1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 Minetest keeps and looks for files mostly in two paths. `path_share` or `path_user`.
40 `path_share` contains possibly read-only content for the engine (incl. games and mods).
41 `path_user` contains mods or games installed by the user but also the users
44 With a local build (`RUN_IN_PLACE=1`) `path_share` and `path_user` both point to
45 the build directory. For system-wide builds on Linux the share path is usually at
46 `/usr/share/minetest` while the user path resides in `.minetest` in the home directory.
47 Paths on other operating systems will differ.
52 Games are looked up from:
54 * `$path_share/games/<gameid>/`
55 * `$path_user/games/<gameid>/`
57 Where `<gameid>` is unique to each game.
59 The game directory can contain the following files:
61 * `game.conf`, with the following keys:
62 * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
63 * `name`: (Deprecated) same as title.
64 * `description`: Short description to be shown in the content tab
65 * `allowed_mapgens = <comma-separated mapgens>`
66 e.g. `allowed_mapgens = v5,v6,flat`
67 Mapgens not in this list are removed from the list of mapgens for the
69 If not specified, all mapgens are allowed.
70 * `disallowed_mapgens = <comma-separated mapgens>`
71 e.g. `disallowed_mapgens = v5,v6,flat`
72 These mapgens are removed from the list of mapgens for the game.
73 When both `allowed_mapgens` and `disallowed_mapgens` are
74 specified, `allowed_mapgens` is applied before
76 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
77 e.g. `disallowed_mapgen_settings = mgv5_spflags`
78 These mapgen settings are hidden for this game in the world creation
79 dialog and game start menu. Add `seed` to hide the seed input field.
80 * `disabled_settings = <comma-separated settings>`
81 e.g. `disabled_settings = enable_damage, creative_mode`
82 These settings are hidden for this game in the "Start game" tab
83 and will be initialized as `false` when the game is started.
84 Prepend a setting name with an exclamation mark to initialize it to `true`
85 (this does not work for `enable_server`).
86 Only these settings are supported:
87 `enable_damage`, `creative_mode`, `enable_server`.
88 * `map_persistent`: Specifies whether newly created worlds should use
89 a persistent map backend. Defaults to `true` (= "sqlite3")
90 * `author`: The author of the game. It only appears when downloaded from
92 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
93 an internal ID used to track versions.
95 Used to set default settings when running this game.
97 In the same format as the one in builtin.
98 This settingtypes.txt will be parsed by the menu and the settings will be
99 displayed in the "Games" category in the advanced settings tab.
100 * If the game contains a folder called `textures` the server will load it as a
101 texturepack, overriding mod textures.
102 Any server texturepack will override mod textures and the game texturepack.
107 Games can provide custom main menu images. They are put inside a `menu`
108 directory inside the game directory.
110 The images are named `$identifier.png`, where `$identifier` is one of
111 `overlay`, `background`, `footer`, `header`.
112 If you want to specify multiple images for one identifier, add additional
113 images named like `$identifier.$n.png`, with an ascending number $n starting
114 with 1, and a random image will be chosen from the provided ones.
119 Games can provide custom main menu music. They are put inside a `menu`
120 directory inside the game directory.
122 The music files are named `theme.ogg`.
123 If you want to specify multiple music files for one game, add additional
124 images named like `theme.$n.ogg`, with an ascending number $n starting
125 with 1 (max 10), and a random music file will be chosen from the provided ones.
133 Paths are relative to the directories listed in the [Paths] section above.
135 * `games/<gameid>/mods/`
137 * `worlds/<worldname>/worldmods/`
142 It is possible to include a game in a world; in this case, no mods or
143 games are loaded or checked from anywhere else.
145 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
148 Mods should then be placed in `<worldname>/game/mods/`.
153 Mods can be put in a subdirectory, if the parent directory, which otherwise
154 should be a mod, contains a file named `modpack.conf`.
155 The file is a key-value store of modpack details.
157 * `name`: The modpack name. Allows Minetest to determine the modpack name even
158 if the folder is wrongly named.
159 * `description`: Description of mod to be shown in the Mods tab of the main
161 * `author`: The author of the modpack. It only appears when downloaded from
163 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
164 internal ID used to track versions.
165 * `title`: A human-readable title to address the modpack.
167 Note: to support 0.4.x, please also create an empty modpack.txt file.
169 Mod directory structure
170 -----------------------
176 │ ├── settingtypes.txt
180 │ │ ├── modname_stuff.png
181 │ │ ├── modname_stuff_normal.png
182 │ │ ├── modname_something_else.png
183 │ │ ├── subfolder_foo
184 │ │ │ ├── modname_more_stuff.png
185 │ │ │ └── another_subfolder
186 │ │ └── bar_subfolder
195 The location of this directory can be fetched by using
196 `minetest.get_modpath(modname)`.
