1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
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 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A key-value store of mod details.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 A file in the same format as the one in builtin. It will be parsed by the
200 settings menu and the settings will be displayed in the "Mods" category.
204 The main Lua script. Running this script should register everything it
205 wants to register. Subsequent execution depends on minetest calling the
206 registered callbacks.
208 `minetest.settings` can be used to read custom or existing settings at load
209 time, if necessary. (See [`Settings`])
213 Models for entities or meshnodes.
215 ### `textures`, `sounds`, `media`
217 Media files (textures, sounds, whatever) that will be transferred to the
218 client and will be available for use by the mod.
222 Translation files for the clients. (See [Translations])
227 Registered names should generally be in this format:
231 `<whatever>` can have these characters:
235 This is to prevent conflicting names from corrupting maps and is
236 enforced by the mod loader.
238 Registered names can be overridden by prefixing the name with `:`. This can
239 be used for overriding the registrations of some other mod.
241 The `:` prefix can also be used for maintaining backwards compatibility.
245 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
246 So the name should be `experimental:tnt`.
248 Any mod can redefine `experimental:tnt` by using the name
252 when registering it. That mod is required to have `experimental` as a
261 Aliases of itemnames can be added by using
262 `minetest.register_alias(alias, original_name)` or
263 `minetest.register_alias_force(alias, original_name)`.
265 This adds an alias `alias` for the item called `original_name`.
266 From now on, you can use `alias` to refer to the item `original_name`.
268 The only difference between `minetest.register_alias` and
269 `minetest.register_alias_force` is that if an item named `alias` already exists,
270 `minetest.register_alias` will do nothing while
271 `minetest.register_alias_force` will unregister it.
273 This can be used for maintaining backwards compatibility.
275 This can also set quick access names for things, e.g. if
276 you have an item called `epiclylongmodname:stuff`, you could do
278 minetest.register_alias("stuff", "epiclylongmodname:stuff")
280 and be able to use `/giveme stuff`.
285 In a game, a certain number of these must be set to tell core mapgens which
286 of the game's nodes are to be used by the core mapgens. For example:
288 minetest.register_alias("mapgen_stone", "default:stone")
290 ### Aliases needed for all mapgens except Mapgen V6
295 * mapgen_water_source
296 * mapgen_river_water_source
300 Not required if cave liquid nodes are set in biome definitions.
306 Not required if dungeon nodes are set in biome definitions.
309 * mapgen_stair_cobble
311 * mapgen_desert_stone
312 * mapgen_stair_desert_stone
314 * mapgen_sandstonebrick
315 * mapgen_stair_sandstone_block
317 ### Aliases needed for Mapgen V6
319 #### Terrain and biomes
322 * mapgen_water_source
325 * mapgen_dirt_with_grass
328 * mapgen_desert_stone
330 * mapgen_dirt_with_snow
341 * mapgen_jungleleaves
344 * mapgen_pine_needles
349 * mapgen_stair_cobble
351 * mapgen_stair_desert_stone
353 ### Setting the node used in Mapgen Singlenode
355 By default the world is filled with air nodes. To set a different node use, for
358 minetest.register_alias("mapgen_singlenode", "default:stone")
366 Mods should generally prefix their textures with `modname_`, e.g. given
367 the mod name `foomod`, a texture could be called:
371 Textures are referred to by their complete name, or alternatively by
372 stripping out the file extension:
374 * e.g. `foomod_foothing.png`
375 * e.g. `foomod_foothing`
380 There are various texture modifiers that can be used
381 to generate textures on-the-fly.
383 ### Texture overlaying
385 Textures can be overlaid by putting a `^` between them.
389 default_dirt.png^default_grass_side.png
391 `default_grass_side.png` is overlaid over `default_dirt.png`.
392 The texture with the lower resolution will be automatically upscaled to
393 the higher resolution texture.
397 Textures can be grouped together by enclosing them in `(` and `)`.
399 Example: `cobble.png^(thing1.png^thing2.png)`
401 A texture for `thing1.png^thing2.png` is created and the resulting
402 texture is overlaid on top of `cobble.png`.
406 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
407 passing complex texture names as arguments. Escaping is done with backslash and
408 is required for `^` and `:`.
410 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
412 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
413 on top of `cobble.png`.
415 ### Advanced texture modifiers
421 * `[crack:<t>:<n>:<p>`
422 * `[cracko:<t>:<n>:<p>`
426 * `<t>`: tile count (in each direction)
427 * `<n>`: animation frame count
428 * `<p>`: current animation frame
430 Draw a step of the crack animation on the texture.
431 `crack` draws it normally, while `cracko` lays it over, keeping transparent
436 default_cobble.png^[crack:10:1
438 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
444 * `<file>`: texture to combine
446 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
447 specified coordinates.
451 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
453 #### `[resize:<w>x<h>`
455 Resizes the texture to the given dimensions.
459 default_sandstone.png^[resize:16x16
463 Makes the base image transparent according to the given ratio.
465 `r` must be between 0 (transparent) and 255 (opaque).
469 default_sandstone.png^[opacity:127
471 #### `[invert:<mode>`
473 Inverts the given channels of the base image.
474 Mode may contain the characters "r", "g", "b", "a".
475 Only the channels that are mentioned in the mode string will be inverted.
479 default_apple.png^[invert:rgb
483 Brightens the texture.
487 tnt_tnt_side.png^[brighten
491 Makes the texture completely opaque.
495 default_leaves.png^[noalpha
497 #### `[makealpha:<r>,<g>,<b>`
499 Convert one color to transparency.
503 default_cobble.png^[makealpha:128,128,128
507 * `<t>`: transformation(s) to apply
509 Rotates and/or flips the image.
511 `<t>` can be a number (between 0 and 7) or a transform name.
512 Rotations are counter-clockwise.
515 1 R90 rotate by 90 degrees
516 2 R180 rotate by 180 degrees
517 3 R270 rotate by 270 degrees
519 5 FXR90 flip X then rotate by 90 degrees
521 7 FYR90 flip Y then rotate by 90 degrees
525 default_stone.png^[transformFXR90
527 #### `[inventorycube{<top>{<left>{<right>`
529 Escaping does not apply here and `^` is replaced by `&` in texture names
532 Create an inventory cube texture using the side textures.
536 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
538 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
539 `dirt.png^grass_side.png` textures
541 #### `[lowpart:<percent>:<file>`
543 Blit the lower `<percent>`% part of `<file>` on the texture.
547 base.png^[lowpart:25:overlay.png
549 #### `[verticalframe:<t>:<n>`
551 * `<t>`: animation frame count
552 * `<n>`: current animation frame
554 Crops the texture to a frame of a vertical animation.
558 default_torch_animated.png^[verticalframe:16:8
562 Apply a mask to the base image.
564 The mask is applied using binary AND.
566 #### `[sheet:<w>x<h>:<x>,<y>`
568 Retrieves a tile at position x,y from the base image
569 which it assumes to be a tilesheet with dimensions w,h.
571 #### `[colorize:<color>:<ratio>`
573 Colorize the textures with the given color.
574 `<color>` is specified as a `ColorString`.
575 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
576 it is an int, then it specifies how far to interpolate between the
577 colors where 0 is only the texture color and 255 is only `<color>`. If
578 omitted, the alpha of `<color>` will be used as the ratio. If it is
579 the word "`alpha`", then each texture pixel will contain the RGB of
580 `<color>` and the alpha of `<color>` multiplied by the alpha of the
583 #### `[multiply:<color>`
585 Multiplies texture colors with the given color.
586 `<color>` is specified as a `ColorString`.
587 Result is more like what you'd expect if you put a color on top of another
588 color, meaning white surfaces get a lot of your new color while black parts
589 don't change very much.
594 The goal of hardware coloring is to simplify the creation of
595 colorful nodes. If your textures use the same pattern, and they only
596 differ in their color (like colored wool blocks), you can use hardware
597 coloring instead of creating and managing many texture files.
598 All of these methods use color multiplication (so a white-black texture
599 with red coloring will result in red-black color).
603 This method is useful if you wish to create nodes/items with
604 the same texture, in different colors, each in a new node/item definition.
608 When you register an item or node, set its `color` field (which accepts a
609 `ColorSpec`) to the desired color.
611 An `ItemStack`'s static color can be overwritten by the `color` metadata
612 field. If you set that field to a `ColorString`, that color will be used.
616 Each tile may have an individual static color, which overwrites every
617 other coloring method. To disable the coloring of a face,
618 set its color to white (because multiplying with white does nothing).
619 You can set the `color` property of the tiles in the node's definition
620 if the tile is in table format.
624 For nodes and items which can have many colors, a palette is more
625 suitable. A palette is a texture, which can contain up to 256 pixels.
626 Each pixel is one possible color for the node/item.
627 You can register one node/item, which can have up to 256 colors.
629 #### Palette indexing
631 When using palettes, you always provide a pixel index for the given
632 node or `ItemStack`. The palette is read from left to right and from
633 top to bottom. If the palette has less than 256 pixels, then it is
634 stretched to contain exactly 256 pixels (after arranging the pixels
635 to one line). The indexing starts from 0.
639 * 16x16 palette, index = 0: the top left corner
640 * 16x16 palette, index = 4: the fifth pixel in the first row
641 * 16x16 palette, index = 16: the pixel below the top left corner
642 * 16x16 palette, index = 255: the bottom right corner
643 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
644 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
645 to ensure the total 256 pixels.
646 * 2x4 palette, index = 32: the top right corner
647 * 2x4 palette, index = 63: the top right corner
648 * 2x4 palette, index = 64: the pixel below the top left corner
650 #### Using palettes with items
652 When registering an item, set the item definition's `palette` field to
653 a texture. You can also use texture modifiers.
655 The `ItemStack`'s color depends on the `palette_index` field of the
656 stack's metadata. `palette_index` is an integer, which specifies the
657 index of the pixel to use.
659 #### Linking palettes with nodes
661 When registering a node, set the item definition's `palette` field to
662 a texture. You can also use texture modifiers.
663 The node's color depends on its `param2`, so you also must set an
664 appropriate `paramtype2`:
666 * `paramtype2 = "color"` for nodes which use their full `param2` for
667 palette indexing. These nodes can have 256 different colors.
668 The palette should contain 256 pixels.
669 * `paramtype2 = "colorwallmounted"` for nodes which use the first
670 five bits (most significant) of `param2` for palette indexing.
671 The remaining three bits are describing rotation, as in `wallmounted`
672 paramtype2. Division by 8 yields the palette index (without stretching the
673 palette). These nodes can have 32 different colors, and the palette
674 should contain 32 pixels.
676 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
677 pixel will be picked from the palette.
678 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
679 pixel will be picked from the palette.
680 * `paramtype2 = "colorfacedir"` for nodes which use the first
681 three bits of `param2` for palette indexing. The remaining
682 five bits are describing rotation, as in `facedir` paramtype2.
683 Division by 32 yields the palette index (without stretching the
684 palette). These nodes can have 8 different colors, and the
685 palette should contain 8 pixels.
687 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
688 first (= 0 + 1) pixel will be picked from the palette.
689 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
690 second (= 1 + 1) pixel will be picked from the palette.
692 To colorize a node on the map, set its `param2` value (according
693 to the node's paramtype2).
695 ### Conversion between nodes in the inventory and on the map
697 Static coloring is the same for both cases, there is no need
700 If the `ItemStack`'s metadata contains the `color` field, it will be
701 lost on placement, because nodes on the map can only use palettes.
703 If the `ItemStack`'s metadata contains the `palette_index` field, it is
704 automatically transferred between node and item forms by the engine,
705 when a player digs or places a colored node.
706 You can disable this feature by setting the `drop` field of the node
707 to itself (without metadata).
708 To transfer the color to a special drop, you need a drop table.
712 minetest.register_node("mod:stone", {
713 description = "Stone",
714 tiles = {"default_stone.png"},
715 paramtype2 = "color",
716 palette = "palette.png",
719 -- assume that mod:cobblestone also has the same palette
720 {items = {"mod:cobblestone"}, inherit_color = true },
725 ### Colored items in craft recipes
727 Craft recipes only support item strings, but fortunately item strings
728 can also contain metadata. Example craft recipe registration:
730 minetest.register_craft({
731 output = minetest.itemstring_with_palette("wool:block", 3),
739 To set the `color` field, you can use `minetest.itemstring_with_color`.
741 Metadata field filtering in the `recipe` field are not supported yet,
742 so the craft output is independent of the color of the ingredients.
747 Sometimes hardware coloring is not enough, because it affects the
748 whole tile. Soft texture overlays were added to Minetest to allow
749 the dynamic coloring of only specific parts of the node's texture.
750 For example a grass block may have colored grass, while keeping the
753 These overlays are 'soft', because unlike texture modifiers, the layers
754 are not merged in the memory, but they are simply drawn on top of each
755 other. This allows different hardware coloring, but also means that
756 tiles with overlays are drawn slower. Using too much overlays might
759 For inventory and wield images you can specify overlays which
760 hardware coloring does not modify. You have to set `inventory_overlay`
761 and `wield_overlay` fields to an image name.
763 To define a node overlay, simply set the `overlay_tiles` field of the node
764 definition. These tiles are defined in the same way as plain tiles:
765 they can have a texture name, color etc.
766 To skip one face, set that overlay tile to an empty string.
768 Example (colored grass block):
770 minetest.register_node("default:dirt_with_grass", {
771 description = "Dirt with Grass",
772 -- Regular tiles, as usual
773 -- The dirt tile disables palette coloring
774 tiles = {{name = "default_grass.png"},
775 {name = "default_dirt.png", color = "white"}},
776 -- Overlay tiles: define them in the same style
777 -- The top and bottom tile does not have overlay
778 overlay_tiles = {"", "",
779 {name = "default_grass_side.png", tileable_vertical = false}},
780 -- Global color, used in inventory
782 -- Palette in the world
783 paramtype2 = "color",
784 palette = "default_foilage.png",
793 Only Ogg Vorbis files are supported.
795 For positional playing of sounds, only single-channel (mono) files are
796 supported. Otherwise OpenAL will play them non-positionally.
798 Mods should generally prefix their sounds with `modname_`, e.g. given
799 the mod name "`foomod`", a sound could be called:
803 Sounds are referred to by their name with a dot, a single digit and the
804 file extension stripped out. When a sound is played, the actual sound file
805 is chosen randomly from the matching sounds.
807 When playing the sound `foomod_foosound`, the sound is chosen randomly
808 from the available ones of the following files:
810 * `foomod_foosound.ogg`
811 * `foomod_foosound.0.ogg`
812 * `foomod_foosound.1.ogg`
814 * `foomod_foosound.9.ogg`
816 Examples of sound parameter tables:
818 -- Play locationless on all clients
820 gain = 1.0, -- default
821 fade = 0.0, -- default, change to a value > 0 to fade the sound in
822 pitch = 1.0, -- default
824 -- Play locationless to one player
827 gain = 1.0, -- default
828 fade = 0.0, -- default, change to a value > 0 to fade the sound in
829 pitch = 1.0, -- default
831 -- Play locationless to one player, looped
834 gain = 1.0, -- default
837 -- Play in a location
839 pos = {x = 1, y = 2, z = 3},
840 gain = 1.0, -- default
841 max_hear_distance = 32, -- default, uses an euclidean metric
843 -- Play connected to an object, looped
845 object = <an ObjectRef>,
846 gain = 1.0, -- default
847 max_hear_distance = 32, -- default, uses an euclidean metric
851 Looped sounds must either be connected to an object or played locationless to
852 one player using `to_player = name,`.
854 A positional sound will only be heard by players that are within
855 `max_hear_distance` of the sound position, at the start of the sound.
861 * e.g. `"default_place_node"`
863 * e.g. `{name = "default_place_node"}`
864 * e.g. `{name = "default_place_node", gain = 1.0}`
865 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
870 Registered definitions
871 ======================
873 Anything added using certain [Registration functions] gets added to one or more
874 of the global [Registered definition tables].
876 Note that in some cases you will stumble upon things that are not contained
877 in these tables (e.g. when a mod has been removed). Always check for
878 existence before trying to access the fields.
882 All nodes register with `minetest.register_node` get added to the table
883 `minetest.registered_nodes`.
885 If you want to check the drawtype of a node, you could do:
887 local function get_nodedef_field(nodename, fieldname)
888 if not minetest.registered_nodes[nodename] then
891 return minetest.registered_nodes[nodename][fieldname]
893 local drawtype = get_nodedef_field(nodename, "drawtype")
901 Nodes are the bulk data of the world: cubes and other things that take the
902 space of a cube. Huge amounts of them are handled efficiently, but they
905 The definition of a node is stored and can be accessed by using
907 minetest.registered_nodes[node.name]
909 See [Registered definitions].
911 Nodes are passed by value between Lua and the engine.
912 They are represented by a table:
914 {name="name", param1=num, param2=num}
916 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
917 them for certain automated functions. If you don't use these functions, you can
918 use them to store arbitrary values.
923 The functions of `param1` and `param2` are determined by certain fields in the
926 `param1` is reserved for the engine when `paramtype != "none"`:
928 * `paramtype = "light"`
929 * The value stores light with and without sun in its upper and lower 4 bits
931 * Required by a light source node to enable spreading its light.
932 * Required by the following drawtypes as they determine their visual
933 brightness from their internal light value:
944 `param2` is reserved for the engine when any of these are used:
946 * `liquidtype = "flowing"`
947 * The level and some flags of the liquid is stored in `param2`
948 * `drawtype = "flowingliquid"`
949 * The drawn liquid level is read from `param2`
950 * `drawtype = "torchlike"`
951 * `drawtype = "signlike"`
952 * `paramtype2 = "wallmounted"`
953 * The rotation of the node is stored in `param2`. You can make this value
954 by using `minetest.dir_to_wallmounted()`.
955 * `paramtype2 = "facedir"`
956 * The rotation of the node is stored in `param2`. Furnaces and chests are
957 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
958 * Values range 0 - 23
959 * facedir / 4 = axis direction:
960 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
961 * facedir modulo 4 = rotation around that axis
962 * `paramtype2 = "leveled"`
963 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
965 * The level of the top face of the nodebox is stored in `param2`.
966 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
968 * The nodebox height is (`param2` / 64) nodes.
969 * The maximum accepted value of `param2` is 127.
971 * The height of the 'plantlike' section is stored in `param2`.
972 * The height is (`param2` / 16) nodes.
973 * `paramtype2 = "degrotate"`
974 * Only valid for "plantlike". The rotation of the node is stored in
976 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
977 get the actual rotation in degrees of the node.
978 * `paramtype2 = "meshoptions"`
979 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
980 can be used to change how the client draws plantlike nodes.
981 * Bits 0, 1 and 2 form a mesh selector.
982 Currently the following meshes are choosable:
983 * 0 = a "x" shaped plant (ordinary plant)
984 * 1 = a "+" shaped plant (just rotated 45 degrees)
985 * 2 = a "*" shaped plant with 3 faces instead of 2
986 * 3 = a "#" shaped plant with 4 faces instead of 2
987 * 4 = a "#" shaped plant with 4 faces that lean outwards
988 * 5-7 are unused and reserved for future meshes.
989 * Bits 3 through 7 are optional flags that can be combined and give these
991 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
992 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
993 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
994 * bits 6-7 are reserved for future use.
995 * `paramtype2 = "color"`
996 * `param2` tells which color is picked from the palette.
997 The palette should have 256 pixels.
998 * `paramtype2 = "colorfacedir"`
999 * Same as `facedir`, but with colors.
1000 * The first three bits of `param2` tells which color is picked from the
1001 palette. The palette should have 8 pixels.
1002 * `paramtype2 = "colorwallmounted"`
1003 * Same as `wallmounted`, but with colors.
1004 * The first five bits of `param2` tells which color is picked from the
1005 palette. The palette should have 32 pixels.
1006 * `paramtype2 = "glasslikeliquidlevel"`
1007 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1009 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1011 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1013 Nodes can also contain extra data. See [Node Metadata].
1018 There are a bunch of different looking node types.
1020 Look for examples in `games/minimal` or `games/minetest_game`.
1023 * A node-sized cube.
1025 * Invisible, uses no texture.
1027 * The cubic source node for a liquid.
1029 * The flowing version of a liquid, appears with various heights and slopes.
1031 * Often used for partially-transparent nodes.
1032 * Only external sides of textures are visible.
1033 * `glasslike_framed`
1034 * All face-connected nodes are drawn as one volume within a surrounding
1036 * The frame appearance is generated from the edges of the first texture
1037 specified in `tiles`. The width of the edges used are 1/16th of texture
1038 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1039 * The glass 'shine' (or other desired detail) on each node face is supplied
1040 by the second texture specified in `tiles`.
1041 * `glasslike_framed_optional`
1042 * This switches between the above 2 drawtypes according to the menu setting
1045 * Often used for partially-transparent nodes.
1046 * External and internal sides of textures are visible.
1047 * `allfaces_optional`
1048 * Often used for leaves nodes.
1049 * This switches between `normal`, `glasslike` and `allfaces` according to
1050 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1051 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1052 is used instead, if present. This allows a visually thicker texture to be
1053 used to compensate for how `glasslike` reduces visual thickness.
1055 * A single vertical texture.
1056 * If placed on top of a node, uses the first texture specified in `tiles`.
1057 * If placed against the underside of a node, uses the second texture
1058 specified in `tiles`.
1059 * If placed on the side of a node, uses the third texture specified in
1060 `tiles` and is perpendicular to that node.
1062 * A single texture parallel to, and mounted against, the top, underside or
1065 * Two vertical and diagonal textures at right-angles to each other.
1066 * See `paramtype2 = "meshoptions"` above for other options.
1068 * When above a flat surface, appears as 6 textures, the central 2 as
1069 `plantlike` plus 4 more surrounding those.
1070 * If not above a surface the central 2 do not appear, but the texture
1071 appears against the faces of surrounding nodes if they are present.
1073 * A 3D model suitable for a wooden fence.
1074 * One placed node appears as a single vertical post.
1075 * Adjacently-placed nodes cause horizontal bars to appear between them.
1077 * Often used for tracks for mining carts.
1078 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1079 curved, t-junction, crossing.
1080 * Each placed node automatically switches to a suitable rotated texture
1081 determined by the adjacent `raillike` nodes, in order to create a
1082 continuous track network.
1083 * Becomes a sloping node if placed against stepped nodes.
1085 * Often used for stairs and slabs.
1086 * Allows defining nodes consisting of an arbitrary number of boxes.
1087 * See [Node boxes] below for more information.
1089 * Uses models for nodes.
1090 * Tiles should hold model materials textures.
1091 * Only static meshes are implemented.
1092 * For supported model formats see Irrlicht engine documentation.
1093 * `plantlike_rooted`
1094 * Enables underwater `plantlike` without air bubbles around the nodes.
1095 * Consists of a base cube at the co-ordinates of the node plus a
1096 `plantlike` extension above with a height of `param2 / 16` nodes.
1097 * The `plantlike` extension visually passes through any nodes above the
1098 base cube without affecting them.
1099 * The base cube texture tiles are defined as normal, the `plantlike`
1100 extension uses the defined special tile, for example:
1101 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1103 `*_optional` drawtypes need less rendering time if deactivated
1104 (always client-side).
1109 Node selection boxes are defined using "node boxes".
1111 A nodebox is defined as any of:
1114 -- A normal cube; the default in most things
1118 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1120 fixed = box OR {box1, box2, ...}
1123 -- A variable height box (or boxes) with the top face position defined
1124 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1126 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1128 fixed = box OR {box1, box2, ...}
1131 -- A box like the selection box for torches
1132 -- (wallmounted param2 is used, if applicable)
1133 type = "wallmounted",
1139 -- A node that has optional boxes depending on neighbouring nodes'
1140 -- presence and type. See also `connects_to`.
1142 fixed = box OR {box1, box2, ...}
1143 connect_top = box OR {box1, box2, ...}
1144 connect_bottom = box OR {box1, box2, ...}
1145 connect_front = box OR {box1, box2, ...}
1146 connect_left = box OR {box1, box2, ...}
1147 connect_back = box OR {box1, box2, ...}
1148 connect_right = box OR {box1, box2, ...}
1149 -- The following `disconnected_*` boxes are the opposites of the
1150 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1151 -- on the respective side, the corresponding disconnected box is drawn.
