
7248 The translation must be handled within the mod.
7249 * `size`: Sidelength or diameter, in number of nodes, of the terrain
7250 displayed in minimap
7251 * `texture`: Only for texture type, name of the texture to display
7252 * `scale`: Only for texture type, scale of the texture map in nodes per
7253 pixel (for example a `scale` of 2 means each pixel represents a 2x2
7255 * `selected_mode` is the mode index to be selected after modes have been changed
7256 (0 is the first mode).
7257 * `set_sky(sky_parameters)`
7258 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
7259 whether `set_sky` accepts this format. Check the legacy format otherwise.
7260 * Passing no arguments resets the sky to its default values.
7261 * `sky_parameters` is a table with the following optional fields:
7262 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
7263 (default: `#ffffff`)
7264 * `type`: Available types:
7265 * `"regular"`: Uses 0 textures, `base_color` ignored
7266 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
7267 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
7268 (default: `"regular"`)
7269 * `textures`: A table containing up to six textures in the following
7270 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
7271 * `clouds`: Boolean for whether clouds appear. (default: `true`)
7272 * `sky_color`: A table used in `"regular"` type only, containing the
7273 following values (alpha is ignored):
7274 * `day_sky`: ColorSpec, for the top half of the sky during the day.
7275 (default: `#61b5f5`)
7276 * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
7277 (default: `#90d3f6`)
7278 * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
7279 (default: `#b4bafa`)
7280 The resulting sky color will be a darkened version of the ColorSpec.
7281 Warning: The darkening of the ColorSpec is subject to change.
7282 * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
7283 (default: `#bac1f0`)
7284 The resulting sky color will be a darkened version of the ColorSpec.
7285 Warning: The darkening of the ColorSpec is subject to change.
7286 * `night_sky`: ColorSpec, for the top half of the sky during the night.
7287 (default: `#006bff`)
7288 The resulting sky color will be a dark version of the ColorSpec.
7289 Warning: The darkening of the ColorSpec is subject to change.
7290 * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
7291 (default: `#4090ff`)
7292 The resulting sky color will be a dark version of the ColorSpec.
7293 Warning: The darkening of the ColorSpec is subject to change.
7294 * `indoors`: ColorSpec, for when you're either indoors or underground.
7295 (default: `#646464`)
7296 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
7297 at sunrise and sunset. (default: `#f47d1d`)
7298 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
7299 at sunrise and sunset. (default: `#7f99cc`)
7300 * `fog_tint_type`: string, changes which mode the directional fog
7301 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
7302 `"default"` uses the classic Minetest sun and moon tinting.
7303 Will use tonemaps, if set to `"default"`. (default: `"default"`)
7304 * `set_sky(base_color, type, {texture names}, clouds)`
7305 * Deprecated. Use `set_sky(sky_parameters)`
7306 * `base_color`: ColorSpec, defaults to white
7307 * `type`: Available types:
7308 * `"regular"`: Uses 0 textures, `bgcolor` ignored
7309 * `"skybox"`: Uses 6 textures, `bgcolor` used
7310 * `"plain"`: Uses 0 textures, `bgcolor` used
7311 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
7312 `"plain"` custom skyboxes (default: `true`)
7313 * `get_sky(as_table)`:
7314 * `as_table`: boolean that determines whether the deprecated version of this
7315 function is being used.
7316 * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
7317 * Deprecated: `false` or `nil` returns base_color, type, table of textures,
7319 * `get_sky_color()`:
7320 * Deprecated: Use `get_sky(as_table)` instead.
7321 * returns a table with the `sky_color` parameters as in `set_sky`.
7322 * `set_sun(sun_parameters)`:
7323 * Passing no arguments resets the sun to its default values.
7324 * `sun_parameters` is a table with the following optional fields:
7325 * `visible`: Boolean for whether the sun is visible.
7327 * `texture`: A regular texture for the sun. Setting to `""`
7328 will re-enable the mesh sun. (default: "sun.png", if it exists)
7329 The texture appears non-rotated at sunrise and rotated 180 degrees
7330 (upside down) at sunset.
7331 * `tonemap`: A 512x1 texture containing the tonemap for the sun
7332 (default: `"sun_tonemap.png"`)
7333 * `sunrise`: A regular texture for the sunrise texture.
7334 (default: `"sunrisebg.png"`)
7335 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
7337 * `scale`: Float controlling the overall size of the sun. (default: `1`)
7338 Note: For legacy reasons, the sun is bigger than the moon by a factor
7339 of about `1.57` for equal `scale` values.
7340 * `get_sun()`: returns a table with the current sun parameters as in
7342 * `set_moon(moon_parameters)`:
7343 * Passing no arguments resets the moon to its default values.
7344 * `moon_parameters` is a table with the following optional fields:
7345 * `visible`: Boolean for whether the moon is visible.
7347 * `texture`: A regular texture for the moon. Setting to `""`
7348 will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
7349 The texture appears non-rotated at sunrise / moonset and rotated 180
7350 degrees (upside down) at sunset / moonrise.
7351 Note: Relative to the sun, the moon texture is hence rotated by 180°.
7352 You can use the `^[transformR180` texture modifier to achieve the same orientation.
7353 * `tonemap`: A 512x1 texture containing the tonemap for the moon
7354 (default: `"moon_tonemap.png"`)
7355 * `scale`: Float controlling the overall size of the moon (default: `1`)
7356 Note: For legacy reasons, the sun is bigger than the moon by a factor
7357 of about `1.57` for equal `scale` values.
7358 * `get_moon()`: returns a table with the current moon parameters as in
7360 * `set_stars(star_parameters)`:
7361 * Passing no arguments resets stars to their default values.
7362 * `star_parameters` is a table with the following optional fields:
7363 * `visible`: Boolean for whether the stars are visible.
7365 * `day_opacity`: Float for maximum opacity of stars at day.
7366 No effect if `visible` is false.
7367 (default: 0.0; maximum: 1.0; minimum: 0.0)
7368 * `count`: Integer number to set the number of stars in
7369 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
7371 * `star_color`: ColorSpec, sets the colors of the stars,
7372 alpha channel is used to set overall star brightness.
7373 (default: `#ebebff69`)
7374 * `scale`: Float controlling the overall size of the stars (default: `1`)
7375 * `get_stars()`: returns a table with the current stars parameters as in
7377 * `set_clouds(cloud_parameters)`: set cloud parameters
7378 * Passing no arguments resets clouds to their default values.
7379 * `cloud_parameters` is a table with the following optional fields:
7380 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
7381 * `color`: basic cloud color with alpha channel, ColorSpec
7382 (default `#fff0f0e5`).
7383 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
7384 ColorSpec (alpha ignored, default `#000000`)
7385 * `height`: cloud height, i.e. y of cloud base (default per conf,
7387 * `thickness`: cloud thickness in nodes (default `16`)
7388 * `speed`: 2D cloud speed + direction in nodes per second
7389 (default `{x=0, z=-2}`).
7390 * `get_clouds()`: returns a table with the current cloud parameters as in
7392 * `override_day_night_ratio(ratio or nil)`
7393 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
7395 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
7396 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
7397 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
7398 set animation for player model in third person view.
7399 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
7400 * `frame_speed` sets the animations frame speed. Default is 30.
7401 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
7403 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
7404 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
7405 * in first person view
7406 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
7407 * `get_eye_offset()`: returns first and third person offsets.
7408 * `send_mapblock(blockpos)`:
7409 * Sends an already loaded mapblock to the player.
7410 * Returns `false` if nothing was sent (note that this can also mean that
7411 the client already has the block)
7412 * Resource intensive - use sparsely
7413 * `set_lighting(light_definition)`: sets lighting for the player
7414 * `light_definition` is a table with the following optional fields:
7415 * `shadows` is a table that controls ambient shadows
7416 * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
7417 * `get_lighting()`: returns the current state of lighting for the player.
7418 * Result is a table with the same fields as `light_definition` in `set_lighting`.
7419 * `respawn()`: Respawns the player using the same mechanism as the death screen,
7420 including calling on_respawnplayer callbacks.
7425 A 32-bit pseudorandom number generator.
7426 Uses PCG32, an algorithm of the permuted congruential generator family,
7427 offering very strong randomness.
7429 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
7433 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
7434 * `next(min, max)`: return next integer random number [`min`...`max`]
7435 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
7436 random number [`min`...`max`].
7437 * This is only a rough approximation of a normal distribution with:
7438 * `mean = (max - min) / 2`, and
7439 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
7440 * Increasing `num_trials` improves accuracy of the approximation
7445 A perlin noise generator.
7446 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
7447 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
7448 plus the world seed, to create world-specific noise.
7450 `PerlinNoise(noiseparams)`
7451 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
7453 `minetest.get_perlin(noiseparams)`
7454 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
7458 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
7459 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
7464 A fast, bulk perlin noise generator.
7466 It can be created via `PerlinNoiseMap(noiseparams, size)` or
7467 `minetest.get_perlin_map(noiseparams, size)`.
7468 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
7469 plus the world seed, to create world-specific noise.
7471 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
7472 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
7475 For each of the functions with an optional `buffer` parameter: If `buffer` is
7476 not nil, this table will be used to store the result instead of creating a new
7481 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
7482 with values starting at `pos={x=,y=}`
7483 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
7484 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
7485 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
7486 array of 2D noise with values starting at `pos={x=,y=}`
7487 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
7488 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
7489 is stored internally.
7490 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
7491 is stored internally.
7492 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
7493 returns a slice of the most recently computed noise results. The result slice
7494 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
7495 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
7497 `noisevals = noise:get_map_slice({y=20}, {y=2})`
7498 It is important to note that `slice_offset` offset coordinates begin at 1,
7499 and are relative to the starting position of the most recently calculated
7501 To grab a single vertical column of noise starting at map coordinates
7502 x = 1023, y=1000, z = 1000:
7503 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
7504 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
7510 Uses the same method of storage as the deprecated player attribute API, so
7511 data there will also be in player meta.
7512 Can be obtained using `player:get_meta()`.
7516 * All methods in MetaDataRef
7521 A 16-bit pseudorandom number generator.
7522 Uses a well-known LCG algorithm introduced by K&R.
7524 It can be created via `PseudoRandom(seed)`.
7528 * `next()`: return next integer random number [`0`...`32767`]
7529 * `next(min, max)`: return next integer random number [`min`...`max`]
7530 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7531 due to the simple implementation making bad distribution otherwise.
