1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These mapgen settings are hidden for this game in the world creation
81 dialog and game start menu. Add `seed` to hide the seed input field.
82 * `disabled_settings = <comma-separated settings>`
83 e.g. `disabled_settings = enable_damage, creative_mode`
84 These settings are hidden for this game in the "Start game" tab
85 and will be initialized as `false` when the game is started.
86 Prepend a setting name with an exclamation mark to initialize it to `true`
87 (this does not work for `enable_server`).
88 Only these settings are supported:
89 `enable_damage`, `creative_mode`, `enable_server`.
90 * `author`: The author of the game. It only appears when downloaded from
92 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
93 an internal ID used to track versions.
95 Used to set default settings when running this game.
97 In the same format as the one in builtin.
98 This settingtypes.txt will be parsed by the menu and the settings will be
99 displayed in the "Games" category in the advanced settings tab.
100 * If the game contains a folder called `textures` the server will load it as a
101 texturepack, overriding mod textures.
102 Any server texturepack will override mod textures and the game texturepack.
107 Games can provide custom main menu images. They are put inside a `menu`
108 directory inside the game directory.
110 The images are named `$identifier.png`, where `$identifier` is one of
111 `overlay`, `background`, `footer`, `header`.
112 If you want to specify multiple images for one identifier, add additional
113 images named like `$identifier.$n.png`, with an ascending number $n starting
114 with 1, and a random image will be chosen from the provided ones.
119 Games can provide custom main menu music. They are put inside a `menu`
120 directory inside the game directory.
122 The music files are named `theme.ogg`.
123 If you want to specify multiple music files for one game, add additional
124 images named like `theme.$n.ogg`, with an ascending number $n starting
125 with 1 (max 10), and a random music file will be chosen from the provided ones.
133 Paths are relative to the directories listed in the [Paths] section above.
135 * `games/<gameid>/mods/`
137 * `worlds/<worldname>/worldmods/`
142 It is possible to include a game in a world; in this case, no mods or
143 games are loaded or checked from anywhere else.
145 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
148 Mods should then be placed in `<worldname>/game/mods/`.
153 Mods can be put in a subdirectory, if the parent directory, which otherwise
154 should be a mod, contains a file named `modpack.conf`.
155 The file is a key-value store of modpack details.
157 * `name`: The modpack name. Allows Minetest to determine the modpack name even
158 if the folder is wrongly named.
159 * `description`: Description of mod to be shown in the Mods tab of the main
161 * `author`: The author of the modpack. It only appears when downloaded from
163 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
164 internal ID used to track versions.
165 * `title`: A human-readable title to address the modpack.
167 Note: to support 0.4.x, please also create an empty modpack.txt file.
169 Mod directory structure
170 -----------------------
176 │ ├── settingtypes.txt
180 │ │ ├── modname_stuff.png
181 │ │ ├── modname_stuff_normal.png
182 │ │ ├── modname_something_else.png
183 │ │ ├── subfolder_foo
184 │ │ │ ├── modname_more_stuff.png
185 │ │ │ └── another_subfolder
186 │ │ └── bar_subfolder
195 The location of this directory can be fetched by using
196 `minetest.get_modpath(modname)`.
200 A `Settings` file that provides meta information about the mod.
202 * `name`: The mod name. Allows Minetest to determine the mod name even if the
203 folder is wrongly named.
204 * `description`: Description of mod to be shown in the Mods tab of the main
206 * `depends`: A comma separated list of dependencies. These are mods that must be
207 loaded before this mod.
208 * `optional_depends`: A comma separated list of optional dependencies.
209 Like a dependency, but no error if the mod doesn't exist.
210 * `author`: The author of the mod. It only appears when downloaded from
212 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
213 internal ID used to track versions.
214 * `title`: A human-readable title to address the mod.
216 Note: to support 0.4.x, please also provide depends.txt.
220 A screenshot shown in the mod manager within the main menu. It should
221 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
225 **Deprecated:** you should use mod.conf instead.
227 This file is used if there are no dependencies in mod.conf.
229 List of mods that have to be loaded before loading this mod.
231 A single line contains a single modname.
233 Optional dependencies can be defined by appending a question mark
234 to a single modname. This means that if the specified mod
235 is missing, it does not prevent this mod from being loaded.
237 ### `description.txt`
239 **Deprecated:** you should use mod.conf instead.
241 This file is used if there is no description in mod.conf.
243 A file containing a description to be shown in the Mods tab of the main menu.
245 ### `settingtypes.txt`
247 The format is documented in `builtin/settingtypes.txt`.
248 It is parsed by the main menu settings dialogue to list mod-specific
249 settings in the "Mods" category.
253 The main Lua script. Running this script should register everything it
254 wants to register. Subsequent execution depends on minetest calling the
255 registered callbacks.
257 `minetest.settings` can be used to read custom or existing settings at load
258 time, if necessary. (See [`Settings`])
260 ### `textures`, `sounds`, `media`, `models`, `locale`
262 Media files (textures, sounds, whatever) that will be transferred to the
263 client and will be available for use by the mod and translation files for
264 the clients (see [Translations]).
266 It is suggested to use the folders for the purpose they are thought for,
267 eg. put textures into `textures`, translation files into `locale`,
268 models for entities or meshnodes into `models` et cetera.
270 These folders and subfolders can contain subfolders.
271 Subfolders with names starting with `_` or `.` are ignored.
272 If a subfolder contains a media file with the same name as a media file
273 in one of its parents, the parent's file is used.
275 Although it is discouraged, a mod can overwrite a media file of any mod that it
276 depends on by supplying a file with an equal name.
281 Registered names should generally be in this format:
285 `<whatever>` can have these characters:
289 This is to prevent conflicting names from corrupting maps and is
290 enforced by the mod loader.
292 Registered names can be overridden by prefixing the name with `:`. This can
293 be used for overriding the registrations of some other mod.
295 The `:` prefix can also be used for maintaining backwards compatibility.
299 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
300 So the name should be `experimental:tnt`.
302 Any mod can redefine `experimental:tnt` by using the name
306 when registering it. That mod is required to have `experimental` as a
315 Aliases of itemnames can be added by using
316 `minetest.register_alias(alias, original_name)` or
317 `minetest.register_alias_force(alias, original_name)`.
319 This adds an alias `alias` for the item called `original_name`.
320 From now on, you can use `alias` to refer to the item `original_name`.
322 The only difference between `minetest.register_alias` and
323 `minetest.register_alias_force` is that if an item named `alias` already exists,
324 `minetest.register_alias` will do nothing while
325 `minetest.register_alias_force` will unregister it.
327 This can be used for maintaining backwards compatibility.
329 This can also set quick access names for things, e.g. if
330 you have an item called `epiclylongmodname:stuff`, you could do
332 minetest.register_alias("stuff", "epiclylongmodname:stuff")
334 and be able to use `/giveme stuff`.
339 In a game, a certain number of these must be set to tell core mapgens which
340 of the game's nodes are to be used for core mapgen generation. For example:
342 minetest.register_alias("mapgen_stone", "default:stone")
344 ### Aliases for non-V6 mapgens
346 #### Essential aliases
349 * mapgen_water_source
350 * mapgen_river_water_source
352 `mapgen_river_water_source` is required for mapgens with sloping rivers where
353 it is necessary to have a river liquid node with a short `liquid_range` and
354 `liquid_renewable = false` to avoid flooding.
356 #### Optional aliases
360 Fallback lava node used if cave liquids are not defined in biome definitions.
361 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
365 Fallback node used if dungeon nodes are not defined in biome definitions.
366 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
368 ### Aliases needed for Mapgen V6
371 * mapgen_water_source
374 * mapgen_dirt_with_grass
377 * mapgen_desert_stone
379 * mapgen_dirt_with_snow
388 * mapgen_jungleleaves
391 * mapgen_pine_needles
394 * mapgen_stair_cobble
396 * mapgen_stair_desert_stone
398 ### Setting the node used in Mapgen Singlenode
400 By default the world is filled with air nodes. To set a different node use, for
403 minetest.register_alias("mapgen_singlenode", "default:stone")
411 Mods should generally prefix their textures with `modname_`, e.g. given
412 the mod name `foomod`, a texture could be called:
416 Textures are referred to by their complete name, or alternatively by
417 stripping out the file extension:
419 * e.g. `foomod_foothing.png`
420 * e.g. `foomod_foothing`
426 There are various texture modifiers that can be used
427 to let the client generate textures on-the-fly.
428 The modifiers are applied directly in sRGB colorspace,
429 i.e. without gamma-correction.
431 ### Texture overlaying
433 Textures can be overlaid by putting a `^` between them.
437 default_dirt.png^default_grass_side.png
439 `default_grass_side.png` is overlaid over `default_dirt.png`.
440 The texture with the lower resolution will be automatically upscaled to
441 the higher resolution texture.
445 Textures can be grouped together by enclosing them in `(` and `)`.
447 Example: `cobble.png^(thing1.png^thing2.png)`
449 A texture for `thing1.png^thing2.png` is created and the resulting
450 texture is overlaid on top of `cobble.png`.
454 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
455 passing complex texture names as arguments. Escaping is done with backslash and
456 is required for `^` and `:`.
458 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
460 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
461 on top of `cobble.png`.
463 ### Advanced texture modifiers
469 * `[crack:<t>:<n>:<p>`
470 * `[cracko:<t>:<n>:<p>`
474 * `<t>`: tile count (in each direction)
475 * `<n>`: animation frame count
476 * `<p>`: current animation frame
478 Draw a step of the crack animation on the texture.
479 `crack` draws it normally, while `cracko` lays it over, keeping transparent
484 default_cobble.png^[crack:10:1
486 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
492 * `<file>`: texture to combine
494 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
495 specified coordinates.
499 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
501 #### `[resize:<w>x<h>`
503 Resizes the texture to the given dimensions.
507 default_sandstone.png^[resize:16x16
511 Makes the base image transparent according to the given ratio.
513 `r` must be between 0 (transparent) and 255 (opaque).
517 default_sandstone.png^[opacity:127
519 #### `[invert:<mode>`
521 Inverts the given channels of the base image.
522 Mode may contain the characters "r", "g", "b", "a".
523 Only the channels that are mentioned in the mode string will be inverted.
527 default_apple.png^[invert:rgb
531 Brightens the texture.
535 tnt_tnt_side.png^[brighten
539 Makes the texture completely opaque.
543 default_leaves.png^[noalpha
545 #### `[makealpha:<r>,<g>,<b>`
547 Convert one color to transparency.
551 default_cobble.png^[makealpha:128,128,128
555 * `<t>`: transformation(s) to apply
557 Rotates and/or flips the image.
559 `<t>` can be a number (between 0 and 7) or a transform name.
560 Rotations are counter-clockwise.
563 1 R90 rotate by 90 degrees
564 2 R180 rotate by 180 degrees
565 3 R270 rotate by 270 degrees
567 5 FXR90 flip X then rotate by 90 degrees
569 7 FYR90 flip Y then rotate by 90 degrees
573 default_stone.png^[transformFXR90
575 #### `[inventorycube{<top>{<left>{<right>`
577 Escaping does not apply here and `^` is replaced by `&` in texture names
580 Create an inventory cube texture using the side textures.
584 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
586 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
587 `dirt.png^grass_side.png` textures
589 #### `[lowpart:<percent>:<file>`
591 Blit the lower `<percent>`% part of `<file>` on the texture.
595 base.png^[lowpart:25:overlay.png
597 #### `[verticalframe:<t>:<n>`
599 * `<t>`: animation frame count
600 * `<n>`: current animation frame
602 Crops the texture to a frame of a vertical animation.
606 default_torch_animated.png^[verticalframe:16:8
610 Apply a mask to the base image.
612 The mask is applied using binary AND.
614 #### `[sheet:<w>x<h>:<x>,<y>`
616 Retrieves a tile at position x,y from the base image
617 which it assumes to be a tilesheet with dimensions w,h.
619 #### `[colorize:<color>:<ratio>`
621 Colorize the textures with the given color.
622 `<color>` is specified as a `ColorString`.
623 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
624 it is an int, then it specifies how far to interpolate between the
625 colors where 0 is only the texture color and 255 is only `<color>`. If
626 omitted, the alpha of `<color>` will be used as the ratio. If it is
627 the word "`alpha`", then each texture pixel will contain the RGB of
628 `<color>` and the alpha of `<color>` multiplied by the alpha of the
631 #### `[multiply:<color>`
633 Multiplies texture colors with the given color.
634 `<color>` is specified as a `ColorString`.
635 Result is more like what you'd expect if you put a color on top of another
636 color, meaning white surfaces get a lot of your new color while black parts
637 don't change very much.
641 Embed a base64 encoded PNG image in the texture string.
642 You can produce a valid string for this by calling
643 `minetest.encode_base64(minetest.encode_png(tex))`,
644 refer to the documentation of these functions for details.
645 You can use this to send disposable images such as captchas
646 to individual clients, or render things that would be too
647 expensive to compose with `[combine:`.
649 IMPORTANT: Avoid sending large images this way.
650 This is not a replacement for asset files, do not use it to do anything
651 that you could instead achieve by just using a file.
652 In particular consider `minetest.dynamic_add_media` and test whether
653 using other texture modifiers could result in a shorter string than
654 embedding a whole image, this may vary by use case.
659 The goal of hardware coloring is to simplify the creation of
660 colorful nodes. If your textures use the same pattern, and they only
661 differ in their color (like colored wool blocks), you can use hardware
662 coloring instead of creating and managing many texture files.
663 All of these methods use color multiplication (so a white-black texture
664 with red coloring will result in red-black color).
668 This method is useful if you wish to create nodes/items with
669 the same texture, in different colors, each in a new node/item definition.
673 When you register an item or node, set its `color` field (which accepts a
674 `ColorSpec`) to the desired color.
676 An `ItemStack`'s static color can be overwritten by the `color` metadata
677 field. If you set that field to a `ColorString`, that color will be used.
681 Each tile may have an individual static color, which overwrites every
682 other coloring method. To disable the coloring of a face,
683 set its color to white (because multiplying with white does nothing).
684 You can set the `color` property of the tiles in the node's definition
685 if the tile is in table format.
689 For nodes and items which can have many colors, a palette is more
690 suitable. A palette is a texture, which can contain up to 256 pixels.
691 Each pixel is one possible color for the node/item.
692 You can register one node/item, which can have up to 256 colors.
694 #### Palette indexing
696 When using palettes, you always provide a pixel index for the given
697 node or `ItemStack`. The palette is read from left to right and from
698 top to bottom. If the palette has less than 256 pixels, then it is
699 stretched to contain exactly 256 pixels (after arranging the pixels
700 to one line). The indexing starts from 0.
704 * 16x16 palette, index = 0: the top left corner
705 * 16x16 palette, index = 4: the fifth pixel in the first row
706 * 16x16 palette, index = 16: the pixel below the top left corner
707 * 16x16 palette, index = 255: the bottom right corner
708 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
709 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
710 to ensure the total 256 pixels.
711 * 2x4 palette, index = 32: the top right corner
712 * 2x4 palette, index = 63: the top right corner
713 * 2x4 palette, index = 64: the pixel below the top left corner
715 #### Using palettes with items
717 When registering an item, set the item definition's `palette` field to
718 a texture. You can also use texture modifiers.
720 The `ItemStack`'s color depends on the `palette_index` field of the
721 stack's metadata. `palette_index` is an integer, which specifies the
722 index of the pixel to use.
724 #### Linking palettes with nodes
726 When registering a node, set the item definition's `palette` field to
727 a texture. You can also use texture modifiers.
728 The node's color depends on its `param2`, so you also must set an
729 appropriate `paramtype2`:
731 * `paramtype2 = "color"` for nodes which use their full `param2` for
732 palette indexing. These nodes can have 256 different colors.
733 The palette should contain 256 pixels.
734 * `paramtype2 = "colorwallmounted"` for nodes which use the first
735 five bits (most significant) of `param2` for palette indexing.
736 The remaining three bits are describing rotation, as in `wallmounted`
737 paramtype2. Division by 8 yields the palette index (without stretching the
738 palette). These nodes can have 32 different colors, and the palette
739 should contain 32 pixels.
741 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
742 pixel will be picked from the palette.
743 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
744 pixel will be picked from the palette.
745 * `paramtype2 = "colorfacedir"` for nodes which use the first
746 three bits of `param2` for palette indexing. The remaining
747 five bits are describing rotation, as in `facedir` paramtype2.
748 Division by 32 yields the palette index (without stretching the
749 palette). These nodes can have 8 different colors, and the
750 palette should contain 8 pixels.
752 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
753 first (= 0 + 1) pixel will be picked from the palette.
754 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
755 second (= 1 + 1) pixel will be picked from the palette.
757 To colorize a node on the map, set its `param2` value (according
758 to the node's paramtype2).
760 ### Conversion between nodes in the inventory and on the map
762 Static coloring is the same for both cases, there is no need
765 If the `ItemStack`'s metadata contains the `color` field, it will be
766 lost on placement, because nodes on the map can only use palettes.
768 If the `ItemStack`'s metadata contains the `palette_index` field, it is
769 automatically transferred between node and item forms by the engine,
770 when a player digs or places a colored node.
771 You can disable this feature by setting the `drop` field of the node
772 to itself (without metadata).
773 To transfer the color to a special drop, you need a drop table.
777 minetest.register_node("mod:stone", {
778 description = "Stone",
779 tiles = {"default_stone.png"},
780 paramtype2 = "color",
781 palette = "palette.png",
784 -- assume that mod:cobblestone also has the same palette
785 {items = {"mod:cobblestone"}, inherit_color = true },
790 ### Colored items in craft recipes
792 Craft recipes only support item strings, but fortunately item strings
793 can also contain metadata. Example craft recipe registration:
795 minetest.register_craft({
796 output = minetest.itemstring_with_palette("wool:block", 3),
804 To set the `color` field, you can use `minetest.itemstring_with_color`.
806 Metadata field filtering in the `recipe` field are not supported yet,
807 so the craft output is independent of the color of the ingredients.
812 Sometimes hardware coloring is not enough, because it affects the
813 whole tile. Soft texture overlays were added to Minetest to allow
814 the dynamic coloring of only specific parts of the node's texture.
815 For example a grass block may have colored grass, while keeping the
818 These overlays are 'soft', because unlike texture modifiers, the layers
819 are not merged in the memory, but they are simply drawn on top of each
820 other. This allows different hardware coloring, but also means that
821 tiles with overlays are drawn slower. Using too much overlays might
824 For inventory and wield images you can specify overlays which
825 hardware coloring does not modify. You have to set `inventory_overlay`
826 and `wield_overlay` fields to an image name.
828 To define a node overlay, simply set the `overlay_tiles` field of the node
829 definition. These tiles are defined in the same way as plain tiles:
830 they can have a texture name, color etc.
831 To skip one face, set that overlay tile to an empty string.
833 Example (colored grass block):
835 minetest.register_node("default:dirt_with_grass", {
836 description = "Dirt with Grass",
837 -- Regular tiles, as usual
838 -- The dirt tile disables palette coloring
839 tiles = {{name = "default_grass.png"},
840 {name = "default_dirt.png", color = "white"}},
841 -- Overlay tiles: define them in the same style
842 -- The top and bottom tile does not have overlay
843 overlay_tiles = {"", "",
844 {name = "default_grass_side.png"}},
845 -- Global color, used in inventory
847 -- Palette in the world
848 paramtype2 = "color",
849 palette = "default_foilage.png",
858 Only Ogg Vorbis files are supported.
860 For positional playing of sounds, only single-channel (mono) files are
861 supported. Otherwise OpenAL will play them non-positionally.
863 Mods should generally prefix their sounds with `modname_`, e.g. given
864 the mod name "`foomod`", a sound could be called:
868 Sounds are referred to by their name with a dot, a single digit and the
869 file extension stripped out. When a sound is played, the actual sound file
870 is chosen randomly from the matching sounds.
872 When playing the sound `foomod_foosound`, the sound is chosen randomly
873 from the available ones of the following files:
875 * `foomod_foosound.ogg`
876 * `foomod_foosound.0.ogg`
877 * `foomod_foosound.1.ogg`
879 * `foomod_foosound.9.ogg`
881 Examples of sound parameter tables:
883 -- Play locationless on all clients
885 gain = 1.0, -- default
886 fade = 0.0, -- default, change to a value > 0 to fade the sound in
887 pitch = 1.0, -- default
889 -- Play locationless to one player
892 gain = 1.0, -- default
893 fade = 0.0, -- default, change to a value > 0 to fade the sound in
894 pitch = 1.0, -- default
896 -- Play locationless to one player, looped
899 gain = 1.0, -- default
902 -- Play at a location
904 pos = {x = 1, y = 2, z = 3},
905 gain = 1.0, -- default
906 max_hear_distance = 32, -- default, uses an euclidean metric
908 -- Play connected to an object, looped
910 object = <an ObjectRef>,
911 gain = 1.0, -- default
912 max_hear_distance = 32, -- default, uses an euclidean metric
915 -- Play at a location, heard by anyone *but* the given player
917 pos = {x = 32, y = 0, z = 100},
918 max_hear_distance = 40,
919 exclude_player = name,
922 Looped sounds must either be connected to an object or played locationless to
923 one player using `to_player = name`.
925 A positional sound will only be heard by players that are within
926 `max_hear_distance` of the sound position, at the start of the sound.
928 `exclude_player = name` can be applied to locationless, positional and object-
929 bound sounds to exclude a single player from hearing them.
934 Specifies a sound name, gain (=volume) and pitch.
935 This is either a string or a table.
937 In string form, you just specify the sound name or
938 the empty string for no sound.
940 Table form has the following fields:
943 * `gain`: Volume (`1.0` = 100%)
944 * `pitch`: Pitch (`1.0` = 100%)
946 `gain` and `pitch` are optional and default to `1.0`.
952 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
953 * `{name = "default_place_node"}`: Same as above
954 * `{name = "default_place_node", gain = 0.5}`: 50% volume
955 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
960 These sound files are played back by the engine if provided.
962 * `player_damage`: Played when the local player takes damage (gain = 0.5)
963 * `player_falling_damage`: Played when the local player takes
964 damage by falling (gain = 0.5)
965 * `player_jump`: Played when the local player jumps
966 * `default_dig_<groupname>`: Default node digging sound
967 (see node sound definition for details)
969 Registered definitions
970 ======================
972 Anything added using certain [Registration functions] gets added to one or more
973 of the global [Registered definition tables].
975 Note that in some cases you will stumble upon things that are not contained
976 in these tables (e.g. when a mod has been removed). Always check for
977 existence before trying to access the fields.
981 All nodes register with `minetest.register_node` get added to the table
982 `minetest.registered_nodes`.
984 If you want to check the drawtype of a node, you could do:
986 local function get_nodedef_field(nodename, fieldname)
987 if not minetest.registered_nodes[nodename] then
990 return minetest.registered_nodes[nodename][fieldname]
992 local drawtype = get_nodedef_field(nodename, "drawtype")
1000 Nodes are the bulk data of the world: cubes and other things that take the
1001 space of a cube. Huge amounts of them are handled efficiently, but they
1004 The definition of a node is stored and can be accessed by using
1006 minetest.registered_nodes[node.name]
1008 See [Registered definitions].
1010 Nodes are passed by value between Lua and the engine.
1011 They are represented by a table:
1013 {name="name", param1=num, param2=num}
1015 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1016 them for certain automated functions. If you don't use these functions, you can
1017 use them to store arbitrary values.
1022 The functions of `param1` and `param2` are determined by certain fields in the
1025 The function of `param1` is determined by `paramtype` in node definition.
1026 `param1` is reserved for the engine when `paramtype != "none"`.
1028 * `paramtype = "light"`
1029 * The value stores light with and without sun in its lower and upper 4 bits
1031 * Required by a light source node to enable spreading its light.
1032 * Required by the following drawtypes as they determine their visual
1033 brightness from their internal light value:
1043 * `paramtype = "none"`
1044 * `param1` will not be used by the engine and can be used to store
1047 The function of `param2` is determined by `paramtype2` in node definition.
1048 `param2` is reserved for the engine when `paramtype2 != "none"`.
1050 * `paramtype2 = "flowingliquid"`
1051 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1052 * The liquid level and a flag of the liquid are stored in `param2`
1053 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1054 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1055 to access/manipulate the content of this field
1056 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1057 * `paramtype2 = "wallmounted"`
1058 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1059 "plantlike_rooted", "normal", "nodebox", "mesh"
1060 * The rotation of the node is stored in `param2`
1061 * You can make this value by using `minetest.dir_to_wallmounted()`
1062 * Values range 0 - 5
1063 * The value denotes at which direction the node is "mounted":
1064 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1065 * `paramtype2 = "facedir"`
1066 * Supported drawtypes: "normal", "nodebox", "mesh"
1067 * The rotation of the node is stored in `param2`. Furnaces and chests are
1068 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1069 * Values range 0 - 23
1070 * facedir / 4 = axis direction:
1071 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1072 * facedir modulo 4 = rotation around that axis
1073 * `paramtype2 = "leveled"`
1074 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1076 * The level of the top face of the nodebox is stored in `param2`.
1077 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1079 * The nodebox height is (`param2` / 64) nodes.
1080 * The maximum accepted value of `param2` is 127.
1082 * The height of the 'plantlike' section is stored in `param2`.
1083 * The height is (`param2` / 16) nodes.
1084 * `paramtype2 = "degrotate"`
1085 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1087 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1088 get the actual rotation in degrees of the node.
1089 * `paramtype2 = "meshoptions"`
1090 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1091 optional modifiers of the "plant". `param2` is a bitfield.
1092 * Bits 0 to 2 select the shape.
1093 Use only one of the values below:
1094 * 0 = a "x" shaped plant (ordinary plant)
1095 * 1 = a "+" shaped plant (just rotated 45 degrees)
1096 * 2 = a "*" shaped plant with 3 faces instead of 2
1097 * 3 = a "#" shaped plant with 4 faces instead of 2
1098 * 4 = a "#" shaped plant with 4 faces that lean outwards
1099 * 5-7 are unused and reserved for future meshes.
1100 * Bits 3 to 7 are used to enable any number of optional modifiers.
1101 Just add the corresponding value(s) below to `param2`:
1102 * 8 - Makes the plant slightly vary placement horizontally
1103 * 16 - Makes the plant mesh 1.4x larger
1104 * 32 - Moves each face randomly a small bit down (1/8 max)
1105 * values 64 and 128 (bits 6-7) are reserved for future use.
1106 * Example: `param2 = 0` selects a normal "x" shaped plant
1107 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1108 * `paramtype2 = "color"`
1109 * `param2` tells which color is picked from the palette.
1110 The palette should have 256 pixels.
1111 * `paramtype2 = "colorfacedir"`
1112 * Same as `facedir`, but with colors.
1113 * The first three bits of `param2` tells which color is picked from the
1114 palette. The palette should have 8 pixels.
1115 * `paramtype2 = "colorwallmounted"`
1116 * Same as `wallmounted`, but with colors.
1117 * The first five bits of `param2` tells which color is picked from the
1118 palette. The palette should have 32 pixels.
1119 * `paramtype2 = "glasslikeliquidlevel"`
1120 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1121 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1122 "Connected Glass" setting is enabled.
1123 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1125 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1126 both of these values may be added to `param2`:
1127 * 64 - Makes the node not connect with neighbors above or below it.
1128 * 128 - Makes the node not connect with neighbors to its sides.
1129 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1130 * `paramtype2 = "colordegrotate"`
1131 * Same as `degrotate`, but with colors.
1132 * The first (most-significant) three bits of `param2` tells which color
1133 is picked from the palette. The palette should have 8 pixels.
1134 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1135 * `paramtype2 = "none"`
1136 * `param2` will not be used by the engine and can be used to store
1139 Nodes can also contain extra data. See [Node Metadata].
1144 There are a bunch of different looking node types.
1146 Look for examples in `games/devtest` or `games/minetest_game`.
1149 * A node-sized cube.
1151 * Invisible, uses no texture.
1153 * The cubic source node for a liquid.
1154 * Faces bordering to the same node are never rendered.
1155 * Connects to node specified in `liquid_alternative_flowing`.
1156 * Use `backface_culling = false` for the tiles you want to make
1157 visible when inside the node.
1159 * The flowing version of a liquid, appears with various heights and slopes.
1160 * Faces bordering to the same node are never rendered.
1161 * Connects to node specified in `liquid_alternative_source`.
1162 * Node textures are defined with `special_tiles` where the first tile
1163 is for the top and bottom faces and the second tile is for the side
1165 * `tiles` is used for the item/inventory/wield image rendering.
1166 * Use `backface_culling = false` for the special tiles you want to make
1167 visible when inside the node
1169 * Often used for partially-transparent nodes.
1170 * Only external sides of textures are visible.
1171 * `glasslike_framed`
1172 * All face-connected nodes are drawn as one volume within a surrounding
1174 * The frame appearance is generated from the edges of the first texture
1175 specified in `tiles`. The width of the edges used are 1/16th of texture
1176 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1177 * The glass 'shine' (or other desired detail) on each node face is supplied
1178 by the second texture specified in `tiles`.
1179 * `glasslike_framed_optional`
1180 * This switches between the above 2 drawtypes according to the menu setting
1183 * Often used for partially-transparent nodes.
1184 * External and internal sides of textures are visible.
1185 * `allfaces_optional`
1186 * Often used for leaves nodes.
1187 * This switches between `normal`, `glasslike` and `allfaces` according to
1188 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1189 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1190 is used instead, if present. This allows a visually thicker texture to be
1191 used to compensate for how `glasslike` reduces visual thickness.
1193 * A single vertical texture.
1194 * If `paramtype2="[color]wallmounted":
1195 * If placed on top of a node, uses the first texture specified in `tiles`.
1196 * If placed against the underside of a node, uses the second texture
1197 specified in `tiles`.
1198 * If placed on the side of a node, uses the third texture specified in
1199 `tiles` and is perpendicular to that node.
1200 * If `paramtype2="none"`:
1201 * Will be rendered as if placed on top of a node (see
1202 above) and only the first texture is used.
1204 * A single texture parallel to, and mounted against, the top, underside or
1206 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1207 * If `paramtype2="none"`, it will always be on the floor.
1209 * Two vertical and diagonal textures at right-angles to each other.
1210 * See `paramtype2 = "meshoptions"` above for other options.
1212 * When above a flat surface, appears as 6 textures, the central 2 as
1213 `plantlike` plus 4 more surrounding those.
1214 * If not above a surface the central 2 do not appear, but the texture
1215 appears against the faces of surrounding nodes if they are present.
1217 * A 3D model suitable for a wooden fence.
1218 * One placed node appears as a single vertical post.
1219 * Adjacently-placed nodes cause horizontal bars to appear between them.
1221 * Often used for tracks for mining carts.
1222 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1223 curved, t-junction, crossing.
1224 * Each placed node automatically switches to a suitable rotated texture
1225 determined by the adjacent `raillike` nodes, in order to create a
1226 continuous track network.
1227 * Becomes a sloping node if placed against stepped nodes.
1229 * Often used for stairs and slabs.
1230 * Allows defining nodes consisting of an arbitrary number of boxes.
1231 * See [Node boxes] below for more information.
1233 * Uses models for nodes.
1234 * Tiles should hold model materials textures.
1235 * Only static meshes are implemented.
1236 * For supported model formats see Irrlicht engine documentation.
1237 * `plantlike_rooted`
1238 * Enables underwater `plantlike` without air bubbles around the nodes.
1239 * Consists of a base cube at the co-ordinates of the node plus a
1240 `plantlike` extension above
1241 * If `paramtype2="leveled", the `plantlike` extension has a height
1242 of `param2 / 16` nodes, otherwise it's the height of 1 node
1243 * If `paramtype2="wallmounted"`, the `plantlike` extension
1244 will be at one of the corresponding 6 sides of the base cube.
1245 Also, the base cube rotates like a `normal` cube would
1246 * The `plantlike` extension visually passes through any nodes above the
1247 base cube without affecting them.
1248 * The base cube texture tiles are defined as normal, the `plantlike`
1249 extension uses the defined special tile, for example:
1250 `special_tiles = {{name = "default_papyrus.png"}},`
1252 `*_optional` drawtypes need less rendering time if deactivated
1253 (always client-side).
1258 Node selection boxes are defined using "node boxes".
1260 A nodebox is defined as any of:
1263 -- A normal cube; the default in most things
1267 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1269 fixed = box OR {box1, box2, ...}
1272 -- A variable height box (or boxes) with the top face position defined
1273 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1275 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1277 fixed = box OR {box1, box2, ...}
1280 -- A box like the selection box for torches
1281 -- (wallmounted param2 is used, if applicable)
1282 type = "wallmounted",
1288 -- A node that has optional boxes depending on neighbouring nodes'
1289 -- presence and type. See also `connects_to`.
1291 fixed = box OR {box1, box2, ...}
1292 connect_top = box OR {box1, box2, ...}
1293 connect_bottom = box OR {box1, box2, ...}
1294 connect_front = box OR {box1, box2, ...}
1295 connect_left = box OR {box1, box2, ...}
1296 connect_back = box OR {box1, box2, ...}
1297 connect_right = box OR {box1, box2, ...}
1298 -- The following `disconnected_*` boxes are the opposites of the
1299 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1300 -- on the respective side, the corresponding disconnected box is drawn.