1152 disconnected_top = box OR {box1, box2, ...}
1153 disconnected_bottom = box OR {box1, box2, ...}
1154 disconnected_front = box OR {box1, box2, ...}
1155 disconnected_left = box OR {box1, box2, ...}
1156 disconnected_back = box OR {box1, box2, ...}
1157 disconnected_right = box OR {box1, box2, ...}
1158 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1159 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1160 -- neighbours to the sides
1163 A `box` is defined as:
1165 {x1, y1, z1, x2, y2, z2}
1167 A box of a regular node would look like:
1169 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1174 Map terminology and coordinates
1175 ===============================
1177 Nodes, mapblocks, mapchunks
1178 ---------------------------
1180 A 'node' is the fundamental cubic unit of a world and appears to a player as
1181 roughly 1x1x1 meters in size.
1183 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1184 fundamental region of a world that is stored in the world database, sent to
1185 clients and handled by many parts of the engine.
1186 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1187 'node', however 'block' often appears in the API.
1189 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1190 (80x80x80 nodes) and is the volume of world generated in one operation by
1192 The size in mapblocks has been chosen to optimise map generation.
1197 ### Orientation of axes
1199 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1201 ### Node coordinates
1203 Almost all positions used in the API use node coordinates.
1205 ### Mapblock coordinates
1207 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1208 specify a particular mapblock.
1209 For example blockpos (0,0,0) specifies the mapblock that extends from
1210 node position (0,0,0) to node position (15,15,15).
1212 #### Converting node position to the containing blockpos
1214 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1217 * blockpos = math.floor(nodepos / 16)
1219 #### Converting blockpos to min/max node positions
1221 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1225 nodepos = blockpos * 16
1227 nodepos = blockpos * 16 + 15
1238 The position field is used for all element types.
1240 To account for differing resolutions, the position coordinates are the
1241 percentage of the screen, ranging in value from `0` to `1`.
1243 The name field is not yet used, but should contain a description of what the
1244 HUD element represents. The direction field is the direction in which something
1247 `0` draws from left to right, `1` draws from right to left, `2` draws from
1248 top to bottom, and `3` draws from bottom to top.
1250 The `alignment` field specifies how the item will be aligned. It is a table
1251 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1252 moved to the left/up, and `1` is to the right/down. Fractional values can be
1255 The `offset` field specifies a pixel offset from the position. Contrary to
1256 position, the offset is not scaled to screen size. This allows for some
1257 precisely positioned items in the HUD.
1259 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1262 Below are the specific uses for fields in each type; fields not listed for that
1267 Displays an image on the HUD.
1269 * `scale`: The scale of the image, with 1 being the original texture size.
1270 Only the X coordinate scale is used (positive values).
1271 Negative values represent that percentage of the screen it
1272 should take; e.g. `x=-100` means 100% (width).
1273 * `text`: The name of the texture that is displayed.
1274 * `alignment`: The alignment of the image.
1275 * `offset`: offset in pixels from position.
1279 Displays text on the HUD.
1281 * `scale`: Defines the bounding rectangle of the text.
1282 A value such as `{x=100, y=100}` should work.
1283 * `text`: The text to be displayed in the HUD element.
1284 * `number`: An integer containing the RGB value of the color used to draw the
1285 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1286 * `alignment`: The alignment of the text.
1287 * `offset`: offset in pixels from position.
1291 Displays a horizontal bar made up of half-images.
1293 * `text`: The name of the texture that is used.
1294 * `number`: The number of half-textures that are displayed.
1295 If odd, will end with a vertically center-split texture.
1297 * `offset`: offset in pixels from position.
1298 * `size`: If used, will force full-image size to this value (override texture
1303 * `text`: The name of the inventory list to be displayed.
1304 * `number`: Number of items in the inventory to be displayed.
1305 * `item`: Position of item that is selected.
1307 * `offset`: offset in pixels from position.
1311 Displays distance to selected world position.
1313 * `name`: The name of the waypoint.
1314 * `text`: Distance suffix. Can be blank.
1315 * `number:` An integer containing the RGB value of the color used to draw the
1317 * `world_pos`: World position of the waypoint.
1322 Representations of simple things
1323 ================================
1328 {x=num, y=num, z=num}
1330 For helper functions see [Spatial Vectors].
1335 * `{type="nothing"}`
1336 * `{type="node", under=pos, above=pos}`
1337 * `{type="object", ref=ObjectRef}`
1339 Exact pointing location (currently only `Raycast` supports these fields):
1341 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1342 point on the selection box which is pointed at. May be in the selection box
1343 if the pointer is in the box too.
1344 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1346 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1347 selected selection box. This specifies which face is pointed at.
1348 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1354 Flag Specifier Format
1355 =====================
1357 Flags using the standardized flag specifier format can be specified in either
1358 of two ways, by string or table.
1360 The string format is a comma-delimited set of flag names; whitespace and
1361 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1362 flag, and specifying a flag prefixed by the string `"no"` explicitly
1363 clears the flag from whatever the default may be.
1365 In addition to the standard string flag format, the schematic flags field can
1366 also be a table of flag names to boolean values representing whether or not the
1367 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1368 is present, mapped to a boolean of any value, the specified flag is unset.
1370 E.g. A flag field of value
1372 {place_center_x = true, place_center_y=false, place_center_z=true}
1376 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1378 which is equivalent to
1380 "place_center_x, noplace_center_y, place_center_z"
1384 "place_center_x, place_center_z"
1386 since, by default, no schematic attributes are set.
1397 There are three kinds of items: nodes, tools and craftitems.
1399 * Node: Can be placed in the world's voxel grid
1400 * Tool: Has a wear property but cannot be stacked. The default use action is to
1401 dig nodes or hit objects according to its tool capabilities.
1402 * Craftitem: Cannot dig nodes or be placed
1407 All item stacks have an amount between 0 and 65535. It is 1 by
1408 default. Tool item stacks can not have an amount greater than 1.
1410 Tools use a wear (damage) value ranging from 0 to 65535. The
1411 value 0 is the default and is used for unworn tools. The values
1412 1 to 65535 are used for worn tools, where a higher value stands for
1413 a higher wear. Non-tools always have a wear value of 0.
1418 Items and item stacks can exist in three formats: Serializes, table format
1421 When an item must be passed to a function, it can usually be in any of
1426 This is called "stackstring" or "itemstring". It is a simple string with
1427 1-3 components: the full item identifier, an optional amount and an optional
1430 <identifier> [<amount>[ <wear>]]
1434 * `'default:apple'`: 1 apple
1435 * `'default:dirt 5'`: 5 dirt
1436 * `'default:pick_stone'`: a new stone pickaxe
1437 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1445 {name="default:dirt", count=5, wear=0, metadata=""}
1447 A wooden pick about 1/3 worn out:
1449 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1453 {name="default:apple", count=1, wear=0, metadata=""}
1457 A native C++ format with many helper methods. Useful for converting
1458 between formats. See the [Class reference] section for details.
1466 In a number of places, there is a group table. Groups define the
1467 properties of a thing (item, node, armor of entity, capabilities of
1468 tool) in such a way that the engine and other mods can can interact with
1469 the thing without actually knowing what the thing is.
1474 Groups are stored in a table, having the group names with keys and the
1475 group ratings as values. For example:
1478 groups = {crumbly=3, soil=1}
1480 -- A more special dirt-kind of thing
1481 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1483 Groups always have a rating associated with them. If there is no
1484 useful meaning for a rating for an enabled group, it shall be `1`.
1486 When not defined, the rating of a group defaults to `0`. Thus when you
1487 read groups, you must interpret `nil` and `0` as the same value, `0`.
1489 You can read the rating of a group for an item or a node by using
1491 minetest.get_item_group(itemname, groupname)
1496 Groups of items can define what kind of an item it is (e.g. wool).
1501 In addition to the general item things, groups are used to define whether
1502 a node is destroyable and how long it takes to destroy by a tool.
1507 For entities, groups are, as of now, used only for calculating damage.
1508 The rating is the percentage of damage caused by tools with this damage group.
1509 See [Entity damage mechanism].
1511 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1512 object.set_armor_groups({fleshy=30, cracky=80})
1517 Groups in tools define which groups of nodes and entities they are
1520 Groups in crafting recipes
1521 --------------------------
1523 An example: Make meat soup from any meat, any water and any bowl:
1526 output = 'food:meat_soup_raw',
1532 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1535 Another example: Make red wool from white wool and red dye:
1539 output = 'wool:red',
1540 recipe = {'wool:white', 'group:dye,basecolor_red'},
1546 * `immortal`: Disables the group damage system for an entity
1547 * `punch_operable`: For entities; disables the regular damage mechanism for
1548 players punching it by hand or a non-tool item, so that it can do something
1549 else than take damage.
1550 * `level`: Can be used to give an additional sense of progression in the game.
1551 * A larger level will cause e.g. a weapon of a lower level make much less
1552 damage, and get worn out much faster, or not be able to get drops
1553 from destroyed nodes.
1554 * `0` is something that is directly accessible at the start of gameplay
1555 * There is no upper limit
1556 * `dig_immediate`: Player can always pick up node without reducing tool wear
1557 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1558 * `3`: the node always gets the digging time 0 seconds (torch)
1559 * `disable_jump`: Player (and possibly other things) cannot jump from node
1560 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1561 * `bouncy`: value is bounce speed in percent
1562 * `falling_node`: if there is no walkable block under the node it will fall
1563 * `float`: the node will not fall through liquids
1564 * `attached_node`: if the node under it is not a walkable block the node will be
1565 dropped as an item. If the node is wallmounted the wallmounted direction is
1567 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1568 connect to each other
1569 * `slippery`: Players and items will slide on the node.
1570 Slipperiness rises steadily with `slippery` value, starting at 1.
1571 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1572 `"toolrepair"` crafting recipe
1574 Known damage and digging time defining groups
1575 ---------------------------------------------
1577 * `crumbly`: dirt, sand
1578 * `cracky`: tough but crackable stuff like stone.
1579 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1580 plants, wire, sheets of metal
1581 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1582 * `fleshy`: Living things like animals and the player. This could imply
1583 some blood effects when hitting.
1584 * `explody`: Especially prone to explosions
1585 * `oddly_breakable_by_hand`:
1586 Can be added to nodes that shouldn't logically be breakable by the
1587 hand but are. Somewhat similar to `dig_immediate`, but times are more
1588 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1589 speed of a tool if the tool can dig at a faster speed than this
1590 suggests for the hand.
1592 Examples of custom groups
1593 -------------------------
1595 Item groups are often used for defining, well, _groups of items_.
1597 * `meat`: any meat-kind of a thing (rating might define the size or healing
1598 ability or be irrelevant -- it is not defined as of yet)
1599 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1601 * `flammable`: can be set on fire. Rating might define the intensity of the
1602 fire, affecting e.g. the speed of the spreading of an open fire.
1603 * `wool`: any wool (any origin, any color)
1604 * `metal`: any metal
1605 * `weapon`: any weapon
1606 * `heavy`: anything considerably heavy
1608 Digging time calculation specifics
1609 ----------------------------------
1611 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1612 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1613 faster digging time.
1615 The `level` group is used to limit the toughness of nodes a tool can dig
1616 and to scale the digging times / damage to a greater extent.
1618 **Please do understand this**, otherwise you cannot use the system to it's
1621 Tools define their properties by a list of parameters for groups. They
1622 cannot dig other groups; thus it is important to use a standard bunch of
1623 groups to enable interaction with tools.
1636 * Full punch interval
1637 * Maximum drop level
1638 * For an arbitrary list of groups:
1639 * Uses (until the tool breaks)
1640 * Maximum level (usually `0`, `1`, `2` or `3`)
1644 ### Full punch interval
1646 When used as a weapon, the tool will do full damage if this time is spent
1647 between punches. If e.g. half the time is spent, the tool will do half
1650 ### Maximum drop level
1652 Suggests the maximum level of node, when dug with the tool, that will drop
1653 it's useful item. (e.g. iron ore to drop a lump of iron).
1655 This is not automated; it is the responsibility of the node definition
1660 Determines how many uses the tool has when it is used for digging a node,
1661 of this group, of the maximum level. For lower leveled nodes, the use count
1662 is multiplied by `3^leveldiff`.
1664 * `uses=10, leveldiff=0`: actual uses: 10
1665 * `uses=10, leveldiff=1`: actual uses: 30
1666 * `uses=10, leveldiff=2`: actual uses: 90
1670 Tells what is the maximum level of a node of this group that the tool will
1675 List of digging times for different ratings of the group, for nodes of the
1678 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1679 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1680 for this group, and unable to dig the rating `1`, which is the toughest.
1681 Unless there is a matching group that enables digging otherwise.
1683 If the result digging time is 0, a delay of 0.15 seconds is added between
1684 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1685 i.e. players can more quickly click the nodes away instead of holding LMB.
1689 List of damage for groups of entities. See [Entity damage mechanism].
1691 Example definition of the capabilities of a tool
1692 ------------------------------------------------
1694 tool_capabilities = {
1695 full_punch_interval=1.5,
1698 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1700 damage_groups = {fleshy=2},
1703 This makes the tool be able to dig nodes that fulfil both of these:
1705 * Have the `crumbly` group
1706 * Have a `level` group less or equal to `2`
1708 Table of resulting digging times:
1710 crumbly 0 1 2 3 4 <- level
1712 1 0.80 1.60 1.60 - -
1713 2 0.60 1.20 1.20 - -
1714 3 0.40 0.80 0.80 - -
1716 level diff: 2 1 0 -1 -2
1718 Table of resulting tool uses:
1727 * At `crumbly==0`, the node is not diggable.
1728 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1729 easy nodes to be quickly breakable.
1730 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1735 Entity damage mechanism
1736 =======================
1741 foreach group in cap.damage_groups:
1742 damage += cap.damage_groups[group]
1743 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1744 * (object.armor_groups[group] / 100.0)
1745 -- Where object.armor_groups[group] is 0 for inexistent values
1748 Client predicts damage based on damage groups. Because of this, it is able to
1749 give an immediate response when an entity is damaged or dies; the response is
1750 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1752 Currently a smoke puff will appear when an entity dies.
1754 The group `immortal` completely disables normal damage.
1756 Entities can define a special armor group, which is `punch_operable`. This
1757 group disables the regular damage mechanism for players punching it by hand or
1758 a non-tool item, so that it can do something else than take damage.
1760 On the Lua side, every punch calls:
1762 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1765 This should never be called directly, because damage is usually not handled by
1768 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1769 accessed unless absolutely required, to encourage interoperability.
1770 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1771 * `tool_capabilities` can be `nil`.
1772 * `direction` is a unit vector, pointing from the source of the punch to
1774 * `damage` damage that will be done to entity
1775 Return value of this function will determine if damage is done by this function
1776 (retval true) or shall be done by engine (retval false)
1778 To punch an entity/object in Lua, call:
1780 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1782 * Return value is tool wear.
1783 * Parameters are equal to the above callback.
1784 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1785 will be automatically filled in based on the location of `puncher`.
1796 The instance of a node in the world normally only contains the three values
1797 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1798 It is called "node metadata"; See `NodeMetaRef`.
1800 Node metadata contains two things:
1805 Some of the values in the key-value store are handled specially:
1807 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1808 * `infotext`: Text shown on the screen when the node is pointed at
1812 local meta = minetest.get_meta(pos)
1813 meta:set_string("formspec",
1815 "list[context;main;0,0;8,4;]"..
1816 "list[current_player;main;0,5;8,4;]")
1817 meta:set_string("infotext", "Chest");
1818 local inv = meta:get_inventory()
1819 inv:set_size("main", 8*4)
1820 print(dump(meta:to_table()))
1823 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1824 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1825 [10] = "", [11] = "", [12] = "", [13] = "",
1826 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1827 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1828 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1829 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1833 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1841 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1843 Item metadata only contains a key-value store.
1845 Some of the values in the key-value store are handled specially:
1847 * `description`: Set the item stack's description. Defaults to
1849 * `color`: A `ColorString`, which sets the stack's color.
1850 * `palette_index`: If the item has a palette, this is used to get the
1851 current color from the palette.
1855 local meta = stack:get_meta()
1856 meta:set_string("key", "value")
1857 print(dump(meta:to_table()))
1865 Formspec defines a menu. This supports inventories and some of the
1866 typical widgets like buttons, checkboxes, text input fields, etc.
1867 It is a string, with a somewhat strange format.
1869 A formspec is made out of formspec elements, which includes widgets
1870 like buttons but also can be used to set stuff like background color.
1872 Many formspec elements have a `name`, which is a unique identifier which
1873 is used when the server receives user input. You must not use the name
1874 "quit" for formspec elements.
1876 Spaces and newlines can be inserted between the blocks, as is used in the
1879 Position and size units are inventory slots, `X` and `Y` position the formspec
1880 element relative to the top left of the menu or container. `W` and `H` are its
1881 width and height values.
1882 Inventories with a `player:<name>` inventory location are only sent to the
1883 player named `<name>`.
1885 When displaying text which can contain formspec code, e.g. text set by a player,
1886 use `minetest.formspec_escape`.
1887 For coloured text you can use `minetest.colorize`.
1889 WARNING: Minetest allows you to add elements to every single formspec instance
1890 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1891 appearing when you don't expect them to. See [`no_prepend[]`].
1899 list[context;main;0,0;8,4;]
1900 list[current_player;main;0,5;8,4;]
1905 list[context;fuel;2,3;1,1;]
1906 list[context;src;2,1;1,1;]
1907 list[context;dst;5,1;2,2;]
1908 list[current_player;main;0,5;8,4;]
1910 ### Minecraft-like player inventory
1913 image[1,0.6;1,2;player.png]
1914 list[current_player;main;0,3.5;8,4;]
1915 list[current_player;craft;3,0;3,3;]
1916 list[current_player;craftpreview;7,1;1,1;]
1921 ### `size[<W>,<H>,<fixed_size>]`
1923 * Define the size of the menu in inventory slots
1924 * `fixed_size`: `true`/`false` (optional)
1925 * deprecated: `invsize[<W>,<H>;]`
1927 ### `position[<X>,<Y>]`
1929 * Must be used after `size` element.
1930 * Defines the position on the game window of the formspec's `anchor` point.
1931 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1933 * [0.0, 0.0] sets the position to the top left corner of the game window.
1934 * [1.0, 1.0] sets the position to the bottom right of the game window.
1935 * Defaults to the center of the game window [0.5, 0.5].
1937 ### `anchor[<X>,<Y>]`
1939 * Must be used after both `size` and `position` (if present) elements.
1940 * Defines the location of the anchor point within the formspec.
1941 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1943 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1944 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1945 * Defaults to the center of the formspec [0.5, 0.5].
1947 * `position` and `anchor` elements need suitable values to avoid a formspec
1948 extending off the game window due to particular game window sizes.
1952 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1953 * Disables player:set_formspec_prepend() from applying to this formspec.
1955 ### `container[<X>,<Y>]`
1957 * Start of a container block, moves all physical elements in the container by
1959 * Must have matching `container_end`
1960 * Containers can be nested, in which case the offsets are added
1961 (child containers are relative to parent containers)
1963 ### `container_end[]`
1965 * End of a container, following elements are no longer relative to this
1968 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1970 * Show an inventory list if it has been sent to the client. Nothing will
1971 be shown if the inventory list is of size 0.
1973 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1975 * Show an inventory list if it has been sent to the client. Nothing will
1976 be shown if the inventory list is of size 0.
1978 ### `listring[<inventory location>;<list name>]`
1980 * Allows to create a ring of inventory lists
1981 * Shift-clicking on items in one element of the ring
1982 will send them to the next inventory list inside the ring
1983 * The first occurrence of an element inside the ring will
1984 determine the inventory where items will be sent to
1988 * Shorthand for doing `listring[<inventory location>;<list name>]`
1989 for the last two inventory lists added by list[...]
1991 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1993 * Sets background color of slots as `ColorString`
1994 * Sets background color of slots on mouse hovering
1996 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1998 * Sets background color of slots as `ColorString`
1999 * Sets background color of slots on mouse hovering
2000 * Sets color of slots border
2002 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2004 * Sets background color of slots as `ColorString`
2005 * Sets background color of slots on mouse hovering
2006 * Sets color of slots border
2007 * Sets default background color of tooltips
2008 * Sets default font color of tooltips
2010 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2012 * Adds tooltip for an element
2013 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2014 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2016 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2018 * Adds tooltip for an area. Other tooltips will take priority when present.
2019 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2020 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2022 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2026 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2028 * Show an inventory image of registered item/node
2030 ### `bgcolor[<color>;<fullscreen>]`
2032 * Sets background color of formspec as `ColorString`
2033 * If `true`, the background color is drawn fullscreen (does not affect the size
2036 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2038 * Use a background. Inventory rectangles are not drawn then.
2039 * Example for formspec 8x4 in 16x resolution: image shall be sized
2040 8 times 16px times 4 times 16px.
2042 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2044 * Use a background. Inventory rectangles are not drawn then.
2045 * Example for formspec 8x4 in 16x resolution:
2046 image shall be sized 8 times 16px times 4 times 16px
2047 * If `auto_clip` is `true`, the background is clipped to the formspec size
2048 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2050 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2052 * Textual password style field; will be sent to server when a button is clicked
2053 * When enter is pressed in field, fields.key_enter_field will be sent with the
2055 * Fields are a set height, but will be vertically centred on `H`
2056 * `name` is the name of the field as returned in fields to `on_receive_fields`
2057 * `label`, if not blank, will be text printed on the top left above the field
2058 * See `field_close_on_enter` to stop enter closing the formspec
2060 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2062 * Textual field; will be sent to server when a button is clicked
2063 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2064 the name of this field.
2065 * Fields are a set height, but will be vertically centred on `H`
2066 * `name` is the name of the field as returned in fields to `on_receive_fields`
2067 * `label`, if not blank, will be text printed on the top left above the field
2068 * `default` is the default value of the field
2069 * `default` may contain variable references such as `${text}` which
2070 will fill the value from the metadata value `text`
2071 * **Note**: no extra text or more than a single variable is supported ATM.
2072 * See `field_close_on_enter` to stop enter closing the formspec
2074 ### `field[<name>;<label>;<default>]`
2076 * As above, but without position/size units
2077 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2078 the name of this field.
2079 * Special field for creating simple forms, such as sign text input
2080 * Must be used without a `size[]` element
2081 * A "Proceed" button will be added automatically
2082 * See `field_close_on_enter` to stop enter closing the formspec
2084 ### `field_close_on_enter[<name>;<close_on_enter>]`
2086 * <name> is the name of the field
2087 * if <close_on_enter> is false, pressing enter in the field will submit the
2088 form but not close it.
2089 * defaults to true when not specified (ie: no tag for a field)
2091 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2093 * Same as fields above, but with multi-line input
2094 * If the text overflows, a vertical scrollbar is added.
2095 * If the name is empty, the textarea is read-only and
2096 the background is not shown, which corresponds to a multi-line label.
2098 ### `label[<X>,<Y>;<label>]`
2100 * The label formspec element displays the text set in `label`
2101 at the specified position.
2102 * The text is displayed directly without automatic line breaking,
2103 so label should not be used for big text chunks.
2105 ### `vertlabel[<X>,<Y>;<label>]`
2107 * Textual label drawn vertically
2108 * `label` is the text on the label
2110 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2112 * Clickable button. When clicked, fields will be sent.
2113 * Fixed button height. It will be vertically centred on `H`
2114 * `label` is the text on the button
2116 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2118 * `texture name` is the filename of an image
2120 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2122 * `texture name` is the filename of an image
2123 * `noclip=true` means the image button doesn't need to be within specified
2125 * `drawborder`: draw button border or not
2126 * `pressed texture name` is the filename of an image on pressed state
2128 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2130 * `item name` is the registered name of an item/node
2131 * The item description will be used as the tooltip. This can be overridden with
2134 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2136 * When clicked, fields will be sent and the form will quit.
2138 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2140 * When clicked, fields will be sent and the form will quit.
2142 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2144 * Scrollable item list showing arbitrary text elements
2145 * `name` fieldname sent to server on doubleclick value is current selected
2147 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2149 * if you want a listelement to start with "#" write "##".
2151 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2153 * Scrollable itemlist showing arbitrary text elements
2154 * `name` fieldname sent to server on doubleclick value is current selected
2156 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2157 * if you want a listelement to start with "#" write "##"
2158 * Index to be selected within textlist
2159 * `true`/`false`: draw transparent background
2160 * See also `minetest.explode_textlist_event`
2161 (main menu: `core.explode_textlist_event`).
