1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
10 Content and functionality can be added to Minetest using Lua scripting
11 in run-time loaded mods.
13 A mod is a self-contained bunch of scripts, textures and other related
14 things, which is loaded by and interfaces with Minetest.
16 Mods are contained and ran solely on the server side. Definitions and media
17 files are automatically transferred to the client.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API, and to document it here.
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
31 Mods are loaded during server startup from the mod load paths by running
32 the `init.lua` scripts in a shared environment.
37 * `RUN_IN_PLACE=1` (Windows release, local build)
38 * `$path_user`: `<build directory>`
39 * `$path_share`: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
54 Games are looked up from:
56 * `$path_share/games/<gameid>/`
57 * `$path_user/games/<gameid>/`
59 Where `<gameid>` is unique to each game.
61 The game directory can contain the following files:
63 * `game.conf`, with the following keys:
64 * `name`: Required, human readable name e.g. `name = Minetest`
65 * `description`: Short description to be shown in the content tab
66 * `disallowed_mapgens = <comma-separated mapgens>`
67 e.g. `disallowed_mapgens = v5,v6,flat`
68 These mapgens are removed from the list of mapgens for the game.
70 Used to set default settings when running this game.
72 In the same format as the one in builtin.
73 This settingtypes.txt will be parsed by the menu and the settings will be
74 displayed in the "Games" category in the advanced settings tab.
75 * If the game contains a folder called `textures` the server will load it as a
76 texturepack, overriding mod textures.
77 Any server texturepack will override mod textures and the game texturepack.
82 Games can provide custom main menu images. They are put inside a `menu`
83 directory inside the game directory.
85 The images are named `$identifier.png`, where `$identifier` is one of
86 `overlay`, `background`, `footer`, `header`.
87 If you want to specify multiple images for one identifier, add additional
88 images named like `$identifier.$n.png`, with an ascending number $n starting
89 with 1, and a random image will be chosen from the provided ones.
100 Paths are relative to the directories listed in the [Paths] section above.
102 * `games/<gameid>/mods/`
104 * `worlds/<worldname>/worldmods/`
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
115 Mods should then be placed in `<worldname>/game/mods/`.
120 Mods can be put in a subdirectory, if the parent directory, which otherwise
121 should be a mod, contains a file named `modpack.conf`.
122 The file is a key-value store of modpack details.
124 * `name`: The modpack name.
125 * `description`: Description of mod to be shown in the Mods tab of the main
128 Note: to support 0.4.x, please also create an empty modpack.txt file.
130 Mod directory structure
131 -----------------------
137 │ ├── settingtypes.txt
141 │ │ ├── modname_stuff.png
142 │ │ └── modname_something_else.png
151 The location of this directory can be fetched by using
152 `minetest.get_modpath(modname)`.
156 A key-value store of mod details.
158 * `name`: The mod name. Allows Minetest to determine the mod name even if the
159 folder is wrongly named.
160 * `description`: Description of mod to be shown in the Mods tab of the main
162 * `depends`: A comma separated list of dependencies. These are mods that must be
163 loaded before this mod.
164 * `optional_depends`: A comma separated list of optional dependencies.
165 Like a dependency, but no error if the mod doesn't exist.
167 Note: to support 0.4.x, please also provide depends.txt.
171 A screenshot shown in the mod manager within the main menu. It should
172 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
176 **Deprecated:** you should use mod.conf instead.
178 This file is used if there are no dependencies in mod.conf.
180 List of mods that have to be loaded before loading this mod.
182 A single line contains a single modname.
184 Optional dependencies can be defined by appending a question mark
185 to a single modname. This means that if the specified mod
186 is missing, it does not prevent this mod from being loaded.
188 ### `description.txt`
190 **Deprecated:** you should use mod.conf instead.
192 This file is used if there is no description in mod.conf.
194 A file containing a description to be shown in the Mods tab of the main menu.
196 ### `settingtypes.txt`
198 A file in the same format as the one in builtin. It will be parsed by the
199 settings menu and the settings will be displayed in the "Mods" category.
203 The main Lua script. Running this script should register everything it
204 wants to register. Subsequent execution depends on minetest calling the
205 registered callbacks.
207 `minetest.settings` can be used to read custom or existing settings at load
208 time, if necessary. (See [`Settings`])
212 Models for entities or meshnodes.
214 ### `textures`, `sounds`, `media`
216 Media files (textures, sounds, whatever) that will be transferred to the
217 client and will be available for use by the mod.
221 Translation files for the clients. (See [Translations])
226 Registered names should generally be in this format:
230 `<whatever>` can have these characters:
234 This is to prevent conflicting names from corrupting maps and is
235 enforced by the mod loader.
237 Registered names can be overridden by prefixing the name with `:`. This can
238 be used for overriding the registrations of some other mod.
240 The `:` prefix can also be used for maintaining backwards compatibility.
244 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
245 So the name should be `experimental:tnt`.
247 Any mod can redefine `experimental:tnt` by using the name
251 when registering it. That mod is required to have `experimental` as a
260 Aliases of itemnames can be added by using
261 `minetest.register_alias(alias, original_name)` or
262 `minetest.register_alias_force(alias, original_name)`.
264 This adds an alias `alias` for the item called `original_name`.
265 From now on, you can use `alias` to refer to the item `original_name`.
267 The only difference between `minetest.register_alias` and
268 `minetest.register_alias_force` is that if an item named `alias` already exists,
269 `minetest.register_alias` will do nothing while
270 `minetest.register_alias_force` will unregister it.
272 This can be used for maintaining backwards compatibility.
274 This can also set quick access names for things, e.g. if
275 you have an item called `epiclylongmodname:stuff`, you could do
277 minetest.register_alias("stuff", "epiclylongmodname:stuff")
279 and be able to use `/giveme stuff`.
284 In a game, a certain number of these must be set to tell core mapgens which
285 of the game's nodes are to be used for core mapgen generation. For example:
287 minetest.register_alias("mapgen_stone", "default:stone")
289 ### Aliases for non-V6 mapgens
291 #### Essential aliases
294 * mapgen_water_source
295 * mapgen_river_water_source
297 `mapgen_river_water_source` is required for mapgens with sloping rivers where
298 it is necessary to have a river liquid node with a short `liquid_range` and
299 `liquid_renewable = false` to avoid flooding.
301 #### Optional aliases
305 Fallback lava node used if cave liquids are not defined in biome definitions.
306 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
310 Fallback node used if dungeon nodes are not defined in biome definitions.
311 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
313 ### Aliases needed for Mapgen V6
316 * mapgen_water_source
319 * mapgen_dirt_with_grass
322 * mapgen_desert_stone
324 * mapgen_dirt_with_snow
333 * mapgen_jungleleaves
336 * mapgen_pine_needles
339 * mapgen_stair_cobble
341 * mapgen_stair_desert_stone
343 ### Setting the node used in Mapgen Singlenode
345 By default the world is filled with air nodes. To set a different node use, for
348 minetest.register_alias("mapgen_singlenode", "default:stone")
356 Mods should generally prefix their textures with `modname_`, e.g. given
357 the mod name `foomod`, a texture could be called:
361 Textures are referred to by their complete name, or alternatively by
362 stripping out the file extension:
364 * e.g. `foomod_foothing.png`
365 * e.g. `foomod_foothing`
370 There are various texture modifiers that can be used
371 to generate textures on-the-fly.
373 ### Texture overlaying
375 Textures can be overlaid by putting a `^` between them.
379 default_dirt.png^default_grass_side.png
381 `default_grass_side.png` is overlaid over `default_dirt.png`.
382 The texture with the lower resolution will be automatically upscaled to
383 the higher resolution texture.
387 Textures can be grouped together by enclosing them in `(` and `)`.
389 Example: `cobble.png^(thing1.png^thing2.png)`
391 A texture for `thing1.png^thing2.png` is created and the resulting
392 texture is overlaid on top of `cobble.png`.
396 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
397 passing complex texture names as arguments. Escaping is done with backslash and
398 is required for `^` and `:`.
400 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
402 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
403 on top of `cobble.png`.
405 ### Advanced texture modifiers
411 * `[crack:<t>:<n>:<p>`
412 * `[cracko:<t>:<n>:<p>`
416 * `<t>`: tile count (in each direction)
417 * `<n>`: animation frame count
418 * `<p>`: current animation frame
420 Draw a step of the crack animation on the texture.
421 `crack` draws it normally, while `cracko` lays it over, keeping transparent
426 default_cobble.png^[crack:10:1
428 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
434 * `<file>`: texture to combine
436 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
437 specified coordinates.
441 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
443 #### `[resize:<w>x<h>`
445 Resizes the texture to the given dimensions.
449 default_sandstone.png^[resize:16x16
453 Makes the base image transparent according to the given ratio.
455 `r` must be between 0 (transparent) and 255 (opaque).
459 default_sandstone.png^[opacity:127
461 #### `[invert:<mode>`
463 Inverts the given channels of the base image.
464 Mode may contain the characters "r", "g", "b", "a".
465 Only the channels that are mentioned in the mode string will be inverted.
469 default_apple.png^[invert:rgb
473 Brightens the texture.
477 tnt_tnt_side.png^[brighten
481 Makes the texture completely opaque.
485 default_leaves.png^[noalpha
487 #### `[makealpha:<r>,<g>,<b>`
489 Convert one color to transparency.
493 default_cobble.png^[makealpha:128,128,128
497 * `<t>`: transformation(s) to apply
499 Rotates and/or flips the image.
501 `<t>` can be a number (between 0 and 7) or a transform name.
502 Rotations are counter-clockwise.
505 1 R90 rotate by 90 degrees
506 2 R180 rotate by 180 degrees
507 3 R270 rotate by 270 degrees
509 5 FXR90 flip X then rotate by 90 degrees
511 7 FYR90 flip Y then rotate by 90 degrees
515 default_stone.png^[transformFXR90
517 #### `[inventorycube{<top>{<left>{<right>`
519 Escaping does not apply here and `^` is replaced by `&` in texture names
522 Create an inventory cube texture using the side textures.
526 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
528 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
529 `dirt.png^grass_side.png` textures
531 #### `[lowpart:<percent>:<file>`
533 Blit the lower `<percent>`% part of `<file>` on the texture.
537 base.png^[lowpart:25:overlay.png
539 #### `[verticalframe:<t>:<n>`
541 * `<t>`: animation frame count
542 * `<n>`: current animation frame
544 Crops the texture to a frame of a vertical animation.
548 default_torch_animated.png^[verticalframe:16:8
552 Apply a mask to the base image.
554 The mask is applied using binary AND.
556 #### `[sheet:<w>x<h>:<x>,<y>`
558 Retrieves a tile at position x,y from the base image
559 which it assumes to be a tilesheet with dimensions w,h.
561 #### `[colorize:<color>:<ratio>`
563 Colorize the textures with the given color.
564 `<color>` is specified as a `ColorString`.
565 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
566 it is an int, then it specifies how far to interpolate between the
567 colors where 0 is only the texture color and 255 is only `<color>`. If
568 omitted, the alpha of `<color>` will be used as the ratio. If it is
569 the word "`alpha`", then each texture pixel will contain the RGB of
570 `<color>` and the alpha of `<color>` multiplied by the alpha of the
573 #### `[multiply:<color>`
575 Multiplies texture colors with the given color.
576 `<color>` is specified as a `ColorString`.
577 Result is more like what you'd expect if you put a color on top of another
578 color, meaning white surfaces get a lot of your new color while black parts
579 don't change very much.
584 The goal of hardware coloring is to simplify the creation of
585 colorful nodes. If your textures use the same pattern, and they only
586 differ in their color (like colored wool blocks), you can use hardware
587 coloring instead of creating and managing many texture files.
588 All of these methods use color multiplication (so a white-black texture
589 with red coloring will result in red-black color).
593 This method is useful if you wish to create nodes/items with
594 the same texture, in different colors, each in a new node/item definition.
598 When you register an item or node, set its `color` field (which accepts a
599 `ColorSpec`) to the desired color.
601 An `ItemStack`'s static color can be overwritten by the `color` metadata
602 field. If you set that field to a `ColorString`, that color will be used.
606 Each tile may have an individual static color, which overwrites every
607 other coloring method. To disable the coloring of a face,
608 set its color to white (because multiplying with white does nothing).
609 You can set the `color` property of the tiles in the node's definition
610 if the tile is in table format.
614 For nodes and items which can have many colors, a palette is more
615 suitable. A palette is a texture, which can contain up to 256 pixels.
616 Each pixel is one possible color for the node/item.
617 You can register one node/item, which can have up to 256 colors.
619 #### Palette indexing
621 When using palettes, you always provide a pixel index for the given
622 node or `ItemStack`. The palette is read from left to right and from
623 top to bottom. If the palette has less than 256 pixels, then it is
624 stretched to contain exactly 256 pixels (after arranging the pixels
625 to one line). The indexing starts from 0.
629 * 16x16 palette, index = 0: the top left corner
630 * 16x16 palette, index = 4: the fifth pixel in the first row
631 * 16x16 palette, index = 16: the pixel below the top left corner
632 * 16x16 palette, index = 255: the bottom right corner
633 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
634 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
635 to ensure the total 256 pixels.
636 * 2x4 palette, index = 32: the top right corner
637 * 2x4 palette, index = 63: the top right corner
638 * 2x4 palette, index = 64: the pixel below the top left corner
640 #### Using palettes with items
642 When registering an item, set the item definition's `palette` field to
643 a texture. You can also use texture modifiers.
645 The `ItemStack`'s color depends on the `palette_index` field of the
646 stack's metadata. `palette_index` is an integer, which specifies the
647 index of the pixel to use.
649 #### Linking palettes with nodes
651 When registering a node, set the item definition's `palette` field to
652 a texture. You can also use texture modifiers.
653 The node's color depends on its `param2`, so you also must set an
654 appropriate `paramtype2`:
656 * `paramtype2 = "color"` for nodes which use their full `param2` for
657 palette indexing. These nodes can have 256 different colors.
658 The palette should contain 256 pixels.
659 * `paramtype2 = "colorwallmounted"` for nodes which use the first
660 five bits (most significant) of `param2` for palette indexing.
661 The remaining three bits are describing rotation, as in `wallmounted`
662 paramtype2. Division by 8 yields the palette index (without stretching the
663 palette). These nodes can have 32 different colors, and the palette
664 should contain 32 pixels.
666 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
667 pixel will be picked from the palette.
668 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
669 pixel will be picked from the palette.
670 * `paramtype2 = "colorfacedir"` for nodes which use the first
671 three bits of `param2` for palette indexing. The remaining
672 five bits are describing rotation, as in `facedir` paramtype2.
673 Division by 32 yields the palette index (without stretching the
674 palette). These nodes can have 8 different colors, and the
675 palette should contain 8 pixels.
677 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
678 first (= 0 + 1) pixel will be picked from the palette.
679 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
680 second (= 1 + 1) pixel will be picked from the palette.
682 To colorize a node on the map, set its `param2` value (according
683 to the node's paramtype2).
685 ### Conversion between nodes in the inventory and on the map
687 Static coloring is the same for both cases, there is no need
690 If the `ItemStack`'s metadata contains the `color` field, it will be
691 lost on placement, because nodes on the map can only use palettes.
693 If the `ItemStack`'s metadata contains the `palette_index` field, it is
694 automatically transferred between node and item forms by the engine,
695 when a player digs or places a colored node.
696 You can disable this feature by setting the `drop` field of the node
697 to itself (without metadata).
698 To transfer the color to a special drop, you need a drop table.
702 minetest.register_node("mod:stone", {
703 description = "Stone",
704 tiles = {"default_stone.png"},
705 paramtype2 = "color",
706 palette = "palette.png",
709 -- assume that mod:cobblestone also has the same palette
710 {items = {"mod:cobblestone"}, inherit_color = true },
715 ### Colored items in craft recipes
717 Craft recipes only support item strings, but fortunately item strings
718 can also contain metadata. Example craft recipe registration:
720 minetest.register_craft({
721 output = minetest.itemstring_with_palette("wool:block", 3),
729 To set the `color` field, you can use `minetest.itemstring_with_color`.
731 Metadata field filtering in the `recipe` field are not supported yet,
732 so the craft output is independent of the color of the ingredients.
737 Sometimes hardware coloring is not enough, because it affects the
738 whole tile. Soft texture overlays were added to Minetest to allow
739 the dynamic coloring of only specific parts of the node's texture.
740 For example a grass block may have colored grass, while keeping the
743 These overlays are 'soft', because unlike texture modifiers, the layers
744 are not merged in the memory, but they are simply drawn on top of each
745 other. This allows different hardware coloring, but also means that
746 tiles with overlays are drawn slower. Using too much overlays might
749 For inventory and wield images you can specify overlays which
750 hardware coloring does not modify. You have to set `inventory_overlay`
751 and `wield_overlay` fields to an image name.
753 To define a node overlay, simply set the `overlay_tiles` field of the node
754 definition. These tiles are defined in the same way as plain tiles:
755 they can have a texture name, color etc.
756 To skip one face, set that overlay tile to an empty string.
758 Example (colored grass block):
760 minetest.register_node("default:dirt_with_grass", {
761 description = "Dirt with Grass",
762 -- Regular tiles, as usual
763 -- The dirt tile disables palette coloring
764 tiles = {{name = "default_grass.png"},
765 {name = "default_dirt.png", color = "white"}},
766 -- Overlay tiles: define them in the same style
767 -- The top and bottom tile does not have overlay
768 overlay_tiles = {"", "",
769 {name = "default_grass_side.png", tileable_vertical = false}},
770 -- Global color, used in inventory
772 -- Palette in the world
773 paramtype2 = "color",
774 palette = "default_foilage.png",
783 Only Ogg Vorbis files are supported.
785 For positional playing of sounds, only single-channel (mono) files are
786 supported. Otherwise OpenAL will play them non-positionally.
788 Mods should generally prefix their sounds with `modname_`, e.g. given
789 the mod name "`foomod`", a sound could be called:
793 Sounds are referred to by their name with a dot, a single digit and the
794 file extension stripped out. When a sound is played, the actual sound file
795 is chosen randomly from the matching sounds.
797 When playing the sound `foomod_foosound`, the sound is chosen randomly
798 from the available ones of the following files:
800 * `foomod_foosound.ogg`
801 * `foomod_foosound.0.ogg`
802 * `foomod_foosound.1.ogg`
804 * `foomod_foosound.9.ogg`
806 Examples of sound parameter tables:
808 -- Play locationless on all clients
810 gain = 1.0, -- default
811 fade = 0.0, -- default, change to a value > 0 to fade the sound in
812 pitch = 1.0, -- default
814 -- Play locationless to one player
817 gain = 1.0, -- default
818 fade = 0.0, -- default, change to a value > 0 to fade the sound in
819 pitch = 1.0, -- default
821 -- Play locationless to one player, looped
824 gain = 1.0, -- default
827 -- Play in a location
829 pos = {x = 1, y = 2, z = 3},
830 gain = 1.0, -- default
831 max_hear_distance = 32, -- default, uses an euclidean metric
833 -- Play connected to an object, looped
835 object = <an ObjectRef>,
836 gain = 1.0, -- default
837 max_hear_distance = 32, -- default, uses an euclidean metric
841 Looped sounds must either be connected to an object or played locationless to
842 one player using `to_player = name,`.
844 A positional sound will only be heard by players that are within
845 `max_hear_distance` of the sound position, at the start of the sound.
851 * e.g. `"default_place_node"`
853 * e.g. `{name = "default_place_node"}`
854 * e.g. `{name = "default_place_node", gain = 1.0}`
855 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
860 Registered definitions
861 ======================
863 Anything added using certain [Registration functions] gets added to one or more
864 of the global [Registered definition tables].
866 Note that in some cases you will stumble upon things that are not contained
867 in these tables (e.g. when a mod has been removed). Always check for
868 existence before trying to access the fields.
872 All nodes register with `minetest.register_node` get added to the table
873 `minetest.registered_nodes`.
875 If you want to check the drawtype of a node, you could do:
877 local function get_nodedef_field(nodename, fieldname)
878 if not minetest.registered_nodes[nodename] then
881 return minetest.registered_nodes[nodename][fieldname]
883 local drawtype = get_nodedef_field(nodename, "drawtype")
891 Nodes are the bulk data of the world: cubes and other things that take the
892 space of a cube. Huge amounts of them are handled efficiently, but they
895 The definition of a node is stored and can be accessed by using
897 minetest.registered_nodes[node.name]
899 See [Registered definitions].
901 Nodes are passed by value between Lua and the engine.
902 They are represented by a table:
904 {name="name", param1=num, param2=num}
906 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
907 them for certain automated functions. If you don't use these functions, you can
908 use them to store arbitrary values.
913 The functions of `param1` and `param2` are determined by certain fields in the
916 `param1` is reserved for the engine when `paramtype != "none"`:
918 * `paramtype = "light"`
919 * The value stores light with and without sun in its upper and lower 4 bits
921 * Required by a light source node to enable spreading its light.
922 * Required by the following drawtypes as they determine their visual
923 brightness from their internal light value:
934 `param2` is reserved for the engine when any of these are used:
936 * `liquidtype = "flowing"`
937 * The level and some flags of the liquid is stored in `param2`
938 * `drawtype = "flowingliquid"`
939 * The drawn liquid level is read from `param2`
940 * `drawtype = "torchlike"`
941 * `drawtype = "signlike"`
942 * `paramtype2 = "wallmounted"`
943 * The rotation of the node is stored in `param2`. You can make this value
944 by using `minetest.dir_to_wallmounted()`.
945 * `paramtype2 = "facedir"`
946 * The rotation of the node is stored in `param2`. Furnaces and chests are
947 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
948 * Values range 0 - 23
949 * facedir / 4 = axis direction:
950 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
951 * facedir modulo 4 = rotation around that axis
952 * `paramtype2 = "leveled"`
953 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
955 * The level of the top face of the nodebox is stored in `param2`.
956 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
958 * The nodebox height is (`param2` / 64) nodes.
959 * The maximum accepted value of `param2` is 127.
961 * The height of the 'plantlike' section is stored in `param2`.
962 * The height is (`param2` / 16) nodes.
963 * `paramtype2 = "degrotate"`
964 * Only valid for "plantlike". The rotation of the node is stored in
966 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
967 get the actual rotation in degrees of the node.
968 * `paramtype2 = "meshoptions"`
969 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
970 can be used to change how the client draws plantlike nodes.
971 * Bits 0, 1 and 2 form a mesh selector.
972 Currently the following meshes are choosable:
973 * 0 = a "x" shaped plant (ordinary plant)
974 * 1 = a "+" shaped plant (just rotated 45 degrees)
975 * 2 = a "*" shaped plant with 3 faces instead of 2
976 * 3 = a "#" shaped plant with 4 faces instead of 2
977 * 4 = a "#" shaped plant with 4 faces that lean outwards
978 * 5-7 are unused and reserved for future meshes.
979 * Bits 3 through 7 are optional flags that can be combined and give these
981 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
982 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
983 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
984 * bits 6-7 are reserved for future use.
985 * `paramtype2 = "color"`
986 * `param2` tells which color is picked from the palette.
987 The palette should have 256 pixels.
988 * `paramtype2 = "colorfacedir"`
989 * Same as `facedir`, but with colors.
990 * The first three bits of `param2` tells which color is picked from the
991 palette. The palette should have 8 pixels.
992 * `paramtype2 = "colorwallmounted"`
993 * Same as `wallmounted`, but with colors.
994 * The first five bits of `param2` tells which color is picked from the
995 palette. The palette should have 32 pixels.
996 * `paramtype2 = "glasslikeliquidlevel"`
997 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
999 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1001 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1003 Nodes can also contain extra data. See [Node Metadata].
1008 There are a bunch of different looking node types.
1010 Look for examples in `games/minimal` or `games/minetest_game`.
1013 * A node-sized cube.
1015 * Invisible, uses no texture.
1017 * The cubic source node for a liquid.
1019 * The flowing version of a liquid, appears with various heights and slopes.
1021 * Often used for partially-transparent nodes.
1022 * Only external sides of textures are visible.
1023 * `glasslike_framed`
1024 * All face-connected nodes are drawn as one volume within a surrounding
1026 * The frame appearance is generated from the edges of the first texture
1027 specified in `tiles`. The width of the edges used are 1/16th of texture
1028 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1029 * The glass 'shine' (or other desired detail) on each node face is supplied
1030 by the second texture specified in `tiles`.
1031 * `glasslike_framed_optional`
1032 * This switches between the above 2 drawtypes according to the menu setting
1035 * Often used for partially-transparent nodes.
1036 * External and internal sides of textures are visible.
1037 * `allfaces_optional`
1038 * Often used for leaves nodes.
1039 * This switches between `normal`, `glasslike` and `allfaces` according to
1040 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1041 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1042 is used instead, if present. This allows a visually thicker texture to be
1043 used to compensate for how `glasslike` reduces visual thickness.
1045 * A single vertical texture.
1046 * If placed on top of a node, uses the first texture specified in `tiles`.
1047 * If placed against the underside of a node, uses the second texture
1048 specified in `tiles`.
1049 * If placed on the side of a node, uses the third texture specified in
1050 `tiles` and is perpendicular to that node.
1052 * A single texture parallel to, and mounted against, the top, underside or
1055 * Two vertical and diagonal textures at right-angles to each other.
1056 * See `paramtype2 = "meshoptions"` above for other options.
1058 * When above a flat surface, appears as 6 textures, the central 2 as
1059 `plantlike` plus 4 more surrounding those.
1060 * If not above a surface the central 2 do not appear, but the texture
1061 appears against the faces of surrounding nodes if they are present.
1063 * A 3D model suitable for a wooden fence.
1064 * One placed node appears as a single vertical post.
1065 * Adjacently-placed nodes cause horizontal bars to appear between them.
1067 * Often used for tracks for mining carts.
1068 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1069 curved, t-junction, crossing.