1301 disconnected_top = box OR {box1, box2, ...}
1302 disconnected_bottom = box OR {box1, box2, ...}
1303 disconnected_front = box OR {box1, box2, ...}
1304 disconnected_left = box OR {box1, box2, ...}
1305 disconnected_back = box OR {box1, box2, ...}
1306 disconnected_right = box OR {box1, box2, ...}
1307 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1308 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1309 -- neighbours to the sides
1312 A `box` is defined as:
1314 {x1, y1, z1, x2, y2, z2}
1316 A box of a regular node would look like:
1318 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1320 To avoid collision issues, keep each value within the range of +/- 1.45.
1321 This also applies to leveled nodeboxes, where the final height shall not
1322 exceed this soft limit.
1326 Map terminology and coordinates
1327 ===============================
1329 Nodes, mapblocks, mapchunks
1330 ---------------------------
1332 A 'node' is the fundamental cubic unit of a world and appears to a player as
1333 roughly 1x1x1 meters in size.
1335 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1336 fundamental region of a world that is stored in the world database, sent to
1337 clients and handled by many parts of the engine.
1338 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1339 'node', however 'block' often appears in the API.
1341 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1342 (80x80x80 nodes) and is the volume of world generated in one operation by
1344 The size in mapblocks has been chosen to optimise map generation.
1349 ### Orientation of axes
1351 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1353 ### Node coordinates
1355 Almost all positions used in the API use node coordinates.
1357 ### Mapblock coordinates
1359 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1360 specify a particular mapblock.
1361 For example blockpos (0,0,0) specifies the mapblock that extends from
1362 node position (0,0,0) to node position (15,15,15).
1364 #### Converting node position to the containing blockpos
1366 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1369 * blockpos = math.floor(nodepos / 16)
1371 #### Converting blockpos to min/max node positions
1373 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1377 nodepos = blockpos * 16
1379 nodepos = blockpos * 16 + 15
1390 The position field is used for all element types.
1392 To account for differing resolutions, the position coordinates are the
1393 percentage of the screen, ranging in value from `0` to `1`.
1395 The name field is not yet used, but should contain a description of what the
1396 HUD element represents.
1398 The `direction` field is the direction in which something is drawn.
1399 `0` draws from left to right, `1` draws from right to left, `2` draws from
1400 top to bottom, and `3` draws from bottom to top.
1402 The `alignment` field specifies how the item will be aligned. It is a table
1403 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1404 moved to the left/up, and `1` is to the right/down. Fractional values can be
1407 The `offset` field specifies a pixel offset from the position. Contrary to
1408 position, the offset is not scaled to screen size. This allows for some
1409 precisely positioned items in the HUD.
1411 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1414 The `z_index` field specifies the order of HUD elements from back to front.
1415 Lower z-index elements are displayed behind higher z-index elements. Elements
1416 with same z-index are displayed in an arbitrary order. Default 0.
1417 Supports negative values. By convention, the following values are recommended:
1419 * -400: Graphical effects, such as vignette
1420 * -300: Name tags, waypoints
1422 * -100: Things that block the player's view, e.g. masks
1423 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1424 minimap, builtin statbars, etc.
1425 * 100: Temporary text messages or notification icons
1426 * 1000: Full-screen effects such as full-black screen or credits.
1427 This includes effects that cover the entire screen
1428 * Other: If your HUD element doesn't fit into any category, pick a number
1429 between the suggested values
1433 Below are the specific uses for fields in each type; fields not listed for that
1438 Displays an image on the HUD.
1440 * `scale`: The scale of the image, with 1 being the original texture size.
1441 Only the X coordinate scale is used (positive values).
1442 Negative values represent that percentage of the screen it
1443 should take; e.g. `x=-100` means 100% (width).
1444 * `text`: The name of the texture that is displayed.
1445 * `alignment`: The alignment of the image.
1446 * `offset`: offset in pixels from position.
1450 Displays text on the HUD.
1452 * `scale`: Defines the bounding rectangle of the text.
1453 A value such as `{x=100, y=100}` should work.
1454 * `text`: The text to be displayed in the HUD element.
1455 * `number`: An integer containing the RGB value of the color used to draw the
1456 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1457 * `alignment`: The alignment of the text.
1458 * `offset`: offset in pixels from position.
1459 * `size`: size of the text.
1460 The player-set font size is multiplied by size.x (y value isn't used).
1464 Displays a horizontal bar made up of half-images with an optional background.
1466 * `text`: The name of the texture to use.
1467 * `text2`: Optional texture name to enable a background / "off state"
1468 texture (useful to visualize the maximal value). Both textures
1469 must have the same size.
1470 * `number`: The number of half-textures that are displayed.
1471 If odd, will end with a vertically center-split texture.
1472 * `item`: Same as `number` but for the "off state" texture
1473 * `direction`: To which direction the images will extend to
1474 * `offset`: offset in pixels from position.
1475 * `size`: If used, will force full-image size to this value (override texture
1480 * `text`: The name of the inventory list to be displayed.
1481 * `number`: Number of items in the inventory to be displayed.
1482 * `item`: Position of item that is selected.
1484 * `offset`: offset in pixels from position.
1488 Displays distance to selected world position.
1490 * `name`: The name of the waypoint.
1491 * `text`: Distance suffix. Can be blank.
1492 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1493 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1494 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1495 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1496 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1497 `precision = n` will show multiples of `1/n`
1498 * `number:` An integer containing the RGB value of the color used to draw the
1500 * `world_pos`: World position of the waypoint.
1501 * `offset`: offset in pixels from position.
1502 * `alignment`: The alignment of the waypoint.
1504 ### `image_waypoint`
1506 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1508 * `scale`: The scale of the image, with 1 being the original texture size.
1509 Only the X coordinate scale is used (positive values).
1510 Negative values represent that percentage of the screen it
1511 should take; e.g. `x=-100` means 100% (width).
1512 * `text`: The name of the texture that is displayed.
1513 * `alignment`: The alignment of the image.
1514 * `world_pos`: World position of the waypoint.
1515 * `offset`: offset in pixels from position.
1519 Displays an image oriented or translated according to current heading direction.
1521 * `size`: The size of this element. Negative values represent percentage
1522 of the screen; e.g. `x=-100` means 100% (width).
1523 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1524 * `text`: The name of the texture to use.
1525 * `alignment`: The alignment of the image.
1526 * `offset`: Offset in pixels from position.
1527 * `dir`: How the image is rotated/translated:
1528 * 0 - Rotate as heading direction
1529 * 1 - Rotate in reverse direction
1530 * 2 - Translate as landscape direction
1531 * 3 - Translate in reverse direction
1533 If translation is chosen, texture is repeated horizontally to fill the whole element.
1537 Displays a minimap on the HUD.
1539 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1541 * `alignment`: The alignment of the minimap.
1542 * `offset`: offset in pixels from position.
1544 Representations of simple things
1545 ================================
1550 {x=num, y=num, z=num}
1552 Note: it is highly recommended to construct a vector using the helper function:
1553 vector.new(num, num, num)
1555 For helper functions see [Spatial Vectors].
1560 * `{type="nothing"}`
1561 * `{type="node", under=pos, above=pos}`
1562 * Indicates a pointed node selection box.
1563 * `under` refers to the node position behind the pointed face.
1564 * `above` refers to the node position in front of the pointed face.
1565 * `{type="object", ref=ObjectRef}`
1567 Exact pointing location (currently only `Raycast` supports these fields):
1569 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1570 point on the selection box which is pointed at. May be in the selection box
1571 if the pointer is in the box too.
1572 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1574 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1575 selected selection box. This specifies which face is pointed at.
1576 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1582 Flag Specifier Format
1583 =====================
1585 Flags using the standardized flag specifier format can be specified in either
1586 of two ways, by string or table.
1588 The string format is a comma-delimited set of flag names; whitespace and
1589 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1590 flag, and specifying a flag prefixed by the string `"no"` explicitly
1591 clears the flag from whatever the default may be.
1593 In addition to the standard string flag format, the schematic flags field can
1594 also be a table of flag names to boolean values representing whether or not the
1595 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1596 is present, mapped to a boolean of any value, the specified flag is unset.
1598 E.g. A flag field of value
1600 {place_center_x = true, place_center_y=false, place_center_z=true}
1604 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1606 which is equivalent to
1608 "place_center_x, noplace_center_y, place_center_z"
1612 "place_center_x, place_center_z"
1614 since, by default, no schematic attributes are set.
1622 Items are things that can be held by players, dropped in the map and
1623 stored in inventories.
1624 Items come in the form of item stacks, which are collections of equal
1625 items that occupy a single inventory slot.
1630 There are three kinds of items: nodes, tools and craftitems.
1632 * Node: Placeable item form of a node in the world's voxel grid
1633 * Tool: Has a changable wear property but cannot be stacked
1634 * Craftitem: Has no special properties
1636 Every registered node (the voxel in the world) has a corresponding
1637 item form (the thing in your inventory) that comes along with it.
1638 This item form can be placed which will create a node in the
1640 Both the 'actual' node and its item form share the same identifier.
1641 For all practical purposes, you can treat the node and its item form
1642 interchangeably. We usually just say 'node' to the item form of
1645 Note the definition of tools is purely technical. The only really
1646 unique thing about tools is their wear, and that's basically it.
1647 Beyond that, you can't make any gameplay-relevant assumptions
1648 about tools or non-tools. It is perfectly valid to register something
1649 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1651 Craftitems can be used for items that neither need to be a node
1657 All item stacks have an amount between 0 and 65535. It is 1 by
1658 default. Tool item stacks can not have an amount greater than 1.
1660 Tools use a wear (damage) value ranging from 0 to 65535. The
1661 value 0 is the default and is used for unworn tools. The values
1662 1 to 65535 are used for worn tools, where a higher value stands for
1663 a higher wear. Non-tools technically also have a wear property,
1664 but it is always 0. There is also a special 'toolrepair' crafting
1665 recipe that is only available to tools.
1670 Items and item stacks can exist in three formats: Serializes, table format
1673 When an item must be passed to a function, it can usually be in any of
1678 This is called "stackstring" or "itemstring". It is a simple string with
1679 1-3 components: the full item identifier, an optional amount and an optional
1682 <identifier> [<amount>[ <wear>]]
1686 * `"default:apple"`: 1 apple
1687 * `"default:dirt 5"`: 5 dirt
1688 * `"default:pick_stone"`: a new stone pickaxe
1689 * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
1697 {name="default:dirt", count=5, wear=0, metadata=""}
1699 A wooden pick about 1/3 worn out:
1701 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1705 {name="default:apple", count=1, wear=0, metadata=""}
1709 A native C++ format with many helper methods. Useful for converting
1710 between formats. See the [Class reference] section for details.
1718 In a number of places, there is a group table. Groups define the
1719 properties of a thing (item, node, armor of entity, tool capabilities)
1720 in such a way that the engine and other mods can can interact with
1721 the thing without actually knowing what the thing is.
1726 Groups are stored in a table, having the group names with keys and the
1727 group ratings as values. Group ratings are integer values within the
1728 range [-32767, 32767]. For example:
1731 groups = {crumbly=3, soil=1}
1733 -- A more special dirt-kind of thing
1734 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1736 Groups always have a rating associated with them. If there is no
1737 useful meaning for a rating for an enabled group, it shall be `1`.
1739 When not defined, the rating of a group defaults to `0`. Thus when you
1740 read groups, you must interpret `nil` and `0` as the same value, `0`.
1742 You can read the rating of a group for an item or a node by using
1744 minetest.get_item_group(itemname, groupname)
1749 Groups of items can define what kind of an item it is (e.g. wool).
1754 In addition to the general item things, groups are used to define whether
1755 a node is destroyable and how long it takes to destroy by a tool.
1760 For entities, groups are, as of now, used only for calculating damage.
1761 The rating is the percentage of damage caused by items with this damage group.
1762 See [Entity damage mechanism].
1764 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1765 object.set_armor_groups({fleshy=30, cracky=80})
1767 Groups of tool capabilities
1768 ---------------------------
1770 Groups in tool capabilities define which groups of nodes and entities they
1771 are effective towards.
1773 Groups in crafting recipes
1774 --------------------------
1776 An example: Make meat soup from any meat, any water and any bowl:
1779 output = "food:meat_soup_raw",
1785 -- preserve = {"group:bowl"}, -- Not implemented yet (TODO)
1788 Another example: Make red wool from white wool and red dye:
1792 output = "wool:red",
1793 recipe = {"wool:white", "group:dye,basecolor_red"},
1799 The asterisk `(*)` after a group name describes that there is no engine
1800 functionality bound to it, and implementation is left up as a suggestion
1803 ### Node and item groups
1805 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1806 that the item should be hidden in item lists.
1809 ### Node-only groups
1811 * `attached_node`: if the node under it is not a walkable block the node will be
1812 dropped as an item. If the node is wallmounted the wallmounted direction is
1814 * `bouncy`: value is bounce speed in percent
1815 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1816 connect to each other
1817 * `dig_immediate`: Player can always pick up node without reducing tool wear
1818 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1819 * `3`: the node always gets the digging time 0 seconds (torch)
1820 * `disable_jump`: Player (and possibly other things) cannot jump from node
1821 or if their feet are in the node. Note: not supported for `new_move = false`
1822 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1823 the top of this node. There's also an armor group with the same name.
1824 The final player damage is determined by the following formula:
1827 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1828 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1829 - (14) -- constant tolerance
1830 Negative damage values are discarded as no damage.
1831 * `falling_node`: if there is no walkable block under the node it will fall
1832 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1833 * `level`: Can be used to give an additional sense of progression in the game.
1834 * A larger level will cause e.g. a weapon of a lower level make much less
1835 damage, and get worn out much faster, or not be able to get drops
1836 from destroyed nodes.
1837 * `0` is something that is directly accessible at the start of gameplay
1838 * There is no upper limit
1839 * See also: `leveldiff` in [Tool Capabilities]
1840 * `slippery`: Players and items will slide on the node.
1841 Slipperiness rises steadily with `slippery` value, starting at 1.
1844 ### Tool-only groups
1846 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1847 `"toolrepair"` crafting recipe
1850 ### `ObjectRef` armor groups
1852 * `immortal`: Skips all damage and breath handling for an object. This group
1853 will also hide the integrated HUD status bars for players. It is
1854 automatically set to all players when damage is disabled on the server and
1855 cannot be reset (subject to change).
1856 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1857 when they hit the ground. It is analog to the node group with the same
1858 name. See the node group above for the exact calculation.
1859 * `punch_operable`: For entities; disables the regular damage mechanism for
1860 players punching it by hand or a non-tool item, so that it can do something
1861 else than take damage.
1865 Known damage and digging time defining groups
1866 ---------------------------------------------
1868 * `crumbly`: dirt, sand
1869 * `cracky`: tough but crackable stuff like stone.
1870 * `snappy`: something that can be cut using things like scissors, shears,
1871 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1872 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1873 * `fleshy`: Living things like animals and the player. This could imply
1874 some blood effects when hitting.
1875 * `explody`: Especially prone to explosions
1876 * `oddly_breakable_by_hand`:
1877 Can be added to nodes that shouldn't logically be breakable by the
1878 hand but are. Somewhat similar to `dig_immediate`, but times are more
1879 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1880 digging speed of an item if it can dig at a faster speed than this
1881 suggests for the hand.
1883 Examples of custom groups
1884 -------------------------
1886 Item groups are often used for defining, well, _groups of items_.
1888 * `meat`: any meat-kind of a thing (rating might define the size or healing
1889 ability or be irrelevant -- it is not defined as of yet)
1890 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1892 * `flammable`: can be set on fire. Rating might define the intensity of the
1893 fire, affecting e.g. the speed of the spreading of an open fire.
1894 * `wool`: any wool (any origin, any color)
1895 * `metal`: any metal
1896 * `weapon`: any weapon
1897 * `heavy`: anything considerably heavy
1899 Digging time calculation specifics
1900 ----------------------------------
1902 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1903 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1904 faster digging time.
1906 The `level` group is used to limit the toughness of nodes an item capable
1907 of digging can dig and to scale the digging times / damage to a greater extent.
1909 **Please do understand this**, otherwise you cannot use the system to it's
1912 Items define their properties by a list of parameters for groups. They
1913 cannot dig other groups; thus it is important to use a standard bunch of
1914 groups to enable interaction with items.
1922 'Tool capabilities' is a property of items that defines two things:
1924 1) Which nodes it can dig and how fast
1925 2) Which objects it can hurt by punching and by how much
1927 Tool capabilities are available for all items, not just tools.
1928 But only tools can receive wear from digging and punching.
1930 Missing or incomplete tool capabilities will default to the
1933 Tool capabilities definition
1934 ----------------------------
1936 Tool capabilities define:
1938 * Full punch interval
1939 * Maximum drop level
1940 * For an arbitrary list of node groups:
1941 * Uses (until the tool breaks)
1942 * Maximum level (usually `0`, `1`, `2` or `3`)
1945 * Punch attack uses (until the tool breaks)
1947 ### Full punch interval
1949 When used as a weapon, the item will do full damage if this time is spent
1950 between punches. If e.g. half the time is spent, the item will do half
1953 ### Maximum drop level
1955 Suggests the maximum level of node, when dug with the item, that will drop
1956 its useful item. (e.g. iron ore to drop a lump of iron).
1958 This is not automated; it is the responsibility of the node definition
1961 ### Uses (tools only)
1963 Determines how many uses the tool has when it is used for digging a node,
1964 of this group, of the maximum level. The maximum supported number of
1965 uses is 65535. The special number 0 is used for infinite uses.
1966 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
1967 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1968 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1970 * `uses=10, leveldiff=0`: actual uses: 10
1971 * `uses=10, leveldiff=1`: actual uses: 30
1972 * `uses=10, leveldiff=2`: actual uses: 90
1974 For non-tools, this has no effect.
1978 Tells what is the maximum level of a node of this group that the item will
1983 List of digging times for different ratings of the group, for nodes of the
1986 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1987 result in the item to be able to dig nodes that have a rating of `2` or `3`
1988 for this group, and unable to dig the rating `1`, which is the toughest.
1989 Unless there is a matching group that enables digging otherwise.
1991 If the result digging time is 0, a delay of 0.15 seconds is added between
1992 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1993 i.e. players can more quickly click the nodes away instead of holding LMB.
1997 List of damage for groups of entities. See [Entity damage mechanism].
1999 ### Punch attack uses (tools only)
2001 Determines how many uses (before breaking) the tool has when dealing damage
2002 to an object, when the full punch interval (see above) was always
2005 Wear received by the tool is proportional to the time spent, scaled by
2006 the full punch interval.
2008 For non-tools, this has no effect.
2010 Example definition of the capabilities of an item
2011 -------------------------------------------------
2013 tool_capabilities = {
2014 full_punch_interval=1.5,
2017 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2019 damage_groups = {fleshy=2},
2022 This makes the item capable of digging nodes that fulfil both of these:
2024 * Have the `crumbly` group
2025 * Have a `level` group less or equal to `2`
2027 Table of resulting digging times:
2029 crumbly 0 1 2 3 4 <- level
2031 1 0.80 1.60 1.60 - -
2032 2 0.60 1.20 1.20 - -
2033 3 0.40 0.80 0.80 - -
2035 level diff: 2 1 0 -1 -2
2037 Table of resulting tool uses:
2046 * At `crumbly==0`, the node is not diggable.
2047 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2048 easy nodes to be quickly breakable.
2049 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2054 Entity damage mechanism
2055 =======================
2060 foreach group in cap.damage_groups:
2061 damage += cap.damage_groups[group]
2062 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2063 * (object.armor_groups[group] / 100.0)
2064 -- Where object.armor_groups[group] is 0 for inexistent values
2067 Client predicts damage based on damage groups. Because of this, it is able to
2068 give an immediate response when an entity is damaged or dies; the response is
2069 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2071 Currently a smoke puff will appear when an entity dies.
2073 The group `immortal` completely disables normal damage.
2075 Entities can define a special armor group, which is `punch_operable`. This
2076 group disables the regular damage mechanism for players punching it by hand or
2077 a non-tool item, so that it can do something else than take damage.
2079 On the Lua side, every punch calls:
2081 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2084 This should never be called directly, because damage is usually not handled by
2087 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2088 accessed unless absolutely required, to encourage interoperability.
2089 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2090 * `tool_capabilities` can be `nil`.
2091 * `direction` is a unit vector, pointing from the source of the punch to
2093 * `damage` damage that will be done to entity
2094 Return value of this function will determine if damage is done by this function
2095 (retval true) or shall be done by engine (retval false)
2097 To punch an entity/object in Lua, call:
2099 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2101 * Return value is tool wear.
2102 * Parameters are equal to the above callback.
2103 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2104 will be automatically filled in based on the location of `puncher`.
2115 The instance of a node in the world normally only contains the three values
2116 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2117 It is called "node metadata"; See `NodeMetaRef`.
2119 Node metadata contains two things:
2124 Some of the values in the key-value store are handled specially:
2126 * `formspec`: Defines an inventory menu that is opened with the
2127 'place/use' key. Only works if no `on_rightclick` was
2128 defined for the node. See also [Formspec].
2129 * `infotext`: Text shown on the screen when the node is pointed at.
2130 Line-breaks will be applied automatically.
2131 If the infotext is very long, it will be truncated.
2135 local meta = minetest.get_meta(pos)
2136 meta:set_string("formspec",
2138 "list[context;main;0,0;8,4;]"..
2139 "list[current_player;main;0,5;8,4;]")
2140 meta:set_string("infotext", "Chest");
2141 local inv = meta:get_inventory()
2142 inv:set_size("main", 8*4)
2143 print(dump(meta:to_table()))
2146 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2147 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2148 [10] = "", [11] = "", [12] = "", [13] = "",
2149 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2150 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2151 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2152 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2156 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2164 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2166 Item metadata only contains a key-value store.
2168 Some of the values in the key-value store are handled specially:
2170 * `description`: Set the item stack's description.
2171 See also: `get_description` in [`ItemStack`]
2172 * `short_description`: Set the item stack's short description.
2173 See also: `get_short_description` in [`ItemStack`]
2174 * `color`: A `ColorString`, which sets the stack's color.
2175 * `palette_index`: If the item has a palette, this is used to get the
2176 current color from the palette.
2177 * `count_meta`: Replace the displayed count with any string.
2178 * `count_alignment`: Set the alignment of the displayed count value. This is an
2179 int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
2180 4th bit specify the alignment in y-direction:
2181 0 = default, 1 = left / up, 2 = middle, 3 = right / down
2182 The default currently is the same as right/down.
2183 Example: 6 = 2 + 1*4 = middle,up
2187 local meta = stack:get_meta()
2188 meta:set_string("key", "value")
2189 print(dump(meta:to_table()))
2191 Example manipulations of "description" and expected output behaviors:
2193 print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
2194 print(ItemStack("foobar"):get_description()) --> Unknown Item
2196 local stack = ItemStack("default:stone")
2197 stack:get_meta():set_string("description", "Custom description\nAnother line")
2198 print(stack:get_description()) --> Custom description\nAnother line
2199 print(stack:get_short_description()) --> Custom description
2201 stack:get_meta():set_string("short_description", "Short")
2202 print(stack:get_description()) --> Custom description\nAnother line
2203 print(stack:get_short_description()) --> Short
2205 print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
2212 Formspec defines a menu. This supports inventories and some of the
2213 typical widgets like buttons, checkboxes, text input fields, etc.
2214 It is a string, with a somewhat strange format.
2216 A formspec is made out of formspec elements, which includes widgets
2217 like buttons but also can be used to set stuff like background color.
2219 Many formspec elements have a `name`, which is a unique identifier which
2220 is used when the server receives user input. You must not use the name
2221 "quit" for formspec elements.
2223 Spaces and newlines can be inserted between the blocks, as is used in the
2226 Position and size units are inventory slots unless the new coordinate system
2227 is enabled. `X` and `Y` position the formspec element relative to the top left
2228 of the menu or container. `W` and `H` are its width and height values.
2230 If the new system is enabled, all elements have unified coordinates for all
2231 elements with no padding or spacing in between. This is highly recommended
2232 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2235 Inventories with a `player:<name>` inventory location are only sent to the
2236 player named `<name>`.
2238 When displaying text which can contain formspec code, e.g. text set by a player,
2239 use `minetest.formspec_escape`.
2240 For coloured text you can use `minetest.colorize`.
2242 Since formspec version 3, elements drawn in the order they are defined. All
2243 background elements are drawn before all other elements.
2245 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2246 reserved to pass key press events to formspec!
2248 **WARNING**: Minetest allows you to add elements to every single formspec instance
2249 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2250 appearing when you don't expect them to, or why things are styled differently
2251 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2259 list[context;main;0,0;8,4;]
2260 list[current_player;main;0,5;8,4;]
2265 list[context;fuel;2,3;1,1;]
2266 list[context;src;2,1;1,1;]
2267 list[context;dst;5,1;2,2;]
2268 list[current_player;main;0,5;8,4;]
2270 ### Minecraft-like player inventory
2273 image[1,0.6;1,2;player.png]
2274 list[current_player;main;0,3.5;8,4;]
2275 list[current_player;craft;3,0;3,3;]
2276 list[current_player;craftpreview;7,1;1,1;]
2281 * Formspec version 1 (pre-5.1.0):
2283 * Formspec version 2 (5.1.0):
2284 * Forced real coordinates
2285 * background9[]: 9-slice scaling parameters
2286 * Formspec version 3 (5.2.0):
2287 * Formspec elements are drawn in the order of definition
2288 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2289 * box[] and image[] elements enable clipping by default
2290 * new element: scroll_container[]
2291 * Formspec version 4 (5.4.0):
2292 * Allow dropdown indexing events
2293 * Formspec version 5 (5.5.0):
2294 * Added padding[] element
2299 ### `formspec_version[<version>]`
2301 * Set the formspec version to a certain number. If not specified,
2302 version 1 is assumed.
2303 * Must be specified before `size` element.
2304 * Clients older than this version can neither show newer elements nor display
2305 elements with new arguments correctly.
2306 * Available since feature `formspec_version_element`.
2307 * See also: [Version History]
2309 ### `size[<W>,<H>,<fixed_size>]`
2311 * Define the size of the menu in inventory slots
2312 * `fixed_size`: `true`/`false` (optional)
2313 * deprecated: `invsize[<W>,<H>;]`
2315 ### `position[<X>,<Y>]`
2317 * Must be used after `size` element.
2318 * Defines the position on the game window of the formspec's `anchor` point.
2319 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2321 * [0.0, 0.0] sets the position to the top left corner of the game window.
2322 * [1.0, 1.0] sets the position to the bottom right of the game window.
2323 * Defaults to the center of the game window [0.5, 0.5].
2325 ### `anchor[<X>,<Y>]`
2327 * Must be used after both `size` and `position` (if present) elements.
2328 * Defines the location of the anchor point within the formspec.
2329 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2331 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2332 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2333 * Defaults to the center of the formspec [0.5, 0.5].
2335 * `position` and `anchor` elements need suitable values to avoid a formspec
2336 extending off the game window due to particular game window sizes.
2338 ### `padding[<X>,<Y>]`
2340 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2341 * Defines how much space is padded around the formspec if the formspec tries to
2342 increase past the size of the screen and coordinates have to be shrunk.
2343 * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
2344 screen), and 0.5 represents half the screen (which forces the coordinate size
2345 to 0). If negative, the formspec can extend off the edge of the screen.
2346 * Defaults to [0.05, 0.05].
2350 * Must be used after the `size`, `position`, `anchor`, and `padding` elements
2352 * Disables player:set_formspec_prepend() from applying to this formspec.
2354 ### `real_coordinates[<bool>]`
2356 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2357 * When set to true, all following formspec elements will use the new coordinate system.
2358 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2359 (if present), the form size will use the new coordinate system.
2360 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2361 They must enable it explicitly.
2362 * For information on converting forms to the new coordinate system, see `Migrating
2363 to Real Coordinates`.
2365 ### `container[<X>,<Y>]`
2367 * Start of a container block, moves all physical elements in the container by
2369 * Must have matching `container_end`
2370 * Containers can be nested, in which case the offsets are added
2371 (child containers are relative to parent containers)
2373 ### `container_end[]`
2375 * End of a container, following elements are no longer relative to this
2378 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2380 * Start of a scroll_container block. All contained elements will ...
2381 * take the scroll_container coordinate as position origin,
2382 * be additionally moved by the current value of the scrollbar with the name
2383 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2384 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2385 * `orientation`: possible values are `vertical` and `horizontal`.
2386 * `scroll factor`: optional, defaults to `0.1`.
2387 * Nesting is possible.
2388 * Some elements might work a little different if they are in a scroll_container.
2389 * Note: If you want the scroll_container to actually work, you also need to add a
2390 scrollbar element with the specified name. Furthermore, it is highly recommended
2391 to use a scrollbaroptions element on this scrollbar.
2393 ### `scroll_container_end[]`
2395 * End of a scroll_container, following elements are no longer bound to this
2398 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2400 * Show an inventory list if it has been sent to the client.
2401 * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
2402 are moved) while the formspec is open, the formspec element may (but is not guaranteed
2403 to) adapt to the new inventory list.
2404 * Item slots are drawn in a grid from left to right, then up to down, ordered
2405 according to the slot index.
2406 * `W` and `H` are in inventory slots, not in coordinates.
2407 * `starting item index` (Optional): The index of the first (upper-left) item to draw.
2408 Indices start at `0`. Default is `0`.
2409 * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
2410 `starting item index`.
2411 * **Note**: With the new coordinate system, the spacing between inventory
2412 slots is one-fourth the size of an inventory slot by default. Also see
2413 [Styling Formspecs] for changing the size of slots and spacing.
2415 ### `listring[<inventory location>;<list name>]`
2417 * Allows to create a ring of inventory lists
2418 * Shift-clicking on items in one element of the ring
2419 will send them to the next inventory list inside the ring
2420 * The first occurrence of an element inside the ring will
2421 determine the inventory where items will be sent to
2425 * Shorthand for doing `listring[<inventory location>;<list name>]`
2426 for the last two inventory lists added by list[...]
2428 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2430 * Sets background color of slots as `ColorString`
2431 * Sets background color of slots on mouse hovering
2433 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2435 * Sets background color of slots as `ColorString`
2436 * Sets background color of slots on mouse hovering
2437 * Sets color of slots border
2439 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2441 * Sets background color of slots as `ColorString`
2442 * Sets background color of slots on mouse hovering
2443 * Sets color of slots border
2444 * Sets default background color of tooltips
2445 * Sets default font color of tooltips
2447 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2449 * Adds tooltip for an element
2450 * `bgcolor` tooltip background color as `ColorString` (optional)
2451 * `fontcolor` tooltip font color as `ColorString` (optional)
2453 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2455 * Adds tooltip for an area. Other tooltips will take priority when present.
2456 * `bgcolor` tooltip background color as `ColorString` (optional)
2457 * `fontcolor` tooltip font color as `ColorString` (optional)
2459 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2463 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2465 * Show an animated image. The image is drawn like a "vertical_frames" tile
2466 animation (See [Tile animation definition]), but uses a frame count/duration
2468 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2469 * `texture name`: The image to use.
2470 * `frame count`: The number of frames animating the image.
2471 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2472 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2474 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2476 * Show a mesh model.
2477 * `name`: Element name that can be used for styling
2478 * `mesh`: The mesh model to use.
2479 * `textures`: The mesh textures to use according to the mesh materials.
2480 Texture names must be separated by commas.
2481 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2482 The axes are euler angles in degrees.
2483 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2484 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2485 * `frame loop range` (Optional): Range of the animation frames.
2486 * Defaults to the full range of all available frames.
2487 * Syntax: `<begin>,<end>`
2488 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2490 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2492 * Show an inventory image of registered item/node
2494 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2496 * Sets background color of formspec.
2497 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2498 of the non-fullscreen and the fullscreen background.
2499 * `fullscreen` (optional) can be one of the following:
2500 * `false`: Only the non-fullscreen background color is drawn. (default)
2501 * `true`: Only the fullscreen background color is drawn.
2502 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2503 * `neither`: No background color is drawn.
2504 * Note: Leave a parameter empty to not modify the value.
2505 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2506 are not bools are only available since formspec version 3.
2508 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2510 * Example for formspec 8x4 in 16x resolution: image shall be sized
2511 8 times 16px times 4 times 16px.
2513 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2515 * Example for formspec 8x4 in 16x resolution:
2516 image shall be sized 8 times 16px times 4 times 16px
2517 * If `auto_clip` is `true`, the background is clipped to the formspec size
2518 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2520 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2522 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2523 * Middle is a rect which defines the middle of the 9-slice.
2524 * `x` - The middle will be x pixels from all sides.
2525 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2526 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2527 will be added to the width and height of the texture, allowing it to be used as the
2528 distance from the far end.
2529 * All numbers in middle are integers.
2530 * Example for formspec 8x4 in 16x resolution:
2531 image shall be sized 8 times 16px times 4 times 16px
2532 * If `auto_clip` is `true`, the background is clipped to the formspec size
2533 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2534 * Available since formspec version 2
2536 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2538 * Textual password style field; will be sent to server when a button is clicked
2539 * When enter is pressed in field, fields.key_enter_field will be sent with the
2541 * With the old coordinate system, fields are a set height, but will be vertically
2542 centred on `H`. With the new coordinate system, `H` will modify the height.