2163 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2165 * Show a tab**header** at specific position (ignores formsize)
2166 * `name` fieldname data is transferred to Lua
2167 * `caption 1`...: name shown on top of tab
2168 * `current_tab`: index of selected tab 1...
2169 * `transparent` (optional): show transparent
2170 * `draw_border` (optional): draw border
2172 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2174 * Simple colored box
2175 * `color` is color specified as a `ColorString`.
2176 If the alpha component is left blank, the box will be semitransparent.
2178 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2180 * Show a dropdown field
2181 * **Important note**: There are two different operation modes:
2182 1. handle directly on change (only changed dropdown is submitted)
2183 2. read the value on pressing a button (all dropdown values are available)
2184 * `x` and `y` position of dropdown
2186 * Fieldname data is transferred to Lua
2187 * Items to be shown in dropdown
2188 * Index of currently selected dropdown item
2190 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2193 * `name` fieldname data is transferred to Lua
2194 * `label` to be shown left of checkbox
2195 * `selected` (optional): `true`/`false`
2197 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2200 * There are two ways to use it:
2201 1. handle the changed event (only changed scrollbar is available)
2202 2. read the value on pressing a button (all scrollbars are available)
2203 * `orientation`: `vertical`/`horizontal`
2204 * Fieldname data is transferred to Lua
2205 * Value this trackbar is set to (`0`-`1000`)
2206 * See also `minetest.explode_scrollbar_event`
2207 (main menu: `core.explode_scrollbar_event`).
2209 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2211 * Show scrollable table using options defined by the previous `tableoptions[]`
2212 * Displays cells as defined by the previous `tablecolumns[]`
2213 * `name`: fieldname sent to server on row select or doubleclick
2214 * `cell 1`...`cell n`: cell contents given in row-major order
2215 * `selected idx`: index of row to be selected within table (first row = `1`)
2216 * See also `minetest.explode_table_event`
2217 (main menu: `core.explode_table_event`).
2219 ### `tableoptions[<opt 1>;<opt 2>;...]`
2221 * Sets options for `table[]`
2223 * default text color (`ColorString`), defaults to `#FFFFFF`
2224 * `background=#RRGGBB`
2225 * table background color (`ColorString`), defaults to `#000000`
2226 * `border=<true/false>`
2227 * should the table be drawn with a border? (default: `true`)
2228 * `highlight=#RRGGBB`
2229 * highlight background color (`ColorString`), defaults to `#466432`
2230 * `highlight_text=#RRGGBB`
2231 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2232 * `opendepth=<value>`
2233 * all subtrees up to `depth < value` are open (default value = `0`)
2234 * only useful when there is a column of type "tree"
2236 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2238 * Sets columns for `table[]`
2239 * Types: `text`, `image`, `color`, `indent`, `tree`
2240 * `text`: show cell contents as text
2241 * `image`: cell contents are an image index, use column options to define
2243 * `color`: cell contents are a ColorString and define color of following
2245 * `indent`: cell contents are a number and define indentation of following
2247 * `tree`: same as indent, but user can open and close subtrees
2251 * for `text` and `image`: content alignment within cells.
2252 Available values: `left` (default), `center`, `right`, `inline`
2254 * for `text` and `image`: minimum width in em (default: `0`)
2255 * for `indent` and `tree`: indent width in em (default: `1.5`)
2256 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2257 Exception: defaults to 0 for indent columns
2258 * `tooltip=<value>`: tooltip text (default: empty)
2259 * `image` column options:
2260 * `0=<value>` sets image for image index 0
2261 * `1=<value>` sets image for image index 1
2262 * `2=<value>` sets image for image index 2
2263 * and so on; defined indices need not be contiguous empty or
2264 non-numeric cells are treated as `0`.
2265 * `color` column options:
2266 * `span=<value>`: number of following columns to affect
2267 (default: infinite).
2269 **Note**: do _not_ use a element name starting with `key_`; those names are
2270 reserved to pass key press events to formspec!
2281 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2282 * `"current_player"`: Player to whom the menu is shown
2283 * `"player:<name>"`: Any player
2284 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2285 * `"detached:<name>"`: A detached inventory
2287 Player Inventory lists
2288 ----------------------
2290 * `main`: list containing the default inventory
2291 * `craft`: list containing the craft input
2292 * `craftpreview`: list containing the craft prediction
2293 * `craftresult`: list containing the crafted output
2294 * `hand`: list containing an override for the empty hand
2295 * Is not created automatically, use `InvRef:set_size`
2306 `#RGB` defines a color in hexadecimal format.
2308 `#RGBA` defines a color in hexadecimal format and alpha channel.
2310 `#RRGGBB` defines a color in hexadecimal format.
2312 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2314 Named colors are also supported and are equivalent to
2315 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2316 To specify the value of the alpha channel, append `#AA` to the end of the color
2317 name (e.g. `colorname#08`). For named colors the hexadecimal string
2318 representing the alpha value must (always) be two hexadecimal digits.
2323 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2326 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2327 * `colorspec = {a=255, r=0, g=255, b=0}`
2328 * numerical form: The raw integer value of an ARGB8 quad:
2329 * `colorspec = 0xFF00FF00`
2330 * string form: A ColorString (defined above):
2331 * `colorspec = "green"`
2339 Most text can contain escape sequences, that can for example color the text.
2340 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2341 The following functions provide escape sequences:
2343 * `minetest.get_color_escape_sequence(color)`:
2344 * `color` is a ColorString
2345 * The escape sequence sets the text color to `color`
2346 * `minetest.colorize(color, message)`:
2348 `minetest.get_color_escape_sequence(color) ..
2350 minetest.get_color_escape_sequence("#ffffff")`
2351 * `minetest.get_background_escape_sequence(color)`
2352 * `color` is a ColorString
2353 * The escape sequence sets the background of the whole text element to
2354 `color`. Only defined for item descriptions and tooltips.
2355 * `minetest.strip_foreground_colors(str)`
2356 * Removes foreground colors added by `get_color_escape_sequence`.
2357 * `minetest.strip_background_colors(str)`
2358 * Removes background colors added by `get_background_escape_sequence`.
2359 * `minetest.strip_colors(str)`
2360 * Removes all color escape sequences.
2367 A spatial vector is similar to a position, but instead using
2368 absolute world coordinates, it uses *relative* coordinates, relative to
2369 no particular point.
2371 Internally, it is implemented as a table with the 3 fields
2372 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2374 For the following functions, `v`, `v1`, `v2` are vectors,
2375 `p1`, `p2` are positions:
2377 * `vector.new(a[, b, c])`:
2379 * A copy of `a` if `a` is a vector.
2380 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2381 * `vector.direction(p1, p2)`:
2382 * Returns a vector of length 1 with direction `p1` to `p2`.
2383 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2384 * `vector.distance(p1, p2)`:
2385 * Returns zero or a positive number, the distance between `p1` and `p2`.
2386 * `vector.length(v)`:
2387 * Returns zero or a positive number, the length of vector `v`.
2388 * `vector.normalize(v)`:
2389 * Returns a vector of length 1 with direction of vector `v`.
2390 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2391 * `vector.floor(v)`:
2392 * Returns a vector, each dimension rounded down.
2393 * `vector.round(v)`:
2394 * Returns a vector, each dimension rounded to nearest integer.
2395 * `vector.apply(v, func)`:
2396 * Returns a vector where the function `func` has been applied to each
2398 * `vector.equals(v1, v2)`:
2399 * Returns a boolean, `true` if the vectors are identical.
2400 * `vector.sort(v1, v2)`:
2401 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2402 * `vector.angle(v1, v2)`:
2403 * Returns the angle between `v1` and `v2` in radians.
2405 For the following functions `x` can be either a vector or a number:
2407 * `vector.add(v, x)`:
2409 * If `x` is a vector: Returns the sum of `v` and `x`.
2410 * If `x` is a number: Adds `x` to each component of `v`.
2411 * `vector.subtract(v, x)`:
2413 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2414 * If `x` is a number: Subtracts `x` from each component of `v`.
2415 * `vector.multiply(v, x)`:
2416 * Returns a scaled vector or Schur product.
2417 * `vector.divide(v, x)`:
2418 * Returns a scaled vector or Schur quotient.
2426 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2427 human-readable, handles reference loops.
2428 * `obj`: arbitrary variable
2429 * `name`: string, default: `"_"`
2430 * `dumped`: table, default: `{}`
2431 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2432 * `obj`: arbitrary variable
2433 * `dumped`: table, default: `{}`
2434 * `math.hypot(x, y)`
2435 * Get the hypotenuse of a triangle with legs x and y.
2436 Useful for distance calculation.
2437 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2438 * Get the sign of a number.
2439 * tolerance: number, default: `0.0`
2440 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2442 * `math.factorial(x)`: returns the factorial of `x`
2443 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2444 * `separator`: string, default: `","`
2445 * `include_empty`: boolean, default: `false`
2446 * `max_splits`: number, if it's negative, splits aren't limited,
2448 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2449 string or a pattern (regex), default: `false`
2450 * e.g. `"a,b":split","` returns `{"a","b"}`
2451 * `string:trim()`: returns the string without whitespace pre- and suffixes
2452 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2453 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2454 * Adds newlines to the string to keep it within the specified character
2456 * Note that the returned lines may be longer than the limit since it only
2457 splits at word borders.
2458 * `limit`: number, maximal amount of characters in one line
2459 * `as_table`: boolean, if set to true, a table of lines instead of a string
2460 is returned, default: `false`
2461 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2462 * `pos`: table {x=X, y=Y, z=Z}
2463 * Converts the position `pos` to a human-readable, printable string
2464 * `decimal_places`: number, if specified, the x, y and z values of
2465 the position are rounded to the given decimal place.
2466 * `minetest.string_to_pos(string)`: returns a position or `nil`
2467 * Same but in reverse.
2468 * If the string can't be parsed to a position, nothing is returned.
2469 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2470 * Converts a string representing an area box into two positions
2471 * `minetest.formspec_escape(string)`: returns a string
2472 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2474 * `minetest.is_yes(arg)`
2475 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2476 * `minetest.is_nan(arg)`
2477 * returns true when the passed number represents NaN.
2478 * `minetest.get_us_time()`
2479 * returns time with microsecond precision. May not return wall time.
2480 * `table.copy(table)`: returns a table
2481 * returns a deep copy of `table`
2482 * `table.indexof(list, val)`: returns the smallest numerical index containing
2483 the value `val` in the table `list`. Non-numerical indices are ignored.
2484 If `val` could not be found, `-1` is returned. `list` must not have
2486 * `table.insert_all(table, other_table)`:
2487 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2489 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2491 * returns the exact position on the surface of a pointed node
2492 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2494 Returns a table with the following fields:
2495 * `diggable`: `true` if node can be dug, `false` otherwise.
2496 * `time`: Time it would take to dig the node.
2497 * `wear`: How much wear would be added to the tool.
2498 `time` and `wear` are meaningless if node's not diggable
2500 * `groups`: Table of the node groups of the node that would be dug
2501 * `tool_capabilities`: Tool capabilities table of the tool
2502 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2503 Simulates an item that punches an object.
2504 Returns a table with the following fields:
2505 * `hp`: How much damage the punch would cause.
2506 * `wear`: How much wear would be added to the tool.
2508 * `groups`: Damage groups of the object
2509 * `tool_capabilities`: Tool capabilities table of the item
2510 * `time_from_last_punch`: time in seconds since last punch action
2518 Texts can be translated client-side with the help of `minetest.translate` and
2521 Translating a string
2522 --------------------
2524 Two functions are provided to translate strings: `minetest.translate` and
2525 `minetest.get_translator`.
2527 * `minetest.get_translator(textdomain)` is a simple wrapper around
2528 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2529 equivalent to `minetest.translate(textdomain, str, ...)`.
2530 It is intended to be used in the following way, so that it avoids verbose
2531 repetitions of `minetest.translate`:
2533 local S = minetest.get_translator(textdomain)
2536 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2538 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2539 the given `textdomain` for disambiguation. The textdomain must match the
2540 textdomain specified in the translation file in order to get the string
2541 translated. This can be used so that a string is translated differently in
2543 It is advised to use the name of the mod as textdomain whenever possible, to
2544 avoid clashes with other mods.
2545 This function must be given a number of arguments equal to the number of
2546 arguments the translated string expects.
2547 Arguments are literal strings -- they will not be translated, so if you want
2548 them to be, they need to come as outputs of `minetest.translate` as well.
2550 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2551 by the translation of "Red". We can do the following:
2553 local S = minetest.get_translator()
2554 S("@1 Wool", S("Red"))
2556 This will be displayed as "Red Wool" on old clients and on clients that do
2557 not have localization enabled. However, if we have for instance a translation
2558 file named `wool.fr.tr` containing the following:
2563 this will be displayed as "Laine Rouge" on clients with a French locale.
2565 Operations on translated strings
2566 --------------------------------
2568 The output of `minetest.translate` is a string, with escape sequences adding
2569 additional information to that string so that it can be translated on the
2570 different clients. In particular, you can't expect operations like string.length
2571 to work on them like you would expect them to, or string.gsub to work in the
2572 expected manner. However, string concatenation will still work as expected
2573 (note that you should only use this for things like formspecs; do not translate
2574 sentences by breaking them into parts; arguments should be used instead), and
2575 operations such as `minetest.colorize` which are also concatenation.
2577 Translation file format
2578 -----------------------
2580 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2581 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2582 The file should be a text file, with the following format:
2584 * Lines beginning with `# textdomain:` (the space is significant) can be used
2585 to specify the text domain of all following translations in the file.
2586 * All other empty lines or lines beginning with `#` are ignored.
2587 * Other lines should be in the format `original=translated`. Both `original`
2588 and `translated` can contain escape sequences beginning with `@` to insert
2589 arguments, literal `@`, `=` or newline (See [Escapes] below).
2590 There must be no extraneous whitespace around the `=` or at the beginning or
2591 the end of the line.
2596 Strings that need to be translated can contain several escapes, preceded by `@`.
2598 * `@@` acts as a literal `@`.
2599 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2600 string that will be inlined when translated. Due to how translations are
2601 implemented, the original translation string **must** have its arguments in
2602 increasing order, without gaps or repetitions, starting from 1.
2603 * `@=` acts as a literal `=`. It is not required in strings given to
2604 `minetest.translate`, but is in translation files to avoid being confused
2605 with the `=` separating the original from the translation.
2606 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2607 As with `@=`, this escape is not required in strings given to
2608 `minetest.translate`, but is in translation files.
2609 * `@n` acts as a literal newline as well.
2617 Perlin noise creates a continuously-varying value depending on the input values.
2618 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2619 The result is used during map generation to create the terrain shape, vary heat
2620 and humidity to distribute biomes, vary the density of decorations or vary the
2623 Structure of perlin noise
2624 -------------------------
2626 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2627 The smooth wavy noise it generates has a single characteristic scale, almost
2628 like a 'wavelength', so on its own does not create fine detail.
2629 Due to this perlin noise combines several octaves to create variation on
2630 multiple scales. Each additional octave has a smaller 'wavelength' than the
2633 This combination results in noise varying very roughly between -2.0 and 2.0 and
2634 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2635 and offset the noise variation.
2637 The final perlin noise variation is created as follows:
2639 noise = offset + scale * (octave1 +
2640 octave2 * persistence +
2641 octave3 * persistence ^ 2 +
2642 octave4 * persistence ^ 3 +
2648 Noise Parameters are commonly called `NoiseParams`.
2652 After the multiplication by `scale` this is added to the result and is the final
2653 step in creating the noise value.
2654 Can be positive or negative.
2658 Once all octaves have been combined, the result is multiplied by this.
2659 Can be positive or negative.
2663 For octave1, this is roughly the change of input value needed for a very large
2664 variation in the noise value generated by octave1. It is almost like a
2665 'wavelength' for the wavy noise variation.
2666 Each additional octave has a 'wavelength' that is smaller than the previous
2667 octave, to create finer detail. `spread` will therefore roughly be the typical
2668 size of the largest structures in the final noise variation.
2670 `spread` is a vector with values for x, y, z to allow the noise variation to be
2671 stretched or compressed in the desired axes.
2672 Values are positive numbers.
2676 This is a whole number that determines the entire pattern of the noise
2677 variation. Altering it enables different noise patterns to be created.
2678 With other parameters equal, different seeds produce different noise patterns
2679 and identical seeds produce identical noise patterns.
2681 For this parameter you can randomly choose any whole number. Usually it is
2682 preferable for this to be different from other seeds, but sometimes it is useful
2683 to be able to create identical noise patterns.
2685 When used in mapgen this is actually a 'seed offset', it is added to the
2686 'world seed' to create the seed used by the noise, to ensure the noise has a
2687 different pattern in different worlds.
2691 The number of simple noise generators that are combined.
2692 A whole number, 1 or more.
2693 Each additional octave adds finer detail to the noise but also increases the
2694 noise calculation load.
2695 3 is a typical minimum for a high quality, complex and natural-looking noise
2696 variation. 1 octave has a slight 'gridlike' appearence.
2698 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2699 size of the finest detail you require. For example:
2700 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2701 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2702 512, 256, 128, 64, 32, 16 nodes.
2703 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2707 Each additional octave has an amplitude that is the amplitude of the previous
2708 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2709 as is often helpful and natural to do so.
2710 Since this controls the balance of fine detail to large-scale detail
2711 `persistence` can be thought of as the 'roughness' of the noise.
2713 A positive or negative non-zero number, often between 0.3 and 1.0.
2714 A common medium value is 0.5, such that each octave has half the amplitude of
2715 the previous octave.
2716 This may need to be tuned when altering `lacunarity`; when doing so consider
2717 that a common medium value is 1 / lacunarity.
2721 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2722 previous octave multiplied by 1 / lacunarity, to create finer detail.
2723 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2725 A positive number no smaller than 1.0.
2726 Values below 2.0 create higher quality noise at the expense of requiring more
2727 octaves to cover a paticular range of 'wavelengths'.
2731 Leave this field unset for no special handling.
2732 Currently supported are `defaults`, `eased` and `absvalue`:
2736 Specify this if you would like to keep auto-selection of eased/not-eased while
2737 specifying some other flags.
2741 Maps noise gradient values onto a quintic S-curve before performing
2742 interpolation. This results in smooth, rolling noise.
2743 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2745 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2747 Easing a 3D noise significantly increases the noise calculation load, so use
2752 The absolute value of each octave's noise variation is used when combining the
2753 octaves. The final perlin noise variation is created as follows:
2755 noise = offset + scale * (abs(octave1) +
2756 abs(octave2) * persistence +
2757 abs(octave3) * persistence ^ 2 +
2758 abs(octave4) * persistence ^ 3 +
2763 For 2D or 3D perlin noise or perlin noise maps:
2768 spread = {x = 500, y = 500, z = 500},
2773 flags = "defaults, absvalue",
2776 For 2D noise the Z component of `spread` is still defined but is ignored.
2777 A single noise parameter table can be used for 2D or 3D noise.
2788 These tell in what manner the ore is generated.
2790 All default ores are of the uniformly-distributed scatter type.
2794 Randomly chooses a location and generates a cluster of ore.
2796 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2797 at that point is greater than the `noise_threshold`, giving the ability to
2798 create a non-equal distribution of ore.
2802 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2803 described by `noise_params` and `noise_threshold`. This is essentially an
2804 improved version of the so-called "stratus" ore seen in some unofficial mods.
2806 This sheet consists of vertical columns of uniform randomly distributed height,
2807 varying between the inclusive range `column_height_min` and `column_height_max`.
2808 If `column_height_min` is not specified, this parameter defaults to 1.
2809 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2810 for reverse compatibility. New code should prefer `column_height_max`.
2812 The `column_midpoint_factor` parameter controls the position of the column at
2813 which ore emanates from.
2814 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2815 equally starting from each direction.
2816 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2817 this parameter is not specified, the default is 0.5.
2819 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2824 Creates a sheet of ore in a cloud-like puff shape.
2826 As with the `sheet` ore type, the size and shape of puffs are described by
2827 `noise_params` and `noise_threshold` and are placed at random vertical
2828 positions within the currently generated chunk.
2830 The vertical top and bottom displacement of each puff are determined by the
2831 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2835 Creates a deformed sphere of ore according to 3d perlin noise described by
2836 `noise_params`. The maximum size of the blob is `clust_size`, and
2837 `clust_scarcity` has the same meaning as with the `scatter` type.
2841 Creates veins of ore varying in density by according to the intersection of two
2842 instances of 3d perlin noise with different seeds, both described by
2845 `random_factor` varies the influence random chance has on placement of an ore
2846 inside the vein, which is `1` by default. Note that modifying this parameter
2847 may require adjusting `noise_threshold`.
2849 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2852 This ore type is difficult to control since it is sensitive to small changes.
2853 The following is a decent set of parameters to work from:
2858 spread = {x=200, y=200, z=200},
2865 noise_threshold = 1.6
2867 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2868 computationally expensive than any other ore.
2872 Creates a single undulating ore stratum that is continuous across mapchunk
2873 borders and horizontally spans the world.
2875 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2876 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2877 defines the stratum's vertical thickness (in units of nodes). Due to being
2878 continuous across mapchunk borders the stratum's vertical thickness is
2881 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2882 to y_max in a simple horizontal stratum.
2884 A parameter `stratum_thickness` can be provided instead of the noise parameter
2885 `np_stratum_thickness`, to create a constant thickness.
2887 Leaving out one or both noise parameters makes the ore generation less
2888 intensive, useful when adding multiple strata.
2890 `y_min` and `y_max` define the limits of the ore generation and for performance
2891 reasons should be set as close together as possible but without clipping the
2892 stratum's Y variation.
2894 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2895 solid-ore stratum would require a `clust_scarcity` of 1.
2897 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2898 `random_factor` are ignored by this ore type.
2903 See section [Flag Specifier Format].
2905 Currently supported flags:
2906 `puff_cliffs`, `puff_additive_composition`.
2910 If set, puff ore generation will not taper down large differences in
2911 displacement when approaching the edge of a puff. This flag has no effect for
2912 ore types other than `puff`.
2914 ### `puff_additive_composition`
2916 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2917 in a negative displacement, the sub-column at that point is not generated. With
2918 this attribute set, puff ore generation will instead generate the absolute
2919 difference in noise displacement values. This flag has no effect for ore types
2928 The varying types of decorations that can be placed.
2933 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2934 a list, if a decoration list is specified). Can specify a certain node it must
2935 spawn next to, such as water or lava, for example. Can also generate a
2936 decoration of random height between a specified lower and upper bound.
2937 This type of decoration is intended for placement of grass, flowers, cacti,
2938 papyri, waterlilies and so on.
2943 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2944 Can specify a probability of a node randomly appearing when placed.
2945 This decoration type is intended to be used for multi-node sized discrete
2946 structures, such as trees, cave spikes, rocks, and so on.
2955 --------------------
2957 A schematic specifier identifies a schematic by either a filename to a
2958 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2959 in the form of a table. This table specifies the following fields:
2961 * The `size` field is a 3D vector containing the dimensions of the provided
2962 schematic. (required field)
2963 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2964 sets the probability of a particular horizontal slice of the schematic being
2965 placed. (optional field)
2966 `ypos` = 0 for the lowest horizontal slice of a schematic.
2967 The default of `prob` is 255.
2968 * The `data` field is a flat table of MapNode tables making up the schematic,
2969 in the order of `[z [y [x]]]`. (required field)
2970 Each MapNode table contains:
2971 * `name`: the name of the map node to place (required)
2972 * `prob` (alias `param1`): the probability of this node being placed
2974 * `param2`: the raw param2 value of the node being placed onto the map
2976 * `force_place`: boolean representing if the node should forcibly overwrite
2977 any previous contents (default: false)
2979 About probability values:
2981 * A probability value of `0` or `1` means that node will never appear
2983 * A probability value of `254` or `255` means the node will always appear
2985 * If the probability value `p` is greater than `1`, then there is a
2986 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2989 Schematic attributes
2990 --------------------
2992 See section [Flag Specifier Format].
2994 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2997 * `place_center_x`: Placement of this decoration is centered along the X axis.
2998 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2999 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3000 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3006 Lua Voxel Manipulator
3007 =====================
3012 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3013 facility. The purpose of this object is for fast, low-level, bulk access to
3014 reading and writing Map content. As such, setting map nodes through VoxelManip
3015 will lack many of the higher level features and concepts you may be used to
3016 with other methods of setting nodes. For example, nodes will not have their
3017 construction and destruction callbacks run, and no rollback information is
3020 It is important to note that VoxelManip is designed for speed, and *not* ease
3021 of use or flexibility. If your mod requires a map manipulation facility that
3022 will handle 100% of all edge cases, or the use of high level node placement
3023 features, perhaps `minetest.set_node()` is better suited for the job.