1070 * Each placed node automatically switches to a suitable rotated texture
1071 determined by the adjacent `raillike` nodes, in order to create a
1072 continuous track network.
1073 * Becomes a sloping node if placed against stepped nodes.
1075 * Often used for stairs and slabs.
1076 * Allows defining nodes consisting of an arbitrary number of boxes.
1077 * See [Node boxes] below for more information.
1079 * Uses models for nodes.
1080 * Tiles should hold model materials textures.
1081 * Only static meshes are implemented.
1082 * For supported model formats see Irrlicht engine documentation.
1083 * `plantlike_rooted`
1084 * Enables underwater `plantlike` without air bubbles around the nodes.
1085 * Consists of a base cube at the co-ordinates of the node plus a
1086 `plantlike` extension above with a height of `param2 / 16` nodes.
1087 * The `plantlike` extension visually passes through any nodes above the
1088 base cube without affecting them.
1089 * The base cube texture tiles are defined as normal, the `plantlike`
1090 extension uses the defined special tile, for example:
1091 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1093 `*_optional` drawtypes need less rendering time if deactivated
1094 (always client-side).
1099 Node selection boxes are defined using "node boxes".
1101 A nodebox is defined as any of:
1104 -- A normal cube; the default in most things
1108 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1110 fixed = box OR {box1, box2, ...}
1113 -- A variable height box (or boxes) with the top face position defined
1114 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1116 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1118 fixed = box OR {box1, box2, ...}
1121 -- A box like the selection box for torches
1122 -- (wallmounted param2 is used, if applicable)
1123 type = "wallmounted",
1129 -- A node that has optional boxes depending on neighbouring nodes'
1130 -- presence and type. See also `connects_to`.
1132 fixed = box OR {box1, box2, ...}
1133 connect_top = box OR {box1, box2, ...}
1134 connect_bottom = box OR {box1, box2, ...}
1135 connect_front = box OR {box1, box2, ...}
1136 connect_left = box OR {box1, box2, ...}
1137 connect_back = box OR {box1, box2, ...}
1138 connect_right = box OR {box1, box2, ...}
1139 -- The following `disconnected_*` boxes are the opposites of the
1140 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1141 -- on the respective side, the corresponding disconnected box is drawn.
1142 disconnected_top = box OR {box1, box2, ...}
1143 disconnected_bottom = box OR {box1, box2, ...}
1144 disconnected_front = box OR {box1, box2, ...}
1145 disconnected_left = box OR {box1, box2, ...}
1146 disconnected_back = box OR {box1, box2, ...}
1147 disconnected_right = box OR {box1, box2, ...}
1148 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1149 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1150 -- neighbours to the sides
1153 A `box` is defined as:
1155 {x1, y1, z1, x2, y2, z2}
1157 A box of a regular node would look like:
1159 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1164 Map terminology and coordinates
1165 ===============================
1167 Nodes, mapblocks, mapchunks
1168 ---------------------------
1170 A 'node' is the fundamental cubic unit of a world and appears to a player as
1171 roughly 1x1x1 meters in size.
1173 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1174 fundamental region of a world that is stored in the world database, sent to
1175 clients and handled by many parts of the engine.
1176 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1177 'node', however 'block' often appears in the API.
1179 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1180 (80x80x80 nodes) and is the volume of world generated in one operation by
1182 The size in mapblocks has been chosen to optimise map generation.
1187 ### Orientation of axes
1189 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1191 ### Node coordinates
1193 Almost all positions used in the API use node coordinates.
1195 ### Mapblock coordinates
1197 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1198 specify a particular mapblock.
1199 For example blockpos (0,0,0) specifies the mapblock that extends from
1200 node position (0,0,0) to node position (15,15,15).
1202 #### Converting node position to the containing blockpos
1204 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1207 * blockpos = math.floor(nodepos / 16)
1209 #### Converting blockpos to min/max node positions
1211 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1215 nodepos = blockpos * 16
1217 nodepos = blockpos * 16 + 15
1228 The position field is used for all element types.
1230 To account for differing resolutions, the position coordinates are the
1231 percentage of the screen, ranging in value from `0` to `1`.
1233 The name field is not yet used, but should contain a description of what the
1234 HUD element represents. The direction field is the direction in which something
1237 `0` draws from left to right, `1` draws from right to left, `2` draws from
1238 top to bottom, and `3` draws from bottom to top.
1240 The `alignment` field specifies how the item will be aligned. It is a table
1241 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1242 moved to the left/up, and `1` is to the right/down. Fractional values can be
1245 The `offset` field specifies a pixel offset from the position. Contrary to
1246 position, the offset is not scaled to screen size. This allows for some
1247 precisely positioned items in the HUD.
1249 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1252 Below are the specific uses for fields in each type; fields not listed for that
1257 Displays an image on the HUD.
1259 * `scale`: The scale of the image, with 1 being the original texture size.
1260 Only the X coordinate scale is used (positive values).
1261 Negative values represent that percentage of the screen it
1262 should take; e.g. `x=-100` means 100% (width).
1263 * `text`: The name of the texture that is displayed.
1264 * `alignment`: The alignment of the image.
1265 * `offset`: offset in pixels from position.
1269 Displays text on the HUD.
1271 * `scale`: Defines the bounding rectangle of the text.
1272 A value such as `{x=100, y=100}` should work.
1273 * `text`: The text to be displayed in the HUD element.
1274 * `number`: An integer containing the RGB value of the color used to draw the
1275 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1276 * `alignment`: The alignment of the text.
1277 * `offset`: offset in pixels from position.
1281 Displays a horizontal bar made up of half-images.
1283 * `text`: The name of the texture that is used.
1284 * `number`: The number of half-textures that are displayed.
1285 If odd, will end with a vertically center-split texture.
1287 * `offset`: offset in pixels from position.
1288 * `size`: If used, will force full-image size to this value (override texture
1293 * `text`: The name of the inventory list to be displayed.
1294 * `number`: Number of items in the inventory to be displayed.
1295 * `item`: Position of item that is selected.
1297 * `offset`: offset in pixels from position.
1301 Displays distance to selected world position.
1303 * `name`: The name of the waypoint.
1304 * `text`: Distance suffix. Can be blank.
1305 * `number:` An integer containing the RGB value of the color used to draw the
1307 * `world_pos`: World position of the waypoint.
1312 Representations of simple things
1313 ================================
1318 {x=num, y=num, z=num}
1320 For helper functions see [Spatial Vectors].
1325 * `{type="nothing"}`
1326 * `{type="node", under=pos, above=pos}`
1327 * `{type="object", ref=ObjectRef}`
1329 Exact pointing location (currently only `Raycast` supports these fields):
1331 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1332 point on the selection box which is pointed at. May be in the selection box
1333 if the pointer is in the box too.
1334 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1336 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1337 selected selection box. This specifies which face is pointed at.
1338 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1344 Flag Specifier Format
1345 =====================
1347 Flags using the standardized flag specifier format can be specified in either
1348 of two ways, by string or table.
1350 The string format is a comma-delimited set of flag names; whitespace and
1351 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1352 flag, and specifying a flag prefixed by the string `"no"` explicitly
1353 clears the flag from whatever the default may be.
1355 In addition to the standard string flag format, the schematic flags field can
1356 also be a table of flag names to boolean values representing whether or not the
1357 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1358 is present, mapped to a boolean of any value, the specified flag is unset.
1360 E.g. A flag field of value
1362 {place_center_x = true, place_center_y=false, place_center_z=true}
1366 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1368 which is equivalent to
1370 "place_center_x, noplace_center_y, place_center_z"
1374 "place_center_x, place_center_z"
1376 since, by default, no schematic attributes are set.
1387 There are three kinds of items: nodes, tools and craftitems.
1389 * Node: Can be placed in the world's voxel grid
1390 * Tool: Has a wear property but cannot be stacked. The default use action is to
1391 dig nodes or hit objects according to its tool capabilities.
1392 * Craftitem: Cannot dig nodes or be placed
1397 All item stacks have an amount between 0 and 65535. It is 1 by
1398 default. Tool item stacks can not have an amount greater than 1.
1400 Tools use a wear (damage) value ranging from 0 to 65535. The
1401 value 0 is the default and is used for unworn tools. The values
1402 1 to 65535 are used for worn tools, where a higher value stands for
1403 a higher wear. Non-tools always have a wear value of 0.
1408 Items and item stacks can exist in three formats: Serializes, table format
1411 When an item must be passed to a function, it can usually be in any of
1416 This is called "stackstring" or "itemstring". It is a simple string with
1417 1-3 components: the full item identifier, an optional amount and an optional
1420 <identifier> [<amount>[ <wear>]]
1424 * `'default:apple'`: 1 apple
1425 * `'default:dirt 5'`: 5 dirt
1426 * `'default:pick_stone'`: a new stone pickaxe
1427 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1435 {name="default:dirt", count=5, wear=0, metadata=""}
1437 A wooden pick about 1/3 worn out:
1439 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1443 {name="default:apple", count=1, wear=0, metadata=""}
1447 A native C++ format with many helper methods. Useful for converting
1448 between formats. See the [Class reference] section for details.
1456 In a number of places, there is a group table. Groups define the
1457 properties of a thing (item, node, armor of entity, capabilities of
1458 tool) in such a way that the engine and other mods can can interact with
1459 the thing without actually knowing what the thing is.
1464 Groups are stored in a table, having the group names with keys and the
1465 group ratings as values. For example:
1468 groups = {crumbly=3, soil=1}
1470 -- A more special dirt-kind of thing
1471 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1473 Groups always have a rating associated with them. If there is no
1474 useful meaning for a rating for an enabled group, it shall be `1`.
1476 When not defined, the rating of a group defaults to `0`. Thus when you
1477 read groups, you must interpret `nil` and `0` as the same value, `0`.
1479 You can read the rating of a group for an item or a node by using
1481 minetest.get_item_group(itemname, groupname)
1486 Groups of items can define what kind of an item it is (e.g. wool).
1491 In addition to the general item things, groups are used to define whether
1492 a node is destroyable and how long it takes to destroy by a tool.
1497 For entities, groups are, as of now, used only for calculating damage.
1498 The rating is the percentage of damage caused by tools with this damage group.
1499 See [Entity damage mechanism].
1501 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1502 object.set_armor_groups({fleshy=30, cracky=80})
1507 Groups in tools define which groups of nodes and entities they are
1510 Groups in crafting recipes
1511 --------------------------
1513 An example: Make meat soup from any meat, any water and any bowl:
1516 output = 'food:meat_soup_raw',
1522 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1525 Another example: Make red wool from white wool and red dye:
1529 output = 'wool:red',
1530 recipe = {'wool:white', 'group:dye,basecolor_red'},
1536 * `immortal`: Skips all damage and breath handling for an object. This group
1537 will also hide the integrated HUD status bars for players, and is
1538 automatically set to all players when damage is disabled on the server.
1539 * `punch_operable`: For entities; disables the regular damage mechanism for
1540 players punching it by hand or a non-tool item, so that it can do something
1541 else than take damage.
1542 * `level`: Can be used to give an additional sense of progression in the game.
1543 * A larger level will cause e.g. a weapon of a lower level make much less
1544 damage, and get worn out much faster, or not be able to get drops
1545 from destroyed nodes.
1546 * `0` is something that is directly accessible at the start of gameplay
1547 * There is no upper limit
1548 * `dig_immediate`: Player can always pick up node without reducing tool wear
1549 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1550 * `3`: the node always gets the digging time 0 seconds (torch)
1551 * `disable_jump`: Player (and possibly other things) cannot jump from node
1552 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1553 * `bouncy`: value is bounce speed in percent
1554 * `falling_node`: if there is no walkable block under the node it will fall
1555 * `float`: the node will not fall through liquids
1556 * `attached_node`: if the node under it is not a walkable block the node will be
1557 dropped as an item. If the node is wallmounted the wallmounted direction is
1559 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1560 connect to each other
1561 * `slippery`: Players and items will slide on the node.
1562 Slipperiness rises steadily with `slippery` value, starting at 1.
1563 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1564 `"toolrepair"` crafting recipe
1566 Known damage and digging time defining groups
1567 ---------------------------------------------
1569 * `crumbly`: dirt, sand
1570 * `cracky`: tough but crackable stuff like stone.
1571 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1572 plants, wire, sheets of metal
1573 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1574 * `fleshy`: Living things like animals and the player. This could imply
1575 some blood effects when hitting.
1576 * `explody`: Especially prone to explosions
1577 * `oddly_breakable_by_hand`:
1578 Can be added to nodes that shouldn't logically be breakable by the
1579 hand but are. Somewhat similar to `dig_immediate`, but times are more
1580 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1581 speed of a tool if the tool can dig at a faster speed than this
1582 suggests for the hand.
1584 Examples of custom groups
1585 -------------------------
1587 Item groups are often used for defining, well, _groups of items_.
1589 * `meat`: any meat-kind of a thing (rating might define the size or healing
1590 ability or be irrelevant -- it is not defined as of yet)
1591 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1593 * `flammable`: can be set on fire. Rating might define the intensity of the
1594 fire, affecting e.g. the speed of the spreading of an open fire.
1595 * `wool`: any wool (any origin, any color)
1596 * `metal`: any metal
1597 * `weapon`: any weapon
1598 * `heavy`: anything considerably heavy
1600 Digging time calculation specifics
1601 ----------------------------------
1603 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1604 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1605 faster digging time.
1607 The `level` group is used to limit the toughness of nodes a tool can dig
1608 and to scale the digging times / damage to a greater extent.
1610 **Please do understand this**, otherwise you cannot use the system to it's
1613 Tools define their properties by a list of parameters for groups. They
1614 cannot dig other groups; thus it is important to use a standard bunch of
1615 groups to enable interaction with tools.
1628 * Full punch interval
1629 * Maximum drop level
1630 * For an arbitrary list of groups:
1631 * Uses (until the tool breaks)
1632 * Maximum level (usually `0`, `1`, `2` or `3`)
1636 ### Full punch interval
1638 When used as a weapon, the tool will do full damage if this time is spent
1639 between punches. If e.g. half the time is spent, the tool will do half
1642 ### Maximum drop level
1644 Suggests the maximum level of node, when dug with the tool, that will drop
1645 it's useful item. (e.g. iron ore to drop a lump of iron).
1647 This is not automated; it is the responsibility of the node definition
1652 Determines how many uses the tool has when it is used for digging a node,
1653 of this group, of the maximum level. For lower leveled nodes, the use count
1654 is multiplied by `3^leveldiff`.
1656 * `uses=10, leveldiff=0`: actual uses: 10
1657 * `uses=10, leveldiff=1`: actual uses: 30
1658 * `uses=10, leveldiff=2`: actual uses: 90
1662 Tells what is the maximum level of a node of this group that the tool will
1667 List of digging times for different ratings of the group, for nodes of the
1670 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1671 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1672 for this group, and unable to dig the rating `1`, which is the toughest.
1673 Unless there is a matching group that enables digging otherwise.
1675 If the result digging time is 0, a delay of 0.15 seconds is added between
1676 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1677 i.e. players can more quickly click the nodes away instead of holding LMB.
1681 List of damage for groups of entities. See [Entity damage mechanism].
1683 Example definition of the capabilities of a tool
1684 ------------------------------------------------
1686 tool_capabilities = {
1687 full_punch_interval=1.5,
1690 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1692 damage_groups = {fleshy=2},
1695 This makes the tool be able to dig nodes that fulfil both of these:
1697 * Have the `crumbly` group
1698 * Have a `level` group less or equal to `2`
1700 Table of resulting digging times:
1702 crumbly 0 1 2 3 4 <- level
1704 1 0.80 1.60 1.60 - -
1705 2 0.60 1.20 1.20 - -
1706 3 0.40 0.80 0.80 - -
1708 level diff: 2 1 0 -1 -2
1710 Table of resulting tool uses:
1719 * At `crumbly==0`, the node is not diggable.
1720 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1721 easy nodes to be quickly breakable.
1722 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1727 Entity damage mechanism
1728 =======================
1733 foreach group in cap.damage_groups:
1734 damage += cap.damage_groups[group]
1735 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1736 * (object.armor_groups[group] / 100.0)
1737 -- Where object.armor_groups[group] is 0 for inexistent values
1740 Client predicts damage based on damage groups. Because of this, it is able to
1741 give an immediate response when an entity is damaged or dies; the response is
1742 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1744 Currently a smoke puff will appear when an entity dies.
1746 The group `immortal` completely disables normal damage.
1748 Entities can define a special armor group, which is `punch_operable`. This
1749 group disables the regular damage mechanism for players punching it by hand or
1750 a non-tool item, so that it can do something else than take damage.
1752 On the Lua side, every punch calls:
1754 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1757 This should never be called directly, because damage is usually not handled by
1760 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1761 accessed unless absolutely required, to encourage interoperability.
1762 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1763 * `tool_capabilities` can be `nil`.
1764 * `direction` is a unit vector, pointing from the source of the punch to
1766 * `damage` damage that will be done to entity
1767 Return value of this function will determine if damage is done by this function
1768 (retval true) or shall be done by engine (retval false)
1770 To punch an entity/object in Lua, call:
1772 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1774 * Return value is tool wear.
1775 * Parameters are equal to the above callback.
1776 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1777 will be automatically filled in based on the location of `puncher`.
1788 The instance of a node in the world normally only contains the three values
1789 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1790 It is called "node metadata"; See `NodeMetaRef`.
1792 Node metadata contains two things:
1797 Some of the values in the key-value store are handled specially:
1799 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1800 * `infotext`: Text shown on the screen when the node is pointed at
1804 local meta = minetest.get_meta(pos)
1805 meta:set_string("formspec",
1807 "list[context;main;0,0;8,4;]"..
1808 "list[current_player;main;0,5;8,4;]")
1809 meta:set_string("infotext", "Chest");
1810 local inv = meta:get_inventory()
1811 inv:set_size("main", 8*4)
1812 print(dump(meta:to_table()))
1815 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1816 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1817 [10] = "", [11] = "", [12] = "", [13] = "",
1818 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1819 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1820 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1821 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1825 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1833 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1835 Item metadata only contains a key-value store.
1837 Some of the values in the key-value store are handled specially:
1839 * `description`: Set the item stack's description. Defaults to
1841 * `color`: A `ColorString`, which sets the stack's color.
1842 * `palette_index`: If the item has a palette, this is used to get the
1843 current color from the palette.
1847 local meta = stack:get_meta()
1848 meta:set_string("key", "value")
1849 print(dump(meta:to_table()))
1857 Formspec defines a menu. This supports inventories and some of the
1858 typical widgets like buttons, checkboxes, text input fields, etc.
1859 It is a string, with a somewhat strange format.
1861 A formspec is made out of formspec elements, which includes widgets
1862 like buttons but also can be used to set stuff like background color.
1864 Many formspec elements have a `name`, which is a unique identifier which
1865 is used when the server receives user input. You must not use the name
1866 "quit" for formspec elements.
1868 Spaces and newlines can be inserted between the blocks, as is used in the
1871 Position and size units are inventory slots unless the new coordinate system
1872 is enabled. `X` and `Y` position the formspec element relative to the top left
1873 of the menu or container. `W` and `H` are its width and height values.
1875 If the new system is enabled, all elements have unified coordinates for all
1876 elements with no padding or spacing in between. This is highly recommended
1877 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1880 Inventories with a `player:<name>` inventory location are only sent to the
1881 player named `<name>`.
1883 When displaying text which can contain formspec code, e.g. text set by a player,
1884 use `minetest.formspec_escape`.
1885 For coloured text you can use `minetest.colorize`.
1887 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1888 reserved to pass key press events to formspec!
1890 **WARNING**: Minetest allows you to add elements to every single formspec instance
1891 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1892 appearing when you don't expect them to, or why things are styled differently
1893 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1901 list[context;main;0,0;8,4;]
1902 list[current_player;main;0,5;8,4;]
1907 list[context;fuel;2,3;1,1;]
1908 list[context;src;2,1;1,1;]
1909 list[context;dst;5,1;2,2;]
1910 list[current_player;main;0,5;8,4;]
1912 ### Minecraft-like player inventory
1915 image[1,0.6;1,2;player.png]
1916 list[current_player;main;0,3.5;8,4;]
1917 list[current_player;craft;3,0;3,3;]
1918 list[current_player;craftpreview;7,1;1,1;]
1923 ### `size[<W>,<H>,<fixed_size>]`
1925 * Define the size of the menu in inventory slots
1926 * `fixed_size`: `true`/`false` (optional)
1927 * deprecated: `invsize[<W>,<H>;]`
1929 ### `position[<X>,<Y>]`
1931 * Must be used after `size` element.
1932 * Defines the position on the game window of the formspec's `anchor` point.
1933 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1935 * [0.0, 0.0] sets the position to the top left corner of the game window.
1936 * [1.0, 1.0] sets the position to the bottom right of the game window.
1937 * Defaults to the center of the game window [0.5, 0.5].
1939 ### `anchor[<X>,<Y>]`
1941 * Must be used after both `size` and `position` (if present) elements.
1942 * Defines the location of the anchor point within the formspec.
1943 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1945 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1946 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1947 * Defaults to the center of the formspec [0.5, 0.5].
1949 * `position` and `anchor` elements need suitable values to avoid a formspec
1950 extending off the game window due to particular game window sizes.
1954 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1955 * Disables player:set_formspec_prepend() from applying to this formspec.
1957 ### `real_coordinates[<bool>]`
1959 * When set to true, all following formspec elements will use the new coordinate system.
1960 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
1961 (if present), the form size will use the new coordinate system.
1962 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
1963 They must enable it explicitly.
1964 * For information on converting forms to the new coordinate system, see `Migrating
1965 to Real Coordinates`.
1967 ### `container[<X>,<Y>]`
1969 * Start of a container block, moves all physical elements in the container by
1971 * Must have matching `container_end`
1972 * Containers can be nested, in which case the offsets are added
1973 (child containers are relative to parent containers)
1975 ### `container_end[]`
1977 * End of a container, following elements are no longer relative to this
1980 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1982 * Show an inventory list if it has been sent to the client. Nothing will
1983 be shown if the inventory list is of size 0.
1984 * **Note**: With the new coordinate system, the spacing between inventory
1985 slots is one-fourth the size of an inventory slot.
1987 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1989 * Show an inventory list if it has been sent to the client. Nothing will
1990 be shown if the inventory list is of size 0.
1991 * **Note**: With the new coordinate system, the spacing between inventory
1992 slots is one-fourth the size of an inventory slot.
1994 ### `listring[<inventory location>;<list name>]`
1996 * Allows to create a ring of inventory lists
1997 * Shift-clicking on items in one element of the ring
1998 will send them to the next inventory list inside the ring
1999 * The first occurrence of an element inside the ring will
2000 determine the inventory where items will be sent to
2004 * Shorthand for doing `listring[<inventory location>;<list name>]`
2005 for the last two inventory lists added by list[...]
2007 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2009 * Sets background color of slots as `ColorString`
2010 * Sets background color of slots on mouse hovering
2012 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2014 * Sets background color of slots as `ColorString`
2015 * Sets background color of slots on mouse hovering
2016 * Sets color of slots border
2018 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2020 * Sets background color of slots as `ColorString`
2021 * Sets background color of slots on mouse hovering
2022 * Sets color of slots border
2023 * Sets default background color of tooltips
2024 * Sets default font color of tooltips
2026 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2028 * Adds tooltip for an element
2029 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2030 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2032 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2034 * Adds tooltip for an area. Other tooltips will take priority when present.
2035 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2036 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2038 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2042 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2044 * Show an inventory image of registered item/node
2046 ### `bgcolor[<color>;<fullscreen>]`
2048 * Sets background color of formspec as `ColorString`
2049 * If `true`, the background color is drawn fullscreen (does not affect the size
2052 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2054 * Example for formspec 8x4 in 16x resolution: image shall be sized
2055 8 times 16px times 4 times 16px.
2057 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2059 * Example for formspec 8x4 in 16x resolution:
2060 image shall be sized 8 times 16px times 4 times 16px
2061 * If `auto_clip` is `true`, the background is clipped to the formspec size
2062 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2064 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2066 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2067 * Middle is a rect which defines the middle of the 9-slice.
2068 * `x` - The middle will be x pixels from all sides.
2069 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2070 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2071 will be added to the width and height of the texture, allowing it to be used as the
2072 distance from the far end.
2073 * All numbers in middle are integers.
2074 * Example for formspec 8x4 in 16x resolution:
2075 image shall be sized 8 times 16px times 4 times 16px
2076 * If `auto_clip` is `true`, the background is clipped to the formspec size
2077 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2079 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2081 * Textual password style field; will be sent to server when a button is clicked
2082 * When enter is pressed in field, fields.key_enter_field will be sent with the
2084 * With the old coordinate system, fields are a set height, but will be vertically
2085 centred on `H`. With the new coordinate system, `H` will modify the height.
2086 * `name` is the name of the field as returned in fields to `on_receive_fields`
2087 * `label`, if not blank, will be text printed on the top left above the field
2088 * See `field_close_on_enter` to stop enter closing the formspec
2090 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2092 * Textual field; will be sent to server when a button is clicked
2093 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2094 the name of this field.
2095 * With the old coordinate system, fields are a set height, but will be vertically
2096 centred on `H`. With the new coordinate system, `H` will modify the height.
2097 * `name` is the name of the field as returned in fields to `on_receive_fields`
2098 * `label`, if not blank, will be text printed on the top left above the field
2099 * `default` is the default value of the field
2100 * `default` may contain variable references such as `${text}` which
2101 will fill the value from the metadata value `text`
2102 * **Note**: no extra text or more than a single variable is supported ATM.
2103 * See `field_close_on_enter` to stop enter closing the formspec
2105 ### `field[<name>;<label>;<default>]`
2107 * As above, but without position/size units
2108 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2109 the name of this field.