2543 * `name` is the name of the field as returned in fields to `on_receive_fields`
2544 * `label`, if not blank, will be text printed on the top left above the field
2545 * See `field_close_on_enter` to stop enter closing the formspec
2547 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2549 * Textual field; will be sent to server when a button is clicked
2550 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2551 the name of this field.
2552 * With the old coordinate system, fields are a set height, but will be vertically
2553 centred on `H`. With the new coordinate system, `H` will modify the height.
2554 * `name` is the name of the field as returned in fields to `on_receive_fields`
2555 * `label`, if not blank, will be text printed on the top left above the field
2556 * `default` is the default value of the field
2557 * `default` may contain variable references such as `${text}` which
2558 will fill the value from the metadata value `text`
2559 * **Note**: no extra text or more than a single variable is supported ATM.
2560 * See `field_close_on_enter` to stop enter closing the formspec
2562 ### `field[<name>;<label>;<default>]`
2564 * As above, but without position/size units
2565 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2566 the name of this field.
2567 * Special field for creating simple forms, such as sign text input
2568 * Must be used without a `size[]` element
2569 * A "Proceed" button will be added automatically
2570 * See `field_close_on_enter` to stop enter closing the formspec
2572 ### `field_close_on_enter[<name>;<close_on_enter>]`
2574 * <name> is the name of the field
2575 * if <close_on_enter> is false, pressing enter in the field will submit the
2576 form but not close it.
2577 * defaults to true when not specified (ie: no tag for a field)
2579 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2581 * Same as fields above, but with multi-line input
2582 * If the text overflows, a vertical scrollbar is added.
2583 * If the name is empty, the textarea is read-only and
2584 the background is not shown, which corresponds to a multi-line label.
2586 ### `label[<X>,<Y>;<label>]`
2588 * The label formspec element displays the text set in `label`
2589 at the specified position.
2590 * **Note**: If the new coordinate system is enabled, labels are
2591 positioned from the center of the text, not the top.
2592 * The text is displayed directly without automatic line breaking,
2593 so label should not be used for big text chunks. Newlines can be
2594 used to make labels multiline.
2595 * **Note**: With the new coordinate system, newlines are spaced with
2596 half a coordinate. With the old system, newlines are spaced 2/5 of
2599 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2600 * Displays a static formatted text with hyperlinks.
2601 * **Note**: This element is currently unstable and subject to change.
2602 * `x`, `y`, `w` and `h` work as per field
2603 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2604 * `text` is the formatted text using `Markup Language` described below.
2606 ### `vertlabel[<X>,<Y>;<label>]`
2607 * Textual label drawn vertically
2608 * `label` is the text on the label
2609 * **Note**: If the new coordinate system is enabled, vertlabels are
2610 positioned from the center of the text, not the left.
2612 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2614 * Clickable button. When clicked, fields will be sent.
2615 * With the old coordinate system, buttons are a set height, but will be vertically
2616 centred on `H`. With the new coordinate system, `H` will modify the height.
2617 * `label` is the text on the button
2619 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2621 * `texture name` is the filename of an image
2622 * **Note**: Height is supported on both the old and new coordinate systems
2625 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2627 * `texture name` is the filename of an image
2628 * `noclip=true` means the image button doesn't need to be within specified
2630 * `drawborder`: draw button border or not
2631 * `pressed texture name` is the filename of an image on pressed state
2633 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2635 * `item name` is the registered name of an item/node
2636 * The item description will be used as the tooltip. This can be overridden with
2639 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2641 * When clicked, fields will be sent and the form will quit.
2642 * Same as `button` in all other respects.
2644 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2646 * When clicked, fields will be sent and the form will quit.
2647 * Same as `image_button` in all other respects.
2649 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2651 * Scrollable item list showing arbitrary text elements
2652 * `name` fieldname sent to server on doubleclick value is current selected
2654 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2656 * if you want a listelement to start with "#" write "##".
2658 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2660 * Scrollable itemlist showing arbitrary text elements
2661 * `name` fieldname sent to server on doubleclick value is current selected
2663 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2664 * if you want a listelement to start with "#" write "##"
2665 * Index to be selected within textlist
2666 * `true`/`false`: draw transparent background
2667 * See also `minetest.explode_textlist_event`
2668 (main menu: `core.explode_textlist_event`).
2670 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2672 * Show a tab**header** at specific position (ignores formsize)
2673 * `X` and `Y`: position of the tabheader
2674 * *Note*: Width and height are automatically chosen with this syntax
2675 * `name` fieldname data is transferred to Lua
2676 * `caption 1`...: name shown on top of tab
2677 * `current_tab`: index of selected tab 1...
2678 * `transparent` (optional): if true, tabs are semi-transparent
2679 * `draw_border` (optional): if true, draw a thin line at tab base
2681 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2683 * Show a tab**header** at specific position (ignores formsize)
2684 * **Important note**: This syntax for tabheaders can only be used with the
2685 new coordinate system.
2686 * `X` and `Y`: position of the tabheader
2687 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2688 * `name` fieldname data is transferred to Lua
2689 * `caption 1`...: name shown on top of tab
2690 * `current_tab`: index of selected tab 1...
2691 * `transparent` (optional): show transparent
2692 * `draw_border` (optional): draw border
2694 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2696 * Show a tab**header** at specific position (ignores formsize)
2697 * **Important note**: This syntax for tabheaders can only be used with the
2698 new coordinate system.
2699 * `X` and `Y`: position of the tabheader
2700 * `W` and `H`: width and height of the tabheader
2701 * `name` fieldname data is transferred to Lua
2702 * `caption 1`...: name shown on top of tab
2703 * `current_tab`: index of selected tab 1...
2704 * `transparent` (optional): show transparent
2705 * `draw_border` (optional): draw border
2707 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2709 * Simple colored box
2710 * `color` is color specified as a `ColorString`.
2711 If the alpha component is left blank, the box will be semitransparent.
2712 If the color is not specified, the box will use the options specified by
2713 its style. If the color is specified, all styling options will be ignored.
2715 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2717 * Show a dropdown field
2718 * **Important note**: There are two different operation modes:
2719 1. handle directly on change (only changed dropdown is submitted)
2720 2. read the value on pressing a button (all dropdown values are available)
2721 * `X` and `Y`: position of the dropdown
2722 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2723 * Fieldname data is transferred to Lua
2724 * Items to be shown in dropdown
2725 * Index of currently selected dropdown item
2726 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2727 event field value for selected items.
2728 * `true`: Selected item index
2729 * `false` (default): Selected item value
2731 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2733 * Show a dropdown field
2734 * **Important note**: This syntax for dropdowns can only be used with the
2735 new coordinate system.
2736 * **Important note**: There are two different operation modes:
2737 1. handle directly on change (only changed dropdown is submitted)
2738 2. read the value on pressing a button (all dropdown values are available)
2739 * `X` and `Y`: position of the dropdown
2740 * `W` and `H`: width and height of the dropdown
2741 * Fieldname data is transferred to Lua
2742 * Items to be shown in dropdown
2743 * Index of currently selected dropdown item
2744 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2745 event field value for selected items.
2746 * `true`: Selected item index
2747 * `false` (default): Selected item value
2749 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2752 * `name` fieldname data is transferred to Lua
2753 * `label` to be shown left of checkbox
2754 * `selected` (optional): `true`/`false`
2755 * **Note**: If the new coordinate system is enabled, checkboxes are
2756 positioned from the center of the checkbox, not the top.
2758 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2760 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2761 * There are two ways to use it:
2762 1. handle the changed event (only changed scrollbar is available)
2763 2. read the value on pressing a button (all scrollbars are available)
2764 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2765 * Fieldname data is transferred to Lua
2766 * Value of this trackbar is set to (`0`-`1000`) by default
2767 * See also `minetest.explode_scrollbar_event`
2768 (main menu: `core.explode_scrollbar_event`).
2770 ### `scrollbaroptions[opt1;opt2;...]`
2771 * Sets options for all following `scrollbar[]` elements
2773 * Sets scrollbar minimum value, defaults to `0`.
2775 * Sets scrollbar maximum value, defaults to `1000`.
2776 If the max is equal to the min, the scrollbar will be disabled.
2778 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2780 * If this is set to a negative number, the value will be reset to `10`.
2782 * Sets scrollbar step value used by page up and page down.
2783 * If this is set to a negative number, the value will be reset to `100`.
2785 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2786 units the thumb spans out of the range of the scrollbar values.
2787 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2788 would span a tenth of the scrollbar space.
2789 * If this is set to zero or less, the value will be reset to `1`.
2790 * `arrows=<show/hide/default>`
2791 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2792 when the scrollbar gets too small, but shows them otherwise.
2794 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2796 * Show scrollable table using options defined by the previous `tableoptions[]`
2797 * Displays cells as defined by the previous `tablecolumns[]`
2798 * `name`: fieldname sent to server on row select or doubleclick
2799 * `cell 1`...`cell n`: cell contents given in row-major order
2800 * `selected idx`: index of row to be selected within table (first row = `1`)
2801 * See also `minetest.explode_table_event`
2802 (main menu: `core.explode_table_event`).
2804 ### `tableoptions[<opt 1>;<opt 2>;...]`
2806 * Sets options for `table[]`
2808 * default text color (`ColorString`), defaults to `#FFFFFF`
2809 * `background=#RRGGBB`
2810 * table background color (`ColorString`), defaults to `#000000`
2811 * `border=<true/false>`
2812 * should the table be drawn with a border? (default: `true`)
2813 * `highlight=#RRGGBB`
2814 * highlight background color (`ColorString`), defaults to `#466432`
2815 * `highlight_text=#RRGGBB`
2816 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2817 * `opendepth=<value>`
2818 * all subtrees up to `depth < value` are open (default value = `0`)
2819 * only useful when there is a column of type "tree"
2821 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2823 * Sets columns for `table[]`
2824 * Types: `text`, `image`, `color`, `indent`, `tree`
2825 * `text`: show cell contents as text
2826 * `image`: cell contents are an image index, use column options to define
2828 * `color`: cell contents are a ColorString and define color of following
2830 * `indent`: cell contents are a number and define indentation of following
2832 * `tree`: same as indent, but user can open and close subtrees
2836 * for `text` and `image`: content alignment within cells.
2837 Available values: `left` (default), `center`, `right`, `inline`
2839 * for `text` and `image`: minimum width in em (default: `0`)
2840 * for `indent` and `tree`: indent width in em (default: `1.5`)
2841 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2842 Exception: defaults to 0 for indent columns
2843 * `tooltip=<value>`: tooltip text (default: empty)
2844 * `image` column options:
2845 * `0=<value>` sets image for image index 0
2846 * `1=<value>` sets image for image index 1
2847 * `2=<value>` sets image for image index 2
2848 * and so on; defined indices need not be contiguous empty or
2849 non-numeric cells are treated as `0`.
2850 * `color` column options:
2851 * `span=<value>`: number of following columns to affect
2852 (default: infinite).
2854 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2856 * Set the style for the element(s) matching `selector` by name.
2857 * `selector` can be one of:
2858 * `<name>` - An element name. Includes `*`, which represents every element.
2859 * `<name>:<state>` - An element name, a colon, and one or more states.
2860 * `state` is a list of states separated by the `+` character.
2861 * If a state is provided, the style will only take effect when the element is in that state.
2862 * All provided states must be active for the style to apply.
2863 * Note: this **must** be before the element is defined.
2864 * See [Styling Formspecs].
2867 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2869 * Set the style for the element(s) matching `selector` by type.
2870 * `selector` can be one of:
2871 * `<type>` - An element type. Includes `*`, which represents every element.
2872 * `<type>:<state>` - An element type, a colon, and one or more states.
2873 * `state` is a list of states separated by the `+` character.
2874 * If a state is provided, the style will only take effect when the element is in that state.
2875 * All provided states must be active for the style to apply.
2876 * See [Styling Formspecs].
2878 ### `set_focus[<name>;<force>]`
2880 * Sets the focus to the element with the same `name` parameter.
2881 * **Note**: This element must be placed before the element it focuses.
2882 * `force` (optional, default `false`): By default, focus is not applied for
2883 re-sent formspecs with the same name so that player-set focus is kept.
2884 `true` sets the focus to the specified element for every sent formspec.
2885 * The following elements have the ability to be focused:
2900 Migrating to Real Coordinates
2901 -----------------------------
2903 In the old system, positions included padding and spacing. Padding is a gap between
2904 the formspec window edges and content, and spacing is the gaps between items. For
2905 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2906 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2907 in the new coordinate system from scratch.
2909 To recreate an old layout with padding, you'll need to pass the positions and sizes
2910 through the following formula to re-introduce padding:
2913 pos = (oldpos + 1)*spacing + padding
2919 You'll need to change the `size[]` tag like this:
2922 size = (oldsize-1)*spacing + padding*2 + 1
2925 A few elements had random offsets in the old system. Here is a table which shows these
2926 offsets when migrating:
2928 | Element | Position | Size | Notes
2929 |---------|------------|---------|-------
2930 | box | +0.3, +0.1 | 0, -0.4 |
2931 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2932 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2933 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2938 Formspec elements can be themed using the style elements:
2940 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2941 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2942 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2943 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2947 property_name=property_value
2951 style_type[button;bgcolor=#006699]
2952 style[world_delete;bgcolor=red;textcolor=yellow]
2953 button[4,3.95;2.6,1;world_delete;Delete]
2955 A name/type can optionally be a comma separated list of names/types, like so:
2957 world_delete,world_create,world_configure
2960 A `*` type can be used to select every element in the formspec.
2962 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2964 world_delete:hovered+pressed
2967 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2969 Setting a property to nothing will reset it to the default value. For example:
2971 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2972 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2975 ### Supported Element Types
2977 Some types may inherit styles from parent types.
2979 * animated_image, inherits from image
2982 * button_exit, inherits from button
2992 * pwdfield, inherits from field
2998 * vertlabel, inherits from label
3001 ### Valid Properties
3004 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3006 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3007 * Defaults to false in formspec_version version 3 or higher
3008 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
3009 * Single value (e.g. `#FF0`): All corners/borders.
3010 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
3011 top and bottom,left and right.
3012 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
3013 * These work similarly to CSS borders.
3014 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
3015 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
3016 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
3017 negative, the border will extend inside the box, whereas positive extends outside
3018 the box. A width of zero results in no border; this is default.
3019 * button, button_exit, image_button, item_image_button
3020 * alpha - boolean, whether to draw alpha in bgimg. Default true.
3021 * bgcolor - color, sets button tint.
3022 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
3023 * This is deprecated, use states instead.
3024 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
3025 * This is deprecated, use states instead.
3026 * bgimg - standard background image. Defaults to none.
3027 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
3028 * This is deprecated, use states instead.
3029 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
3030 See background9[] documentation for more details. This property also pads the
3031 button's content when set.
3032 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
3033 * This is deprecated, use states instead.
3034 * font - Sets font type. This is a comma separated list of options. Valid options:
3035 * Main font type options. These cannot be combined with each other:
3036 * `normal`: Default font
3037 * `mono`: Monospaced font
3038 * Font modification options. If used without a main font type, `normal` is used:
3039 * `bold`: Makes font bold.
3040 * `italic`: Makes font italic.
3042 * font_size - Sets font size. Default is user-set. Can have multiple values:
3043 * `<number>`: Sets absolute font size to `number`.
3044 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3045 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3046 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3047 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3048 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3049 * padding - rect, adds space between the edges of the button and the content. This value is
3050 relative to bgimg_middle.
3051 * sound - a sound to be played when triggered.
3052 * textcolor - color, default white.
3054 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3055 * sound - a sound to be played when triggered.
3057 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3058 * sound - a sound to be played when the entry is changed.
3059 * field, pwdfield, textarea
3060 * border - set to false to hide the textbox background and border. Default true.
3061 * font - Sets font type. See button `font` property for more information.
3062 * font_size - Sets font size. See button `font_size` property for more information.
3063 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3064 * textcolor - color. Default white.
3066 * bgcolor - color, sets background color.
3067 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3068 * Default to false in formspec_version version 3 or higher
3070 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3071 * Default to false in formspec_version version 3 or higher
3073 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3075 * font - Sets font type. See button `font` property for more information.
3076 * font_size - Sets font size. See button `font_size` property for more information.
3077 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3079 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3080 * size - 2d vector, sets the size of inventory slots in coordinates.
3081 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3082 * image_button (additional properties)
3083 * fgimg - standard image. Defaults to none.
3084 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3085 * This is deprecated, use states instead.
3086 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3087 * This is deprecated, use states instead.
3088 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3089 * sound - a sound to be played when triggered.
3091 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3093 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3094 * sound - a sound to be played when a different tab is selected.
3095 * textcolor - color. Default white.
3097 * font - Sets font type. See button `font` property for more information.
3098 * font_size - Sets font size. See button `font_size` property for more information.
3099 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3104 * default - Equivalent to providing no states
3105 * button, button_exit, image_button, item_image_button
3106 * hovered - Active when the mouse is hovering over the element
3107 * pressed - Active when the button is pressed
3112 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3113 The markup language is currently unstable and subject to change. Use with caution.
3114 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3115 Tags can have attributes, in that case, attributes are in the opening tag in
3116 form of a key/value separated with equal signs. Attribute values should not be quoted.
3118 If you want to insert a literal greater-than sign or a backslash into the text,
3119 you must escape it by preceding it with a backslash.
3121 These are the technically basic tags but see below for usual tags. Base tags are:
3123 `<style color=... font=... size=...>...</style>`
3125 Changes the style of the text.
3127 * `color`: Text color. Given color is a `colorspec`.
3128 * `size`: Text size.
3129 * `font`: Text font (`mono` or `normal`).
3131 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3136 * `background`: Text background, a `colorspec` or `none`.
3137 * `margin`: Page margins in pixel.
3138 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3140 Inheriting styles (affects child elements):
3141 * `color`: Default text color. Given color is a `colorspec`.
3142 * `hovercolor`: Color of <action> tags when mouse is over.
3143 * `size`: Default text size.
3144 * `font`: Default text font (`mono` or `normal`).
3145 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3147 This tag needs to be placed only once as it changes the global settings of the
3148 text. Anyway, if several tags are placed, each changed will be made in the order
3151 `<tag name=... color=... hovercolor=... font=... size=...>`
3153 Defines or redefines tag style. This can be used to define new tags.
3154 * `name`: Name of the tag to define or change.
3155 * `color`: Text color. Given color is a `colorspec`.
3156 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3157 * `size`: Text size.
3158 * `font`: Text font (`mono` or `normal`).
3160 Following tags are the usual tags for text layout. They are defined by default.
3161 Other tags can be added using `<tag ...>` tag.
3163 `<normal>...</normal>`: Normal size text
3165 `<big>...</big>`: Big text
3167 `<bigger>...</bigger>`: Bigger text
3169 `<center>...</center>`: Centered text
3171 `<left>...</left>`: Left-aligned text
3173 `<right>...</right>`: Right-aligned text
3175 `<justify>...</justify>`: Justified text
3177 `<mono>...</mono>`: Monospaced font
3179 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3181 `<action name=...>...</action>`
3183 Make that text a clickable text triggering an action.
3185 * `name`: Name of the action (mandatory).
3187 When clicked, the formspec is send to the server. The value of the text field
3188 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3191 `<img name=... float=... width=... height=...>`
3193 Draws an image which is present in the client media cache.
3195 * `name`: Name of the texture (mandatory).
3196 * `float`: If present, makes the image floating (`left` or `right`).
3197 * `width`: Force image width instead of taking texture width.
3198 * `height`: Force image height instead of taking texture height.
3200 If only width or height given, texture aspect is kept.
3202 `<item name=... float=... width=... height=... rotate=...>`
3204 Draws an item image.
3206 * `name`: Item string of the item to draw (mandatory).
3207 * `float`: If present, makes the image floating (`left` or `right`).
3208 * `width`: Item image width.
3209 * `height`: Item image height.
3210 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3211 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3212 `inventory_items_animations` is set to true.
3213 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3214 X, Y and Z being angles around each three axes. Works only if
3215 `inventory_items_animations` is set to true.
3223 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3224 * `"current_player"`: Player to whom the menu is shown
3225 * `"player:<name>"`: Any player
3226 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3227 * `"detached:<name>"`: A detached inventory
3229 Player Inventory lists
3230 ----------------------
3232 * `main`: list containing the default inventory
3233 * `craft`: list containing the craft input
3234 * `craftpreview`: list containing the craft prediction
3235 * `craftresult`: list containing the crafted output
3236 * `hand`: list containing an override for the empty hand
3237 * Is not created automatically, use `InvRef:set_size`
3238 * Is only used to enhance the empty hand's tool capabilities
3246 `#RGB` defines a color in hexadecimal format.
3248 `#RGBA` defines a color in hexadecimal format and alpha channel.
3250 `#RRGGBB` defines a color in hexadecimal format.
3252 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3254 Named colors are also supported and are equivalent to
3255 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3256 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3257 the color name (e.g. `colorname#08`).
3262 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3265 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3266 * `colorspec = {a=255, r=0, g=255, b=0}`
3267 * numerical form: The raw integer value of an ARGB8 quad:
3268 * `colorspec = 0xFF00FF00`
3269 * string form: A ColorString (defined above):
3270 * `colorspec = "green"`
3278 Most text can contain escape sequences, that can for example color the text.
3279 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3280 The following functions provide escape sequences:
3282 * `minetest.get_color_escape_sequence(color)`:
3283 * `color` is a ColorString
3284 * The escape sequence sets the text color to `color`
3285 * `minetest.colorize(color, message)`:
3287 `minetest.get_color_escape_sequence(color) ..
3289 minetest.get_color_escape_sequence("#ffffff")`
3290 * `minetest.get_background_escape_sequence(color)`
3291 * `color` is a ColorString
3292 * The escape sequence sets the background of the whole text element to
3293 `color`. Only defined for item descriptions and tooltips.
3294 * `minetest.strip_foreground_colors(str)`
3295 * Removes foreground colors added by `get_color_escape_sequence`.
3296 * `minetest.strip_background_colors(str)`
3297 * Removes background colors added by `get_background_escape_sequence`.
3298 * `minetest.strip_colors(str)`
3299 * Removes all color escape sequences.
3306 A spatial vector is similar to a position, but instead using
3307 absolute world coordinates, it uses *relative* coordinates, relative to
3308 no particular point.
3310 Internally, it is implemented as a table with the 3 fields
3311 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3312 However, one should *never* create a vector manually as above, such misbehavior
3313 is deprecated. The vector helpers set a metatable for the created vectors which
3314 allows indexing with numbers, calling functions directly on vectors and using
3315 operators (like `+`). Furthermore, the internal implementation might change in
3317 Old code might still use vectors without metatables, be aware of this!
3319 All these forms of addressing a vector `v` are valid:
3320 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3322 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3323 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3325 The metatable that is used for vectors can be accessed via `vector.metatable`.
3328 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3329 Returned vectors always have a metatable set.
3331 For the following functions, `v`, `v1`, `v2` are vectors,
3332 `p1`, `p2` are positions,
3333 `s` is a scalar (a number),
3334 vectors are written like this: `(x, y, z)`:
3336 * `vector.new([a[, b, c]])`:
3337 * Returns a new vector `(a, b, c)`.
3338 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3339 `vector.new(v)` does the same as `vector.copy(v)`
3341 * Returns a new vector `(0, 0, 0)`.
3343 * Returns a copy of the vector `v`.
3344 * `vector.from_string(s[, init])`:
3345 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3346 `np` is the next position in the string after the vector.
3347 * Returns `nil` on failure.
3348 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3349 spaces, leaving away commas and adding an additional comma to the end
3351 * `init`: If given starts looking for the vector at this string index.
3352 * `vector.to_string(v)`:
3353 * Returns a string of the form `"(x, y, z)"`.
3354 * `vector.direction(p1, p2)`:
3355 * Returns a vector of length 1 with direction `p1` to `p2`.
3356 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3357 * `vector.distance(p1, p2)`:
3358 * Returns zero or a positive number, the distance between `p1` and `p2`.
3359 * `vector.length(v)`:
3360 * Returns zero or a positive number, the length of vector `v`.
3361 * `vector.normalize(v)`:
3362 * Returns a vector of length 1 with direction of vector `v`.
3363 * If `v` has zero length, returns `(0, 0, 0)`.
3364 * `vector.floor(v)`:
3365 * Returns a vector, each dimension rounded down.
3366 * `vector.round(v)`:
3367 * Returns a vector, each dimension rounded to nearest integer.
3368 * At a multiple of 0.5, rounds away from zero.
3369 * `vector.apply(v, func)`:
3370 * Returns a vector where the function `func` has been applied to each
3372 * `vector.equals(v1, v2)`:
3373 * Returns a boolean, `true` if the vectors are identical.
3374 * `vector.sort(v1, v2)`:
3375 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3376 * `vector.angle(v1, v2)`:
3377 * Returns the angle between `v1` and `v2` in radians.
3378 * `vector.dot(v1, v2)`:
3379 * Returns the dot product of `v1` and `v2`.
3380 * `vector.cross(v1, v2)`:
3381 * Returns the cross product of `v1` and `v2`.
3382 * `vector.offset(v, x, y, z)`:
3383 * Returns the sum of the vectors `v` and `(x, y, z)`.
3385 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3386 by a `vector.*` function.
3387 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3389 For the following functions `x` can be either a vector or a number:
3391 * `vector.add(v, x)`:
3393 * If `x` is a vector: Returns the sum of `v` and `x`.
3394 * If `x` is a number: Adds `x` to each component of `v`.
3395 * `vector.subtract(v, x)`:
3397 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3398 * If `x` is a number: Subtracts `x` from each component of `v`.
3399 * `vector.multiply(v, s)`:
3400 * Returns a scaled vector.
3401 * Deprecated: If `s` is a vector: Returns the Schur product.
3402 * `vector.divide(v, s)`:
3403 * Returns a scaled vector.
3404 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3406 Operators can be used if all of the involved vectors have metatables:
3408 * Returns whether `v1` and `v2` are identical.
3410 * Returns the additive inverse of v.
3412 * Returns the sum of both vectors.
3413 * Note: `+` can not be used together with scalars.
3415 * Returns the difference of `v1` subtracted by `v2`.
3416 * Note: `-` can not be used together with scalars.
3417 * `v * s` or `s * v`:
3418 * Returns `v` scaled by `s`.
3420 * Returns `v` scaled by `1 / s`.
3422 For the following functions `a` is an angle in radians and `r` is a rotation
3423 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3426 * `vector.rotate(v, r)`:
3427 * Applies the rotation `r` to `v` and returns the result.
3428 * `vector.rotate(vector.new(0, 0, 1), r)` and
3429 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3430 forward and up relative to an entity's rotation `r`.
3431 * `vector.rotate_around_axis(v1, v2, a)`:
3432 * Returns `v1` rotated around axis `v2` by `a` radians according to
3433 the right hand rule.
3434 * `vector.dir_to_rotation(direction[, up])`:
3435 * Returns a rotation vector for `direction` pointing forward using `up`
3437 * If `up` is omitted, the roll of the returned vector defaults to zero.
3438 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3446 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3447 human-readable, handles reference loops.
3448 * `obj`: arbitrary variable
3449 * `name`: string, default: `"_"`
3450 * `dumped`: table, default: `{}`
3451 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3452 * `obj`: arbitrary variable
3453 * `dumped`: table, default: `{}`
3454 * `math.hypot(x, y)`
3455 * Get the hypotenuse of a triangle with legs x and y.
3456 Useful for distance calculation.
3457 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3458 * Get the sign of a number.
3459 * tolerance: number, default: `0.0`
3460 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3462 * `math.factorial(x)`: returns the factorial of `x`
3463 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3464 * At a multiple of 0.5, rounds away from zero.
3465 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3466 * `separator`: string, default: `","`
3467 * `include_empty`: boolean, default: `false`
3468 * `max_splits`: number, if it's negative, splits aren't limited,
3470 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3471 string or a pattern (regex), default: `false`
3472 * e.g. `"a,b":split","` returns `{"a","b"}`
3473 * `string:trim()`: returns the string without whitespace pre- and suffixes
3474 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3475 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3476 * Adds newlines to the string to keep it within the specified character
3478 * Note that the returned lines may be longer than the limit since it only
3479 splits at word borders.
3480 * `limit`: number, maximal amount of characters in one line
3481 * `as_table`: boolean, if set to true, a table of lines instead of a string
3482 is returned, default: `false`
3483 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3484 * `pos`: table {x=X, y=Y, z=Z}
3485 * Converts the position `pos` to a human-readable, printable string
3486 * `decimal_places`: number, if specified, the x, y and z values of
3487 the position are rounded to the given decimal place.
3488 * `minetest.string_to_pos(string)`: returns a position or `nil`
3489 * Same but in reverse.
3490 * If the string can't be parsed to a position, nothing is returned.
3491 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3492 * Converts a string representing an area box into two positions
3493 * `minetest.formspec_escape(string)`: returns a string
3494 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3496 * `minetest.is_yes(arg)`
3497 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3498 * `minetest.is_nan(arg)`
3499 * returns true when the passed number represents NaN.
3500 * `minetest.get_us_time()`
3501 * returns time with microsecond precision. May not return wall time.
3502 * `table.copy(table)`: returns a table
3503 * returns a deep copy of `table`
3504 * `table.indexof(list, val)`: returns the smallest numerical index containing
3505 the value `val` in the table `list`. Non-numerical indices are ignored.
3506 If `val` could not be found, `-1` is returned. `list` must not have
3508 * `table.insert_all(table, other_table)`:
3509 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3511 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3512 * If multiple keys in `t` map to the same value, it is unspecified which
3513 value maps to that key.
3514 * `table.shuffle(table, [from], [to], [random_func])`:
3515 * Shuffles elements `from` to `to` in `table` in place
3516 * `from` defaults to `1`
3517 * `to` defaults to `#table`
3518 * `random_func` defaults to `math.random`. This function receives two
3519 integers as arguments and should return a random integer inclusively
3521 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3523 * returns the exact position on the surface of a pointed node
3524 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3525 Simulates an item that digs a node.
3526 Returns a table with the following fields:
3527 * `diggable`: `true` if node can be dug, `false` otherwise.
3528 * `time`: Time it would take to dig the node.
3529 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3530 `time` and `wear` are meaningless if node's not diggable
3532 * `groups`: Table of the node groups of the node that would be dug
3533 * `tool_capabilities`: Tool capabilities table of the item
3534 * `wear`: Amount of wear the tool starts with (default: 0)
3535 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3536 Simulates an item that punches an object.
3537 Returns a table with the following fields:
3538 * `hp`: How much damage the punch would cause (between -65535 and 65535).
3539 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3541 * `groups`: Damage groups of the object
3542 * `tool_capabilities`: Tool capabilities table of the item
3543 * `time_from_last_punch`: time in seconds since last punch action
3544 * `wear`: Amount of wear the item starts with (default: 0)
3552 Texts can be translated client-side with the help of `minetest.translate` and
3555 Translating a string
3556 --------------------
3558 Two functions are provided to translate strings: `minetest.translate` and
3559 `minetest.get_translator`.
3561 * `minetest.get_translator(textdomain)` is a simple wrapper around
3562 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3563 equivalent to `minetest.translate(textdomain, str, ...)`.
3564 It is intended to be used in the following way, so that it avoids verbose
3565 repetitions of `minetest.translate`:
3567 local S = minetest.get_translator(textdomain)
3570 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3572 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3573 the given `textdomain` for disambiguation. The textdomain must match the
3574 textdomain specified in the translation file in order to get the string
3575 translated. This can be used so that a string is translated differently in
3577 It is advised to use the name of the mod as textdomain whenever possible, to
3578 avoid clashes with other mods.
3579 This function must be given a number of arguments equal to the number of
3580 arguments the translated string expects.
3581 Arguments are literal strings -- they will not be translated, so if you want
3582 them to be, they need to come as outputs of `minetest.translate` as well.
3584 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3585 by the translation of "Red". We can do the following:
3587 local S = minetest.get_translator()
3588 S("@1 Wool", S("Red"))
3590 This will be displayed as "Red Wool" on old clients and on clients that do
3591 not have localization enabled. However, if we have for instance a translation
3592 file named `wool.fr.tr` containing the following:
3597 this will be displayed as "Laine Rouge" on clients with a French locale.
3599 Operations on translated strings
3600 --------------------------------
3602 The output of `minetest.translate` is a string, with escape sequences adding
3603 additional information to that string so that it can be translated on the
3604 different clients. In particular, you can't expect operations like string.length
3605 to work on them like you would expect them to, or string.gsub to work in the
3606 expected manner. However, string concatenation will still work as expected
3607 (note that you should only use this for things like formspecs; do not translate
3608 sentences by breaking them into parts; arguments should be used instead), and
3609 operations such as `minetest.colorize` which are also concatenation.
3611 Translation file format
3612 -----------------------
3614 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3615 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3616 The file should be a text file, with the following format:
3618 * Lines beginning with `# textdomain:` (the space is significant) can be used
3619 to specify the text domain of all following translations in the file.