3025 In addition, VoxelManip might not be faster, or could even be slower, for your
3026 specific use case. VoxelManip is most effective when setting large areas of map
3027 at once - for example, if only setting a 3x3x3 node area, a
3028 `minetest.set_node()` loop may be more optimal. Always profile code using both
3029 methods of map manipulation to determine which is most appropriate for your
3032 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3033 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3038 A VoxelManip object can be created any time using either:
3039 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3041 If the optional position parameters are present for either of these routines,
3042 the specified region will be pre-loaded into the VoxelManip object on creation.
3043 Otherwise, the area of map you wish to manipulate must first be loaded into the
3044 VoxelManip object using `VoxelManip:read_from_map()`.
3046 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3047 formed by these positions indicate the minimum and maximum (respectively)
3048 positions of the area actually loaded in the VoxelManip, which may be larger
3049 than the area requested. For convenience, the loaded area coordinates can also
3050 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3052 Now that the VoxelManip object is populated with map data, your mod can fetch a
3053 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3054 which retrieves an individual node in a MapNode formatted table at the position
3055 requested is the simplest method to use, but also the slowest.
3057 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3060 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3062 * `VoxelManip:get_light_data()` for node light levels, and
3063 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3065 See section [Flat array format] for more details.
3067 It is very important to understand that the tables returned by any of the above
3068 three functions represent a snapshot of the VoxelManip's internal state at the
3069 time of the call. This copy of the data will not magically update itself if
3070 another function modifies the internal VoxelManip state.
3071 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3072 internal state unless otherwise explicitly stated.
3074 Once the bulk data has been edited to your liking, the internal VoxelManip
3075 state can be set using:
3077 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3079 * `VoxelManip:set_light_data()` for node light levels, and
3080 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3082 The parameter to each of the above three functions can use any table at all in
3083 the same flat array format as produced by `get_data()` etc. and is not required
3084 to be a table retrieved from `get_data()`.
3086 Once the internal VoxelManip state has been modified to your liking, the
3087 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3089 ### Flat array format
3092 `Nx = p2.X - p1.X + 1`,
3093 `Ny = p2.Y - p1.Y + 1`, and
3094 `Nz = p2.Z - p1.Z + 1`.
3096 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3097 including the value of the expression `Nx * Ny * Nz`.
3099 Positions offset from p1 are present in the array with the format of:
3102 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3103 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3105 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3106 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3108 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3110 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3113 and the array index for a position p contained completely in p1..p2 is:
3115 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3117 Note that this is the same "flat 3D array" format as
3118 `PerlinNoiseMap:get3dMap_flat()`.
3119 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3120 of the index for a single point in a flat VoxelManip array.
3124 A Content ID is a unique integer identifier for a specific node type.
3125 These IDs are used by VoxelManip in place of the node name string for
3126 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3127 `minetest.get_content_id()` to look up the Content ID for the specified node
3128 name, and `minetest.get_name_from_content_id()` to look up the node name string
3129 for a given Content ID.
3130 After registration of a node, its Content ID will remain the same throughout
3131 execution of the mod.
3132 Note that the node being queried needs to have already been been registered.
3134 The following builtin node types have their Content IDs defined as constants:
3136 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3137 * `minetest.CONTENT_AIR`: ID for "air" nodes
3138 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3140 ### Mapgen VoxelManip objects
3142 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3143 VoxelManip object used by the core's Map Generator (commonly abbreviated
3144 Mapgen). Most of the rules previously described still apply but with a few
3147 * The Mapgen VoxelManip object is retrieved using:
3148 `minetest.get_mapgen_object("voxelmanip")`
3149 * This VoxelManip object already has the region of map just generated loaded
3150 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3151 a Mapgen VoxelManip.
3152 * The `on_generated()` callbacks of some mods may place individual nodes in the
3153 generated area using non-VoxelManip map modification methods. Because the
3154 same Mapgen VoxelManip object is passed through each `on_generated()`
3155 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3156 consistency with the current map state. For this reason, calling any of the
3157 following functions:
3158 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3159 will also update the Mapgen VoxelManip object's internal state active on the
3161 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3162 necessary to update lighting information using either:
3163 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3165 ### Other API functions operating on a VoxelManip
3167 If any VoxelManip contents were set to a liquid node,
3168 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3169 flowing. It is recommended to call this function only after having written all
3170 buffered data back to the VoxelManip object, save for special situations where
3171 the modder desires to only have certain liquid nodes begin flowing.
3173 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3174 will generate all registered decorations and ores throughout the full area
3175 inside of the specified VoxelManip object.
3177 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3178 `minetest.place_schematic()`, except instead of placing the specified schematic
3179 directly on the map at the specified position, it will place the schematic
3180 inside the VoxelManip.
3184 * Attempting to read data from a VoxelManip object before map is read will
3185 result in a zero-length array table for `VoxelManip:get_data()`, and an
3186 "ignore" node at any position for `VoxelManip:get_node_at()`.
3187 * If either a region of map has not yet been generated or is out-of-bounds of
3188 the map, that region is filled with "ignore" nodes.
3189 * Other mods, or the core itself, could possibly modify the area of map
3190 currently loaded into a VoxelManip object. With the exception of Mapgen
3191 VoxelManips (see above section), the internal buffers are not updated. For
3192 this reason, it is strongly encouraged to complete the usage of a particular
3193 VoxelManip object in the same callback it had been created.
3194 * If a VoxelManip object will be used often, such as in an `on_generated()`
3195 callback, consider passing a file-scoped table as the optional parameter to
3196 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3197 to write map data to instead of returning a new table each call. This greatly
3198 enhances performance by avoiding unnecessary memory allocations.
3203 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3204 containing the region formed by `p1` and `p2`.
3205 * returns actual emerged `pmin`, actual emerged `pmax`
3206 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3208 * **important**: data must be set using `VoxelManip:set_data()` before
3210 * if `light` is true, then lighting is automatically recalculated.
3211 The default value is true.
3212 If `light` is false, no light calculations happen, and you should correct
3213 all modified blocks with `minetest.fix_light()` as soon as possible.
3214 Keep in mind that modifying the map where light is incorrect can cause
3216 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3217 the `VoxelManip` at that position
3218 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3220 * `get_data([buffer])`: Retrieves the node content data loaded into the
3221 `VoxelManip` object.
3222 * returns raw node data in the form of an array of node content IDs
3223 * if the param `buffer` is present, this table will be used to store the
3225 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3226 * `update_map()`: Does nothing, kept for compatibility.
3227 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3229 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3230 * To be used only by a `VoxelManip` object from
3231 `minetest.get_mapgen_object`.
3232 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3234 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3235 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3237 * Each value is the bitwise combination of day and night light values
3239 * `light = day + (night * 16)`
3240 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3241 in the `VoxelManip`.
3242 * expects lighting data in the same format that `get_light_data()` returns
3243 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3244 `VoxelManip` object.
3245 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3247 * If the param `buffer` is present, this table will be used to store the
3249 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3251 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3253 * To be used only by a `VoxelManip` object from
3254 `minetest.get_mapgen_object`.
3255 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3256 area if left out or nil. For almost all uses these should be left out
3257 or nil to use the default.
3258 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3259 generated mapchunk above are propagated down into the mapchunk, defaults
3260 to `true` if left out.
3261 * `update_liquids()`: Update liquid flow
3262 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3263 manipulator had been modified since the last read from map, due to a call to
3264 `minetest.set_data()` on the loaded area elsewhere.
3265 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3270 A helper class for voxel areas.
3271 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3272 The coordinates are *inclusive*, like most other things in Minetest.
3276 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3277 `MinEdge` and `MaxEdge`.
3278 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3280 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3282 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3283 * The position (x, y, z) is not checked for being inside the area volume,
3284 being outside can cause an incorrect index result.
3285 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3286 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3287 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3288 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3289 is not checked for being inside the area volume.
3290 * `position(i)`: returns the absolute position vector corresponding to index
3292 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3293 `MinEdge` and `MaxEdge`.
3294 * `containsp(p)`: same as above, except takes a vector
3295 * `containsi(i)`: same as above, except takes an index `i`
3296 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3298 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3300 * `iterp(minp, maxp)`: same as above, except takes a vector
3308 A mapgen object is a construct used in map generation. Mapgen objects can be
3309 used by an `on_generate` callback to speed up operations by avoiding
3310 unnecessary recalculations, these can be retrieved using the
3311 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3312 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3313 callback, `nil` is returned.
3315 The following Mapgen objects are currently available:
3319 This returns three values; the `VoxelManip` object to be used, minimum and
3320 maximum emerged position, in that order. All mapgens support this object.
3324 Returns an array containing the y coordinates of the ground levels of nodes in
3325 the most recently generated chunk by the current mapgen.
3329 Returns an array containing the biome IDs of nodes in the most recently
3330 generated chunk by the current mapgen.
3334 Returns an array containing the temperature values of nodes in the most
3335 recently generated chunk by the current mapgen.
3339 Returns an array containing the humidity values of nodes in the most recently
3340 generated chunk by the current mapgen.
3344 Returns a table mapping requested generation notification types to arrays of
3345 positions at which the corresponding generated structures are located within
3346 the current chunk. To set the capture of positions of interest to be recorded
3347 on generate, use `minetest.set_gen_notify()`.
3348 For decorations, the returned positions are the ground surface 'place_on'
3349 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3350 node above the returned position and possibly displaced by 'place_offset_y'.
3352 Possible fields of the table returned are:
3358 * `large_cave_begin`
3362 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3363 numeric unique decoration ID.
3371 Functions receive a "luaentity" as `self`:
3373 * It has the member `.name`, which is the registered name `("mod:thing")`
3374 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3375 * The original prototype stuff is visible directly via a metatable
3379 * `on_activate(self, staticdata, dtime_s)`
3380 * Called when the object is instantiated.
3381 * `dtime_s` is the time passed since the object was unloaded, which can be
3382 used for updating the entity state.
3383 * `on_step(self, dtime)`
3384 * Called on every server tick, after movement and collision processing.
3385 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3387 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3388 * Called when somebody punches the object.
3389 * Note that you probably want to handle most punches using the automatic
3391 * `puncher`: an `ObjectRef` (can be `nil`)
3392 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3394 * `tool_capabilities`: capability table of used tool (can be `nil`)
3395 * `dir`: unit vector of direction of punch. Always defined. Points from the
3396 puncher to the punched.
3397 * `damage`: damage that will be done to entity.
3398 * `on_death(self, killer)`
3399 * Called when the object dies.
3400 * `killer`: an `ObjectRef` (can be `nil`)
3401 * `on_rightclick(self, clicker)`
3402 * `on_attach_child(self, child)`
3403 * `child`: an `ObjectRef` of the child that attaches
3404 * `on_detach_child(self, child)`
3405 * `child`: an `ObjectRef` of the child that detaches
3406 * `on_detach(self, parent)`
3407 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3408 * This happens before the parent object is removed from the world
3409 * `get_staticdata(self)`
3410 * Should return a string that will be passed to `on_activate` when the
3411 object is instantiated the next time.
3423 axiom, --string initial tree axiom
3424 rules_a, --string rules set A
3425 rules_b, --string rules set B
3426 rules_c, --string rules set C
3427 rules_d, --string rules set D
3428 trunk, --string trunk node name
3429 leaves, --string leaves node name
3430 leaves2, --string secondary leaves node name
3431 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3432 angle, --num angle in deg
3433 iterations, --num max # of iterations, usually 2 -5
3434 random_level, --num factor to lower nr of iterations, usually 0 - 3
3435 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3436 -- 2x2 nodes or 3x3 in cross shape
3437 thin_branches, --boolean true -> use thin (1 node) branches
3438 fruit, --string fruit node name
3439 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3440 seed, --num random seed, if no seed is provided, the engine
3444 Key for special L-System symbols used in axioms
3445 -----------------------------------------------
3447 * `G`: move forward one unit with the pen up
3448 * `F`: move forward one unit with the pen down drawing trunks and branches
3449 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3450 * `T`: move forward one unit with the pen down drawing trunks only
3451 * `R`: move forward one unit with the pen down placing fruit
3452 * `A`: replace with rules set A
3453 * `B`: replace with rules set B
3454 * `C`: replace with rules set C
3455 * `D`: replace with rules set D
3456 * `a`: replace with rules set A, chance 90%
3457 * `b`: replace with rules set B, chance 80%
3458 * `c`: replace with rules set C, chance 70%
3459 * `d`: replace with rules set D, chance 60%
3460 * `+`: yaw the turtle right by `angle` parameter
3461 * `-`: yaw the turtle left by `angle` parameter
3462 * `&`: pitch the turtle down by `angle` parameter
3463 * `^`: pitch the turtle up by `angle` parameter
3464 * `/`: roll the turtle to the right by `angle` parameter
3465 * `*`: roll the turtle to the left by `angle` parameter
3466 * `[`: save in stack current state info
3467 * `]`: recover from stack state info
3472 Spawn a small apple tree:
3474 pos = {x=230,y=20,z=4}
3477 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3478 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3479 trunk="default:tree",
3480 leaves="default:leaves",
3484 trunk_type="single",
3487 fruit="default:apple"
3489 minetest.spawn_tree(pos,apple_tree)
3494 'minetest' namespace reference
3495 ==============================
3500 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3502 * `minetest.get_modpath(modname)`: returns e.g.
3503 `"/home/user/.minetest/usermods/modname"`.
3504 * Useful for loading additional `.lua` modules or static data from mod
3505 * `minetest.get_modnames()`: returns a list of installed mods
3506 * Return a list of installed mods, sorted alphabetically
3507 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3508 * Useful for storing custom data
3509 * `minetest.is_singleplayer()`
3510 * `minetest.features`: Table containing API feature flags
3513 glasslike_framed = true, -- 0.4.7
3514 nodebox_as_selectionbox = true, -- 0.4.7
3515 get_all_craft_recipes_works = true, -- 0.4.7
3516 -- The transparency channel of textures can optionally be used on
3518 use_texture_alpha = true,
3519 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3520 no_legacy_abms = true,
3521 -- Texture grouping is possible using parentheses (0.4.11)
3522 texture_names_parens = true,
3523 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3524 area_store_custom_ids = true,
3525 -- add_entity supports passing initial staticdata to on_activate
3527 add_entity_with_staticdata = true,
3528 -- Chat messages are no longer predicted (0.4.16)
3529 no_chat_message_prediction = true,
3530 -- The transparency channel of textures can optionally be used on
3531 -- objects (ie: players and lua entities) (5.0)
3532 object_use_texture_alpha = true,
3533 -- Object selectionbox is settable independently from collisionbox
3535 object_independent_selectionbox = true,
3538 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3539 * `arg`: string or table in format `{foo=true, bar=true}`
3540 * `missing_features`: `{foo=true, bar=true}`
3541 * `minetest.get_player_information(player_name)`: Table containing information
3542 about a player. Example return value:
3545 address = "127.0.0.1", -- IP address of client
3546 ip_version = 4, -- IPv4 / IPv6
3547 min_rtt = 0.01, -- minimum round trip time
3548 max_rtt = 0.2, -- maximum round trip time
3549 avg_rtt = 0.02, -- average round trip time
3550 min_jitter = 0.01, -- minimum packet time jitter
3551 max_jitter = 0.5, -- maximum packet time jitter
3552 avg_jitter = 0.03, -- average packet time jitter
3553 connection_uptime = 200, -- seconds since client connected
3554 protocol_version = 32, -- protocol version used by client
3555 -- following information is available on debug build only!!!
3556 -- DO NOT USE IN MODS
3557 --ser_vers = 26, -- serialization version used by client
3558 --major = 0, -- major version number
3559 --minor = 4, -- minor version number
3560 --patch = 10, -- patch version number
3561 --vers_string = "0.4.9-git", -- full version string
3562 --state = "Active" -- current client state
3565 * `minetest.mkdir(path)`: returns success.
3566 * Creates a directory specified by `path`, creating parent directories
3567 if they don't exist.
3568 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3570 * nil: return all entries,
3571 * true: return only subdirectory names, or
3572 * false: return only file names.
3573 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3574 * Replaces contents of file at path with new contents in a safe (atomic)
3575 way. Use this instead of below code when writing e.g. database files:
3576 `local f = io.open(path, "wb"); f:write(content); f:close()`
3577 * `minetest.get_version()`: returns a table containing components of the
3578 engine version. Components:
3579 * `project`: Name of the project, eg, "Minetest"
3580 * `string`: Simple version, eg, "1.2.3-dev"
3581 * `hash`: Full git version (only set if available),
3582 eg, "1.2.3-dev-01234567-dirty".
3583 Use this for informational purposes only. The information in the returned
3584 table does not represent the capabilities of the engine, nor is it
3585 reliable or verifiable. Compatible forks will have a different name and
3586 version entirely. To check for the presence of engine features, test
3587 whether the functions exported by the wanted features exist. For example:
3588 `if minetest.check_for_falling then ... end`.
3589 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3590 * `data`: string of data to hash
3591 * `raw`: return raw bytes instead of hex digits, default: false
3596 * `minetest.debug(...)`
3597 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3598 * `minetest.log([level,] text)`
3599 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3600 `"info"`, or `"verbose"`. Default is `"none"`.
3602 Registration functions
3603 ----------------------
3605 Call these functions only at load time!
3609 * `minetest.register_node(name, node definition)`
3610 * `minetest.register_craftitem(name, item definition)`
3611 * `minetest.register_tool(name, item definition)`
3612 * `minetest.override_item(name, redefinition)`
3613 * Overrides fields of an item registered with register_node/tool/craftitem.
3614 * Note: Item must already be defined, (opt)depend on the mod defining it.
3615 * Example: `minetest.override_item("default:mese",
3616 {light_source=minetest.LIGHT_MAX})`
3617 * `minetest.unregister_item(name)`
3618 * Unregisters the item from the engine, and deletes the entry with key
3619 `name` from `minetest.registered_items` and from the associated item table
3620 according to its nature: `minetest.registered_nodes`, etc.
3621 * `minetest.register_entity(name, entity definition)`
3622 * `minetest.register_abm(abm definition)`
3623 * `minetest.register_lbm(lbm definition)`
3624 * `minetest.register_alias(alias, original_name)`
3625 * Also use this to set the 'mapgen aliases' needed in a game for the core
3626 mapgens. See [Mapgen aliases] section above.
3627 * `minetest.register_alias_force(alias, original_name)`
3628 * `minetest.register_ore(ore definition)`
3629 * Returns an integer uniquely identifying the registered ore on success.
3630 * The order of ore registrations determines the order of ore generation.
3631 * `minetest.register_biome(biome definition)`
3632 * Returns an integer uniquely identifying the registered biome on success.
3633 * `minetest.unregister_biome(name)`
3634 * Unregisters the biome from the engine, and deletes the entry with key
3635 `name` from `minetest.registered_biomes`.
3636 * `minetest.register_decoration(decoration definition)`
3637 * Returns an integer uniquely identifying the registered decoration on
3639 * The order of decoration registrations determines the order of decoration
3641 * `minetest.register_schematic(schematic definition)`
3642 * Returns an integer uniquely identifying the registered schematic on
3644 * If the schematic is loaded from a file, the `name` field is set to the
3646 * If the function is called when loading the mod, and `name` is a relative
3647 path, then the current mod path will be prepended to the schematic
3649 * `minetest.clear_registered_ores()`
3650 * Clears all ores currently registered.
3651 * `minetest.clear_registered_biomes()`
3652 * Clears all biomes currently registered.
3653 * `minetest.clear_registered_decorations()`
3654 * Clears all decorations currently registered.
3655 * `minetest.clear_registered_schematics()`
3656 * Clears all schematics currently registered.
3660 * `minetest.register_craft(recipe)`
3661 * Check recipe table syntax for different types below.
3662 * `minetest.clear_craft(recipe)`
3663 * Will erase existing craft based either on output item or on input recipe.
3664 * Specify either output or input only. If you specify both, input will be
3665 ignored. For input use the same recipe table syntax as for
3666 `minetest.register_craft(recipe)`. For output specify only the item,
3668 * Returns false if no erase candidate could be found, otherwise returns true.
3669 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3670 ignored if the recipe contains output. Erasing is then done independently
3671 from the crafting method.
3672 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3673 * `minetest.override_chatcommand(name, redefinition)`
3674 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3675 * `minetest.unregister_chatcommand(name)`
3676 * Unregisters a chatcommands registered with `register_chatcommand`.
3677 * `minetest.register_privilege(name, definition)`
3678 * `definition` can be a description or a definition table (see [Privilege
3680 * If it is a description, the priv will be granted to singleplayer and admin
3682 * To allow players with `basic_privs` to grant, see the `basic_privs`
3683 minetest.conf setting.
3684 * `minetest.register_authentication_handler(authentication handler definition)`
3685 * Registers an auth handler that overrides the builtin one.
3686 * This function can be called by a single mod once only.
3688 Global callback registration functions
3689 --------------------------------------
3691 Call these functions only at load time!
3693 * `minetest.register_globalstep(function(dtime))`
3694 * Called every server step, usually interval of 0.1s
3695 * `minetest.register_on_mods_loaded(function())`
3696 * Called after mods have finished loading and before the media is cached or the
3698 * `minetest.register_on_shutdown(function())`
3699 * Called before server shutdown
3700 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3701 registered callbacks **will likely not be run**. Data should be saved at
3702 semi-frequent intervals as well as on server shutdown.
3703 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3704 * Called when a node has been placed
3705 * If return `true` no item is taken from `itemstack`
3706 * `placer` may be any valid ObjectRef or nil.
3707 * **Not recommended**; use `on_construct` or `after_place_node` in node
3708 definition whenever possible.
3709 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3710 * Called when a node has been dug.
3711 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3712 definition whenever possible.
3713 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3714 * Called when a node is punched
3715 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3716 * Called after generating a piece of world. Modifying nodes inside the area
3717 is a bit faster than usually.
3718 * `minetest.register_on_newplayer(function(ObjectRef))`
3719 * Called after a new player has been created
3720 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3721 * Called when a player is punched
3722 * `player`: ObjectRef - Player that was punched
3723 * `hitter`: ObjectRef - Player that hit
3724 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3726 * `tool_capabilities`: Capability table of used tool (can be nil)
3727 * `dir`: Unit vector of direction of punch. Always defined. Points from
3728 the puncher to the punched.
3729 * `damage`: Number that represents the damage calculated by the engine
3730 * should return `true` to prevent the default damage mechanism
3731 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3732 * Called when the player gets damaged or healed
3733 * `player`: ObjectRef of the player
3734 * `hp_change`: the amount of change. Negative when it is damage.
3735 * `reason`: a PlayerHPChangeReason table.
3736 * The `type` field will have one of the following values:
3737 * `set_hp`: A mod or the engine called `set_hp` without
3738 giving a type - use this for custom damage types.
3739 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3741 * `node_damage`: damage_per_second from a neighbouring node.
3744 * Any of the above types may have additional fields from mods.
3745 * `reason.from` will be `mod` or `engine`.
3746 * `modifier`: when true, the function should return the actual `hp_change`.
3747 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
3748 modifiers can return true as a second argument to stop the execution of further functions.
3749 Non-modifiers receive the final hp change calculated by the modifiers.
3750 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3751 * Called when a player dies
3752 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3753 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3754 * Called when player is to be respawned
3755 * Called _before_ repositioning of player occurs
3756 * return true in func to disable regular player placement
3757 * `minetest.register_on_prejoinplayer(function(name, ip))`
3758 * Called before a player joins the game
3759 * If it returns a string, the player is disconnected with that string as
3761 * `minetest.register_on_joinplayer(function(ObjectRef))`
3762 * Called when a player joins the game
3763 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3764 * Called when a player leaves the game
3765 * `timed_out`: True for timeout, false for other reasons.
3766 * `minetest.register_on_auth_fail(function(name, ip))`
3767 * Called when a client attempts to log into an account but supplies the
3769 * `ip`: The IP address of the client.
3770 * `name`: The account the client attempted to log into.
3771 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3772 * Called when a player cheats
3773 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3775 * `interacted_too_far`
3776 * `interacted_while_dead`
3777 * `finished_unknown_dig`
3780 * `minetest.register_on_chat_message(function(name, message))`
3781 * Called always when a player says something
3782 * Return `true` to mark the message as handled, which means that it will
3783 not be sent to other players.