7536 A raycast on the map. It works with selection boxes.
7537 Can be used as an iterator in a for loop as:
7539 local ray = Raycast(...)
7540 for pointed_thing in ray do
7544 The map is loaded as the ray advances. If the map is modified after the
7545 `Raycast` is created, the changes may or may not have an effect on the object.
7547 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7548 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7550 * `pos1`: start of the ray
7551 * `pos2`: end of the ray
7552 * `objects`: if false, only nodes will be returned. Default is true.
7553 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7554 returned. Default is false.
7558 * `next()`: returns a `pointed_thing` with exact pointing location
7559 * Returns the next thing pointed by the ray or nil.
7564 Interface for the operating system's crypto-secure PRNG.
7566 It can be created via `SecureRandom()`. The constructor returns nil if a
7567 secure random device cannot be found on the system.
7571 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7572 random bytes, as a string.
7577 An interface to read config files in the format of `minetest.conf`.
7579 It can be created via `Settings(filename)`.
7583 * `get(key)`: returns a value
7584 * `get_bool(key, [default])`: returns a boolean
7585 * `default` is the value returned if `key` is not found.
7586 * Returns `nil` if `key` is not found and `default` not specified.
7587 * `get_np_group(key)`: returns a NoiseParams table
7589 * Returns `{flag = true/false, ...}` according to the set flags.
7590 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7591 flags like `mgv5_spflags`.
7593 * Setting names can't contain whitespace or any of `="{}#`.
7594 * Setting values can't contain the sequence `\n"""`.
7595 * Setting names starting with "secure." can't be set on the main settings
7596 object (`minetest.settings`).
7597 * `set_bool(key, value)`
7598 * See documentation for set() above.
7599 * `set_np_group(key, value)`
7600 * `value` is a NoiseParams table.
7601 * Also, see documentation for set() above.
7602 * `remove(key)`: returns a boolean (`true` for success)
7603 * `get_names()`: returns `{key1,...}`
7604 * `write()`: returns a boolean (`true` for success)
7605 * Writes changes to file.
7606 * `to_table()`: returns `{[key1]=value1,...}`
7610 The settings have the format `key = value`. Example:
7622 Mod metadata: per mod metadata, saved automatically.
7623 Can be obtained via `minetest.get_mod_storage()` during load time.
7625 WARNING: This storage backend is incapable of saving raw binary data due
7626 to restrictions of JSON.
7630 * All methods in MetaDataRef
7641 Used by `ObjectRef` methods. Part of an Entity definition.
7642 These properties are not persistent, but are applied automatically to the
7643 corresponding Lua entity using the given registration fields.
7644 Player properties need to be saved manually.
7648 -- Defines the maximum and default HP of the entity
7649 -- For Lua entities the maximum is not enforced.
7650 -- For players this defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7653 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7656 -- For players only. Zoom FOV in degrees.
7657 -- Note that zoom loads and/or generates world beyond the server's
7658 -- maximum send and generate distances, so acts like a telescope.
7659 -- Smaller zoom_fov values increase the distance loaded/generated.
7660 -- Defaults to 15 in creative mode, 0 in survival mode.
7661 -- zoom_fov = 0 disables zooming for the player.
7664 -- For players only. Camera height above feet position in nodes.
7667 -- Collide with `walkable` nodes.
7669 collide_with_objects = true,
7670 -- Collide with other objects if physical = true
7672 collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
7673 selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
7674 -- Selection box uses collision box dimensions when not set.
7675 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7679 -- Whether the object can be pointed at
7681 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7682 -- "cube" is a node-sized cube.
7683 -- "sprite" is a flat texture always facing the player.
7684 -- "upright_sprite" is a vertical flat texture.
7685 -- "mesh" uses the defined mesh model.
7686 -- "wielditem" is used for dropped items.
7687 -- (see builtin/game/item_entity.lua).
7688 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7689 -- If the item has a 'wield_image' the object will be an extrusion of
7691 -- If 'itemname' is a cubic node or nodebox the object will appear
7692 -- identical to 'itemname'.
7693 -- If 'itemname' is a plantlike node the object will be an extrusion
7695 -- Otherwise for non-node items, the object will be an extrusion of
7696 -- 'inventory_image'.
7697 -- If 'itemname' contains a ColorString or palette index (e.g. from
7698 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7699 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7701 visual_size = {x = 1, y = 1, z = 1},
7702 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7703 -- to scale the entity along both horizontal axes.
7706 -- File name of mesh when using "mesh" visual
7709 -- Number of required textures depends on visual.
7710 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7711 -- "sprite" uses 1 texture.
7712 -- "upright_sprite" uses 2 textures: {front, back}.
7713 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7714 -- "mesh" requires one texture for each mesh buffer/material (in order)
7717 -- Number of required colors depends on visual
7719 use_texture_alpha = false,
7720 -- Use texture's alpha channel.
7721 -- Excludes "upright_sprite" and "wielditem".
7722 -- Note: currently causes visual issues when viewed through other
7723 -- semi-transparent materials such as water.
7725 spritediv = {x = 1, y = 1},
7726 -- Used with spritesheet textures for animation and/or frame selection
7727 -- according to position relative to player.
7728 -- Defines the number of columns and rows in the spritesheet:
7731 initial_sprite_basepos = {x = 0, y = 0},
7732 -- Used with spritesheet textures.
7733 -- Defines the {column, row} position of the initially used frame in the
7737 -- If false, object is invisible and can't be pointed.
7739 makes_footstep_sound = false,
7740 -- If true, is able to make footstep sounds of nodes
7741 -- (see node sound definition for details).
7743 automatic_rotate = 0,
7744 -- Set constant rotation in radians per second, positive or negative.
7745 -- Object rotates along the local Y-axis, and works with set_rotation.
7746 -- Set to 0 to disable constant rotation.
7749 -- If positive number, object will climb upwards when it moves
7750 -- horizontally against a `walkable` node, if the height difference
7751 -- is within `stepheight`.
7753 automatic_face_movement_dir = 0.0,
7754 -- Automatically set yaw to movement direction, offset in degrees.
7755 -- 'false' to disable.
7757 automatic_face_movement_max_rotation_per_sec = -1,
7758 -- Limit automatic rotation to this value in degrees per second.
7759 -- No limit if value <= 0.
7761 backface_culling = true,
7762 -- Set to false to disable backface_culling for model
7765 -- Add this much extra lighting when calculating texture color.
7766 -- Value < 0 disables light's effect on texture color.
7767 -- For faking self-lighting, UI style entities, or programmatic coloring
7771 -- The name to display on the head of the object. By default empty.
7772 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7773 -- For all other objects, a nil or empty string removes the nametag.
7774 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7776 nametag_color = <ColorSpec>,
7777 -- Sets text color of nametag
7779 nametag_bgcolor = <ColorSpec>,
7780 -- Sets background color of nametag
7781 -- `false` will cause the background to be set automatically based on user settings.
7785 -- Same as infotext for nodes. Empty by default
7788 -- If false, never save this object statically. It will simply be
7789 -- deleted when the block gets unloaded.
7790 -- The get_staticdata() callback is never called then.
7791 -- Defaults to 'true'.
7793 damage_texture_modifier = "^[brighten",
7794 -- Texture modifier to be applied for a short duration when object is hit
7797 -- Setting this to 'false' disables diffuse lighting of entity
7799 show_on_minimap = false,
7800 -- Defaults to true for players, false for other entities.
7801 -- If set to true the entity will show as a marker on the minimap.
7807 Used by `minetest.register_entity`.
7810 initial_properties = {
7812 mesh = "boats_boat.obj",
7815 -- A table of object properties, see the `Object properties` section.
7816 -- The properties in this table are applied to the object
7817 -- once when it is spawned.
7819 -- Refer to the "Registered entities" section for explanations
7820 on_activate = function(self, staticdata, dtime_s),
7821 on_deactivate = function(self, removal),
7822 on_step = function(self, dtime, moveresult),
7823 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage),
7824 on_death = function(self, killer),
7825 on_rightclick = function(self, clicker),
7826 on_attach_child = function(self, child),
7827 on_detach_child = function(self, child),
7828 on_detach = function(self, parent),
7829 get_staticdata = function(self),
7831 _custom_field = whatever,
7832 -- You can define arbitrary member variables here (see Item definition
7833 -- for more info) by using a '_' prefix
7837 ABM (ActiveBlockModifier) definition
7838 ------------------------------------
7840 Used by `minetest.register_abm`.
7843 label = "Lava cooling",
7844 -- Descriptive label for profiling purposes (optional).
7845 -- Definitions with identical labels will be listed as one.
7847 nodenames = {"default:lava_source"},
7848 -- Apply `action` function to these nodes.
7849 -- `group:groupname` can also be used here.
7851 neighbors = {"default:water_source", "default:water_flowing"},
7852 -- Only apply `action` to nodes that have one of, or any
7853 -- combination of, these neighbors.
7854 -- If left out or empty, any neighbor will do.
7855 -- `group:groupname` can also be used here.
7858 -- Operation interval in seconds
7861 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7866 -- min and max height levels where ABM will be processed (inclusive)
7867 -- can be used to reduce CPU usage
7870 -- If true, catch-up behavior is enabled: The `chance` value is
7871 -- temporarily reduced when returning to an area to simulate time lost
7872 -- by the area being unattended. Note that the `chance` value can often
7875 action = function(pos, node, active_object_count, active_object_count_wider),
7876 -- Function triggered for each qualifying node.
7877 -- `active_object_count` is number of active objects in the node's
7879 -- `active_object_count_wider` is number of active objects in the node's
7880 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7881 -- mapblocks are unloaded an estimate is calculated for them based on
7882 -- loaded mapblocks.
7885 LBM (LoadingBlockModifier) definition
7886 -------------------------------------
7888 Used by `minetest.register_lbm`.
7890 A loading block modifier (LBM) is used to define a function that is called for
7891 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7892 gets activated (not loaded!)
7895 label = "Upgrade legacy doors",
7896 -- Descriptive label for profiling purposes (optional).
7897 -- Definitions with identical labels will be listed as one.
7899 name = "modname:replace_legacy_door",
7900 -- Identifier of the LBM, should follow the modname:<whatever> convention
7902 nodenames = {"default:lava_source"},
7903 -- List of node names to trigger the LBM on.