3620 * All other empty lines or lines beginning with `#` are ignored.
3621 * Other lines should be in the format `original=translated`. Both `original`
3622 and `translated` can contain escape sequences beginning with `@` to insert
3623 arguments, literal `@`, `=` or newline (See [Escapes] below).
3624 There must be no extraneous whitespace around the `=` or at the beginning or
3625 the end of the line.
3630 Strings that need to be translated can contain several escapes, preceded by `@`.
3632 * `@@` acts as a literal `@`.
3633 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3634 string that will be inlined when translated. Due to how translations are
3635 implemented, the original translation string **must** have its arguments in
3636 increasing order, without gaps or repetitions, starting from 1.
3637 * `@=` acts as a literal `=`. It is not required in strings given to
3638 `minetest.translate`, but is in translation files to avoid being confused
3639 with the `=` separating the original from the translation.
3640 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3641 As with `@=`, this escape is not required in strings given to
3642 `minetest.translate`, but is in translation files.
3643 * `@n` acts as a literal newline as well.
3645 Server side translations
3646 ------------------------
3648 On some specific cases, server translation could be useful. For example, filter
3649 a list on labels and send results to client. A method is supplied to achieve
3652 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3653 translations for `lang_code` language. It gives the same result as if the string
3654 was translated by the client.
3656 The `lang_code` to use for a given player can be retrieved from
3657 the table returned by `minetest.get_player_information(name)`.
3659 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3660 You do not need to use this to get translated strings to show up on the client.
3665 Perlin noise creates a continuously-varying value depending on the input values.
3666 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3667 The result is used during map generation to create the terrain shape, vary heat
3668 and humidity to distribute biomes, vary the density of decorations or vary the
3671 Structure of perlin noise
3672 -------------------------
3674 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3675 The smooth wavy noise it generates has a single characteristic scale, almost
3676 like a 'wavelength', so on its own does not create fine detail.
3677 Due to this perlin noise combines several octaves to create variation on
3678 multiple scales. Each additional octave has a smaller 'wavelength' than the
3681 This combination results in noise varying very roughly between -2.0 and 2.0 and
3682 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3683 and offset the noise variation.
3685 The final perlin noise variation is created as follows:
3687 noise = offset + scale * (octave1 +
3688 octave2 * persistence +
3689 octave3 * persistence ^ 2 +
3690 octave4 * persistence ^ 3 +
3696 Noise Parameters are commonly called `NoiseParams`.
3700 After the multiplication by `scale` this is added to the result and is the final
3701 step in creating the noise value.
3702 Can be positive or negative.
3706 Once all octaves have been combined, the result is multiplied by this.
3707 Can be positive or negative.
3711 For octave1, this is roughly the change of input value needed for a very large
3712 variation in the noise value generated by octave1. It is almost like a
3713 'wavelength' for the wavy noise variation.
3714 Each additional octave has a 'wavelength' that is smaller than the previous
3715 octave, to create finer detail. `spread` will therefore roughly be the typical
3716 size of the largest structures in the final noise variation.
3718 `spread` is a vector with values for x, y, z to allow the noise variation to be
3719 stretched or compressed in the desired axes.
3720 Values are positive numbers.
3724 This is a whole number that determines the entire pattern of the noise
3725 variation. Altering it enables different noise patterns to be created.
3726 With other parameters equal, different seeds produce different noise patterns
3727 and identical seeds produce identical noise patterns.
3729 For this parameter you can randomly choose any whole number. Usually it is
3730 preferable for this to be different from other seeds, but sometimes it is useful
3731 to be able to create identical noise patterns.
3733 In some noise APIs the world seed is added to the seed specified in noise
3734 parameters. This is done to make the resulting noise pattern vary in different
3735 worlds, and be 'world-specific'.
3739 The number of simple noise generators that are combined.
3740 A whole number, 1 or more.
3741 Each additional octave adds finer detail to the noise but also increases the
3742 noise calculation load.
3743 3 is a typical minimum for a high quality, complex and natural-looking noise
3744 variation. 1 octave has a slight 'gridlike' appearance.
3746 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3747 size of the finest detail you require. For example:
3748 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3749 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3750 512, 256, 128, 64, 32, 16 nodes.
3751 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3755 Each additional octave has an amplitude that is the amplitude of the previous
3756 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3757 as is often helpful and natural to do so.
3758 Since this controls the balance of fine detail to large-scale detail
3759 `persistence` can be thought of as the 'roughness' of the noise.
3761 A positive or negative non-zero number, often between 0.3 and 1.0.
3762 A common medium value is 0.5, such that each octave has half the amplitude of
3763 the previous octave.
3764 This may need to be tuned when altering `lacunarity`; when doing so consider
3765 that a common medium value is 1 / lacunarity.
3769 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3770 previous octave multiplied by 1 / lacunarity, to create finer detail.
3771 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3773 A positive number no smaller than 1.0.
3774 Values below 2.0 create higher quality noise at the expense of requiring more
3775 octaves to cover a paticular range of 'wavelengths'.
3779 Leave this field unset for no special handling.
3780 Currently supported are `defaults`, `eased` and `absvalue`:
3784 Specify this if you would like to keep auto-selection of eased/not-eased while
3785 specifying some other flags.
3789 Maps noise gradient values onto a quintic S-curve before performing
3790 interpolation. This results in smooth, rolling noise.
3791 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3793 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3795 Easing a 3D noise significantly increases the noise calculation load, so use
3800 The absolute value of each octave's noise variation is used when combining the
3801 octaves. The final perlin noise variation is created as follows:
3803 noise = offset + scale * (abs(octave1) +
3804 abs(octave2) * persistence +
3805 abs(octave3) * persistence ^ 2 +
3806 abs(octave4) * persistence ^ 3 +
3811 For 2D or 3D perlin noise or perlin noise maps:
3816 spread = {x = 500, y = 500, z = 500},
3821 flags = "defaults, absvalue",
3824 For 2D noise the Z component of `spread` is still defined but is ignored.
3825 A single noise parameter table can be used for 2D or 3D noise.
3836 These tell in what manner the ore is generated.
3838 All default ores are of the uniformly-distributed scatter type.
3842 Randomly chooses a location and generates a cluster of ore.
3844 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3845 at that point is greater than the `noise_threshold`, giving the ability to
3846 create a non-equal distribution of ore.
3850 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3851 described by `noise_params` and `noise_threshold`. This is essentially an
3852 improved version of the so-called "stratus" ore seen in some unofficial mods.
3854 This sheet consists of vertical columns of uniform randomly distributed height,
3855 varying between the inclusive range `column_height_min` and `column_height_max`.
3856 If `column_height_min` is not specified, this parameter defaults to 1.
3857 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3858 for reverse compatibility. New code should prefer `column_height_max`.
3860 The `column_midpoint_factor` parameter controls the position of the column at
3861 which ore emanates from.
3862 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3863 equally starting from each direction.
3864 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3865 this parameter is not specified, the default is 0.5.
3867 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3872 Creates a sheet of ore in a cloud-like puff shape.
3874 As with the `sheet` ore type, the size and shape of puffs are described by
3875 `noise_params` and `noise_threshold` and are placed at random vertical
3876 positions within the currently generated chunk.
3878 The vertical top and bottom displacement of each puff are determined by the
3879 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3883 Creates a deformed sphere of ore according to 3d perlin noise described by
3884 `noise_params`. The maximum size of the blob is `clust_size`, and
3885 `clust_scarcity` has the same meaning as with the `scatter` type.
3889 Creates veins of ore varying in density by according to the intersection of two
3890 instances of 3d perlin noise with different seeds, both described by
3893 `random_factor` varies the influence random chance has on placement of an ore
3894 inside the vein, which is `1` by default. Note that modifying this parameter
3895 may require adjusting `noise_threshold`.
3897 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3900 This ore type is difficult to control since it is sensitive to small changes.
3901 The following is a decent set of parameters to work from:
3906 spread = {x=200, y=200, z=200},
3913 noise_threshold = 1.6
3915 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3916 computationally expensive than any other ore.
3920 Creates a single undulating ore stratum that is continuous across mapchunk
3921 borders and horizontally spans the world.
3923 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3924 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3925 defines the stratum's vertical thickness (in units of nodes). Due to being
3926 continuous across mapchunk borders the stratum's vertical thickness is
3929 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3930 to y_max in a simple horizontal stratum.
3932 A parameter `stratum_thickness` can be provided instead of the noise parameter
3933 `np_stratum_thickness`, to create a constant thickness.
3935 Leaving out one or both noise parameters makes the ore generation less
3936 intensive, useful when adding multiple strata.
3938 `y_min` and `y_max` define the limits of the ore generation and for performance
3939 reasons should be set as close together as possible but without clipping the
3940 stratum's Y variation.
3942 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3943 solid-ore stratum would require a `clust_scarcity` of 1.
3945 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3946 `random_factor` are ignored by this ore type.
3951 See section [Flag Specifier Format].
3953 Currently supported flags:
3954 `puff_cliffs`, `puff_additive_composition`.
3958 If set, puff ore generation will not taper down large differences in
3959 displacement when approaching the edge of a puff. This flag has no effect for
3960 ore types other than `puff`.
3962 ### `puff_additive_composition`
3964 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3965 in a negative displacement, the sub-column at that point is not generated. With
3966 this attribute set, puff ore generation will instead generate the absolute
3967 difference in noise displacement values. This flag has no effect for ore types
3976 The varying types of decorations that can be placed.
3981 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3982 a list, if a decoration list is specified). Can specify a certain node it must
3983 spawn next to, such as water or lava, for example. Can also generate a
3984 decoration of random height between a specified lower and upper bound.
3985 This type of decoration is intended for placement of grass, flowers, cacti,
3986 papyri, waterlilies and so on.
3991 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3992 Can specify a probability of a node randomly appearing when placed.
3993 This decoration type is intended to be used for multi-node sized discrete
3994 structures, such as trees, cave spikes, rocks, and so on.
4003 --------------------
4005 A schematic specifier identifies a schematic by either a filename to a
4006 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
4007 in the form of a table. This table specifies the following fields:
4009 * The `size` field is a 3D vector containing the dimensions of the provided
4010 schematic. (required field)
4011 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
4012 sets the probability of a particular horizontal slice of the schematic being
4013 placed. (optional field)
4014 `ypos` = 0 for the lowest horizontal slice of a schematic.
4015 The default of `prob` is 255.
4016 * The `data` field is a flat table of MapNode tables making up the schematic,
4017 in the order of `[z [y [x]]]`. (required field)
4018 Each MapNode table contains:
4019 * `name`: the name of the map node to place (required)
4020 * `prob` (alias `param1`): the probability of this node being placed
4022 * `param2`: the raw param2 value of the node being placed onto the map
4024 * `force_place`: boolean representing if the node should forcibly overwrite
4025 any previous contents (default: false)
4027 About probability values:
4029 * A probability value of `0` or `1` means that node will never appear
4031 * A probability value of `254` or `255` means the node will always appear
4033 * If the probability value `p` is greater than `1`, then there is a
4034 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4037 Schematic attributes
4038 --------------------
4040 See section [Flag Specifier Format].
4042 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4045 * `place_center_x`: Placement of this decoration is centered along the X axis.
4046 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4047 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4048 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4054 Lua Voxel Manipulator
4055 =====================
4060 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4061 facility. The purpose of this object is for fast, low-level, bulk access to
4062 reading and writing Map content. As such, setting map nodes through VoxelManip
4063 will lack many of the higher level features and concepts you may be used to
4064 with other methods of setting nodes. For example, nodes will not have their
4065 construction and destruction callbacks run, and no rollback information is
4068 It is important to note that VoxelManip is designed for speed, and *not* ease
4069 of use or flexibility. If your mod requires a map manipulation facility that
4070 will handle 100% of all edge cases, or the use of high level node placement
4071 features, perhaps `minetest.set_node()` is better suited for the job.
4073 In addition, VoxelManip might not be faster, or could even be slower, for your
4074 specific use case. VoxelManip is most effective when setting large areas of map
4075 at once - for example, if only setting a 3x3x3 node area, a
4076 `minetest.set_node()` loop may be more optimal. Always profile code using both
4077 methods of map manipulation to determine which is most appropriate for your
4080 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4081 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4086 A VoxelManip object can be created any time using either:
4087 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4089 If the optional position parameters are present for either of these routines,
4090 the specified region will be pre-loaded into the VoxelManip object on creation.
4091 Otherwise, the area of map you wish to manipulate must first be loaded into the
4092 VoxelManip object using `VoxelManip:read_from_map()`.
4094 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4095 formed by these positions indicate the minimum and maximum (respectively)
4096 positions of the area actually loaded in the VoxelManip, which may be larger
4097 than the area requested. For convenience, the loaded area coordinates can also
4098 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4100 Now that the VoxelManip object is populated with map data, your mod can fetch a
4101 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4102 which retrieves an individual node in a MapNode formatted table at the position
4103 requested is the simplest method to use, but also the slowest.
4105 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4108 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4110 * `VoxelManip:get_light_data()` for node light levels, and
4111 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4113 See section [Flat array format] for more details.
4115 It is very important to understand that the tables returned by any of the above
4116 three functions represent a snapshot of the VoxelManip's internal state at the
4117 time of the call. This copy of the data will not magically update itself if
4118 another function modifies the internal VoxelManip state.
4119 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4120 internal state unless otherwise explicitly stated.
4122 Once the bulk data has been edited to your liking, the internal VoxelManip
4123 state can be set using:
4125 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4127 * `VoxelManip:set_light_data()` for node light levels, and
4128 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4130 The parameter to each of the above three functions can use any table at all in
4131 the same flat array format as produced by `get_data()` etc. and is not required
4132 to be a table retrieved from `get_data()`.
4134 Once the internal VoxelManip state has been modified to your liking, the
4135 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4137 ### Flat array format
4140 `Nx = p2.X - p1.X + 1`,
4141 `Ny = p2.Y - p1.Y + 1`, and
4142 `Nz = p2.Z - p1.Z + 1`.
4144 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4145 including the value of the expression `Nx * Ny * Nz`.
4147 Positions offset from p1 are present in the array with the format of:
4150 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4151 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4153 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4154 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4156 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4158 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4161 and the array index for a position p contained completely in p1..p2 is:
4163 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4165 Note that this is the same "flat 3D array" format as
4166 `PerlinNoiseMap:get3dMap_flat()`.
4167 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4168 of the index for a single point in a flat VoxelManip array.
4172 A Content ID is a unique integer identifier for a specific node type.
4173 These IDs are used by VoxelManip in place of the node name string for
4174 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4175 `minetest.get_content_id()` to look up the Content ID for the specified node
4176 name, and `minetest.get_name_from_content_id()` to look up the node name string
4177 for a given Content ID.
4178 After registration of a node, its Content ID will remain the same throughout
4179 execution of the mod.
4180 Note that the node being queried needs to have already been been registered.
4182 The following builtin node types have their Content IDs defined as constants:
4184 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4185 * `minetest.CONTENT_AIR`: ID for "air" nodes
4186 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4188 ### Mapgen VoxelManip objects
4190 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4191 VoxelManip object used by the core's Map Generator (commonly abbreviated
4192 Mapgen). Most of the rules previously described still apply but with a few
4195 * The Mapgen VoxelManip object is retrieved using:
4196 `minetest.get_mapgen_object("voxelmanip")`
4197 * This VoxelManip object already has the region of map just generated loaded
4198 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4199 a Mapgen VoxelManip.
4200 * The `on_generated()` callbacks of some mods may place individual nodes in the
4201 generated area using non-VoxelManip map modification methods. Because the
4202 same Mapgen VoxelManip object is passed through each `on_generated()`
4203 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4204 consistency with the current map state. For this reason, calling any of the
4205 following functions:
4206 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4207 will also update the Mapgen VoxelManip object's internal state active on the
4209 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4210 necessary to update lighting information using either:
4211 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4213 ### Other API functions operating on a VoxelManip
4215 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4216 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4217 flowing. It is recommended to call this function only after having written all
4218 buffered data back to the VoxelManip object, save for special situations where
4219 the modder desires to only have certain liquid nodes begin flowing.
4221 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4222 will generate all registered decorations and ores throughout the full area
4223 inside of the specified VoxelManip object.
4225 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4226 `minetest.place_schematic()`, except instead of placing the specified schematic
4227 directly on the map at the specified position, it will place the schematic
4228 inside the VoxelManip.
4232 * Attempting to read data from a VoxelManip object before map is read will
4233 result in a zero-length array table for `VoxelManip:get_data()`, and an
4234 "ignore" node at any position for `VoxelManip:get_node_at()`.
4235 * If either a region of map has not yet been generated or is out-of-bounds of
4236 the map, that region is filled with "ignore" nodes.
4237 * Other mods, or the core itself, could possibly modify the area of map
4238 currently loaded into a VoxelManip object. With the exception of Mapgen
4239 VoxelManips (see above section), the internal buffers are not updated. For
4240 this reason, it is strongly encouraged to complete the usage of a particular
4241 VoxelManip object in the same callback it had been created.
4242 * If a VoxelManip object will be used often, such as in an `on_generated()`
4243 callback, consider passing a file-scoped table as the optional parameter to
4244 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4245 to write map data to instead of returning a new table each call. This greatly
4246 enhances performance by avoiding unnecessary memory allocations.
4251 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4252 containing the region formed by `p1` and `p2`.
4253 * returns actual emerged `pmin`, actual emerged `pmax`
4254 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4256 * **important**: data must be set using `VoxelManip:set_data()` before
4258 * if `light` is true, then lighting is automatically recalculated.
4259 The default value is true.
4260 If `light` is false, no light calculations happen, and you should correct
4261 all modified blocks with `minetest.fix_light()` as soon as possible.
4262 Keep in mind that modifying the map where light is incorrect can cause
4264 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4265 the `VoxelManip` at that position
4266 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4268 * `get_data([buffer])`: Retrieves the node content data loaded into the
4269 `VoxelManip` object.
4270 * returns raw node data in the form of an array of node content IDs
4271 * if the param `buffer` is present, this table will be used to store the
4273 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4274 * `update_map()`: Does nothing, kept for compatibility.
4275 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4277 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4278 * To be used only by a `VoxelManip` object from
4279 `minetest.get_mapgen_object`.
4280 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4282 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4283 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4285 * Each value is the bitwise combination of day and night light values
4287 * `light = day + (night * 16)`
4288 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4289 in the `VoxelManip`.
4290 * expects lighting data in the same format that `get_light_data()` returns
4291 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4292 `VoxelManip` object.
4293 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4295 * If the param `buffer` is present, this table will be used to store the
4297 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4299 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4301 * To be used only by a `VoxelManip` object from
4302 `minetest.get_mapgen_object`.
4303 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4304 area if left out or nil. For almost all uses these should be left out
4305 or nil to use the default.
4306 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4307 generated mapchunk above are propagated down into the mapchunk, defaults
4308 to `true` if left out.
4309 * `update_liquids()`: Update liquid flow
4310 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4311 manipulator had been modified since the last read from map, due to a call to
4312 `minetest.set_data()` on the loaded area elsewhere.
4313 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4318 A helper class for voxel areas.
4319 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4320 The coordinates are *inclusive*, like most other things in Minetest.
4324 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4325 `MinEdge` and `MaxEdge`.
4326 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4328 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4330 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4331 * The position (x, y, z) is not checked for being inside the area volume,
4332 being outside can cause an incorrect index result.
4333 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4334 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4335 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4336 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4337 is not checked for being inside the area volume.
4338 * `position(i)`: returns the absolute position vector corresponding to index
4340 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4341 `MinEdge` and `MaxEdge`.
4342 * `containsp(p)`: same as above, except takes a vector
4343 * `containsi(i)`: same as above, except takes an index `i`
4344 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4346 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4348 * `iterp(minp, maxp)`: same as above, except takes a vector
4350 ### Y stride and z stride of a flat array
4352 For a particular position in a voxel area, whose flat array index is known,
4353 it is often useful to know the index of a neighboring or nearby position.
4354 The table below shows the changes of index required for 1 node movements along
4355 the axes in a voxel area:
4357 Movement Change of index
4367 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4369 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4378 A mapgen object is a construct used in map generation. Mapgen objects can be
4379 used by an `on_generate` callback to speed up operations by avoiding
4380 unnecessary recalculations, these can be retrieved using the
4381 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4382 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4383 callback, `nil` is returned.
4385 The following Mapgen objects are currently available:
4389 This returns three values; the `VoxelManip` object to be used, minimum and
4390 maximum emerged position, in that order. All mapgens support this object.
4394 Returns an array containing the y coordinates of the ground levels of nodes in
4395 the most recently generated chunk by the current mapgen.
4399 Returns an array containing the biome IDs of nodes in the most recently
4400 generated chunk by the current mapgen.
4404 Returns an array containing the temperature values of nodes in the most
4405 recently generated chunk by the current mapgen.
4409 Returns an array containing the humidity values of nodes in the most recently
4410 generated chunk by the current mapgen.
4414 Returns a table mapping requested generation notification types to arrays of
4415 positions at which the corresponding generated structures are located within
4416 the current chunk. To set the capture of positions of interest to be recorded
4417 on generate, use `minetest.set_gen_notify()`.
4418 For decorations, the returned positions are the ground surface 'place_on'
4419 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4420 node above the returned position and possibly displaced by 'place_offset_y'.
4422 Possible fields of the table returned are:
4428 * `large_cave_begin`
4432 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4433 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4441 Functions receive a "luaentity" as `self`:
4443 * It has the member `.name`, which is the registered name `("mod:thing")`
4444 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4445 * The original prototype stuff is visible directly via a metatable
4449 * `on_activate(self, staticdata, dtime_s)`
4450 * Called when the object is instantiated.
4451 * `dtime_s` is the time passed since the object was unloaded, which can be
4452 used for updating the entity state.
4453 * `on_deactivate(self)
4454 * Called when the object is about to get removed or unloaded.
4455 * `on_step(self, dtime)`
4456 * Called on every server tick, after movement and collision processing.
4457 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4459 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4460 * Called when somebody punches the object.
4461 * Note that you probably want to handle most punches using the automatic
4463 * `puncher`: an `ObjectRef` (can be `nil`)
4464 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4466 * `tool_capabilities`: capability table of used item (can be `nil`)
4467 * `dir`: unit vector of direction of punch. Always defined. Points from the
4468 puncher to the punched.
4469 * `damage`: damage that will be done to entity.
4470 * Can return `true` to prevent the default damage mechanism.
4471 * `on_death(self, killer)`
4472 * Called when the object dies.
4473 * `killer`: an `ObjectRef` (can be `nil`)
4474 * `on_rightclick(self, clicker)`
4475 * Called when `clicker` pressed the 'place/use' key while pointing
4476 to the object (not neccessarily an actual rightclick)
4477 * `clicker`: an `ObjectRef` (may or may not be a player)
4478 * `on_attach_child(self, child)`
4479 * `child`: an `ObjectRef` of the child that attaches
4480 * `on_detach_child(self, child)`
4481 * `child`: an `ObjectRef` of the child that detaches
4482 * `on_detach(self, parent)`
4483 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4484 * This happens before the parent object is removed from the world
4485 * `get_staticdata(self)`
4486 * Should return a string that will be passed to `on_activate` when the
4487 object is instantiated the next time.
4499 axiom, --string initial tree axiom
4500 rules_a, --string rules set A
4501 rules_b, --string rules set B
4502 rules_c, --string rules set C
4503 rules_d, --string rules set D
4504 trunk, --string trunk node name
4505 leaves, --string leaves node name
4506 leaves2, --string secondary leaves node name
4507 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4508 angle, --num angle in deg
4509 iterations, --num max # of iterations, usually 2 -5
4510 random_level, --num factor to lower nr of iterations, usually 0 - 3
4511 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4512 -- 2x2 nodes or 3x3 in cross shape
4513 thin_branches, --boolean true -> use thin (1 node) branches
4514 fruit, --string fruit node name
4515 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4516 seed, --num random seed, if no seed is provided, the engine
4520 Key for special L-System symbols used in axioms
4521 -----------------------------------------------
4523 * `G`: move forward one unit with the pen up
4524 * `F`: move forward one unit with the pen down drawing trunks and branches
4525 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4526 * `T`: move forward one unit with the pen down drawing trunks only
4527 * `R`: move forward one unit with the pen down placing fruit
4528 * `A`: replace with rules set A
4529 * `B`: replace with rules set B
4530 * `C`: replace with rules set C
4531 * `D`: replace with rules set D
4532 * `a`: replace with rules set A, chance 90%
4533 * `b`: replace with rules set B, chance 80%
4534 * `c`: replace with rules set C, chance 70%
4535 * `d`: replace with rules set D, chance 60%
4536 * `+`: yaw the turtle right by `angle` parameter
4537 * `-`: yaw the turtle left by `angle` parameter
4538 * `&`: pitch the turtle down by `angle` parameter
4539 * `^`: pitch the turtle up by `angle` parameter
4540 * `/`: roll the turtle to the right by `angle` parameter
4541 * `*`: roll the turtle to the left by `angle` parameter
4542 * `[`: save in stack current state info
4543 * `]`: recover from stack state info
4548 Spawn a small apple tree:
4550 pos = {x=230,y=20,z=4}
4553 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4554 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4555 trunk="default:tree",
4556 leaves="default:leaves",
4560 trunk_type="single",
4563 fruit="default:apple"
4565 minetest.spawn_tree(pos,apple_tree)
4570 'minetest' namespace reference
4571 ==============================
4576 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4578 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4579 e.g. `"/home/user/.minetest/usermods/modname"`.
4580 * Returns nil if the mod is not enabled or does not exist (not installed).
4581 * Works regardless of whether the mod has been loaded yet.
4582 * Useful for loading additional `.lua` modules or static data from a mod,
4583 or checking if a mod is enabled.
4584 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4585 * Does not include disabled mods, even if they are installed.
4586 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4587 * Useful for storing custom data
4588 * `minetest.is_singleplayer()`
4589 * `minetest.features`: Table containing API feature flags
4592 glasslike_framed = true, -- 0.4.7
4593 nodebox_as_selectionbox = true, -- 0.4.7
4594 get_all_craft_recipes_works = true, -- 0.4.7
4595 -- The transparency channel of textures can optionally be used on
4597 use_texture_alpha = true,
4598 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4599 no_legacy_abms = true,
4600 -- Texture grouping is possible using parentheses (0.4.11)
4601 texture_names_parens = true,
4602 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4603 area_store_custom_ids = true,
4604 -- add_entity supports passing initial staticdata to on_activate
4606 add_entity_with_staticdata = true,
4607 -- Chat messages are no longer predicted (0.4.16)
4608 no_chat_message_prediction = true,
4609 -- The transparency channel of textures can optionally be used on
4610 -- objects (ie: players and lua entities) (5.0.0)
4611 object_use_texture_alpha = true,
4612 -- Object selectionbox is settable independently from collisionbox
4614 object_independent_selectionbox = true,
4615 -- Specifies whether binary data can be uploaded or downloaded using
4616 -- the HTTP API (5.1.0)
4617 httpfetch_binary_data = true,
4618 -- Whether formspec_version[<version>] may be used (5.1.0)
4619 formspec_version_element = true,
4620 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4621 area_store_persistent_ids = true,
4622 -- Whether minetest.find_path is functional (5.2.0)
4623 pathfinder_works = true,
4624 -- Whether Collision info is available to an objects' on_step (5.3.0)
4625 object_step_has_moveresult = true,
4626 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4627 direct_velocity_on_players = true,
4628 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4629 use_texture_alpha_string_modes = true,
4630 -- degrotate param2 rotates in units of 1.5° instead of 2°
4631 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4632 degrotate_240_steps = true,
4633 -- ABM supports min_y and max_y fields in definition (5.5.0)
4634 abm_min_max_y = true,
4635 -- dynamic_add_media supports passing a table with options (5.5.0)
4636 dynamic_add_media_table = true,
4639 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4640 * `arg`: string or table in format `{foo=true, bar=true}`
4641 * `missing_features`: `{foo=true, bar=true}`
4642 * `minetest.get_player_information(player_name)`: Table containing information
4643 about a player. Example return value:
4646 address = "127.0.0.1", -- IP address of client
4647 ip_version = 4, -- IPv4 / IPv6
4648 connection_uptime = 200, -- seconds since client connected
4649 protocol_version = 32, -- protocol version used by client
4650 formspec_version = 2, -- supported formspec version
4651 lang_code = "fr" -- Language code used for translation
4652 -- the following keys can be missing if no stats have been collected yet
4653 min_rtt = 0.01, -- minimum round trip time
4654 max_rtt = 0.2, -- maximum round trip time
4655 avg_rtt = 0.02, -- average round trip time
4656 min_jitter = 0.01, -- minimum packet time jitter
4657 max_jitter = 0.5, -- maximum packet time jitter
4658 avg_jitter = 0.03, -- average packet time jitter
4659 -- the following information is available in a debug build only!!!
4660 -- DO NOT USE IN MODS
4661 --ser_vers = 26, -- serialization version used by client
4662 --major = 0, -- major version number
4663 --minor = 4, -- minor version number
4664 --patch = 10, -- patch version number
4665 --vers_string = "0.4.9-git", -- full version string
4666 --state = "Active" -- current client state
4669 * `minetest.mkdir(path)`: returns success.
4670 * Creates a directory specified by `path`, creating parent directories
4671 if they don't exist.
4672 * `minetest.rmdir(path, recursive)`: returns success.
4673 * Removes a directory specified by `path`.
4674 * If `recursive` is set to `true`, the directory is recursively removed.
4675 Otherwise, the directory will only be removed if it is empty.
4676 * Returns true on success, false on failure.
4677 * `minetest.cpdir(source, destination)`: returns success.
4678 * Copies a directory specified by `path` to `destination`
4679 * Any files in `destination` will be overwritten if they already exist.
4680 * Returns true on success, false on failure.
4681 * `minetest.mvdir(source, destination)`: returns success.
4682 * Moves a directory specified by `path` to `destination`.
4683 * If the `destination` is a non-empty directory, then the move will fail.
4684 * Returns true on success, false on failure.
4685 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4687 * nil: return all entries,
4688 * true: return only subdirectory names, or
4689 * false: return only file names.
4690 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4691 * Replaces contents of file at path with new contents in a safe (atomic)
4692 way. Use this instead of below code when writing e.g. database files:
4693 `local f = io.open(path, "wb"); f:write(content); f:close()`
4694 * `minetest.get_version()`: returns a table containing components of the
4695 engine version. Components:
4696 * `project`: Name of the project, eg, "Minetest"
4697 * `string`: Simple version, eg, "1.2.3-dev"
4698 * `hash`: Full git version (only set if available),
4699 eg, "1.2.3-dev-01234567-dirty".
4700 Use this for informational purposes only. The information in the returned
4701 table does not represent the capabilities of the engine, nor is it
4702 reliable or verifiable. Compatible forks will have a different name and
4703 version entirely. To check for the presence of engine features, test
4704 whether the functions exported by the wanted features exist. For example:
4705 `if minetest.check_for_falling then ... end`.
4706 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4707 * `data`: string of data to hash
4708 * `raw`: return raw bytes instead of hex digits, default: false
4709 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4710 ColorString. If the ColorSpec is invalid, returns `nil`.
4711 * `colorspec`: The ColorSpec to convert
4712 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4713 string of four bytes in an RGBA layout, returned as a string.
4714 * `colorspec`: The ColorSpec to convert
4715 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4716 image and return it in string form.
4717 * `width`: Width of the image
4718 * `height`: Height of the image
4719 * `data`: Image data, one of:
4720 * array table of ColorSpec, length must be width*height
4721 * string with raw RGBA pixels, length must be width*height*4
4722 * `compression`: Optional zlib compression level, number in range 0 to 9.
4723 The data is one-dimensional, starting in the upper left corner of the image
4724 and laid out in scanlines going from left to right, then top to bottom.
4725 Please note that it's not safe to use string.char to generate raw data,
4726 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4727 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4728 You may use this to procedurally generate textures during server init.
4733 * `minetest.debug(...)`
4734 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4735 * `minetest.log([level,] text)`
4736 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4737 `"info"`, or `"verbose"`. Default is `"none"`.
4739 Registration functions
4740 ----------------------
4742 Call these functions only at load time!
4746 * `minetest.register_node(name, node definition)`
4747 * `minetest.register_craftitem(name, item definition)`
4748 * `minetest.register_tool(name, item definition)`
4749 * `minetest.override_item(name, redefinition)`
4750 * Overrides fields of an item registered with register_node/tool/craftitem.
4751 * Note: Item must already be defined, (opt)depend on the mod defining it.
4752 * Example: `minetest.override_item("default:mese",
4753 {light_source=minetest.LIGHT_MAX})`
4754 * `minetest.unregister_item(name)`
4755 * Unregisters the item from the engine, and deletes the entry with key
4756 `name` from `minetest.registered_items` and from the associated item table
4757 according to its nature: `minetest.registered_nodes`, etc.
4758 * `minetest.register_entity(name, entity definition)`
4759 * `minetest.register_abm(abm definition)`
4760 * `minetest.register_lbm(lbm definition)`
4761 * `minetest.register_alias(alias, original_name)`
4762 * Also use this to set the 'mapgen aliases' needed in a game for the core
4763 mapgens. See [Mapgen aliases] section above.