200 A `Settings` file that provides meta information about the mod.
202 * `name`: The mod name. Allows Minetest to determine the mod name even if the
203 folder is wrongly named.
204 * `description`: Description of mod to be shown in the Mods tab of the main
206 * `depends`: A comma separated list of dependencies. These are mods that must be
207 loaded before this mod.
208 * `optional_depends`: A comma separated list of optional dependencies.
209 Like a dependency, but no error if the mod doesn't exist.
210 * `author`: The author of the mod. It only appears when downloaded from
212 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
213 internal ID used to track versions.
214 * `title`: A human-readable title to address the mod.
218 A screenshot shown in the mod manager within the main menu. It should
219 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
223 **Deprecated:** you should use mod.conf instead.
225 This file is used if there are no dependencies in mod.conf.
227 List of mods that have to be loaded before loading this mod.
229 A single line contains a single modname.
231 Optional dependencies can be defined by appending a question mark
232 to a single modname. This means that if the specified mod
233 is missing, it does not prevent this mod from being loaded.
235 ### `description.txt`
237 **Deprecated:** you should use mod.conf instead.
239 This file is used if there is no description in mod.conf.
241 A file containing a description to be shown in the Mods tab of the main menu.
243 ### `settingtypes.txt`
245 The format is documented in `builtin/settingtypes.txt`.
246 It is parsed by the main menu settings dialogue to list mod-specific
247 settings in the "Mods" category.
251 The main Lua script. Running this script should register everything it
252 wants to register. Subsequent execution depends on minetest calling the
253 registered callbacks.
255 `minetest.settings` can be used to read custom or existing settings at load
256 time, if necessary. (See [`Settings`])
258 ### `textures`, `sounds`, `media`, `models`, `locale`
260 Media files (textures, sounds, whatever) that will be transferred to the
261 client and will be available for use by the mod and translation files for
262 the clients (see [Translations]).
264 It is suggested to use the folders for the purpose they are thought for,
265 eg. put textures into `textures`, translation files into `locale`,
266 models for entities or meshnodes into `models` et cetera.
268 These folders and subfolders can contain subfolders.
269 Subfolders with names starting with `_` or `.` are ignored.
270 If a subfolder contains a media file with the same name as a media file
271 in one of its parents, the parent's file is used.
273 Although it is discouraged, a mod can overwrite a media file of any mod that it
274 depends on by supplying a file with an equal name.
279 Registered names should generally be in this format:
283 `<whatever>` can have these characters:
287 This is to prevent conflicting names from corrupting maps and is
288 enforced by the mod loader.
290 Registered names can be overridden by prefixing the name with `:`. This can
291 be used for overriding the registrations of some other mod.
293 The `:` prefix can also be used for maintaining backwards compatibility.
297 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
298 So the name should be `experimental:tnt`.
300 Any mod can redefine `experimental:tnt` by using the name
304 when registering it. For this to work correctly, that mod must have
305 `experimental` as a dependency.
313 Aliases of itemnames can be added by using
314 `minetest.register_alias(alias, original_name)` or
315 `minetest.register_alias_force(alias, original_name)`.
317 This adds an alias `alias` for the item called `original_name`.
318 From now on, you can use `alias` to refer to the item `original_name`.
320 The only difference between `minetest.register_alias` and
321 `minetest.register_alias_force` is that if an item named `alias` already exists,
322 `minetest.register_alias` will do nothing while
323 `minetest.register_alias_force` will unregister it.
325 This can be used for maintaining backwards compatibility.
327 This can also set quick access names for things, e.g. if
328 you have an item called `epiclylongmodname:stuff`, you could do
330 minetest.register_alias("stuff", "epiclylongmodname:stuff")
332 and be able to use `/giveme stuff`.
337 In a game, a certain number of these must be set to tell core mapgens which
338 of the game's nodes are to be used for core mapgen generation. For example:
340 minetest.register_alias("mapgen_stone", "default:stone")
342 ### Aliases for non-V6 mapgens
344 #### Essential aliases
347 * `mapgen_water_source`
348 * `mapgen_river_water_source`
350 `mapgen_river_water_source` is required for mapgens with sloping rivers where
351 it is necessary to have a river liquid node with a short `liquid_range` and
352 `liquid_renewable = false` to avoid flooding.