7904 -- Names of non-registered nodes and groups (as group:groupname)
7905 -- will work as well.
7907 run_at_every_load = false,
7908 -- Whether to run the LBM's action every time a block gets activated,
7909 -- and not only the first time the block gets activated after the LBM
7912 action = function(pos, node),
7913 -- Function triggered for each qualifying node.
7920 * `{name="image.png", animation={Tile Animation definition}}`
7921 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7922 * backface culling enabled by default for most nodes
7923 * align style determines whether the texture will be rotated with the node
7924 or kept aligned with its surroundings. "user" means that client
7925 setting will be used, similar to `glasslike_framed_optional`.
7926 Note: supported by solid nodes and nodeboxes only.
7927 * scale is used to make texture span several (exactly `scale`) nodes,
7928 instead of just one, in each direction. Works for world-aligned
7930 Note that as the effect is applied on per-mapblock basis, `16` should
7931 be equally divisible by `scale` or you may get wrong results.
7932 * `{name="image.png", color=ColorSpec}`
7933 * the texture's color will be multiplied with this color.
7934 * the tile's color overrides the owning node's color in all cases.
7935 * deprecated, yet still supported field names:
7938 Tile animation definition
7939 -------------------------
7942 type = "vertical_frames",
7945 -- Width of a frame in pixels
7948 -- Height of a frame in pixels
7958 -- Width in number of frames
7961 -- Height in number of frames
7964 -- Length of a single frame
7970 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7971 `minetest.register_tool`.
7975 -- Can contain new lines. "\n" has to be used as new line character.
7976 -- See also: `get_description` in [`ItemStack`]
7978 short_description = "",
7979 -- Must not contain new lines.
7981 -- Use an [`ItemStack`] to get the short description, e.g.:
7982 -- ItemStack(itemname):get_short_description()
7985 -- key = name, value = rating; rating = <number>.
7986 -- If rating not applicable, use 1.
7987 -- e.g. {wool = 1, fluffy = 3}
7988 -- {soil = 2, outerspace = 1, crumbly = 1}
7989 -- {bendy = 2, snappy = 1},
7990 -- {hard = 1, metal = 1, spikes = 1}
7992 inventory_image = "",
7993 -- Texture shown in the inventory GUI
7994 -- Defaults to a 3D rendering of the node if left empty.
7996 inventory_overlay = "",
7997 -- An overlay texture which is not affected by colorization
8000 -- Texture shown when item is held in hand
8001 -- Defaults to a 3D rendering of the node if left empty.
8004 -- Like inventory_overlay but only used in the same situation as wield_image
8006 wield_scale = {x = 1, y = 1, z = 1},
8007 -- Scale for the item when held in hand
8010 -- An image file containing the palette of a node.
8011 -- You can set the currently used color as the "palette_index" field of
8012 -- the item stack metadata.
8013 -- The palette is always stretched to fit indices between 0 and 255, to
8014 -- ensure compatibility with "colorfacedir" (and similar) nodes.
8016 color = "#ffffffff",
8017 -- Color the item is colorized with. The palette overrides this.
8020 -- Maximum amount of items that can be in a single stack.
8021 -- The default can be changed by the setting `default_stack_max`
8024 -- Range of node and object pointing that is possible with this item held
8026 liquids_pointable = false,
8027 -- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
8028 -- even those for which `pointable = false`
8031 -- When used for nodes: Defines amount of light emitted by node.
8032 -- Otherwise: Defines texture glow when viewed as a dropped item
8033 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
8034 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
8037 -- See "Tool Capabilities" section for an example including explanation
8038 tool_capabilities = {
8039 full_punch_interval = 1.0,
8043 choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
8045 damage_groups = {groupname = damage},
8046 -- Damage values must be between -32768 and 32767 (2^15)
8048 punch_attack_uses = nil,
8049 -- Amount of uses this tool has for attacking players and entities
8050 -- by punching them (0 = infinite uses).
8051 -- For compatibility, this is automatically set from the first
8052 -- suitable groupcap using the formula "uses * 3^(maxlevel - 1)".
8053 -- It is recommend to set this explicitly instead of relying on the
8054 -- fallback behavior.
8057 node_placement_prediction = nil,
8058 -- If nil and item is node, prediction is made automatically.
8059 -- If nil and item is not a node, no prediction is made.
8060 -- If "" and item is anything, no prediction is made.
8061 -- Otherwise should be name of node which the client immediately places
8062 -- on ground when the player places the item. Server will always update
8063 -- with actual result shortly.
8065 node_dig_prediction = "air",
8066 -- if "", no prediction is made.
8067 -- if "air", node is removed.
8068 -- Otherwise should be name of node which the client immediately places
8069 -- upon digging. Server will always update with actual result shortly.
8072 -- Definition of item sounds to be played at various events.
8073 -- All fields in this table are optional.
8075 breaks = <SimpleSoundSpec>,
8076 -- When tool breaks due to wear. Ignored for non-tools
8078 eat = <SimpleSoundSpec>,
8079 -- When item is eaten with `minetest.do_item_eat`
8081 punch_use = <SimpleSoundSpec>,
8082 -- When item is used with the 'punch/mine' key pointing at a node or entity
8084 punch_use_air = <SimpleSoundSpec>,
8085 -- When item is used with the 'punch/mine' key pointing at nothing (air)
8088 on_place = function(itemstack, placer, pointed_thing),
8089 -- When the 'place' key was pressed with the item in hand
8090 -- and a node was pointed at.
8091 -- Shall place item and return the leftover itemstack
8092 -- or nil to not modify the inventory.
8093 -- The placer may be any ObjectRef or nil.
8094 -- default: minetest.item_place
8096 on_secondary_use = function(itemstack, user, pointed_thing),
8097 -- Same as on_place but called when not pointing at a node.
8098 -- Function must return either nil if inventory shall not be modified,
8099 -- or an itemstack to replace the original itemstack.
8100 -- The user may be any ObjectRef or nil.
8103 on_drop = function(itemstack, dropper, pos),
8104 -- Shall drop item and return the leftover itemstack.
8105 -- The dropper may be any ObjectRef or nil.
8106 -- default: minetest.item_drop
8108 on_pickup = function(itemstack, picker, pointed_thing, time_from_last_punch, ...),
8109 -- Called when a dropped item is punched by a player.
8110 -- Shall pick-up the item and return the leftover itemstack or nil to not
8111 -- modify the dropped item.
8113 -- * `itemstack`: The `ItemStack` to be picked up.
8114 -- * `picker`: Any `ObjectRef` or `nil`.
8115 -- * `pointed_thing` (optional): The dropped item (a `"__builtin:item"`
8116 -- luaentity) as `type="object"` `pointed_thing`.
8117 -- * `time_from_last_punch, ...` (optional): Other parameters from
8118 -- `luaentity:on_punch`.
8119 -- default: `minetest.item_pickup`
8121 on_use = function(itemstack, user, pointed_thing),
8123 -- When user pressed the 'punch/mine' key with the item in hand.
8124 -- Function must return either nil if inventory shall not be modified,
8125 -- or an itemstack to replace the original itemstack.
8126 -- e.g. itemstack:take_item(); return itemstack
8127 -- Otherwise, the function is free to do what it wants.
8128 -- The user may be any ObjectRef or nil.
8129 -- The default functions handle regular use cases.
8131 after_use = function(itemstack, user, node, digparams),
8133 -- If defined, should return an itemstack and will be called instead of
8134 -- wearing out the item (if tool). If returns nil, does nothing.
8135 -- If after_use doesn't exist, it is the same as:
8136 -- function(itemstack, user, node, digparams)
8137 -- itemstack:add_wear(digparams.wear)
8140 -- The user may be any ObjectRef or nil.
8142 _custom_field = whatever,
8143 -- Add your own custom fields. By convention, all custom field names
8144 -- should start with `_` to avoid naming collisions with future engine
8151 Used by `minetest.register_node`.
8154 -- <all fields allowed in item definitions>
8156 drawtype = "normal", -- See "Node drawtypes"
8159 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
8160 -- "firelike", "mesh", "nodebox", "allfaces".
8161 -- For plantlike and firelike, the image will start at the bottom of the
8162 -- node. For torchlike, the image will start at the surface to which the
8163 -- node "attaches". For the other drawtypes the image will be centered
8166 tiles = {tile definition 1, def2, def3, def4, def5, def6},
8167 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
8168 -- List can be shortened to needed length.
8170 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
8171 -- Same as `tiles`, but these textures are drawn on top of the base
8172 -- tiles. You can use this to colorize only specific parts of your
8173 -- texture. If the texture name is an empty string, that overlay is not
8174 -- drawn. Since such tiles are drawn twice, it is not recommended to use
8175 -- overlays on very common nodes.
8177 special_tiles = {tile definition 1, Tile definition 2},
8178 -- Special textures of node; used rarely.
8179 -- List can be shortened to needed length.
8182 -- The node's original color will be multiplied with this color.
8183 -- If the node has a palette, then this setting only has an effect in
8184 -- the inventory and on the wield item.
8186 use_texture_alpha = ...,
8187 -- Specifies how the texture's alpha channel will be used for rendering.
8189 -- * "opaque": Node is rendered opaque regardless of alpha channel
8190 -- * "clip": A given pixel is either fully see-through or opaque
8191 -- depending on the alpha channel being below/above 50% in value
8192 -- * "blend": The alpha channel specifies how transparent a given pixel
8193 -- of the rendered node is
8194 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
8195 -- "clip" otherwise.
8196 -- If set to a boolean value (deprecated): true either sets it to blend
8197 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
8200 -- The node's `param2` is used to select a pixel from the image.
8201 -- Pixels are arranged from left to right and from top to bottom.
8202 -- The node's color will be multiplied with the selected pixel's color.
8203 -- Tiles can override this behavior.
8204 -- Only when `paramtype2` supports palettes.
8206 post_effect_color = "#00000000",
8207 -- Screen tint if player is inside node, see "ColorSpec"
8209 paramtype = "none", -- See "Nodes"
8211 paramtype2 = "none", -- See "Nodes"
8214 -- Value for param2 that is set when player places node
8216 is_ground_content = true,
8217 -- If false, the cave generator and dungeon generator will not carve
8218 -- through this node.