4764 * `minetest.register_alias_force(alias, original_name)`
4765 * `minetest.register_ore(ore definition)`
4766 * Returns an integer object handle uniquely identifying the registered
4768 * The order of ore registrations determines the order of ore generation.
4769 * `minetest.register_biome(biome definition)`
4770 * Returns an integer object handle uniquely identifying the registered
4771 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4772 * `minetest.unregister_biome(name)`
4773 * Unregisters the biome from the engine, and deletes the entry with key
4774 `name` from `minetest.registered_biomes`.
4775 * Warning: This alters the biome to biome ID correspondences, so any
4776 decorations or ores using the 'biomes' field must afterwards be cleared
4778 * `minetest.register_decoration(decoration definition)`
4779 * Returns an integer object handle uniquely identifying the registered
4780 decoration on success. To get the decoration ID, use
4781 `minetest.get_decoration_id`.
4782 * The order of decoration registrations determines the order of decoration
4784 * `minetest.register_schematic(schematic definition)`
4785 * Returns an integer object handle uniquely identifying the registered
4786 schematic on success.
4787 * If the schematic is loaded from a file, the `name` field is set to the
4789 * If the function is called when loading the mod, and `name` is a relative
4790 path, then the current mod path will be prepended to the schematic
4792 * `minetest.clear_registered_biomes()`
4793 * Clears all biomes currently registered.
4794 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4795 correspondences, so any decorations or ores using the 'biomes' field must
4796 afterwards be cleared and re-registered.
4797 * `minetest.clear_registered_decorations()`
4798 * Clears all decorations currently registered.
4799 * `minetest.clear_registered_ores()`
4800 * Clears all ores currently registered.
4801 * `minetest.clear_registered_schematics()`
4802 * Clears all schematics currently registered.
4806 * `minetest.register_craft(recipe)`
4807 * Check recipe table syntax for different types below.
4808 * `minetest.clear_craft(recipe)`
4809 * Will erase existing craft based either on output item or on input recipe.
4810 * Specify either output or input only. If you specify both, input will be
4811 ignored. For input use the same recipe table syntax as for
4812 `minetest.register_craft(recipe)`. For output specify only the item,
4814 * Returns false if no erase candidate could be found, otherwise returns true.
4815 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4816 ignored if the recipe contains output. Erasing is then done independently
4817 from the crafting method.
4818 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4819 * `minetest.override_chatcommand(name, redefinition)`
4820 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4821 * `minetest.unregister_chatcommand(name)`
4822 * Unregisters a chatcommands registered with `register_chatcommand`.
4823 * `minetest.register_privilege(name, definition)`
4824 * `definition` can be a description or a definition table (see [Privilege
4826 * If it is a description, the priv will be granted to singleplayer and admin
4828 * To allow players with `basic_privs` to grant, see the `basic_privs`
4829 minetest.conf setting.
4830 * `minetest.register_authentication_handler(authentication handler definition)`
4831 * Registers an auth handler that overrides the builtin one.
4832 * This function can be called by a single mod once only.
4834 Global callback registration functions
4835 --------------------------------------
4837 Call these functions only at load time!
4839 * `minetest.register_globalstep(function(dtime))`
4840 * Called every server step, usually interval of 0.1s
4841 * `minetest.register_on_mods_loaded(function())`
4842 * Called after mods have finished loading and before the media is cached or the
4844 * `minetest.register_on_shutdown(function())`
4845 * Called before server shutdown
4846 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4847 registered callbacks **will likely not be run**. Data should be saved at
4848 semi-frequent intervals as well as on server shutdown.
4849 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4850 * Called when a node has been placed
4851 * If return `true` no item is taken from `itemstack`
4852 * `placer` may be any valid ObjectRef or nil.
4853 * **Not recommended**; use `on_construct` or `after_place_node` in node
4854 definition whenever possible.
4855 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4856 * Called when a node has been dug.
4857 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4858 definition whenever possible.
4859 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4860 * Called when a node is punched
4861 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4862 * Called after generating a piece of world. Modifying nodes inside the area
4863 is a bit faster than usually.
4864 * `minetest.register_on_newplayer(function(ObjectRef))`
4865 * Called when a new player enters the world for the first time
4866 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4867 * Called when a player is punched
4868 * Note: This callback is invoked even if the punched player is dead.
4869 * `player`: ObjectRef - Player that was punched
4870 * `hitter`: ObjectRef - Player that hit
4871 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4873 * `tool_capabilities`: Capability table of used item (can be nil)
4874 * `dir`: Unit vector of direction of punch. Always defined. Points from
4875 the puncher to the punched.
4876 * `damage`: Number that represents the damage calculated by the engine
4877 * should return `true` to prevent the default damage mechanism
4878 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4879 * Called when the 'place/use' key was used while pointing a player
4880 (not neccessarily an actual rightclick)
4881 * `player`: ObjectRef - Player that is acted upon
4882 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
4883 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4884 * Called when the player gets damaged or healed
4885 * `player`: ObjectRef of the player
4886 * `hp_change`: the amount of change. Negative when it is damage.
4887 * `reason`: a PlayerHPChangeReason table.
4888 * The `type` field will have one of the following values:
4889 * `set_hp`: A mod or the engine called `set_hp` without
4890 giving a type - use this for custom damage types.
4891 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4893 * `node_damage`: `damage_per_second` from a neighbouring node.
4894 `reason.node` will hold the node name or nil.
4897 * Any of the above types may have additional fields from mods.
4898 * `reason.from` will be `mod` or `engine`.
4899 * `modifier`: when true, the function should return the actual `hp_change`.
4900 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4901 Modifiers can return true as a second argument to stop the execution of further functions.
4902 Non-modifiers receive the final HP change calculated by the modifiers.
4903 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4904 * Called when a player dies
4905 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4906 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4907 * Called when player is to be respawned
4908 * Called _before_ repositioning of player occurs
4909 * return true in func to disable regular player placement
4910 * `minetest.register_on_prejoinplayer(function(name, ip))`
4911 * Called when a client connects to the server, prior to authentication
4912 * If it returns a string, the client is disconnected with that string as
4914 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4915 * Called when a player joins the game
4916 * `last_login`: The timestamp of the previous login, or nil if player is new
4917 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4918 * Called when a player leaves the game
4919 * `timed_out`: True for timeout, false for other reasons.
4920 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4921 * Called when a client attempts to log into an account.
4922 * `name`: The name of the account being authenticated.
4923 * `ip`: The IP address of the client
4924 * `is_success`: Whether the client was successfully authenticated
4925 * For newly registered accounts, `is_success` will always be true
4926 * `minetest.register_on_auth_fail(function(name, ip))`
4927 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4928 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4929 * Called when a player cheats
4930 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4932 * `interacted_too_far`
4933 * `interacted_with_self`
4934 * `interacted_while_dead`
4935 * `finished_unknown_dig`
4938 * `minetest.register_on_chat_message(function(name, message))`
4939 * Called always when a player says something
4940 * Return `true` to mark the message as handled, which means that it will
4941 not be sent to other players.
4942 * `minetest.register_on_chatcommand(function(name, command, params))`
4943 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4944 is checked to see if the command exists, but after the input is parsed.
4945 * Return `true` to mark the command as handled, which means that the default
4946 handlers will be prevented.
4947 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4948 * Called when the server received input from `player` in a formspec with
4949 the given `formname`. Specifically, this is called on any of the
4951 * a button was pressed,
4952 * Enter was pressed while the focus was on a text field
4953 * a checkbox was toggled,
4954 * something was selected in a dropdown list,
4955 * a different tab was selected,
4956 * selection was changed in a textlist or table,
4957 * an entry was double-clicked in a textlist or table,
4958 * a scrollbar was moved, or
4959 * the form was actively closed by the player.
4960 * Fields are sent for formspec elements which define a field. `fields`
4961 is a table containing each formspecs element value (as string), with
4962 the `name` parameter as index for each. The value depends on the
4963 formspec element type:
4964 * `animated_image`: Returns the index of the current frame.
4965 * `button` and variants: If pressed, contains the user-facing button
4966 text as value. If not pressed, is `nil`
4967 * `field`, `textarea` and variants: Text in the field
4968 * `dropdown`: Either the index or value, depending on the `index event`
4970 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4971 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4972 * `textlist`: See `minetest.explode_textlist_event`
4973 * `table`: See `minetest.explode_table_event`
4974 * `scrollbar`: See `minetest.explode_scrollbar_event`
4975 * Special case: `["quit"]="true"` is sent when the user actively
4976 closed the form by mouse click, keypress or through a button_exit[]
4978 * Special case: `["key_enter"]="true"` is sent when the user pressed
4979 the Enter key and the focus was either nowhere (causing the formspec
4980 to be closed) or on a button. If the focus was on a text field,
4981 additionally, the index `key_enter_field` contains the name of the
4982 text field. See also: `field_close_on_enter`.
4983 * Newest functions are called first
4984 * If function returns `true`, remaining functions are not called
4985 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4986 * Called when `player` crafts something
4987 * `itemstack` is the output
4988 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4990 * `craft_inv` is the inventory with the crafting grid
4991 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4993 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4994 * The same as before, except that it is called before the player crafts, to
4995 make craft prediction, and it should not change anything.
4996 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4997 * Determines how much of a stack may be taken, put or moved to a
4999 * `player` (type `ObjectRef`) is the player who modified the inventory
5000 `inventory` (type `InvRef`).
5001 * List of possible `action` (string) values and their
5002 `inventory_info` (table) contents:
5003 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
5004 * `put`: `{listname=string, index=number, stack=ItemStack}`
5005 * `take`: Same as `put`
5006 * Return a numeric value to limit the amount of items to be taken, put or
5007 moved. A value of `-1` for `take` will make the source stack infinite.
5008 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
5009 * Called after a take, put or move event from/to/in a player inventory
5010 * Function arguments: see `minetest.register_allow_player_inventory_action`
5011 * Does not accept or handle any return value.
5012 * `minetest.register_on_protection_violation(function(pos, name))`
5013 * Called by `builtin` and mods when a player violates protection at a
5014 position (eg, digs a node or punches a protected entity).
5015 * The registered functions can be called using
5016 `minetest.record_protection_violation`.
5017 * The provided function should check that the position is protected by the
5018 mod calling this function before it prints a message, if it does, to
5019 allow for multiple protection mods.
5020 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
5021 * Called when an item is eaten, by `minetest.item_eat`
5022 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
5023 * `minetest.register_on_priv_grant(function(name, granter, priv))`
5024 * Called when `granter` grants the priv `priv` to `name`.
5025 * Note that the callback will be called twice if it's done by a player,
5026 once with granter being the player name, and again with granter being nil.
5027 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
5028 * Called when `revoker` revokes the priv `priv` from `name`.
5029 * Note that the callback will be called twice if it's done by a player,
5030 once with revoker being the player name, and again with revoker being nil.
5031 * `minetest.register_can_bypass_userlimit(function(name, ip))`
5032 * Called when `name` user connects with `ip`.
5033 * Return `true` to by pass the player limit
5034 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
5035 * Called when an incoming mod channel message is received
5036 * You should have joined some channels to receive events.
5037 * If message comes from a server mod, `sender` field is an empty string.
5038 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5039 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5040 engine's liquid transformation process.
5041 * `pos_list` is an array of all modified positions.
5042 * `node_list` is an array of the old node that was previously at the position
5043 with the corresponding index in pos_list.
5048 * `minetest.settings`: Settings object containing all of the settings from the
5049 main config file (`minetest.conf`).
5050 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5051 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5056 * `minetest.string_to_privs(str[, delim])`:
5057 * Converts string representation of privs into table form
5058 * `delim`: String separating the privs. Defaults to `","`.
5059 * Returns `{ priv1 = true, ... }`
5060 * `minetest.privs_to_string(privs[, delim])`:
5061 * Returns the string representation of `privs`
5062 * `delim`: String to delimit privs. Defaults to `","`.
5063 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5064 * `minetest.check_player_privs(player_or_name, ...)`:
5065 returns `bool, missing_privs`
5066 * A quickhand for checking privileges.
5067 * `player_or_name`: Either a Player object or the name of a player.
5068 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5069 a table, e.g. `{ priva = true, privb = true }`.
5071 * `minetest.check_password_entry(name, entry, password)`
5072 * Returns true if the "password entry" for a player with name matches given
5073 password, false otherwise.
5074 * The "password entry" is the password representation generated by the
5075 engine as returned as part of a `get_auth()` call on the auth handler.
5076 * Only use this function for making it possible to log in via password from
5077 external protocols such as IRC, other uses are frowned upon.
5078 * `minetest.get_password_hash(name, raw_password)`
5079 * Convert a name-password pair to a password hash that Minetest can use.
5080 * The returned value alone is not a good basis for password checks based
5081 on comparing the password hash in the database with the password hash
5082 from the function, with an externally provided password, as the hash
5083 in the db might use the new SRP verifier format.
5084 * For this purpose, use `minetest.check_password_entry` instead.
5085 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5087 * The player needs to be online for this to be successful.
5089 * `minetest.get_auth_handler()`: Return the currently active auth handler
5090 * See the [Authentication handler definition]
5091 * Use this to e.g. get the authentication data for a player:
5092 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5093 * `minetest.notify_authentication_modified(name)`
5094 * Must be called by the authentication handler for privilege changes.
5095 * `name`: string; if omitted, all auth data should be considered modified
5096 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5098 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5100 * `minetest.auth_reload()`
5101 * See `reload()` in authentication handler definition
5103 `minetest.set_player_password`, `minetest.set_player_privs`,
5104 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5110 * `minetest.chat_send_all(text)`
5111 * `minetest.chat_send_player(name, text)`
5112 * `minetest.format_chat_message(name, message)`
5113 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5114 Refer to the documentation of the setting for a list of valid placeholders.
5115 * Takes player name and message, and returns the formatted string to be sent to players.
5116 * Can be redefined by mods if required, for things like colored names or messages.
5117 * **Only** the first occurrence of each placeholder will be replaced.
5122 * `minetest.set_node(pos, node)`
5123 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5124 * Set node at position `pos`
5125 * `node`: table `{name=string, param1=number, param2=number}`
5126 * If param1 or param2 is omitted, it's set to `0`.
5127 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5128 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5129 * Set node on all positions set in the first argument.
5130 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5131 * For node specification or position syntax see `minetest.set_node` call
5132 * Faster than set_node due to single call, but still considerably slower
5133 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5134 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5135 in spread out positions which would cause LVMs to waste memory.
5136 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5138 * `minetest.swap_node(pos, node)`
5139 * Set node at position, but don't remove metadata
5140 * `minetest.remove_node(pos)`
5141 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5142 * `minetest.get_node(pos)`
5143 * Returns the node at the given position as table in the format
5144 `{name="node_name", param1=0, param2=0}`,
5145 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5146 * `minetest.get_node_or_nil(pos)`
5147 * Same as `get_node` but returns `nil` for unloaded areas.
5148 * `minetest.get_node_light(pos, timeofday)`
5149 * Gets the light value at the given position. Note that the light value
5150 "inside" the node at the given position is returned, so you usually want
5151 to get the light value of a neighbor.
5152 * `pos`: The position where to measure the light.
5153 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5154 * Returns a number between `0` and `15` or `nil`
5155 * `nil` is returned e.g. when the map isn't loaded at `pos`
5156 * `minetest.get_natural_light(pos[, timeofday])`
5157 * Figures out the sunlight (or moonlight) value at pos at the given time of
5159 * `pos`: The position of the node
5160 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5161 * Returns a number between `0` and `15` or `nil`
5162 * This function tests 203 nodes in the worst case, which happens very
5164 * `minetest.get_artificial_light(param1)`
5165 * Calculates the artificial light (light from e.g. torches) value from the
5167 * `param1`: The param1 value of a `paramtype = "light"` node.
5168 * Returns a number between `0` and `15`
5169 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5170 ensures compatibility.
5171 * `minetest.place_node(pos, node)`
5172 * Place node with the same effects that a player would cause
5173 * `minetest.dig_node(pos)`
5174 * Dig node with the same effects that a player would cause
5175 * Returns `true` if successful, `false` on failure (e.g. protected location)
5176 * `minetest.punch_node(pos)`
5177 * Punch node with the same effects that a player would cause
5178 * `minetest.spawn_falling_node(pos)`
5179 * Change node into falling node
5180 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5182 * `minetest.find_nodes_with_meta(pos1, pos2)`
5183 * Get a table of positions of nodes that have metadata within a region
5185 * `minetest.get_meta(pos)`
5186 * Get a `NodeMetaRef` at that position
5187 * `minetest.get_node_timer(pos)`
5188 * Get `NodeTimerRef`
5190 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5192 * Returns `ObjectRef`, or `nil` if failed
5193 * `minetest.add_item(pos, item)`: Spawn item
5194 * Returns `ObjectRef`, or `nil` if failed
5195 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5196 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5198 * `radius`: using an euclidean metric
5199 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5201 * `pos1` and `pos2` are the min and max positions of the area to search.
5202 * `minetest.set_timeofday(val)`
5203 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5204 * `minetest.get_timeofday()`
5205 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5207 * `minetest.get_day_count()`: returns number days elapsed since world was
5209 * accounts for time changes.
5210 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5212 * `radius`: using a maximum metric
5213 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5214 * `search_center` is an optional boolean (default: `false`)
5215 If true `pos` is also checked for the nodes
5216 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5217 * `pos1` and `pos2` are the min and max positions of the area to search.
5218 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5219 * If `grouped` is true the return value is a table indexed by node name
5220 which contains lists of positions.
5221 * If `grouped` is false or absent the return values are as follows:
5222 first value: Table with all node positions
5223 second value: Table with the count of each node with the node name
5225 * Area volume is limited to 4,096,000 nodes
5226 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5228 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5229 * Return value: Table with all node positions with a node air above
5230 * Area volume is limited to 4,096,000 nodes
5231 * `minetest.get_perlin(noiseparams)`
5232 * Return world-specific perlin noise.
5233 * The actual seed used is the noiseparams seed plus the world seed.
5234 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5235 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5236 * Return world-specific perlin noise.
5237 * `minetest.get_voxel_manip([pos1, pos2])`
5238 * Return voxel manipulator object.
5239 * Loads the manipulator from the map if positions are passed.
5240 * `minetest.set_gen_notify(flags, {deco_ids})`
5241 * Set the types of on-generate notifications that should be collected.
5242 * `flags` is a flag field with the available flags:
5250 * The second parameter is a list of IDs of decorations which notification
5252 * `minetest.get_gen_notify()`
5253 * Returns a flagstring and a table with the `deco_id`s.
5254 * `minetest.get_decoration_id(decoration_name)`
5255 * Returns the decoration ID number for the provided decoration name string,
5256 or `nil` on failure.
5257 * `minetest.get_mapgen_object(objectname)`
5258 * Return requested mapgen object if available (see [Mapgen objects])
5259 * `minetest.get_heat(pos)`
5260 * Returns the heat at the position, or `nil` on failure.
5261 * `minetest.get_humidity(pos)`
5262 * Returns the humidity at the position, or `nil` on failure.
5263 * `minetest.get_biome_data(pos)`
5264 * Returns a table containing:
5265 * `biome` the biome id of the biome at that position
5266 * `heat` the heat at the position
5267 * `humidity` the humidity at the position
5268 * Or returns `nil` on failure.
5269 * `minetest.get_biome_id(biome_name)`
5270 * Returns the biome id, as used in the biomemap Mapgen object and returned
5271 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5272 * `minetest.get_biome_name(biome_id)`
5273 * Returns the biome name string for the provided biome id, or `nil` on
5275 * If no biomes have been registered, such as in mgv6, returns `default`.
5276 * `minetest.get_mapgen_params()`
5277 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5278 * Returns a table containing:
5284 * `minetest.set_mapgen_params(MapgenParams)`
5285 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5287 * Set map generation parameters.
5288 * Function cannot be called after the registration period; only
5289 initialization and `on_mapgen_init`.
5290 * Takes a table as an argument with the fields:
5296 * Leave field unset to leave that parameter unchanged.
5297 * `flags` contains a comma-delimited string of flags to set, or if the
5298 prefix `"no"` is attached, clears instead.
5299 * `flags` is in the same format and has the same options as `mg_flags` in
5301 * `minetest.get_mapgen_setting(name)`
5302 * Gets the *active* mapgen setting (or nil if none exists) in string
5303 format with the following order of precedence:
5304 1) Settings loaded from map_meta.txt or overrides set during mod
5306 2) Settings set by mods without a metafile override
5307 3) Settings explicitly set in the user config file, minetest.conf
5308 4) Settings set as the user config default
5309 * `minetest.get_mapgen_setting_noiseparams(name)`
5310 * Same as above, but returns the value as a NoiseParams table if the
5311 setting `name` exists and is a valid NoiseParams.
5312 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5313 * Sets a mapgen param to `value`, and will take effect if the corresponding
5314 mapgen setting is not already present in map_meta.txt.
5315 * `override_meta` is an optional boolean (default: `false`). If this is set
5316 to true, the setting will become the active setting regardless of the map
5318 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5319 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5320 * Same as above, except value is a NoiseParams table.
5321 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5322 * Sets the noiseparams setting of `name` to the noiseparams table specified
5324 * `set_default` is an optional boolean (default: `true`) that specifies
5325 whether the setting should be applied to the default config or current
5327 * `minetest.get_noiseparams(name)`
5328 * Returns a table of the noiseparams for name.
5329 * `minetest.generate_ores(vm, pos1, pos2)`
5330 * Generate all registered ores within the VoxelManip `vm` and in the area
5331 from `pos1` to `pos2`.
5332 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5333 * `minetest.generate_decorations(vm, pos1, pos2)`
5334 * Generate all registered decorations within the VoxelManip `vm` and in the
5335 area from `pos1` to `pos2`.
5336 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5337 * `minetest.clear_objects([options])`
5338 * Clear all objects in the environment
5339 * Takes an optional table as an argument with the field `mode`.
5340 * mode = `"full"` : Load and go through every mapblock, clearing
5342 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5343 clear objects in unloaded mapblocks only when the
5344 mapblocks are next activated.
5345 * `minetest.load_area(pos1[, pos2])`
5346 * Load the mapblocks containing the area from `pos1` to `pos2`.
5347 `pos2` defaults to `pos1` if not specified.
5348 * This function does not trigger map generation.
5349 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5350 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5351 asynchronously fetched from memory, loaded from disk, or if inexistent,
5353 * If `callback` is a valid Lua function, this will be called for each block
5355 * The function signature of callback is:
5356 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5357 * `blockpos` is the *block* coordinates of the block that had been
5359 * `action` could be one of the following constant values:
5360 * `minetest.EMERGE_CANCELLED`
5361 * `minetest.EMERGE_ERRORED`
5362 * `minetest.EMERGE_FROM_MEMORY`
5363 * `minetest.EMERGE_FROM_DISK`
5364 * `minetest.EMERGE_GENERATED`
5365 * `calls_remaining` is the number of callbacks to be expected after
5367 * `param` is the user-defined parameter passed to emerge_area (or
5368 nil if the parameter was absent).
5369 * `minetest.delete_area(pos1, pos2)`
5370 * delete all mapblocks in the area from pos1 to pos2, inclusive
5371 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5372 * Checks if there is anything other than air between pos1 and pos2.
5373 * Returns false if something is blocking the sight.
5374 * Returns the position of the blocking node when `false`
5375 * `pos1`: First position
5376 * `pos2`: Second position
5377 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5378 * Creates a `Raycast` object.
5379 * `pos1`: start of the ray
5380 * `pos2`: end of the ray
5381 * `objects`: if false, only nodes will be returned. Default is `true`.
5382 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5383 returned. Default is `false`.
5384 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5385 * returns table containing path that can be walked on
5386 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5388 * Reasons for failure:
5389 * No path exists at all
5390 * No path exists within `searchdistance` (see below)
5391 * Start or end pos is buried in land
5392 * `pos1`: start position
5393 * `pos2`: end position
5394 * `searchdistance`: maximum distance from the search positions to search in.
5395 In detail: Path must be completely inside a cuboid. The minimum
5396 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5397 Larger values will increase the size of this cuboid in all directions
5398 * `max_jump`: maximum height difference to consider walkable
5399 * `max_drop`: maximum height difference to consider droppable
5400 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5401 Difference between `"A*"` and `"A*_noprefetch"` is that
5402 `"A*"` will pre-calculate the cost-data, the other will calculate it
5404 * `minetest.spawn_tree (pos, {treedef})`
5405 * spawns L-system tree at given `pos` with definition in `treedef` table
5406 * `minetest.transforming_liquid_add(pos)`
5407 * add node to liquid flow update queue
5408 * `minetest.get_node_max_level(pos)`
5409 * get max available level for leveled node
5410 * `minetest.get_node_level(pos)`
5411 * get level of leveled node (water, snow)
5412 * `minetest.set_node_level(pos, level)`
5413 * set level of leveled node, default `level` equals `1`
5414 * if `totallevel > maxlevel`, returns rest (`total-max`).
5415 * `minetest.add_node_level(pos, level)`
5416 * increase level of leveled node by level, default `level` equals `1`
5417 * if `totallevel > maxlevel`, returns rest (`total-max`)
5418 * `level` must be between -127 and 127
5419 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5420 * resets the light in a cuboid-shaped part of
5421 the map and removes lighting bugs.
5422 * Loads the area if it is not loaded.
5423 * `pos1` is the corner of the cuboid with the least coordinates
5424 (in node coordinates), inclusive.
5425 * `pos2` is the opposite corner of the cuboid, inclusive.
5426 * The actual updated cuboid might be larger than the specified one,
5427 because only whole map blocks can be updated.
5428 The actual updated area consists of those map blocks that intersect
5429 with the given cuboid.
5430 * However, the neighborhood of the updated area might change
5431 as well, as light can spread out of the cuboid, also light
5433 * returns `false` if the area is not fully generated,
5435 * `minetest.check_single_for_falling(pos)`
5436 * causes an unsupported `group:falling_node` node to fall and causes an
5437 unattached `group:attached_node` node to fall.
5438 * does not spread these updates to neighbours.
5439 * `minetest.check_for_falling(pos)`
5440 * causes an unsupported `group:falling_node` node to fall and causes an
5441 unattached `group:attached_node` node to fall.
5442 * spread these updates to neighbours and can cause a cascade
5444 * `minetest.get_spawn_level(x, z)`
5445 * Returns a player spawn y co-ordinate for the provided (x, z)
5446 co-ordinates, or `nil` for an unsuitable spawn point.
5447 * For most mapgens a 'suitable spawn point' is one with y between
5448 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5449 so `nil` will be returned for many (x, z) co-ordinates.
5450 * The spawn level returned is for a player spawn in unmodified terrain.
5451 * The spawn level is intentionally above terrain level to cope with
5452 full-node biome 'dust' nodes.
5457 You can find mod channels communication scheme in `doc/mod_channels.png`.
5459 * `minetest.mod_channel_join(channel_name)`
5460 * Server joins channel `channel_name`, and creates it if necessary. You
5461 should listen for incoming messages with
5462 `minetest.register_on_modchannel_message`
5467 `minetest.get_inventory(location)`: returns an `InvRef`
5470 * `{type="player", name="celeron55"}`
5471 * `{type="node", pos={x=, y=, z=}}`
5472 * `{type="detached", name="creative"}`
5473 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5475 * `callbacks`: See [Detached inventory callbacks]
5476 * `player_name`: Make detached inventory available to one player
5477 exclusively, by default they will be sent to every player (even if not
5479 Note that this parameter is mostly just a workaround and will be removed
5481 * Creates a detached inventory. If it already exists, it is cleared.
5482 * `minetest.remove_detached_inventory(name)`
5483 * Returns a `boolean` indicating whether the removal succeeded.
5484 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5485 returns leftover ItemStack or nil to indicate no inventory change
5486 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5491 * `minetest.show_formspec(playername, formname, formspec)`
5492 * `playername`: name of player to show formspec
5493 * `formname`: name passed to `on_player_receive_fields` callbacks.
5494 It should follow the `"modname:<whatever>"` naming convention
5495 * `formspec`: formspec to display
5496 * `minetest.close_formspec(playername, formname)`
5497 * `playername`: name of player to close formspec
5498 * `formname`: has to exactly match the one given in `show_formspec`, or the
5499 formspec will not close.
5500 * calling `show_formspec(playername, formname, "")` is equal to this
5502 * to close a formspec regardless of the formname, call
5503 `minetest.close_formspec(playername, "")`.
5504 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5505 * `minetest.formspec_escape(string)`: returns a string
5506 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5508 * `minetest.explode_table_event(string)`: returns a table
5509 * returns e.g. `{type="CHG", row=1, column=2}`
5511 * `"INV"`: no row selected
5513 * `"DCL"`: double-click
5514 * `minetest.explode_textlist_event(string)`: returns a table
5515 * returns e.g. `{type="CHG", index=1}`
5517 * `"INV"`: no row selected
5519 * `"DCL"`: double-click
5520 * `minetest.explode_scrollbar_event(string)`: returns a table
5521 * returns e.g. `{type="CHG", value=500}`
5523 * `"INV"`: something failed
5524 * `"CHG"`: has been changed
5525 * `"VAL"`: not changed
5530 * `minetest.inventorycube(img1, img2, img3)`
5531 * Returns a string for making an image of a cube (useful as an item image)
5532 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5533 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5534 does not refer to a node or entity.
5535 * If the optional `above` parameter is true and the `pointed_thing` refers
5536 to a node, then it will return the `above` position of the `pointed_thing`.
5537 * `minetest.dir_to_facedir(dir, is6d)`
5538 * Convert a vector to a facedir value, used in `param2` for
5539 `paramtype2="facedir"`.
5540 * passing something non-`nil`/`false` for the optional second parameter
5541 causes it to take the y component into account.
5542 * `minetest.facedir_to_dir(facedir)`
5543 * Convert a facedir back into a vector aimed directly out the "back" of a
5545 * `minetest.dir_to_wallmounted(dir)`
5546 * Convert a vector to a wallmounted value, used for
5547 `paramtype2="wallmounted"`.
5548 * `minetest.wallmounted_to_dir(wallmounted)`
5549 * Convert a wallmounted value back into a vector aimed directly out the
5551 * `minetest.dir_to_yaw(dir)`
5552 * Convert a vector into a yaw (angle)
5553 * `minetest.yaw_to_dir(yaw)`
5554 * Convert yaw (angle) to a vector
5555 * `minetest.is_colored_paramtype(ptype)`
5556 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5557 color information (`color`, `colorwallmounted` or `colorfacedir`).
5558 * `minetest.strip_param2_color(param2, paramtype2)`
5559 * Removes everything but the color information from the
5560 given `param2` value.
5561 * Returns `nil` if the given `paramtype2` does not contain color
5563 * `minetest.get_node_drops(node, toolname)`
5564 * Returns list of itemstrings that are dropped by `node` when dug
5565 with the item `toolname` (not limited to tools).
5566 * `node`: node as table or node name
5567 * `toolname`: name of the item used to dig (can be `nil`)
5568 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5569 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5570 * `input.width` = for example `3`
5571 * `input.items` = for example
5572 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5573 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5574 * `output.time` = a number, if unsuccessful: `0`
5575 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5576 placed in `decremented_input.items`. Replacements can be placed in
5577 `decremented_input` if the stack of the replaced item has a count of 1.
5578 * `decremented_input` = like `input`
5579 * `minetest.get_craft_recipe(output)`: returns input
5580 * returns last registered recipe for output item (node)
5581 * `output` is a node or item type such as `"default:torch"`
5582 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5583 * `input.width` = for example `3`
5584 * `input.items` = for example
5585 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5586 * `input.items` = `nil` if no recipe found
5587 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5588 * returns indexed table with all registered recipes for query item (node)
5589 or `nil` if no recipe was found.
5590 * recipe entry table:
5591 * `method`: 'normal' or 'cooking' or 'fuel'
5592 * `width`: 0-3, 0 means shapeless recipe
5593 * `items`: indexed [1-9] table with recipe items
5594 * `output`: string with item name and quantity
5595 * Example query for `"default:gold_ingot"` will return table:
5598 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5599 items = {1 = "default:gold_lump"}},
5600 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5601 items = {1 = "default:goldblock"}}
5603 * `minetest.handle_node_drops(pos, drops, digger)`
5604 * `drops`: list of itemstrings
5605 * Handles drops from nodes after digging: Default action is to put them
5606 into digger's inventory.
5607 * Can be overridden to get different functionality (e.g. dropping items on
5609 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5611 * Creates an item string which contains palette index information
5612 for hardware colorization. You can use the returned string
5613 as an output in a craft recipe.
5614 * `item`: the item stack which becomes colored. Can be in string,
5615 table and native form.
5616 * `palette_index`: this index is added to the item stack
5617 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5618 * Creates an item string which contains static color information
5619 for hardware colorization. Use this method if you wish to colorize
5620 an item that does not own a palette. You can use the returned string
5621 as an output in a craft recipe.
5622 * `item`: the item stack which becomes colored. Can be in string,
5623 table and native form.
5624 * `colorstring`: the new color of the item stack
5629 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5630 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5631 * Find who has done something to a node, or near a node
5632 * `actor`: `"player:<name>"`, also `"liquid"`.