354 #### Optional aliases
356 * `mapgen_lava_source`
358 Fallback lava node used if cave liquids are not defined in biome definitions.
359 Deprecated, define cave liquids in biome definitions instead.
363 Fallback node used if dungeon nodes are not defined in biome definitions.
364 Deprecated, define dungeon nodes in biome definitions instead.
366 ### Aliases for Mapgen V6
371 * `mapgen_water_source`
372 * `mapgen_lava_source`
374 * `mapgen_dirt_with_grass`
385 * `mapgen_gravel` (falls back to stone)
386 * `mapgen_desert_stone` (falls back to stone)
387 * `mapgen_desert_sand` (falls back to sand)
388 * `mapgen_dirt_with_snow` (falls back to dirt_with_grass)
389 * `mapgen_snowblock` (falls back to dirt_with_grass)
390 * `mapgen_snow` (not placed if missing)
391 * `mapgen_ice` (falls back to water_source)
393 * `mapgen_jungletree` (falls back to tree)
394 * `mapgen_jungleleaves` (falls back to leaves)
395 * `mapgen_junglegrass` (not placed if missing)
396 * `mapgen_pine_tree` (falls back to tree)
397 * `mapgen_pine_needles` (falls back to leaves)
399 * `mapgen_stair_cobble` (falls back to cobble)
400 * `mapgen_mossycobble` (falls back to cobble)
401 * `mapgen_stair_desert_stone` (falls back to desert_stone)
403 ### Setting the node used in Mapgen Singlenode
405 By default the world is filled with air nodes. To set a different node use e.g.:
407 minetest.register_alias("mapgen_singlenode", "default:stone")
415 Mods should generally prefix their textures with `modname_`, e.g. given
416 the mod name `foomod`, a texture could be called:
420 Textures are referred to by their complete name, or alternatively by
421 stripping out the file extension:
423 * e.g. `foomod_foothing.png`
424 * e.g. `foomod_foothing`
426 Supported texture formats are PNG (`.png`), JPEG (`.jpg`), Bitmap (`.bmp`)
428 Since better alternatives exist, the latter two may be removed in the future.
433 There are various texture modifiers that can be used
434 to let the client generate textures on-the-fly.
435 The modifiers are applied directly in sRGB colorspace,
436 i.e. without gamma-correction.
438 ### Texture overlaying
440 Textures can be overlaid by putting a `^` between them.
444 default_dirt.png^default_grass_side.png
446 `default_grass_side.png` is overlaid over `default_dirt.png`.
447 The texture with the lower resolution will be automatically upscaled to
448 the higher resolution texture.
452 Textures can be grouped together by enclosing them in `(` and `)`.
454 Example: `cobble.png^(thing1.png^thing2.png)`
456 A texture for `thing1.png^thing2.png` is created and the resulting
457 texture is overlaid on top of `cobble.png`.
461 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
462 passing complex texture names as arguments. Escaping is done with backslash and
463 is required for `^` and `:`.
465 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
467 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
468 on top of `cobble.png`.
470 ### Advanced texture modifiers
476 * `[crack:<t>:<n>:<p>`
477 * `[cracko:<t>:<n>:<p>`
481 * `<t>`: tile count (in each direction)
482 * `<n>`: animation frame count
483 * `<p>`: current animation frame
485 Draw a step of the crack animation on the texture.
486 `crack` draws it normally, while `cracko` lays it over, keeping transparent
491 default_cobble.png^[crack:10:1
493 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
499 * `<file>`: texture to combine
501 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
502 specified coordinates.
506 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
508 #### `[resize:<w>x<h>`
510 Resizes the texture to the given dimensions.
514 default_sandstone.png^[resize:16x16
518 Makes the base image transparent according to the given ratio.
520 `r` must be between 0 (transparent) and 255 (opaque).
524 default_sandstone.png^[opacity:127
526 #### `[invert:<mode>`
528 Inverts the given channels of the base image.
529 Mode may contain the characters "r", "g", "b", "a".
530 Only the channels that are mentioned in the mode string will be inverted.
534 default_apple.png^[invert:rgb
538 Brightens the texture.
542 tnt_tnt_side.png^[brighten
546 Makes the texture completely opaque.
550 default_leaves.png^[noalpha
552 #### `[makealpha:<r>,<g>,<b>`
554 Convert one color to transparency.
558 default_cobble.png^[makealpha:128,128,128
562 * `<t>`: transformation(s) to apply
564 Rotates and/or flips the image.
566 `<t>` can be a number (between 0 and 7) or a transform name.