8219 -- Specifically, this stops mod-added nodes being removed by caves and
8220 -- dungeons when those generate in a neighbor mapchunk and extend out
8221 -- beyond the edge of that mapchunk.
8223 sunlight_propagates = false,
8224 -- If true, sunlight will go infinitely through this node
8226 walkable = true, -- If true, objects collide with node
8228 pointable = true, -- If true, can be pointed at
8230 diggable = true, -- If false, can never be dug
8232 climbable = false, -- If true, can be climbed on like a ladder
8234 move_resistance = 0,
8235 -- Slows down movement of players through this node (max. 7).
8236 -- If this is nil, it will be equal to liquid_viscosity.
8237 -- Note: If liquid movement physics apply to the node
8238 -- (see `liquid_move_physics`), the movement speed will also be
8239 -- affected by the `movement_liquid_*` settings.
8241 buildable_to = false, -- If true, placed nodes can replace this node
8244 -- If true, liquids flow into and replace this node.
8245 -- Warning: making a liquid node 'floodable' will cause problems.
8247 liquidtype = "none", -- specifies liquid flowing physics
8248 -- * "none": no liquid flowing physics
8249 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
8250 -- recommended drawtype: "liquid".
8251 -- * "flowing": spawned from source, spawns more flowing liquid nodes
8252 -- around it until `liquid_range` is reached;
8253 -- will drain out without a source;
8254 -- recommended drawtype: "flowingliquid".
8255 -- If it's "source" or "flowing", then the
8256 -- `liquid_alternative_*` fields _must_ be specified
8258 liquid_alternative_flowing = "",
8259 liquid_alternative_source = "",
8260 -- These fields may contain node names that represent the
8261 -- flowing version (`liquid_alternative_flowing`) and
8262 -- source version (`liquid_alternative_source`) of a liquid.
8264 -- Specifically, these fields are required if any of these is true:
8265 -- * `liquidtype ~= "none" or
8266 -- * `drawtype == "liquid" or
8267 -- * `drawtype == "flowingliquid"
8269 -- Liquids consist of up to two nodes: source and flowing.
8271 -- There are two ways to define a liquid:
8272 -- 1) Source node and flowing node. This requires both fields to be
8273 -- specified for both nodes.
8274 -- 2) Standalone source node (cannot flow). `liquid_alternative_source`
8275 -- must be specified and `liquid_range` must be set to 0.
8278 -- liquid_alternative_flowing = "example:water_flowing",
8279 -- liquid_alternative_source = "example:water_source",
8281 liquid_viscosity = 0,
8282 -- Controls speed at which the liquid spreads/flows (max. 7).
8283 -- 0 is fastest, 7 is slowest.
8284 -- By default, this also slows down movement of players inside the node
8285 -- (can be overridden using `move_resistance`)
8287 liquid_renewable = true,
8288 -- If true, a new liquid source can be created by placing two or more
8291 liquid_move_physics = nil, -- specifies movement physics if inside node
8292 -- * false: No liquid movement physics apply.
8293 -- * true: Enables liquid movement physics. Enables things like
8294 -- ability to "swim" up/down, sinking slowly if not moving,
8295 -- smoother speed change when falling into, etc. The `movement_liquid_*`
8297 -- * nil: Will be treated as true if `liquidtype ~= "none"`
8298 -- and as false otherwise.
8301 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
8302 -- Allows defining the nodebox height without using param2.
8303 -- The nodebox height is 'leveled' / 64 nodes.
8304 -- The maximum value of 'leveled' is `leveled_max`.
8307 -- Maximum value for `leveled` (0-127), enforced in
8308 -- `minetest.set_node_level` and `minetest.add_node_level`.
8309 -- Values above 124 might causes collision detection issues.
8312 -- Maximum distance that flowing liquid nodes can spread around
8313 -- source on flat land;
8314 -- maximum = 8; set to 0 to disable liquid flow
8317 -- Player will take this amount of damage if no bubbles are left
8319 damage_per_second = 0,
8320 -- If player is inside node, this damage is caused
8322 node_box = {type = "regular"}, -- See "Node boxes"
8325 -- Used for nodebox nodes with the type == "connected".
8326 -- Specifies to what neighboring nodes connections will be drawn.
8327 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
8330 -- Tells connected nodebox nodes to connect only to these sides of this
8331 -- node. possible: "top", "bottom", "front", "left", "back", "right"
8334 -- File name of mesh when using "mesh" drawtype
8337 -- see [Node boxes] for possibilities
8339 -- Custom selection box definition. Multiple boxes can be defined.
8340 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
8341 -- definition is used for the selection box.
8344 -- see [Node boxes] for possibilities
8346 -- Custom collision box definition. Multiple boxes can be defined.
8347 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
8348 -- definition is used for the collision box.
8350 -- Support maps made in and before January 2012
8351 legacy_facedir_simple = false,
8352 legacy_wallmounted = false,
8355 -- Valid for drawtypes:
8356 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
8357 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
8358 -- 2 - wave node like leaves (whole node moves side-to-side)
8359 -- 3 - wave node like liquids (whole node moves up and down)
8360 -- Not all models will properly wave.
8361 -- plantlike drawtype can only wave like plants.
8362 -- allfaces_optional drawtype can only wave like leaves.
8363 -- liquid, flowingliquid drawtypes can only wave like liquids.
8366 -- Definition of node sounds to be played at various events.
8367 -- All fields in this table are optional.
8369 footstep = <SimpleSoundSpec>,
8370 -- If walkable, played when object walks on it. If node is
8371 -- climbable or a liquid, played when object moves through it
8373 dig = <SimpleSoundSpec> or "__group",
8374 -- While digging node.
8375 -- If `"__group"`, then the sound will be
8376 -- `default_dig_<groupname>`, where `<groupname>` is the
8377 -- name of the item's digging group with the fastest digging time.
8378 -- In case of a tie, one of the sounds will be played (but we
8379 -- cannot predict which one)
8380 -- Default value: `"__group"`
8382 dug = <SimpleSoundSpec>,
8385 place = <SimpleSoundSpec>,
8386 -- Node was placed. Also played after falling
8388 place_failed = <SimpleSoundSpec>,
8389 -- When node placement failed.
8390 -- Note: This happens if the _built-in_ node placement failed.
8391 -- This sound will still be played if the node is placed in the
8392 -- `on_place` callback manually.
8394 fall = <SimpleSoundSpec>,
8395 -- When node starts to fall or is detached
8399 -- Name of dropped item when dug.
8400 -- Default dropped item is the node itself.
8402 -- Using a table allows multiple items, drop chances and item filtering:
8405 -- Maximum number of item lists to drop.
8406 -- The entries in 'items' are processed in order. For each:
8407 -- Item filtering is applied, chance of drop is applied, if both are
8408 -- successful the entire item list is dropped.
8409 -- Entry processing continues until the number of dropped item lists
8410 -- equals 'max_items'.
8411 -- Therefore, entries should progress from low to high drop chance.
8415 -- 1 in 1000 chance of dropping a diamond.
8416 -- Default rarity is '1'.
8418 items = {"default:diamond"},
8421 -- Only drop if using an item whose name is identical to one
8423 tools = {"default:shovel_mese", "default:shovel_diamond"},
8425 items = {"default:dirt"},
8426 -- Whether all items in the dropped item list inherit the
8427 -- hardware coloring palette color from the dug node.
8428 -- Default is 'false'.
8429 inherit_color = true,
8432 -- Only drop if using an item whose name contains
8433 -- "default:shovel_" (this item filtering by string matching
8434 -- is deprecated, use tool_groups instead).
8435 tools = {"~default:shovel_"},
8437 -- The item list dropped.
8438 items = {"default:sand", "default:desert_sand"},
8441 -- Only drop if using an item in the "magicwand" group, or
8442 -- an item that is in both the "pickaxe" and the "lucky"
8446 {"pickaxe", "lucky"}
8448 items = {"default:coal_lump"},
8453 on_construct = function(pos),
8454 -- Node constructor; called after adding node.
8455 -- Can set up metadata and stuff like that.
8456 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
8459 on_destruct = function(pos),
8460 -- Node destructor; called before removing node.
8461 -- Not called for bulk node placement.
8464 after_destruct = function(pos, oldnode),
8465 -- Node destructor; called after removing node.
8466 -- Not called for bulk node placement.
8469 on_flood = function(pos, oldnode, newnode),
8470 -- Called when a liquid (newnode) is about to flood oldnode, if it has
8471 -- `floodable = true` in the nodedef. Not called for bulk node placement
8472 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
8473 -- node is not flooded, but on_flood callback will most likely be called
8474 -- over and over again every liquid update interval.
8476 -- Warning: making a liquid node 'floodable' will cause problems.
8478 preserve_metadata = function(pos, oldnode, oldmeta, drops),
8479 -- Called when oldnode is about be converted to an item, but before the
8480 -- node is deleted from the world or the drops are added. This is
8481 -- generally the result of either the node being dug or an attached node
8482 -- becoming detached.
8483 -- oldmeta are the metadata fields (table) of the node before deletion.
8484 -- drops is a table of ItemStacks, so any metadata to be preserved can
8485 -- be added directly to one or more of the dropped items. See
8486 -- "ItemStackMetaRef".
8489 after_place_node = function(pos, placer, itemstack, pointed_thing),
8490 -- Called after constructing node when node was placed using
8491 -- minetest.item_place_node / minetest.place_node.
8492 -- If return true no item is taken from itemstack.
8493 -- `placer` may be any valid ObjectRef or nil.
8496 after_dig_node = function(pos, oldnode, oldmetadata, digger),
8497 -- oldmetadata is in table format.
8498 -- Called after destructing node when node was dug using
8499 -- minetest.node_dig / minetest.dig_node.
8502 can_dig = function(pos, [player]),
8503 -- Returns true if node can be dug, or false if not.
8506 on_punch = function(pos, node, puncher, pointed_thing),
8507 -- default: minetest.node_punch
8508 -- Called when puncher (an ObjectRef) punches the node at pos.
8509 -- By default calls minetest.register_on_punchnode callbacks.
8511 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
8513 -- Called when clicker (an ObjectRef) used the 'place/build' key
8514 -- (not necessarily an actual rightclick)
8515 -- while pointing at the node at pos with 'node' being the node table.
8516 -- itemstack will hold clicker's wielded item.