5633 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5634 `boolean, log_messages`.
5635 * Revert latest actions of someone
5636 * `actor`: `"player:<name>"`, also `"liquid"`.
5638 Defaults for the `on_place` and `on_drop` item definition functions
5639 -------------------------------------------------------------------
5641 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5642 * Place item as a node
5643 * `param2` overrides `facedir` and wallmounted `param2`
5644 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5645 for the newly placed node to prevent a callback and placement loop
5646 * returns `itemstack, position`
5647 * `position`: the location the node was placed to. `nil` if nothing was placed.
5648 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5650 * returns the leftover itemstack
5651 * **Note**: This function is deprecated and will never be called.
5652 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5653 * Wrapper that calls `minetest.item_place_node` if appropriate
5654 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5655 * **Note**: is not called when wielded item overrides `on_place`
5656 * `param2` overrides facedir and wallmounted `param2`
5657 * returns `itemstack, position`
5658 * `position`: the location the node was placed to. `nil` if nothing was placed.
5659 * `minetest.item_drop(itemstack, dropper, pos)`
5661 * returns the leftover itemstack
5662 * `minetest.item_eat(hp_change[, replace_with_item])`
5663 * Returns `function(itemstack, user, pointed_thing)` as a
5664 function wrapper for `minetest.do_item_eat`.
5665 * `replace_with_item` is the itemstring which is added to the inventory.
5666 If the player is eating a stack, then replace_with_item goes to a
5669 Defaults for the `on_punch` and `on_dig` node definition callbacks
5670 ------------------------------------------------------------------
5672 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5673 * Calls functions registered by `minetest.register_on_punchnode()`
5674 * `minetest.node_dig(pos, node, digger)`
5675 * Checks if node can be dug, puts item into inventory, removes node
5676 * Calls functions registered by `minetest.registered_on_dignodes()`
5681 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5682 * `spec` is a `SimpleSoundSpec`
5683 * `parameters` is a sound parameter table
5684 * `ephemeral` is a boolean (default: false)
5685 Ephemeral sounds will not return a handle and can't be stopped or faded.
5686 It is recommend to use this for short sounds that happen in response to
5687 player actions (e.g. door closing).
5688 * `minetest.sound_stop(handle)`
5689 * `handle` is a handle returned by `minetest.sound_play`
5690 * `minetest.sound_fade(handle, step, gain)`
5691 * `handle` is a handle returned by `minetest.sound_play`
5692 * `step` determines how fast a sound will fade.
5693 The gain will change by this much per second,
5694 until it reaches the target gain.
5695 Note: Older versions used a signed step. This is deprecated, but old
5696 code will still work. (the client uses abs(step) to correct it)
5697 * `gain` the target gain for the fade.
5698 Fading to zero will delete the sound.
5703 * `minetest.after(time, func, ...)` : returns job table to use as below.
5704 * Call the function `func` after `time` seconds, may be fractional
5705 * Optional: Variable number of arguments that are passed to `func`
5708 * Cancels the job function from being called
5713 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5714 server shutdown. Will display `message` to clients.
5715 * `reconnect` == true displays a reconnect button
5716 * `delay` adds an optional delay (in seconds) before shutdown.
5717 Negative delay cancels the current active shutdown.
5718 Zero delay triggers an immediate shutdown.
5719 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5720 * `minetest.get_server_status(name, joined)`
5721 * Returns the server status string when a player joins or when the command
5722 `/status` is called. Returns `nil` or an empty string when the message is
5724 * `joined`: Boolean value, indicates whether the function was called when
5726 * This function may be overwritten by mods to customize the status message.
5727 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5728 * `minetest.get_server_max_lag()`: returns the current maximum lag
5729 of the server in seconds or nil if server is not fully loaded yet
5730 * `minetest.remove_player(name)`: remove player from database (if they are not
5732 * As auth data is not removed, minetest.player_exists will continue to
5733 return true. Call the below method as well if you want to remove auth
5735 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5736 * `minetest.remove_player_auth(name)`: remove player authentication data
5737 * Returns boolean indicating success (false if player nonexistant)
5738 * `minetest.dynamic_add_media(options, callback)`
5739 * `options`: table containing the following parameters
5740 * `filepath`: path to a media file on the filesystem
5741 * `to_player`: name of the player the media should be sent to instead of
5742 all players (optional)
5743 * `ephemeral`: boolean that marks the media as ephemeral,
5744 it will not be cached on the client (optional, default false)
5745 * `callback`: function with arguments `name`, which is a player name
5746 * Pushes the specified media file to client(s). (details below)
5747 The file must be a supported image, sound or model format.
5748 Dynamically added media is not persisted between server restarts.
5749 * Returns false on error, true if the request was accepted
5750 * The given callback will be called for every player as soon as the
5751 media is available on the client.
5753 * If `ephemeral`=false and `to_player` is unset the file is added to the media
5754 sent to clients on startup, this means the media will appear even on
5755 old clients if they rejoin the server.
5756 * If `ephemeral`=false the file must not be modified, deleted, moved or
5757 renamed after calling this function.
5758 * Regardless of any use of `ephemeral`, adding media files with the same
5759 name twice is not possible/guaranteed to work. An exception to this is the
5760 use of `to_player` to send the same, already existent file to multiple
5762 * Clients will attempt to fetch files added this way via remote media,
5763 this can make transfer of bigger files painless (if set up). Nevertheless
5764 it is advised not to use dynamic media for big media files.
5769 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5770 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5771 IP address or name formatted as string
5772 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5773 * Returns boolean indicating success
5774 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5776 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5778 * Returns boolean indicating success (false if player nonexistant)
5779 * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
5780 optional reason, this will not prefix with 'Kicked: ' like kick_player.
5781 If no reason is given, it will default to 'Disconnected.'
5782 * Returns boolean indicating success (false if player nonexistant)
5787 * `minetest.add_particle(particle definition)`
5788 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5789 expirationtime, size, collisiondetection, texture, playername)`
5791 * `minetest.add_particlespawner(particlespawner definition)`
5792 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5793 over `time` seconds.
5794 * Returns an `id`, and -1 if adding didn't succeed
5795 * Deprecated: `minetest.add_particlespawner(amount, time,
5799 minexptime, maxexptime,
5801 collisiondetection, texture, playername)`
5803 * `minetest.delete_particlespawner(id, player)`
5804 * Delete `ParticleSpawner` with `id` (return value from
5805 `minetest.add_particlespawner`).
5806 * If playername is specified, only deletes on the player's client,
5807 otherwise on all clients.
5812 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5813 * Create a schematic from the volume of map specified by the box formed by
5815 * Apply the specified probability and per-node force-place to the specified
5816 nodes according to the `probability_list`.
5817 * `probability_list` is an array of tables containing two fields, `pos`
5819 * `pos` is the 3D vector specifying the absolute coordinates of the
5820 node being modified,
5821 * `prob` is an integer value from `0` to `255` that encodes
5822 probability and per-node force-place. Probability has levels
5823 0-127, then 128 may be added to encode per-node force-place.
5824 For probability stated as 0-255, divide by 2 and round down to
5825 get values 0-127, then add 128 to apply per-node force-place.
5826 * If there are two or more entries with the same pos value, the
5828 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5830 * If `probability_list` equals `nil`, no probabilities are applied.
5831 * Apply the specified probability to the specified horizontal slices
5832 according to the `slice_prob_list`.
5833 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5835 * `ypos` indicates the y position of the slice with a probability
5836 applied, the lowest slice being `ypos = 0`.
5837 * If slice probability list equals `nil`, no slice probabilities
5839 * Saves schematic in the Minetest Schematic format to filename.
5841 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5842 * Place the schematic specified by schematic (see [Schematic specifier]) at
5844 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5845 * If the `rotation` parameter is omitted, the schematic is not rotated.
5846 * `replacements` = `{["old_name"] = "convert_to", ...}`
5847 * `force_placement` is a boolean indicating whether nodes other than `air`
5848 and `ignore` are replaced by the schematic.
5849 * Returns nil if the schematic could not be loaded.
5850 * **Warning**: Once you have loaded a schematic from a file, it will be
5851 cached. Future calls will always use the cached version and the
5852 replacement list defined for it, regardless of whether the file or the
5853 replacement list parameter have changed. The only way to load the file
5854 anew is to restart the server.
5855 * `flags` is a flag field with the available flags:
5860 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5861 * This function is analogous to minetest.place_schematic, but places a
5862 schematic onto the specified VoxelManip object `vmanip` instead of the
5864 * Returns false if any part of the schematic was cut-off due to the
5865 VoxelManip not containing the full area required, and true if the whole
5866 schematic was able to fit.
5867 * Returns nil if the schematic could not be loaded.
5868 * After execution, any external copies of the VoxelManip contents are
5870 * `flags` is a flag field with the available flags:
5875 * `minetest.serialize_schematic(schematic, format, options)`
5876 * Return the serialized schematic specified by schematic
5877 (see [Schematic specifier])
5878 * in the `format` of either "mts" or "lua".
5879 * "mts" - a string containing the binary MTS data used in the MTS file
5881 * "lua" - a string containing Lua code representing the schematic in table
5883 * `options` is a table containing the following optional parameters:
5884 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5885 generated will have (X, Z) position comments for every X row
5886 generated in the schematic data for easier reading.
5887 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5888 the Lua code generated will use that number of spaces as indentation
5889 instead of a tab character.
5891 * `minetest.read_schematic(schematic, options)`
5892 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5893 * `schematic` is the schematic to read (see: [Schematic specifier])
5894 * `options` is a table containing the following optional parameters:
5895 * `write_yslice_prob`: string value:
5896 * `none`: no `write_yslice_prob` table is inserted,
5897 * `low`: only probabilities that are not 254 or 255 are written in
5898 the `write_ylisce_prob` table,
5899 * `all`: write all probabilities to the `write_yslice_prob` table.
5900 * The default for this option is `all`.
5901 * Any invalid value will be interpreted as `all`.
5906 * `minetest.request_http_api()`:
5907 * returns `HTTPApiTable` containing http functions if the calling mod has
5908 been granted access by being listed in the `secure.http_mods` or
5909 `secure.trusted_mods` setting, otherwise returns `nil`.
5910 * The returned table contains the functions `fetch`, `fetch_async` and
5911 `fetch_async_get` described below.
5912 * Only works at init time and must be called from the mod's main scope
5913 (not from a function).
5914 * Function only exists if minetest server was built with cURL support.
5915 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5917 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5918 * Performs given request asynchronously and calls callback upon completion
5919 * callback: `function(HTTPRequestResult res)`
5920 * Use this HTTP function if you are unsure, the others are for advanced use
5921 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5922 * Performs given request asynchronously and returns handle for
5923 `HTTPApiTable.fetch_async_get`
5924 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5925 * Return response data for given asynchronous HTTP request
5930 * `minetest.get_mod_storage()`:
5931 * returns reference to mod private `StorageRef`
5932 * must be called during mod load time
5937 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5938 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5939 * `minetest.player_exists(name)`: boolean, whether player exists
5940 (regardless of online status)
5941 * `minetest.hud_replace_builtin(name, hud_definition)`
5942 * Replaces definition of a builtin hud element
5943 * `name`: `"breath"` or `"health"`
5944 * `hud_definition`: definition to replace builtin definition
5945 * `minetest.send_join_message(player_name)`
5946 * This function can be overridden by mods to change the join message.
5947 * `minetest.send_leave_message(player_name, timed_out)`
5948 * This function can be overridden by mods to change the leave message.
5949 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5950 * `pos`: table {x=number, y=number, z=number},
5951 * Gives a unique hash number for a node position (16+16+16=48bit)
5952 * `minetest.get_position_from_hash(hash)`: returns a position
5953 * Inverse transform of `minetest.hash_node_position`
5954 * `minetest.get_item_group(name, group)`: returns a rating
5955 * Get rating of a group of an item. (`0` means: not in group)
5956 * `minetest.get_node_group(name, group)`: returns a rating
5957 * Deprecated: An alias for the former.
5958 * `minetest.raillike_group(name)`: returns a rating
5959 * Returns rating of the connect_to_raillike group corresponding to name
5960 * If name is not yet the name of a connect_to_raillike group, a new group
5961 id is created, with that name.
5962 * `minetest.get_content_id(name)`: returns an integer
5963 * Gets the internal content ID of `name`
5964 * `minetest.get_name_from_content_id(content_id)`: returns a string
5965 * Gets the name of the content with that content ID
5966 * `minetest.parse_json(string[, nullvalue])`: returns something
5967 * Convert a string containing JSON data into the Lua equivalent
5968 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5969 * On success returns a table, a string, a number, a boolean or `nullvalue`
5970 * On failure outputs an error message and returns `nil`
5971 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5972 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5974 * Convert a Lua table into a JSON string
5975 * styled: Outputs in a human-readable format if this is set, defaults to
5977 * Unserializable things like functions and userdata will cause an error.
5978 * **Warning**: JSON is more strict than the Lua table format.
5979 1. You can only use strings and positive integers of at least one as
5981 2. You can not mix string and integer keys.
5982 This is due to the fact that JSON has two distinct array and object
5984 * Example: `write_json({10, {a = false}})`,
5985 returns `'[10, {"a": false}]'`
5986 * `minetest.serialize(table)`: returns a string
5987 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5988 into string form readable by `minetest.deserialize`
5989 * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
5990 * `minetest.deserialize(string[, safe])`: returns a table
5991 * Convert a string returned by `minetest.serialize` into a table
5992 * `string` is loaded in an empty sandbox environment.
5993 * Will load functions if safe is false or omitted. Although these functions
5994 cannot directly access the global environment, they could bypass this
5995 restriction with maliciously crafted Lua bytecode if mod security is
5997 * This function should not be used on untrusted data, regardless of the
5998 value of `safe`. It is fine to serialize then deserialize user-provided
5999 data, but directly providing user input to deserialize is always unsafe.
6000 * Example: `deserialize('return { ["foo"] = "bar" }')`,
6001 returns `{foo="bar"}`
6002 * Example: `deserialize('print("foo")')`, returns `nil`
6003 (function call fails), returns
6004 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
6005 * `minetest.compress(data, method, ...)`: returns `compressed_data`
6006 * Compress a string of data.
6007 * `method` is a string identifying the compression method to be used.
6008 * Supported compression methods:
6009 * Deflate (zlib): `"deflate"`
6010 * `...` indicates method-specific arguments. Currently defined arguments
6012 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
6013 * `minetest.decompress(compressed_data, method, ...)`: returns data
6014 * Decompress a string of data (using ZLib).
6015 * See documentation on `minetest.compress()` for supported compression
6017 * `...` indicates method-specific arguments. Currently, no methods use this
6018 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
6019 * Each argument is a 8 Bit unsigned integer
6020 * Returns the ColorString from rgb or rgba values
6021 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
6022 * `minetest.encode_base64(string)`: returns string encoded in base64
6023 * Encodes a string in base64.
6024 * `minetest.decode_base64(string)`: returns string or nil on failure
6025 * Padding characters are only supported starting at version 5.4.0, where
6026 5.5.0 and newer perform proper checks.
6027 * Decodes a string encoded in base64.
6028 * `minetest.is_protected(pos, name)`: returns boolean
6029 * Returning `true` restricts the player `name` from modifying (i.e. digging,
6030 placing) the node at position `pos`.
6031 * `name` will be `""` for non-players or unknown players.
6032 * This function should be overridden by protection mods. It is highly
6033 recommended to grant access to players with the `protection_bypass` privilege.
6034 * Cache and call the old version of this function if the position is
6035 not protected by the mod. This will allow using multiple protection mods.
6038 local old_is_protected = minetest.is_protected
6039 function minetest.is_protected(pos, name)
6040 if mymod:position_protected_from(pos, name) then
6043 return old_is_protected(pos, name)
6045 * `minetest.record_protection_violation(pos, name)`
6046 * This function calls functions registered with
6047 `minetest.register_on_protection_violation`.
6048 * `minetest.is_creative_enabled(name)`: returns boolean
6049 * Returning `true` means that Creative Mode is enabled for player `name`.
6050 * `name` will be `""` for non-players or if the player is unknown.
6051 * This function should be overridden by Creative Mode-related mods to
6052 implement a per-player Creative Mode.
6053 * By default, this function returns `true` if the setting
6054 `creative_mode` is `true` and `false` otherwise.
6055 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6056 * Returns the position of the first node that `player_name` may not modify
6057 in the specified cuboid between `pos1` and `pos2`.
6058 * Returns `false` if no protections were found.
6059 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6060 The points are spaced evenly throughout the volume and have a spacing
6061 similar to, but no larger than, `interval`.
6062 * All corners and edges of the defined volume are checked.
6063 * `interval` defaults to 4.
6064 * `interval` should be carefully chosen and maximised to avoid an excessive
6065 number of points being checked.
6066 * Like `minetest.is_protected`, this function may be extended or
6067 overwritten by mods to provide a faster implementation to check the
6068 cuboid for intersections.
6069 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6070 orient_flags, prevent_after_place])`
6071 * Attempt to predict the desired orientation of the facedir-capable node
6072 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6073 or hanging from the ceiling).
6074 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6075 stacks are handled normally.
6076 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6077 * `invert_wall`: if `true`, place wall-orientation on the ground and
6078 ground-orientation on the wall.
6079 * `force_wall` : if `true`, always place the node in wall orientation.
6080 * `force_ceiling`: if `true`, always place on the ceiling.
6081 * `force_floor`: if `true`, always place the node on the floor.
6082 * `force_facedir`: if `true`, forcefully reset the facedir to north
6083 when placing on the floor or ceiling.
6084 * The first four options are mutually-exclusive; the last in the list
6085 takes precedence over the first.
6086 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6087 * Returns the new itemstack after placement
6088 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6089 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6090 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6091 parameter and `prevent_after_place` set to `true`.
6093 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6094 tool_capabilities, dir, distance, damage)`
6095 * Returns the amount of knockback applied on the punched player.
6096 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6097 * `distance`: distance between puncher and punched player
6098 * This function can be overriden by mods that wish to modify this behaviour.
6099 * You may want to cache and call the old function to allow multiple mods to
6100 change knockback behaviour.
6102 * `minetest.forceload_block(pos[, transient])`
6103 * forceloads the position `pos`.
6104 * returns `true` if area could be forceloaded
6105 * If `transient` is `false` or absent, the forceload will be persistent
6106 (saved between server runs). If `true`, the forceload will be transient
6107 (not saved between server runs).
6109 * `minetest.forceload_free_block(pos[, transient])`
6110 * stops forceloading the position `pos`
6111 * If `transient` is `false` or absent, frees a persistent forceload.
6112 If `true`, frees a transient forceload.
6114 * `minetest.compare_block_status(pos, condition)`
6115 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6116 * `condition` may be one of the following values:
6117 * `"unknown"`: not in memory
6118 * `"emerging"`: in the queue for loading from disk or generating
6119 * `"loaded"`: in memory but inactive (no ABMs are executed)
6120 * `"active"`: in memory and active
6121 * Other values are reserved for future functionality extensions
6122 * Return value, the comparison status:
6123 * `false`: Mapblock does not fulfil the wanted condition
6124 * `true`: Mapblock meets the requirement
6125 * `nil`: Unsupported `condition` value
6127 * `minetest.request_insecure_environment()`: returns an environment containing
6128 insecure functions if the calling mod has been listed as trusted in the
6129 `secure.trusted_mods` setting or security is disabled, otherwise returns
6131 * Only works at init time and must be called from the mod's main scope
6132 (ie: the init.lua of the mod, not from another Lua file or within a function).
6133 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6134 IT IN A LOCAL VARIABLE!**
6136 * `minetest.global_exists(name)`
6137 * Checks if a global variable has been set, without triggering a warning.
6142 * `minetest.env`: `EnvRef` of the server environment and world.
6143 * Any function in the minetest namespace can be called using the syntax
6144 `minetest.env:somefunction(somearguments)`
6145 instead of `minetest.somefunction(somearguments)`
6146 * Deprecated, but support is not to be dropped soon
6151 ### Registered definition tables
6153 * `minetest.registered_items`
6154 * Map of registered items, indexed by name
6155 * `minetest.registered_nodes`
6156 * Map of registered node definitions, indexed by name
6157 * `minetest.registered_craftitems`
6158 * Map of registered craft item definitions, indexed by name
6159 * `minetest.registered_tools`
6160 * Map of registered tool definitions, indexed by name
6161 * `minetest.registered_entities`
6162 * Map of registered entity prototypes, indexed by name
6163 * Values in this table may be modified directly.
6164 Note: changes to initial properties will only affect entities spawned afterwards,
6165 as they are only read when spawning.
6166 * `minetest.object_refs`
6167 * Map of object references, indexed by active object id
6168 * `minetest.luaentities`
6169 * Map of Lua entities, indexed by active object id
6170 * `minetest.registered_abms`
6171 * List of ABM definitions
6172 * `minetest.registered_lbms`
6173 * List of LBM definitions
6174 * `minetest.registered_aliases`
6175 * Map of registered aliases, indexed by name
6176 * `minetest.registered_ores`
6177 * Map of registered ore definitions, indexed by the `name` field.
6178 * If `name` is nil, the key is the object handle returned by
6179 `minetest.register_ore`.
6180 * `minetest.registered_biomes`
6181 * Map of registered biome definitions, indexed by the `name` field.
6182 * If `name` is nil, the key is the object handle returned by
6183 `minetest.register_biome`.
6184 * `minetest.registered_decorations`
6185 * Map of registered decoration definitions, indexed by the `name` field.
6186 * If `name` is nil, the key is the object handle returned by
6187 `minetest.register_decoration`.
6188 * `minetest.registered_schematics`
6189 * Map of registered schematic definitions, indexed by the `name` field.
6190 * If `name` is nil, the key is the object handle returned by
6191 `minetest.register_schematic`.
6192 * `minetest.registered_chatcommands`
6193 * Map of registered chat command definitions, indexed by name
6194 * `minetest.registered_privileges`
6195 * Map of registered privilege definitions, indexed by name
6196 * Registered privileges can be modified directly in this table.
6198 ### Registered callback tables
6200 All callbacks registered with [Global callback registration functions] are added
6201 to corresponding `minetest.registered_*` tables.
6209 Sorted alphabetically.
6214 AreaStore is a data structure to calculate intersections of 3D cuboid volumes
6215 and points. The `data` field (string) may be used to store and retrieve any
6216 mod-relevant information to the specified area.
6218 Despite its name, mods must take care of persisting AreaStore data. They may
6219 use the provided load and write functions for this.
6224 * `AreaStore(type_name)`
6225 * Returns a new AreaStore instance
6226 * `type_name`: optional, forces the internally used API.
6227 * Possible values: `"LibSpatial"` (default).
6228 * When other values are specified, or SpatialIndex is not available,
6229 the custom Minetest functions are used.
6230 * `get_area(id, include_corners, include_data)`
6231 * Returns the area information about the specified ID.
6232 * Returned values are either of these:
6234 nil -- Area not found
6235 true -- Without `include_corners` and `include_data`
6237 min = pos, max = pos -- `include_corners == true`
6238 data = string -- `include_data == true`
6241 * `get_areas_for_pos(pos, include_corners, include_data)`
6242 * Returns all areas as table, indexed by the area ID.
6243 * Table values: see `get_area`.
6244 * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
6245 * Returns all areas that contain all nodes inside the area specified by`
6246 `corner1 and `corner2` (inclusive).
6247 * `accept_overlap`: if `true`, areas are returned that have nodes in
6248 common (intersect) with the specified area.
6249 * Returns the same values as `get_areas_for_pos`.
6250 * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
6251 * Returns the new area's ID, or nil if the insertion failed.
6252 * The (inclusive) positions `corner1` and `corner2` describe the area.
6253 * `data` is a string stored with the area.
6254 * `id` (optional): will be used as the internal area ID if it is an unique
6255 number between 0 and 2^32-2.
6257 * Requires SpatialIndex, no-op function otherwise.
6258 * Reserves resources for `count` many contained areas to improve
6259 efficiency when working with many area entries. Additional areas can still
6260 be inserted afterwards at the usual complexity.
6261 * `remove_area(id)`: removes the area with the given id from the store, returns
6263 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6264 Calling invalidates the cache, so that its elements have to be newly
6266 * `params` is a table with the following fields:
6268 enabled = boolean, -- Whether to enable, default true
6269 block_radius = int, -- The radius (in nodes) of the areas the cache
6270 -- generates prefiltered lists for, minimum 16,
6272 limit = int, -- The cache size, minimum 20, default 1000
6273 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6275 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6277 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6279 Returns success and, optionally, an error message.
6280 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6286 An `InvRef` is a reference to an inventory.
6290 * `is_empty(listname)`: return `true` if list is empty
6291 * `get_size(listname)`: get size of a list
6292 * `set_size(listname, size)`: set size of a list
6293 * returns `false` on error (e.g. invalid `listname` or `size`)
6294 * `get_width(listname)`: get width of a list
6295 * `set_width(listname, width)`: set width of list; currently used for crafting
6296 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6297 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6298 * `get_list(listname)`: return full list
6299 * `set_list(listname, list)`: set full list (size will not change)
6300 * `get_lists()`: returns list of inventory lists
6301 * `set_lists(lists)`: sets inventory lists (size will not change)
6302 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6304 * `room_for_item(listname, stack):` returns `true` if the stack of items
6305 can be fully added to the list
6306 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6307 the stack of items can be fully taken from the list.
6308 If `match_meta` is false, only the items' names are compared
6310 * `remove_item(listname, stack)`: take as many items as specified from the
6311 list, returns the items that were actually removed (as an `ItemStack`)
6312 -- note that any item metadata is ignored, so attempting to remove a specific
6313 unique item this way will likely remove the wrong one -- to do that use
6314 `set_stack` with an empty `ItemStack`.
6315 * `get_location()`: returns a location compatible to
6316 `minetest.get_inventory(location)`.
6317 * returns `{type="undefined"}` in case location is not known
6321 Detached & nodemeta inventories provide the following callbacks for move actions:
6325 The `allow_*` callbacks return how many items can be moved.
6327 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6328 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6329 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6333 The `on_*` callbacks are called after the items have been placed in the inventories.
6335 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6336 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6337 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6341 When a player tries to put an item to a place where another item is, the items are *swapped*.
6342 This means that all callbacks will be called twice (once for each action).
6347 An `ItemStack` is a stack of items.
6349 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6350 an itemstring, a table or `nil`.
6354 * `is_empty()`: returns `true` if stack is empty.
6355 * `get_name()`: returns item name (e.g. `"default:stone"`).
6356 * `set_name(item_name)`: returns a boolean indicating whether the item was
6358 * `get_count()`: Returns number of items on the stack.
6359 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6360 * `count`: number, unsigned 16 bit integer
6361 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6362 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6363 * `wear`: number, unsigned 16 bit integer
6364 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6365 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6367 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6368 * `get_description()`: returns the description shown in inventory list tooltips.
6369 * The engine uses this when showing item descriptions in tooltips.
6370 * Fields for finding the description, in order:
6371 * `description` in item metadata (See [Item Metadata].)
6372 * `description` in item definition
6374 * `get_short_description()`: returns the short description or nil.
6375 * Unlike the description, this does not include new lines.
6376 * Fields for finding the short description, in order:
6377 * `short_description` in item metadata (See [Item Metadata].)
6378 * `short_description` in item definition
6379 * first line of the description (From item meta or def, see `get_description()`.)
6380 * Returns nil if none of the above are set
6381 * `clear()`: removes all items from the stack, making it empty.
6382 * `replace(item)`: replace the contents of this stack.
6383 * `item` can also be an itemstring or table.
6384 * `to_string()`: returns the stack in itemstring form.
6385 * `to_table()`: returns the stack in Lua table form.
6386 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6388 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6389 * `is_known()`: returns `true` if the item name refers to a defined item type.
6390 * `get_definition()`: returns the item definition table.
6391 * `get_tool_capabilities()`: returns the digging properties of the item,
6392 or those of the hand if none are defined for this item type
6393 * `add_wear(amount)`
6394 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6395 * `amount`: number, integer
6396 * `add_item(item)`: returns leftover `ItemStack`
6397 * Put some item or stack onto this stack
6398 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6400 * `take_item(n)`: returns taken `ItemStack`
6401 * Take (and remove) up to `n` items from this stack
6402 * `n`: number, default: `1`
6403 * `peek_item(n)`: returns taken `ItemStack`
6404 * Copy (don't remove) up to `n` items from this stack
6405 * `n`: number, default: `1`
6410 ItemStack metadata: reference extra data and functionality stored in a stack.
6411 Can be obtained via `item:get_meta()`.
6415 * All methods in MetaDataRef
6416 * `set_tool_capabilities([tool_capabilities])`
6417 * Overrides the item's tool capabilities
6418 * A nil value will clear the override data and restore the original
6424 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6425 and [`PlayerMetaRef`].
6429 * `contains(key)`: Returns true if key present, otherwise false.
6430 * Returns `nil` when the MetaData is inexistent.
6431 * `get(key)`: Returns `nil` if key not present, else the stored string.
6432 * `set_string(key, value)`: Value of `""` will delete the key.
6433 * `get_string(key)`: Returns `""` if key not present.
6434 * `set_int(key, value)`
6435 * `get_int(key)`: Returns `0` if key not present.
6436 * `set_float(key, value)`
6437 * `get_float(key)`: Returns `0` if key not present.
6438 * `to_table()`: returns `nil` or a table with keys:
6439 * `fields`: key-value storage
6440 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6441 * `from_table(nil or {})`
6442 * Any non-table value will clear the metadata
6443 * See [Node Metadata] for an example
6444 * returns `true` on success
6446 * returns `true` if this metadata has the same key-value pairs as `other`
6451 An interface to use mod channels on client and server
6455 * `leave()`: leave the mod channel.
6456 * Server leaves channel `channel_name`.
6457 * No more incoming or outgoing messages can be sent to this channel from
6459 * This invalidate all future object usage.
6460 * Ensure you set mod_channel to nil after that to free Lua resources.
6461 * `is_writeable()`: returns true if channel is writeable and mod can send over
6463 * `send_all(message)`: Send `message` though the mod channel.
6464 * If mod channel is not writeable or invalid, message will be dropped.
6465 * Message size is limited to 65535 characters by protocol.
6470 Node metadata: reference extra data and functionality stored in a node.
6471 Can be obtained via `minetest.get_meta(pos)`.
6475 * All methods in MetaDataRef
6476 * `get_inventory()`: returns `InvRef`
6477 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6478 This will prevent them from being sent to the client. Note that the "private"
6479 status will only be remembered if an associated key-value pair exists,
6480 meaning it's best to call this when initializing all other meta (e.g.
6486 Node Timers: a high resolution persistent per-node timer.
6487 Can be gotten via `minetest.get_node_timer(pos)`.
6491 * `set(timeout,elapsed)`
6492 * set a timer's state
6493 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6494 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6495 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6499 * equivalent to `set(timeout,0)`
6502 * `get_timeout()`: returns current timeout in seconds
6503 * if `timeout` equals `0`, timer is inactive
6504 * `get_elapsed()`: returns current elapsed time in seconds
6505 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6507 * `is_started()`: returns boolean state of timer
6508 * returns `true` if timer is started, otherwise `false`
6513 Moving things in the game are generally these.
6514 This is basically a reference to a C++ `ServerActiveObject`.
6516 ### Advice on handling `ObjectRefs`
6518 When you receive an `ObjectRef` as a callback argument or from another API
6519 function, it is possible to store the reference somewhere and keep it around.
6520 It will keep functioning until the object is unloaded or removed.
6522 However, doing this is **NOT** recommended as there is (intentionally) no method
6523 to test if a previously acquired `ObjectRef` is still valid.
6524 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6525 Lua back to the engine.
6526 Doing so is much less error-prone and you will never need to wonder if the
6527 object you are working with still exists.
6532 * `get_pos()`: returns `{x=num, y=num, z=num}`
6533 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6534 * `get_velocity()`: returns the velocity, a vector.
6535 * `add_velocity(vel)`
6536 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6537 * In comparison to using get_velocity, adding the velocity and then using
6538 set_velocity, add_velocity is supposed to avoid synchronization problems.
6539 Additionally, players also do not support set_velocity.
6541 * Does not apply during free_move.
6542 * Note that since the player speed is normalized at each move step,
6543 increasing e.g. Y velocity beyond what would usually be achieved
6544 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6545 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6546 pressing the jump key (assuming default settings)
6547 * `move_to(pos, continuous=false)`
6548 * Does an interpolated move for Lua entities for visually smooth transitions.
6549 * If `continuous` is true, the Lua entity will not be moved to the current
6550 position before starting the interpolated move.
6551 * For players this does the same as `set_pos`,`continuous` is ignored.