2110 * Special field for creating simple forms, such as sign text input
2111 * Must be used without a `size[]` element
2112 * A "Proceed" button will be added automatically
2113 * See `field_close_on_enter` to stop enter closing the formspec
2115 ### `field_close_on_enter[<name>;<close_on_enter>]`
2117 * <name> is the name of the field
2118 * if <close_on_enter> is false, pressing enter in the field will submit the
2119 form but not close it.
2120 * defaults to true when not specified (ie: no tag for a field)
2122 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2124 * Same as fields above, but with multi-line input
2125 * If the text overflows, a vertical scrollbar is added.
2126 * If the name is empty, the textarea is read-only and
2127 the background is not shown, which corresponds to a multi-line label.
2129 ### `label[<X>,<Y>;<label>]`
2131 * The label formspec element displays the text set in `label`
2132 at the specified position.
2133 * **Note**: If the new coordinate system is enabled, labels are
2134 positioned from the center of the text, not the top.
2135 * The text is displayed directly without automatic line breaking,
2136 so label should not be used for big text chunks. Newlines can be
2137 used to make labels multiline.
2138 * **Note**: With the new coordinate system, newlines are spaced with
2139 half a coordinate. With the old system, newlines are spaced 2/5 of
2142 ### `vertlabel[<X>,<Y>;<label>]`
2144 * Textual label drawn vertically
2145 * `label` is the text on the label
2146 * **Note**: If the new coordinate system is enabled, vertlabels are
2147 positioned from the center of the text, not the left.
2149 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2151 * Clickable button. When clicked, fields will be sent.
2152 * With the old coordinate system, buttons are a set height, but will be vertically
2153 centred on `H`. With the new coordinate system, `H` will modify the height.
2154 * `label` is the text on the button
2156 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2158 * `texture name` is the filename of an image
2159 * **Note**: Height is supported on both the old and new coordinate systems
2162 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2164 * `texture name` is the filename of an image
2165 * `noclip=true` means the image button doesn't need to be within specified
2167 * `drawborder`: draw button border or not
2168 * `pressed texture name` is the filename of an image on pressed state
2170 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2172 * `item name` is the registered name of an item/node
2173 * The item description will be used as the tooltip. This can be overridden with
2176 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2178 * When clicked, fields will be sent and the form will quit.
2179 * Same as `button` in all other respects.
2181 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2183 * When clicked, fields will be sent and the form will quit.
2184 * Same as `image_button` in all other respects.
2186 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2188 * Scrollable item list showing arbitrary text elements
2189 * `name` fieldname sent to server on doubleclick value is current selected
2191 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2193 * if you want a listelement to start with "#" write "##".
2195 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2197 * Scrollable itemlist showing arbitrary text elements
2198 * `name` fieldname sent to server on doubleclick value is current selected
2200 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2201 * if you want a listelement to start with "#" write "##"
2202 * Index to be selected within textlist
2203 * `true`/`false`: draw transparent background
2204 * See also `minetest.explode_textlist_event`
2205 (main menu: `core.explode_textlist_event`).
2207 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2209 * Show a tab**header** at specific position (ignores formsize)
2210 * `X` and `Y`: position of the tabheader
2211 * *Note*: Width and height are automatically chosen with this syntax
2212 * `name` fieldname data is transferred to Lua
2213 * `caption 1`...: name shown on top of tab
2214 * `current_tab`: index of selected tab 1...
2215 * `transparent` (optional): show transparent
2216 * `draw_border` (optional): draw border
2218 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2220 * Show a tab**header** at specific position (ignores formsize)
2221 * **Important note**: This syntax for tabheaders can only be used with the
2222 new coordinate system.
2223 * `X` and `Y`: position of the tabheader
2224 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2225 * `name` fieldname data is transferred to Lua
2226 * `caption 1`...: name shown on top of tab
2227 * `current_tab`: index of selected tab 1...
2228 * `transparent` (optional): show transparent
2229 * `draw_border` (optional): draw border
2231 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2233 * Show a tab**header** at specific position (ignores formsize)
2234 * **Important note**: This syntax for tabheaders can only be used with the
2235 new coordinate system.
2236 * `X` and `Y`: position of the tabheader
2237 * `W` and `H`: width and height of the tabheader
2238 * `name` fieldname data is transferred to Lua
2239 * `caption 1`...: name shown on top of tab
2240 * `current_tab`: index of selected tab 1...
2241 * `transparent` (optional): show transparent
2242 * `draw_border` (optional): draw border
2244 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2246 * Simple colored box
2247 * `color` is color specified as a `ColorString`.
2248 If the alpha component is left blank, the box will be semitransparent.
2250 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2252 * Show a dropdown field
2253 * **Important note**: There are two different operation modes:
2254 1. handle directly on change (only changed dropdown is submitted)
2255 2. read the value on pressing a button (all dropdown values are available)
2256 * `X` and `Y`: position of the dropdown
2257 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2258 * Fieldname data is transferred to Lua
2259 * Items to be shown in dropdown
2260 * Index of currently selected dropdown item
2262 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2264 * Show a dropdown field
2265 * **Important note**: This syntax for dropdowns can only be used with the
2266 new coordinate system.
2267 * **Important note**: There are two different operation modes:
2268 1. handle directly on change (only changed dropdown is submitted)
2269 2. read the value on pressing a button (all dropdown values are available)
2270 * `X` and `Y`: position of the dropdown
2271 * `W` and `H`: width and height of the dropdown
2272 * Fieldname data is transferred to Lua
2273 * Items to be shown in dropdown
2274 * Index of currently selected dropdown item
2276 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2279 * `name` fieldname data is transferred to Lua
2280 * `label` to be shown left of checkbox
2281 * `selected` (optional): `true`/`false`
2282 * **Note**: If the new coordinate system is enabled, checkboxes are
2283 positioned from the center of the checkbox, not the top.
2285 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2288 * There are two ways to use it:
2289 1. handle the changed event (only changed scrollbar is available)
2290 2. read the value on pressing a button (all scrollbars are available)
2291 * `orientation`: `vertical`/`horizontal`
2292 * Fieldname data is transferred to Lua
2293 * Value this trackbar is set to (`0`-`1000`)
2294 * See also `minetest.explode_scrollbar_event`
2295 (main menu: `core.explode_scrollbar_event`).
2297 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2299 * Show scrollable table using options defined by the previous `tableoptions[]`
2300 * Displays cells as defined by the previous `tablecolumns[]`
2301 * `name`: fieldname sent to server on row select or doubleclick
2302 * `cell 1`...`cell n`: cell contents given in row-major order
2303 * `selected idx`: index of row to be selected within table (first row = `1`)
2304 * See also `minetest.explode_table_event`
2305 (main menu: `core.explode_table_event`).
2307 ### `tableoptions[<opt 1>;<opt 2>;...]`
2309 * Sets options for `table[]`
2311 * default text color (`ColorString`), defaults to `#FFFFFF`
2312 * `background=#RRGGBB`
2313 * table background color (`ColorString`), defaults to `#000000`
2314 * `border=<true/false>`
2315 * should the table be drawn with a border? (default: `true`)
2316 * `highlight=#RRGGBB`
2317 * highlight background color (`ColorString`), defaults to `#466432`
2318 * `highlight_text=#RRGGBB`
2319 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2320 * `opendepth=<value>`
2321 * all subtrees up to `depth < value` are open (default value = `0`)
2322 * only useful when there is a column of type "tree"
2324 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2326 * Sets columns for `table[]`
2327 * Types: `text`, `image`, `color`, `indent`, `tree`
2328 * `text`: show cell contents as text
2329 * `image`: cell contents are an image index, use column options to define
2331 * `color`: cell contents are a ColorString and define color of following
2333 * `indent`: cell contents are a number and define indentation of following
2335 * `tree`: same as indent, but user can open and close subtrees
2339 * for `text` and `image`: content alignment within cells.
2340 Available values: `left` (default), `center`, `right`, `inline`
2342 * for `text` and `image`: minimum width in em (default: `0`)
2343 * for `indent` and `tree`: indent width in em (default: `1.5`)
2344 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2345 Exception: defaults to 0 for indent columns
2346 * `tooltip=<value>`: tooltip text (default: empty)
2347 * `image` column options:
2348 * `0=<value>` sets image for image index 0
2349 * `1=<value>` sets image for image index 1
2350 * `2=<value>` sets image for image index 2
2351 * and so on; defined indices need not be contiguous empty or
2352 non-numeric cells are treated as `0`.
2353 * `color` column options:
2354 * `span=<value>`: number of following columns to affect
2355 (default: infinite).
2357 ### `style[<name>;<prop1>;<prop2>;...]`
2359 * Set the style for the named element `name`.
2360 * Note: this **must** be before the element is defined.
2361 * See [Styling Formspecs].
2364 ### `style_type[<type>;<prop1>;<prop2>;...]`
2366 * Sets the style for all elements of type `type` which appear after this element.
2367 * See [Styling Formspecs].
2369 Migrating to Real Coordinates
2370 -----------------------------
2372 In the old system, positions included padding and spacing. Padding is a gap between
2373 the formspec window edges and content, and spacing is the gaps between items. For
2374 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2375 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2376 in the new coordinate system from scratch.
2378 To recreate an old layout with padding, you'll need to pass the positions and sizes
2379 through the following formula to re-introduce padding:
2382 pos = (oldpos + 1)*spacing + padding
2388 You'll need to change the `size[]` tag like this:
2391 size = (oldsize-1)*spacing + padding*2 + 1
2394 A few elements had random offsets in the old system. Here is a table which shows these
2395 offsets when migrating:
2397 | Element | Position | Size | Notes
2398 |---------|------------|---------|-------
2399 | box | +0.3, +0.1 | 0, -0.4 |
2400 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2401 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2402 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2407 Formspec elements can be themed using the style elements:
2409 style[<name>;<prop1>;<prop2>;...]
2410 style_type[<type>;<prop1>;<prop2>;...]
2414 property_name=property_value
2418 style_type[button;bgcolor=#006699]
2419 style[world_delete;bgcolor=red;textcolor=yellow]
2420 button[4,3.95;2.6,1;world_delete;Delete]
2422 Setting a property to nothing will reset it to the default value. For example:
2424 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2425 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2428 ### Supported Element Types
2430 Some types may inherit styles from parent types.
2433 * button_exit, inherits from button
2440 * pwdfield, inherits from field
2443 * vertlabel, inherits from field
2445 * item_image_button, inherits from image_button
2449 ### Valid Properties
2451 * button, button_exit
2452 * bgcolor - color, sets button tint
2453 * textcolor - color, default white
2454 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2455 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2456 * bgimg - standard image. Defaults to none.
2457 * bgimg_pressed - image when pressed. Defaults to bgimg when not provided.
2458 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2460 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2462 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2464 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2466 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2467 * field, pwdfield, textarea
2468 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2469 * border - set to false to hide the textbox background and border. Default true.
2470 * textcolor - color. Default white.
2472 * bgcolor - color. Default unset.
2473 * textcolor - color. Default white.
2474 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2475 * border - boolean, set to true to get a border. Default true.
2476 * image_button, item_image_button
2477 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2478 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2479 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2481 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2482 * textcolor - color. Default white.
2490 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2491 * `"current_player"`: Player to whom the menu is shown
2492 * `"player:<name>"`: Any player
2493 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2494 * `"detached:<name>"`: A detached inventory
2496 Player Inventory lists
2497 ----------------------
2499 * `main`: list containing the default inventory
2500 * `craft`: list containing the craft input
2501 * `craftpreview`: list containing the craft prediction
2502 * `craftresult`: list containing the crafted output
2503 * `hand`: list containing an override for the empty hand
2504 * Is not created automatically, use `InvRef:set_size`
2515 `#RGB` defines a color in hexadecimal format.
2517 `#RGBA` defines a color in hexadecimal format and alpha channel.
2519 `#RRGGBB` defines a color in hexadecimal format.
2521 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2523 Named colors are also supported and are equivalent to
2524 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2525 To specify the value of the alpha channel, append `#AA` to the end of the color
2526 name (e.g. `colorname#08`). For named colors the hexadecimal string
2527 representing the alpha value must (always) be two hexadecimal digits.
2532 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2535 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2536 * `colorspec = {a=255, r=0, g=255, b=0}`
2537 * numerical form: The raw integer value of an ARGB8 quad:
2538 * `colorspec = 0xFF00FF00`
2539 * string form: A ColorString (defined above):
2540 * `colorspec = "green"`
2548 Most text can contain escape sequences, that can for example color the text.
2549 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2550 The following functions provide escape sequences:
2552 * `minetest.get_color_escape_sequence(color)`:
2553 * `color` is a ColorString
2554 * The escape sequence sets the text color to `color`
2555 * `minetest.colorize(color, message)`:
2557 `minetest.get_color_escape_sequence(color) ..
2559 minetest.get_color_escape_sequence("#ffffff")`
2560 * `minetest.get_background_escape_sequence(color)`
2561 * `color` is a ColorString
2562 * The escape sequence sets the background of the whole text element to
2563 `color`. Only defined for item descriptions and tooltips.
2564 * `minetest.strip_foreground_colors(str)`
2565 * Removes foreground colors added by `get_color_escape_sequence`.
2566 * `minetest.strip_background_colors(str)`
2567 * Removes background colors added by `get_background_escape_sequence`.
2568 * `minetest.strip_colors(str)`
2569 * Removes all color escape sequences.
2576 A spatial vector is similar to a position, but instead using
2577 absolute world coordinates, it uses *relative* coordinates, relative to
2578 no particular point.
2580 Internally, it is implemented as a table with the 3 fields
2581 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2583 For the following functions, `v`, `v1`, `v2` are vectors,
2584 `p1`, `p2` are positions:
2586 * `vector.new(a[, b, c])`:
2588 * A copy of `a` if `a` is a vector.
2589 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2590 * `vector.direction(p1, p2)`:
2591 * Returns a vector of length 1 with direction `p1` to `p2`.
2592 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2593 * `vector.distance(p1, p2)`:
2594 * Returns zero or a positive number, the distance between `p1` and `p2`.
2595 * `vector.length(v)`:
2596 * Returns zero or a positive number, the length of vector `v`.
2597 * `vector.normalize(v)`:
2598 * Returns a vector of length 1 with direction of vector `v`.
2599 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2600 * `vector.floor(v)`:
2601 * Returns a vector, each dimension rounded down.
2602 * `vector.round(v)`:
2603 * Returns a vector, each dimension rounded to nearest integer.
2604 * `vector.apply(v, func)`:
2605 * Returns a vector where the function `func` has been applied to each
2607 * `vector.equals(v1, v2)`:
2608 * Returns a boolean, `true` if the vectors are identical.
2609 * `vector.sort(v1, v2)`:
2610 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2611 * `vector.angle(v1, v2)`:
2612 * Returns the angle between `v1` and `v2` in radians.
2613 * `vector.dot(v1, v2)`
2614 * Returns the dot product of `v1` and `v2`
2615 * `vector.cross(v1, v2)`
2616 * Returns the cross product of `v1` and `v2`
2618 For the following functions `x` can be either a vector or a number:
2620 * `vector.add(v, x)`:
2622 * If `x` is a vector: Returns the sum of `v` and `x`.
2623 * If `x` is a number: Adds `x` to each component of `v`.
2624 * `vector.subtract(v, x)`:
2626 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2627 * If `x` is a number: Subtracts `x` from each component of `v`.
2628 * `vector.multiply(v, x)`:
2629 * Returns a scaled vector or Schur product.
2630 * `vector.divide(v, x)`:
2631 * Returns a scaled vector or Schur quotient.
2639 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2640 human-readable, handles reference loops.
2641 * `obj`: arbitrary variable
2642 * `name`: string, default: `"_"`
2643 * `dumped`: table, default: `{}`
2644 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2645 * `obj`: arbitrary variable
2646 * `dumped`: table, default: `{}`
2647 * `math.hypot(x, y)`
2648 * Get the hypotenuse of a triangle with legs x and y.
2649 Useful for distance calculation.
2650 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2651 * Get the sign of a number.
2652 * tolerance: number, default: `0.0`
2653 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2655 * `math.factorial(x)`: returns the factorial of `x`
2656 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2657 * `separator`: string, default: `","`
2658 * `include_empty`: boolean, default: `false`
2659 * `max_splits`: number, if it's negative, splits aren't limited,
2661 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2662 string or a pattern (regex), default: `false`
2663 * e.g. `"a,b":split","` returns `{"a","b"}`
2664 * `string:trim()`: returns the string without whitespace pre- and suffixes
2665 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2666 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2667 * Adds newlines to the string to keep it within the specified character
2669 * Note that the returned lines may be longer than the limit since it only
2670 splits at word borders.
2671 * `limit`: number, maximal amount of characters in one line
2672 * `as_table`: boolean, if set to true, a table of lines instead of a string
2673 is returned, default: `false`
2674 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2675 * `pos`: table {x=X, y=Y, z=Z}
2676 * Converts the position `pos` to a human-readable, printable string
2677 * `decimal_places`: number, if specified, the x, y and z values of
2678 the position are rounded to the given decimal place.
2679 * `minetest.string_to_pos(string)`: returns a position or `nil`
2680 * Same but in reverse.
2681 * If the string can't be parsed to a position, nothing is returned.
2682 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2683 * Converts a string representing an area box into two positions
2684 * `minetest.formspec_escape(string)`: returns a string
2685 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2687 * `minetest.is_yes(arg)`
2688 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2689 * `minetest.is_nan(arg)`
2690 * returns true when the passed number represents NaN.
2691 * `minetest.get_us_time()`
2692 * returns time with microsecond precision. May not return wall time.
2693 * `table.copy(table)`: returns a table
2694 * returns a deep copy of `table`
2695 * `table.indexof(list, val)`: returns the smallest numerical index containing
2696 the value `val` in the table `list`. Non-numerical indices are ignored.
2697 If `val` could not be found, `-1` is returned. `list` must not have
2699 * `table.insert_all(table, other_table)`:
2700 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2702 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2704 * returns the exact position on the surface of a pointed node
2705 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2707 Returns a table with the following fields:
2708 * `diggable`: `true` if node can be dug, `false` otherwise.
2709 * `time`: Time it would take to dig the node.
2710 * `wear`: How much wear would be added to the tool.
2711 `time` and `wear` are meaningless if node's not diggable
2713 * `groups`: Table of the node groups of the node that would be dug
2714 * `tool_capabilities`: Tool capabilities table of the tool
2715 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2716 Simulates an item that punches an object.
2717 Returns a table with the following fields:
2718 * `hp`: How much damage the punch would cause.
2719 * `wear`: How much wear would be added to the tool.
2721 * `groups`: Damage groups of the object
2722 * `tool_capabilities`: Tool capabilities table of the item
2723 * `time_from_last_punch`: time in seconds since last punch action
2731 Texts can be translated client-side with the help of `minetest.translate` and
2734 Translating a string
2735 --------------------
2737 Two functions are provided to translate strings: `minetest.translate` and
2738 `minetest.get_translator`.
2740 * `minetest.get_translator(textdomain)` is a simple wrapper around
2741 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2742 equivalent to `minetest.translate(textdomain, str, ...)`.
2743 It is intended to be used in the following way, so that it avoids verbose
2744 repetitions of `minetest.translate`:
2746 local S = minetest.get_translator(textdomain)
2749 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2751 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2752 the given `textdomain` for disambiguation. The textdomain must match the
2753 textdomain specified in the translation file in order to get the string
2754 translated. This can be used so that a string is translated differently in
2756 It is advised to use the name of the mod as textdomain whenever possible, to
2757 avoid clashes with other mods.
2758 This function must be given a number of arguments equal to the number of
2759 arguments the translated string expects.
2760 Arguments are literal strings -- they will not be translated, so if you want
2761 them to be, they need to come as outputs of `minetest.translate` as well.
2763 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2764 by the translation of "Red". We can do the following:
2766 local S = minetest.get_translator()
2767 S("@1 Wool", S("Red"))
2769 This will be displayed as "Red Wool" on old clients and on clients that do
2770 not have localization enabled. However, if we have for instance a translation
2771 file named `wool.fr.tr` containing the following:
2776 this will be displayed as "Laine Rouge" on clients with a French locale.
2778 Operations on translated strings
2779 --------------------------------
2781 The output of `minetest.translate` is a string, with escape sequences adding
2782 additional information to that string so that it can be translated on the
2783 different clients. In particular, you can't expect operations like string.length
2784 to work on them like you would expect them to, or string.gsub to work in the
2785 expected manner. However, string concatenation will still work as expected
2786 (note that you should only use this for things like formspecs; do not translate
2787 sentences by breaking them into parts; arguments should be used instead), and
2788 operations such as `minetest.colorize` which are also concatenation.
2790 Translation file format
2791 -----------------------
2793 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2794 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2795 The file should be a text file, with the following format:
2797 * Lines beginning with `# textdomain:` (the space is significant) can be used
2798 to specify the text domain of all following translations in the file.
2799 * All other empty lines or lines beginning with `#` are ignored.
2800 * Other lines should be in the format `original=translated`. Both `original`
2801 and `translated` can contain escape sequences beginning with `@` to insert
2802 arguments, literal `@`, `=` or newline (See [Escapes] below).
2803 There must be no extraneous whitespace around the `=` or at the beginning or
2804 the end of the line.
2809 Strings that need to be translated can contain several escapes, preceded by `@`.
2811 * `@@` acts as a literal `@`.
2812 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2813 string that will be inlined when translated. Due to how translations are
2814 implemented, the original translation string **must** have its arguments in
2815 increasing order, without gaps or repetitions, starting from 1.
2816 * `@=` acts as a literal `=`. It is not required in strings given to
2817 `minetest.translate`, but is in translation files to avoid being confused
2818 with the `=` separating the original from the translation.
2819 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2820 As with `@=`, this escape is not required in strings given to
2821 `minetest.translate`, but is in translation files.
2822 * `@n` acts as a literal newline as well.
2830 Perlin noise creates a continuously-varying value depending on the input values.
2831 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2832 The result is used during map generation to create the terrain shape, vary heat
2833 and humidity to distribute biomes, vary the density of decorations or vary the
2836 Structure of perlin noise
2837 -------------------------
2839 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2840 The smooth wavy noise it generates has a single characteristic scale, almost
2841 like a 'wavelength', so on its own does not create fine detail.
2842 Due to this perlin noise combines several octaves to create variation on
2843 multiple scales. Each additional octave has a smaller 'wavelength' than the
2846 This combination results in noise varying very roughly between -2.0 and 2.0 and
2847 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2848 and offset the noise variation.
2850 The final perlin noise variation is created as follows:
2852 noise = offset + scale * (octave1 +
2853 octave2 * persistence +
2854 octave3 * persistence ^ 2 +
2855 octave4 * persistence ^ 3 +
2861 Noise Parameters are commonly called `NoiseParams`.
2865 After the multiplication by `scale` this is added to the result and is the final
2866 step in creating the noise value.
2867 Can be positive or negative.
2871 Once all octaves have been combined, the result is multiplied by this.
2872 Can be positive or negative.
2876 For octave1, this is roughly the change of input value needed for a very large
2877 variation in the noise value generated by octave1. It is almost like a
2878 'wavelength' for the wavy noise variation.
2879 Each additional octave has a 'wavelength' that is smaller than the previous
2880 octave, to create finer detail. `spread` will therefore roughly be the typical
2881 size of the largest structures in the final noise variation.
2883 `spread` is a vector with values for x, y, z to allow the noise variation to be
2884 stretched or compressed in the desired axes.
2885 Values are positive numbers.
2889 This is a whole number that determines the entire pattern of the noise
2890 variation. Altering it enables different noise patterns to be created.
2891 With other parameters equal, different seeds produce different noise patterns
2892 and identical seeds produce identical noise patterns.
2894 For this parameter you can randomly choose any whole number. Usually it is
2895 preferable for this to be different from other seeds, but sometimes it is useful
2896 to be able to create identical noise patterns.
2898 When used in mapgen this is actually a 'seed offset', it is added to the
2899 'world seed' to create the seed used by the noise, to ensure the noise has a
2900 different pattern in different worlds.
2904 The number of simple noise generators that are combined.
2905 A whole number, 1 or more.
2906 Each additional octave adds finer detail to the noise but also increases the
2907 noise calculation load.
2908 3 is a typical minimum for a high quality, complex and natural-looking noise
2909 variation. 1 octave has a slight 'gridlike' appearence.
2911 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2912 size of the finest detail you require. For example:
2913 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2914 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2915 512, 256, 128, 64, 32, 16 nodes.
2916 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2920 Each additional octave has an amplitude that is the amplitude of the previous
2921 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2922 as is often helpful and natural to do so.
2923 Since this controls the balance of fine detail to large-scale detail
2924 `persistence` can be thought of as the 'roughness' of the noise.
2926 A positive or negative non-zero number, often between 0.3 and 1.0.
2927 A common medium value is 0.5, such that each octave has half the amplitude of
2928 the previous octave.
2929 This may need to be tuned when altering `lacunarity`; when doing so consider
2930 that a common medium value is 1 / lacunarity.
2934 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2935 previous octave multiplied by 1 / lacunarity, to create finer detail.
2936 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2938 A positive number no smaller than 1.0.
2939 Values below 2.0 create higher quality noise at the expense of requiring more
2940 octaves to cover a paticular range of 'wavelengths'.
2944 Leave this field unset for no special handling.
2945 Currently supported are `defaults`, `eased` and `absvalue`:
2949 Specify this if you would like to keep auto-selection of eased/not-eased while
2950 specifying some other flags.
2954 Maps noise gradient values onto a quintic S-curve before performing
2955 interpolation. This results in smooth, rolling noise.
2956 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2958 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2960 Easing a 3D noise significantly increases the noise calculation load, so use
2965 The absolute value of each octave's noise variation is used when combining the
2966 octaves. The final perlin noise variation is created as follows:
2968 noise = offset + scale * (abs(octave1) +
2969 abs(octave2) * persistence +
2970 abs(octave3) * persistence ^ 2 +
2971 abs(octave4) * persistence ^ 3 +
2976 For 2D or 3D perlin noise or perlin noise maps:
2981 spread = {x = 500, y = 500, z = 500},
2986 flags = "defaults, absvalue",
2989 For 2D noise the Z component of `spread` is still defined but is ignored.
2990 A single noise parameter table can be used for 2D or 3D noise.
3001 These tell in what manner the ore is generated.
3003 All default ores are of the uniformly-distributed scatter type.
3007 Randomly chooses a location and generates a cluster of ore.
3009 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3010 at that point is greater than the `noise_threshold`, giving the ability to
3011 create a non-equal distribution of ore.