3784 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
3785 * Called when the server received input from `player` in a formspec with
3786 the given `formname`. Specifically, this is called on any of the
3788 * a button was pressed,
3789 * Enter was pressed while the focus was on a text field
3790 * a checkbox was toggled,
3791 * something was selecteed in a drop-down list,
3792 * a different tab was selected,
3793 * selection was changed in a textlist or table,
3794 * an entry was double-clicked in a textlist or table,
3795 * a scrollbar was moved, or
3796 * the form was actively closed by the player.
3797 * Fields are sent for formspec elements which define a field. `fields`
3798 is a table containing each formspecs element value (as string), with
3799 the `name` parameter as index for each. The value depends on the
3800 formspec element type:
3801 * `button` and variants: If pressed, contains the user-facing button
3802 text as value. If not pressed, is `nil`
3803 * `field`, `textarea` and variants: Text in the field
3804 * `dropdown`: Text of selected item
3805 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
3806 * `checkbox`: `"true"` if checked, `"false"` if unchecked
3807 * `textlist`: See `minetest.explode_textlist_event`
3808 * `table`: See `minetest.explode_table_event`
3809 * `scrollbar`: See `minetest.explode_scrollbar_event`
3810 * Special case: `["quit"]="true"` is sent when the user actively
3811 closed the form by mouse click, keypress or through a button_exit[]
3813 * Special case: `["key_enter"]="true"` is sent when the user pressed
3814 the Enter key and the focus was either nowhere (causing the formspec
3815 to be closed) or on a button. If the focus was on a text field,
3816 additionally, the index `key_enter_field` contains the name of the
3817 text field. See also: `field_close_on_enter`.
3818 * Newest functions are called first
3819 * If function returns `true`, remaining functions are not called
3820 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
3821 * Called when `player` crafts something
3822 * `itemstack` is the output
3823 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3825 * `craft_inv` is the inventory with the crafting grid
3826 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3828 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
3829 * The same as before, except that it is called before the player crafts, to
3830 make craft prediction, and it should not change anything.
3831 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
3832 * Determinates how much of a stack may be taken, put or moved to a
3834 * `player` (type `ObjectRef`) is the player who modified the inventory
3835 `inventory` (type `InvRef`).
3836 * List of possible `action` (string) values and their
3837 `inventory_info` (table) contents:
3838 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3839 * `put`: `{listname=string, index=number, stack=ItemStack}`
3840 * `take`: Same as `put`
3841 * Return a numeric value to limit the amount of items to be taken, put or
3842 moved. A value of `-1` for `take` will make the source stack infinite.
3843 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
3844 * Called after a take, put or move event from/to/in a player inventory
3845 * Function arguments: see `minetest.register_allow_player_inventory_action`
3846 * Does not accept or handle any return value.
3847 * `minetest.register_on_protection_violation(function(pos, name))`
3848 * Called by `builtin` and mods when a player violates protection at a
3849 position (eg, digs a node or punches a protected entity).
3850 * The registered functions can be called using
3851 `minetest.record_protection_violation`.
3852 * The provided function should check that the position is protected by the
3853 mod calling this function before it prints a message, if it does, to
3854 allow for multiple protection mods.
3855 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3856 * Called when an item is eaten, by `minetest.item_eat`
3857 * Return `true` or `itemstack` to cancel the default item eat response
3858 (i.e.: hp increase).
3859 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3860 * Called when `granter` grants the priv `priv` to `name`.
3861 * Note that the callback will be called twice if it's done by a player,
3862 once with granter being the player name, and again with granter being nil.
3863 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3864 * Called when `revoker` revokes the priv `priv` from `name`.
3865 * Note that the callback will be called twice if it's done by a player,
3866 once with revoker being the player name, and again with revoker being nil.
3867 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3868 * Called when `name` user connects with `ip`.
3869 * Return `true` to by pass the player limit
3870 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
3871 * Called when an incoming mod channel message is received
3872 * You should have joined some channels to receive events.
3873 * If message comes from a server mod, `sender` field is an empty string.
3878 * `minetest.settings`: Settings object containing all of the settings from the
3879 main config file (`minetest.conf`).
3880 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3881 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3886 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3887 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3888 * Convert between two privilege representations
3889 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3890 * `minetest.check_player_privs(player_or_name, ...)`:
3891 returns `bool, missing_privs`
3892 * A quickhand for checking privileges.
3893 * `player_or_name`: Either a Player object or the name of a player.
3894 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3895 a table, e.g. `{ priva = true, privb = true }`.
3897 * `minetest.check_password_entry(name, entry, password)`
3898 * Returns true if the "password entry" for a player with name matches given
3899 password, false otherwise.
3900 * The "password entry" is the password representation generated by the
3901 engine as returned as part of a `get_auth()` call on the auth handler.
3902 * Only use this function for making it possible to log in via password from
3903 external protocols such as IRC, other uses are frowned upon.
3904 * `minetest.get_password_hash(name, raw_password)`
3905 * Convert a name-password pair to a password hash that Minetest can use.
3906 * The returned value alone is not a good basis for password checks based
3907 on comparing the password hash in the database with the password hash
3908 from the function, with an externally provided password, as the hash
3909 in the db might use the new SRP verifier format.
3910 * For this purpose, use `minetest.check_password_entry` instead.
3911 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3913 * The player needs to be online for this to be successful.
3915 * `minetest.get_auth_handler()`: Return the currently active auth handler
3916 * See the [Authentication handler definition]
3917 * Use this to e.g. get the authentication data for a player:
3918 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3919 * `minetest.notify_authentication_modified(name)`
3920 * Must be called by the authentication handler for privilege changes.
3921 * `name`: string; if omitted, all auth data should be considered modified
3922 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3924 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3926 * `minetest.auth_reload()`
3927 * See `reload()` in authentication handler definition
3929 `minetest.set_player_password`, `minetest_set_player_privs`,
3930 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3936 * `minetest.chat_send_all(text)`
3937 * `minetest.chat_send_player(name, text)`
3942 * `minetest.set_node(pos, node)`
3943 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3944 * Set node at position `pos`
3945 * `node`: table `{name=string, param1=number, param2=number}`
3946 * If param1 or param2 is omitted, it's set to `0`.
3947 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3948 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3949 * Set node on all positions set in the first argument.
3950 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3951 * For node specification or position syntax see `minetest.set_node` call
3952 * Faster than set_node due to single call, but still considerably slower
3953 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3954 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3955 in spread out positions which would cause LVMs to waste memory.
3956 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3958 * `minetest.swap_node(pos, node)`
3959 * Set node at position, but don't remove metadata
3960 * `minetest.remove_node(pos)`
3961 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3962 * `minetest.get_node(pos)`
3963 * Returns the node at the given position as table in the format
3964 `{name="node_name", param1=0, param2=0}`,
3965 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3966 * `minetest.get_node_or_nil(pos)`
3967 * Same as `get_node` but returns `nil` for unloaded areas.
3968 * `minetest.get_node_light(pos, timeofday)`
3969 * Gets the light value at the given position. Note that the light value
3970 "inside" the node at the given position is returned, so you usually want
3971 to get the light value of a neighbor.
3972 * `pos`: The position where to measure the light.
3973 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3974 * Returns a number between `0` and `15` or `nil`
3975 * `minetest.place_node(pos, node)`
3976 * Place node with the same effects that a player would cause
3977 * `minetest.dig_node(pos)`
3978 * Dig node with the same effects that a player would cause
3979 * Returns `true` if successful, `false` on failure (e.g. protected location)
3980 * `minetest.punch_node(pos)`
3981 * Punch node with the same effects that a player would cause
3982 * `minetest.spawn_falling_node(pos)`
3983 * Change node into falling node
3984 * Returns `true` if successful, `false` on failure
3986 * `minetest.find_nodes_with_meta(pos1, pos2)`
3987 * Get a table of positions of nodes that have metadata within a region
3989 * `minetest.get_meta(pos)`
3990 * Get a `NodeMetaRef` at that position
3991 * `minetest.get_node_timer(pos)`
3992 * Get `NodeTimerRef`
3994 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
3996 * Returns `ObjectRef`, or `nil` if failed
3997 * `minetest.add_item(pos, item)`: Spawn item
3998 * Returns `ObjectRef`, or `nil` if failed
3999 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4000 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4002 * `radius`: using an euclidean metric
4003 * `minetest.set_timeofday(val)`
4004 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4005 * `minetest.get_timeofday()`
4006 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4008 * `minetest.get_day_count()`: returns number days elapsed since world was
4010 * accounts for time changes.
4011 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4013 * `radius`: using a maximum metric
4014 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4015 * `search_center` is an optional boolean (default: `false`)
4016 If true `pos` is also checked for the nodes
4017 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4019 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4020 * First return value: Table with all node positions
4021 * Second return value: Table with the count of each node with the node name
4023 * Area volume is limited to 4,096,000 nodes
4024 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4026 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4027 * Return value: Table with all node positions with a node air above
4028 * Area volume is limited to 4,096,000 nodes
4029 * `minetest.get_perlin(noiseparams)`
4030 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4031 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4032 * `minetest.get_voxel_manip([pos1, pos2])`
4033 * Return voxel manipulator object.
4034 * Loads the manipulator from the map if positions are passed.
4035 * `minetest.set_gen_notify(flags, {deco_ids})`
4036 * Set the types of on-generate notifications that should be collected.
4037 * `flags` is a flag field with the available flags:
4045 * The second parameter is a list of IDs of decorations which notification
4047 * `minetest.get_gen_notify()`
4048 * Returns a flagstring and a table with the `deco_id`s.
4049 * `minetest.get_decoration_id(decoration_name)`
4050 * Returns the decoration ID number for the provided decoration name string,
4051 or `nil` on failure.
4052 * `minetest.get_mapgen_object(objectname)`
4053 * Return requested mapgen object if available (see [Mapgen objects])
4054 * `minetest.get_heat(pos)`
4055 * Returns the heat at the position, or `nil` on failure.
4056 * `minetest.get_humidity(pos)`
4057 * Returns the humidity at the position, or `nil` on failure.
4058 * `minetest.get_biome_data(pos)`
4059 * Returns a table containing:
4060 * `biome` the biome id of the biome at that position
4061 * `heat` the heat at the position
4062 * `humidity` the humidity at the position
4063 * Or returns `nil` on failure.
4064 * `minetest.get_biome_id(biome_name)`
4065 * Returns the biome id, as used in the biomemap Mapgen object and returned
4066 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4067 * `minetest.get_biome_name(biome_id)`
4068 * Returns the biome name string for the provided biome id, or `nil` on
4070 * If no biomes have been registered, such as in mgv6, returns `default`.
4071 * `minetest.get_mapgen_params()`
4072 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4073 * Returns a table containing:
4079 * `minetest.set_mapgen_params(MapgenParams)`
4080 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4082 * Set map generation parameters.
4083 * Function cannot be called after the registration period; only
4084 initialization and `on_mapgen_init`.
4085 * Takes a table as an argument with the fields:
4091 * Leave field unset to leave that parameter unchanged.
4092 * `flags` contains a comma-delimited string of flags to set, or if the
4093 prefix `"no"` is attached, clears instead.
4094 * `flags` is in the same format and has the same options as `mg_flags` in
4096 * `minetest.get_mapgen_setting(name)`
4097 * Gets the *active* mapgen setting (or nil if none exists) in string
4098 format with the following order of precedence:
4099 1) Settings loaded from map_meta.txt or overrides set during mod
4101 2) Settings set by mods without a metafile override
4102 3) Settings explicitly set in the user config file, minetest.conf
4103 4) Settings set as the user config default
4104 * `minetest.get_mapgen_setting_noiseparams(name)`
4105 * Same as above, but returns the value as a NoiseParams table if the
4106 setting `name` exists and is a valid NoiseParams.
4107 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4108 * Sets a mapgen param to `value`, and will take effect if the corresponding
4109 mapgen setting is not already present in map_meta.txt.
4110 * `override_meta` is an optional boolean (default: `false`). If this is set
4111 to true, the setting will become the active setting regardless of the map
4113 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4114 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4115 * Same as above, except value is a NoiseParams table.
4116 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4117 * Sets the noiseparams setting of `name` to the noiseparams table specified
4119 * `set_default` is an optional boolean (default: `true`) that specifies
4120 whether the setting should be applied to the default config or current
4122 * `minetest.get_noiseparams(name)`
4123 * Returns a table of the noiseparams for name.
4124 * `minetest.generate_ores(vm, pos1, pos2)`
4125 * Generate all registered ores within the VoxelManip `vm` and in the area
4126 from `pos1` to `pos2`.
4127 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4128 * `minetest.generate_decorations(vm, pos1, pos2)`
4129 * Generate all registered decorations within the VoxelManip `vm` and in the
4130 area from `pos1` to `pos2`.
4131 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4132 * `minetest.clear_objects([options])`
4133 * Clear all objects in the environment
4134 * Takes an optional table as an argument with the field `mode`.
4135 * mode = `"full"` : Load and go through every mapblock, clearing
4137 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4138 clear objects in unloaded mapblocks only when the
4139 mapblocks are next activated.
4140 * `minetest.load_area(pos1[, pos2])`
4141 * Load the mapblocks containing the area from `pos1` to `pos2`.
4142 `pos2` defaults to `pos1` if not specified.
4143 * This function does not trigger map generation.
4144 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4145 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4146 asynchronously fetched from memory, loaded from disk, or if inexistent,
4148 * If `callback` is a valid Lua function, this will be called for each block
4150 * The function signature of callback is:
4151 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4152 * `blockpos` is the *block* coordinates of the block that had been
4154 * `action` could be one of the following constant values:
4155 * `minetest.EMERGE_CANCELLED`
4156 * `minetest.EMERGE_ERRORED`
4157 * `minetest.EMERGE_FROM_MEMORY`
4158 * `minetest.EMERGE_FROM_DISK`
4159 * `minetest.EMERGE_GENERATED`
4160 * `calls_remaining` is the number of callbacks to be expected after
4162 * `param` is the user-defined parameter passed to emerge_area (or
4163 nil if the parameter was absent).
4164 * `minetest.delete_area(pos1, pos2)`
4165 * delete all mapblocks in the area from pos1 to pos2, inclusive
4166 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4167 * Checks if there is anything other than air between pos1 and pos2.
4168 * Returns false if something is blocking the sight.
4169 * Returns the position of the blocking node when `false`
4170 * `pos1`: First position
4171 * `pos2`: Second position
4172 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4173 * Creates a `Raycast` object.
4174 * `pos1`: start of the ray
4175 * `pos2`: end of the ray
4176 * `objects`: if false, only nodes will be returned. Default is `true`.
4177 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4178 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4179 * returns table containing path
4180 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4182 * `pos1`: start position
4183 * `pos2`: end position
4184 * `searchdistance`: number of blocks to search in each direction using a
4186 * `max_jump`: maximum height difference to consider walkable
4187 * `max_drop`: maximum height difference to consider droppable
4188 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4189 * `minetest.spawn_tree (pos, {treedef})`
4190 * spawns L-system tree at given `pos` with definition in `treedef` table
4191 * `minetest.transforming_liquid_add(pos)`
4192 * add node to liquid update queue
4193 * `minetest.get_node_max_level(pos)`
4194 * get max available level for leveled node
4195 * `minetest.get_node_level(pos)`
4196 * get level of leveled node (water, snow)
4197 * `minetest.set_node_level(pos, level)`
4198 * set level of leveled node, default `level` equals `1`
4199 * if `totallevel > maxlevel`, returns rest (`total-max`).
4200 * `minetest.add_node_level(pos, level)`
4201 * increase level of leveled node by level, default `level` equals `1`
4202 * if `totallevel > maxlevel`, returns rest (`total-max`)
4203 * can be negative for decreasing
4204 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4205 * resets the light in a cuboid-shaped part of
4206 the map and removes lighting bugs.
4207 * Loads the area if it is not loaded.
4208 * `pos1` is the corner of the cuboid with the least coordinates
4209 (in node coordinates), inclusive.
4210 * `pos2` is the opposite corner of the cuboid, inclusive.
4211 * The actual updated cuboid might be larger than the specified one,
4212 because only whole map blocks can be updated.
4213 The actual updated area consists of those map blocks that intersect
4214 with the given cuboid.
4215 * However, the neighborhood of the updated area might change
4216 as well, as light can spread out of the cuboid, also light
4218 * returns `false` if the area is not fully generated,
4220 * `minetest.check_single_for_falling(pos)`
4221 * causes an unsupported `group:falling_node` node to fall and causes an
4222 unattached `group:attached_node` node to fall.
4223 * does not spread these updates to neighbours.
4224 * `minetest.check_for_falling(pos)`
4225 * causes an unsupported `group:falling_node` node to fall and causes an
4226 unattached `group:attached_node` node to fall.
4227 * spread these updates to neighbours and can cause a cascade
4229 * `minetest.get_spawn_level(x, z)`
4230 * Returns a player spawn y co-ordinate for the provided (x, z)
4231 co-ordinates, or `nil` for an unsuitable spawn point.
4232 * For most mapgens a 'suitable spawn point' is one with y between
4233 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4234 so `nil` will be returned for many (x, z) co-ordinates.
4235 * The spawn level returned is for a player spawn in unmodified terrain.
4236 * The spawn level is intentionally above terrain level to cope with
4237 full-node biome 'dust' nodes.
4242 You can find mod channels communication scheme in `doc/mod_channels.png`.
4244 * `minetest.mod_channel_join(channel_name)`
4245 * Server joins channel `channel_name`, and creates it if necessary. You
4246 should listen for incoming messages with
4247 `minetest.register_on_modchannel_message`
4252 `minetest.get_inventory(location)`: returns an `InvRef`
4255 * `{type="player", name="celeron55"}`
4256 * `{type="node", pos={x=, y=, z=}}`
4257 * `{type="detached", name="creative"}`
4258 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4260 * `callbacks`: See [Detached inventory callbacks]
4261 * `player_name`: Make detached inventory available to one player
4262 exclusively, by default they will be sent to every player (even if not
4264 Note that this parameter is mostly just a workaround and will be removed
4266 * Creates a detached inventory. If it already exists, it is cleared.
4267 * `minetest.remove_detached_inventory(name)`
4268 * Returns a `boolean` indicating whether the removal succeeded.
4269 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4270 returns left over ItemStack.
4271 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4276 * `minetest.show_formspec(playername, formname, formspec)`
4277 * `playername`: name of player to show formspec
4278 * `formname`: name passed to `on_player_receive_fields` callbacks.
4279 It should follow the `"modname:<whatever>"` naming convention
4280 * `formspec`: formspec to display
4281 * `minetest.close_formspec(playername, formname)`
4282 * `playername`: name of player to close formspec
4283 * `formname`: has to exactly match the one given in `show_formspec`, or the
4284 formspec will not close.
4285 * calling `show_formspec(playername, formname, "")` is equal to this
4287 * to close a formspec regardless of the formname, call
4288 `minetest.close_formspec(playername, "")`.
4289 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4290 * `minetest.formspec_escape(string)`: returns a string
4291 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4293 * `minetest.explode_table_event(string)`: returns a table
4294 * returns e.g. `{type="CHG", row=1, column=2}`
4296 * `"INV"`: no row selected
4298 * `"DCL"`: double-click
4299 * `minetest.explode_textlist_event(string)`: returns a table
4300 * returns e.g. `{type="CHG", index=1}`
4302 * `"INV"`: no row selected
4304 * `"DCL"`: double-click
4305 * `minetest.explode_scrollbar_event(string)`: returns a table
4306 * returns e.g. `{type="CHG", value=500}`
4308 * `"INV"`: something failed
4309 * `"CHG"`: has been changed
4310 * `"VAL"`: not changed
4315 * `minetest.inventorycube(img1, img2, img3)`
4316 * Returns a string for making an image of a cube (useful as an item image)
4317 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4318 * Get position of a `pointed_thing` (that you can get from somewhere)
4319 * `minetest.dir_to_facedir(dir, is6d)`
4320 * Convert a vector to a facedir value, used in `param2` for
4321 `paramtype2="facedir"`.
4322 * passing something non-`nil`/`false` for the optional second parameter
4323 causes it to take the y component into account.
4324 * `minetest.facedir_to_dir(facedir)`
4325 * Convert a facedir back into a vector aimed directly out the "back" of a
4327 * `minetest.dir_to_wallmounted(dir)`
4328 * Convert a vector to a wallmounted value, used for
4329 `paramtype2="wallmounted"`.
4330 * `minetest.wallmounted_to_dir(wallmounted)`
4331 * Convert a wallmounted value back into a vector aimed directly out the
4333 * `minetest.dir_to_yaw(dir)`
4334 * Convert a vector into a yaw (angle)
4335 * `minetest.yaw_to_dir(yaw)`
4336 * Convert yaw (angle) to a vector
4337 * `minetest.is_colored_paramtype(ptype)`
4338 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4339 color information (`color`, `colorwallmounted` or `colorfacedir`).
4340 * `minetest.strip_param2_color(param2, paramtype2)`
4341 * Removes everything but the color information from the
4342 given `param2` value.
4343 * Returns `nil` if the given `paramtype2` does not contain color
4345 * `minetest.get_node_drops(nodename, toolname)`
4346 * Returns list of item names.
4347 * **Note**: This will be removed or modified in a future version.
4348 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4349 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4350 * `input.width` = for example `3`
4351 * `input.items` = for example
4352 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4353 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4354 * `output.time` = a number, if unsuccessful: `0`
4355 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4356 `decremented_input.items`
4357 * `decremented_input` = like `input`
4358 * `minetest.get_craft_recipe(output)`: returns input
4359 * returns last registered recipe for output item (node)
4360 * `output` is a node or item type such as `"default:torch"`
4361 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4362 * `input.width` = for example `3`
4363 * `input.items` = for example
4364 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4365 * `input.items` = `nil` if no recipe found
4366 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4367 * returns indexed table with all registered recipes for query item (node)
4368 or `nil` if no recipe was found.
4369 * recipe entry table:
4370 * `method`: 'normal' or 'cooking' or 'fuel'
4371 * `width`: 0-3, 0 means shapeless recipe
4372 * `items`: indexed [1-9] table with recipe items
4373 * `output`: string with item name and quantity
4374 * Example query for `"default:gold_ingot"` will return table:
4377 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4378 items = {1 = "default:gold_lump"}},
4379 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4380 items = {1 = "default:goldblock"}}
4382 * `minetest.handle_node_drops(pos, drops, digger)`
4383 * `drops`: list of itemstrings
4384 * Handles drops from nodes after digging: Default action is to put them
4385 into digger's inventory.
4386 * Can be overridden to get different functionality (e.g. dropping items on
4388 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4390 * Creates an item string which contains palette index information
4391 for hardware colorization. You can use the returned string
4392 as an output in a craft recipe.
4393 * `item`: the item stack which becomes colored. Can be in string,
4394 table and native form.
4395 * `palette_index`: this index is added to the item stack
4396 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4397 * Creates an item string which contains static color information
4398 for hardware colorization. Use this method if you wish to colorize
4399 an item that does not own a palette. You can use the returned string
4400 as an output in a craft recipe.
4401 * `item`: the item stack which becomes colored. Can be in string,
4402 table and native form.
4403 * `colorstring`: the new color of the item stack
4408 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4409 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4410 * Find who has done something to a node, or near a node
4411 * `actor`: `"player:<name>"`, also `"liquid"`.
4412 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4413 `boolean, log_messages`.
4414 * Revert latest actions of someone
4415 * `actor`: `"player:<name>"`, also `"liquid"`.
4417 Defaults for the `on_*` item definition functions
4418 -------------------------------------------------
4420 These functions return the leftover itemstack.
4422 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4423 * Place item as a node
4424 * `param2` overrides `facedir` and wallmounted `param2`
4425 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4426 for the newly placed node to prevent a callback and placement loop
4427 * returns `itemstack, success`
4428 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4430 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4431 * Use one of the above based on what the item is.
4432 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4433 * **Note**: is not called when wielded item overrides `on_place`
4434 * `param2` overrides `facedir` and wallmounted `param2`
4435 * returns `itemstack, success`
4436 * `minetest.item_drop(itemstack, dropper, pos)`
4438 * `minetest.item_eat(hp_change, replace_with_item)`
4440 * `replace_with_item` is the itemstring which is added to the inventory.