567 Rotations are counter-clockwise.
570 1 R90 rotate by 90 degrees
571 2 R180 rotate by 180 degrees
572 3 R270 rotate by 270 degrees
574 5 FXR90 flip X then rotate by 90 degrees
576 7 FYR90 flip Y then rotate by 90 degrees
580 default_stone.png^[transformFXR90
582 #### `[inventorycube{<top>{<left>{<right>`
584 Escaping does not apply here and `^` is replaced by `&` in texture names
587 Create an inventory cube texture using the side textures.
591 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
593 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
594 `dirt.png^grass_side.png` textures
596 #### `[lowpart:<percent>:<file>`
598 Blit the lower `<percent>`% part of `<file>` on the texture.
602 base.png^[lowpart:25:overlay.png
604 #### `[verticalframe:<t>:<n>`
606 * `<t>`: animation frame count
607 * `<n>`: current animation frame
609 Crops the texture to a frame of a vertical animation.
613 default_torch_animated.png^[verticalframe:16:8
617 Apply a mask to the base image.
619 The mask is applied using binary AND.
621 #### `[sheet:<w>x<h>:<x>,<y>`
623 Retrieves a tile at position x,y from the base image
624 which it assumes to be a tilesheet with dimensions w,h.
626 #### `[colorize:<color>:<ratio>`
628 Colorize the textures with the given color.
629 `<color>` is specified as a `ColorString`.
630 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
631 it is an int, then it specifies how far to interpolate between the
632 colors where 0 is only the texture color and 255 is only `<color>`. If
633 omitted, the alpha of `<color>` will be used as the ratio. If it is
634 the word "`alpha`", then each texture pixel will contain the RGB of
635 `<color>` and the alpha of `<color>` multiplied by the alpha of the
638 #### `[multiply:<color>`
640 Multiplies texture colors with the given color.
641 `<color>` is specified as a `ColorString`.
642 Result is more like what you'd expect if you put a color on top of another
643 color, meaning white surfaces get a lot of your new color while black parts
644 don't change very much.
648 Embed a base64 encoded PNG image in the texture string.
649 You can produce a valid string for this by calling
650 `minetest.encode_base64(minetest.encode_png(tex))`,
651 refer to the documentation of these functions for details.
652 You can use this to send disposable images such as captchas
653 to individual clients, or render things that would be too
654 expensive to compose with `[combine:`.
656 IMPORTANT: Avoid sending large images this way.
657 This is not a replacement for asset files, do not use it to do anything
658 that you could instead achieve by just using a file.
659 In particular consider `minetest.dynamic_add_media` and test whether
660 using other texture modifiers could result in a shorter string than
661 embedding a whole image, this may vary by use case.
666 The goal of hardware coloring is to simplify the creation of
667 colorful nodes. If your textures use the same pattern, and they only
668 differ in their color (like colored wool blocks), you can use hardware
669 coloring instead of creating and managing many texture files.
670 All of these methods use color multiplication (so a white-black texture
671 with red coloring will result in red-black color).
675 This method is useful if you wish to create nodes/items with
676 the same texture, in different colors, each in a new node/item definition.
680 When you register an item or node, set its `color` field (which accepts a
681 `ColorSpec`) to the desired color.
683 An `ItemStack`'s static color can be overwritten by the `color` metadata
684 field. If you set that field to a `ColorString`, that color will be used.
688 Each tile may have an individual static color, which overwrites every
689 other coloring method. To disable the coloring of a face,
690 set its color to white (because multiplying with white does nothing).
691 You can set the `color` property of the tiles in the node's definition
692 if the tile is in table format.
696 For nodes and items which can have many colors, a palette is more
697 suitable. A palette is a texture, which can contain up to 256 pixels.
698 Each pixel is one possible color for the node/item.
699 You can register one node/item, which can have up to 256 colors.
701 #### Palette indexing
703 When using palettes, you always provide a pixel index for the given
704 node or `ItemStack`. The palette is read from left to right and from
705 top to bottom. If the palette has less than 256 pixels, then it is
706 stretched to contain exactly 256 pixels (after arranging the pixels
707 to one line). The indexing starts from 0.
711 * 16x16 palette, index = 0: the top left corner
712 * 16x16 palette, index = 4: the fifth pixel in the first row
713 * 16x16 palette, index = 16: the pixel below the top left corner
714 * 16x16 palette, index = 255: the bottom right corner
715 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
716 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
717 to ensure the total 256 pixels.
718 * 2x4 palette, index = 32: the top right corner
719 * 2x4 palette, index = 63: the top right corner
720 * 2x4 palette, index = 64: the pixel below the top left corner
722 #### Using palettes with items
724 When registering an item, set the item definition's `palette` field to
725 a texture. You can also use texture modifiers.