8517 -- Shall return the leftover itemstack.
8518 -- Note: pointed_thing can be nil, if a mod calls this function.
8519 -- This function does not get triggered by clients <=0.4.16 if the
8520 -- "formspec" node metadata field is set.
8522 on_dig = function(pos, node, digger),
8523 -- default: minetest.node_dig
8524 -- By default checks privileges, wears out item (if tool) and removes node.
8525 -- return true if the node was dug successfully, false otherwise.
8526 -- Deprecated: returning nil is the same as returning true.
8528 on_timer = function(pos, elapsed),
8530 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
8531 -- elapsed is the total time passed since the timer was started.
8532 -- return true to run the timer for another cycle with the same timeout
8535 on_receive_fields = function(pos, formname, fields, sender),
8536 -- fields = {name1 = value1, name2 = value2, ...}
8537 -- Called when an UI form (e.g. sign text input) returns data.
8538 -- See minetest.register_on_player_receive_fields for more info.
8541 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8542 -- Called when a player wants to move items inside the inventory.
8543 -- Return value: number of items allowed to move.
8545 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8546 -- Called when a player wants to put something into the inventory.
8547 -- Return value: number of items allowed to put.
8548 -- Return value -1: Allow and don't modify item count in inventory.
8550 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8551 -- Called when a player wants to take something out of the inventory.
8552 -- Return value: number of items allowed to take.
8553 -- Return value -1: Allow and don't modify item count in inventory.
8555 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8556 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8557 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8558 -- Called after the actual action has happened, according to what was
8562 on_blast = function(pos, intensity),
8563 -- intensity: 1.0 = mid range of regular TNT.
8564 -- If defined, called when an explosion touches the node, instead of
8565 -- removing the node.
8567 mod_origin = "modname",
8568 -- stores which mod actually registered a node
8569 -- If the source could not be determined it contains "??"
8570 -- Useful for getting which mod truly registered something
8571 -- example: if a node is registered as ":othermodname:nodename",
8572 -- nodename will show "othermodname", but mod_origin will say "modname"
8578 Crafting converts one or more inputs to one output itemstack of arbitrary
8579 count (except for fuels, which don't have an output). The conversion reduces
8580 each input ItemStack by 1.
8582 Craft recipes are registered by `minetest.register_craft` and use a
8583 table format. The accepted parameters are listed below.
8585 Recipe input items can either be specified by item name (item count = 1)
8586 or by group (see "Groups in crafting recipes" for details).
8588 The following sections describe the types and syntaxes of recipes.
8592 This is the default recipe type (when no `type` is specified).
8594 A shaped recipe takes one or multiple items as input and has
8595 a single item stack as output. The input items must be specified
8596 in a 2-dimensional matrix (see parameters below) to specify the
8597 exact arrangement (the "shape") in which the player must place them
8598 in the crafting grid.
8600 For example, for a 3x3 recipe, the `recipes` table must have
8601 3 rows and 3 columns.
8603 In order to craft the recipe, the players' crafting grid must
8604 have equal or larger dimensions (both width and height).
8608 * `type = "shaped"`: (optional) specifies recipe type as shaped
8609 * `output`: Itemstring of output itemstack (item counts >= 1 are allowed)
8610 * `recipe`: A 2-dimensional matrix of items, with a width *w* and height *h*.
8611 * *w* and *h* are chosen by you, they don't have to be equal but must be at least 1
8612 * The matrix is specified as a table containing tables containing itemnames
8613 * The inner tables are the rows. There must be *h* tables, specified from the top to the bottom row
8614 * Values inside of the inner table are the columns.
8615 Each inner table must contain a list of *w* items, specified from left to right
8616 * Empty slots *must* be filled with the empty string
8617 * `replacements`: (optional) Allows you to replace input items with some other items
8618 when something is crafted
8619 * Provided as a list of item pairs of the form `{ old_item, new_item }` where
8620 `old_item` is the input item to replace (same syntax as for a regular input
8621 slot; groups are allowed) and `new_item` is an itemstring for the item stack
8623 * When the output is crafted, Minetest iterates through the list
8624 of input items if the crafting grid. For each input item stack, it checks if
8625 it matches with an `old_item` in the item pair list.
8626 * If it matches, the item will be replaced. Also, this item pair
8627 will *not* be applied again for the remaining items
8628 * If it does not match, the item is consumed (reduced by 1) normally
8629 * The `new_item` will appear in one of 3 places:
8630 * Crafting grid, if the input stack size was exactly 1
8631 * Player inventory, if input stack size was larger
8632 * Drops as item entity, if it fits neither in craft grid or inventory
8636 A typical shaped recipe:
8640 output = "example:stone_pickaxe",
8641 -- A 3x3 recipe which needs 3 stone in the 1st row,
8642 -- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
8643 -- The 4 remaining slots have to be empty.
8645 {"example:stone", "example:stone", "example:stone"}, -- row 1
8646 {"", "example:stick", "" }, -- row 2
8647 {"", "example:stick", "" }, -- row 3
8648 -- ^ column 1 ^ column 2 ^ column 3
8650 -- There is no replacements table, so every input item
8651 -- will be consumed.
8654 Simple replacement example:
8658 output = "example:wet_sponge",
8659 -- 1x2 recipe with a water bucket above a dry sponge
8661 {"example:water_bucket"},
8662 {"example:dry_sponge"},
8664 -- When the wet sponge is crafted, the water bucket
8665 -- in the input slot is replaced with an empty
8668 {"example:water_bucket", "example:empty_bucket"},
8672 Complex replacement example 1:
8676 output = "example:very_wet_sponge",
8677 -- 3x3 recipe with a wet sponge in the center
8678 -- and 4 water buckets around it
8680 {"","example:water_bucket",""},
8681 {"example:water_bucket","example:wet_sponge","example:water_bucket"},
8682 {"","example:water_bucket",""},
8684 -- When the wet sponge is crafted, all water buckets
8685 -- in the input slot become empty
8687 -- Without these repetitions, only the first
8688 -- water bucket would be replaced.
8689 {"example:water_bucket", "example:empty_bucket"},
8690 {"example:water_bucket", "example:empty_bucket"},
8691 {"example:water_bucket", "example:empty_bucket"},
8692 {"example:water_bucket", "example:empty_bucket"},
8696 Complex replacement example 2:
8699 -- 3 magic orbs + 1 book crafts a magic book,
8700 -- and the orbs will be replaced with 3 different runes.
8702 output = "example:magic_book",
8705 -- 3 items in the group `magic_orb` on top of a book in the middle
8706 {"group:magic_orb", "group:magic_orb", "group:magic_orb"},
8707 {"", "example:book", ""},
8709 -- When the book is crafted, the 3 magic orbs will be turned into
8710 -- 3 runes: ice rune, earth rune and fire rune (from left to right)
8712 {"group:magic_orb", "example:ice_rune"},
8713 {"group:magic_orb", "example:earth_rune"},
8714 {"group:magic_orb", "example:fire_rune"},
8720 Takes a list of input items (at least 1). The order or arrangement
8721 of input items does not matter.
8723 In order to craft the recipe, the players' crafting grid must have matching or
8724 larger *count* of slots. The grid dimensions do not matter.
8728 * `type = "shapeless"`: Mandatory
8729 * `output`: Same as for shaped recipe
8730 * `recipe`: List of item names
8731 * `replacements`: Same as for shaped recipe
8736 -- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
8737 -- (no matter where in the input grid the items are placed)
8739 output = "example:mushroom_stew",
8742 "example:mushroom_brown",
8743 "example:mushroom_red",
8752 type = "toolrepair",
8753 additional_wear = -0.02, -- multiplier of 65536
8756 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8757 group. If this recipe is used, repairing is possible with any crafting grid
8758 with at least 2 slots.
8759 The player can put 2 equal tools in the craft grid to get one "repaired" tool
8761 The wear of the output is determined by the wear of both tools, plus a
8762 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8763 you want `additional_wear` to be negative.
8765 The formula used to calculate the resulting wear is:
8767 65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear))
8769 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8770 no crafting is possible.
8774 A cooking recipe has a single input item, a single output item stack
8775 and a cooking time. It represents cooking/baking/smelting/etc. items in
8776 an oven, furnace, or something similar; the exact meaning is up for games
8777 to decide, if they choose to use cooking at all.
8779 The engine does not implement anything specific to cooking recipes, but
8780 the recipes can be retrieved later using `minetest.get_craft_result` to
8781 have a consistent interface across different games/mods.
8785 * `type = "cooking"`: Mandatory
8786 * `output`: Same as for shaped recipe
8787 * `recipe`: An itemname of the single input item
8788 * `cooktime`: (optional) Time it takes to cook this item, in seconds.
8789 A floating-point number. (default: 3.0)
8790 * `replacements`: Same meaning as for shaped recipes, but the mods
8791 that utilize cooking recipes (e.g. for adding a furnace
8792 node) need to implement replacements on their own
8794 Note: Games and mods are free to re-interpret the cooktime in special
8795 cases, e.g. for a super furnace that cooks items twice as fast.
8799 Cooking sand to glass in 3 seconds:
8803 output = "example:glass",
8804 recipe = "example:sand",
8810 A fuel recipe is an item associated with a "burning time" and an optional
8811 item replacement. There is no output. This is usually used as fuel for
8812 furnaces, ovens, stoves, etc.
8814 Like with cooking recipes, the engine does not do anything specific with
8815 fuel recipes and it's up to games and mods to use them by retrieving
8816 them via `minetest.get_craft_result`.
8820 * `type = "fuel"`: Mandatory
8821 * `recipe`: Itemname of the item to be used as fuel
8822 * `burntime`: (optional) Burning time this item provides, in seconds.
8823 A floating-point number. (default: 1.0)
8824 * `replacements`: Same meaning as for shaped recipes, but the mods
8825 that utilize fuels need to implement replacements
8828 Note: Games and mods are free to re-interpret the burntime in special
8829 cases, e.g. for an efficient furnace in which fuels burn twice as
8834 Coal lump with a burntime of 20 seconds. Will be consumed when used.
8838 recipe = "example:coal_lump",
8842 Lava bucket with a burn time of 60 seconds. Will become an empty bucket
8847 recipe = "example:lava_bucket",
8849 replacements = {{"example:lava_bucket", "example:empty_bucket"}},
8855 Used by `minetest.register_ore`.
8857 See [Ores] section above for essential information.
8861 -- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
8864 -- Ore node to place
8867 -- Param2 to set for ore (e.g. facedir rotation)
8870 -- Node to place ore in. Multiple are possible by passing a list.