4441 If the player is eating a stack, then replace_with_item goes to a
4442 different spot. Can be `nil`
4443 * See `minetest.do_item_eat`
4445 Defaults for the `on_punch` and `on_dig` node definition callbacks
4446 ------------------------------------------------------------------
4448 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4449 * Calls functions registered by `minetest.register_on_punchnode()`
4450 * `minetest.node_dig(pos, node, digger)`
4451 * Checks if node can be dug, puts item into inventory, removes node
4452 * Calls functions registered by `minetest.registered_on_dignodes()`
4457 * `minetest.sound_play(spec, parameters)`: returns a handle
4458 * `spec` is a `SimpleSoundSpec`
4459 * `parameters` is a sound parameter table
4460 * `minetest.sound_stop(handle)`
4461 * `minetest.sound_fade(handle, step, gain)`
4462 * `handle` is a handle returned by `minetest.sound_play`
4463 * `step` determines how fast a sound will fade.
4464 Negative step will lower the sound volume, positive step will increase
4466 * `gain` the target gain for the fade.
4471 * `minetest.after(time, func, ...)`
4472 * Call the function `func` after `time` seconds, may be fractional
4473 * Optional: Variable number of arguments that are passed to `func`
4478 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4479 server shutdown. Will display `message` to clients.
4480 * `reconnect` == true displays a reconnect button
4481 * `delay` adds an optional delay (in seconds) before shutdown.
4482 Negative delay cancels the current active shutdown.
4483 Zero delay triggers an immediate shutdown.
4484 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4485 * `minetest.get_server_status(name, joined)`
4486 * Returns the server status string when a player joins or when the command
4487 `/status` is called. Returns `nil` or an empty string when the message is
4489 * `joined`: Boolean value, indicates whether the function was called when
4491 * This function may be overwritten by mods to customize the status message.
4492 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4493 * `minetest.remove_player(name)`: remove player from database (if they are not
4495 * As auth data is not removed, minetest.player_exists will continue to
4496 return true. Call the below method as well if you want to remove auth
4498 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4499 * `minetest.remove_player_auth(name)`: remove player authentication data
4500 * Returns boolean indicating success (false if player nonexistant)
4505 * `minetest.get_ban_list()`: returns the ban list
4506 (same as `minetest.get_ban_description("")`).
4507 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4508 * `minetest.ban_player(name)`: ban a player
4509 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4510 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4516 * `minetest.add_particle(particle definition)`
4517 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4518 expirationtime, size, collisiondetection, texture, playername)`
4520 * `minetest.add_particlespawner(particlespawner definition)`
4521 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4522 over `time` seconds.
4523 * Returns an `id`, and -1 if adding didn't succeed
4524 * Deprecated: `minetest.add_particlespawner(amount, time,
4528 minexptime, maxexptime,
4530 collisiondetection, texture, playername)`
4532 * `minetest.delete_particlespawner(id, player)`
4533 * Delete `ParticleSpawner` with `id` (return value from
4534 `minetest.add_particlespawner`).
4535 * If playername is specified, only deletes on the player's client,
4536 otherwise on all clients.
4541 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4542 * Create a schematic from the volume of map specified by the box formed by
4544 * Apply the specified probability and per-node force-place to the specified
4545 nodes according to the `probability_list`.
4546 * `probability_list` is an array of tables containing two fields, `pos`
4548 * `pos` is the 3D vector specifying the absolute coordinates of the
4549 node being modified,
4550 * `prob` is an integer value from `0` to `255` that encodes
4551 probability and per-node force-place. Probability has levels
4552 0-127, then 128 may be added to encode per-node force-place.
4553 For probability stated as 0-255, divide by 2 and round down to
4554 get values 0-127, then add 128 to apply per-node force-place.
4555 * If there are two or more entries with the same pos value, the
4557 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4559 * If `probability_list` equals `nil`, no probabilities are applied.
4560 * Apply the specified probability to the specified horizontal slices
4561 according to the `slice_prob_list`.
4562 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4564 * `ypos` indicates the y position of the slice with a probability
4565 applied, the lowest slice being `ypos = 0`.
4566 * If slice probability list equals `nil`, no slice probabilities
4568 * Saves schematic in the Minetest Schematic format to filename.
4570 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4571 * Place the schematic specified by schematic (see [Schematic specifier]) at
4573 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4574 * If the `rotation` parameter is omitted, the schematic is not rotated.
4575 * `replacements` = `{["old_name"] = "convert_to", ...}`
4576 * `force_placement` is a boolean indicating whether nodes other than `air`
4577 and `ignore` are replaced by the schematic.
4578 * Returns nil if the schematic could not be loaded.
4579 * **Warning**: Once you have loaded a schematic from a file, it will be
4580 cached. Future calls will always use the cached version and the
4581 replacement list defined for it, regardless of whether the file or the
4582 replacement list parameter have changed. The only way to load the file
4583 anew is to restart the server.
4584 * `flags` is a flag field with the available flags:
4589 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4590 * This function is analogous to minetest.place_schematic, but places a
4591 schematic onto the specified VoxelManip object `vmanip` instead of the
4593 * Returns false if any part of the schematic was cut-off due to the
4594 VoxelManip not containing the full area required, and true if the whole
4595 schematic was able to fit.
4596 * Returns nil if the schematic could not be loaded.
4597 * After execution, any external copies of the VoxelManip contents are
4599 * `flags` is a flag field with the available flags:
4604 * `minetest.serialize_schematic(schematic, format, options)`
4605 * Return the serialized schematic specified by schematic
4606 (see [Schematic specifier])
4607 * in the `format` of either "mts" or "lua".
4608 * "mts" - a string containing the binary MTS data used in the MTS file
4610 * "lua" - a string containing Lua code representing the schematic in table
4612 * `options` is a table containing the following optional parameters:
4613 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4614 generated will have (X, Z) position comments for every X row
4615 generated in the schematic data for easier reading.
4616 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4617 the Lua code generated will use that number of spaces as indentation
4618 instead of a tab character.
4623 * `minetest.request_http_api()`:
4624 * returns `HTTPApiTable` containing http functions if the calling mod has
4625 been granted access by being listed in the `secure.http_mods` or
4626 `secure.trusted_mods` setting, otherwise returns `nil`.
4627 * The returned table contains the functions `fetch`, `fetch_async` and
4628 `fetch_async_get` described below.
4629 * Only works at init time and must be called from the mod's main scope
4630 (not from a function).
4631 * Function only exists if minetest server was built with cURL support.
4632 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4634 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4635 * Performs given request asynchronously and calls callback upon completion
4636 * callback: `function(HTTPRequestResult res)`
4637 * Use this HTTP function if you are unsure, the others are for advanced use
4638 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4639 * Performs given request asynchronously and returns handle for
4640 `HTTPApiTable.fetch_async_get`
4641 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4642 * Return response data for given asynchronous HTTP request
4647 * `minetest.get_mod_storage()`:
4648 * returns reference to mod private `StorageRef`
4649 * must be called during mod load time
4654 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4655 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4656 * `minetest.player_exists(name)`: boolean, whether player exists
4657 (regardless of online status)
4658 * `minetest.hud_replace_builtin(name, hud_definition)`
4659 * Replaces definition of a builtin hud element
4660 * `name`: `"breath"` or `"health"`
4661 * `hud_definition`: definition to replace builtin definition
4662 * `minetest.send_join_message(player_name)`
4663 * This function can be overridden by mods to change the join message.
4664 * `minetest.send_leave_message(player_name, timed_out)`
4665 * This function can be overridden by mods to change the leave message.
4666 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4667 * `pos`: table {x=number, y=number, z=number},
4668 * Gives a unique hash number for a node position (16+16+16=48bit)
4669 * `minetest.get_position_from_hash(hash)`: returns a position
4670 * Inverse transform of `minetest.hash_node_position`
4671 * `minetest.get_item_group(name, group)`: returns a rating
4672 * Get rating of a group of an item. (`0` means: not in group)
4673 * `minetest.get_node_group(name, group)`: returns a rating
4674 * Deprecated: An alias for the former.
4675 * `minetest.raillike_group(name)`: returns a rating
4676 * Returns rating of the connect_to_raillike group corresponding to name
4677 * If name is not yet the name of a connect_to_raillike group, a new group
4678 id is created, with that name.
4679 * `minetest.get_content_id(name)`: returns an integer
4680 * Gets the internal content ID of `name`
4681 * `minetest.get_name_from_content_id(content_id)`: returns a string
4682 * Gets the name of the content with that content ID
4683 * `minetest.parse_json(string[, nullvalue])`: returns something
4684 * Convert a string containing JSON data into the Lua equivalent
4685 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4686 * On success returns a table, a string, a number, a boolean or `nullvalue`
4687 * On failure outputs an error message and returns `nil`
4688 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4689 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4691 * Convert a Lua table into a JSON string
4692 * styled: Outputs in a human-readable format if this is set, defaults to
4694 * Unserializable things like functions and userdata will cause an error.
4695 * **Warning**: JSON is more strict than the Lua table format.
4696 1. You can only use strings and positive integers of at least one as
4698 2. You can not mix string and integer keys.
4699 This is due to the fact that JSON has two distinct array and object
4701 * Example: `write_json({10, {a = false}})`,
4702 returns `"[10, {\"a\": false}]"`
4703 * `minetest.serialize(table)`: returns a string
4704 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4705 into string form readable by `minetest.deserialize`
4706 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4707 * `minetest.deserialize(string)`: returns a table
4708 * Convert a string returned by `minetest.deserialize` into a table
4709 * `string` is loaded in an empty sandbox environment.
4710 * Will load functions, but they cannot access the global environment.
4711 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4712 returns `{foo='bar'}`
4713 * Example: `deserialize('print("foo")')`, returns `nil`
4714 (function call fails), returns
4715 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4716 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4717 * Compress a string of data.
4718 * `method` is a string identifying the compression method to be used.
4719 * Supported compression methods:
4720 * Deflate (zlib): `"deflate"`
4721 * `...` indicates method-specific arguments. Currently defined arguments
4723 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4724 * `minetest.decompress(compressed_data, method, ...)`: returns data
4725 * Decompress a string of data (using ZLib).
4726 * See documentation on `minetest.compress()` for supported compression
4728 * `...` indicates method-specific arguments. Currently, no methods use this
4729 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4730 * Each argument is a 8 Bit unsigned integer
4731 * Returns the ColorString from rgb or rgba values
4732 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4733 * `minetest.encode_base64(string)`: returns string encoded in base64
4734 * Encodes a string in base64.
4735 * `minetest.decode_base64(string)`: returns string
4736 * Decodes a string encoded in base64.
4737 * `minetest.is_protected(pos, name)`: returns boolean
4738 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4739 other actions, definable by mods, due to some mod-defined ownership-like
4741 * Returns false or nil, if the player is allowed to do such actions.
4742 * `name` will be "" for non-players or unknown players.
4743 * This function should be overridden by protection mods and should be used
4744 to check if a player can interact at a position.
4745 * This function should call the old version of itself if the position is
4746 not protected by the mod.
4749 local old_is_protected = minetest.is_protected
4750 function minetest.is_protected(pos, name)
4751 if mymod:position_protected_from(pos, name) then
4754 return old_is_protected(pos, name)
4756 * `minetest.record_protection_violation(pos, name)`
4757 * This function calls functions registered with
4758 `minetest.register_on_protection_violation`.
4759 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4760 * Returns the position of the first node that `player_name` may not modify
4761 in the specified cuboid between `pos1` and `pos2`.
4762 * Returns `false` if no protections were found.
4763 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4764 The points are spaced evenly throughout the volume and have a spacing
4765 similar to, but no larger than, `interval`.
4766 * All corners and edges of the defined volume are checked.
4767 * `interval` defaults to 4.
4768 * `interval` should be carefully chosen and maximised to avoid an excessive
4769 number of points being checked.
4770 * Like `minetest.is_protected`, this function may be extended or
4771 overwritten by mods to provide a faster implementation to check the
4772 cuboid for intersections.
4773 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4774 orient_flags, prevent_after_place])`
4775 * Attempt to predict the desired orientation of the facedir-capable node
4776 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4777 or hanging from the ceiling).
4778 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4779 stacks are handled normally.
4780 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4781 * `invert_wall`: if `true`, place wall-orientation on the ground and
4782 ground-orientation on the wall.
4783 * `force_wall` : if `true`, always place the node in wall orientation.
4784 * `force_ceiling`: if `true`, always place on the ceiling.
4785 * `force_floor`: if `true`, always place the node on the floor.
4786 * `force_facedir`: if `true`, forcefully reset the facedir to north
4787 when placing on the floor or ceiling.
4788 * The first four options are mutually-exclusive; the last in the list
4789 takes precedence over the first.
4790 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4791 * Returns the new itemstack after placement
4792 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4793 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4794 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4795 parameter and `prevent_after_place` set to `true`.
4797 * `minetest.forceload_block(pos[, transient])`
4798 * forceloads the position `pos`.
4799 * returns `true` if area could be forceloaded
4800 * If `transient` is `false` or absent, the forceload will be persistent
4801 (saved between server runs). If `true`, the forceload will be transient
4802 (not saved between server runs).
4804 * `minetest.forceload_free_block(pos[, transient])`
4805 * stops forceloading the position `pos`
4806 * If `transient` is `false` or absent, frees a persistent forceload.
4807 If `true`, frees a transient forceload.
4809 * `minetest.request_insecure_environment()`: returns an environment containing
4810 insecure functions if the calling mod has been listed as trusted in the
4811 `secure.trusted_mods` setting or security is disabled, otherwise returns
4813 * Only works at init time and must be called from the mod's main scope (not
4815 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4816 IT IN A LOCAL VARIABLE!**
4818 * `minetest.global_exists(name)`
4819 * Checks if a global variable has been set, without triggering a warning.
4824 * `minetest.env`: `EnvRef` of the server environment and world.
4825 * Any function in the minetest namespace can be called using the syntax
4826 `minetest.env:somefunction(somearguments)`
4827 instead of `minetest.somefunction(somearguments)`
4828 * Deprecated, but support is not to be dropped soon
4833 ### Registered definition tables
4835 * `minetest.registered_items`
4836 * Map of registered items, indexed by name
4837 * `minetest.registered_nodes`
4838 * Map of registered node definitions, indexed by name
4839 * `minetest.registered_craftitems`
4840 * Map of registered craft item definitions, indexed by name
4841 * `minetest.registered_tools`
4842 * Map of registered tool definitions, indexed by name
4843 * `minetest.registered_entities`
4844 * Map of registered entity prototypes, indexed by name
4845 * `minetest.object_refs`
4846 * Map of object references, indexed by active object id
4847 * `minetest.luaentities`
4848 * Map of Lua entities, indexed by active object id
4849 * `minetest.registered_abms`
4850 * List of ABM definitions
4851 * `minetest.registered_lbms`
4852 * List of LBM definitions
4853 * `minetest.registered_aliases`
4854 * Map of registered aliases, indexed by name
4855 * `minetest.registered_ores`
4856 * Map of registered ore definitions, indexed by the `name` field.
4857 * If `name` is nil, the key is the ID returned by `minetest.register_ore`.
4858 * `minetest.registered_biomes`
4859 * Map of registered biome definitions, indexed by the `name` field.
4860 * If `name` is nil, the key is the ID returned by `minetest.register_biome`.
4861 * `minetest.registered_decorations`
4862 * Map of registered decoration definitions, indexed by the `name` field.
4863 * If `name` is nil, the key is the ID returned by
4864 `minetest.register_decoration`.
4865 * `minetest.registered_schematics`
4866 * Map of registered schematic definitions, indexed by the `name` field.
4867 * If `name` is nil, the key is the ID returned by
4868 `minetest.register_schematic`.
4869 * `minetest.registered_chatcommands`
4870 * Map of registered chat command definitions, indexed by name
4871 * `minetest.registered_privileges`
4872 * Map of registered privilege definitions, indexed by name
4874 ### Registered callback tables
4876 All callbacks registered with [Global callback registration functions] are added
4877 to corresponding `minetest.registered_*` tables.
4885 Sorted alphabetically.
4890 A fast access data structure to store areas, and find areas near a given
4892 Every area has a `data` string attribute to store additional information.
4893 You can create an empty `AreaStore` by calling `AreaStore()`, or
4894 `AreaStore(type_name)`.
4895 If you chose the parameter-less constructor, a fast implementation will be
4896 automatically chosen for you.
4900 * `get_area(id, include_borders, include_data)`: returns the area with the id
4902 (optional) Boolean values `include_borders` and `include_data` control what's
4904 Returns nil if specified area id does not exist.
4905 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4906 that contain the position `pos`.
4907 (optional) Boolean values `include_borders` and `include_data` control what's
4909 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4910 returns all areas that contain all nodes inside the area specified by `edge1`
4911 and `edge2` (inclusive).
4912 If `accept_overlap` is true, also areas are returned that have nodes in
4913 common with the specified area.
4914 (optional) Boolean values `include_borders` and `include_data` control what's
4916 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4917 Returns the new area's ID, or nil if the insertion failed.
4918 The (inclusive) positions `edge1` and `edge2` describe the area.
4919 `data` is a string stored with the area. If passed, `id` will be used as the
4920 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4921 the `id` parameter you must always use it, or insertions are likely to fail
4923 * `reserve(count)`: reserves resources for at most `count` many contained
4925 Only needed for efficiency, and only some implementations profit.
4926 * `remove_area(id)`: removes the area with the given id from the store, returns
4928 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4929 Calling invalidates the cache, so that its elements have to be newly
4931 * `params` is a table with the following fields:
4933 enabled = boolean, -- Whether to enable, default true
4934 block_radius = int, -- The radius (in nodes) of the areas the cache
4935 -- generates prefiltered lists for, minimum 16,
4937 limit = int, -- The cache size, minimum 20, default 1000
4938 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4940 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4942 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4944 Returns success and, optionally, an error message.
4945 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4951 An `InvRef` is a reference to an inventory.
4955 * `is_empty(listname)`: return `true` if list is empty
4956 * `get_size(listname)`: get size of a list
4957 * `set_size(listname, size)`: set size of a list
4958 * returns `false` on error (e.g. invalid `listname` or `size`)
4959 * `get_width(listname)`: get width of a list
4960 * `set_width(listname, width)`: set width of list; currently used for crafting
4961 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4962 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4963 * `get_list(listname)`: return full list
4964 * `set_list(listname, list)`: set full list (size will not change)
4965 * `get_lists()`: returns list of inventory lists
4966 * `set_lists(lists)`: sets inventory lists (size will not change)
4967 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4969 * `room_for_item(listname, stack):` returns `true` if the stack of items
4970 can be fully added to the list
4971 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4972 the stack of items can be fully taken from the list.
4973 If `match_meta` is false, only the items' names are compared
4975 * `remove_item(listname, stack)`: take as many items as specified from the
4976 list, returns the items that were actually removed (as an `ItemStack`)
4977 -- note that any item metadata is ignored, so attempting to remove a specific
4978 unique item this way will likely remove the wrong one -- to do that use
4979 `set_stack` with an empty `ItemStack`.
4980 * `get_location()`: returns a location compatible to
4981 `minetest.get_inventory(location)`.
4982 * returns `{type="undefined"}` in case location is not known
4987 An `ItemStack` is a stack of items.
4989 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4990 an itemstring, a table or `nil`.
4994 * `is_empty()`: returns `true` if stack is empty.
4995 * `get_name()`: returns item name (e.g. `"default:stone"`).
4996 * `set_name(item_name)`: returns a boolean indicating whether the item was
4998 * `get_count()`: Returns number of items on the stack.
4999 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5000 * `count`: number, unsigned 16 bit integer
5001 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5002 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5003 * `wear`: number, unsigned 16 bit integer
5004 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5005 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5007 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5008 * `clear()`: removes all items from the stack, making it empty.
5009 * `replace(item)`: replace the contents of this stack.
5010 * `item` can also be an itemstring or table.
5011 * `to_string()`: returns the stack in itemstring form.
5012 * `to_table()`: returns the stack in Lua table form.
5013 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5015 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5016 * `is_known()`: returns `true` if the item name refers to a defined item type.
5017 * `get_definition()`: returns the item definition table.
5018 * `get_tool_capabilities()`: returns the digging properties of the item,
5019 or those of the hand if none are defined for this item type
5020 * `add_wear(amount)`
5021 * Increases wear by `amount` if the item is a tool
5022 * `amount`: number, integer
5023 * `add_item(item)`: returns leftover `ItemStack`
5024 * Put some item or stack onto this stack
5025 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5027 * `take_item(n)`: returns taken `ItemStack`
5028 * Take (and remove) up to `n` items from this stack
5029 * `n`: number, default: `1`
5030 * `peek_item(n)`: returns taken `ItemStack`
5031 * Copy (don't remove) up to `n` items from this stack
5032 * `n`: number, default: `1`
5037 ItemStack metadata: reference extra data and functionality stored in a stack.
5038 Can be obtained via `item:get_meta()`.
5042 * All methods in MetaDataRef
5043 * `set_tool_capabilities([tool_capabilities])`
5044 * Overrides the item's tool capabilities
5045 * A nil value will clear the override data and restore the original
5051 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
5055 * `contains(key)`: Returns true if key present, otherwise false.
5056 * Returns `nil` when the MetaData is inexistent.
5057 * `get(key)`: Returns `nil` if key not present, else the stored string.
5058 * `set_string(key, value)`: Value of `""` will delete the key.
5059 * `get_string(key)`: Returns `""` if key not present.
5060 * `set_int(key, value)`
5061 * `get_int(key)`: Returns `0` if key not present.
5062 * `set_float(key, value)`
5063 * `get_float(key)`: Returns `0` if key not present.
5064 * `to_table()`: returns `nil` or a table with keys:
5065 * `fields`: key-value storage
5066 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5067 * `from_table(nil or {})`
5068 * Any non-table value will clear the metadata
5069 * See [Node Metadata] for an example
5070 * returns `true` on success
5072 * returns `true` if this metadata has the same key-value pairs as `other`
5077 An interface to use mod channels on client and server
5081 * `leave()`: leave the mod channel.
5082 * Server leaves channel `channel_name`.
5083 * No more incoming or outgoing messages can be sent to this channel from
5085 * This invalidate all future object usage.
5086 * Ensure you set mod_channel to nil after that to free Lua resources.
5087 * `is_writeable()`: returns true if channel is writeable and mod can send over
5089 * `send_all(message)`: Send `message` though the mod channel.
5090 * If mod channel is not writeable or invalid, message will be dropped.
5091 * Message size is limited to 65535 characters by protocol.
5096 Node metadata: reference extra data and functionality stored in a node.
5097 Can be obtained via `minetest.get_meta(pos)`.
5101 * All methods in MetaDataRef
5102 * `get_inventory()`: returns `InvRef`
5103 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5104 This will prevent them from being sent to the client. Note that the "private"
5105 status will only be remembered if an associated key-value pair exists,
5106 meaning it's best to call this when initializing all other meta (e.g.
5112 Node Timers: a high resolution persistent per-node timer.
5113 Can be gotten via `minetest.get_node_timer(pos)`.
5117 * `set(timeout,elapsed)`
5118 * set a timer's state
5119 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5120 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5121 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5125 * equivalent to `set(timeout,0)`
5128 * `get_timeout()`: returns current timeout in seconds
5129 * if `timeout` equals `0`, timer is inactive
5130 * `get_elapsed()`: returns current elapsed time in seconds
5131 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5133 * `is_started()`: returns boolean state of timer
5134 * returns `true` if timer is started, otherwise `false`
5139 Moving things in the game are generally these.
5141 This is basically a reference to a C++ `ServerActiveObject`
5145 * `remove()`: remove object (after returning from Lua)
5146 * Note: Doesn't work on players, use `minetest.kick_player` instead
5147 * `get_pos()`: returns `{x=num, y=num, z=num}`
5148 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5149 * `move_to(pos, continuous=false)`: interpolated move
5150 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5151 * `puncher` = another `ObjectRef`,
5152 * `time_from_last_punch` = time since last punch action of the puncher
5153 * `direction`: can be `nil`
5154 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5155 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5156 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5157 * See reason in register_on_player_hpchange
5158 * `get_inventory()`: returns an `InvRef`
5159 * `get_wield_list()`: returns the name of the inventory list the wielded item
5161 * `get_wield_index()`: returns the index of the wielded item
5162 * `get_wielded_item()`: returns an `ItemStack`
5163 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5165 * `set_armor_groups({group1=rating, group2=rating, ...})`
5166 * `get_armor_groups()`: returns a table with the armor group ratings
5167 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5168 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5169 * `frame_speed`: number, default: `15.0`
5170 * `frame_blend`: number, default: `0.0`
5171 * `frame_loop`: boolean, default: `true`
5172 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5174 * `set_animation_frame_speed(frame_speed)`
5175 * `frame_speed`: number, default: `15.0`
5176 * `set_attach(parent, bone, position, rotation)`
5178 * `position`: `{x=num, y=num, z=num}` (relative)
5179 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5180 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5183 * `set_bone_position(bone, position, rotation)`
5185 * `position`: `{x=num, y=num, z=num}` (relative)
5186 * `rotation`: `{x=num, y=num, z=num}`
5187 * `get_bone_position(bone)`: returns position and rotation of the bone
5188 * `set_properties(object property table)`
5189 * `get_properties()`: returns object property table
5190 * `is_player()`: returns true for players, false otherwise
5191 * `get_nametag_attributes()`
5192 * returns a table with the attributes of the nametag of an object
5194 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5197 * `set_nametag_attributes(attributes)`
5198 * sets the attributes of the nametag of an object
5202 text = "My Nametag",
5205 #### LuaEntitySAO-only (no-op for other objects)
5207 * `set_velocity(vel)`
5208 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5209 * `add_velocity(vel)`
5210 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5211 * In comparison to using get_velocity, adding the velocity and then using
5212 set_velocity, add_velocity is supposed to avoid synchronization problems.