727 The `ItemStack`'s color depends on the `palette_index` field of the
728 stack's metadata. `palette_index` is an integer, which specifies the
729 index of the pixel to use.
731 #### Linking palettes with nodes
733 When registering a node, set the item definition's `palette` field to
734 a texture. You can also use texture modifiers.
735 The node's color depends on its `param2`, so you also must set an
736 appropriate `paramtype2`:
738 * `paramtype2 = "color"` for nodes which use their full `param2` for
739 palette indexing. These nodes can have 256 different colors.
740 The palette should contain 256 pixels.
741 * `paramtype2 = "colorwallmounted"` for nodes which use the first
742 five bits (most significant) of `param2` for palette indexing.
743 The remaining three bits are describing rotation, as in `wallmounted`
744 paramtype2. Division by 8 yields the palette index (without stretching the
745 palette). These nodes can have 32 different colors, and the palette
746 should contain 32 pixels.
748 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
749 pixel will be picked from the palette.
750 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
751 pixel will be picked from the palette.
752 * `paramtype2 = "colorfacedir"` for nodes which use the first
753 three bits of `param2` for palette indexing. The remaining
754 five bits are describing rotation, as in `facedir` paramtype2.
755 Division by 32 yields the palette index (without stretching the
756 palette). These nodes can have 8 different colors, and the
757 palette should contain 8 pixels.
759 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
760 first (= 0 + 1) pixel will be picked from the palette.
761 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
762 second (= 1 + 1) pixel will be picked from the palette.
763 * `paramtype2 = "color4dir"` for nodes which use the first
764 six bits of `param2` for palette indexing. The remaining
765 two bits are describing rotation, as in `4dir` paramtype2.
766 Division by 4 yields the palette index (without stretching the
767 palette). These nodes can have 64 different colors, and the
768 palette should contain 64 pixels.
770 * `param2 = 17` is 4 * 4 + 1, so the rotation is 1 and the
771 fifth (= 4 + 1) pixel will be picked from the palette.
772 * `param2 = 35` is 8 * 4 + 3, so the rotation is 3 and the
773 ninth (= 8 + 1) pixel will be picked from the palette.
775 To colorize a node on the map, set its `param2` value (according
776 to the node's paramtype2).
778 ### Conversion between nodes in the inventory and on the map
780 Static coloring is the same for both cases, there is no need
783 If the `ItemStack`'s metadata contains the `color` field, it will be
784 lost on placement, because nodes on the map can only use palettes.
786 If the `ItemStack`'s metadata contains the `palette_index` field, it is
787 automatically transferred between node and item forms by the engine,
788 when a player digs or places a colored node.
789 You can disable this feature by setting the `drop` field of the node
790 to itself (without metadata).
791 To transfer the color to a special drop, you need a drop table.
795 minetest.register_node("mod:stone", {
796 description = "Stone",
797 tiles = {"default_stone.png"},
798 paramtype2 = "color",
799 palette = "palette.png",
802 -- assume that mod:cobblestone also has the same palette
803 {items = {"mod:cobblestone"}, inherit_color = true },
808 ### Colored items in craft recipes
810 Craft recipes only support item strings, but fortunately item strings
811 can also contain metadata. Example craft recipe registration:
813 minetest.register_craft({
814 output = minetest.itemstring_with_palette("wool:block", 3),
822 To set the `color` field, you can use `minetest.itemstring_with_color`.
824 Metadata field filtering in the `recipe` field are not supported yet,
825 so the craft output is independent of the color of the ingredients.
830 Sometimes hardware coloring is not enough, because it affects the
831 whole tile. Soft texture overlays were added to Minetest to allow
832 the dynamic coloring of only specific parts of the node's texture.
833 For example a grass block may have colored grass, while keeping the
836 These overlays are 'soft', because unlike texture modifiers, the layers
837 are not merged in the memory, but they are simply drawn on top of each
838 other. This allows different hardware coloring, but also means that
839 tiles with overlays are drawn slower. Using too much overlays might
842 For inventory and wield images you can specify overlays which
843 hardware coloring does not modify. You have to set `inventory_overlay`
844 and `wield_overlay` fields to an image name.
846 To define a node overlay, simply set the `overlay_tiles` field of the node
847 definition. These tiles are defined in the same way as plain tiles:
848 they can have a texture name, color etc.