3015 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3016 described by `noise_params` and `noise_threshold`. This is essentially an
3017 improved version of the so-called "stratus" ore seen in some unofficial mods.
3019 This sheet consists of vertical columns of uniform randomly distributed height,
3020 varying between the inclusive range `column_height_min` and `column_height_max`.
3021 If `column_height_min` is not specified, this parameter defaults to 1.
3022 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3023 for reverse compatibility. New code should prefer `column_height_max`.
3025 The `column_midpoint_factor` parameter controls the position of the column at
3026 which ore emanates from.
3027 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3028 equally starting from each direction.
3029 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3030 this parameter is not specified, the default is 0.5.
3032 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3037 Creates a sheet of ore in a cloud-like puff shape.
3039 As with the `sheet` ore type, the size and shape of puffs are described by
3040 `noise_params` and `noise_threshold` and are placed at random vertical
3041 positions within the currently generated chunk.
3043 The vertical top and bottom displacement of each puff are determined by the
3044 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3048 Creates a deformed sphere of ore according to 3d perlin noise described by
3049 `noise_params`. The maximum size of the blob is `clust_size`, and
3050 `clust_scarcity` has the same meaning as with the `scatter` type.
3054 Creates veins of ore varying in density by according to the intersection of two
3055 instances of 3d perlin noise with different seeds, both described by
3058 `random_factor` varies the influence random chance has on placement of an ore
3059 inside the vein, which is `1` by default. Note that modifying this parameter
3060 may require adjusting `noise_threshold`.
3062 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3065 This ore type is difficult to control since it is sensitive to small changes.
3066 The following is a decent set of parameters to work from:
3071 spread = {x=200, y=200, z=200},
3078 noise_threshold = 1.6
3080 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3081 computationally expensive than any other ore.
3085 Creates a single undulating ore stratum that is continuous across mapchunk
3086 borders and horizontally spans the world.
3088 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3089 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3090 defines the stratum's vertical thickness (in units of nodes). Due to being
3091 continuous across mapchunk borders the stratum's vertical thickness is
3094 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3095 to y_max in a simple horizontal stratum.
3097 A parameter `stratum_thickness` can be provided instead of the noise parameter
3098 `np_stratum_thickness`, to create a constant thickness.
3100 Leaving out one or both noise parameters makes the ore generation less
3101 intensive, useful when adding multiple strata.
3103 `y_min` and `y_max` define the limits of the ore generation and for performance
3104 reasons should be set as close together as possible but without clipping the
3105 stratum's Y variation.
3107 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3108 solid-ore stratum would require a `clust_scarcity` of 1.
3110 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3111 `random_factor` are ignored by this ore type.
3116 See section [Flag Specifier Format].
3118 Currently supported flags:
3119 `puff_cliffs`, `puff_additive_composition`.
3123 If set, puff ore generation will not taper down large differences in
3124 displacement when approaching the edge of a puff. This flag has no effect for
3125 ore types other than `puff`.
3127 ### `puff_additive_composition`
3129 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3130 in a negative displacement, the sub-column at that point is not generated. With
3131 this attribute set, puff ore generation will instead generate the absolute
3132 difference in noise displacement values. This flag has no effect for ore types
3141 The varying types of decorations that can be placed.
3146 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3147 a list, if a decoration list is specified). Can specify a certain node it must
3148 spawn next to, such as water or lava, for example. Can also generate a
3149 decoration of random height between a specified lower and upper bound.
3150 This type of decoration is intended for placement of grass, flowers, cacti,
3151 papyri, waterlilies and so on.
3156 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3157 Can specify a probability of a node randomly appearing when placed.
3158 This decoration type is intended to be used for multi-node sized discrete
3159 structures, such as trees, cave spikes, rocks, and so on.
3168 --------------------
3170 A schematic specifier identifies a schematic by either a filename to a
3171 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3172 in the form of a table. This table specifies the following fields:
3174 * The `size` field is a 3D vector containing the dimensions of the provided
3175 schematic. (required field)
3176 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3177 sets the probability of a particular horizontal slice of the schematic being
3178 placed. (optional field)
3179 `ypos` = 0 for the lowest horizontal slice of a schematic.
3180 The default of `prob` is 255.
3181 * The `data` field is a flat table of MapNode tables making up the schematic,
3182 in the order of `[z [y [x]]]`. (required field)
3183 Each MapNode table contains:
3184 * `name`: the name of the map node to place (required)
3185 * `prob` (alias `param1`): the probability of this node being placed
3187 * `param2`: the raw param2 value of the node being placed onto the map
3189 * `force_place`: boolean representing if the node should forcibly overwrite
3190 any previous contents (default: false)
3192 About probability values:
3194 * A probability value of `0` or `1` means that node will never appear
3196 * A probability value of `254` or `255` means the node will always appear
3198 * If the probability value `p` is greater than `1`, then there is a
3199 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3202 Schematic attributes
3203 --------------------
3205 See section [Flag Specifier Format].
3207 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3210 * `place_center_x`: Placement of this decoration is centered along the X axis.
3211 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3212 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3213 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3219 Lua Voxel Manipulator
3220 =====================
3225 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3226 facility. The purpose of this object is for fast, low-level, bulk access to
3227 reading and writing Map content. As such, setting map nodes through VoxelManip
3228 will lack many of the higher level features and concepts you may be used to
3229 with other methods of setting nodes. For example, nodes will not have their
3230 construction and destruction callbacks run, and no rollback information is
3233 It is important to note that VoxelManip is designed for speed, and *not* ease
3234 of use or flexibility. If your mod requires a map manipulation facility that
3235 will handle 100% of all edge cases, or the use of high level node placement
3236 features, perhaps `minetest.set_node()` is better suited for the job.
3238 In addition, VoxelManip might not be faster, or could even be slower, for your
3239 specific use case. VoxelManip is most effective when setting large areas of map
3240 at once - for example, if only setting a 3x3x3 node area, a
3241 `minetest.set_node()` loop may be more optimal. Always profile code using both
3242 methods of map manipulation to determine which is most appropriate for your
3245 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3246 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3251 A VoxelManip object can be created any time using either:
3252 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3254 If the optional position parameters are present for either of these routines,
3255 the specified region will be pre-loaded into the VoxelManip object on creation.
3256 Otherwise, the area of map you wish to manipulate must first be loaded into the
3257 VoxelManip object using `VoxelManip:read_from_map()`.
3259 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3260 formed by these positions indicate the minimum and maximum (respectively)
3261 positions of the area actually loaded in the VoxelManip, which may be larger
3262 than the area requested. For convenience, the loaded area coordinates can also
3263 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3265 Now that the VoxelManip object is populated with map data, your mod can fetch a
3266 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3267 which retrieves an individual node in a MapNode formatted table at the position
3268 requested is the simplest method to use, but also the slowest.
3270 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3273 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3275 * `VoxelManip:get_light_data()` for node light levels, and
3276 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3278 See section [Flat array format] for more details.
3280 It is very important to understand that the tables returned by any of the above
3281 three functions represent a snapshot of the VoxelManip's internal state at the
3282 time of the call. This copy of the data will not magically update itself if
3283 another function modifies the internal VoxelManip state.
3284 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3285 internal state unless otherwise explicitly stated.
3287 Once the bulk data has been edited to your liking, the internal VoxelManip
3288 state can be set using:
3290 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3292 * `VoxelManip:set_light_data()` for node light levels, and
3293 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3295 The parameter to each of the above three functions can use any table at all in
3296 the same flat array format as produced by `get_data()` etc. and is not required
3297 to be a table retrieved from `get_data()`.
3299 Once the internal VoxelManip state has been modified to your liking, the
3300 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3302 ### Flat array format
3305 `Nx = p2.X - p1.X + 1`,
3306 `Ny = p2.Y - p1.Y + 1`, and
3307 `Nz = p2.Z - p1.Z + 1`.
3309 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3310 including the value of the expression `Nx * Ny * Nz`.
3312 Positions offset from p1 are present in the array with the format of:
3315 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3316 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3318 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3319 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3321 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3323 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3326 and the array index for a position p contained completely in p1..p2 is:
3328 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3330 Note that this is the same "flat 3D array" format as
3331 `PerlinNoiseMap:get3dMap_flat()`.
3332 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3333 of the index for a single point in a flat VoxelManip array.
3337 A Content ID is a unique integer identifier for a specific node type.
3338 These IDs are used by VoxelManip in place of the node name string for
3339 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3340 `minetest.get_content_id()` to look up the Content ID for the specified node
3341 name, and `minetest.get_name_from_content_id()` to look up the node name string
3342 for a given Content ID.
3343 After registration of a node, its Content ID will remain the same throughout
3344 execution of the mod.
3345 Note that the node being queried needs to have already been been registered.
3347 The following builtin node types have their Content IDs defined as constants:
3349 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3350 * `minetest.CONTENT_AIR`: ID for "air" nodes
3351 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3353 ### Mapgen VoxelManip objects
3355 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3356 VoxelManip object used by the core's Map Generator (commonly abbreviated
3357 Mapgen). Most of the rules previously described still apply but with a few
3360 * The Mapgen VoxelManip object is retrieved using:
3361 `minetest.get_mapgen_object("voxelmanip")`
3362 * This VoxelManip object already has the region of map just generated loaded
3363 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3364 a Mapgen VoxelManip.
3365 * The `on_generated()` callbacks of some mods may place individual nodes in the
3366 generated area using non-VoxelManip map modification methods. Because the
3367 same Mapgen VoxelManip object is passed through each `on_generated()`
3368 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3369 consistency with the current map state. For this reason, calling any of the
3370 following functions:
3371 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3372 will also update the Mapgen VoxelManip object's internal state active on the
3374 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3375 necessary to update lighting information using either:
3376 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3378 ### Other API functions operating on a VoxelManip
3380 If any VoxelManip contents were set to a liquid node,
3381 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3382 flowing. It is recommended to call this function only after having written all
3383 buffered data back to the VoxelManip object, save for special situations where
3384 the modder desires to only have certain liquid nodes begin flowing.
3386 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3387 will generate all registered decorations and ores throughout the full area
3388 inside of the specified VoxelManip object.
3390 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3391 `minetest.place_schematic()`, except instead of placing the specified schematic
3392 directly on the map at the specified position, it will place the schematic
3393 inside the VoxelManip.
3397 * Attempting to read data from a VoxelManip object before map is read will
3398 result in a zero-length array table for `VoxelManip:get_data()`, and an
3399 "ignore" node at any position for `VoxelManip:get_node_at()`.
3400 * If either a region of map has not yet been generated or is out-of-bounds of
3401 the map, that region is filled with "ignore" nodes.
3402 * Other mods, or the core itself, could possibly modify the area of map
3403 currently loaded into a VoxelManip object. With the exception of Mapgen
3404 VoxelManips (see above section), the internal buffers are not updated. For
3405 this reason, it is strongly encouraged to complete the usage of a particular
3406 VoxelManip object in the same callback it had been created.
3407 * If a VoxelManip object will be used often, such as in an `on_generated()`
3408 callback, consider passing a file-scoped table as the optional parameter to
3409 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3410 to write map data to instead of returning a new table each call. This greatly
3411 enhances performance by avoiding unnecessary memory allocations.
3416 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3417 containing the region formed by `p1` and `p2`.
3418 * returns actual emerged `pmin`, actual emerged `pmax`
3419 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3421 * **important**: data must be set using `VoxelManip:set_data()` before
3423 * if `light` is true, then lighting is automatically recalculated.
3424 The default value is true.
3425 If `light` is false, no light calculations happen, and you should correct
3426 all modified blocks with `minetest.fix_light()` as soon as possible.
3427 Keep in mind that modifying the map where light is incorrect can cause
3429 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3430 the `VoxelManip` at that position
3431 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3433 * `get_data([buffer])`: Retrieves the node content data loaded into the
3434 `VoxelManip` object.
3435 * returns raw node data in the form of an array of node content IDs
3436 * if the param `buffer` is present, this table will be used to store the
3438 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3439 * `update_map()`: Does nothing, kept for compatibility.
3440 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3442 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3443 * To be used only by a `VoxelManip` object from
3444 `minetest.get_mapgen_object`.
3445 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3447 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3448 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3450 * Each value is the bitwise combination of day and night light values
3452 * `light = day + (night * 16)`
3453 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3454 in the `VoxelManip`.
3455 * expects lighting data in the same format that `get_light_data()` returns
3456 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3457 `VoxelManip` object.
3458 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3460 * If the param `buffer` is present, this table will be used to store the
3462 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3464 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3466 * To be used only by a `VoxelManip` object from
3467 `minetest.get_mapgen_object`.
3468 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3469 area if left out or nil. For almost all uses these should be left out
3470 or nil to use the default.
3471 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3472 generated mapchunk above are propagated down into the mapchunk, defaults
3473 to `true` if left out.
3474 * `update_liquids()`: Update liquid flow
3475 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3476 manipulator had been modified since the last read from map, due to a call to
3477 `minetest.set_data()` on the loaded area elsewhere.
3478 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3483 A helper class for voxel areas.
3484 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3485 The coordinates are *inclusive*, like most other things in Minetest.
3489 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3490 `MinEdge` and `MaxEdge`.
3491 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3493 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3495 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3496 * The position (x, y, z) is not checked for being inside the area volume,
3497 being outside can cause an incorrect index result.
3498 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3499 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3500 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3501 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3502 is not checked for being inside the area volume.
3503 * `position(i)`: returns the absolute position vector corresponding to index
3505 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3506 `MinEdge` and `MaxEdge`.
3507 * `containsp(p)`: same as above, except takes a vector
3508 * `containsi(i)`: same as above, except takes an index `i`
3509 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3511 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3513 * `iterp(minp, maxp)`: same as above, except takes a vector
3521 A mapgen object is a construct used in map generation. Mapgen objects can be
3522 used by an `on_generate` callback to speed up operations by avoiding
3523 unnecessary recalculations, these can be retrieved using the
3524 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3525 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3526 callback, `nil` is returned.
3528 The following Mapgen objects are currently available:
3532 This returns three values; the `VoxelManip` object to be used, minimum and
3533 maximum emerged position, in that order. All mapgens support this object.
3537 Returns an array containing the y coordinates of the ground levels of nodes in
3538 the most recently generated chunk by the current mapgen.
3542 Returns an array containing the biome IDs of nodes in the most recently
3543 generated chunk by the current mapgen.
3547 Returns an array containing the temperature values of nodes in the most
3548 recently generated chunk by the current mapgen.
3552 Returns an array containing the humidity values of nodes in the most recently
3553 generated chunk by the current mapgen.
3557 Returns a table mapping requested generation notification types to arrays of
3558 positions at which the corresponding generated structures are located within
3559 the current chunk. To set the capture of positions of interest to be recorded
3560 on generate, use `minetest.set_gen_notify()`.
3561 For decorations, the returned positions are the ground surface 'place_on'
3562 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3563 node above the returned position and possibly displaced by 'place_offset_y'.
3565 Possible fields of the table returned are:
3571 * `large_cave_begin`
3575 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3576 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3584 Functions receive a "luaentity" as `self`:
3586 * It has the member `.name`, which is the registered name `("mod:thing")`
3587 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3588 * The original prototype stuff is visible directly via a metatable
3592 * `on_activate(self, staticdata, dtime_s)`
3593 * Called when the object is instantiated.
3594 * `dtime_s` is the time passed since the object was unloaded, which can be
3595 used for updating the entity state.
3596 * `on_step(self, dtime)`
3597 * Called on every server tick, after movement and collision processing.
3598 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3600 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3601 * Called when somebody punches the object.
3602 * Note that you probably want to handle most punches using the automatic
3604 * `puncher`: an `ObjectRef` (can be `nil`)
3605 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3607 * `tool_capabilities`: capability table of used tool (can be `nil`)
3608 * `dir`: unit vector of direction of punch. Always defined. Points from the
3609 puncher to the punched.
3610 * `damage`: damage that will be done to entity.
3611 * `on_death(self, killer)`
3612 * Called when the object dies.
3613 * `killer`: an `ObjectRef` (can be `nil`)
3614 * `on_rightclick(self, clicker)`
3615 * `on_attach_child(self, child)`
3616 * `child`: an `ObjectRef` of the child that attaches
3617 * `on_detach_child(self, child)`
3618 * `child`: an `ObjectRef` of the child that detaches
3619 * `on_detach(self, parent)`
3620 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3621 * This happens before the parent object is removed from the world
3622 * `get_staticdata(self)`
3623 * Should return a string that will be passed to `on_activate` when the
3624 object is instantiated the next time.
3636 axiom, --string initial tree axiom
3637 rules_a, --string rules set A
3638 rules_b, --string rules set B
3639 rules_c, --string rules set C
3640 rules_d, --string rules set D
3641 trunk, --string trunk node name
3642 leaves, --string leaves node name
3643 leaves2, --string secondary leaves node name
3644 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3645 angle, --num angle in deg
3646 iterations, --num max # of iterations, usually 2 -5
3647 random_level, --num factor to lower nr of iterations, usually 0 - 3
3648 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3649 -- 2x2 nodes or 3x3 in cross shape
3650 thin_branches, --boolean true -> use thin (1 node) branches
3651 fruit, --string fruit node name
3652 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3653 seed, --num random seed, if no seed is provided, the engine
3657 Key for special L-System symbols used in axioms
3658 -----------------------------------------------
3660 * `G`: move forward one unit with the pen up
3661 * `F`: move forward one unit with the pen down drawing trunks and branches
3662 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3663 * `T`: move forward one unit with the pen down drawing trunks only
3664 * `R`: move forward one unit with the pen down placing fruit
3665 * `A`: replace with rules set A
3666 * `B`: replace with rules set B
3667 * `C`: replace with rules set C
3668 * `D`: replace with rules set D
3669 * `a`: replace with rules set A, chance 90%
3670 * `b`: replace with rules set B, chance 80%
3671 * `c`: replace with rules set C, chance 70%
3672 * `d`: replace with rules set D, chance 60%
3673 * `+`: yaw the turtle right by `angle` parameter
3674 * `-`: yaw the turtle left by `angle` parameter
3675 * `&`: pitch the turtle down by `angle` parameter
3676 * `^`: pitch the turtle up by `angle` parameter
3677 * `/`: roll the turtle to the right by `angle` parameter
3678 * `*`: roll the turtle to the left by `angle` parameter
3679 * `[`: save in stack current state info
3680 * `]`: recover from stack state info
3685 Spawn a small apple tree:
3687 pos = {x=230,y=20,z=4}
3690 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3691 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3692 trunk="default:tree",
3693 leaves="default:leaves",
3697 trunk_type="single",
3700 fruit="default:apple"
3702 minetest.spawn_tree(pos,apple_tree)
3707 'minetest' namespace reference
3708 ==============================
3713 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3715 * `minetest.get_modpath(modname)`: returns e.g.
3716 `"/home/user/.minetest/usermods/modname"`.
3717 * Useful for loading additional `.lua` modules or static data from mod
3718 * `minetest.get_modnames()`: returns a list of installed mods
3719 * Return a list of installed mods, sorted alphabetically
3720 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3721 * Useful for storing custom data
3722 * `minetest.is_singleplayer()`
3723 * `minetest.features`: Table containing API feature flags
3726 glasslike_framed = true, -- 0.4.7
3727 nodebox_as_selectionbox = true, -- 0.4.7
3728 get_all_craft_recipes_works = true, -- 0.4.7
3729 -- The transparency channel of textures can optionally be used on
3731 use_texture_alpha = true,
3732 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3733 no_legacy_abms = true,
3734 -- Texture grouping is possible using parentheses (0.4.11)
3735 texture_names_parens = true,
3736 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3737 area_store_custom_ids = true,
3738 -- add_entity supports passing initial staticdata to on_activate
3740 add_entity_with_staticdata = true,
3741 -- Chat messages are no longer predicted (0.4.16)
3742 no_chat_message_prediction = true,
3743 -- The transparency channel of textures can optionally be used on
3744 -- objects (ie: players and lua entities) (5.0.0)
3745 object_use_texture_alpha = true,
3746 -- Object selectionbox is settable independently from collisionbox
3748 object_independent_selectionbox = true,
3749 -- Specifies whether binary data can be uploaded or downloaded using
3750 -- the HTTP API (5.1.0)
3751 httpfetch_binary_data = true,
3754 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3755 * `arg`: string or table in format `{foo=true, bar=true}`
3756 * `missing_features`: `{foo=true, bar=true}`
3757 * `minetest.get_player_information(player_name)`: Table containing information
3758 about a player. Example return value:
3761 address = "127.0.0.1", -- IP address of client
3762 ip_version = 4, -- IPv4 / IPv6
3763 min_rtt = 0.01, -- minimum round trip time
3764 max_rtt = 0.2, -- maximum round trip time
3765 avg_rtt = 0.02, -- average round trip time
3766 min_jitter = 0.01, -- minimum packet time jitter
3767 max_jitter = 0.5, -- maximum packet time jitter
3768 avg_jitter = 0.03, -- average packet time jitter
3769 connection_uptime = 200, -- seconds since client connected
3770 protocol_version = 32, -- protocol version used by client
3771 -- following information is available on debug build only!!!
3772 -- DO NOT USE IN MODS
3773 --ser_vers = 26, -- serialization version used by client
3774 --major = 0, -- major version number
3775 --minor = 4, -- minor version number
3776 --patch = 10, -- patch version number
3777 --vers_string = "0.4.9-git", -- full version string
3778 --state = "Active" -- current client state
3781 * `minetest.mkdir(path)`: returns success.
3782 * Creates a directory specified by `path`, creating parent directories
3783 if they don't exist.
3784 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3786 * nil: return all entries,
3787 * true: return only subdirectory names, or
3788 * false: return only file names.
3789 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3790 * Replaces contents of file at path with new contents in a safe (atomic)
3791 way. Use this instead of below code when writing e.g. database files:
3792 `local f = io.open(path, "wb"); f:write(content); f:close()`
3793 * `minetest.get_version()`: returns a table containing components of the
3794 engine version. Components:
3795 * `project`: Name of the project, eg, "Minetest"
3796 * `string`: Simple version, eg, "1.2.3-dev"
3797 * `hash`: Full git version (only set if available),
3798 eg, "1.2.3-dev-01234567-dirty".
3799 Use this for informational purposes only. The information in the returned
3800 table does not represent the capabilities of the engine, nor is it
3801 reliable or verifiable. Compatible forks will have a different name and
3802 version entirely. To check for the presence of engine features, test
3803 whether the functions exported by the wanted features exist. For example:
3804 `if minetest.check_for_falling then ... end`.
3805 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3806 * `data`: string of data to hash
3807 * `raw`: return raw bytes instead of hex digits, default: false
3812 * `minetest.debug(...)`
3813 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3814 * `minetest.log([level,] text)`
3815 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3816 `"info"`, or `"verbose"`. Default is `"none"`.
3818 Registration functions
3819 ----------------------
3821 Call these functions only at load time!
3825 * `minetest.register_node(name, node definition)`
3826 * `minetest.register_craftitem(name, item definition)`
3827 * `minetest.register_tool(name, item definition)`
3828 * `minetest.override_item(name, redefinition)`
3829 * Overrides fields of an item registered with register_node/tool/craftitem.
3830 * Note: Item must already be defined, (opt)depend on the mod defining it.
3831 * Example: `minetest.override_item("default:mese",
3832 {light_source=minetest.LIGHT_MAX})`
3833 * `minetest.unregister_item(name)`
3834 * Unregisters the item from the engine, and deletes the entry with key
3835 `name` from `minetest.registered_items` and from the associated item table
3836 according to its nature: `minetest.registered_nodes`, etc.
3837 * `minetest.register_entity(name, entity definition)`
3838 * `minetest.register_abm(abm definition)`
3839 * `minetest.register_lbm(lbm definition)`
3840 * `minetest.register_alias(alias, original_name)`
3841 * Also use this to set the 'mapgen aliases' needed in a game for the core
3842 mapgens. See [Mapgen aliases] section above.
3843 * `minetest.register_alias_force(alias, original_name)`
3844 * `minetest.register_ore(ore definition)`
3845 * Returns an integer object handle uniquely identifying the registered
3847 * The order of ore registrations determines the order of ore generation.
3848 * `minetest.register_biome(biome definition)`
3849 * Returns an integer object handle uniquely identifying the registered
3850 biome on success. To get the biome ID, use `minetest.get_biome_id`.
3851 * `minetest.unregister_biome(name)`
3852 * Unregisters the biome from the engine, and deletes the entry with key
3853 `name` from `minetest.registered_biomes`.
3854 * `minetest.register_decoration(decoration definition)`
3855 * Returns an integer object handle uniquely identifying the registered
3856 decoration on success. To get the decoration ID, use
3857 `minetest.get_decoration_id`.
3858 * The order of decoration registrations determines the order of decoration
3860 * `minetest.register_schematic(schematic definition)`
3861 * Returns an integer object handle uniquely identifying the registered
3862 schematic on success.
3863 * If the schematic is loaded from a file, the `name` field is set to the
3865 * If the function is called when loading the mod, and `name` is a relative
3866 path, then the current mod path will be prepended to the schematic
3868 * `minetest.clear_registered_ores()`
3869 * Clears all ores currently registered.
3870 * `minetest.clear_registered_biomes()`
3871 * Clears all biomes currently registered.
3872 * `minetest.clear_registered_decorations()`
3873 * Clears all decorations currently registered.
3874 * `minetest.clear_registered_schematics()`
3875 * Clears all schematics currently registered.