8872 clust_scarcity = 8 * 8 * 8,
8873 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8874 -- If the desired average distance between ores is 'd', set this to
8878 -- Number of ores in a cluster
8881 -- Size of the bounding box of the cluster.
8882 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8883 -- nodes are coal ore.
8887 -- Lower and upper limits for ore (inclusive)
8890 -- Attributes for the ore generation, see 'Ore attributes' section above
8892 noise_threshold = 0,
8893 -- If noise is above this threshold, ore is placed. Not needed for a
8894 -- uniform distribution.
8899 spread = {x = 100, y = 100, z = 100},
8904 -- NoiseParams structure describing one of the perlin noises used for
8905 -- ore distribution.
8906 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8907 -- Omit from "scatter" ore for a uniform ore distribution.
8908 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8911 biomes = {"desert", "rainforest"},
8912 -- List of biomes in which this ore occurs.
8913 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8914 -- being used does not support biomes.
8915 -- Can be a list of (or a single) biome names, IDs, or definitions.
8917 -- Type-specific parameters
8920 column_height_min = 1,
8921 column_height_max = 16,
8922 column_midpoint_factor = 0.5,
8928 spread = {x = 100, y = 100, z = 100},
8936 spread = {x = 100, y = 100, z = 100},
8943 random_factor = 1.0,
8946 np_stratum_thickness = {
8949 spread = {x = 100, y = 100, z = 100},
8954 stratum_thickness = 8, -- only used if no noise defined
8960 Used by `minetest.register_biome`.
8962 The maximum number of biomes that can be used is 65535. However, using an
8963 excessive number of biomes will slow down map generation. Depending on desired
8964 performance and computing power the practical limit is much lower.
8969 node_dust = "default:snow",
8970 -- Node dropped onto upper surface after all else is generated
8972 node_top = "default:dirt_with_snow",
8974 -- Node forming surface layer of biome and thickness of this layer
8976 node_filler = "default:permafrost",
8978 -- Node forming lower layer of biome and thickness of this layer
8980 node_stone = "default:bluestone",
8981 -- Node that replaces all stone nodes between roughly y_min and y_max.
8983 node_water_top = "default:ice",
8984 depth_water_top = 10,
8985 -- Node forming a surface layer in seawater with the defined thickness
8988 -- Node that replaces all seawater nodes not in the surface layer
8990 node_river_water = "default:ice",
8991 -- Node that replaces river water in mapgens that use
8992 -- default:river_water
8994 node_riverbed = "default:gravel",
8996 -- Node placed under river water and thickness of this layer
8998 node_cave_liquid = "default:lava_source",
8999 node_cave_liquid = {"default:water_source", "default:lava_source"},
9000 -- Nodes placed inside 50% of the medium size caves.
9001 -- Multiple nodes can be specified, each cave will use a randomly
9002 -- chosen node from the list.
9003 -- If this field is left out or 'nil', cave liquids fall back to
9004 -- classic behavior of lava and water distributed using 3D noise.
9005 -- For no cave liquid, specify "air".
9007 node_dungeon = "default:cobble",
9008 -- Node used for primary dungeon structure.
9009 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
9010 -- alias, if that is also absent, dungeon nodes fall back to the biome
9012 -- If present, the following two nodes are also used.
9014 node_dungeon_alt = "default:mossycobble",
9015 -- Node used for randomly-distributed alternative structure nodes.
9016 -- If alternative structure nodes are not wanted leave this absent.
9018 node_dungeon_stair = "stairs:stair_cobble",
9019 -- Node used for dungeon stairs.
9020 -- If absent, stairs fall back to 'node_dungeon'.
9024 -- Upper and lower limits for biome.
9025 -- Alternatively you can use xyz limits as shown below.
9027 max_pos = {x = 31000, y = 128, z = 31000},
9028 min_pos = {x = -31000, y = 9, z = -31000},
9029 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
9030 -- Biome is limited to a cuboid defined by these positions.
9031 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
9032 -- 31000 in 'max_pos'.
9035 -- Vertical distance in nodes above 'y_max' over which the biome will
9036 -- blend with the biome above.
9037 -- Set to 0 for no vertical blend. Defaults to 0.
9040 humidity_point = 50,
9041 -- Characteristic temperature and humidity for the biome.
9042 -- These values create 'biome points' on a voronoi diagram with heat and
9043 -- humidity as axes. The resulting voronoi cells determine the
9044 -- distribution of the biomes.
9045 -- Heat and humidity have average values of 50, vary mostly between
9046 -- 0 and 100 but can exceed these values.
9049 Decoration definition
9050 ---------------------
9052 See [Decoration types]. Used by `minetest.register_decoration`.
9055 deco_type = "simple",
9056 -- Type. "simple" or "schematic" supported
9058 place_on = "default:dirt_with_grass",
9059 -- Node (or list of nodes) that the decoration can be placed on
9062 -- Size of the square (X / Z) divisions of the mapchunk being generated.
9063 -- Determines the resolution of noise variation if used.
9064 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
9065 -- equal to the chunk size.
9068 -- The value determines 'decorations per surface node'.
9069 -- Used only if noise_params is not specified.
9070 -- If >= 10.0 complete coverage is enabled and decoration placement uses
9071 -- a different and much faster method.
9076 spread = {x = 100, y = 100, z = 100},
9083 -- NoiseParams structure describing the perlin noise used for decoration
9085 -- A noise value is calculated for each square division and determines
9086 -- 'decorations per surface node' within each division.
9087 -- If the noise value >= 10.0 complete coverage is enabled and
9088 -- decoration placement uses a different and much faster method.
9090 biomes = {"Oceanside", "Hills", "Plains"},
9091 -- List of biomes in which this decoration occurs. Occurs in all biomes
9092 -- if this is omitted, and ignored if the Mapgen being used does not
9094 -- Can be a list of (or a single) biome names, IDs, or definitions.
9098 -- Lower and upper limits for decoration (inclusive).
9099 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
9101 spawn_by = "default:water",
9102 -- Node (or list of nodes) that the decoration only spawns next to.
9103 -- Checks the 8 neighboring nodes on the same Y, and also the ones
9104 -- at Y+1, excluding both center nodes.
9107 -- Number of spawn_by nodes that must be surrounding the decoration
9108 -- position to occur.
9109 -- If absent or -1, decorations occur next to any nodes.
9111 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
9112 -- Flags for all decoration types.
9113 -- "liquid_surface": Instead of placement on the highest solid surface
9114 -- in a mapchunk column, placement is on the highest liquid surface.
9115 -- Placement is disabled if solid nodes are found above the liquid
9117 -- "force_placement": Nodes other than "air" and "ignore" are replaced
9118 -- by the decoration.
9119 -- "all_floors", "all_ceilings": Instead of placement on the highest
9120 -- surface in a mapchunk the decoration is placed on all floor and/or
9121 -- ceiling surfaces, for example in caves and dungeons.
9122 -- Ceiling decorations act as an inversion of floor decorations so the
9123 -- effect of 'place_offset_y' is inverted.
9124 -- Y-slice probabilities do not function correctly for ceiling
9125 -- schematic decorations as the behavior is unchanged.
9126 -- If a single decoration registration has both flags the floor and
9127 -- ceiling decorations will be aligned vertically.
9129 ----- Simple-type parameters
9131 decoration = "default:grass",
9132 -- The node name used as the decoration.
9133 -- If instead a list of strings, a randomly selected node from the list
9134 -- is placed as the decoration.
9137 -- Decoration height in nodes.
9138 -- If height_max is not 0, this is the lower limit of a randomly
9142 -- Upper limit of the randomly selected height.
9143 -- If absent, the parameter 'height' is used as a constant.
9146 -- Param2 value of decoration nodes.
9147 -- If param2_max is not 0, this is the lower limit of a randomly
9151 -- Upper limit of the randomly selected param2.
9152 -- If absent, the parameter 'param2' is used as a constant.
9155 -- Y offset of the decoration base node relative to the standard base
9157 -- Can be positive or negative. Default is 0.
9158 -- Effect is inverted for "all_ceilings" decorations.
9159 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
9160 -- to the 'place_on' node.
9162 ----- Schematic-type parameters
9164 schematic = "foobar.mts",
9165 -- If schematic is a string, it is the filepath relative to the current
9166 -- working directory of the specified Minetest schematic file.
9167 -- Could also be the ID of a previously registered schematic.
9170 size = {x = 4, y = 6, z = 4},
9172 {name = "default:cobble", param1 = 255, param2 = 0},
9173 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
9174 {name = "air", param1 = 255, param2 = 0},
9178 {ypos = 2, prob = 128},
9179 {ypos = 5, prob = 64},
9183 -- Alternative schematic specification by supplying a table. The fields
9184 -- size and data are mandatory whereas yslice_prob is optional.
9185 -- See 'Schematic specifier' for details.
9187 replacements = {["oldname"] = "convert_to", ...},
9188 -- Map of node names to replace in the schematic after reading it.
9190 flags = "place_center_x, place_center_y, place_center_z",
9191 -- Flags for schematic decorations. See 'Schematic attributes'.
9194 -- Rotation can be "0", "90", "180", "270", or "random"
9197 -- If the flag 'place_center_y' is set this parameter is ignored.
9198 -- Y offset of the schematic base node layer relative to the 'place_on'
9200 -- Can be positive or negative. Default is 0.
9201 -- Effect is inverted for "all_ceilings" decorations.
9202 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
9203 -- to the 'place_on' node.
9206 Chat command definition
9207 -----------------------
9209 Used by `minetest.register_chatcommand`.
9212 params = "<name> <privilege>", -- Short parameter description
9214 description = "Remove privilege from player", -- Full description
9216 privs = {privs=true}, -- Require the "privs" privilege to run
9218 func = function(name, param),
9219 -- Called when command is run. Returns boolean success and text output.
9220 -- Special case: The help message is shown to the player if `func`
9221 -- returns false without a text output.
9224 Note that in params, use of symbols is as follows:
9226 * `<>` signifies a placeholder to be replaced when the command is used. For
9227 example, when a player name is needed: `<name>`
9228 * `[]` signifies param is optional and not required when the command is used.