849 To skip one face, set that overlay tile to an empty string.
851 Example (colored grass block):
853 minetest.register_node("default:dirt_with_grass", {
854 description = "Dirt with Grass",
855 -- Regular tiles, as usual
856 -- The dirt tile disables palette coloring
857 tiles = {{name = "default_grass.png"},
858 {name = "default_dirt.png", color = "white"}},
859 -- Overlay tiles: define them in the same style
860 -- The top and bottom tile does not have overlay
861 overlay_tiles = {"", "",
862 {name = "default_grass_side.png"}},
863 -- Global color, used in inventory
865 -- Palette in the world
866 paramtype2 = "color",
867 palette = "default_foilage.png",
876 Only Ogg Vorbis files are supported.
878 For positional playing of sounds, only single-channel (mono) files are
879 supported. Otherwise OpenAL will play them non-positionally.
881 Mods should generally prefix their sounds with `modname_`, e.g. given
882 the mod name "`foomod`", a sound could be called:
886 Sounds are referred to by their name with a dot, a single digit and the
887 file extension stripped out. When a sound is played, the actual sound file
888 is chosen randomly from the matching sounds.
890 When playing the sound `foomod_foosound`, the sound is chosen randomly
891 from the available ones of the following files:
893 * `foomod_foosound.ogg`
894 * `foomod_foosound.0.ogg`
895 * `foomod_foosound.1.ogg`
897 * `foomod_foosound.9.ogg`
899 Examples of sound parameter tables:
901 -- Play locationless on all clients
903 gain = 1.0, -- default
904 fade = 0.0, -- default, change to a value > 0 to fade the sound in
905 pitch = 1.0, -- default
907 -- Play locationless to one player
910 gain = 1.0, -- default
911 fade = 0.0, -- default, change to a value > 0 to fade the sound in
912 pitch = 1.0, -- default
914 -- Play locationless to one player, looped
917 gain = 1.0, -- default
920 -- Play at a location
922 pos = {x = 1, y = 2, z = 3},
923 gain = 1.0, -- default
924 max_hear_distance = 32, -- default, uses a Euclidean metric
926 -- Play connected to an object, looped
928 object = <an ObjectRef>,
929 gain = 1.0, -- default
930 max_hear_distance = 32, -- default, uses a Euclidean metric
933 -- Play at a location, heard by anyone *but* the given player
935 pos = {x = 32, y = 0, z = 100},
936 max_hear_distance = 40,
937 exclude_player = name,
940 Looped sounds must either be connected to an object or played locationless to
941 one player using `to_player = name`.
943 A positional sound will only be heard by players that are within
944 `max_hear_distance` of the sound position, at the start of the sound.
946 `exclude_player = name` can be applied to locationless, positional and object-
947 bound sounds to exclude a single player from hearing them.
952 Specifies a sound name, gain (=volume) and pitch.
953 This is either a string or a table.
955 In string form, you just specify the sound name or
956 the empty string for no sound.
958 Table form has the following fields:
961 * `gain`: Volume (`1.0` = 100%)
962 * `pitch`: Pitch (`1.0` = 100%)
964 `gain` and `pitch` are optional and default to `1.0`.
970 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
971 * `{name = "default_place_node"}`: Same as above
972 * `{name = "default_place_node", gain = 0.5}`: 50% volume
973 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
978 These sound files are played back by the engine if provided.
980 * `player_damage`: Played when the local player takes damage (gain = 0.5)
981 * `player_falling_damage`: Played when the local player takes
982 damage by falling (gain = 0.5)
983 * `player_jump`: Played when the local player jumps
984 * `default_dig_<groupname>`: Default node digging sound (gain = 0.5)
985 (see node sound definition for details)
987 Registered definitions
988 ======================
990 Anything added using certain [Registration functions] gets added to one or more
991 of the global [Registered definition tables].
993 Note that in some cases you will stumble upon things that are not contained
994 in these tables (e.g. when a mod has been removed). Always check for
995 existence before trying to access the fields.
999 All nodes registered with `minetest.register_node` get added to the table
1000 `minetest.registered_nodes`.
1002 If you want to check the drawtype of a node, you could do it like this:
1004 local def = minetest.registered_nodes[nodename]
1005 local drawtype = def and def.drawtype
1013 Nodes are the bulk data of the world: cubes and other things that take the
1014 space of a cube. Huge amounts of them are handled efficiently, but they
1017 The definition of a node is stored and can be accessed by using
1019 minetest.registered_nodes[node.name]
1021 See [Registered definitions].
1023 Nodes are passed by value between Lua and the engine.
1024 They are represented by a table:
1026 {name="name", param1=num, param2=num}
1028 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1029 them for certain automated functions. If you don't use these functions, you can
1030 use them to store arbitrary values.