3879 * `minetest.register_craft(recipe)`
3880 * Check recipe table syntax for different types below.
3881 * `minetest.clear_craft(recipe)`
3882 * Will erase existing craft based either on output item or on input recipe.
3883 * Specify either output or input only. If you specify both, input will be
3884 ignored. For input use the same recipe table syntax as for
3885 `minetest.register_craft(recipe)`. For output specify only the item,
3887 * Returns false if no erase candidate could be found, otherwise returns true.
3888 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3889 ignored if the recipe contains output. Erasing is then done independently
3890 from the crafting method.
3891 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3892 * `minetest.override_chatcommand(name, redefinition)`
3893 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3894 * `minetest.unregister_chatcommand(name)`
3895 * Unregisters a chatcommands registered with `register_chatcommand`.
3896 * `minetest.register_privilege(name, definition)`
3897 * `definition` can be a description or a definition table (see [Privilege
3899 * If it is a description, the priv will be granted to singleplayer and admin
3901 * To allow players with `basic_privs` to grant, see the `basic_privs`
3902 minetest.conf setting.
3903 * `minetest.register_authentication_handler(authentication handler definition)`
3904 * Registers an auth handler that overrides the builtin one.
3905 * This function can be called by a single mod once only.
3907 Global callback registration functions
3908 --------------------------------------
3910 Call these functions only at load time!
3912 * `minetest.register_globalstep(function(dtime))`
3913 * Called every server step, usually interval of 0.1s
3914 * `minetest.register_on_mods_loaded(function())`
3915 * Called after mods have finished loading and before the media is cached or the
3917 * `minetest.register_on_shutdown(function())`
3918 * Called before server shutdown
3919 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3920 registered callbacks **will likely not be run**. Data should be saved at
3921 semi-frequent intervals as well as on server shutdown.
3922 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3923 * Called when a node has been placed
3924 * If return `true` no item is taken from `itemstack`
3925 * `placer` may be any valid ObjectRef or nil.
3926 * **Not recommended**; use `on_construct` or `after_place_node` in node
3927 definition whenever possible.
3928 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3929 * Called when a node has been dug.
3930 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3931 definition whenever possible.
3932 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3933 * Called when a node is punched
3934 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3935 * Called after generating a piece of world. Modifying nodes inside the area
3936 is a bit faster than usually.
3937 * `minetest.register_on_newplayer(function(ObjectRef))`
3938 * Called after a new player has been created
3939 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3940 * Called when a player is punched
3941 * Note: This callback is invoked even if the punched player is dead.
3942 * `player`: ObjectRef - Player that was punched
3943 * `hitter`: ObjectRef - Player that hit
3944 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3946 * `tool_capabilities`: Capability table of used tool (can be nil)
3947 * `dir`: Unit vector of direction of punch. Always defined. Points from
3948 the puncher to the punched.
3949 * `damage`: Number that represents the damage calculated by the engine
3950 * should return `true` to prevent the default damage mechanism
3951 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3952 * Called when the player gets damaged or healed
3953 * `player`: ObjectRef of the player
3954 * `hp_change`: the amount of change. Negative when it is damage.
3955 * `reason`: a PlayerHPChangeReason table.
3956 * The `type` field will have one of the following values:
3957 * `set_hp`: A mod or the engine called `set_hp` without
3958 giving a type - use this for custom damage types.
3959 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3961 * `node_damage`: `damage_per_second` from a neighbouring node.
3962 `reason.node` will hold the node name or nil.
3965 * Any of the above types may have additional fields from mods.
3966 * `reason.from` will be `mod` or `engine`.
3967 * `modifier`: when true, the function should return the actual `hp_change`.
3968 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
3969 Modifiers can return true as a second argument to stop the execution of further functions.
3970 Non-modifiers receive the final HP change calculated by the modifiers.
3971 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3972 * Called when a player dies
3973 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3974 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3975 * Called when player is to be respawned
3976 * Called _before_ repositioning of player occurs
3977 * return true in func to disable regular player placement
3978 * `minetest.register_on_prejoinplayer(function(name, ip))`
3979 * Called before a player joins the game
3980 * If it returns a string, the player is disconnected with that string as
3982 * `minetest.register_on_joinplayer(function(ObjectRef))`
3983 * Called when a player joins the game
3984 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3985 * Called when a player leaves the game
3986 * `timed_out`: True for timeout, false for other reasons.
3987 * `minetest.register_on_auth_fail(function(name, ip))`
3988 * Called when a client attempts to log into an account but supplies the
3990 * `ip`: The IP address of the client.
3991 * `name`: The account the client attempted to log into.
3992 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3993 * Called when a player cheats
3994 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3996 * `interacted_too_far`
3997 * `interacted_while_dead`
3998 * `finished_unknown_dig`
4001 * `minetest.register_on_chat_message(function(name, message))`
4002 * Called always when a player says something
4003 * Return `true` to mark the message as handled, which means that it will
4004 not be sent to other players.
4005 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4006 * Called when the server received input from `player` in a formspec with
4007 the given `formname`. Specifically, this is called on any of the
4009 * a button was pressed,
4010 * Enter was pressed while the focus was on a text field
4011 * a checkbox was toggled,
4012 * something was selecteed in a drop-down list,
4013 * a different tab was selected,
4014 * selection was changed in a textlist or table,
4015 * an entry was double-clicked in a textlist or table,
4016 * a scrollbar was moved, or
4017 * the form was actively closed by the player.
4018 * Fields are sent for formspec elements which define a field. `fields`
4019 is a table containing each formspecs element value (as string), with
4020 the `name` parameter as index for each. The value depends on the
4021 formspec element type:
4022 * `button` and variants: If pressed, contains the user-facing button
4023 text as value. If not pressed, is `nil`
4024 * `field`, `textarea` and variants: Text in the field
4025 * `dropdown`: Text of selected item
4026 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4027 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4028 * `textlist`: See `minetest.explode_textlist_event`
4029 * `table`: See `minetest.explode_table_event`
4030 * `scrollbar`: See `minetest.explode_scrollbar_event`
4031 * Special case: `["quit"]="true"` is sent when the user actively
4032 closed the form by mouse click, keypress or through a button_exit[]
4034 * Special case: `["key_enter"]="true"` is sent when the user pressed
4035 the Enter key and the focus was either nowhere (causing the formspec
4036 to be closed) or on a button. If the focus was on a text field,
4037 additionally, the index `key_enter_field` contains the name of the
4038 text field. See also: `field_close_on_enter`.
4039 * Newest functions are called first
4040 * If function returns `true`, remaining functions are not called
4041 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4042 * Called when `player` crafts something
4043 * `itemstack` is the output
4044 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4046 * `craft_inv` is the inventory with the crafting grid
4047 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4049 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4050 * The same as before, except that it is called before the player crafts, to
4051 make craft prediction, and it should not change anything.
4052 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4053 * Determinates how much of a stack may be taken, put or moved to a
4055 * `player` (type `ObjectRef`) is the player who modified the inventory
4056 `inventory` (type `InvRef`).
4057 * List of possible `action` (string) values and their
4058 `inventory_info` (table) contents:
4059 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4060 * `put`: `{listname=string, index=number, stack=ItemStack}`
4061 * `take`: Same as `put`
4062 * Return a numeric value to limit the amount of items to be taken, put or
4063 moved. A value of `-1` for `take` will make the source stack infinite.
4064 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4065 * Called after a take, put or move event from/to/in a player inventory
4066 * Function arguments: see `minetest.register_allow_player_inventory_action`
4067 * Does not accept or handle any return value.
4068 * `minetest.register_on_protection_violation(function(pos, name))`
4069 * Called by `builtin` and mods when a player violates protection at a
4070 position (eg, digs a node or punches a protected entity).
4071 * The registered functions can be called using
4072 `minetest.record_protection_violation`.
4073 * The provided function should check that the position is protected by the
4074 mod calling this function before it prints a message, if it does, to
4075 allow for multiple protection mods.
4076 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4077 * Called when an item is eaten, by `minetest.item_eat`
4078 * Return `true` or `itemstack` to cancel the default item eat response
4079 (i.e.: hp increase).
4080 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4081 * Called when `granter` grants the priv `priv` to `name`.
4082 * Note that the callback will be called twice if it's done by a player,
4083 once with granter being the player name, and again with granter being nil.
4084 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4085 * Called when `revoker` revokes the priv `priv` from `name`.
4086 * Note that the callback will be called twice if it's done by a player,
4087 once with revoker being the player name, and again with revoker being nil.
4088 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4089 * Called when `name` user connects with `ip`.
4090 * Return `true` to by pass the player limit
4091 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4092 * Called when an incoming mod channel message is received
4093 * You should have joined some channels to receive events.
4094 * If message comes from a server mod, `sender` field is an empty string.
4099 * `minetest.settings`: Settings object containing all of the settings from the
4100 main config file (`minetest.conf`).
4101 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4102 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4107 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
4108 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
4109 * Convert between two privilege representations
4110 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4111 * `minetest.check_player_privs(player_or_name, ...)`:
4112 returns `bool, missing_privs`
4113 * A quickhand for checking privileges.
4114 * `player_or_name`: Either a Player object or the name of a player.
4115 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4116 a table, e.g. `{ priva = true, privb = true }`.
4118 * `minetest.check_password_entry(name, entry, password)`
4119 * Returns true if the "password entry" for a player with name matches given
4120 password, false otherwise.
4121 * The "password entry" is the password representation generated by the
4122 engine as returned as part of a `get_auth()` call on the auth handler.
4123 * Only use this function for making it possible to log in via password from
4124 external protocols such as IRC, other uses are frowned upon.
4125 * `minetest.get_password_hash(name, raw_password)`
4126 * Convert a name-password pair to a password hash that Minetest can use.
4127 * The returned value alone is not a good basis for password checks based
4128 on comparing the password hash in the database with the password hash
4129 from the function, with an externally provided password, as the hash
4130 in the db might use the new SRP verifier format.
4131 * For this purpose, use `minetest.check_password_entry` instead.
4132 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4134 * The player needs to be online for this to be successful.
4136 * `minetest.get_auth_handler()`: Return the currently active auth handler
4137 * See the [Authentication handler definition]
4138 * Use this to e.g. get the authentication data for a player:
4139 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4140 * `minetest.notify_authentication_modified(name)`
4141 * Must be called by the authentication handler for privilege changes.
4142 * `name`: string; if omitted, all auth data should be considered modified
4143 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4145 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4147 * `minetest.auth_reload()`
4148 * See `reload()` in authentication handler definition
4150 `minetest.set_player_password`, `minetest_set_player_privs`,
4151 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4157 * `minetest.chat_send_all(text)`
4158 * `minetest.chat_send_player(name, text)`
4163 * `minetest.set_node(pos, node)`
4164 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4165 * Set node at position `pos`
4166 * `node`: table `{name=string, param1=number, param2=number}`
4167 * If param1 or param2 is omitted, it's set to `0`.
4168 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4169 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4170 * Set node on all positions set in the first argument.
4171 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4172 * For node specification or position syntax see `minetest.set_node` call
4173 * Faster than set_node due to single call, but still considerably slower
4174 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4175 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4176 in spread out positions which would cause LVMs to waste memory.
4177 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4179 * `minetest.swap_node(pos, node)`
4180 * Set node at position, but don't remove metadata
4181 * `minetest.remove_node(pos)`
4182 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4183 * `minetest.get_node(pos)`
4184 * Returns the node at the given position as table in the format
4185 `{name="node_name", param1=0, param2=0}`,
4186 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4187 * `minetest.get_node_or_nil(pos)`
4188 * Same as `get_node` but returns `nil` for unloaded areas.
4189 * `minetest.get_node_light(pos, timeofday)`
4190 * Gets the light value at the given position. Note that the light value
4191 "inside" the node at the given position is returned, so you usually want
4192 to get the light value of a neighbor.
4193 * `pos`: The position where to measure the light.
4194 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4195 * Returns a number between `0` and `15` or `nil`
4196 * `minetest.place_node(pos, node)`
4197 * Place node with the same effects that a player would cause
4198 * `minetest.dig_node(pos)`
4199 * Dig node with the same effects that a player would cause
4200 * Returns `true` if successful, `false` on failure (e.g. protected location)
4201 * `minetest.punch_node(pos)`
4202 * Punch node with the same effects that a player would cause
4203 * `minetest.spawn_falling_node(pos)`
4204 * Change node into falling node
4205 * Returns `true` if successful, `false` on failure
4207 * `minetest.find_nodes_with_meta(pos1, pos2)`
4208 * Get a table of positions of nodes that have metadata within a region
4210 * `minetest.get_meta(pos)`
4211 * Get a `NodeMetaRef` at that position
4212 * `minetest.get_node_timer(pos)`
4213 * Get `NodeTimerRef`
4215 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4217 * Returns `ObjectRef`, or `nil` if failed
4218 * `minetest.add_item(pos, item)`: Spawn item
4219 * Returns `ObjectRef`, or `nil` if failed
4220 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4221 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4223 * `radius`: using an euclidean metric
4224 * `minetest.set_timeofday(val)`
4225 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4226 * `minetest.get_timeofday()`
4227 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4229 * `minetest.get_day_count()`: returns number days elapsed since world was
4231 * accounts for time changes.
4232 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4234 * `radius`: using a maximum metric
4235 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4236 * `search_center` is an optional boolean (default: `false`)
4237 If true `pos` is also checked for the nodes
4238 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4240 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4241 * First return value: Table with all node positions
4242 * Second return value: Table with the count of each node with the node name
4244 * Area volume is limited to 4,096,000 nodes
4245 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4247 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4248 * Return value: Table with all node positions with a node air above
4249 * Area volume is limited to 4,096,000 nodes
4250 * `minetest.get_perlin(noiseparams)`
4251 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4252 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4253 * `minetest.get_voxel_manip([pos1, pos2])`
4254 * Return voxel manipulator object.
4255 * Loads the manipulator from the map if positions are passed.
4256 * `minetest.set_gen_notify(flags, {deco_ids})`
4257 * Set the types of on-generate notifications that should be collected.
4258 * `flags` is a flag field with the available flags:
4266 * The second parameter is a list of IDs of decorations which notification
4268 * `minetest.get_gen_notify()`
4269 * Returns a flagstring and a table with the `deco_id`s.
4270 * `minetest.get_decoration_id(decoration_name)`
4271 * Returns the decoration ID number for the provided decoration name string,
4272 or `nil` on failure.
4273 * `minetest.get_mapgen_object(objectname)`
4274 * Return requested mapgen object if available (see [Mapgen objects])
4275 * `minetest.get_heat(pos)`
4276 * Returns the heat at the position, or `nil` on failure.
4277 * `minetest.get_humidity(pos)`
4278 * Returns the humidity at the position, or `nil` on failure.
4279 * `minetest.get_biome_data(pos)`
4280 * Returns a table containing:
4281 * `biome` the biome id of the biome at that position
4282 * `heat` the heat at the position
4283 * `humidity` the humidity at the position
4284 * Or returns `nil` on failure.
4285 * `minetest.get_biome_id(biome_name)`
4286 * Returns the biome id, as used in the biomemap Mapgen object and returned
4287 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4288 * `minetest.get_biome_name(biome_id)`
4289 * Returns the biome name string for the provided biome id, or `nil` on
4291 * If no biomes have been registered, such as in mgv6, returns `default`.
4292 * `minetest.get_mapgen_params()`
4293 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4294 * Returns a table containing:
4300 * `minetest.set_mapgen_params(MapgenParams)`
4301 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4303 * Set map generation parameters.
4304 * Function cannot be called after the registration period; only
4305 initialization and `on_mapgen_init`.
4306 * Takes a table as an argument with the fields:
4312 * Leave field unset to leave that parameter unchanged.
4313 * `flags` contains a comma-delimited string of flags to set, or if the
4314 prefix `"no"` is attached, clears instead.
4315 * `flags` is in the same format and has the same options as `mg_flags` in
4317 * `minetest.get_mapgen_setting(name)`
4318 * Gets the *active* mapgen setting (or nil if none exists) in string
4319 format with the following order of precedence:
4320 1) Settings loaded from map_meta.txt or overrides set during mod
4322 2) Settings set by mods without a metafile override
4323 3) Settings explicitly set in the user config file, minetest.conf
4324 4) Settings set as the user config default
4325 * `minetest.get_mapgen_setting_noiseparams(name)`
4326 * Same as above, but returns the value as a NoiseParams table if the
4327 setting `name` exists and is a valid NoiseParams.
4328 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4329 * Sets a mapgen param to `value`, and will take effect if the corresponding
4330 mapgen setting is not already present in map_meta.txt.
4331 * `override_meta` is an optional boolean (default: `false`). If this is set
4332 to true, the setting will become the active setting regardless of the map
4334 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4335 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4336 * Same as above, except value is a NoiseParams table.
4337 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4338 * Sets the noiseparams setting of `name` to the noiseparams table specified
4340 * `set_default` is an optional boolean (default: `true`) that specifies
4341 whether the setting should be applied to the default config or current
4343 * `minetest.get_noiseparams(name)`
4344 * Returns a table of the noiseparams for name.
4345 * `minetest.generate_ores(vm, pos1, pos2)`
4346 * Generate all registered ores within the VoxelManip `vm` and in the area
4347 from `pos1` to `pos2`.
4348 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4349 * `minetest.generate_decorations(vm, pos1, pos2)`
4350 * Generate all registered decorations within the VoxelManip `vm` and in the
4351 area from `pos1` to `pos2`.
4352 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4353 * `minetest.clear_objects([options])`
4354 * Clear all objects in the environment
4355 * Takes an optional table as an argument with the field `mode`.
4356 * mode = `"full"` : Load and go through every mapblock, clearing
4358 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4359 clear objects in unloaded mapblocks only when the
4360 mapblocks are next activated.
4361 * `minetest.load_area(pos1[, pos2])`
4362 * Load the mapblocks containing the area from `pos1` to `pos2`.
4363 `pos2` defaults to `pos1` if not specified.
4364 * This function does not trigger map generation.
4365 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4366 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4367 asynchronously fetched from memory, loaded from disk, or if inexistent,
4369 * If `callback` is a valid Lua function, this will be called for each block
4371 * The function signature of callback is:
4372 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4373 * `blockpos` is the *block* coordinates of the block that had been
4375 * `action` could be one of the following constant values:
4376 * `minetest.EMERGE_CANCELLED`
4377 * `minetest.EMERGE_ERRORED`
4378 * `minetest.EMERGE_FROM_MEMORY`
4379 * `minetest.EMERGE_FROM_DISK`
4380 * `minetest.EMERGE_GENERATED`
4381 * `calls_remaining` is the number of callbacks to be expected after
4383 * `param` is the user-defined parameter passed to emerge_area (or
4384 nil if the parameter was absent).
4385 * `minetest.delete_area(pos1, pos2)`
4386 * delete all mapblocks in the area from pos1 to pos2, inclusive
4387 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4388 * Checks if there is anything other than air between pos1 and pos2.
4389 * Returns false if something is blocking the sight.
4390 * Returns the position of the blocking node when `false`
4391 * `pos1`: First position
4392 * `pos2`: Second position
4393 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4394 * Creates a `Raycast` object.
4395 * `pos1`: start of the ray
4396 * `pos2`: end of the ray
4397 * `objects`: if false, only nodes will be returned. Default is `true`.
4398 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4399 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4400 * returns table containing path
4401 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4403 * `pos1`: start position
4404 * `pos2`: end position
4405 * `searchdistance`: number of blocks to search in each direction using a
4407 * `max_jump`: maximum height difference to consider walkable
4408 * `max_drop`: maximum height difference to consider droppable
4409 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4410 * `minetest.spawn_tree (pos, {treedef})`
4411 * spawns L-system tree at given `pos` with definition in `treedef` table
4412 * `minetest.transforming_liquid_add(pos)`
4413 * add node to liquid update queue
4414 * `minetest.get_node_max_level(pos)`
4415 * get max available level for leveled node
4416 * `minetest.get_node_level(pos)`
4417 * get level of leveled node (water, snow)
4418 * `minetest.set_node_level(pos, level)`
4419 * set level of leveled node, default `level` equals `1`
4420 * if `totallevel > maxlevel`, returns rest (`total-max`).
4421 * `minetest.add_node_level(pos, level)`
4422 * increase level of leveled node by level, default `level` equals `1`
4423 * if `totallevel > maxlevel`, returns rest (`total-max`)
4424 * can be negative for decreasing
4425 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4426 * resets the light in a cuboid-shaped part of
4427 the map and removes lighting bugs.
4428 * Loads the area if it is not loaded.
4429 * `pos1` is the corner of the cuboid with the least coordinates
4430 (in node coordinates), inclusive.
4431 * `pos2` is the opposite corner of the cuboid, inclusive.
4432 * The actual updated cuboid might be larger than the specified one,
4433 because only whole map blocks can be updated.
4434 The actual updated area consists of those map blocks that intersect
4435 with the given cuboid.
4436 * However, the neighborhood of the updated area might change
4437 as well, as light can spread out of the cuboid, also light
4439 * returns `false` if the area is not fully generated,
4441 * `minetest.check_single_for_falling(pos)`
4442 * causes an unsupported `group:falling_node` node to fall and causes an
4443 unattached `group:attached_node` node to fall.
4444 * does not spread these updates to neighbours.
4445 * `minetest.check_for_falling(pos)`
4446 * causes an unsupported `group:falling_node` node to fall and causes an
4447 unattached `group:attached_node` node to fall.
4448 * spread these updates to neighbours and can cause a cascade
4450 * `minetest.get_spawn_level(x, z)`
4451 * Returns a player spawn y co-ordinate for the provided (x, z)
4452 co-ordinates, or `nil` for an unsuitable spawn point.
4453 * For most mapgens a 'suitable spawn point' is one with y between
4454 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4455 so `nil` will be returned for many (x, z) co-ordinates.
4456 * The spawn level returned is for a player spawn in unmodified terrain.
4457 * The spawn level is intentionally above terrain level to cope with
4458 full-node biome 'dust' nodes.
4463 You can find mod channels communication scheme in `doc/mod_channels.png`.
4465 * `minetest.mod_channel_join(channel_name)`
4466 * Server joins channel `channel_name`, and creates it if necessary. You
4467 should listen for incoming messages with
4468 `minetest.register_on_modchannel_message`
4473 `minetest.get_inventory(location)`: returns an `InvRef`
4476 * `{type="player", name="celeron55"}`
4477 * `{type="node", pos={x=, y=, z=}}`
4478 * `{type="detached", name="creative"}`
4479 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4481 * `callbacks`: See [Detached inventory callbacks]
4482 * `player_name`: Make detached inventory available to one player
4483 exclusively, by default they will be sent to every player (even if not
4485 Note that this parameter is mostly just a workaround and will be removed
4487 * Creates a detached inventory. If it already exists, it is cleared.
4488 * `minetest.remove_detached_inventory(name)`
4489 * Returns a `boolean` indicating whether the removal succeeded.
4490 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4491 returns left over ItemStack.
4492 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4497 * `minetest.show_formspec(playername, formname, formspec)`
4498 * `playername`: name of player to show formspec
4499 * `formname`: name passed to `on_player_receive_fields` callbacks.
4500 It should follow the `"modname:<whatever>"` naming convention
4501 * `formspec`: formspec to display
4502 * `minetest.close_formspec(playername, formname)`
4503 * `playername`: name of player to close formspec
4504 * `formname`: has to exactly match the one given in `show_formspec`, or the
4505 formspec will not close.
4506 * calling `show_formspec(playername, formname, "")` is equal to this
4508 * to close a formspec regardless of the formname, call
4509 `minetest.close_formspec(playername, "")`.
4510 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4511 * `minetest.formspec_escape(string)`: returns a string
4512 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4514 * `minetest.explode_table_event(string)`: returns a table
4515 * returns e.g. `{type="CHG", row=1, column=2}`
4517 * `"INV"`: no row selected
4519 * `"DCL"`: double-click
4520 * `minetest.explode_textlist_event(string)`: returns a table
4521 * returns e.g. `{type="CHG", index=1}`
4523 * `"INV"`: no row selected
4525 * `"DCL"`: double-click
4526 * `minetest.explode_scrollbar_event(string)`: returns a table
4527 * returns e.g. `{type="CHG", value=500}`
4529 * `"INV"`: something failed
4530 * `"CHG"`: has been changed
4531 * `"VAL"`: not changed
4536 * `minetest.inventorycube(img1, img2, img3)`
4537 * Returns a string for making an image of a cube (useful as an item image)
4538 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4539 * Get position of a `pointed_thing` (that you can get from somewhere)
4540 * `minetest.dir_to_facedir(dir, is6d)`
4541 * Convert a vector to a facedir value, used in `param2` for
4542 `paramtype2="facedir"`.
4543 * passing something non-`nil`/`false` for the optional second parameter
4544 causes it to take the y component into account.
4545 * `minetest.facedir_to_dir(facedir)`
4546 * Convert a facedir back into a vector aimed directly out the "back" of a
4548 * `minetest.dir_to_wallmounted(dir)`
4549 * Convert a vector to a wallmounted value, used for
4550 `paramtype2="wallmounted"`.
4551 * `minetest.wallmounted_to_dir(wallmounted)`
4552 * Convert a wallmounted value back into a vector aimed directly out the
4554 * `minetest.dir_to_yaw(dir)`
4555 * Convert a vector into a yaw (angle)
4556 * `minetest.yaw_to_dir(yaw)`
4557 * Convert yaw (angle) to a vector
4558 * `minetest.is_colored_paramtype(ptype)`
4559 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4560 color information (`color`, `colorwallmounted` or `colorfacedir`).
4561 * `minetest.strip_param2_color(param2, paramtype2)`
4562 * Removes everything but the color information from the
4563 given `param2` value.
4564 * Returns `nil` if the given `paramtype2` does not contain color
4566 * `minetest.get_node_drops(nodename, toolname)`
4567 * Returns list of item names.
4568 * **Note**: This will be removed or modified in a future version.