9229 For example, if you require param1 but param2 is optional:
9230 `<param1> [<param2>]`
9231 * `|` signifies exclusive or. The command requires one param from the options
9232 provided. For example: `<param1> | <param2>`
9233 * `()` signifies grouping. For example, when param1 and param2 are both
9234 required, or only param3 is required: `(<param1> <param2>) | <param3>`
9236 Privilege definition
9237 --------------------
9239 Used by `minetest.register_privilege`.
9243 -- Privilege description
9245 give_to_singleplayer = true,
9246 -- Whether to grant the privilege to singleplayer.
9248 give_to_admin = true,
9249 -- Whether to grant the privilege to the server admin.
9250 -- Uses value of 'give_to_singleplayer' by default.
9252 on_grant = function(name, granter_name),
9253 -- Called when given to player 'name' by 'granter_name'.
9254 -- 'granter_name' will be nil if the priv was granted by a mod.
9256 on_revoke = function(name, revoker_name),
9257 -- Called when taken from player 'name' by 'revoker_name'.
9258 -- 'revoker_name' will be nil if the priv was revoked by a mod.
9260 -- Note that the above two callbacks will be called twice if a player is
9261 -- responsible, once with the player name, and then with a nil player
9263 -- Return true in the above callbacks to stop register_on_priv_grant or
9264 -- revoke being called.
9267 Detached inventory callbacks
9268 ----------------------------
9270 Used by `minetest.create_detached_inventory`.
9273 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
9274 -- Called when a player wants to move items inside the inventory.
9275 -- Return value: number of items allowed to move.
9277 allow_put = function(inv, listname, index, stack, player),
9278 -- Called when a player wants to put something into the inventory.
9279 -- Return value: number of items allowed to put.
9280 -- Return value -1: Allow and don't modify item count in inventory.
9282 allow_take = function(inv, listname, index, stack, player),
9283 -- Called when a player wants to take something out of the inventory.
9284 -- Return value: number of items allowed to take.
9285 -- Return value -1: Allow and don't modify item count in inventory.
9287 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
9288 on_put = function(inv, listname, index, stack, player),
9289 on_take = function(inv, listname, index, stack, player),
9290 -- Called after the actual action has happened, according to what was
9298 Since most values have multiple different functions, please see the
9299 documentation in [HUD] section.
9301 Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
9304 hud_elem_type = "image",
9305 -- Type of element, can be "image", "text", "statbar", "inventory",
9306 -- "waypoint", "image_waypoint", "compass" or "minimap"
9308 position = {x=0.5, y=0.5},
9309 -- Top left corner position of element
9313 scale = {x = 1, y = 1},
9324 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
9326 alignment = {x=0, y=0},
9328 offset = {x=0, y=0},
9330 world_pos = {x=0, y=0, z=0},
9335 -- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
9343 Used by `minetest.add_particle`.
9346 pos = {x=0, y=0, z=0},
9347 velocity = {x=0, y=0, z=0},
9348 acceleration = {x=0, y=0, z=0},
9349 -- Spawn particle at pos with velocity and acceleration
9352 -- Disappears after expirationtime seconds
9355 -- Scales the visual size of the particle texture.
9356 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
9357 -- particle (just like actual node dig particles).
9359 collisiondetection = false,
9360 -- If true collides with `walkable` nodes and, depending on the
9361 -- `object_collision` field, objects too.
9363 collision_removal = false,
9364 -- If true particle is removed when it collides.
9365 -- Requires collisiondetection = true to have any effect.
9367 object_collision = false,
9368 -- If true particle collides with objects that are defined as
9369 -- `physical = true,` and `collide_with_objects = true,`.
9370 -- Requires collisiondetection = true to have any effect.
9373 -- If true faces player using y axis only
9375 texture = "image.png",
9376 -- The texture of the particle
9377 -- v5.6.0 and later: also supports the table format described in the
9378 -- following section
9380 playername = "singleplayer",
9381 -- Optional, if specified spawns particle only on the player's client
9383 animation = {Tile Animation definition},
9384 -- Optional, specifies how to animate the particle texture
9387 -- Optional, specify particle self-luminescence in darkness.
9390 node = {name = "ignore", param2 = 0},
9391 -- Optional, if specified the particle will have the same appearance as
9392 -- node dig particles for the given node.
9393 -- `texture` and `animation` will be ignored if this is set.
9396 -- Optional, only valid in combination with `node`
9397 -- If set to a valid number 1-6, specifies the tile from which the
9398 -- particle texture is picked.
9399 -- Otherwise, the default behavior is used. (currently: any random tile)
9401 drag = {x=0, y=0, z=0},
9402 -- v5.6.0 and later: Optional drag value, consult the following section
9404 bounce = {min = ..., max = ..., bias = 0},
9405 -- v5.6.0 and later: Optional bounce range, consult the following section
9409 `ParticleSpawner` definition
9410 ----------------------------
9412 Used by `minetest.add_particlespawner`.
9414 Before v5.6.0, particlespawners used a different syntax and had a more limited set
9415 of features. Definition fields that are the same in both legacy and modern versions
9416 are shown in the next listing, and the fields that are used by legacy versions are
9417 shown separated by a comment; the modern fields are too complex to compactly
9418 describe in this manner and are documented after the listing.
9420 The older syntax can be used in combination with the newer syntax (e.g. having
9421 `minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers,
9422 the new syntax will override the older syntax; on older servers, the newer syntax
9426 -- Common fields (same name and meaning in both new and legacy syntax)
9429 -- Number of particles spawned over the time period `time`.
9432 -- Lifespan of spawner in seconds.
9433 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
9434 -- a per-second basis.
9436 collisiondetection = false,
9437 -- If true collide with `walkable` nodes and, depending on the
9438 -- `object_collision` field, objects too.
9440 collision_removal = false,
9441 -- If true particles are removed when they collide.
9442 -- Requires collisiondetection = true to have any effect.
9444 object_collision = false,
9445 -- If true particles collide with objects that are defined as
9446 -- `physical = true,` and `collide_with_objects = true,`.
9447 -- Requires collisiondetection = true to have any effect.
9449 attached = ObjectRef,
9450 -- If defined, particle positions, velocities and accelerations are
9451 -- relative to this object's position and yaw
9454 -- If true face player using y axis only
9456 texture = "image.png",
9457 -- The texture of the particle
9459 playername = "singleplayer",
9460 -- Optional, if specified spawns particles only on the player's client
9462 animation = {Tile Animation definition},
9463 -- Optional, specifies how to animate the particles' texture
9464 -- v5.6.0 and later: set length to -1 to synchronize the length
9465 -- of the animation with the expiration time of individual particles.
9466 -- (-2 causes the animation to be played twice, and so on)
9469 -- Optional, specify particle self-luminescence in darkness.
9472 node = {name = "ignore", param2 = 0},
9473 -- Optional, if specified the particles will have the same appearance as
9474 -- node dig particles for the given node.
9475 -- `texture` and `animation` will be ignored if this is set.
9478 -- Optional, only valid in combination with `node`
9479 -- If set to a valid number 1-6, specifies the tile from which the
9480 -- particle texture is picked.
9481 -- Otherwise, the default behavior is used. (currently: any random tile)
9483 -- Legacy definition fields
9485 minpos = {x=0, y=0, z=0},
9486 maxpos = {x=0, y=0, z=0},
9487 minvel = {x=0, y=0, z=0},
9488 maxvel = {x=0, y=0, z=0},
9489 minacc = {x=0, y=0, z=0},
9490 maxacc = {x=0, y=0, z=0},
9495 -- The particles' properties are random values between the min and max
9497 -- applies to: pos, velocity, acceleration, expirationtime, size
9498 -- If `node` is set, min and maxsize can be set to 0 to spawn
9499 -- randomly-sized particles (just like actual node dig particles).
9502 ### Modern definition fields
9504 After v5.6.0, spawner properties can be defined in several different ways depending
9505 on the level of control you need. `pos` for instance can be set as a single vector,
9506 in which case all particles will appear at that exact point throughout the lifetime
9507 of the spawner. Alternately, it can be specified as a min-max pair, specifying a
9508 cubic range the particles can appear randomly within. Finally, some properties can
9509 be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying
9512 The following definitions are all equivalent, listed in order of precedence from
9513 lowest (the legacy syntax) to highest (tween tables). If multiple forms of a
9514 property definition are present, the highest-precedence form will be selected
9515 and all lower-precedence fields will be ignored, allowing for graceful
9516 degradation in older clients).
9520 maxpos = {x = 0, y = 0, z = 0},
9521 minpos = {x = 0, y = 0, z = 0},
9525 -- all components of every particle's position vector will be set to this
9529 pos = vector.new(0,0,0),
9530 -- all particles will appear at this exact position throughout the lifetime
9531 -- of the particlespawner
9535 -- the particle will appear at a position that is picked at random from
9536 -- within a cubic range
9538 min = vector.new(0,0,0),
9539 -- `min` is the minimum value this property will be set to in particles
9540 -- spawned by the generator
9542 max = vector.new(0,0,0),
9543 -- `max` is the minimum value this property will be set to in particles
9544 -- spawned by the generator
9547 -- when `bias` is 0, all random values are exactly as likely as any
9548 -- other. when it is positive, the higher it is, the more likely values
9549 -- will appear towards the minimum end of the allowed spectrum. when
9550 -- it is negative, the lower it is, the more likely values will appear
9551 -- towards the maximum end of the allowed spectrum. the curve is
9552 -- exponential and there is no particular maximum or minimum value
9557 -- a tween table should consist of a list of frames in the same form as the
9558 -- untweened pos property above, which the engine will interpolate between,
9559 -- and optionally a number of properties that control how the interpolation
9560 -- takes place. currently **only two frames**, the first and the last, are
9561 -- used, but extra frames are accepted for the sake of forward compatibility.
9562 -- any of the above definition styles can be used here as well in any combination
9563 -- supported by the property type
9567 -- linear animation from first to last frame (default)
9569 -- linear animation from last to first frame
9571 -- linear animation from first to last then back to first again
9573 -- like "pulse", but slightly randomized to add a bit of stutter
9576 -- number of times the animation is played over the particle's lifespan
9579 -- point in the spawner's lifespan at which the animation begins. 0 is
9580 -- the very beginning, 1 is the very end
9582 -- frames can be defined in a number of different ways, depending on the
9583 -- underlying type of the property. for now, all but the first and last
9584 -- frame are ignored
9596 { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9597 { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9600 0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9604 All of the properties that can be defined in this way are listed in the next
9605 section, along with the datatypes they accept.