1035 The functions of `param1` and `param2` are determined by certain fields in the
1038 The function of `param1` is determined by `paramtype` in node definition.
1039 `param1` is reserved for the engine when `paramtype != "none"`.
1041 * `paramtype = "light"`
1042 * The value stores light with and without sun in its lower and upper 4 bits
1044 * Required by a light source node to enable spreading its light.
1045 * Required by the following drawtypes as they determine their visual
1046 brightness from their internal light value:
1056 * `paramtype = "none"`
1057 * `param1` will not be used by the engine and can be used to store
1060 The function of `param2` is determined by `paramtype2` in node definition.
1061 `param2` is reserved for the engine when `paramtype2 != "none"`.
1063 * `paramtype2 = "flowingliquid"`
1064 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1065 * The liquid level and a flag of the liquid are stored in `param2`
1066 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1067 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1068 to access/manipulate the content of this field
1069 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1070 * `paramtype2 = "wallmounted"`
1071 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1072 "plantlike_rooted", "normal", "nodebox", "mesh"
1073 * The rotation of the node is stored in `param2`
1074 * Node is 'mounted'/facing towards one of 6 directions
1075 * You can make this value by using `minetest.dir_to_wallmounted()`
1076 * Values range 0 - 5
1077 * The value denotes at which direction the node is "mounted":
1078 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1079 * By default, on placement the param2 is automatically set to the
1080 appropriate rotation, depending on which side was pointed at
1081 * `paramtype2 = "facedir"`
1082 * Supported drawtypes: "normal", "nodebox", "mesh"
1083 * The rotation of the node is stored in `param2`.
1084 * Node is rotated around face and axis; 24 rotations in total.
1085 * Can be made by using `minetest.dir_to_facedir()`.
1086 * Chests and furnaces can be rotated that way, and also 'flipped'
1087 * Values range 0 - 23
1088 * facedir / 4 = axis direction:
1089 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1090 * The node is rotated 90 degrees around the X or Z axis so that its top face
1091 points in the desired direction. For the y- direction, it's rotated 180
1092 degrees around the Z axis.
1093 * facedir modulo 4 = left-handed rotation around the specified axis, in 90° steps.
1094 * By default, on placement the param2 is automatically set to the
1095 horizontal direction the player was looking at (values 0-3)
1096 * Special case: If the node is a connected nodebox, the nodebox
1097 will NOT rotate, only the textures will.
1098 * `paramtype2 = "4dir"`
1099 * Supported drawtypes: "normal", "nodebox", "mesh"
1100 * The rotation of the node is stored in `param2`.
1101 * Allows node to be rotated horizontally, 4 rotations in total
1102 * Can be made by using `minetest.dir_to_fourdir()`.
1103 * Chests and furnaces can be rotated that way, but not flipped
1104 * Values range 0 - 3
1105 * 4dir modulo 4 = rotation
1106 * Otherwise, behavior is identical to facedir
1107 * `paramtype2 = "leveled"`
1108 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1110 * The level of the top face of the nodebox is stored in `param2`.
1111 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1113 * The nodebox height is (`param2` / 64) nodes.
1114 * The maximum accepted value of `param2` is 127.
1116 * The height of the 'plantlike' section is stored in `param2`.
1117 * The height is (`param2` / 16) nodes.
1118 * `paramtype2 = "degrotate"`
1119 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1121 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1122 get the actual rotation in degrees of the node.
1123 * `paramtype2 = "meshoptions"`
1124 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1125 optional modifiers of the "plant". `param2` is a bitfield.
1126 * Bits 0 to 2 select the shape.
1127 Use only one of the values below:
1128 * 0 = an "x" shaped plant (ordinary plant)
1129 * 1 = a "+" shaped plant (just rotated 45 degrees)
1130 * 2 = a "*" shaped plant with 3 faces instead of 2
1131 * 3 = a "#" shaped plant with 4 faces instead of 2
1132 * 4 = a "#" shaped plant with 4 faces that lean outwards
1133 * 5-7 are unused and reserved for future meshes.
1134 * Bits 3 to 7 are used to enable any number of optional modifiers.
1135 Just add the corresponding value(s) below to `param2`:
1136 * 8 - Makes the plant slightly vary placement horizontally
1137 * 16 - Makes the plant mesh 1.4x larger
1138 * 32 - Moves each face randomly a small bit down (1/8 max)
1139 * values 64 and 128 (bits 6-7) are reserved for future use.
1140 * Example: `param2 = 0` selects a normal "x" shaped plant
1141 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1142 * `paramtype2 = "color"`
1143 * `param2` tells which color is picked from the palette.