5213 * `get_velocity()`: returns the velocity, a vector
5214 * `set_acceleration(acc)`
5216 * `get_acceleration()`: returns the acceleration, a vector
5217 * `set_rotation(rot)`
5218 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5219 and Z is roll (bank).
5220 * `get_rotation()`: returns the rotation, a vector (radians)
5221 * `set_yaw(radians)`: sets the yaw (heading).
5222 * `get_yaw()`: returns number in radians
5223 * `set_texture_mod(mod)`
5224 * `get_texture_mod()` returns current texture modifier
5225 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5226 * Select sprite from spritesheet with optional animation and Dungeon Master
5227 style texture selection based on yaw relative to camera
5228 * `p`: {x=number, y=number}, the coordinate of the first frame
5229 (x: column, y: row), default: `{x=0, y=0}`
5230 * `num_frames`: number, default: `1`
5231 * `framelength`: number, default: `0.2`
5232 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5233 Master mob, default: `false`
5234 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5237 #### Player-only (no-op for other objects)
5239 * `get_player_name()`: returns `""` if is not a player
5240 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5241 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5242 * `get_look_dir()`: get camera direction as a unit vector
5243 * `get_look_vertical()`: pitch in radians
5244 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5246 * `get_look_horizontal()`: yaw in radians
5247 * Angle is counter-clockwise from the +z direction.
5248 * `set_look_vertical(radians)`: sets look pitch
5249 * radians: Angle from looking forward, where positive is downwards.
5250 * `set_look_horizontal(radians)`: sets look yaw
5251 * radians: Angle from the +z direction, where positive is counter-clockwise.
5252 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5253 `get_look_vertical`.
5254 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5256 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5257 `get_look_horizontal`.
5258 * Angle is counter-clockwise from the +x direction.
5259 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5260 `set_look_vertical`.
5261 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5262 `set_look_horizontal`.
5263 * `get_breath()`: returns players breath
5264 * `set_breath(value)`: sets players breath
5266 * `0`: player is drowning
5267 * max: bubbles bar is not shown
5268 * See [Object properties] for more information
5269 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5270 * Sets an extra attribute with value on player.
5271 * `value` must be a string, or a number which will be converted to a
5273 * If `value` is `nil`, remove attribute from player.
5274 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5275 * Returns value (a string) for extra attribute.
5276 * Returns `nil` if no attribute found.
5277 * `get_meta()`: Returns a PlayerMetaRef.
5278 * `set_inventory_formspec(formspec)`
5279 * Redefine player's inventory form
5280 * Should usually be called in `on_joinplayer`
5281 * `get_inventory_formspec()`: returns a formspec string
5282 * `set_formspec_prepend(formspec)`:
5283 * the formspec string will be added to every formspec shown to the user,
5284 except for those with a no_prepend[] tag.
5285 * This should be used to set style elements such as background[] and
5286 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5287 * Only affects formspecs shown after this is called.
5288 * `get_formspec_prepend(formspec)`: returns a formspec string.
5289 * `get_player_control()`: returns table with player pressed keys
5290 * The table consists of fields with boolean value representing the pressed
5291 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5292 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5293 sneak=true, aux1=false, down=false, up=false}`
5294 * `get_player_control_bits()`: returns integer with bit packed player pressed
5296 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5298 * `set_physics_override(override_table)`
5299 * `override_table` is a table with the following fields:
5300 * `speed`: multiplier to default walking speed value (default: `1`)
5301 * `jump`: multiplier to default jump value (default: `1`)
5302 * `gravity`: multiplier to default gravity value (default: `1`)
5303 * `sneak`: whether player can sneak (default: `true`)
5304 * `sneak_glitch`: whether player can use the new move code replications
5305 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5307 * `new_move`: use new move/sneak code. When `false` the exact old code
5308 is used for the specific old sneak behaviour (default: `true`)
5309 * `get_physics_override()`: returns the table given to `set_physics_override`
5310 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5312 * `hud_remove(id)`: remove the HUD element of the specified id
5313 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5315 * element `stat` values:
5316 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5317 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5318 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5319 * `flags`: A table with the following fields set to boolean values
5327 * If a flag equals `nil`, the flag is not modified
5328 * `minimap`: Modifies the client's permission to view the minimap.
5329 The client may locally elect to not view the minimap.
5330 * `minimap_radar` is only usable when `minimap` is true
5331 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5332 * See `hud_set_flags` for a list of flags that can be toggled.
5333 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5334 * `count`: number of items, must be between `1` and `32`
5335 * `hud_get_hotbar_itemcount`: returns number of visible items
5336 * `hud_set_hotbar_image(texturename)`
5337 * sets background image for hotbar
5338 * `hud_get_hotbar_image`: returns texturename
5339 * `hud_set_hotbar_selected_image(texturename)`
5340 * sets image for selected item of hotbar
5341 * `hud_get_hotbar_selected_image`: returns texturename
5342 * `set_sky(bgcolor, type, {texture names}, clouds)`
5343 * `bgcolor`: ColorSpec, defaults to white
5344 * `type`: Available types:
5345 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5346 * `"skybox"`: Uses 6 textures, `bgcolor` used
5347 * `"plain"`: Uses 0 textures, `bgcolor` used
5348 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5349 `"plain"` custom skyboxes (default: `true`)
5350 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5351 * `set_clouds(parameters)`: set cloud parameters
5352 * `parameters` is a table with the following optional fields:
5353 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5354 * `color`: basic cloud color with alpha channel, ColorSpec
5355 (default `#fff0f0e5`).
5356 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5357 ColorSpec (alpha ignored, default `#000000`)
5358 * `height`: cloud height, i.e. y of cloud base (default per conf,
5360 * `thickness`: cloud thickness in nodes (default `16`)
5361 * `speed`: 2D cloud speed + direction in nodes per second
5362 (default `{x=0, z=-2}`).
5363 * `get_clouds()`: returns a table with the current cloud parameters as in
5365 * `override_day_night_ratio(ratio or nil)`
5366 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5368 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5369 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5370 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5371 set animation for player model in third person view
5373 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5374 {x=168, y=187}, -- walk animation key frames
5375 {x=189, y=198}, -- dig animation key frames
5376 {x=200, y=219}, -- walk+dig animation key frames
5377 frame_speed=30) -- animation frame speed
5378 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5380 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5382 * in first person view
5383 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5384 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5389 A 32-bit pseudorandom number generator.
5390 Uses PCG32, an algorithm of the permuted congruential generator family,
5391 offering very strong randomness.
5393 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5397 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5398 * `next(min, max)`: return next integer random number [`min`...`max`]
5399 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5400 random number [`min`...`max`].
5401 * This is only a rough approximation of a normal distribution with:
5402 * `mean = (max - min) / 2`, and
5403 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5404 * Increasing `num_trials` improves accuracy of the approximation
5409 A perlin noise generator.
5410 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5411 or `PerlinNoise(noiseparams)`.
5412 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5413 or `minetest.get_perlin(noiseparams)`.
5417 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5418 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5423 A fast, bulk perlin noise generator.
5425 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5426 `minetest.get_perlin_map(noiseparams, size)`.
5428 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5429 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5432 For each of the functions with an optional `buffer` parameter: If `buffer` is
5433 not nil, this table will be used to store the result instead of creating a new
5438 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5439 with values starting at `pos={x=,y=}`
5440 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5441 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5442 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5443 array of 2D noise with values starting at `pos={x=,y=}`
5444 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5445 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5446 is stored internally.
5447 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5448 is stored internally.
5449 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5450 returns a slice of the most recently computed noise results. The result slice
5451 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5452 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5454 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5455 It is important to note that `slice_offset` offset coordinates begin at 1,
5456 and are relative to the starting position of the most recently calculated
5458 To grab a single vertical column of noise starting at map coordinates
5459 x = 1023, y=1000, z = 1000:
5460 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5461 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5467 Uses the same method of storage as the deprecated player attribute API, so
5468 data there will also be in player meta.
5469 Can be obtained using `player:get_meta()`.
5473 * All methods in MetaDataRef
5478 A 16-bit pseudorandom number generator.
5479 Uses a well-known LCG algorithm introduced by K&R.
5481 It can be created via `PseudoRandom(seed)`.
5485 * `next()`: return next integer random number [`0`...`32767`]
5486 * `next(min, max)`: return next integer random number [`min`...`max`]
5487 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5488 due to the simple implementation making bad distribution otherwise.
5493 A raycast on the map. It works with selection boxes.
5494 Can be used as an iterator in a for loop as:
5496 local ray = Raycast(...)
5497 for pointed_thing in ray do
5501 The map is loaded as the ray advances. If the map is modified after the
5502 `Raycast` is created, the changes may or may not have an effect on the object.
5504 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5505 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5507 * `pos1`: start of the ray
5508 * `pos2`: end of the ray
5509 * `objects`: if false, only nodes will be returned. Default is true.
5510 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5514 * `next()`: returns a `pointed_thing` with exact pointing location
5515 * Returns the next thing pointed by the ray or nil.
5520 Interface for the operating system's crypto-secure PRNG.
5522 It can be created via `SecureRandom()`. The constructor returns nil if a
5523 secure random device cannot be found on the system.
5527 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5528 random bytes, as a string.
5533 An interface to read config files in the format of `minetest.conf`.
5535 It can be created via `Settings(filename)`.
5539 * `get(key)`: returns a value
5540 * `get_bool(key, [default])`: returns a boolean
5541 * `default` is the value returned if `key` is not found.
5542 * Returns `nil` if `key` is not found and `default` not specified.
5543 * `get_np_group(key)`: returns a NoiseParams table
5545 * Setting names can't contain whitespace or any of `="{}#`.
5546 * Setting values can't contain the sequence `\n"""`.
5547 * Setting names starting with "secure." can't be set on the main settings
5548 object (`minetest.settings`).
5549 * `set_bool(key, value)`
5550 * See documentation for set() above.
5551 * `set_np_group(key, value)`
5552 * `value` is a NoiseParams table.
5553 * Also, see documentation for set() above.
5554 * `remove(key)`: returns a boolean (`true` for success)
5555 * `get_names()`: returns `{key1,...}`
5556 * `write()`: returns a boolean (`true` for success)
5557 * Writes changes to file.
5558 * `to_table()`: returns `{[key1]=value1,...}`
5563 Mod metadata: per mod metadata, saved automatically.
5564 Can be obtained via `minetest.get_mod_storage()` during load time.
5568 * All methods in MetaDataRef
5579 Used by `ObjectRef` methods. Part of an Entity definition.
5583 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5586 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5589 -- For players only. Zoom FOV in degrees.
5590 -- Note that zoom loads and/or generates world beyond the server's
5591 -- maximum send and generate distances, so acts like a telescope.
5592 -- Smaller zoom_fov values increase the distance loaded/generated.
5593 -- Defaults to 15 in creative mode, 0 in survival mode.
5594 -- zoom_fov = 0 disables zooming for the player.
5597 -- For players only. Camera height above feet position in nodes.
5598 -- Defaults to 1.625.
5602 collide_with_objects = true,
5603 -- Collide with other objects if physical = true
5607 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5608 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5609 -- Selection box uses collision box dimensions when not set.
5610 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5614 -- Overrides selection box when false
5616 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5617 -- "cube" is a node-sized cube.
5618 -- "sprite" is a flat texture always facing the player.
5619 -- "upright_sprite" is a vertical flat texture.
5620 -- "mesh" uses the defined mesh model.
5621 -- "wielditem" is used for dropped items.
5622 -- (see builtin/game/item_entity.lua).
5623 -- For this use 'textures = {itemname}'.
5624 -- If the item has a 'wield_image' the object will be an extrusion of
5626 -- If 'itemname' is a cubic node or nodebox the object will appear
5627 -- identical to 'itemname'.
5628 -- If 'itemname' is a plantlike node the object will be an extrusion
5630 -- Otherwise for non-node items, the object will be an extrusion of
5631 -- 'inventory_image'.
5632 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5634 visual_size = {x = 1, y = 1, z = 1},
5635 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5636 -- to scale the entity along both horizontal axes.
5641 -- Number of required textures depends on visual.
5642 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5643 -- "sprite" uses 1 texture.
5644 -- "upright_sprite" uses 2 textures: {front, back}.
5645 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5648 -- Number of required colors depends on visual
5650 use_texture_alpha = false,
5651 -- Use texture's alpha channel.
5652 -- Excludes "upright_sprite" and "wielditem".
5653 -- Note: currently causes visual issues when viewed through other
5654 -- semi-transparent materials such as water.
5656 spritediv = {x = 1, y = 1},
5657 -- Used with spritesheet textures for animation and/or frame selection
5658 -- according to position relative to player.
5659 -- Defines the number of columns and rows in the spritesheet:
5662 initial_sprite_basepos = {x = 0, y = 0},
5663 -- Used with spritesheet textures.
5664 -- Defines the {column, row} position of the initially used frame in the
5669 makes_footstep_sound = false,
5671 automatic_rotate = 0,
5672 -- Set constant rotation in radians per second, positive or negative.
5673 -- Set to 0 to disable constant rotation.
5677 automatic_face_movement_dir = 0.0,
5678 -- Automatically set yaw to movement direction, offset in degrees.
5679 -- 'false' to disable.
5681 automatic_face_movement_max_rotation_per_sec = -1,
5682 -- Limit automatic rotation to this value in degrees per second.
5683 -- No limit if value < 0.
5685 backface_culling = true,
5686 -- Set to false to disable backface_culling for model
5689 -- Add this much extra lighting when calculating texture color.
5690 -- Value < 0 disables light's effect on texture color.
5691 -- For faking self-lighting, UI style entities, or programmatic coloring
5695 -- By default empty, for players their name is shown if empty
5697 nametag_color = <ColorSpec>,
5698 -- Sets color of nametag
5701 -- By default empty, text to be shown when pointed at object
5704 -- If false, never save this object statically. It will simply be
5705 -- deleted when the block gets unloaded.
5706 -- The get_staticdata() callback is never called then.
5707 -- Defaults to 'true'.
5713 Used by `minetest.register_entity`.
5716 initial_properties = {
5718 mesh = "boats_boat.obj",
5721 -- A table of object properties, see the `Object properties` section.
5722 -- Object properties being read directly from the entity definition
5723 -- table is deprecated. Define object properties in this
5724 -- `initial_properties` table instead.
5726 on_activate = function(self, staticdata, dtime_s),
5728 on_step = function(self, dtime),
5730 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5732 on_rightclick = function(self, clicker),
5734 get_staticdata = function(self),
5735 -- Called sometimes; the string returned is passed to on_activate when
5736 -- the entity is re-activated from static state
5738 _custom_field = whatever,
5739 -- You can define arbitrary member variables here (see Item definition
5740 -- for more info) by using a '_' prefix
5743 ABM (ActiveBlockModifier) definition
5744 ------------------------------------
5746 Used by `minetest.register_abm`.
5749 label = "Lava cooling",
5750 -- Descriptive label for profiling purposes (optional).
5751 -- Definitions with identical labels will be listed as one.
5753 nodenames = {"default:lava_source"},
5754 -- Apply `action` function to these nodes.
5755 -- `group:groupname` can also be used here.
5757 neighbors = {"default:water_source", "default:water_flowing"},
5758 -- Only apply `action` to nodes that have one of, or any
5759 -- combination of, these neighbors.
5760 -- If left out or empty, any neighbor will do.
5761 -- `group:groupname` can also be used here.
5764 -- Operation interval in seconds
5767 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5771 -- If true, catch-up behaviour is enabled: The `chance` value is
5772 -- temporarily reduced when returning to an area to simulate time lost
5773 -- by the area being unattended. Note that the `chance` value can often
5776 action = function(pos, node, active_object_count, active_object_count_wider),
5777 -- Function triggered for each qualifying node.
5778 -- `active_object_count` is number of active objects in the node's
5780 -- `active_object_count_wider` is number of active objects in the node's
5781 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5782 -- mapblocks are unloaded an estmate is calculated for them based on
5783 -- loaded mapblocks.
5786 LBM (LoadingBlockModifier) definition
5787 -------------------------------------
5789 Used by `minetest.register_lbm`.
5792 label = "Upgrade legacy doors",
5793 -- Descriptive label for profiling purposes (optional).
5794 -- Definitions with identical labels will be listed as one.
5796 name = "modname:replace_legacy_door",
5798 nodenames = {"default:lava_source"},
5799 -- List of node names to trigger the LBM on.
5800 -- Also non-registered nodes will work.
5801 -- Groups (as of group:groupname) will work as well.
5803 run_at_every_load = false,
5804 -- Whether to run the LBM's action every time a block gets loaded,
5805 -- and not just for blocks that were saved last time before LBMs were
5806 -- introduced to the world.
5808 action = function(pos, node),
5815 * `{name="image.png", animation={Tile Animation definition}}`
5816 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5817 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5818 * backface culling enabled by default for most nodes
5819 * tileable flags are info for shaders, how they should treat texture
5820 when displacement mapping is used.
5821 Directions are from the point of view of the tile texture,
5822 not the node it's on.
5823 * align style determines whether the texture will be rotated with the node
5824 or kept aligned with its surroundings. "user" means that client
5825 setting will be used, similar to `glasslike_framed_optional`.
5826 Note: supported by solid nodes and nodeboxes only.
5827 * scale is used to make texture span several (exactly `scale`) nodes,
5828 instead of just one, in each direction. Works for world-aligned
5830 Note that as the effect is applied on per-mapblock basis, `16` should
5831 be equally divisible by `scale` or you may get wrong results.
5832 * `{name="image.png", color=ColorSpec}`
5833 * the texture's color will be multiplied with this color.
5834 * the tile's color overrides the owning node's color in all cases.
5835 * deprecated, yet still supported field names:
5838 Tile animation definition
5839 -------------------------
5842 type = "vertical_frames",
5845 -- Width of a frame in pixels
5848 -- Height of a frame in pixels
5858 -- Width in number of frames
5861 -- Height in number of frames
5864 -- Length of a single frame
5870 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5871 `minetest.register_tool`.
5874 description = "Steel Axe",
5877 -- key = name, value = rating; rating = 1..3.
5878 -- If rating not applicable, use 1.
5879 -- e.g. {wool = 1, fluffy = 3}
5880 -- {soil = 2, outerspace = 1, crumbly = 1}
5881 -- {bendy = 2, snappy = 1},
5882 -- {hard = 1, metal = 1, spikes = 1}
5884 inventory_image = "default_tool_steelaxe.png",
5886 inventory_overlay = "overlay.png",
5887 -- An overlay which does not get colorized
5894 -- An image file containing the palette of a node.
5895 -- You can set the currently used color as the "palette_index" field of
5896 -- the item stack metadata.
5897 -- The palette is always stretched to fit indices between 0 and 255, to
5898 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5900 color = "0xFFFFFFFF",
5901 -- The color of the item. The palette overrides this.
5903 wield_scale = {x = 1, y = 1, z = 1},
5909 liquids_pointable = false,
5911 -- See "Tools" section
5912 tool_capabilities = {
5913 full_punch_interval = 1.0,
5917 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5918 uses = 20, maxlevel = 2},
5920 damage_groups = {groupname = damage},
5923 node_placement_prediction = nil,
5924 -- If nil and item is node, prediction is made automatically.
5925 -- If nil and item is not a node, no prediction is made.
5926 -- If "" and item is anything, no prediction is made.
5927 -- Otherwise should be name of node which the client immediately places
5928 -- on ground when the player places the item. Server will always update
5929 -- actual result to client in a short moment.
5931 node_dig_prediction = "air",
5932 -- if "", no prediction is made.
5933 -- if "air", node is removed.
5934 -- Otherwise should be name of node which the client immediately places
5935 -- upon digging. Server will always update actual result shortly.
5938 breaks = "default_tool_break", -- tools only
5939 place = <SimpleSoundSpec>,
5940 eat = <SimpleSoundSpec>,
5943 on_place = function(itemstack, placer, pointed_thing),
5944 -- Shall place item and return the leftover itemstack.
5945 -- The placer may be any ObjectRef or nil.
5946 -- default: minetest.item_place
5948 on_secondary_use = function(itemstack, user, pointed_thing),
5949 -- Same as on_place but called when pointing at nothing.
5950 -- The user may be any ObjectRef or nil.
5951 -- pointed_thing: always { type = "nothing" }
5953 on_drop = function(itemstack, dropper, pos),
5954 -- Shall drop item and return the leftover itemstack.
5955 -- The dropper may be any ObjectRef or nil.
5956 -- default: minetest.item_drop
5958 on_use = function(itemstack, user, pointed_thing),
5960 -- Function must return either nil if no item shall be removed from
5961 -- inventory, or an itemstack to replace the original itemstack.
5962 -- e.g. itemstack:take_item(); return itemstack
5963 -- Otherwise, the function is free to do what it wants.
5964 -- The user may be any ObjectRef or nil.
5965 -- The default functions handle regular use cases.
5967 after_use = function(itemstack, user, node, digparams),
5969 -- If defined, should return an itemstack and will be called instead of
5970 -- wearing out the tool. If returns nil, does nothing.
5971 -- If after_use doesn't exist, it is the same as:
5972 -- function(itemstack, user, node, digparams)
5973 -- itemstack:add_wear(digparams.wear)
5976 -- The user may be any ObjectRef or nil.
5978 _custom_field = whatever,
5979 -- Add your own custom fields. By convention, all custom field names
5980 -- should start with `_` to avoid naming collisions with future engine
5987 Used by `minetest.register_node`.
5990 -- <all fields allowed in item definitions>,
5992 drawtype = "normal", -- See "Node drawtypes"
5995 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
5996 -- "firelike", "mesh".
5997 -- For plantlike and firelike, the image will start at the bottom of the
5998 -- node, for the other drawtypes the image will be centered on the node.
5999 -- Note that positioning for "torchlike" may still change.
6001 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6002 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6003 -- Old field name was 'tile_images'.
6004 -- List can be shortened to needed length.
6006 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6007 -- Same as `tiles`, but these textures are drawn on top of the base
6008 -- tiles. You can use this to colorize only specific parts of your
6009 -- texture. If the texture name is an empty string, that overlay is not
6010 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6011 -- overlays on very common nodes.
6013 special_tiles = {tile definition 1, Tile definition 2},
6014 -- Special textures of node; used rarely.
6015 -- Old field name was 'special_materials'.
6016 -- List can be shortened to needed length.
6019 -- The node's original color will be multiplied with this color.
6020 -- If the node has a palette, then this setting only has an effect in
6021 -- the inventory and on the wield item.
6023 use_texture_alpha = false,
6024 -- Use texture's alpha channel
6026 palette = "palette.png",
6027 -- The node's `param2` is used to select a pixel from the image.
6028 -- Pixels are arranged from left to right and from top to bottom.
6029 -- The node's color will be multiplied with the selected pixel's color.
6030 -- Tiles can override this behavior.
6031 -- Only when `paramtype2` supports palettes.
6033 post_effect_color = "green#0F",
6034 -- Screen tint if player is inside node, see "ColorSpec"
6036 paramtype = "none", -- See "Nodes"
6038 paramtype2 = "none", -- See "Nodes"
6040 place_param2 = nil, -- Force value for param2 when player places node
6042 is_ground_content = true,
6043 -- If false, the cave generator and dungeon generator will not carve
6044 -- through this node.