6552 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6553 * `puncher` = another `ObjectRef`,
6554 * `time_from_last_punch` = time since last punch action of the puncher
6555 * `direction`: can be `nil`
6556 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6557 * `get_hp()`: returns number of health points
6558 * `set_hp(hp, reason)`: set number of health points
6559 * See reason in register_on_player_hpchange
6560 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6561 * For players: HP are also limited by `hp_max` specified in the player's
6563 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6564 * `get_wield_list()`: returns the name of the inventory list the wielded item
6566 * `get_wield_index()`: returns the index of the wielded item
6567 * `get_wielded_item()`: returns an `ItemStack`
6568 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6570 * `set_armor_groups({group1=rating, group2=rating, ...})`
6571 * `get_armor_groups()`: returns a table with the armor group ratings
6572 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6573 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6574 * `frame_speed`: number, default: `15.0`
6575 * `frame_blend`: number, default: `0.0`
6576 * `frame_loop`: boolean, default: `true`
6577 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6579 * `set_animation_frame_speed(frame_speed)`
6580 * `frame_speed`: number, default: `15.0`
6581 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6582 * `bone`: string. Default is `""`, the root bone
6583 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6584 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6585 Default `{x=0, y=0, z=0}`
6586 * `forced_visible`: Boolean to control whether the attached entity
6587 should appear in first person. Default `false`.
6588 * This command may fail silently (do nothing) when it would result
6589 in circular attachments.
6590 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6591 or nil if it isn't attached.
6592 * `get_children()`: returns a list of ObjectRefs that are attached to the
6595 * `set_bone_position([bone, position, rotation])`
6596 * `bone`: string. Default is `""`, the root bone
6597 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6598 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6599 * `get_bone_position(bone)`: returns position and rotation of the bone
6600 * `set_properties(object property table)`
6601 * `get_properties()`: returns object property table
6602 * `is_player()`: returns true for players, false otherwise
6603 * `get_nametag_attributes()`
6604 * returns a table with the attributes of the nametag of an object
6607 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6608 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6610 * `set_nametag_attributes(attributes)`
6611 * sets the attributes of the nametag of an object
6614 text = "My Nametag",
6617 bgcolor = ColorSpec or false,
6618 -- ^ Sets background color of nametag
6619 -- `false` will cause the background to be set automatically based on user settings
6623 #### Lua entity only (no-op for other objects)
6625 * `remove()`: remove object
6626 * The object is removed after returning from Lua. However the `ObjectRef`
6627 itself instantly becomes unusable with all further method calls having
6628 no effect and returning `nil`.
6629 * `set_velocity(vel)`
6630 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6631 * `set_acceleration(acc)`
6633 * `get_acceleration()`: returns the acceleration, a vector
6634 * `set_rotation(rot)`
6635 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6636 and Z is roll (bank).
6637 * `get_rotation()`: returns the rotation, a vector (radians)
6638 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6639 * `get_yaw()`: returns number in radians
6640 * `set_texture_mod(mod)`
6641 * Set a texture modifier to the base texture, for sprites and meshes.
6642 * When calling `set_texture_mod` again, the previous one is discarded.
6643 * `mod` the texture modifier. See [Texture modifiers].
6644 * `get_texture_mod()` returns current texture modifier
6645 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6646 * Specifies and starts a sprite animation
6647 * Animations iterate along the frame `y` position.
6648 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6649 first frame, default: `{x=0, y=0}`
6650 * `num_frames`: Total frames in the texture, default: `1`
6651 * `framelength`: Time per animated frame in seconds, default: `0.2`
6652 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6653 position according to the view direction. default: `false`.
6654 * First column: subject facing the camera
6655 * Second column: subject looking to the left
6656 * Third column: subject backing the camera
6657 * Fourth column: subject looking to the right
6658 * Fifth column: subject viewed from above
6659 * Sixth column: subject viewed from below
6660 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6663 #### Player only (no-op for other objects)
6665 * `get_player_name()`: returns `""` if is not a player
6666 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6667 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6668 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6669 * `get_look_dir()`: get camera direction as a unit vector
6670 * `get_look_vertical()`: pitch in radians
6671 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6673 * `get_look_horizontal()`: yaw in radians
6674 * Angle is counter-clockwise from the +z direction.
6675 * `set_look_vertical(radians)`: sets look pitch
6676 * radians: Angle from looking forward, where positive is downwards.
6677 * `set_look_horizontal(radians)`: sets look yaw
6678 * radians: Angle from the +z direction, where positive is counter-clockwise.
6679 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6680 `get_look_vertical`.
6681 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6683 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6684 `get_look_horizontal`.
6685 * Angle is counter-clockwise from the +x direction.
6686 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6687 `set_look_vertical`.
6688 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6689 `set_look_horizontal`.
6690 * `get_breath()`: returns player's breath
6691 * `set_breath(value)`: sets player's breath
6693 * `0`: player is drowning
6694 * max: bubbles bar is not shown
6695 * See [Object properties] for more information
6696 * Is limited to range 0 ... 65535 (2^16 - 1)
6697 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6699 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6700 Defaults to `false`.
6701 * `transition_time`: If defined, enables smooth FOV transition.
6702 Interpreted as the time (in seconds) to reach target FOV.
6703 If set to 0, FOV change is instantaneous. Defaults to 0.
6704 * Set `fov` to 0 to clear FOV override.
6705 * `get_fov()`: Returns the following:
6706 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6707 * Boolean indicating whether the FOV value is a multiplier.
6708 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6709 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6710 * Sets an extra attribute with value on player.
6711 * `value` must be a string, or a number which will be converted to a
6713 * If `value` is `nil`, remove attribute from player.
6714 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6715 * Returns value (a string) for extra attribute.
6716 * Returns `nil` if no attribute found.
6717 * `get_meta()`: Returns a PlayerMetaRef.
6718 * `set_inventory_formspec(formspec)`
6719 * Redefine player's inventory form
6720 * Should usually be called in `on_joinplayer`
6721 * If `formspec` is `""`, the player's inventory is disabled.
6722 * `get_inventory_formspec()`: returns a formspec string
6723 * `set_formspec_prepend(formspec)`:
6724 * the formspec string will be added to every formspec shown to the user,
6725 except for those with a no_prepend[] tag.
6726 * This should be used to set style elements such as background[] and
6727 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6728 * Only affects formspecs shown after this is called.
6729 * `get_formspec_prepend(formspec)`: returns a formspec string.
6730 * `get_player_control()`: returns table with player pressed keys
6731 * The table consists of fields with the following boolean values
6732 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6733 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6734 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6735 and exist only to preserve backwards compatibility.
6736 * Returns an empty table `{}` if the object is not a player.
6737 * `get_player_control_bits()`: returns integer with bit packed player pressed
6750 * Returns `0` (no bits set) if the object is not a player.
6751 * `set_physics_override(override_table)`
6752 * `override_table` is a table with the following fields:
6753 * `speed`: multiplier to default walking speed value (default: `1`)
6754 * `jump`: multiplier to default jump value (default: `1`)
6755 * `gravity`: multiplier to default gravity value (default: `1`)
6756 * `sneak`: whether player can sneak (default: `true`)
6757 * `sneak_glitch`: whether player can use the new move code replications
6758 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6760 * `new_move`: use new move/sneak code. When `false` the exact old code
6761 is used for the specific old sneak behaviour (default: `true`)
6762 * `get_physics_override()`: returns the table given to `set_physics_override`
6763 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6765 * `hud_remove(id)`: remove the HUD element of the specified id
6766 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6768 * element `stat` values:
6769 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6770 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6771 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6772 * `flags`: A table with the following fields set to boolean values
6780 * If a flag equals `nil`, the flag is not modified
6781 * `minimap`: Modifies the client's permission to view the minimap.
6782 The client may locally elect to not view the minimap.
6783 * `minimap_radar` is only usable when `minimap` is true
6784 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6785 * See `hud_set_flags` for a list of flags that can be toggled.
6786 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6787 * `count`: number of items, must be between `1` and `32`
6788 * `hud_get_hotbar_itemcount`: returns number of visible items
6789 * `hud_set_hotbar_image(texturename)`
6790 * sets background image for hotbar
6791 * `hud_get_hotbar_image`: returns texturename
6792 * `hud_set_hotbar_selected_image(texturename)`
6793 * sets image for selected item of hotbar
6794 * `hud_get_hotbar_selected_image`: returns texturename
6795 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6796 * Overrides the available minimap modes (and toggle order), and changes the
6798 * `mode` is a table consisting of up to four fields:
6799 * `type`: Available type:
6800 * `off`: Minimap off
6801 * `surface`: Minimap in surface mode
6802 * `radar`: Minimap in radar mode
6803 * `texture`: Texture to be displayed instead of terrain map
6804 (texture is centered around 0,0 and can be scaled).
6805 Texture size is limited to 512 x 512 pixel.
6806 * `label`: Optional label to display on minimap mode toggle
6807 The translation must be handled within the mod.
6808 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6809 displayed in minimap
6810 * `texture`: Only for texture type, name of the texture to display
6811 * `scale`: Only for texture type, scale of the texture map in nodes per
6812 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6814 * `selected_mode` is the mode index to be selected after modes have been changed
6815 (0 is the first mode).
6816 * `set_sky(sky_parameters)`
6817 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6818 whether `set_sky` accepts this format. Check the legacy format otherwise.
6819 * Passing no arguments resets the sky to its default values.
6820 * `sky_parameters` is a table with the following optional fields:
6821 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6822 (default: `#ffffff`)
6823 * `type`: Available types:
6824 * `"regular"`: Uses 0 textures, `base_color` ignored
6825 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6826 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6827 (default: `"regular"`)
6828 * `textures`: A table containing up to six textures in the following
6829 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6830 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6831 * `sky_color`: A table used in `"regular"` type only, containing the
6832 following values (alpha is ignored):
6833 * `day_sky`: ColorSpec, for the top half of the sky during the day.
6834 (default: `#61b5f5`)
6835 * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
6836 (default: `#90d3f6`)
6837 * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
6838 (default: `#b4bafa`)
6839 The resulting sky color will be a darkened version of the ColorSpec.
6840 Warning: The darkening of the ColorSpec is subject to change.
6841 * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
6842 (default: `#bac1f0`)
6843 The resulting sky color will be a darkened version of the ColorSpec.
6844 Warning: The darkening of the ColorSpec is subject to change.
6845 * `night_sky`: ColorSpec, for the top half of the sky during the night.
6846 (default: `#006bff`)
6847 The resulting sky color will be a dark version of the ColorSpec.
6848 Warning: The darkening of the ColorSpec is subject to change.
6849 * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
6850 (default: `#4090ff`)
6851 The resulting sky color will be a dark version of the ColorSpec.
6852 Warning: The darkening of the ColorSpec is subject to change.
6853 * `indoors`: ColorSpec, for when you're either indoors or underground.
6854 (default: `#646464`)
6855 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6856 at sunrise and sunset. (default: `#f47d1d`)
6857 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6858 at sunrise and sunset. (default: `#7f99cc`)
6859 * `fog_tint_type`: string, changes which mode the directional fog
6860 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6861 `"default"` uses the classic Minetest sun and moon tinting.
6862 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6863 * `set_sky(base_color, type, {texture names}, clouds)`
6864 * Deprecated. Use `set_sky(sky_parameters)`
6865 * `base_color`: ColorSpec, defaults to white
6866 * `type`: Available types:
6867 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6868 * `"skybox"`: Uses 6 textures, `bgcolor` used
6869 * `"plain"`: Uses 0 textures, `bgcolor` used
6870 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6871 `"plain"` custom skyboxes (default: `true`)
6872 * `get_sky()`: returns base_color, type, table of textures, clouds.
6873 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6875 * `set_sun(sun_parameters)`:
6876 * Passing no arguments resets the sun to its default values.
6877 * `sun_parameters` is a table with the following optional fields:
6878 * `visible`: Boolean for whether the sun is visible.
6880 * `texture`: A regular texture for the sun. Setting to `""`
6881 will re-enable the mesh sun. (default: "sun.png", if it exists)
6882 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6883 (default: `"sun_tonemap.png"`)
6884 * `sunrise`: A regular texture for the sunrise texture.
6885 (default: `"sunrisebg.png"`)
6886 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6888 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6889 * `get_sun()`: returns a table with the current sun parameters as in
6891 * `set_moon(moon_parameters)`:
6892 * Passing no arguments resets the moon to its default values.
6893 * `moon_parameters` is a table with the following optional fields:
6894 * `visible`: Boolean for whether the moon is visible.
6896 * `texture`: A regular texture for the moon. Setting to `""`
6897 will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
6898 Note: Relative to the sun, the moon texture is rotated by 180°.
6899 You can use the `^[transformR180` texture modifier to achieve the same orientation.
6900 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6901 (default: `"moon_tonemap.png"`)
6902 * `scale`: Float controlling the overall size of the moon (default: `1`)
6903 * `get_moon()`: returns a table with the current moon parameters as in
6905 * `set_stars(star_parameters)`:
6906 * Passing no arguments resets stars to their default values.
6907 * `star_parameters` is a table with the following optional fields:
6908 * `visible`: Boolean for whether the stars are visible.
6910 * `count`: Integer number to set the number of stars in
6911 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6913 * `star_color`: ColorSpec, sets the colors of the stars,
6914 alpha channel is used to set overall star brightness.
6915 (default: `#ebebff69`)
6916 * `scale`: Float controlling the overall size of the stars (default: `1`)
6917 * `get_stars()`: returns a table with the current stars parameters as in
6919 * `set_clouds(cloud_parameters)`: set cloud parameters
6920 * Passing no arguments resets clouds to their default values.
6921 * `cloud_parameters` is a table with the following optional fields:
6922 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6923 * `color`: basic cloud color with alpha channel, ColorSpec
6924 (default `#fff0f0e5`).
6925 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6926 ColorSpec (alpha ignored, default `#000000`)
6927 * `height`: cloud height, i.e. y of cloud base (default per conf,
6929 * `thickness`: cloud thickness in nodes (default `16`)
6930 * `speed`: 2D cloud speed + direction in nodes per second
6931 (default `{x=0, z=-2}`).
6932 * `get_clouds()`: returns a table with the current cloud parameters as in
6934 * `override_day_night_ratio(ratio or nil)`
6935 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6937 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6938 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6939 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6940 set animation for player model in third person view.
6941 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6942 * `frame_speed` sets the animations frame speed. Default is 30.
6943 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6945 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6946 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6947 * in first person view
6948 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6949 * `get_eye_offset()`: returns first and third person offsets.
6950 * `send_mapblock(blockpos)`:
6951 * Sends a server-side loaded mapblock to the player.
6952 * Returns `false` if failed.
6953 * Resource intensive - use sparsely
6954 * To get blockpos, integer divide pos by 16
6959 A 32-bit pseudorandom number generator.
6960 Uses PCG32, an algorithm of the permuted congruential generator family,
6961 offering very strong randomness.
6963 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6967 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6968 * `next(min, max)`: return next integer random number [`min`...`max`]
6969 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6970 random number [`min`...`max`].
6971 * This is only a rough approximation of a normal distribution with:
6972 * `mean = (max - min) / 2`, and
6973 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6974 * Increasing `num_trials` improves accuracy of the approximation
6979 A perlin noise generator.
6980 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6981 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6982 plus the world seed, to create world-specific noise.
6984 `PerlinNoise(noiseparams)`
6985 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6987 `minetest.get_perlin(noiseparams)`
6988 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6992 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6993 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6998 A fast, bulk perlin noise generator.
7000 It can be created via `PerlinNoiseMap(noiseparams, size)` or
7001 `minetest.get_perlin_map(noiseparams, size)`.
7002 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
7003 plus the world seed, to create world-specific noise.
7005 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
7006 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
7009 For each of the functions with an optional `buffer` parameter: If `buffer` is
7010 not nil, this table will be used to store the result instead of creating a new
7015 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
7016 with values starting at `pos={x=,y=}`
7017 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
7018 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
7019 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
7020 array of 2D noise with values starting at `pos={x=,y=}`
7021 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
7022 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
7023 is stored internally.
7024 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
7025 is stored internally.
7026 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
7027 returns a slice of the most recently computed noise results. The result slice
7028 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
7029 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
7031 `noisevals = noise:get_map_slice({y=20}, {y=2})`
7032 It is important to note that `slice_offset` offset coordinates begin at 1,
7033 and are relative to the starting position of the most recently calculated
7035 To grab a single vertical column of noise starting at map coordinates
7036 x = 1023, y=1000, z = 1000:
7037 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
7038 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
7044 Uses the same method of storage as the deprecated player attribute API, so
7045 data there will also be in player meta.
7046 Can be obtained using `player:get_meta()`.
7050 * All methods in MetaDataRef
7055 A 16-bit pseudorandom number generator.
7056 Uses a well-known LCG algorithm introduced by K&R.
7058 It can be created via `PseudoRandom(seed)`.
7062 * `next()`: return next integer random number [`0`...`32767`]
7063 * `next(min, max)`: return next integer random number [`min`...`max`]
7064 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7065 due to the simple implementation making bad distribution otherwise.
7070 A raycast on the map. It works with selection boxes.
7071 Can be used as an iterator in a for loop as:
7073 local ray = Raycast(...)
7074 for pointed_thing in ray do
7078 The map is loaded as the ray advances. If the map is modified after the
7079 `Raycast` is created, the changes may or may not have an effect on the object.
7081 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7082 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7084 * `pos1`: start of the ray
7085 * `pos2`: end of the ray
7086 * `objects`: if false, only nodes will be returned. Default is true.
7087 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7088 returned. Default is false.
7092 * `next()`: returns a `pointed_thing` with exact pointing location
7093 * Returns the next thing pointed by the ray or nil.
7098 Interface for the operating system's crypto-secure PRNG.
7100 It can be created via `SecureRandom()`. The constructor returns nil if a
7101 secure random device cannot be found on the system.
7105 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7106 random bytes, as a string.
7111 An interface to read config files in the format of `minetest.conf`.
7113 It can be created via `Settings(filename)`.
7117 * `get(key)`: returns a value
7118 * `get_bool(key, [default])`: returns a boolean
7119 * `default` is the value returned if `key` is not found.
7120 * Returns `nil` if `key` is not found and `default` not specified.
7121 * `get_np_group(key)`: returns a NoiseParams table
7123 * Returns `{flag = true/false, ...}` according to the set flags.
7124 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7125 flags like `mgv5_spflags`.
7127 * Setting names can't contain whitespace or any of `="{}#`.
7128 * Setting values can't contain the sequence `\n"""`.
7129 * Setting names starting with "secure." can't be set on the main settings
7130 object (`minetest.settings`).
7131 * `set_bool(key, value)`
7132 * See documentation for set() above.
7133 * `set_np_group(key, value)`
7134 * `value` is a NoiseParams table.
7135 * Also, see documentation for set() above.
7136 * `remove(key)`: returns a boolean (`true` for success)
7137 * `get_names()`: returns `{key1,...}`
7138 * `write()`: returns a boolean (`true` for success)
7139 * Writes changes to file.
7140 * `to_table()`: returns `{[key1]=value1,...}`
7144 The settings have the format `key = value`. Example:
7156 Mod metadata: per mod metadata, saved automatically.
7157 Can be obtained via `minetest.get_mod_storage()` during load time.
7159 WARNING: This storage backend is incaptable to save raw binary data due
7160 to restrictions of JSON.
7164 * All methods in MetaDataRef
7175 Used by `ObjectRef` methods. Part of an Entity definition.
7176 These properties are not persistent, but are applied automatically to the
7177 corresponding Lua entity using the given registration fields.
7178 Player properties need to be saved manually.
7182 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7185 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7188 -- For players only. Zoom FOV in degrees.
7189 -- Note that zoom loads and/or generates world beyond the server's
7190 -- maximum send and generate distances, so acts like a telescope.
7191 -- Smaller zoom_fov values increase the distance loaded/generated.
7192 -- Defaults to 15 in creative mode, 0 in survival mode.
7193 -- zoom_fov = 0 disables zooming for the player.
7196 -- For players only. Camera height above feet position in nodes.
7197 -- Defaults to 1.625.
7200 -- Collide with `walkable` nodes.
7202 collide_with_objects = true,
7203 -- Collide with other objects if physical = true
7205 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7206 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7207 -- Selection box uses collision box dimensions when not set.
7208 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7212 -- Overrides selection box when false
7214 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7215 -- "cube" is a node-sized cube.
7216 -- "sprite" is a flat texture always facing the player.
7217 -- "upright_sprite" is a vertical flat texture.
7218 -- "mesh" uses the defined mesh model.
7219 -- "wielditem" is used for dropped items.
7220 -- (see builtin/game/item_entity.lua).
7221 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7222 -- If the item has a 'wield_image' the object will be an extrusion of
7224 -- If 'itemname' is a cubic node or nodebox the object will appear
7225 -- identical to 'itemname'.
7226 -- If 'itemname' is a plantlike node the object will be an extrusion
7228 -- Otherwise for non-node items, the object will be an extrusion of
7229 -- 'inventory_image'.
7230 -- If 'itemname' contains a ColorString or palette index (e.g. from
7231 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7232 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7234 visual_size = {x = 1, y = 1, z = 1},
7235 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7236 -- to scale the entity along both horizontal axes.
7239 -- File name of mesh when using "mesh" visual
7242 -- Number of required textures depends on visual.
7243 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7244 -- "sprite" uses 1 texture.
7245 -- "upright_sprite" uses 2 textures: {front, back}.
7246 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7247 -- "mesh" requires one texture for each mesh buffer/material (in order)
7250 -- Number of required colors depends on visual
7252 use_texture_alpha = false,
7253 -- Use texture's alpha channel.
7254 -- Excludes "upright_sprite" and "wielditem".
7255 -- Note: currently causes visual issues when viewed through other
7256 -- semi-transparent materials such as water.
7258 spritediv = {x = 1, y = 1},
7259 -- Used with spritesheet textures for animation and/or frame selection
7260 -- according to position relative to player.
7261 -- Defines the number of columns and rows in the spritesheet:
7264 initial_sprite_basepos = {x = 0, y = 0},
7265 -- Used with spritesheet textures.
7266 -- Defines the {column, row} position of the initially used frame in the
7270 -- If false, object is invisible and can't be pointed.
7272 makes_footstep_sound = false,
7273 -- If true, is able to make footstep sounds of nodes
7274 -- (see node sound definition for details).
7276 automatic_rotate = 0,
7277 -- Set constant rotation in radians per second, positive or negative.
7278 -- Object rotates along the local Y-axis, and works with set_rotation.
7279 -- Set to 0 to disable constant rotation.
7282 -- If positive number, object will climb upwards when it moves
7283 -- horizontally against a `walkable` node, if the height difference
7284 -- is within `stepheight`.
7286 automatic_face_movement_dir = 0.0,
7287 -- Automatically set yaw to movement direction, offset in degrees.
7288 -- 'false' to disable.
7290 automatic_face_movement_max_rotation_per_sec = -1,
7291 -- Limit automatic rotation to this value in degrees per second.
7292 -- No limit if value <= 0.
7294 backface_culling = true,
7295 -- Set to false to disable backface_culling for model
7298 -- Add this much extra lighting when calculating texture color.
7299 -- Value < 0 disables light's effect on texture color.
7300 -- For faking self-lighting, UI style entities, or programmatic coloring
7304 -- The name to display on the head of the object. By default empty.
7305 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7306 -- For all other objects, a nil or empty string removes the nametag.
7307 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7309 nametag_color = <ColorSpec>,
7310 -- Sets text color of nametag
7312 nametag_bgcolor = <ColorSpec>,
7313 -- Sets background color of nametag
7314 -- `false` will cause the background to be set automatically based on user settings.
7318 -- Same as infotext for nodes. Empty by default
7321 -- If false, never save this object statically. It will simply be
7322 -- deleted when the block gets unloaded.
7323 -- The get_staticdata() callback is never called then.
7324 -- Defaults to 'true'.
7326 damage_texture_modifier = "^[brighten",
7327 -- Texture modifier to be applied for a short duration when object is hit
7330 -- Setting this to 'false' disables diffuse lighting of entity
7332 show_on_minimap = false,
7333 -- Defaults to true for players, false for other entities.
7334 -- If set to true the entity will show as a marker on the minimap.
7340 Used by `minetest.register_entity`.
7343 initial_properties = {
7345 mesh = "boats_boat.obj",
7348 -- A table of object properties, see the `Object properties` section.
7349 -- Object properties being read directly from the entity definition
7350 -- table is deprecated. Define object properties in this
7351 -- `initial_properties` table instead.
7353 on_activate = function(self, staticdata, dtime_s),
7355 on_step = function(self, dtime, moveresult),
7356 -- Called every server step
7357 -- dtime: Elapsed time
7358 -- moveresult: Table with collision info (only available if physical=true)
7360 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7362 on_rightclick = function(self, clicker),
7364 get_staticdata = function(self),
7365 -- Called sometimes; the string returned is passed to on_activate when
7366 -- the entity is re-activated from static state
7368 _custom_field = whatever,
7369 -- You can define arbitrary member variables here (see Item definition
7370 -- for more info) by using a '_' prefix
7373 Collision info passed to `on_step` (`moveresult` argument):
7376 touching_ground = boolean,
7378 standing_on_object = boolean,
7381 type = string, -- "node" or "object",
7382 axis = string, -- "x", "y" or "z"
7383 node_pos = vector, -- if type is "node"
7384 object = ObjectRef, -- if type is "object"
7385 old_velocity = vector,
7386 new_velocity = vector,
7390 -- `collisions` does not contain data of unloaded mapblock collisions
7391 -- or when the velocity changes are negligibly small
7394 ABM (ActiveBlockModifier) definition
7395 ------------------------------------
7397 Used by `minetest.register_abm`.
7400 label = "Lava cooling",
7401 -- Descriptive label for profiling purposes (optional).
7402 -- Definitions with identical labels will be listed as one.
7404 nodenames = {"default:lava_source"},
7405 -- Apply `action` function to these nodes.
7406 -- `group:groupname` can also be used here.
7408 neighbors = {"default:water_source", "default:water_flowing"},
7409 -- Only apply `action` to nodes that have one of, or any
7410 -- combination of, these neighbors.
7411 -- If left out or empty, any neighbor will do.
7412 -- `group:groupname` can also be used here.
7415 -- Operation interval in seconds
7418 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7423 -- min and max height levels where ABM will be processed
7424 -- can be used to reduce CPU usage
7427 -- If true, catch-up behaviour is enabled: The `chance` value is
7428 -- temporarily reduced when returning to an area to simulate time lost
7429 -- by the area being unattended. Note that the `chance` value can often
7432 action = function(pos, node, active_object_count, active_object_count_wider),
7433 -- Function triggered for each qualifying node.
7434 -- `active_object_count` is number of active objects in the node's
7436 -- `active_object_count_wider` is number of active objects in the node's
7437 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7438 -- mapblocks are unloaded an estmate is calculated for them based on
7439 -- loaded mapblocks.
7442 LBM (LoadingBlockModifier) definition
7443 -------------------------------------
7445 Used by `minetest.register_lbm`.
7447 A loading block modifier (LBM) is used to define a function that is called for
7448 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7452 label = "Upgrade legacy doors",
7453 -- Descriptive label for profiling purposes (optional).
7454 -- Definitions with identical labels will be listed as one.
7456 name = "modname:replace_legacy_door",
7458 nodenames = {"default:lava_source"},
7459 -- List of node names to trigger the LBM on.
7460 -- Also non-registered nodes will work.
7461 -- Groups (as of group:groupname) will work as well.
7463 run_at_every_load = false,
7464 -- Whether to run the LBM's action every time a block gets loaded,
7465 -- and not only the first time the block gets loaded after the LBM
7468 action = function(pos, node),
7475 * `{name="image.png", animation={Tile Animation definition}}`
7476 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7477 * backface culling enabled by default for most nodes
7478 * align style determines whether the texture will be rotated with the node
7479 or kept aligned with its surroundings. "user" means that client
7480 setting will be used, similar to `glasslike_framed_optional`.
7481 Note: supported by solid nodes and nodeboxes only.
7482 * scale is used to make texture span several (exactly `scale`) nodes,
7483 instead of just one, in each direction. Works for world-aligned
7485 Note that as the effect is applied on per-mapblock basis, `16` should
7486 be equally divisible by `scale` or you may get wrong results.
7487 * `{name="image.png", color=ColorSpec}`
7488 * the texture's color will be multiplied with this color.
7489 * the tile's color overrides the owning node's color in all cases.
7490 * deprecated, yet still supported field names:
7493 Tile animation definition
7494 -------------------------
7497 type = "vertical_frames",
7500 -- Width of a frame in pixels
7503 -- Height of a frame in pixels
7513 -- Width in number of frames
7516 -- Height in number of frames
7519 -- Length of a single frame
7525 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7526 `minetest.register_tool`.
7529 description = "Steel Axe",
7530 -- Can contain new lines. "\n" has to be used as new line character.
7531 -- See also: `get_description` in [`ItemStack`]
7533 short_description = "Steel Axe",
7534 -- Must not contain new lines.
7536 -- Use an [`ItemStack`] to get the short description, eg:
7537 -- ItemStack(itemname):get_short_description()
7540 -- key = name, value = rating; rating = 1..3.
7541 -- If rating not applicable, use 1.
7542 -- e.g. {wool = 1, fluffy = 3}
7543 -- {soil = 2, outerspace = 1, crumbly = 1}
7544 -- {bendy = 2, snappy = 1},
7545 -- {hard = 1, metal = 1, spikes = 1}
7547 inventory_image = "default_tool_steelaxe.png",
7549 inventory_overlay = "overlay.png",
7550 -- An overlay which does not get colorized
7557 -- An image file containing the palette of a node.
7558 -- You can set the currently used color as the "palette_index" field of
7559 -- the item stack metadata.
7560 -- The palette is always stretched to fit indices between 0 and 255, to
7561 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7563 color = "0xFFFFFFFF",
7564 -- The color of the item. The palette overrides this.
7566 wield_scale = {x = 1, y = 1, z = 1},
7568 -- The default value of 99 may be configured by
7569 -- users using the setting "default_stack_max"
7574 liquids_pointable = false,
7575 -- If true, item points to all liquid nodes (`liquidtype ~= "none"`),
7576 -- even those for which `pointable = false`
7579 -- When used for nodes: Defines amount of light emitted by node.
7580 -- Otherwise: Defines texture glow when viewed as a dropped item
7581 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7582 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7585 -- See "Tool Capabilities" section for an example including explanation
7586 tool_capabilities = {
7587 full_punch_interval = 1.0,
7591 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7592 uses = 20, maxlevel = 2},
7594 damage_groups = {groupname = damage},
7595 -- Damage values must be between -32768 and 32767 (2^15)
7597 punch_attack_uses = nil,
7598 -- Amount of uses this tool has for attacking players and entities
7599 -- by punching them (0 = infinite uses).
7600 -- For compatibility, this is automatically set from the first
7601 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7602 -- It is recommend to set this explicitly instead of relying on the
7603 -- fallback behavior.
7606 node_placement_prediction = nil,
7607 -- If nil and item is node, prediction is made automatically.
7608 -- If nil and item is not a node, no prediction is made.
7609 -- If "" and item is anything, no prediction is made.
7610 -- Otherwise should be name of node which the client immediately places
7611 -- on ground when the player places the item. Server will always update
7612 -- actual result to client in a short moment.
7614 node_dig_prediction = "air",
7615 -- if "", no prediction is made.
7616 -- if "air", node is removed.
7617 -- Otherwise should be name of node which the client immediately places
7618 -- upon digging. Server will always update actual result shortly.
7621 -- Definition of items sounds to be played at various events.
7622 -- All fields in this table are optional.
7624 breaks = <SimpleSoundSpec>,
7625 -- When tool breaks due to wear. Ignored for non-tools
7627 eat = <SimpleSoundSpec>,
7628 -- When item is eaten with `minetest.do_item_eat`
7631 on_place = function(itemstack, placer, pointed_thing),
7632 -- When the 'place' key was pressed with the item in hand
7633 -- and a node was pointed at.
7634 -- Shall place item and return the leftover itemstack
7635 -- or nil to not modify the inventory.
7636 -- The placer may be any ObjectRef or nil.
7637 -- default: minetest.item_place
7639 on_secondary_use = function(itemstack, user, pointed_thing),
7640 -- Same as on_place but called when not pointing at a node.
7641 -- Function must return either nil if inventory shall not be modified,
7642 -- or an itemstack to replace the original itemstack.
7643 -- The user may be any ObjectRef or nil.
7646 on_drop = function(itemstack, dropper, pos),
7647 -- Shall drop item and return the leftover itemstack.
7648 -- The dropper may be any ObjectRef or nil.
7649 -- default: minetest.item_drop
7651 on_use = function(itemstack, user, pointed_thing),
7653 -- When user pressed the 'punch/mine' key with the item in hand.
7654 -- Function must return either nil if inventory shall not be modified,
7655 -- or an itemstack to replace the original itemstack.
7656 -- e.g. itemstack:take_item(); return itemstack
7657 -- Otherwise, the function is free to do what it wants.
7658 -- The user may be any ObjectRef or nil.
7659 -- The default functions handle regular use cases.
7661 after_use = function(itemstack, user, node, digparams),
7663 -- If defined, should return an itemstack and will be called instead of
7664 -- wearing out the item (if tool). If returns nil, does nothing.
7665 -- If after_use doesn't exist, it is the same as:
7666 -- function(itemstack, user, node, digparams)
7667 -- itemstack:add_wear(digparams.wear)
7670 -- The user may be any ObjectRef or nil.