4569 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4570 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4571 * `input.width` = for example `3`
4572 * `input.items` = for example
4573 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4574 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4575 * `output.time` = a number, if unsuccessful: `0`
4576 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4577 `decremented_input.items`
4578 * `decremented_input` = like `input`
4579 * `minetest.get_craft_recipe(output)`: returns input
4580 * returns last registered recipe for output item (node)
4581 * `output` is a node or item type such as `"default:torch"`
4582 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4583 * `input.width` = for example `3`
4584 * `input.items` = for example
4585 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4586 * `input.items` = `nil` if no recipe found
4587 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4588 * returns indexed table with all registered recipes for query item (node)
4589 or `nil` if no recipe was found.
4590 * recipe entry table:
4591 * `method`: 'normal' or 'cooking' or 'fuel'
4592 * `width`: 0-3, 0 means shapeless recipe
4593 * `items`: indexed [1-9] table with recipe items
4594 * `output`: string with item name and quantity
4595 * Example query for `"default:gold_ingot"` will return table:
4598 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4599 items = {1 = "default:gold_lump"}},
4600 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4601 items = {1 = "default:goldblock"}}
4603 * `minetest.handle_node_drops(pos, drops, digger)`
4604 * `drops`: list of itemstrings
4605 * Handles drops from nodes after digging: Default action is to put them
4606 into digger's inventory.
4607 * Can be overridden to get different functionality (e.g. dropping items on
4609 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4611 * Creates an item string which contains palette index information
4612 for hardware colorization. You can use the returned string
4613 as an output in a craft recipe.
4614 * `item`: the item stack which becomes colored. Can be in string,
4615 table and native form.
4616 * `palette_index`: this index is added to the item stack
4617 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4618 * Creates an item string which contains static color information
4619 for hardware colorization. Use this method if you wish to colorize
4620 an item that does not own a palette. You can use the returned string
4621 as an output in a craft recipe.
4622 * `item`: the item stack which becomes colored. Can be in string,
4623 table and native form.
4624 * `colorstring`: the new color of the item stack
4629 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4630 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4631 * Find who has done something to a node, or near a node
4632 * `actor`: `"player:<name>"`, also `"liquid"`.
4633 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4634 `boolean, log_messages`.
4635 * Revert latest actions of someone
4636 * `actor`: `"player:<name>"`, also `"liquid"`.
4638 Defaults for the `on_*` item definition functions
4639 -------------------------------------------------
4641 These functions return the leftover itemstack.
4643 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4644 * Place item as a node
4645 * `param2` overrides `facedir` and wallmounted `param2`
4646 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4647 for the newly placed node to prevent a callback and placement loop
4648 * returns `itemstack, success`
4649 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4651 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4652 * Use one of the above based on what the item is.
4653 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4654 * **Note**: is not called when wielded item overrides `on_place`
4655 * `param2` overrides `facedir` and wallmounted `param2`
4656 * returns `itemstack, success`
4657 * `minetest.item_drop(itemstack, dropper, pos)`
4659 * `minetest.item_eat(hp_change, replace_with_item)`
4661 * `replace_with_item` is the itemstring which is added to the inventory.
4662 If the player is eating a stack, then replace_with_item goes to a
4663 different spot. Can be `nil`
4664 * See `minetest.do_item_eat`
4666 Defaults for the `on_punch` and `on_dig` node definition callbacks
4667 ------------------------------------------------------------------
4669 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4670 * Calls functions registered by `minetest.register_on_punchnode()`
4671 * `minetest.node_dig(pos, node, digger)`
4672 * Checks if node can be dug, puts item into inventory, removes node
4673 * Calls functions registered by `minetest.registered_on_dignodes()`
4678 * `minetest.sound_play(spec, parameters)`: returns a handle
4679 * `spec` is a `SimpleSoundSpec`
4680 * `parameters` is a sound parameter table
4681 * `minetest.sound_stop(handle)`
4682 * `minetest.sound_fade(handle, step, gain)`
4683 * `handle` is a handle returned by `minetest.sound_play`
4684 * `step` determines how fast a sound will fade.
4685 Negative step will lower the sound volume, positive step will increase
4687 * `gain` the target gain for the fade.
4692 * `minetest.after(time, func, ...)`
4693 * Call the function `func` after `time` seconds, may be fractional
4694 * Optional: Variable number of arguments that are passed to `func`
4699 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4700 server shutdown. Will display `message` to clients.
4701 * `reconnect` == true displays a reconnect button
4702 * `delay` adds an optional delay (in seconds) before shutdown.
4703 Negative delay cancels the current active shutdown.
4704 Zero delay triggers an immediate shutdown.
4705 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4706 * `minetest.get_server_status(name, joined)`
4707 * Returns the server status string when a player joins or when the command
4708 `/status` is called. Returns `nil` or an empty string when the message is
4710 * `joined`: Boolean value, indicates whether the function was called when
4712 * This function may be overwritten by mods to customize the status message.
4713 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4714 * `minetest.remove_player(name)`: remove player from database (if they are not
4716 * As auth data is not removed, minetest.player_exists will continue to
4717 return true. Call the below method as well if you want to remove auth
4719 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4720 * `minetest.remove_player_auth(name)`: remove player authentication data
4721 * Returns boolean indicating success (false if player nonexistant)
4726 * `minetest.get_ban_list()`: returns the ban list
4727 (same as `minetest.get_ban_description("")`).
4728 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4729 * `minetest.ban_player(name)`: ban a player
4730 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4731 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4737 * `minetest.add_particle(particle definition)`
4738 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4739 expirationtime, size, collisiondetection, texture, playername)`
4741 * `minetest.add_particlespawner(particlespawner definition)`
4742 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4743 over `time` seconds.
4744 * Returns an `id`, and -1 if adding didn't succeed
4745 * Deprecated: `minetest.add_particlespawner(amount, time,
4749 minexptime, maxexptime,
4751 collisiondetection, texture, playername)`
4753 * `minetest.delete_particlespawner(id, player)`
4754 * Delete `ParticleSpawner` with `id` (return value from
4755 `minetest.add_particlespawner`).
4756 * If playername is specified, only deletes on the player's client,
4757 otherwise on all clients.
4762 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4763 * Create a schematic from the volume of map specified by the box formed by
4765 * Apply the specified probability and per-node force-place to the specified
4766 nodes according to the `probability_list`.
4767 * `probability_list` is an array of tables containing two fields, `pos`
4769 * `pos` is the 3D vector specifying the absolute coordinates of the
4770 node being modified,
4771 * `prob` is an integer value from `0` to `255` that encodes
4772 probability and per-node force-place. Probability has levels
4773 0-127, then 128 may be added to encode per-node force-place.
4774 For probability stated as 0-255, divide by 2 and round down to
4775 get values 0-127, then add 128 to apply per-node force-place.
4776 * If there are two or more entries with the same pos value, the
4778 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4780 * If `probability_list` equals `nil`, no probabilities are applied.
4781 * Apply the specified probability to the specified horizontal slices
4782 according to the `slice_prob_list`.
4783 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4785 * `ypos` indicates the y position of the slice with a probability
4786 applied, the lowest slice being `ypos = 0`.
4787 * If slice probability list equals `nil`, no slice probabilities
4789 * Saves schematic in the Minetest Schematic format to filename.
4791 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4792 * Place the schematic specified by schematic (see [Schematic specifier]) at
4794 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4795 * If the `rotation` parameter is omitted, the schematic is not rotated.
4796 * `replacements` = `{["old_name"] = "convert_to", ...}`
4797 * `force_placement` is a boolean indicating whether nodes other than `air`
4798 and `ignore` are replaced by the schematic.
4799 * Returns nil if the schematic could not be loaded.
4800 * **Warning**: Once you have loaded a schematic from a file, it will be
4801 cached. Future calls will always use the cached version and the
4802 replacement list defined for it, regardless of whether the file or the
4803 replacement list parameter have changed. The only way to load the file
4804 anew is to restart the server.
4805 * `flags` is a flag field with the available flags:
4810 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4811 * This function is analogous to minetest.place_schematic, but places a
4812 schematic onto the specified VoxelManip object `vmanip` instead of the
4814 * Returns false if any part of the schematic was cut-off due to the
4815 VoxelManip not containing the full area required, and true if the whole
4816 schematic was able to fit.
4817 * Returns nil if the schematic could not be loaded.
4818 * After execution, any external copies of the VoxelManip contents are
4820 * `flags` is a flag field with the available flags:
4825 * `minetest.serialize_schematic(schematic, format, options)`
4826 * Return the serialized schematic specified by schematic
4827 (see [Schematic specifier])
4828 * in the `format` of either "mts" or "lua".
4829 * "mts" - a string containing the binary MTS data used in the MTS file
4831 * "lua" - a string containing Lua code representing the schematic in table
4833 * `options` is a table containing the following optional parameters:
4834 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4835 generated will have (X, Z) position comments for every X row
4836 generated in the schematic data for easier reading.
4837 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4838 the Lua code generated will use that number of spaces as indentation
4839 instead of a tab character.
4844 * `minetest.request_http_api()`:
4845 * returns `HTTPApiTable` containing http functions if the calling mod has
4846 been granted access by being listed in the `secure.http_mods` or
4847 `secure.trusted_mods` setting, otherwise returns `nil`.
4848 * The returned table contains the functions `fetch`, `fetch_async` and
4849 `fetch_async_get` described below.
4850 * Only works at init time and must be called from the mod's main scope
4851 (not from a function).
4852 * Function only exists if minetest server was built with cURL support.
4853 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4855 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4856 * Performs given request asynchronously and calls callback upon completion
4857 * callback: `function(HTTPRequestResult res)`
4858 * Use this HTTP function if you are unsure, the others are for advanced use
4859 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4860 * Performs given request asynchronously and returns handle for
4861 `HTTPApiTable.fetch_async_get`
4862 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4863 * Return response data for given asynchronous HTTP request
4868 * `minetest.get_mod_storage()`:
4869 * returns reference to mod private `StorageRef`
4870 * must be called during mod load time
4875 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4876 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4877 * `minetest.player_exists(name)`: boolean, whether player exists
4878 (regardless of online status)
4879 * `minetest.hud_replace_builtin(name, hud_definition)`
4880 * Replaces definition of a builtin hud element
4881 * `name`: `"breath"` or `"health"`
4882 * `hud_definition`: definition to replace builtin definition
4883 * `minetest.send_join_message(player_name)`
4884 * This function can be overridden by mods to change the join message.
4885 * `minetest.send_leave_message(player_name, timed_out)`
4886 * This function can be overridden by mods to change the leave message.
4887 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4888 * `pos`: table {x=number, y=number, z=number},
4889 * Gives a unique hash number for a node position (16+16+16=48bit)
4890 * `minetest.get_position_from_hash(hash)`: returns a position
4891 * Inverse transform of `minetest.hash_node_position`
4892 * `minetest.get_item_group(name, group)`: returns a rating
4893 * Get rating of a group of an item. (`0` means: not in group)
4894 * `minetest.get_node_group(name, group)`: returns a rating
4895 * Deprecated: An alias for the former.
4896 * `minetest.raillike_group(name)`: returns a rating
4897 * Returns rating of the connect_to_raillike group corresponding to name
4898 * If name is not yet the name of a connect_to_raillike group, a new group
4899 id is created, with that name.
4900 * `minetest.get_content_id(name)`: returns an integer
4901 * Gets the internal content ID of `name`
4902 * `minetest.get_name_from_content_id(content_id)`: returns a string
4903 * Gets the name of the content with that content ID
4904 * `minetest.parse_json(string[, nullvalue])`: returns something
4905 * Convert a string containing JSON data into the Lua equivalent
4906 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4907 * On success returns a table, a string, a number, a boolean or `nullvalue`
4908 * On failure outputs an error message and returns `nil`
4909 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4910 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4912 * Convert a Lua table into a JSON string
4913 * styled: Outputs in a human-readable format if this is set, defaults to
4915 * Unserializable things like functions and userdata will cause an error.
4916 * **Warning**: JSON is more strict than the Lua table format.
4917 1. You can only use strings and positive integers of at least one as
4919 2. You can not mix string and integer keys.
4920 This is due to the fact that JSON has two distinct array and object
4922 * Example: `write_json({10, {a = false}})`,
4923 returns `"[10, {\"a\": false}]"`
4924 * `minetest.serialize(table)`: returns a string
4925 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4926 into string form readable by `minetest.deserialize`
4927 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4928 * `minetest.deserialize(string)`: returns a table
4929 * Convert a string returned by `minetest.deserialize` into a table
4930 * `string` is loaded in an empty sandbox environment.
4931 * Will load functions, but they cannot access the global environment.
4932 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4933 returns `{foo='bar'}`
4934 * Example: `deserialize('print("foo")')`, returns `nil`
4935 (function call fails), returns
4936 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4937 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4938 * Compress a string of data.
4939 * `method` is a string identifying the compression method to be used.
4940 * Supported compression methods:
4941 * Deflate (zlib): `"deflate"`
4942 * `...` indicates method-specific arguments. Currently defined arguments
4944 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4945 * `minetest.decompress(compressed_data, method, ...)`: returns data
4946 * Decompress a string of data (using ZLib).
4947 * See documentation on `minetest.compress()` for supported compression
4949 * `...` indicates method-specific arguments. Currently, no methods use this
4950 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4951 * Each argument is a 8 Bit unsigned integer
4952 * Returns the ColorString from rgb or rgba values
4953 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4954 * `minetest.encode_base64(string)`: returns string encoded in base64
4955 * Encodes a string in base64.
4956 * `minetest.decode_base64(string)`: returns string
4957 * Decodes a string encoded in base64.
4958 * `minetest.is_protected(pos, name)`: returns boolean
4959 * Returning `true` restricts the player `name` from modifying (i.e. digging,
4960 placing) the node at position `pos`.
4961 * `name` will be `""` for non-players or unknown players.
4962 * This function should be overridden by protection mods. It is highly
4963 recommended to grant access to players with the `protection_bypass` privilege.
4964 * Cache and call the old version of this function if the position is
4965 not protected by the mod. This will allow using multiple protection mods.
4968 local old_is_protected = minetest.is_protected
4969 function minetest.is_protected(pos, name)
4970 if mymod:position_protected_from(pos, name) then
4973 return old_is_protected(pos, name)
4975 * `minetest.record_protection_violation(pos, name)`
4976 * This function calls functions registered with
4977 `minetest.register_on_protection_violation`.
4978 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4979 * Returns the position of the first node that `player_name` may not modify
4980 in the specified cuboid between `pos1` and `pos2`.
4981 * Returns `false` if no protections were found.
4982 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4983 The points are spaced evenly throughout the volume and have a spacing
4984 similar to, but no larger than, `interval`.
4985 * All corners and edges of the defined volume are checked.
4986 * `interval` defaults to 4.
4987 * `interval` should be carefully chosen and maximised to avoid an excessive
4988 number of points being checked.
4989 * Like `minetest.is_protected`, this function may be extended or
4990 overwritten by mods to provide a faster implementation to check the
4991 cuboid for intersections.
4992 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4993 orient_flags, prevent_after_place])`
4994 * Attempt to predict the desired orientation of the facedir-capable node
4995 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4996 or hanging from the ceiling).
4997 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4998 stacks are handled normally.
4999 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5000 * `invert_wall`: if `true`, place wall-orientation on the ground and
5001 ground-orientation on the wall.
5002 * `force_wall` : if `true`, always place the node in wall orientation.
5003 * `force_ceiling`: if `true`, always place on the ceiling.
5004 * `force_floor`: if `true`, always place the node on the floor.
5005 * `force_facedir`: if `true`, forcefully reset the facedir to north
5006 when placing on the floor or ceiling.
5007 * The first four options are mutually-exclusive; the last in the list
5008 takes precedence over the first.
5009 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5010 * Returns the new itemstack after placement
5011 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5012 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5013 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5014 parameter and `prevent_after_place` set to `true`.
5016 * `minetest.forceload_block(pos[, transient])`
5017 * forceloads the position `pos`.
5018 * returns `true` if area could be forceloaded
5019 * If `transient` is `false` or absent, the forceload will be persistent
5020 (saved between server runs). If `true`, the forceload will be transient
5021 (not saved between server runs).
5023 * `minetest.forceload_free_block(pos[, transient])`
5024 * stops forceloading the position `pos`
5025 * If `transient` is `false` or absent, frees a persistent forceload.
5026 If `true`, frees a transient forceload.
5028 * `minetest.request_insecure_environment()`: returns an environment containing
5029 insecure functions if the calling mod has been listed as trusted in the
5030 `secure.trusted_mods` setting or security is disabled, otherwise returns
5032 * Only works at init time and must be called from the mod's main scope (not
5034 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5035 IT IN A LOCAL VARIABLE!**
5037 * `minetest.global_exists(name)`
5038 * Checks if a global variable has been set, without triggering a warning.
5043 * `minetest.env`: `EnvRef` of the server environment and world.
5044 * Any function in the minetest namespace can be called using the syntax
5045 `minetest.env:somefunction(somearguments)`
5046 instead of `minetest.somefunction(somearguments)`
5047 * Deprecated, but support is not to be dropped soon
5052 ### Registered definition tables
5054 * `minetest.registered_items`
5055 * Map of registered items, indexed by name
5056 * `minetest.registered_nodes`
5057 * Map of registered node definitions, indexed by name
5058 * `minetest.registered_craftitems`
5059 * Map of registered craft item definitions, indexed by name
5060 * `minetest.registered_tools`
5061 * Map of registered tool definitions, indexed by name
5062 * `minetest.registered_entities`
5063 * Map of registered entity prototypes, indexed by name
5064 * `minetest.object_refs`
5065 * Map of object references, indexed by active object id
5066 * `minetest.luaentities`
5067 * Map of Lua entities, indexed by active object id
5068 * `minetest.registered_abms`
5069 * List of ABM definitions
5070 * `minetest.registered_lbms`
5071 * List of LBM definitions
5072 * `minetest.registered_aliases`
5073 * Map of registered aliases, indexed by name
5074 * `minetest.registered_ores`
5075 * Map of registered ore definitions, indexed by the `name` field.
5076 * If `name` is nil, the key is the object handle returned by
5077 `minetest.register_ore`.
5078 * `minetest.registered_biomes`
5079 * Map of registered biome definitions, indexed by the `name` field.
5080 * If `name` is nil, the key is the object handle returned by
5081 `minetest.register_biome`.
5082 * `minetest.registered_decorations`
5083 * Map of registered decoration definitions, indexed by the `name` field.
5084 * If `name` is nil, the key is the object handle returned by
5085 `minetest.register_decoration`.
5086 * `minetest.registered_schematics`
5087 * Map of registered schematic definitions, indexed by the `name` field.
5088 * If `name` is nil, the key is the object handle returned by
5089 `minetest.register_schematic`.
5090 * `minetest.registered_chatcommands`
5091 * Map of registered chat command definitions, indexed by name
5092 * `minetest.registered_privileges`
5093 * Map of registered privilege definitions, indexed by name
5095 ### Registered callback tables
5097 All callbacks registered with [Global callback registration functions] are added
5098 to corresponding `minetest.registered_*` tables.
5106 Sorted alphabetically.
5111 A fast access data structure to store areas, and find areas near a given
5113 Every area has a `data` string attribute to store additional information.
5114 You can create an empty `AreaStore` by calling `AreaStore()`, or
5115 `AreaStore(type_name)`.
5116 If you chose the parameter-less constructor, a fast implementation will be
5117 automatically chosen for you.
5121 * `get_area(id, include_borders, include_data)`: returns the area with the id
5123 (optional) Boolean values `include_borders` and `include_data` control what's
5125 Returns nil if specified area id does not exist.
5126 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
5127 that contain the position `pos`.
5128 (optional) Boolean values `include_borders` and `include_data` control what's
5130 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
5131 returns all areas that contain all nodes inside the area specified by `edge1`
5132 and `edge2` (inclusive).
5133 If `accept_overlap` is true, also areas are returned that have nodes in
5134 common with the specified area.
5135 (optional) Boolean values `include_borders` and `include_data` control what's
5137 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5138 Returns the new area's ID, or nil if the insertion failed.
5139 The (inclusive) positions `edge1` and `edge2` describe the area.
5140 `data` is a string stored with the area. If passed, `id` will be used as the
5141 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
5142 the `id` parameter you must always use it, or insertions are likely to fail
5144 * `reserve(count)`: reserves resources for at most `count` many contained
5146 Only needed for efficiency, and only some implementations profit.
5147 * `remove_area(id)`: removes the area with the given id from the store, returns
5149 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5150 Calling invalidates the cache, so that its elements have to be newly
5152 * `params` is a table with the following fields:
5154 enabled = boolean, -- Whether to enable, default true
5155 block_radius = int, -- The radius (in nodes) of the areas the cache
5156 -- generates prefiltered lists for, minimum 16,
5158 limit = int, -- The cache size, minimum 20, default 1000
5159 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5161 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5163 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5165 Returns success and, optionally, an error message.
5166 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5172 An `InvRef` is a reference to an inventory.
5176 * `is_empty(listname)`: return `true` if list is empty
5177 * `get_size(listname)`: get size of a list
5178 * `set_size(listname, size)`: set size of a list
5179 * returns `false` on error (e.g. invalid `listname` or `size`)
5180 * `get_width(listname)`: get width of a list
5181 * `set_width(listname, width)`: set width of list; currently used for crafting
5182 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5183 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5184 * `get_list(listname)`: return full list
5185 * `set_list(listname, list)`: set full list (size will not change)
5186 * `get_lists()`: returns list of inventory lists
5187 * `set_lists(lists)`: sets inventory lists (size will not change)
5188 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5190 * `room_for_item(listname, stack):` returns `true` if the stack of items
5191 can be fully added to the list
5192 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5193 the stack of items can be fully taken from the list.
5194 If `match_meta` is false, only the items' names are compared
5196 * `remove_item(listname, stack)`: take as many items as specified from the
5197 list, returns the items that were actually removed (as an `ItemStack`)
5198 -- note that any item metadata is ignored, so attempting to remove a specific
5199 unique item this way will likely remove the wrong one -- to do that use
5200 `set_stack` with an empty `ItemStack`.
5201 * `get_location()`: returns a location compatible to
5202 `minetest.get_inventory(location)`.
5203 * returns `{type="undefined"}` in case location is not known
5208 An `ItemStack` is a stack of items.
5210 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5211 an itemstring, a table or `nil`.
5215 * `is_empty()`: returns `true` if stack is empty.
5216 * `get_name()`: returns item name (e.g. `"default:stone"`).
5217 * `set_name(item_name)`: returns a boolean indicating whether the item was
5219 * `get_count()`: Returns number of items on the stack.
5220 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5221 * `count`: number, unsigned 16 bit integer
5222 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5223 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5224 * `wear`: number, unsigned 16 bit integer
5225 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5226 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5228 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5229 * `clear()`: removes all items from the stack, making it empty.
5230 * `replace(item)`: replace the contents of this stack.
5231 * `item` can also be an itemstring or table.
5232 * `to_string()`: returns the stack in itemstring form.
5233 * `to_table()`: returns the stack in Lua table form.
5234 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5236 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5237 * `is_known()`: returns `true` if the item name refers to a defined item type.
5238 * `get_definition()`: returns the item definition table.
5239 * `get_tool_capabilities()`: returns the digging properties of the item,
5240 or those of the hand if none are defined for this item type
5241 * `add_wear(amount)`
5242 * Increases wear by `amount` if the item is a tool
5243 * `amount`: number, integer
5244 * `add_item(item)`: returns leftover `ItemStack`
5245 * Put some item or stack onto this stack
5246 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5248 * `take_item(n)`: returns taken `ItemStack`
5249 * Take (and remove) up to `n` items from this stack
5250 * `n`: number, default: `1`
5251 * `peek_item(n)`: returns taken `ItemStack`
5252 * Copy (don't remove) up to `n` items from this stack
5253 * `n`: number, default: `1`
5258 ItemStack metadata: reference extra data and functionality stored in a stack.
5259 Can be obtained via `item:get_meta()`.
5263 * All methods in MetaDataRef
5264 * `set_tool_capabilities([tool_capabilities])`
5265 * Overrides the item's tool capabilities
5266 * A nil value will clear the override data and restore the original
5272 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
5276 * `contains(key)`: Returns true if key present, otherwise false.
5277 * Returns `nil` when the MetaData is inexistent.
5278 * `get(key)`: Returns `nil` if key not present, else the stored string.
5279 * `set_string(key, value)`: Value of `""` will delete the key.
5280 * `get_string(key)`: Returns `""` if key not present.
5281 * `set_int(key, value)`
5282 * `get_int(key)`: Returns `0` if key not present.
5283 * `set_float(key, value)`
5284 * `get_float(key)`: Returns `0` if key not present.
5285 * `to_table()`: returns `nil` or a table with keys:
5286 * `fields`: key-value storage
5287 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5288 * `from_table(nil or {})`
5289 * Any non-table value will clear the metadata
5290 * See [Node Metadata] for an example
5291 * returns `true` on success
5293 * returns `true` if this metadata has the same key-value pairs as `other`
5298 An interface to use mod channels on client and server
5302 * `leave()`: leave the mod channel.
5303 * Server leaves channel `channel_name`.
5304 * No more incoming or outgoing messages can be sent to this channel from
5306 * This invalidate all future object usage.
5307 * Ensure you set mod_channel to nil after that to free Lua resources.
5308 * `is_writeable()`: returns true if channel is writeable and mod can send over
5310 * `send_all(message)`: Send `message` though the mod channel.
5311 * If mod channel is not writeable or invalid, message will be dropped.
5312 * Message size is limited to 65535 characters by protocol.
5317 Node metadata: reference extra data and functionality stored in a node.
5318 Can be obtained via `minetest.get_meta(pos)`.
5322 * All methods in MetaDataRef
5323 * `get_inventory()`: returns `InvRef`
5324 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5325 This will prevent them from being sent to the client. Note that the "private"
5326 status will only be remembered if an associated key-value pair exists,
5327 meaning it's best to call this when initializing all other meta (e.g.