9607 #### List of particlespawner properties
9608 All of the properties in this list can be animated with `*_tween` tables
9609 unless otherwise specified. For example, `jitter` can be tweened by setting
9610 a `jitter_tween` table instead of (or in addition to) a `jitter` table/value.
9611 Types used are defined in the previous section.
9613 * vec3 range `pos`: the position at which particles can appear
9614 * vec3 range `vel`: the initial velocity of the particle
9615 * vec3 range `acc`: the direction and speed with which the particle
9617 * vec3 range `jitter`: offsets the velocity of each particle by a random
9618 amount within the specified range each frame. used to create Brownian motion.
9619 * vec3 range `drag`: the amount by which absolute particle velocity along
9620 each axis is decreased per second. a value of 1.0 means that the particle
9621 will be slowed to a stop over the space of a second; a value of -1.0 means
9622 that the particle speed will be doubled every second. to avoid interfering
9623 with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can
9624 be used instead of a uniform value.
9625 * float range `bounce`: how bouncy the particles are when `collisiondetection`
9626 is turned on. values less than or equal to `0` turn off particle bounce;
9627 `1` makes the particles bounce without losing any velocity, and `2` makes
9628 them double their velocity with every bounce. `bounce` is not bounded but
9629 values much larger than `1.0` probably aren't very useful.
9630 * float range `exptime`: the number of seconds after which the particle
9632 * table `attract`: sets the birth orientation of particles relative to various
9633 shapes defined in world coordinate space. this is an alternative means of
9634 setting the velocity which allows particles to emerge from or enter into
9635 some entity or node on the map, rather than simply being assigned random
9636 velocity values within a range. the velocity calculated by this method will
9637 be **added** to that specified by `vel` if `vel` is also set, so in most
9638 cases **`vel` should be set to 0**. `attract` has the fields:
9639 * string `kind`: selects the kind of shape towards which the particles will
9640 be oriented. it must have one of the following values:
9641 * `"none"`: no attractor is set and the `attractor` table is ignored
9642 * `"point"`: the particles are attracted to a specific point in space.
9643 use this also if you want a sphere-like effect, in combination with
9644 the `radius` property.
9645 * `"line"`: the particles are attracted to an (infinite) line passing
9646 through the points `origin` and `angle`. use this for e.g. beacon
9647 effects, energy beam effects, etc.
9648 * `"plane"`: the particles are attracted to an (infinite) plane on whose
9649 surface `origin` designates a point in world coordinate space. use this
9650 for e.g. particles entering or emerging from a portal.
9651 * float range `strength`: the speed with which particles will move towards
9652 `attractor`. If negative, the particles will instead move away from that
9654 * vec3 `origin`: the origin point of the shape towards which particles will
9655 initially be oriented. functions as an offset if `origin_attached` is also
9657 * vec3 `direction`: sets the direction in which the attractor shape faces. for
9658 lines, this sets the angle of the line; e.g. a vector of (0,1,0) will
9659 create a vertical line that passes through `origin`. for planes, `direction`
9660 is the surface normal of an infinite plane on whose surface `origin` is
9661 a point. functions as an offset if `direction_attached` is also set.
9662 * entity `origin_attached`: allows the origin to be specified as an offset
9663 from the position of an entity rather than a coordinate in world space.
9664 * entity `direction_attached`: allows the direction to be specified as an offset
9665 from the position of an entity rather than a coordinate in world space.
9666 * bool `die_on_contact`: if true, the particles' lifetimes are adjusted so
9667 that they will die as they cross the attractor threshold. this behavior
9668 is the default but is undesirable for some kinds of animations; set it to
9669 false to allow particles to live out their natural lives.
9670 * vec3 range `radius`: if set, particles will be arranged in a sphere around
9671 `pos`. A constant can be used to create a spherical shell of particles, a
9672 vector to create an ovoid shell, and a range to create a volume; e.g.
9673 `{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5
9674 and 1 nodes away from `pos` but will cluster them towards the center of the
9675 sphere. Usually if `radius` is used, `pos` should be a single point, but it
9676 can still be a range if you really know what you're doing (e.g. to create a
9677 "roundcube" emitter volume).
9681 In versions before v5.6.0, particlespawner textures could only be specified as a single
9682 texture string. After v5.6.0, textures can now be specified as a table as well. This
9683 table contains options that allow simple animations to be applied to the texture.
9686 name = "mymod_particle_texture.png",
9687 -- the texture specification string
9690 -- controls how visible the particle is; at 1.0 the particle is fully
9691 -- visible, at 0, it is completely invisible.
9693 alpha_tween = {1, 0},
9694 -- can be used instead of `alpha` to animate the alpha value over the
9695 -- particle's lifetime. these tween tables work identically to the tween
9696 -- tables used in particlespawner properties, except that time references
9697 -- are understood with respect to the particle's lifetime, not the
9698 -- spawner's. {1,0} fades the particle out over its lifetime.
9701 scale = {x = 1, y = 1},
9702 -- scales the texture onscreen
9708 -- animates the scale over the particle's lifetime. works like the
9709 -- alpha_tween table, but can accept two-dimensional vectors as well as
9710 -- integer values. the example value would cause the particle to shrink
9711 -- in one dimension over the course of its life until it disappears
9714 -- (default) blends transparent pixels with those they are drawn atop
9715 -- according to the alpha channel of the source texture. useful for
9716 -- e.g. material objects like rocks, dirt, smoke, or node chunks
9718 -- adds the value of pixels to those underneath them, modulo the sources
9719 -- alpha channel. useful for e.g. bright light effects like sparks or fire
9721 -- like "add" but less bright. useful for subtler light effects. note that
9722 -- this is NOT formally equivalent to the "screen" effect used in image
9723 -- editors and compositors, as it does not respect the alpha channel of
9724 -- of the image being blended
9726 -- the inverse of "add"; the value of the source pixel is subtracted from
9727 -- the pixel underneath it. a white pixel will turn whatever is underneath
9728 -- it black; a black pixel will be "transparent". useful for creating
9729 -- darkening effects
9731 animation = {Tile Animation definition},
9732 -- overrides the particlespawner's global animation property for a single
9736 Instead of setting a single texture definition, it is also possible to set a
9737 `texpool` property. A `texpool` consists of a list of possible particle textures.
9738 Every time a particle is spawned, the engine will pick a texture at random from
9739 the `texpool` and assign it as that particle's texture. You can also specify a
9740 `texture` in addition to a `texpool`; the `texture` value will be ignored on newer
9741 clients but will be sent to older (pre-v5.6.0) clients that do not implement
9745 "mymod_particle_texture.png";
9746 { name = "mymod_spark.png", fade = "out" },
9748 name = "mymod_dust.png",
9752 type = "vertical_frames",
9753 aspect_w = 16, aspect_h = 16,
9756 -- the animation lasts for 3s and then repeats
9758 -- repeat the animation three times over the particle's lifetime
9759 -- (post-v5.6.0 clients only)
9764 #### List of animatable texture properties
9766 While animated particlespawner values vary over the course of the particlespawner's
9767 lifetime, animated texture properties vary over the lifespans of the individual
9768 particles spawned with that texture. So a particle with the texture property
9776 would be invisible at its spawning, pulse visible four times throughout its
9777 lifespan, and then vanish again before expiring.
9779 * float `alpha` (0.0 - 1.0): controls the visibility of the texture
9780 * vec2 `scale`: controls the size of the displayed billboard onscreen. Its units
9781 are multiples of the parent particle's assigned size (see the `size` property above)
9783 `HTTPRequest` definition
9784 ------------------------
9786 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
9789 url = "http://example.org",
9792 -- Timeout for request to be completed in seconds. Default depends on engine settings.
9794 method = "GET", "POST", "PUT" or "DELETE"
9795 -- The http method to use. Defaults to "GET".
9797 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
9798 -- Data for the POST, PUT or DELETE request.
9799 -- Accepts both a string and a table. If a table is specified, encodes
9800 -- table as x-www-form-urlencoded key-value pairs.
9802 user_agent = "ExampleUserAgent",
9803 -- Optional, if specified replaces the default minetest user agent with
9806 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
9807 -- Optional, if specified adds additional headers to the HTTP request.
9808 -- You must make sure that the header strings follow HTTP specification
9812 -- Optional, if true performs a multipart HTTP request.
9813 -- Default is false.
9814 -- Post only, data must be array
9816 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
9817 -- Deprecated, use `data` instead. Forces `method = "POST"`.
9820 `HTTPRequestResult` definition
9821 ------------------------------
9823 Passed to `HTTPApiTable.fetch` callback. Returned by
9824 `HTTPApiTable.fetch_async_get`.
9828 -- If true, the request has finished (either succeeded, failed or timed
9832 -- If true, the request was successful
9835 -- If true, the request timed out
9843 Authentication handler definition
9844 ---------------------------------
9846 Used by `minetest.register_authentication_handler`.
9849 get_auth = function(name),
9850 -- Get authentication data for existing player `name` (`nil` if player
9852 -- Returns following structure:
9853 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
9855 create_auth = function(name, password),
9856 -- Create new auth data for player `name`.
9857 -- Note that `password` is not plain-text but an arbitrary
9858 -- representation decided by the engine.
9860 delete_auth = function(name),
9861 -- Delete auth data of player `name`.
9862 -- Returns boolean indicating success (false if player is nonexistent).
9864 set_password = function(name, password),
9865 -- Set password of player `name` to `password`.
9866 -- Auth data should be created if not present.
9868 set_privileges = function(name, privileges),
9869 -- Set privileges of player `name`.
9870 -- `privileges` is in table form, auth data should be created if not
9873 reload = function(),
9874 -- Reload authentication data from the storage location.
9875 -- Returns boolean indicating success.
9877 record_login = function(name),
9878 -- Called when player joins, used for keeping track of last_login
9880 iterate = function(),
9881 -- Returns an iterator (use with `for` loops) for all player names
9882 -- currently in the auth database
9888 Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
9890 See http://bitop.luajit.org/ for advanced information.