7672 _custom_field = whatever,
7673 -- Add your own custom fields. By convention, all custom field names
7674 -- should start with `_` to avoid naming collisions with future engine
7681 Used by `minetest.register_node`.
7684 -- <all fields allowed in item definitions>,
7686 drawtype = "normal", -- See "Node drawtypes"
7689 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7690 -- "firelike", "mesh", "nodebox", "allfaces".
7691 -- For plantlike and firelike, the image will start at the bottom of the
7692 -- node. For torchlike, the image will start at the surface to which the
7693 -- node "attaches". For the other drawtypes the image will be centered
7696 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7697 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7698 -- Old field name was 'tile_images'.
7699 -- List can be shortened to needed length.
7701 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7702 -- Same as `tiles`, but these textures are drawn on top of the base
7703 -- tiles. You can use this to colorize only specific parts of your
7704 -- texture. If the texture name is an empty string, that overlay is not
7705 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7706 -- overlays on very common nodes.
7708 special_tiles = {tile definition 1, Tile definition 2},
7709 -- Special textures of node; used rarely.
7710 -- Old field name was 'special_materials'.
7711 -- List can be shortened to needed length.
7714 -- The node's original color will be multiplied with this color.
7715 -- If the node has a palette, then this setting only has an effect in
7716 -- the inventory and on the wield item.
7718 use_texture_alpha = ...,
7719 -- Specifies how the texture's alpha channel will be used for rendering.
7721 -- * "opaque": Node is rendered opaque regardless of alpha channel
7722 -- * "clip": A given pixel is either fully see-through or opaque
7723 -- depending on the alpha channel being below/above 50% in value
7724 -- * "blend": The alpha channel specifies how transparent a given pixel
7725 -- of the rendered node is
7726 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7727 -- "clip" otherwise.
7728 -- If set to a boolean value (deprecated): true either sets it to blend
7729 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7731 palette = "palette.png",
7732 -- The node's `param2` is used to select a pixel from the image.
7733 -- Pixels are arranged from left to right and from top to bottom.
7734 -- The node's color will be multiplied with the selected pixel's color.
7735 -- Tiles can override this behavior.
7736 -- Only when `paramtype2` supports palettes.
7738 post_effect_color = "green#0F",
7739 -- Screen tint if player is inside node, see "ColorSpec"
7741 paramtype = "none", -- See "Nodes"
7743 paramtype2 = "none", -- See "Nodes"
7745 place_param2 = nil, -- Force value for param2 when player places node
7747 is_ground_content = true,
7748 -- If false, the cave generator and dungeon generator will not carve
7749 -- through this node.
7750 -- Specifically, this stops mod-added nodes being removed by caves and
7751 -- dungeons when those generate in a neighbor mapchunk and extend out
7752 -- beyond the edge of that mapchunk.
7754 sunlight_propagates = false,
7755 -- If true, sunlight will go infinitely through this node
7757 walkable = true, -- If true, objects collide with node
7759 pointable = true, -- If true, can be pointed at
7761 diggable = true, -- If false, can never be dug
7763 climbable = false, -- If true, can be climbed on (ladder)
7765 move_resistance = 0,
7766 -- Slows down movement of players through this node (max. 7).
7767 -- If this is nil, it will be equal to liquid_viscosity.
7768 -- Note: If liquid movement physics apply to the node
7769 -- (see `liquid_move_physics`), the movement speed will also be
7770 -- affected by the `movement_liquid_*` settings.
7772 buildable_to = false, -- If true, placed nodes can replace this node
7775 -- If true, liquids flow into and replace this node.
7776 -- Warning: making a liquid node 'floodable' will cause problems.
7778 liquidtype = "none", -- specifies liquid flowing physics
7779 -- * "none": no liquid flowing physics
7780 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7781 -- recommended drawtype: "liquid".
7782 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7783 -- around it until `liquid_range` is reached;
7784 -- will drain out without a source;
7785 -- recommended drawtype: "flowingliquid".
7786 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7787 -- both `liquid_alternative_*` fields must be specified
7789 liquid_alternative_flowing = "", -- Flowing version of source liquid
7791 liquid_alternative_source = "", -- Source version of flowing liquid
7793 liquid_viscosity = 0,
7794 -- Controls speed at which the liquid spreads/flows (max. 7).
7795 -- 0 is fastest, 7 is slowest.
7796 -- By default, this also slows down movement of players inside the node
7797 -- (can be overridden using `move_resistance`)
7799 liquid_renewable = true,
7800 -- If true, a new liquid source can be created by placing two or more
7803 liquid_move_physics = nil, -- specifies movement physics if inside node
7804 -- * false: No liquid movement physics apply.
7805 -- * true: Enables liquid movement physics. Enables things like
7806 -- ability to "swim" up/down, sinking slowly if not moving,
7807 -- smoother speed change when falling into, etc. The `movement_liquid_*`
7809 -- * nil: Will be treated as true if `liquidype ~= "none"`
7810 -- and as false otherwise.
7814 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7815 -- Allows defining the nodebox height without using param2.
7816 -- The nodebox height is 'leveled' / 64 nodes.
7817 -- The maximum value of 'leveled' is `leveled_max`.
7820 -- Maximum value for `leveled` (0-127), enforced in
7821 -- `minetest.set_node_level` and `minetest.add_node_level`.
7822 -- Values above 124 might causes collision detection issues.
7825 -- Maximum distance that flowing liquid nodes can spread around
7826 -- source on flat land;
7827 -- maximum = 8; set to 0 to disable liquid flow
7830 -- Player will take this amount of damage if no bubbles are left
7832 damage_per_second = 0,
7833 -- If player is inside node, this damage is caused
7835 node_box = {type="regular"}, -- See "Node boxes"
7837 connects_to = nodenames,
7838 -- Used for nodebox nodes with the type == "connected".
7839 -- Specifies to what neighboring nodes connections will be drawn.
7840 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7842 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7843 -- Tells connected nodebox nodes to connect only to these sides of this
7847 -- File name of mesh when using "mesh" drawtype
7852 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7853 -- Node box format: see [Node boxes]
7856 -- Custom selection box definition. Multiple boxes can be defined.
7857 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7858 -- definition is used for the selection box.
7863 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7864 -- Node box format: see [Node boxes]
7867 -- Custom collision box definition. Multiple boxes can be defined.
7868 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7869 -- definition is used for the collision box.
7871 -- Support maps made in and before January 2012
7872 legacy_facedir_simple = false,
7873 legacy_wallmounted = false,
7876 -- Valid for drawtypes:
7877 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7878 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7879 -- 2 - wave node like leaves (whole node moves side-to-side)
7880 -- 3 - wave node like liquids (whole node moves up and down)
7881 -- Not all models will properly wave.
7882 -- plantlike drawtype can only wave like plants.
7883 -- allfaces_optional drawtype can only wave like leaves.
7884 -- liquid, flowingliquid drawtypes can only wave like liquids.
7887 -- Definition of node sounds to be played at various events.
7888 -- All fields in this table are optional.
7890 footstep = <SimpleSoundSpec>,
7891 -- If walkable, played when object walks on it. If node is
7892 -- climbable or a liquid, played when object moves through it
7894 dig = <SimpleSoundSpec> or "__group",
7895 -- While digging node.
7896 -- If `"__group"`, then the sound will be
7897 -- `default_dig_<groupname>`, where `<groupname>` is the
7898 -- name of the item's digging group with the fastest digging time.
7899 -- In case of a tie, one of the sounds will be played (but we
7900 -- cannot predict which one)
7901 -- Default value: `"__group"`
7903 dug = <SimpleSoundSpec>,
7906 place = <SimpleSoundSpec>,
7907 -- Node was placed. Also played after falling
7909 place_failed = <SimpleSoundSpec>,
7910 -- When node placement failed.
7911 -- Note: This happens if the _built-in_ node placement failed.
7912 -- This sound will still be played if the node is placed in the
7913 -- `on_place` callback manually.
7915 fall = <SimpleSoundSpec>,
7916 -- When node starts to fall or is detached
7920 -- Name of dropped item when dug.
7921 -- Default dropped item is the node itself.
7922 -- Using a table allows multiple items, drop chances and item filtering.
7923 -- Item filtering by string matching is deprecated.
7926 -- Maximum number of item lists to drop.
7927 -- The entries in 'items' are processed in order. For each:
7928 -- Item filtering is applied, chance of drop is applied, if both are
7929 -- successful the entire item list is dropped.
7930 -- Entry processing continues until the number of dropped item lists
7931 -- equals 'max_items'.
7932 -- Therefore, entries should progress from low to high drop chance.
7936 -- 1 in 1000 chance of dropping a diamond.
7937 -- Default rarity is '1'.
7939 items = {"default:diamond"},
7942 -- Only drop if using an item whose name is identical to one
7944 tools = {"default:shovel_mese", "default:shovel_diamond"},
7946 items = {"default:dirt"},
7947 -- Whether all items in the dropped item list inherit the
7948 -- hardware coloring palette color from the dug node.
7949 -- Default is 'false'.
7950 inherit_color = true,
7953 -- Only drop if using an item whose name contains
7954 -- "default:shovel_" (this item filtering by string matching
7955 -- is deprecated, use tool_groups instead).
7956 tools = {"~default:shovel_"},
7958 -- The item list dropped.
7959 items = {"default:sand", "default:desert_sand"},
7962 -- Only drop if using an item in the "magicwand" group, or
7963 -- an item that is in both the "pickaxe" and the "lucky"
7967 {"pickaxe", "lucky"}
7969 items = {"default:coal_lump"},
7974 on_construct = function(pos),
7975 -- Node constructor; called after adding node.
7976 -- Can set up metadata and stuff like that.
7977 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7980 on_destruct = function(pos),
7981 -- Node destructor; called before removing node.
7982 -- Not called for bulk node placement.
7985 after_destruct = function(pos, oldnode),
7986 -- Node destructor; called after removing node.
7987 -- Not called for bulk node placement.
7990 on_flood = function(pos, oldnode, newnode),
7991 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7992 -- `floodable = true` in the nodedef. Not called for bulk node placement
7993 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7994 -- node is not flooded, but on_flood callback will most likely be called
7995 -- over and over again every liquid update interval.
7997 -- Warning: making a liquid node 'floodable' will cause problems.
7999 preserve_metadata = function(pos, oldnode, oldmeta, drops),
8000 -- Called when oldnode is about be converted to an item, but before the
8001 -- node is deleted from the world or the drops are added. This is
8002 -- generally the result of either the node being dug or an attached node
8003 -- becoming detached.
8004 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
8005 -- drops is a table of ItemStacks, so any metadata to be preserved can
8006 -- be added directly to one or more of the dropped items. See
8007 -- "ItemStackMetaRef".
8010 after_place_node = function(pos, placer, itemstack, pointed_thing),
8011 -- Called after constructing node when node was placed using
8012 -- minetest.item_place_node / minetest.place_node.
8013 -- If return true no item is taken from itemstack.
8014 -- `placer` may be any valid ObjectRef or nil.
8017 after_dig_node = function(pos, oldnode, oldmetadata, digger),
8018 -- oldmetadata is in table format.
8019 -- Called after destructing node when node was dug using
8020 -- minetest.node_dig / minetest.dig_node.
8023 can_dig = function(pos, [player]),
8024 -- Returns true if node can be dug, or false if not.
8027 on_punch = function(pos, node, puncher, pointed_thing),
8028 -- default: minetest.node_punch
8029 -- Called when puncher (an ObjectRef) punches the node at pos.
8030 -- By default calls minetest.register_on_punchnode callbacks.
8032 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
8034 -- Called when clicker (an ObjectRef) used the 'place/build' key
8035 -- (not neccessarily an actual rightclick)
8036 -- while pointing at the node at pos with 'node' being the node table.
8037 -- itemstack will hold clicker's wielded item.
8038 -- Shall return the leftover itemstack.
8039 -- Note: pointed_thing can be nil, if a mod calls this function.
8040 -- This function does not get triggered by clients <=0.4.16 if the
8041 -- "formspec" node metadata field is set.
8043 on_dig = function(pos, node, digger),
8044 -- default: minetest.node_dig
8045 -- By default checks privileges, wears out item (if tool) and removes node.
8046 -- return true if the node was dug successfully, false otherwise.
8047 -- Deprecated: returning nil is the same as returning true.
8049 on_timer = function(pos, elapsed),
8051 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
8052 -- elapsed is the total time passed since the timer was started.
8053 -- return true to run the timer for another cycle with the same timeout
8056 on_receive_fields = function(pos, formname, fields, sender),
8057 -- fields = {name1 = value1, name2 = value2, ...}
8058 -- Called when an UI form (e.g. sign text input) returns data.
8059 -- See minetest.register_on_player_receive_fields for more info.
8062 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8063 -- Called when a player wants to move items inside the inventory.
8064 -- Return value: number of items allowed to move.
8066 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8067 -- Called when a player wants to put something into the inventory.
8068 -- Return value: number of items allowed to put.
8069 -- Return value -1: Allow and don't modify item count in inventory.
8071 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8072 -- Called when a player wants to take something out of the inventory.
8073 -- Return value: number of items allowed to take.
8074 -- Return value -1: Allow and don't modify item count in inventory.
8076 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8077 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8078 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8079 -- Called after the actual action has happened, according to what was
8083 on_blast = function(pos, intensity),
8084 -- intensity: 1.0 = mid range of regular TNT.
8085 -- If defined, called when an explosion touches the node, instead of
8086 -- removing the node.
8088 mod_origin = "modname",
8089 -- stores which mod actually registered a node
8090 -- if it can not find a source, returns "??"
8091 -- useful for getting what mod truly registered something
8092 -- example: if a node is registered as ":othermodname:nodename",
8093 -- nodename will show "othermodname", but mod_orgin will say "modname"
8099 Used by `minetest.register_craft`.
8104 output = "default:pick_stone",
8106 {"default:cobble", "default:cobble", "default:cobble"},
8107 {"", "default:stick", ""},
8108 {"", "default:stick", ""}, -- Also groups; e.g. "group:crumbly"
8110 replacements = <list of item pairs>,
8111 -- replacements: replace one input item with another item on crafting
8119 output = "mushrooms:mushroom_stew",
8122 "mushrooms:mushroom_brown",
8123 "mushrooms:mushroom_red",
8125 replacements = <list of item pairs>,
8131 type = "toolrepair",
8132 additional_wear = -0.02, -- multiplier of 65536
8135 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8136 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
8138 The wear of the output is determined by the wear of both tools, plus a
8139 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8140 you want `additional_wear` to be negative.
8142 The formula used to calculate the resulting wear is:
8144 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
8146 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8147 no crafting is possible.
8153 output = "default:glass",
8154 recipe = "default:sand",
8162 recipe = "bucket:bucket_lava",
8164 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8170 Used by `minetest.register_ore`.
8172 See [Ores] section above for essential information.
8175 ore_type = "scatter",
8177 ore = "default:stone_with_coal",
8180 -- Facedir rotation. Default is 0 (unchanged rotation)
8182 wherein = "default:stone",
8183 -- A list of nodenames is supported too
8185 clust_scarcity = 8 * 8 * 8,
8186 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8187 -- If the desired average distance between ores is 'd', set this to
8191 -- Number of ores in a cluster
8194 -- Size of the bounding box of the cluster.
8195 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8196 -- nodes are coal ore.
8200 -- Lower and upper limits for ore
8203 -- Attributes for the ore generation, see 'Ore attributes' section above
8205 noise_threshold = 0.5,
8206 -- If noise is above this threshold, ore is placed. Not needed for a
8207 -- uniform distribution.
8212 spread = {x = 100, y = 100, z = 100},
8217 -- NoiseParams structure describing one of the perlin noises used for
8218 -- ore distribution.
8219 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8220 -- Omit from "scatter" ore for a uniform ore distribution.
8221 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8224 biomes = {"desert", "rainforest"},
8225 -- List of biomes in which this ore occurs.
8226 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8227 -- being used does not support biomes.
8228 -- Can be a list of (or a single) biome names, IDs, or definitions.
8230 -- Type-specific parameters
8233 column_height_min = 1,
8234 column_height_max = 16,
8235 column_midpoint_factor = 0.5,
8241 spread = {x = 100, y = 100, z = 100},
8249 spread = {x = 100, y = 100, z = 100},
8256 random_factor = 1.0,
8259 np_stratum_thickness = {
8262 spread = {x = 100, y = 100, z = 100},
8267 stratum_thickness = 8,
8273 Used by `minetest.register_biome`.
8275 The maximum number of biomes that can be used is 65535. However, using an
8276 excessive number of biomes will slow down map generation. Depending on desired
8277 performance and computing power the practical limit is much lower.
8282 node_dust = "default:snow",
8283 -- Node dropped onto upper surface after all else is generated
8285 node_top = "default:dirt_with_snow",
8287 -- Node forming surface layer of biome and thickness of this layer
8289 node_filler = "default:permafrost",
8291 -- Node forming lower layer of biome and thickness of this layer
8293 node_stone = "default:bluestone",
8294 -- Node that replaces all stone nodes between roughly y_min and y_max.
8296 node_water_top = "default:ice",
8297 depth_water_top = 10,
8298 -- Node forming a surface layer in seawater with the defined thickness
8301 -- Node that replaces all seawater nodes not in the surface layer
8303 node_river_water = "default:ice",
8304 -- Node that replaces river water in mapgens that use
8305 -- default:river_water
8307 node_riverbed = "default:gravel",
8309 -- Node placed under river water and thickness of this layer
8311 node_cave_liquid = "default:lava_source",
8312 node_cave_liquid = {"default:water_source", "default:lava_source"},
8313 -- Nodes placed inside 50% of the medium size caves.
8314 -- Multiple nodes can be specified, each cave will use a randomly
8315 -- chosen node from the list.
8316 -- If this field is left out or 'nil', cave liquids fall back to
8317 -- classic behaviour of lava and water distributed using 3D noise.
8318 -- For no cave liquid, specify "air".
8320 node_dungeon = "default:cobble",
8321 -- Node used for primary dungeon structure.
8322 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8323 -- alias, if that is also absent, dungeon nodes fall back to the biome
8325 -- If present, the following two nodes are also used.
8327 node_dungeon_alt = "default:mossycobble",
8328 -- Node used for randomly-distributed alternative structure nodes.
8329 -- If alternative structure nodes are not wanted leave this absent for
8330 -- performance reasons.
8332 node_dungeon_stair = "stairs:stair_cobble",
8333 -- Node used for dungeon stairs.
8334 -- If absent, stairs fall back to 'node_dungeon'.
8338 -- Upper and lower limits for biome.
8339 -- Alternatively you can use xyz limits as shown below.
8341 max_pos = {x = 31000, y = 128, z = 31000},
8342 min_pos = {x = -31000, y = 9, z = -31000},
8343 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8344 -- Biome is limited to a cuboid defined by these positions.
8345 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8346 -- 31000 in 'max_pos'.
8349 -- Vertical distance in nodes above 'y_max' over which the biome will
8350 -- blend with the biome above.
8351 -- Set to 0 for no vertical blend. Defaults to 0.
8354 humidity_point = 50,
8355 -- Characteristic temperature and humidity for the biome.
8356 -- These values create 'biome points' on a voronoi diagram with heat and
8357 -- humidity as axes. The resulting voronoi cells determine the
8358 -- distribution of the biomes.
8359 -- Heat and humidity have average values of 50, vary mostly between
8360 -- 0 and 100 but can exceed these values.
8363 Decoration definition
8364 ---------------------
8366 See [Decoration types]. Used by `minetest.register_decoration`.
8369 deco_type = "simple",
8371 place_on = "default:dirt_with_grass",
8372 -- Node (or list of nodes) that the decoration can be placed on
8375 -- Size of the square divisions of the mapchunk being generated.
8376 -- Determines the resolution of noise variation if used.
8377 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8378 -- equal to the chunk size.
8381 -- The value determines 'decorations per surface node'.
8382 -- Used only if noise_params is not specified.
8383 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8384 -- a different and much faster method.
8389 spread = {x = 100, y = 100, z = 100},
8396 -- NoiseParams structure describing the perlin noise used for decoration
8398 -- A noise value is calculated for each square division and determines
8399 -- 'decorations per surface node' within each division.
8400 -- If the noise value >= 10.0 complete coverage is enabled and
8401 -- decoration placement uses a different and much faster method.
8403 biomes = {"Oceanside", "Hills", "Plains"},
8404 -- List of biomes in which this decoration occurs. Occurs in all biomes
8405 -- if this is omitted, and ignored if the Mapgen being used does not
8407 -- Can be a list of (or a single) biome names, IDs, or definitions.
8411 -- Lower and upper limits for decoration.
8412 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8414 spawn_by = "default:water",
8415 -- Node (or list of nodes) that the decoration only spawns next to.
8416 -- Checks two horizontal planes of 8 neighbouring nodes (including
8417 -- diagonal neighbours), one plane level with the 'place_on' node and a
8418 -- plane one node above that.
8421 -- Number of spawn_by nodes that must be surrounding the decoration
8422 -- position to occur.
8423 -- If absent or -1, decorations occur next to any nodes.
8425 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8426 -- Flags for all decoration types.
8427 -- "liquid_surface": Instead of placement on the highest solid surface
8428 -- in a mapchunk column, placement is on the highest liquid surface.
8429 -- Placement is disabled if solid nodes are found above the liquid
8431 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8432 -- by the decoration.
8433 -- "all_floors", "all_ceilings": Instead of placement on the highest
8434 -- surface in a mapchunk the decoration is placed on all floor and/or
8435 -- ceiling surfaces, for example in caves and dungeons.
8436 -- Ceiling decorations act as an inversion of floor decorations so the
8437 -- effect of 'place_offset_y' is inverted.
8438 -- Y-slice probabilities do not function correctly for ceiling
8439 -- schematic decorations as the behaviour is unchanged.
8440 -- If a single decoration registration has both flags the floor and
8441 -- ceiling decorations will be aligned vertically.
8443 ----- Simple-type parameters
8445 decoration = "default:grass",
8446 -- The node name used as the decoration.
8447 -- If instead a list of strings, a randomly selected node from the list
8448 -- is placed as the decoration.
8451 -- Decoration height in nodes.
8452 -- If height_max is not 0, this is the lower limit of a randomly
8456 -- Upper limit of the randomly selected height.
8457 -- If absent, the parameter 'height' is used as a constant.
8460 -- Param2 value of decoration nodes.
8461 -- If param2_max is not 0, this is the lower limit of a randomly
8465 -- Upper limit of the randomly selected param2.
8466 -- If absent, the parameter 'param2' is used as a constant.
8469 -- Y offset of the decoration base node relative to the standard base
8471 -- Can be positive or negative. Default is 0.
8472 -- Effect is inverted for "all_ceilings" decorations.
8473 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8474 -- to the 'place_on' node.
8476 ----- Schematic-type parameters
8478 schematic = "foobar.mts",
8479 -- If schematic is a string, it is the filepath relative to the current
8480 -- working directory of the specified Minetest schematic file.
8481 -- Could also be the ID of a previously registered schematic.
8484 size = {x = 4, y = 6, z = 4},
8486 {name = "default:cobble", param1 = 255, param2 = 0},
8487 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8488 {name = "air", param1 = 255, param2 = 0},
8492 {ypos = 2, prob = 128},
8493 {ypos = 5, prob = 64},
8497 -- Alternative schematic specification by supplying a table. The fields
8498 -- size and data are mandatory whereas yslice_prob is optional.
8499 -- See 'Schematic specifier' for details.
8501 replacements = {["oldname"] = "convert_to", ...},
8503 flags = "place_center_x, place_center_y, place_center_z",
8504 -- Flags for schematic decorations. See 'Schematic attributes'.
8507 -- Rotation can be "0", "90", "180", "270", or "random"
8510 -- If the flag 'place_center_y' is set this parameter is ignored.
8511 -- Y offset of the schematic base node layer relative to the 'place_on'
8513 -- Can be positive or negative. Default is 0.
8514 -- Effect is inverted for "all_ceilings" decorations.
8515 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8516 -- to the 'place_on' node.
8519 Chat command definition
8520 -----------------------
8522 Used by `minetest.register_chatcommand`.
8525 params = "<name> <privilege>", -- Short parameter description
8527 description = "Remove privilege from player", -- Full description
8529 privs = {privs=true}, -- Require the "privs" privilege to run
8531 func = function(name, param),
8532 -- Called when command is run. Returns boolean success and text output.
8533 -- Special case: The help message is shown to the player if `func`
8534 -- returns false without a text output.
8537 Note that in params, use of symbols is as follows:
8539 * `<>` signifies a placeholder to be replaced when the command is used. For
8540 example, when a player name is needed: `<name>`
8541 * `[]` signifies param is optional and not required when the command is used.
8542 For example, if you require param1 but param2 is optional:
8543 `<param1> [<param2>]`
8544 * `|` signifies exclusive or. The command requires one param from the options
8545 provided. For example: `<param1> | <param2>`
8546 * `()` signifies grouping. For example, when param1 and param2 are both
8547 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8549 Privilege definition
8550 --------------------
8552 Used by `minetest.register_privilege`.
8556 -- Privilege description
8558 give_to_singleplayer = true,
8559 -- Whether to grant the privilege to singleplayer.
8561 give_to_admin = true,
8562 -- Whether to grant the privilege to the server admin.
8563 -- Uses value of 'give_to_singleplayer' by default.
8565 on_grant = function(name, granter_name),
8566 -- Called when given to player 'name' by 'granter_name'.
8567 -- 'granter_name' will be nil if the priv was granted by a mod.
8569 on_revoke = function(name, revoker_name),
8570 -- Called when taken from player 'name' by 'revoker_name'.
8571 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8573 -- Note that the above two callbacks will be called twice if a player is
8574 -- responsible, once with the player name, and then with a nil player
8576 -- Return true in the above callbacks to stop register_on_priv_grant or
8577 -- revoke being called.
8580 Detached inventory callbacks
8581 ----------------------------
8583 Used by `minetest.create_detached_inventory`.
8586 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8587 -- Called when a player wants to move items inside the inventory.
8588 -- Return value: number of items allowed to move.
8590 allow_put = function(inv, listname, index, stack, player),
8591 -- Called when a player wants to put something into the inventory.
8592 -- Return value: number of items allowed to put.
8593 -- Return value -1: Allow and don't modify item count in inventory.
8595 allow_take = function(inv, listname, index, stack, player),
8596 -- Called when a player wants to take something out of the inventory.
8597 -- Return value: number of items allowed to take.
8598 -- Return value -1: Allow and don't modify item count in inventory.
8600 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8601 on_put = function(inv, listname, index, stack, player),
8602 on_take = function(inv, listname, index, stack, player),
8603 -- Called after the actual action has happened, according to what was
8613 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8616 hud_elem_type = "image", -- See HUD element types
8617 -- Type of element, can be "image", "text", "statbar", "inventory",
8618 -- "compass" or "minimap"
8620 position = {x=0.5, y=0.5},
8621 -- Left corner position of element
8625 scale = {x = 2, y = 2},
8634 -- Selected item in inventory. 0 for no item selected.
8637 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8639 alignment = {x=0, y=0},
8641 offset = {x=0, y=0},
8643 size = { x=100, y=100 },
8644 -- Size of element in pixels
8647 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8650 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8656 Used by `minetest.add_particle`.
8659 pos = {x=0, y=0, z=0},
8660 velocity = {x=0, y=0, z=0},
8661 acceleration = {x=0, y=0, z=0},
8662 -- Spawn particle at pos with velocity and acceleration
8665 -- Disappears after expirationtime seconds
8668 -- Scales the visual size of the particle texture.
8669 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8670 -- particle (just like actual node dig particles).
8672 collisiondetection = false,
8673 -- If true collides with `walkable` nodes and, depending on the
8674 -- `object_collision` field, objects too.
8676 collision_removal = false,
8677 -- If true particle is removed when it collides.
8678 -- Requires collisiondetection = true to have any effect.
8680 object_collision = false,
8681 -- If true particle collides with objects that are defined as
8682 -- `physical = true,` and `collide_with_objects = true,`.
8683 -- Requires collisiondetection = true to have any effect.
8686 -- If true faces player using y axis only
8688 texture = "image.png",
8689 -- The texture of the particle
8691 playername = "singleplayer",
8692 -- Optional, if specified spawns particle only on the player's client
8694 animation = {Tile Animation definition},
8695 -- Optional, specifies how to animate the particle texture
8698 -- Optional, specify particle self-luminescence in darkness.
8701 node = {name = "ignore", param2 = 0},
8702 -- Optional, if specified the particle will have the same appearance as
8703 -- node dig particles for the given node.
8704 -- `texture` and `animation` will be ignored if this is set.
8707 -- Optional, only valid in combination with `node`
8708 -- If set to a valid number 1-6, specifies the tile from which the
8709 -- particle texture is picked.
8710 -- Otherwise, the default behavior is used. (currently: any random tile)
8714 `ParticleSpawner` definition
8715 ----------------------------
8717 Used by `minetest.add_particlespawner`.
8721 -- Number of particles spawned over the time period `time`.
8724 -- Lifespan of spawner in seconds.
8725 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8726 -- a per-second basis.
8728 minpos = {x=0, y=0, z=0},
8729 maxpos = {x=0, y=0, z=0},
8730 minvel = {x=0, y=0, z=0},
8731 maxvel = {x=0, y=0, z=0},
8732 minacc = {x=0, y=0, z=0},
8733 maxacc = {x=0, y=0, z=0},
8738 -- The particles' properties are random values between the min and max
8740 -- applies to: pos, velocity, acceleration, expirationtime, size
8741 -- If `node` is set, min and maxsize can be set to 0 to spawn
8742 -- randomly-sized particles (just like actual node dig particles).
8744 collisiondetection = false,
8745 -- If true collide with `walkable` nodes and, depending on the
8746 -- `object_collision` field, objects too.
8748 collision_removal = false,
8749 -- If true particles are removed when they collide.
8750 -- Requires collisiondetection = true to have any effect.
8752 object_collision = false,
8753 -- If true particles collide with objects that are defined as
8754 -- `physical = true,` and `collide_with_objects = true,`.
8755 -- Requires collisiondetection = true to have any effect.
8757 attached = ObjectRef,
8758 -- If defined, particle positions, velocities and accelerations are
8759 -- relative to this object's position and yaw
8762 -- If true face player using y axis only
8764 texture = "image.png",
8765 -- The texture of the particle
8767 playername = "singleplayer",
8768 -- Optional, if specified spawns particles only on the player's client
8770 animation = {Tile Animation definition},
8771 -- Optional, specifies how to animate the particles' texture
8774 -- Optional, specify particle self-luminescence in darkness.
8777 node = {name = "ignore", param2 = 0},
8778 -- Optional, if specified the particles will have the same appearance as
8779 -- node dig particles for the given node.
8780 -- `texture` and `animation` will be ignored if this is set.
8783 -- Optional, only valid in combination with `node`
8784 -- If set to a valid number 1-6, specifies the tile from which the
8785 -- particle texture is picked.
8786 -- Otherwise, the default behavior is used. (currently: any random tile)
8789 `HTTPRequest` definition
8790 ------------------------
8792 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8795 url = "http://example.org",
8798 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8800 method = "GET", "POST", "PUT" or "DELETE"
8801 -- The http method to use. Defaults to "GET".
8803 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8804 -- Data for the POST, PUT or DELETE request.
8805 -- Accepts both a string and a table. If a table is specified, encodes
8806 -- table as x-www-form-urlencoded key-value pairs.
8808 user_agent = "ExampleUserAgent",
8809 -- Optional, if specified replaces the default minetest user agent with
8812 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8813 -- Optional, if specified adds additional headers to the HTTP request.
8814 -- You must make sure that the header strings follow HTTP specification
8818 -- Optional, if true performs a multipart HTTP request.
8819 -- Default is false.
8820 -- Post only, data must be array
8822 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8823 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8826 `HTTPRequestResult` definition
8827 ------------------------------
8829 Passed to `HTTPApiTable.fetch` callback. Returned by
8830 `HTTPApiTable.fetch_async_get`.
8834 -- If true, the request has finished (either succeeded, failed or timed
8838 -- If true, the request was successful
8841 -- If true, the request timed out
8849 Authentication handler definition
8850 ---------------------------------
8852 Used by `minetest.register_authentication_handler`.
8855 get_auth = function(name),
8856 -- Get authentication data for existing player `name` (`nil` if player
8858 -- Returns following structure:
8859 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8861 create_auth = function(name, password),
8862 -- Create new auth data for player `name`.
8863 -- Note that `password` is not plain-text but an arbitrary
8864 -- representation decided by the engine.
8866 delete_auth = function(name),
8867 -- Delete auth data of player `name`.
8868 -- Returns boolean indicating success (false if player is nonexistent).
8870 set_password = function(name, password),
8871 -- Set password of player `name` to `password`.
8872 -- Auth data should be created if not present.
8874 set_privileges = function(name, privileges),
8875 -- Set privileges of player `name`.
8876 -- `privileges` is in table form, auth data should be created if not
8879 reload = function(),
8880 -- Reload authentication data from the storage location.
8881 -- Returns boolean indicating success.
8883 record_login = function(name),
8884 -- Called when player joins, used for keeping track of last_login
8886 iterate = function(),
8887 -- Returns an iterator (use with `for` loops) for all player names
8888 -- currently in the auth database
8894 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
8896 See http://bitop.luajit.org/ for advanced information.