5333 Node Timers: a high resolution persistent per-node timer.
5334 Can be gotten via `minetest.get_node_timer(pos)`.
5338 * `set(timeout,elapsed)`
5339 * set a timer's state
5340 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5341 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5342 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5346 * equivalent to `set(timeout,0)`
5349 * `get_timeout()`: returns current timeout in seconds
5350 * if `timeout` equals `0`, timer is inactive
5351 * `get_elapsed()`: returns current elapsed time in seconds
5352 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5354 * `is_started()`: returns boolean state of timer
5355 * returns `true` if timer is started, otherwise `false`
5360 Moving things in the game are generally these.
5362 This is basically a reference to a C++ `ServerActiveObject`
5366 * `get_pos()`: returns `{x=num, y=num, z=num}`
5367 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5368 * `move_to(pos, continuous=false)`: interpolated move
5369 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5370 * `puncher` = another `ObjectRef`,
5371 * `time_from_last_punch` = time since last punch action of the puncher
5372 * `direction`: can be `nil`
5373 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5374 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5375 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5376 * See reason in register_on_player_hpchange
5377 * `get_inventory()`: returns an `InvRef`
5378 * `get_wield_list()`: returns the name of the inventory list the wielded item
5380 * `get_wield_index()`: returns the index of the wielded item
5381 * `get_wielded_item()`: returns an `ItemStack`
5382 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5384 * `set_armor_groups({group1=rating, group2=rating, ...})`
5385 * `get_armor_groups()`: returns a table with the armor group ratings
5386 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5387 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5388 * `frame_speed`: number, default: `15.0`
5389 * `frame_blend`: number, default: `0.0`
5390 * `frame_loop`: boolean, default: `true`
5391 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5393 * `set_animation_frame_speed(frame_speed)`
5394 * `frame_speed`: number, default: `15.0`
5395 * `set_attach(parent, bone, position, rotation)`
5397 * `position`: `{x=num, y=num, z=num}` (relative)
5398 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5399 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5402 * `set_bone_position(bone, position, rotation)`
5404 * `position`: `{x=num, y=num, z=num}` (relative)
5405 * `rotation`: `{x=num, y=num, z=num}`
5406 * `get_bone_position(bone)`: returns position and rotation of the bone
5407 * `set_properties(object property table)`
5408 * `get_properties()`: returns object property table
5409 * `is_player()`: returns true for players, false otherwise
5410 * `get_nametag_attributes()`
5411 * returns a table with the attributes of the nametag of an object
5413 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5416 * `set_nametag_attributes(attributes)`
5417 * sets the attributes of the nametag of an object
5421 text = "My Nametag",
5424 #### Lua entity only (no-op for other objects)
5426 * `remove()`: remove object (after returning from Lua)
5427 * `set_velocity(vel)`
5428 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5429 * `add_velocity(vel)`
5430 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5431 * In comparison to using get_velocity, adding the velocity and then using
5432 set_velocity, add_velocity is supposed to avoid synchronization problems.
5433 * `get_velocity()`: returns the velocity, a vector
5434 * `set_acceleration(acc)`
5436 * `get_acceleration()`: returns the acceleration, a vector
5437 * `set_rotation(rot)`
5438 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5439 and Z is roll (bank).
5440 * `get_rotation()`: returns the rotation, a vector (radians)
5441 * `set_yaw(radians)`: sets the yaw (heading).
5442 * `get_yaw()`: returns number in radians
5443 * `set_texture_mod(mod)`
5444 * `get_texture_mod()` returns current texture modifier
5445 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5446 * Select sprite from spritesheet with optional animation and Dungeon Master
5447 style texture selection based on yaw relative to camera
5448 * `p`: {x=number, y=number}, the coordinate of the first frame
5449 (x: column, y: row), default: `{x=0, y=0}`
5450 * `num_frames`: number, default: `1`
5451 * `framelength`: number, default: `0.2`
5452 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5453 Master mob, default: `false`
5454 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5457 #### Player only (no-op for other objects)
5459 * `get_player_name()`: returns `""` if is not a player
5460 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5461 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5462 * `get_look_dir()`: get camera direction as a unit vector
5463 * `get_look_vertical()`: pitch in radians
5464 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5466 * `get_look_horizontal()`: yaw in radians
5467 * Angle is counter-clockwise from the +z direction.
5468 * `set_look_vertical(radians)`: sets look pitch
5469 * radians: Angle from looking forward, where positive is downwards.
5470 * `set_look_horizontal(radians)`: sets look yaw
5471 * radians: Angle from the +z direction, where positive is counter-clockwise.
5472 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5473 `get_look_vertical`.
5474 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5476 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5477 `get_look_horizontal`.
5478 * Angle is counter-clockwise from the +x direction.
5479 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5480 `set_look_vertical`.
5481 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5482 `set_look_horizontal`.
5483 * `get_breath()`: returns players breath
5484 * `set_breath(value)`: sets players breath
5486 * `0`: player is drowning
5487 * max: bubbles bar is not shown
5488 * See [Object properties] for more information
5489 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5490 * Sets an extra attribute with value on player.
5491 * `value` must be a string, or a number which will be converted to a
5493 * If `value` is `nil`, remove attribute from player.
5494 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5495 * Returns value (a string) for extra attribute.
5496 * Returns `nil` if no attribute found.
5497 * `get_meta()`: Returns a PlayerMetaRef.
5498 * `set_inventory_formspec(formspec)`
5499 * Redefine player's inventory form
5500 * Should usually be called in `on_joinplayer`
5501 * `get_inventory_formspec()`: returns a formspec string
5502 * `set_formspec_prepend(formspec)`:
5503 * the formspec string will be added to every formspec shown to the user,
5504 except for those with a no_prepend[] tag.
5505 * This should be used to set style elements such as background[] and
5506 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5507 * Only affects formspecs shown after this is called.
5508 * `get_formspec_prepend(formspec)`: returns a formspec string.
5509 * `get_player_control()`: returns table with player pressed keys
5510 * The table consists of fields with boolean value representing the pressed
5511 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5512 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5513 sneak=true, aux1=false, down=false, up=false}`
5514 * `get_player_control_bits()`: returns integer with bit packed player pressed
5516 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5518 * `set_physics_override(override_table)`
5519 * `override_table` is a table with the following fields:
5520 * `speed`: multiplier to default walking speed value (default: `1`)
5521 * `jump`: multiplier to default jump value (default: `1`)
5522 * `gravity`: multiplier to default gravity value (default: `1`)
5523 * `sneak`: whether player can sneak (default: `true`)
5524 * `sneak_glitch`: whether player can use the new move code replications
5525 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5527 * `new_move`: use new move/sneak code. When `false` the exact old code
5528 is used for the specific old sneak behaviour (default: `true`)
5529 * `get_physics_override()`: returns the table given to `set_physics_override`
5530 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5532 * `hud_remove(id)`: remove the HUD element of the specified id
5533 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5535 * element `stat` values:
5536 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5537 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5538 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5539 * `flags`: A table with the following fields set to boolean values
5547 * If a flag equals `nil`, the flag is not modified
5548 * `minimap`: Modifies the client's permission to view the minimap.
5549 The client may locally elect to not view the minimap.
5550 * `minimap_radar` is only usable when `minimap` is true
5551 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5552 * See `hud_set_flags` for a list of flags that can be toggled.
5553 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5554 * `count`: number of items, must be between `1` and `32`
5555 * `hud_get_hotbar_itemcount`: returns number of visible items
5556 * `hud_set_hotbar_image(texturename)`
5557 * sets background image for hotbar
5558 * `hud_get_hotbar_image`: returns texturename
5559 * `hud_set_hotbar_selected_image(texturename)`
5560 * sets image for selected item of hotbar
5561 * `hud_get_hotbar_selected_image`: returns texturename
5562 * `set_sky(bgcolor, type, {texture names}, clouds)`
5563 * `bgcolor`: ColorSpec, defaults to white
5564 * `type`: Available types:
5565 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5566 * `"skybox"`: Uses 6 textures, `bgcolor` used
5567 * `"plain"`: Uses 0 textures, `bgcolor` used
5568 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5569 `"plain"` custom skyboxes (default: `true`)
5570 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5571 * `set_clouds(parameters)`: set cloud parameters
5572 * `parameters` is a table with the following optional fields:
5573 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5574 * `color`: basic cloud color with alpha channel, ColorSpec
5575 (default `#fff0f0e5`).
5576 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5577 ColorSpec (alpha ignored, default `#000000`)
5578 * `height`: cloud height, i.e. y of cloud base (default per conf,
5580 * `thickness`: cloud thickness in nodes (default `16`)
5581 * `speed`: 2D cloud speed + direction in nodes per second
5582 (default `{x=0, z=-2}`).
5583 * `get_clouds()`: returns a table with the current cloud parameters as in
5585 * `override_day_night_ratio(ratio or nil)`
5586 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5588 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5589 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5590 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5591 set animation for player model in third person view
5593 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5594 {x=168, y=187}, -- walk animation key frames
5595 {x=189, y=198}, -- dig animation key frames
5596 {x=200, y=219}, -- walk+dig animation key frames
5597 frame_speed=30) -- animation frame speed
5598 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5600 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5602 * in first person view
5603 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5604 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5605 * `send_mapblock(blockpos)`:
5606 * Sends a server-side loaded mapblock to the player.
5607 * Returns `false` if failed.
5608 * Resource intensive - use sparsely
5609 * To get blockpos, integer divide pos by 16
5614 A 32-bit pseudorandom number generator.
5615 Uses PCG32, an algorithm of the permuted congruential generator family,
5616 offering very strong randomness.
5618 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5622 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5623 * `next(min, max)`: return next integer random number [`min`...`max`]
5624 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5625 random number [`min`...`max`].
5626 * This is only a rough approximation of a normal distribution with:
5627 * `mean = (max - min) / 2`, and
5628 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5629 * Increasing `num_trials` improves accuracy of the approximation
5634 A perlin noise generator.
5635 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5636 or `PerlinNoise(noiseparams)`.
5637 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5638 or `minetest.get_perlin(noiseparams)`.
5642 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5643 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5648 A fast, bulk perlin noise generator.
5650 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5651 `minetest.get_perlin_map(noiseparams, size)`.
5653 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5654 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5657 For each of the functions with an optional `buffer` parameter: If `buffer` is
5658 not nil, this table will be used to store the result instead of creating a new
5663 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5664 with values starting at `pos={x=,y=}`
5665 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5666 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5667 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5668 array of 2D noise with values starting at `pos={x=,y=}`
5669 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5670 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5671 is stored internally.
5672 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5673 is stored internally.
5674 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5675 returns a slice of the most recently computed noise results. The result slice
5676 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5677 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5679 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5680 It is important to note that `slice_offset` offset coordinates begin at 1,
5681 and are relative to the starting position of the most recently calculated
5683 To grab a single vertical column of noise starting at map coordinates
5684 x = 1023, y=1000, z = 1000:
5685 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5686 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5692 Uses the same method of storage as the deprecated player attribute API, so
5693 data there will also be in player meta.
5694 Can be obtained using `player:get_meta()`.
5698 * All methods in MetaDataRef
5703 A 16-bit pseudorandom number generator.
5704 Uses a well-known LCG algorithm introduced by K&R.
5706 It can be created via `PseudoRandom(seed)`.
5710 * `next()`: return next integer random number [`0`...`32767`]
5711 * `next(min, max)`: return next integer random number [`min`...`max`]
5712 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5713 due to the simple implementation making bad distribution otherwise.
5718 A raycast on the map. It works with selection boxes.
5719 Can be used as an iterator in a for loop as:
5721 local ray = Raycast(...)
5722 for pointed_thing in ray do
5726 The map is loaded as the ray advances. If the map is modified after the
5727 `Raycast` is created, the changes may or may not have an effect on the object.
5729 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5730 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5732 * `pos1`: start of the ray
5733 * `pos2`: end of the ray
5734 * `objects`: if false, only nodes will be returned. Default is true.
5735 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5739 * `next()`: returns a `pointed_thing` with exact pointing location
5740 * Returns the next thing pointed by the ray or nil.
5745 Interface for the operating system's crypto-secure PRNG.
5747 It can be created via `SecureRandom()`. The constructor returns nil if a
5748 secure random device cannot be found on the system.
5752 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5753 random bytes, as a string.
5758 An interface to read config files in the format of `minetest.conf`.
5760 It can be created via `Settings(filename)`.
5764 * `get(key)`: returns a value
5765 * `get_bool(key, [default])`: returns a boolean
5766 * `default` is the value returned if `key` is not found.
5767 * Returns `nil` if `key` is not found and `default` not specified.
5768 * `get_np_group(key)`: returns a NoiseParams table
5770 * Setting names can't contain whitespace or any of `="{}#`.
5771 * Setting values can't contain the sequence `\n"""`.
5772 * Setting names starting with "secure." can't be set on the main settings
5773 object (`minetest.settings`).
5774 * `set_bool(key, value)`
5775 * See documentation for set() above.
5776 * `set_np_group(key, value)`
5777 * `value` is a NoiseParams table.
5778 * Also, see documentation for set() above.
5779 * `remove(key)`: returns a boolean (`true` for success)
5780 * `get_names()`: returns `{key1,...}`
5781 * `write()`: returns a boolean (`true` for success)
5782 * Writes changes to file.
5783 * `to_table()`: returns `{[key1]=value1,...}`
5788 Mod metadata: per mod metadata, saved automatically.
5789 Can be obtained via `minetest.get_mod_storage()` during load time.
5793 * All methods in MetaDataRef
5804 Used by `ObjectRef` methods. Part of an Entity definition.
5808 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5811 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5814 -- For players only. Zoom FOV in degrees.
5815 -- Note that zoom loads and/or generates world beyond the server's
5816 -- maximum send and generate distances, so acts like a telescope.
5817 -- Smaller zoom_fov values increase the distance loaded/generated.
5818 -- Defaults to 15 in creative mode, 0 in survival mode.
5819 -- zoom_fov = 0 disables zooming for the player.
5822 -- For players only. Camera height above feet position in nodes.
5823 -- Defaults to 1.625.
5827 collide_with_objects = true,
5828 -- Collide with other objects if physical = true
5832 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5833 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5834 -- Selection box uses collision box dimensions when not set.
5835 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5839 -- Overrides selection box when false
5841 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5842 -- "cube" is a node-sized cube.
5843 -- "sprite" is a flat texture always facing the player.
5844 -- "upright_sprite" is a vertical flat texture.
5845 -- "mesh" uses the defined mesh model.
5846 -- "wielditem" is used for dropped items.
5847 -- (see builtin/game/item_entity.lua).
5848 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
5849 -- If the item has a 'wield_image' the object will be an extrusion of
5851 -- If 'itemname' is a cubic node or nodebox the object will appear
5852 -- identical to 'itemname'.
5853 -- If 'itemname' is a plantlike node the object will be an extrusion
5855 -- Otherwise for non-node items, the object will be an extrusion of
5856 -- 'inventory_image'.
5857 -- If 'itemname' contains a ColorString or palette index (e.g. from
5858 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
5859 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5861 visual_size = {x = 1, y = 1, z = 1},
5862 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5863 -- to scale the entity along both horizontal axes.
5868 -- Number of required textures depends on visual.
5869 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5870 -- "sprite" uses 1 texture.
5871 -- "upright_sprite" uses 2 textures: {front, back}.
5872 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5875 -- Number of required colors depends on visual
5877 use_texture_alpha = false,
5878 -- Use texture's alpha channel.
5879 -- Excludes "upright_sprite" and "wielditem".
5880 -- Note: currently causes visual issues when viewed through other
5881 -- semi-transparent materials such as water.
5883 spritediv = {x = 1, y = 1},
5884 -- Used with spritesheet textures for animation and/or frame selection
5885 -- according to position relative to player.
5886 -- Defines the number of columns and rows in the spritesheet:
5889 initial_sprite_basepos = {x = 0, y = 0},
5890 -- Used with spritesheet textures.
5891 -- Defines the {column, row} position of the initially used frame in the
5896 makes_footstep_sound = false,
5898 automatic_rotate = 0,
5899 -- Set constant rotation in radians per second, positive or negative.
5900 -- Set to 0 to disable constant rotation.
5904 automatic_face_movement_dir = 0.0,
5905 -- Automatically set yaw to movement direction, offset in degrees.
5906 -- 'false' to disable.
5908 automatic_face_movement_max_rotation_per_sec = -1,
5909 -- Limit automatic rotation to this value in degrees per second.
5910 -- No limit if value <= 0.
5912 backface_culling = true,
5913 -- Set to false to disable backface_culling for model
5916 -- Add this much extra lighting when calculating texture color.
5917 -- Value < 0 disables light's effect on texture color.
5918 -- For faking self-lighting, UI style entities, or programmatic coloring
5922 -- By default empty, for players their name is shown if empty
5924 nametag_color = <ColorSpec>,
5925 -- Sets color of nametag
5928 -- By default empty, text to be shown when pointed at object
5931 -- If false, never save this object statically. It will simply be
5932 -- deleted when the block gets unloaded.
5933 -- The get_staticdata() callback is never called then.
5934 -- Defaults to 'true'.
5940 Used by `minetest.register_entity`.
5943 initial_properties = {
5945 mesh = "boats_boat.obj",
5948 -- A table of object properties, see the `Object properties` section.
5949 -- Object properties being read directly from the entity definition
5950 -- table is deprecated. Define object properties in this
5951 -- `initial_properties` table instead.
5953 on_activate = function(self, staticdata, dtime_s),
5955 on_step = function(self, dtime),
5957 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5959 on_rightclick = function(self, clicker),
5961 get_staticdata = function(self),
5962 -- Called sometimes; the string returned is passed to on_activate when
5963 -- the entity is re-activated from static state
5965 _custom_field = whatever,
5966 -- You can define arbitrary member variables here (see Item definition
5967 -- for more info) by using a '_' prefix
5970 ABM (ActiveBlockModifier) definition
5971 ------------------------------------
5973 Used by `minetest.register_abm`.
5976 label = "Lava cooling",
5977 -- Descriptive label for profiling purposes (optional).
5978 -- Definitions with identical labels will be listed as one.
5980 nodenames = {"default:lava_source"},
5981 -- Apply `action` function to these nodes.
5982 -- `group:groupname` can also be used here.
5984 neighbors = {"default:water_source", "default:water_flowing"},
5985 -- Only apply `action` to nodes that have one of, or any
5986 -- combination of, these neighbors.
5987 -- If left out or empty, any neighbor will do.
5988 -- `group:groupname` can also be used here.
5991 -- Operation interval in seconds
5994 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5998 -- If true, catch-up behaviour is enabled: The `chance` value is
5999 -- temporarily reduced when returning to an area to simulate time lost
6000 -- by the area being unattended. Note that the `chance` value can often
6003 action = function(pos, node, active_object_count, active_object_count_wider),
6004 -- Function triggered for each qualifying node.
6005 -- `active_object_count` is number of active objects in the node's
6007 -- `active_object_count_wider` is number of active objects in the node's
6008 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6009 -- mapblocks are unloaded an estmate is calculated for them based on
6010 -- loaded mapblocks.
6013 LBM (LoadingBlockModifier) definition
6014 -------------------------------------
6016 Used by `minetest.register_lbm`.
6019 label = "Upgrade legacy doors",
6020 -- Descriptive label for profiling purposes (optional).
6021 -- Definitions with identical labels will be listed as one.
6023 name = "modname:replace_legacy_door",
6025 nodenames = {"default:lava_source"},
6026 -- List of node names to trigger the LBM on.
6027 -- Also non-registered nodes will work.
6028 -- Groups (as of group:groupname) will work as well.
6030 run_at_every_load = false,
6031 -- Whether to run the LBM's action every time a block gets loaded,
6032 -- and not just for blocks that were saved last time before LBMs were
6033 -- introduced to the world.
6035 action = function(pos, node),
6042 * `{name="image.png", animation={Tile Animation definition}}`
6043 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6044 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6045 * backface culling enabled by default for most nodes
6046 * tileable flags are info for shaders, how they should treat texture
6047 when displacement mapping is used.
6048 Directions are from the point of view of the tile texture,
6049 not the node it's on.
6050 * align style determines whether the texture will be rotated with the node
6051 or kept aligned with its surroundings. "user" means that client
6052 setting will be used, similar to `glasslike_framed_optional`.
6053 Note: supported by solid nodes and nodeboxes only.
6054 * scale is used to make texture span several (exactly `scale`) nodes,
6055 instead of just one, in each direction. Works for world-aligned
6057 Note that as the effect is applied on per-mapblock basis, `16` should
6058 be equally divisible by `scale` or you may get wrong results.
6059 * `{name="image.png", color=ColorSpec}`
6060 * the texture's color will be multiplied with this color.
6061 * the tile's color overrides the owning node's color in all cases.
6062 * deprecated, yet still supported field names:
6065 Tile animation definition
6066 -------------------------
6069 type = "vertical_frames",
6072 -- Width of a frame in pixels
6075 -- Height of a frame in pixels
6085 -- Width in number of frames
6088 -- Height in number of frames
6091 -- Length of a single frame
6097 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6098 `minetest.register_tool`.
6101 description = "Steel Axe",
6104 -- key = name, value = rating; rating = 1..3.
6105 -- If rating not applicable, use 1.
6106 -- e.g. {wool = 1, fluffy = 3}
6107 -- {soil = 2, outerspace = 1, crumbly = 1}
6108 -- {bendy = 2, snappy = 1},
6109 -- {hard = 1, metal = 1, spikes = 1}
6111 inventory_image = "default_tool_steelaxe.png",
6113 inventory_overlay = "overlay.png",
6114 -- An overlay which does not get colorized
6121 -- An image file containing the palette of a node.
6122 -- You can set the currently used color as the "palette_index" field of
6123 -- the item stack metadata.
6124 -- The palette is always stretched to fit indices between 0 and 255, to
6125 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6127 color = "0xFFFFFFFF",
6128 -- The color of the item. The palette overrides this.
6130 wield_scale = {x = 1, y = 1, z = 1},
6136 liquids_pointable = false,
6138 -- See "Tools" section
6139 tool_capabilities = {
6140 full_punch_interval = 1.0,
6144 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6145 uses = 20, maxlevel = 2},
6147 damage_groups = {groupname = damage},
6150 node_placement_prediction = nil,
6151 -- If nil and item is node, prediction is made automatically.
6152 -- If nil and item is not a node, no prediction is made.
6153 -- If "" and item is anything, no prediction is made.
6154 -- Otherwise should be name of node which the client immediately places
6155 -- on ground when the player places the item. Server will always update
6156 -- actual result to client in a short moment.
6158 node_dig_prediction = "air",
6159 -- if "", no prediction is made.
6160 -- if "air", node is removed.
6161 -- Otherwise should be name of node which the client immediately places
6162 -- upon digging. Server will always update actual result shortly.
6165 breaks = "default_tool_break", -- tools only
6166 place = <SimpleSoundSpec>,
6167 eat = <SimpleSoundSpec>,
6170 on_place = function(itemstack, placer, pointed_thing),
6171 -- Shall place item and return the leftover itemstack.
6172 -- The placer may be any ObjectRef or nil.
6173 -- default: minetest.item_place
6175 on_secondary_use = function(itemstack, user, pointed_thing),
6176 -- Same as on_place but called when pointing at nothing.
6177 -- The user may be any ObjectRef or nil.
6178 -- pointed_thing: always { type = "nothing" }
6180 on_drop = function(itemstack, dropper, pos),
6181 -- Shall drop item and return the leftover itemstack.
6182 -- The dropper may be any ObjectRef or nil.
6183 -- default: minetest.item_drop
6185 on_use = function(itemstack, user, pointed_thing),
6187 -- Function must return either nil if no item shall be removed from
6188 -- inventory, or an itemstack to replace the original itemstack.
6189 -- e.g. itemstack:take_item(); return itemstack
6190 -- Otherwise, the function is free to do what it wants.
6191 -- The user may be any ObjectRef or nil.
6192 -- The default functions handle regular use cases.
6194 after_use = function(itemstack, user, node, digparams),
6196 -- If defined, should return an itemstack and will be called instead of
6197 -- wearing out the tool. If returns nil, does nothing.
6198 -- If after_use doesn't exist, it is the same as:
6199 -- function(itemstack, user, node, digparams)
6200 -- itemstack:add_wear(digparams.wear)
6203 -- The user may be any ObjectRef or nil.
6205 _custom_field = whatever,
6206 -- Add your own custom fields. By convention, all custom field names
6207 -- should start with `_` to avoid naming collisions with future engine
6214 Used by `minetest.register_node`.
6217 -- <all fields allowed in item definitions>,
6219 drawtype = "normal", -- See "Node drawtypes"
6222 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6223 -- "firelike", "mesh".
6224 -- For plantlike and firelike, the image will start at the bottom of the
6225 -- node, for the other drawtypes the image will be centered on the node.
6226 -- Note that positioning for "torchlike" may still change.
6228 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6229 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6230 -- Old field name was 'tile_images'.
6231 -- List can be shortened to needed length.
6233 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6234 -- Same as `tiles`, but these textures are drawn on top of the base
6235 -- tiles. You can use this to colorize only specific parts of your
6236 -- texture. If the texture name is an empty string, that overlay is not
6237 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6238 -- overlays on very common nodes.
6240 special_tiles = {tile definition 1, Tile definition 2},
6241 -- Special textures of node; used rarely.
6242 -- Old field name was 'special_materials'.
6243 -- List can be shortened to needed length.
6246 -- The node's original color will be multiplied with this color.
6247 -- If the node has a palette, then this setting only has an effect in
6248 -- the inventory and on the wield item.
6250 use_texture_alpha = false,
6251 -- Use texture's alpha channel
6253 palette = "palette.png",
6254 -- The node's `param2` is used to select a pixel from the image.
6255 -- Pixels are arranged from left to right and from top to bottom.