6045 -- Specifically, this stops mod-added nodes being removed by caves and
6046 -- dungeons when those generate in a neighbor mapchunk and extend out
6047 -- beyond the edge of that mapchunk.
6049 sunlight_propagates = false,
6050 -- If true, sunlight will go infinitely through this node
6052 walkable = true, -- If true, objects collide with node
6054 pointable = true, -- If true, can be pointed at
6056 diggable = true, -- If false, can never be dug
6058 climbable = false, -- If true, can be climbed on (ladder)
6060 buildable_to = false, -- If true, placed nodes can replace this node
6063 -- If true, liquids flow into and replace this node.
6064 -- Warning: making a liquid node 'floodable' will cause problems.
6066 liquidtype = "none", -- "none" / "source" / "flowing"
6068 liquid_alternative_flowing = "", -- Flowing version of source liquid
6070 liquid_alternative_source = "", -- Source version of flowing liquid
6072 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6074 liquid_renewable = true,
6075 -- If true, a new liquid source can be created by placing two or more
6079 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6080 -- Allows defining the nodebox height without using param2.
6081 -- The nodebox height is 'leveled' / 64 nodes.
6082 -- The maximum value of 'leveled' is 127.
6084 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6087 -- Player will take this amount of damage if no bubbles are left
6090 -- Amount of light emitted by node.
6091 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6092 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6095 damage_per_second = 0,
6096 -- If player is inside node, this damage is caused
6098 node_box = {type="regular"}, -- See "Node boxes"
6100 connects_to = nodenames,
6101 -- Used for nodebox nodes with the type == "connected".
6102 -- Specifies to what neighboring nodes connections will be drawn.
6103 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6105 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6106 -- Tells connected nodebox nodes to connect only to these sides of this
6114 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6117 -- Custom selection box definition. Multiple boxes can be defined.
6118 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6119 -- definition is used for the selection box.
6124 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6127 -- Custom collision box definition. Multiple boxes can be defined.
6128 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6129 -- definition is used for the collision box.
6130 -- Both of the boxes above are defined as:
6131 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6133 -- Support maps made in and before January 2012
6134 legacy_facedir_simple = false,
6135 legacy_wallmounted = false,
6138 -- Valid for drawtypes:
6139 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6140 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6141 -- 2 - wave node like leaves (whole node moves side-to-side)
6142 -- 3 - wave node like liquids (whole node moves up and down)
6143 -- Not all models will properly wave.
6144 -- plantlike drawtype can only wave like plants.
6145 -- allfaces_optional drawtype can only wave like leaves.
6146 -- liquid, flowingliquid drawtypes can only wave like liquids.
6149 footstep = <SimpleSoundSpec>,
6150 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6151 dug = <SimpleSoundSpec>,
6152 place = <SimpleSoundSpec>,
6153 place_failed = <SimpleSoundSpec>,
6154 fall = <SimpleSoundSpec>,
6158 -- Name of dropped node when dug. Default is the node itself.
6161 -- Maximum number of items to drop
6163 -- Choose max_items randomly from this list
6166 items = {"foo:bar", "baz:frob"}, -- Items to drop
6167 rarity = 1, -- Probability of dropping is 1 / rarity
6168 inherit_color = true, -- Inherit palette color from the node
6173 on_construct = function(pos),
6174 -- Node constructor; called after adding node.
6175 -- Can set up metadata and stuff like that.
6176 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6179 on_destruct = function(pos),
6180 -- Node destructor; called before removing node.
6181 -- Not called for bulk node placement.
6184 after_destruct = function(pos, oldnode),
6185 -- Node destructor; called after removing node.
6186 -- Not called for bulk node placement.
6189 on_flood = function(pos, oldnode, newnode),
6190 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6191 -- `floodable = true` in the nodedef. Not called for bulk node placement
6192 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6193 -- node is not flooded, but on_flood callback will most likely be called
6194 -- over and over again every liquid update interval.
6196 -- Warning: making a liquid node 'floodable' will cause problems.
6198 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6199 -- Called when oldnode is about be converted to an item, but before the
6200 -- node is deleted from the world or the drops are added. This is
6201 -- generally the result of either the node being dug or an attached node
6202 -- becoming detached.
6203 -- drops is a table of ItemStacks, so any metadata to be preserved can
6204 -- be added directly to one or more of the dropped items. See
6205 -- "ItemStackMetaRef".
6208 after_place_node = function(pos, placer, itemstack, pointed_thing),
6209 -- Called after constructing node when node was placed using
6210 -- minetest.item_place_node / minetest.place_node.
6211 -- If return true no item is taken from itemstack.
6212 -- `placer` may be any valid ObjectRef or nil.
6215 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6216 -- oldmetadata is in table format.
6217 -- Called after destructing node when node was dug using
6218 -- minetest.node_dig / minetest.dig_node.
6221 can_dig = function(pos, [player]),
6223 on_punch = function(pos, node, puncher, pointed_thing),
6224 -- Returns true if node can be dug, or false if not.
6226 -- default: minetest.node_punch
6227 -- By default calls minetest.register_on_punchnode callbacks.
6229 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6231 -- itemstack will hold clicker's wielded item.
6232 -- Shall return the leftover itemstack.
6233 -- Note: pointed_thing can be nil, if a mod calls this function.
6234 -- This function does not get triggered by clients <=0.4.16 if the
6235 -- "formspec" node metadata field is set.
6237 on_dig = function(pos, node, digger),
6238 -- default: minetest.node_dig
6239 -- By default checks privileges, wears out tool and removes node.
6241 on_timer = function(pos, elapsed),
6243 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6244 -- elapsed is the total time passed since the timer was started.
6245 -- return true to run the timer for another cycle with the same timeout
6248 on_receive_fields = function(pos, formname, fields, sender),
6249 -- fields = {name1 = value1, name2 = value2, ...}
6250 -- Called when an UI form (e.g. sign text input) returns data.
6251 -- See minetest.register_on_player_receive_fields for more info.
6254 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6255 -- Called when a player wants to move items inside the inventory.
6256 -- Return value: number of items allowed to move.
6258 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6259 -- Called when a player wants to put something into the inventory.
6260 -- Return value: number of items allowed to put.
6261 -- Return value -1: Allow and don't modify item count in inventory.
6263 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6264 -- Called when a player wants to take something out of the inventory.
6265 -- Return value: number of items allowed to take.
6266 -- Return value -1: Allow and don't modify item count in inventory.
6268 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6269 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6270 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6271 -- Called after the actual action has happened, according to what was
6275 on_blast = function(pos, intensity),
6276 -- intensity: 1.0 = mid range of regular TNT.
6277 -- If defined, called when an explosion touches the node, instead of
6278 -- removing the node.
6284 Used by `minetest.register_craft`.
6289 output = 'default:pick_stone',
6291 {'default:cobble', 'default:cobble', 'default:cobble'},
6292 {'', 'default:stick', ''},
6293 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6295 replacements = <list of item pairs>,
6296 -- replacements: replace one input item with another item on crafting
6304 output = 'mushrooms:mushroom_stew',
6307 "mushrooms:mushroom_brown",
6308 "mushrooms:mushroom_red",
6310 replacements = <list of item pairs>,
6316 type = "toolrepair",
6317 additional_wear = -0.02,
6320 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6326 output = "default:glass",
6327 recipe = "default:sand",
6335 recipe = "bucket:bucket_lava",
6337 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6343 Used by `minetest.register_ore`.
6345 See [Ores] section above for essential information.
6348 ore_type = "scatter",
6350 ore = "default:stone_with_coal",
6353 -- Facedir rotation. Default is 0 (unchanged rotation)
6355 wherein = "default:stone",
6356 -- A list of nodenames is supported too
6358 clust_scarcity = 8 * 8 * 8,
6359 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6360 -- If the desired average distance between ores is 'd', set this to
6364 -- Number of ores in a cluster
6367 -- Size of the bounding box of the cluster.
6368 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6369 -- nodes are coal ore.
6373 -- Lower and upper limits for ore
6376 -- Attributes for the ore generation, see 'Ore attributes' section above
6378 noise_threshold = 0.5,
6379 -- If noise is above this threshold, ore is placed. Not needed for a
6380 -- uniform distribution.
6385 spread = {x = 100, y = 100, z = 100},
6390 -- NoiseParams structure describing one of the perlin noises used for
6391 -- ore distribution.
6392 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6393 -- Omit from "scatter" ore for a uniform ore distribution.
6394 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6397 biomes = {"desert", "rainforest"},
6398 -- List of biomes in which this ore occurs.
6399 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6400 -- being used does not support biomes.
6401 -- Can be a list of (or a single) biome names, IDs, or definitions.
6403 -- Type-specific parameters
6406 column_height_min = 1,
6407 column_height_max = 16,
6408 column_midpoint_factor = 0.5,
6414 spread = {x = 100, y = 100, z = 100},
6422 spread = {x = 100, y = 100, z = 100},
6429 random_factor = 1.0,
6432 np_stratum_thickness = {
6435 spread = {x = 100, y = 100, z = 100},
6440 stratum_thickness = 8,
6446 Used by `minetest.register_biome`.
6451 node_dust = "default:snow",
6452 -- Node dropped onto upper surface after all else is generated
6454 node_top = "default:dirt_with_snow",
6456 -- Node forming surface layer of biome and thickness of this layer
6458 node_filler = "default:permafrost",
6460 -- Node forming lower layer of biome and thickness of this layer
6462 node_stone = "default:bluestone",
6463 -- Node that replaces all stone nodes between roughly y_min and y_max.
6465 node_water_top = "default:ice",
6466 depth_water_top = 10,
6467 -- Node forming a surface layer in seawater with the defined thickness
6470 -- Node that replaces all seawater nodes not in the surface layer
6472 node_river_water = "default:ice",
6473 -- Node that replaces river water in mapgens that use
6474 -- default:river_water
6476 node_riverbed = "default:gravel",
6478 -- Node placed under river water and thickness of this layer
6480 node_cave_liquid = "default:water_source",
6481 -- Nodes placed as a blob of liquid in 50% of large caves.
6482 -- If absent, cave liquids fall back to classic behaviour of lava or
6483 -- water distributed according to a hardcoded 3D noise.
6485 node_dungeon = "default:cobble",
6486 -- Node used for primary dungeon structure.
6487 -- If absent, dungeon materials fall back to classic behaviour.
6488 -- If present, the following two nodes are also used.
6490 node_dungeon_alt = "default:mossycobble",
6491 -- Node used for randomly-distributed alternative structure nodes.
6492 -- If alternative structure nodes are not wanted leave this absent for
6493 -- performance reasons.
6495 node_dungeon_stair = "stairs:stair_cobble",
6496 -- Node used for dungeon stairs.
6497 -- If absent, stairs fall back to 'node_dungeon'.
6501 -- Upper and lower limits for biome.
6502 -- Alternatively you can use xyz limits as shown below.
6504 max_pos = {x = 31000, y = 128, z = 31000},
6505 min_pos = {x = -31000, y = 9, z = -31000},
6506 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6507 -- Biome is limited to a cuboid defined by these positions.
6508 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6509 -- 31000 in 'max_pos'.
6512 -- Vertical distance in nodes above 'y_max' over which the biome will
6513 -- blend with the biome above.
6514 -- Set to 0 for no vertical blend. Defaults to 0.
6517 humidity_point = 50,
6518 -- Characteristic temperature and humidity for the biome.
6519 -- These values create 'biome points' on a voronoi diagram with heat and
6520 -- humidity as axes. The resulting voronoi cells determine the
6521 -- distribution of the biomes.
6522 -- Heat and humidity have average values of 50, vary mostly between
6523 -- 0 and 100 but can exceed these values.
6526 Decoration definition
6527 ---------------------
6529 See [Decoration types]. Used by `minetest.register_decoration`.
6532 deco_type = "simple",
6534 place_on = "default:dirt_with_grass",
6535 -- Node (or list of nodes) that the decoration can be placed on
6538 -- Size of the square divisions of the mapchunk being generated.
6539 -- Determines the resolution of noise variation if used.
6540 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6541 -- equal to the chunk size.
6544 -- The value determines 'decorations per surface node'.
6545 -- Used only if noise_params is not specified.
6546 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6547 -- a different and much faster method.
6552 spread = {x = 100, y = 100, z = 100},
6559 -- NoiseParams structure describing the perlin noise used for decoration
6561 -- A noise value is calculated for each square division and determines
6562 -- 'decorations per surface node' within each division.
6563 -- If the noise value >= 10.0 complete coverage is enabled and
6564 -- decoration placement uses a different and much faster method.
6566 biomes = {"Oceanside", "Hills", "Plains"},
6567 -- List of biomes in which this decoration occurs. Occurs in all biomes
6568 -- if this is omitted, and ignored if the Mapgen being used does not
6570 -- Can be a list of (or a single) biome names, IDs, or definitions.
6574 -- Lower and upper limits for decoration.
6575 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6577 spawn_by = "default:water",
6578 -- Node (or list of nodes) that the decoration only spawns next to.
6579 -- Checks two horizontal planes of 8 neighbouring nodes (including
6580 -- diagonal neighbours), one plane level with the 'place_on' node and a
6581 -- plane one node above that.
6584 -- Number of spawn_by nodes that must be surrounding the decoration
6585 -- position to occur.
6586 -- If absent or -1, decorations occur next to any nodes.
6588 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6589 -- Flags for all decoration types.
6590 -- "liquid_surface": Instead of placement on the highest solid surface
6591 -- in a mapchunk column, placement is on the highest liquid surface.
6592 -- Placement is disabled if solid nodes are found above the liquid
6594 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6595 -- by the decoration.
6596 -- "all_floors", "all_ceilings": Instead of placement on the highest
6597 -- surface in a mapchunk the decoration is placed on all floor and/or
6598 -- ceiling surfaces, for example in caves and dungeons.
6599 -- Ceiling decorations act as an inversion of floor decorations so the
6600 -- effect of 'place_offset_y' is inverted.
6601 -- Y-slice probabilities do not function correctly for ceiling
6602 -- schematic decorations as the behaviour is unchanged.
6603 -- If a single decoration registration has both flags the floor and
6604 -- ceiling decorations will be aligned vertically.
6606 ----- Simple-type parameters
6608 decoration = "default:grass",
6609 -- The node name used as the decoration.
6610 -- If instead a list of strings, a randomly selected node from the list
6611 -- is placed as the decoration.
6614 -- Decoration height in nodes.
6615 -- If height_max is not 0, this is the lower limit of a randomly
6619 -- Upper limit of the randomly selected height.
6620 -- If absent, the parameter 'height' is used as a constant.
6623 -- Param2 value of decoration nodes.
6624 -- If param2_max is not 0, this is the lower limit of a randomly
6628 -- Upper limit of the randomly selected param2.
6629 -- If absent, the parameter 'param2' is used as a constant.
6632 -- Y offset of the decoration base node relative to the standard base
6634 -- Can be positive or negative. Default is 0.
6635 -- Effect is inverted for "all_ceilings" decorations.
6636 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6637 -- to the 'place_on' node.
6639 ----- Schematic-type parameters
6641 schematic = "foobar.mts",
6642 -- If schematic is a string, it is the filepath relative to the current
6643 -- working directory of the specified Minetest schematic file.
6644 -- Could also be the ID of a previously registered schematic.
6647 size = {x = 4, y = 6, z = 4},
6649 {name = "default:cobble", param1 = 255, param2 = 0},
6650 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6651 {name = "air", param1 = 255, param2 = 0},
6655 {ypos = 2, prob = 128},
6656 {ypos = 5, prob = 64},
6660 -- Alternative schematic specification by supplying a table. The fields
6661 -- size and data are mandatory whereas yslice_prob is optional.
6662 -- See 'Schematic specifier' for details.
6664 replacements = {["oldname"] = "convert_to", ...},
6666 flags = "place_center_x, place_center_y, place_center_z",
6667 -- Flags for schematic decorations. See 'Schematic attributes'.
6670 -- Rotation can be "0", "90", "180", "270", or "random"
6673 -- If the flag 'place_center_y' is set this parameter is ignored.
6674 -- Y offset of the schematic base node layer relative to the 'place_on'
6676 -- Can be positive or negative. Default is 0.
6677 -- Effect is inverted for "all_ceilings" decorations.
6678 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6679 -- to the 'place_on' node.
6682 Chat command definition
6683 -----------------------
6685 Used by `minetest.register_chatcommand`.
6688 params = "<name> <privilege>", -- Short parameter description
6690 description = "Remove privilege from player", -- Full description
6692 privs = {privs=true}, -- Require the "privs" privilege to run
6694 func = function(name, param),
6695 -- Called when command is run. Returns boolean success and text output.
6698 Note that in params, use of symbols is as follows:
6700 * `<>` signifies a placeholder to be replaced when the command is used. For
6701 example, when a player name is needed: `<name>`
6702 * `[]` signifies param is optional and not required when the command is used.
6703 For example, if you require param1 but param2 is optional:
6704 `<param1> [<param2>]`
6705 * `|` signifies exclusive or. The command requires one param from the options
6706 provided. For example: `<param1> | <param2>`
6707 * `()` signifies grouping. For example, when param1 and param2 are both
6708 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6710 Privilege definition
6711 --------------------
6713 Used by `minetest.register_privilege`.
6716 description = "Can teleport", -- Privilege description
6718 give_to_singleplayer = false,
6719 -- Whether to grant the privilege to singleplayer (default true).
6721 give_to_admin = true,
6722 -- Whether to grant the privilege to the server admin.
6723 -- Uses value of 'give_to_singleplayer' by default.
6725 on_grant = function(name, granter_name),
6726 -- Called when given to player 'name' by 'granter_name'.
6727 -- 'granter_name' will be nil if the priv was granted by a mod.
6729 on_revoke = function(name, revoker_name),
6730 -- Called when taken from player 'name' by 'revoker_name'.
6731 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6733 -- Note that the above two callbacks will be called twice if a player is
6734 -- responsible, once with the player name, and then with a nil player
6736 -- Return true in the above callbacks to stop register_on_priv_grant or
6737 -- revoke being called.
6740 Detached inventory callbacks
6741 ----------------------------
6743 Used by `minetest.create_detached_inventory`.
6746 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6747 -- Called when a player wants to move items inside the inventory.
6748 -- Return value: number of items allowed to move.
6750 allow_put = function(inv, listname, index, stack, player),
6751 -- Called when a player wants to put something into the inventory.
6752 -- Return value: number of items allowed to put.
6753 -- Return value -1: Allow and don't modify item count in inventory.
6755 allow_take = function(inv, listname, index, stack, player),
6756 -- Called when a player wants to take something out of the inventory.
6757 -- Return value: number of items allowed to take.
6758 -- Return value -1: Allow and don't modify item count in inventory.
6760 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6761 on_put = function(inv, listname, index, stack, player),
6762 on_take = function(inv, listname, index, stack, player),
6763 -- Called after the actual action has happened, according to what was
6773 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6776 hud_elem_type = "image", -- See HUD element types
6777 -- Type of element, can be "image", "text", "statbar", or "inventory"
6779 position = {x=0.5, y=0.5},
6780 -- Left corner position of element
6784 scale = {x = 2, y = 2},
6791 -- Selected item in inventory. 0 for no item selected.
6794 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6796 alignment = {x=0, y=0},
6798 offset = {x=0, y=0},
6800 size = { x=100, y=100 },
6801 -- Size of element in pixels
6807 Used by `minetest.add_particle`.
6810 pos = {x=0, y=0, z=0},
6811 velocity = {x=0, y=0, z=0},
6812 acceleration = {x=0, y=0, z=0},
6813 -- Spawn particle at pos with velocity and acceleration
6816 -- Disappears after expirationtime seconds
6819 -- Scales the visual size of the particle texture.
6821 collisiondetection = false,
6822 -- If true collides with `walkable` nodes and, depending on the
6823 -- `object_collision` field, objects too.
6825 collision_removal = false,
6826 -- If true particle is removed when it collides.
6827 -- Requires collisiondetection = true to have any effect.
6829 object_collision = false,
6830 -- If true particle collides with objects that are defined as
6831 -- `physical = true,` and `collide_with_objects = true,`.
6832 -- Requires collisiondetection = true to have any effect.
6835 -- If true faces player using y axis only
6837 texture = "image.png",
6839 playername = "singleplayer",
6840 -- Optional, if specified spawns particle only on the player's client
6842 animation = {Tile Animation definition},
6843 -- Optional, specifies how to animate the particle texture
6846 -- Optional, specify particle self-luminescence in darkness.
6851 `ParticleSpawner` definition
6852 ----------------------------
6854 Used by `minetest.add_particlespawner`.
6858 -- Number of particles spawned over the time period `time`.
6861 -- Lifespan of spawner in seconds.
6862 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6863 -- a per-second basis.
6865 minpos = {x=0, y=0, z=0},
6866 maxpos = {x=0, y=0, z=0},
6867 minvel = {x=0, y=0, z=0},
6868 maxvel = {x=0, y=0, z=0},
6869 minacc = {x=0, y=0, z=0},
6870 maxacc = {x=0, y=0, z=0},
6875 -- The particles' properties are random values between the min and max
6877 -- pos, velocity, acceleration, expirationtime, size
6879 collisiondetection = false,
6880 -- If true collide with `walkable` nodes and, depending on the
6881 -- `object_collision` field, objects too.
6883 collision_removal = false,
6884 -- If true particles are removed when they collide.
6885 -- Requires collisiondetection = true to have any effect.
6887 object_collision = false,
6888 -- If true particles collide with objects that are defined as
6889 -- `physical = true,` and `collide_with_objects = true,`.
6890 -- Requires collisiondetection = true to have any effect.
6892 attached = ObjectRef,
6893 -- If defined, particle positions, velocities and accelerations are
6894 -- relative to this object's position and yaw
6897 -- If true face player using y axis only
6899 texture = "image.png",
6901 playername = "singleplayer",
6902 -- Optional, if specified spawns particles only on the player's client
6904 animation = {Tile Animation definition},
6905 -- Optional, specifies how to animate the particles' texture
6908 -- Optional, specify particle self-luminescence in darkness.
6912 `HTTPRequest` definition
6913 ------------------------
6915 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6918 url = "http://example.org",
6921 -- Timeout for connection in seconds. Default is 3 seconds.
6923 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6924 -- Optional, if specified a POST request with post_data is performed.
6925 -- Accepts both a string and a table. If a table is specified, encodes
6926 -- table as x-www-form-urlencoded key-value pairs.
6927 -- If post_data is not specified, a GET request is performed instead.
6929 user_agent = "ExampleUserAgent",
6930 -- Optional, if specified replaces the default minetest user agent with
6933 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6934 -- Optional, if specified adds additional headers to the HTTP request.
6935 -- You must make sure that the header strings follow HTTP specification
6939 -- Optional, if true performs a multipart HTTP request.
6940 -- Default is false.
6943 `HTTPRequestResult` definition
6944 ------------------------------
6946 Passed to `HTTPApiTable.fetch` callback. Returned by
6947 `HTTPApiTable.fetch_async_get`.
6951 -- If true, the request has finished (either succeeded, failed or timed
6955 -- If true, the request was successful
6958 -- If true, the request timed out
6966 Authentication handler definition
6967 ---------------------------------
6969 Used by `minetest.register_authentication_handler`.
6972 get_auth = function(name),
6973 -- Get authentication data for existing player `name` (`nil` if player
6975 -- Returns following structure:
6976 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
6978 create_auth = function(name, password),
6979 -- Create new auth data for player `name`.
6980 -- Note that `password` is not plain-text but an arbitrary
6981 -- representation decided by the engine.
6983 delete_auth = function(name),
6984 -- Delete auth data of player `name`.
6985 -- Returns boolean indicating success (false if player is nonexistent).
6987 set_password = function(name, password),
6988 -- Set password of player `name` to `password`.
6989 -- Auth data should be created if not present.
6991 set_privileges = function(name, privileges),
6992 -- Set privileges of player `name`.
6993 -- `privileges` is in table form, auth data should be created if not
6996 reload = function(),
6997 -- Reload authentication data from the storage location.
6998 -- Returns boolean indicating success.
7000 record_login = function(name),
7001 -- Called when player joins, used for keeping track of last_login
7003 iterate = function(),
7004 -- Returns an iterator (use with `for` loops) for all player names
7005 -- currently in the auth database