6256 -- The node's color will be multiplied with the selected pixel's color.
6257 -- Tiles can override this behavior.
6258 -- Only when `paramtype2` supports palettes.
6260 post_effect_color = "green#0F",
6261 -- Screen tint if player is inside node, see "ColorSpec"
6263 paramtype = "none", -- See "Nodes"
6265 paramtype2 = "none", -- See "Nodes"
6267 place_param2 = nil, -- Force value for param2 when player places node
6269 is_ground_content = true,
6270 -- If false, the cave generator and dungeon generator will not carve
6271 -- through this node.
6272 -- Specifically, this stops mod-added nodes being removed by caves and
6273 -- dungeons when those generate in a neighbor mapchunk and extend out
6274 -- beyond the edge of that mapchunk.
6276 sunlight_propagates = false,
6277 -- If true, sunlight will go infinitely through this node
6279 walkable = true, -- If true, objects collide with node
6281 pointable = true, -- If true, can be pointed at
6283 diggable = true, -- If false, can never be dug
6285 climbable = false, -- If true, can be climbed on (ladder)
6287 buildable_to = false, -- If true, placed nodes can replace this node
6290 -- If true, liquids flow into and replace this node.
6291 -- Warning: making a liquid node 'floodable' will cause problems.
6293 liquidtype = "none", -- "none" / "source" / "flowing"
6295 liquid_alternative_flowing = "", -- Flowing version of source liquid
6297 liquid_alternative_source = "", -- Source version of flowing liquid
6299 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6301 liquid_renewable = true,
6302 -- If true, a new liquid source can be created by placing two or more
6306 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6307 -- Allows defining the nodebox height without using param2.
6308 -- The nodebox height is 'leveled' / 64 nodes.
6309 -- The maximum value of 'leveled' is 127.
6311 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6314 -- Player will take this amount of damage if no bubbles are left
6317 -- Amount of light emitted by node.
6318 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6319 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6322 damage_per_second = 0,
6323 -- If player is inside node, this damage is caused
6325 node_box = {type="regular"}, -- See "Node boxes"
6327 connects_to = nodenames,
6328 -- Used for nodebox nodes with the type == "connected".
6329 -- Specifies to what neighboring nodes connections will be drawn.
6330 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6332 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6333 -- Tells connected nodebox nodes to connect only to these sides of this
6341 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6344 -- Custom selection box definition. Multiple boxes can be defined.
6345 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6346 -- definition is used for the selection box.
6351 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6354 -- Custom collision box definition. Multiple boxes can be defined.
6355 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6356 -- definition is used for the collision box.
6357 -- Both of the boxes above are defined as:
6358 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6360 -- Support maps made in and before January 2012
6361 legacy_facedir_simple = false,
6362 legacy_wallmounted = false,
6365 -- Valid for drawtypes:
6366 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6367 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6368 -- 2 - wave node like leaves (whole node moves side-to-side)
6369 -- 3 - wave node like liquids (whole node moves up and down)
6370 -- Not all models will properly wave.
6371 -- plantlike drawtype can only wave like plants.
6372 -- allfaces_optional drawtype can only wave like leaves.
6373 -- liquid, flowingliquid drawtypes can only wave like liquids.
6376 footstep = <SimpleSoundSpec>,
6377 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6378 dug = <SimpleSoundSpec>,
6379 place = <SimpleSoundSpec>,
6380 place_failed = <SimpleSoundSpec>,
6381 fall = <SimpleSoundSpec>,
6385 -- Name of dropped item when dug.
6386 -- Default dropped item is the node itself.
6387 -- Using a table allows multiple items, drop chances and tool filtering:
6390 -- Maximum number of item lists to drop.
6391 -- The entries in 'items' are processed in order. For each:
6392 -- Tool filtering is applied, chance of drop is applied, if both are
6393 -- successful the entire item list is dropped.
6394 -- Entry processing continues until the number of dropped item lists
6395 -- equals 'max_items'.
6396 -- Therefore, entries should progress from low to high drop chance.
6400 -- 1 in 1000 chance of dropping a diamond.
6401 -- Default rarity is '1'.
6403 items = {"default:diamond"},
6406 -- Only drop if using a tool whose name is identical to one
6408 tools = {"default:shovel_mese", "default:shovel_diamond"},
6410 items = {"default:dirt"},
6411 -- Whether all items in the dropped item list inherit the
6412 -- hardware coloring palette color from the dug node.
6413 -- Default is 'false'.
6414 inherit_color = true,
6417 -- Only drop if using a tool whose name contains
6418 -- "default:shovel_".
6419 tools = {"~default:shovel_"},
6421 -- The item list dropped.
6422 items = {"default:sand", "default:desert_sand"},
6427 on_construct = function(pos),
6428 -- Node constructor; called after adding node.
6429 -- Can set up metadata and stuff like that.
6430 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6433 on_destruct = function(pos),
6434 -- Node destructor; called before removing node.
6435 -- Not called for bulk node placement.
6438 after_destruct = function(pos, oldnode),
6439 -- Node destructor; called after removing node.
6440 -- Not called for bulk node placement.
6443 on_flood = function(pos, oldnode, newnode),
6444 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6445 -- `floodable = true` in the nodedef. Not called for bulk node placement
6446 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6447 -- node is not flooded, but on_flood callback will most likely be called
6448 -- over and over again every liquid update interval.
6450 -- Warning: making a liquid node 'floodable' will cause problems.
6452 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6453 -- Called when oldnode is about be converted to an item, but before the
6454 -- node is deleted from the world or the drops are added. This is
6455 -- generally the result of either the node being dug or an attached node
6456 -- becoming detached.
6457 -- drops is a table of ItemStacks, so any metadata to be preserved can
6458 -- be added directly to one or more of the dropped items. See
6459 -- "ItemStackMetaRef".
6462 after_place_node = function(pos, placer, itemstack, pointed_thing),
6463 -- Called after constructing node when node was placed using
6464 -- minetest.item_place_node / minetest.place_node.
6465 -- If return true no item is taken from itemstack.
6466 -- `placer` may be any valid ObjectRef or nil.
6469 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6470 -- oldmetadata is in table format.
6471 -- Called after destructing node when node was dug using
6472 -- minetest.node_dig / minetest.dig_node.
6475 can_dig = function(pos, [player]),
6477 on_punch = function(pos, node, puncher, pointed_thing),
6478 -- Returns true if node can be dug, or false if not.
6480 -- default: minetest.node_punch
6481 -- By default calls minetest.register_on_punchnode callbacks.
6483 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6485 -- itemstack will hold clicker's wielded item.
6486 -- Shall return the leftover itemstack.
6487 -- Note: pointed_thing can be nil, if a mod calls this function.
6488 -- This function does not get triggered by clients <=0.4.16 if the
6489 -- "formspec" node metadata field is set.
6491 on_dig = function(pos, node, digger),
6492 -- default: minetest.node_dig
6493 -- By default checks privileges, wears out tool and removes node.
6495 on_timer = function(pos, elapsed),
6497 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6498 -- elapsed is the total time passed since the timer was started.
6499 -- return true to run the timer for another cycle with the same timeout
6502 on_receive_fields = function(pos, formname, fields, sender),
6503 -- fields = {name1 = value1, name2 = value2, ...}
6504 -- Called when an UI form (e.g. sign text input) returns data.
6505 -- See minetest.register_on_player_receive_fields for more info.
6508 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6509 -- Called when a player wants to move items inside the inventory.
6510 -- Return value: number of items allowed to move.
6512 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6513 -- Called when a player wants to put something into the inventory.
6514 -- Return value: number of items allowed to put.
6515 -- Return value -1: Allow and don't modify item count in inventory.
6517 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6518 -- Called when a player wants to take something out of the inventory.
6519 -- Return value: number of items allowed to take.
6520 -- Return value -1: Allow and don't modify item count in inventory.
6522 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6523 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6524 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6525 -- Called after the actual action has happened, according to what was
6529 on_blast = function(pos, intensity),
6530 -- intensity: 1.0 = mid range of regular TNT.
6531 -- If defined, called when an explosion touches the node, instead of
6532 -- removing the node.
6538 Used by `minetest.register_craft`.
6543 output = 'default:pick_stone',
6545 {'default:cobble', 'default:cobble', 'default:cobble'},
6546 {'', 'default:stick', ''},
6547 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6549 replacements = <list of item pairs>,
6550 -- replacements: replace one input item with another item on crafting
6558 output = 'mushrooms:mushroom_stew',
6561 "mushrooms:mushroom_brown",
6562 "mushrooms:mushroom_red",
6564 replacements = <list of item pairs>,
6570 type = "toolrepair",
6571 additional_wear = -0.02,
6574 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6580 output = "default:glass",
6581 recipe = "default:sand",
6589 recipe = "bucket:bucket_lava",
6591 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6597 Used by `minetest.register_ore`.
6599 See [Ores] section above for essential information.
6602 ore_type = "scatter",
6604 ore = "default:stone_with_coal",
6607 -- Facedir rotation. Default is 0 (unchanged rotation)
6609 wherein = "default:stone",
6610 -- A list of nodenames is supported too
6612 clust_scarcity = 8 * 8 * 8,
6613 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6614 -- If the desired average distance between ores is 'd', set this to
6618 -- Number of ores in a cluster
6621 -- Size of the bounding box of the cluster.
6622 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6623 -- nodes are coal ore.
6627 -- Lower and upper limits for ore
6630 -- Attributes for the ore generation, see 'Ore attributes' section above
6632 noise_threshold = 0.5,
6633 -- If noise is above this threshold, ore is placed. Not needed for a
6634 -- uniform distribution.
6639 spread = {x = 100, y = 100, z = 100},
6644 -- NoiseParams structure describing one of the perlin noises used for
6645 -- ore distribution.
6646 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6647 -- Omit from "scatter" ore for a uniform ore distribution.
6648 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6651 biomes = {"desert", "rainforest"},
6652 -- List of biomes in which this ore occurs.
6653 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6654 -- being used does not support biomes.
6655 -- Can be a list of (or a single) biome names, IDs, or definitions.
6657 -- Type-specific parameters
6660 column_height_min = 1,
6661 column_height_max = 16,
6662 column_midpoint_factor = 0.5,
6668 spread = {x = 100, y = 100, z = 100},
6676 spread = {x = 100, y = 100, z = 100},
6683 random_factor = 1.0,
6686 np_stratum_thickness = {
6689 spread = {x = 100, y = 100, z = 100},
6694 stratum_thickness = 8,
6700 Used by `minetest.register_biome`.
6705 node_dust = "default:snow",
6706 -- Node dropped onto upper surface after all else is generated
6708 node_top = "default:dirt_with_snow",
6710 -- Node forming surface layer of biome and thickness of this layer
6712 node_filler = "default:permafrost",
6714 -- Node forming lower layer of biome and thickness of this layer
6716 node_stone = "default:bluestone",
6717 -- Node that replaces all stone nodes between roughly y_min and y_max.
6719 node_water_top = "default:ice",
6720 depth_water_top = 10,
6721 -- Node forming a surface layer in seawater with the defined thickness
6724 -- Node that replaces all seawater nodes not in the surface layer
6726 node_river_water = "default:ice",
6727 -- Node that replaces river water in mapgens that use
6728 -- default:river_water
6730 node_riverbed = "default:gravel",
6732 -- Node placed under river water and thickness of this layer
6734 node_cave_liquid = "default:lava_source",
6735 node_cave_liquid = {"default:water_source", "default:lava_source"},
6736 -- Nodes placed inside 50% of the medium size caves.
6737 -- Multiple nodes can be specified, each cave will use a randomly
6738 -- chosen node from the list.
6739 -- If this field is left out or 'nil', cave liquids fall back to
6740 -- classic behaviour of lava and water distributed using 3D noise.
6741 -- For no cave liquid, specify "air".
6743 node_dungeon = "default:cobble",
6744 -- Node used for primary dungeon structure.
6745 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
6746 -- alias, if that is also absent, dungeon nodes fall back to the biome
6748 -- If present, the following two nodes are also used.
6750 node_dungeon_alt = "default:mossycobble",
6751 -- Node used for randomly-distributed alternative structure nodes.
6752 -- If alternative structure nodes are not wanted leave this absent for
6753 -- performance reasons.
6755 node_dungeon_stair = "stairs:stair_cobble",
6756 -- Node used for dungeon stairs.
6757 -- If absent, stairs fall back to 'node_dungeon'.
6761 -- Upper and lower limits for biome.
6762 -- Alternatively you can use xyz limits as shown below.
6764 max_pos = {x = 31000, y = 128, z = 31000},
6765 min_pos = {x = -31000, y = 9, z = -31000},
6766 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6767 -- Biome is limited to a cuboid defined by these positions.
6768 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6769 -- 31000 in 'max_pos'.
6772 -- Vertical distance in nodes above 'y_max' over which the biome will
6773 -- blend with the biome above.
6774 -- Set to 0 for no vertical blend. Defaults to 0.
6777 humidity_point = 50,
6778 -- Characteristic temperature and humidity for the biome.
6779 -- These values create 'biome points' on a voronoi diagram with heat and
6780 -- humidity as axes. The resulting voronoi cells determine the
6781 -- distribution of the biomes.
6782 -- Heat and humidity have average values of 50, vary mostly between
6783 -- 0 and 100 but can exceed these values.
6786 Decoration definition
6787 ---------------------
6789 See [Decoration types]. Used by `minetest.register_decoration`.
6792 deco_type = "simple",
6794 place_on = "default:dirt_with_grass",
6795 -- Node (or list of nodes) that the decoration can be placed on
6798 -- Size of the square divisions of the mapchunk being generated.
6799 -- Determines the resolution of noise variation if used.
6800 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6801 -- equal to the chunk size.
6804 -- The value determines 'decorations per surface node'.
6805 -- Used only if noise_params is not specified.
6806 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6807 -- a different and much faster method.
6812 spread = {x = 100, y = 100, z = 100},
6819 -- NoiseParams structure describing the perlin noise used for decoration
6821 -- A noise value is calculated for each square division and determines
6822 -- 'decorations per surface node' within each division.
6823 -- If the noise value >= 10.0 complete coverage is enabled and
6824 -- decoration placement uses a different and much faster method.
6826 biomes = {"Oceanside", "Hills", "Plains"},
6827 -- List of biomes in which this decoration occurs. Occurs in all biomes
6828 -- if this is omitted, and ignored if the Mapgen being used does not
6830 -- Can be a list of (or a single) biome names, IDs, or definitions.
6834 -- Lower and upper limits for decoration.
6835 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6837 spawn_by = "default:water",
6838 -- Node (or list of nodes) that the decoration only spawns next to.
6839 -- Checks two horizontal planes of 8 neighbouring nodes (including
6840 -- diagonal neighbours), one plane level with the 'place_on' node and a
6841 -- plane one node above that.
6844 -- Number of spawn_by nodes that must be surrounding the decoration
6845 -- position to occur.
6846 -- If absent or -1, decorations occur next to any nodes.
6848 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6849 -- Flags for all decoration types.
6850 -- "liquid_surface": Instead of placement on the highest solid surface
6851 -- in a mapchunk column, placement is on the highest liquid surface.
6852 -- Placement is disabled if solid nodes are found above the liquid
6854 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6855 -- by the decoration.
6856 -- "all_floors", "all_ceilings": Instead of placement on the highest
6857 -- surface in a mapchunk the decoration is placed on all floor and/or
6858 -- ceiling surfaces, for example in caves and dungeons.
6859 -- Ceiling decorations act as an inversion of floor decorations so the
6860 -- effect of 'place_offset_y' is inverted.
6861 -- Y-slice probabilities do not function correctly for ceiling
6862 -- schematic decorations as the behaviour is unchanged.
6863 -- If a single decoration registration has both flags the floor and
6864 -- ceiling decorations will be aligned vertically.
6866 ----- Simple-type parameters
6868 decoration = "default:grass",
6869 -- The node name used as the decoration.
6870 -- If instead a list of strings, a randomly selected node from the list
6871 -- is placed as the decoration.
6874 -- Decoration height in nodes.
6875 -- If height_max is not 0, this is the lower limit of a randomly
6879 -- Upper limit of the randomly selected height.
6880 -- If absent, the parameter 'height' is used as a constant.
6883 -- Param2 value of decoration nodes.
6884 -- If param2_max is not 0, this is the lower limit of a randomly
6888 -- Upper limit of the randomly selected param2.
6889 -- If absent, the parameter 'param2' is used as a constant.
6892 -- Y offset of the decoration base node relative to the standard base
6894 -- Can be positive or negative. Default is 0.
6895 -- Effect is inverted for "all_ceilings" decorations.
6896 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6897 -- to the 'place_on' node.
6899 ----- Schematic-type parameters
6901 schematic = "foobar.mts",
6902 -- If schematic is a string, it is the filepath relative to the current
6903 -- working directory of the specified Minetest schematic file.
6904 -- Could also be the ID of a previously registered schematic.
6907 size = {x = 4, y = 6, z = 4},
6909 {name = "default:cobble", param1 = 255, param2 = 0},
6910 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6911 {name = "air", param1 = 255, param2 = 0},
6915 {ypos = 2, prob = 128},
6916 {ypos = 5, prob = 64},
6920 -- Alternative schematic specification by supplying a table. The fields
6921 -- size and data are mandatory whereas yslice_prob is optional.
6922 -- See 'Schematic specifier' for details.
6924 replacements = {["oldname"] = "convert_to", ...},
6926 flags = "place_center_x, place_center_y, place_center_z",
6927 -- Flags for schematic decorations. See 'Schematic attributes'.
6930 -- Rotation can be "0", "90", "180", "270", or "random"
6933 -- If the flag 'place_center_y' is set this parameter is ignored.
6934 -- Y offset of the schematic base node layer relative to the 'place_on'
6936 -- Can be positive or negative. Default is 0.
6937 -- Effect is inverted for "all_ceilings" decorations.
6938 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6939 -- to the 'place_on' node.
6942 Chat command definition
6943 -----------------------
6945 Used by `minetest.register_chatcommand`.
6948 params = "<name> <privilege>", -- Short parameter description
6950 description = "Remove privilege from player", -- Full description
6952 privs = {privs=true}, -- Require the "privs" privilege to run
6954 func = function(name, param),
6955 -- Called when command is run. Returns boolean success and text output.
6958 Note that in params, use of symbols is as follows:
6960 * `<>` signifies a placeholder to be replaced when the command is used. For
6961 example, when a player name is needed: `<name>`
6962 * `[]` signifies param is optional and not required when the command is used.
6963 For example, if you require param1 but param2 is optional:
6964 `<param1> [<param2>]`
6965 * `|` signifies exclusive or. The command requires one param from the options
6966 provided. For example: `<param1> | <param2>`
6967 * `()` signifies grouping. For example, when param1 and param2 are both
6968 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6970 Privilege definition
6971 --------------------
6973 Used by `minetest.register_privilege`.
6976 description = "Can teleport", -- Privilege description
6978 give_to_singleplayer = false,
6979 -- Whether to grant the privilege to singleplayer (default true).
6981 give_to_admin = true,
6982 -- Whether to grant the privilege to the server admin.
6983 -- Uses value of 'give_to_singleplayer' by default.
6985 on_grant = function(name, granter_name),
6986 -- Called when given to player 'name' by 'granter_name'.
6987 -- 'granter_name' will be nil if the priv was granted by a mod.
6989 on_revoke = function(name, revoker_name),
6990 -- Called when taken from player 'name' by 'revoker_name'.
6991 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6993 -- Note that the above two callbacks will be called twice if a player is
6994 -- responsible, once with the player name, and then with a nil player
6996 -- Return true in the above callbacks to stop register_on_priv_grant or
6997 -- revoke being called.
7000 Detached inventory callbacks
7001 ----------------------------
7003 Used by `minetest.create_detached_inventory`.
7006 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7007 -- Called when a player wants to move items inside the inventory.
7008 -- Return value: number of items allowed to move.
7010 allow_put = function(inv, listname, index, stack, player),
7011 -- Called when a player wants to put something into the inventory.
7012 -- Return value: number of items allowed to put.
7013 -- Return value -1: Allow and don't modify item count in inventory.
7015 allow_take = function(inv, listname, index, stack, player),
7016 -- Called when a player wants to take something out of the inventory.
7017 -- Return value: number of items allowed to take.
7018 -- Return value -1: Allow and don't modify item count in inventory.
7020 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7021 on_put = function(inv, listname, index, stack, player),
7022 on_take = function(inv, listname, index, stack, player),
7023 -- Called after the actual action has happened, according to what was
7033 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7036 hud_elem_type = "image", -- See HUD element types
7037 -- Type of element, can be "image", "text", "statbar", or "inventory"
7039 position = {x=0.5, y=0.5},
7040 -- Left corner position of element
7044 scale = {x = 2, y = 2},
7051 -- Selected item in inventory. 0 for no item selected.
7054 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7056 alignment = {x=0, y=0},
7058 offset = {x=0, y=0},
7060 size = { x=100, y=100 },
7061 -- Size of element in pixels
7067 Used by `minetest.add_particle`.
7070 pos = {x=0, y=0, z=0},
7071 velocity = {x=0, y=0, z=0},
7072 acceleration = {x=0, y=0, z=0},
7073 -- Spawn particle at pos with velocity and acceleration
7076 -- Disappears after expirationtime seconds
7079 -- Scales the visual size of the particle texture.
7081 collisiondetection = false,
7082 -- If true collides with `walkable` nodes and, depending on the
7083 -- `object_collision` field, objects too.
7085 collision_removal = false,
7086 -- If true particle is removed when it collides.
7087 -- Requires collisiondetection = true to have any effect.
7089 object_collision = false,
7090 -- If true particle collides with objects that are defined as
7091 -- `physical = true,` and `collide_with_objects = true,`.
7092 -- Requires collisiondetection = true to have any effect.
7095 -- If true faces player using y axis only
7097 texture = "image.png",
7099 playername = "singleplayer",
7100 -- Optional, if specified spawns particle only on the player's client
7102 animation = {Tile Animation definition},
7103 -- Optional, specifies how to animate the particle texture
7106 -- Optional, specify particle self-luminescence in darkness.
7111 `ParticleSpawner` definition
7112 ----------------------------
7114 Used by `minetest.add_particlespawner`.
7118 -- Number of particles spawned over the time period `time`.
7121 -- Lifespan of spawner in seconds.
7122 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7123 -- a per-second basis.
7125 minpos = {x=0, y=0, z=0},
7126 maxpos = {x=0, y=0, z=0},
7127 minvel = {x=0, y=0, z=0},
7128 maxvel = {x=0, y=0, z=0},
7129 minacc = {x=0, y=0, z=0},
7130 maxacc = {x=0, y=0, z=0},
7135 -- The particles' properties are random values between the min and max
7137 -- pos, velocity, acceleration, expirationtime, size
7139 collisiondetection = false,
7140 -- If true collide with `walkable` nodes and, depending on the
7141 -- `object_collision` field, objects too.
7143 collision_removal = false,
7144 -- If true particles are removed when they collide.
7145 -- Requires collisiondetection = true to have any effect.
7147 object_collision = false,
7148 -- If true particles collide with objects that are defined as
7149 -- `physical = true,` and `collide_with_objects = true,`.
7150 -- Requires collisiondetection = true to have any effect.
7152 attached = ObjectRef,
7153 -- If defined, particle positions, velocities and accelerations are
7154 -- relative to this object's position and yaw
7157 -- If true face player using y axis only
7159 texture = "image.png",
7161 playername = "singleplayer",
7162 -- Optional, if specified spawns particles only on the player's client
7164 animation = {Tile Animation definition},
7165 -- Optional, specifies how to animate the particles' texture
7168 -- Optional, specify particle self-luminescence in darkness.
7172 `HTTPRequest` definition
7173 ------------------------
7175 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7178 url = "http://example.org",
7181 -- Timeout for connection in seconds. Default is 3 seconds.
7183 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7184 -- Optional, if specified a POST request with post_data is performed.
7185 -- Accepts both a string and a table. If a table is specified, encodes
7186 -- table as x-www-form-urlencoded key-value pairs.
7187 -- If post_data is not specified, a GET request is performed instead.
7189 user_agent = "ExampleUserAgent",
7190 -- Optional, if specified replaces the default minetest user agent with
7193 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7194 -- Optional, if specified adds additional headers to the HTTP request.
7195 -- You must make sure that the header strings follow HTTP specification
7199 -- Optional, if true performs a multipart HTTP request.
7200 -- Default is false.
7203 `HTTPRequestResult` definition
7204 ------------------------------
7206 Passed to `HTTPApiTable.fetch` callback. Returned by
7207 `HTTPApiTable.fetch_async_get`.
7211 -- If true, the request has finished (either succeeded, failed or timed
7215 -- If true, the request was successful
7218 -- If true, the request timed out
7226 Authentication handler definition
7227 ---------------------------------
7229 Used by `minetest.register_authentication_handler`.
7232 get_auth = function(name),
7233 -- Get authentication data for existing player `name` (`nil` if player
7235 -- Returns following structure:
7236 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7238 create_auth = function(name, password),
7239 -- Create new auth data for player `name`.
7240 -- Note that `password` is not plain-text but an arbitrary
7241 -- representation decided by the engine.
7243 delete_auth = function(name),
7244 -- Delete auth data of player `name`.
7245 -- Returns boolean indicating success (false if player is nonexistent).
7247 set_password = function(name, password),
7248 -- Set password of player `name` to `password`.
7249 -- Auth data should be created if not present.
7251 set_privileges = function(name, privileges),
7252 -- Set privileges of player `name`.
7253 -- `privileges` is in table form, auth data should be created if not
7256 reload = function(),
7257 -- Reload authentication data from the storage location.
7258 -- Returns boolean indicating success.
7260 record_login = function(name),
7261 -- Called when player joins, used for keeping track of last_login
7263 iterate = function(),
7264 -- Returns an iterator (use with `for` loops) for all player names
7265 -- currently in the auth database