1144 The palette should have 256 pixels.
1145 * `paramtype2 = "colorfacedir"`
1146 * Same as `facedir`, but with colors.
1147 * The first three bits of `param2` tells which color is picked from the
1148 palette. The palette should have 8 pixels.
1149 * `paramtype2 = "color4dir"`
1150 * Same as `facedir`, but with colors.
1151 * The first six bits of `param2` tells which color is picked from the
1152 palette. The palette should have 64 pixels.
1153 * `paramtype2 = "colorwallmounted"`
1154 * Same as `wallmounted`, but with colors.
1155 * The first five bits of `param2` tells which color is picked from the
1156 palette. The palette should have 32 pixels.
1157 * `paramtype2 = "glasslikeliquidlevel"`
1158 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1159 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1160 "Connected Glass" setting is enabled.
1161 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1163 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1164 both of these values may be added to `param2`:
1165 * 64 - Makes the node not connect with neighbors above or below it.
1166 * 128 - Makes the node not connect with neighbors to its sides.
1167 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1168 * `paramtype2 = "colordegrotate"`
1169 * Same as `degrotate`, but with colors.
1170 * The first (most-significant) three bits of `param2` tells which color
1171 is picked from the palette. The palette should have 8 pixels.
1172 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1173 * `paramtype2 = "none"`
1174 * `param2` will not be used by the engine and can be used to store
1177 Nodes can also contain extra data. See [Node Metadata].
1182 There are a bunch of different looking node types.
1184 Look for examples in `games/devtest` or `games/minetest_game`.
1187 * A node-sized cube.
1189 * Invisible, uses no texture.
1191 * The cubic source node for a liquid.
1192 * Faces bordering to the same node are never rendered.
1193 * Connects to node specified in `liquid_alternative_flowing`.
1194 * You *must* set `liquid_alternative_source` to the node's own name.
1195 * Use `backface_culling = false` for the tiles you want to make
1196 visible when inside the node.
1198 * The flowing version of a liquid, appears with various heights and slopes.
1199 * Faces bordering to the same node are never rendered.
1200 * Connects to node specified in `liquid_alternative_source`.
1201 * You *must* set `liquid_alternative_flowing` to the node's own name.
1202 * Node textures are defined with `special_tiles` where the first tile
1203 is for the top and bottom faces and the second tile is for the side
1205 * `tiles` is used for the item/inventory/wield image rendering.
1206 * Use `backface_culling = false` for the special tiles you want to make
1207 visible when inside the node
1209 * Often used for partially-transparent nodes.
1210 * Only external sides of textures are visible.
1211 * `glasslike_framed`
1212 * All face-connected nodes are drawn as one volume within a surrounding
1214 * The frame appearance is generated from the edges of the first texture
1215 specified in `tiles`. The width of the edges used are 1/16th of texture
1216 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1217 * The glass 'shine' (or other desired detail) on each node face is supplied
1218 by the second texture specified in `tiles`.
1219 * `glasslike_framed_optional`
1220 * This switches between the above 2 drawtypes according to the menu setting
1223 * Often used for partially-transparent nodes.
1224 * External and internal sides of textures are visible.
1225 * `allfaces_optional`
1226 * Often used for leaves nodes.
1227 * This switches between `normal`, `glasslike` and `allfaces` according to
1228 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1229 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1230 is used instead, if present. This allows a visually thicker texture to be
1231 used to compensate for how `glasslike` reduces visual thickness.
1233 * A single vertical texture.
1234 * If `paramtype2="[color]wallmounted"`:
1235 * If placed on top of a node, uses the first texture specified in `tiles`.
1236 * If placed against the underside of a node, uses the second texture
1237 specified in `tiles`.
1238 * If placed on the side of a node, uses the third texture specified in
1239 `tiles` and is perpendicular to that node.
1240 * If `paramtype2="none"`:
1241 * Will be rendered as if placed on top of a node (see
1242 above) and only the first texture is used.
1244 * A single texture parallel to, and mounted against, the top, underside or
1246 * If `paramtype2="[color]wallmounted"`, it rotates according to `param2`
1247 * If `paramtype2="none"`, it will always be on the floor.
1249 * Two vertical and diagonal textures at right-angles to each other.
1250 * See `paramtype2 = "meshoptions"` above for other options.
1252 * When above a flat surface, appears as 6 textures, the central 2 as
1253 `plantlike` plus 4 more surrounding those.
1254 * If not above a surface the central 2 do not appear, but the texture
1255 appears against the faces of surrounding nodes if they are present.
1257 * A 3D model suitable for a wooden fence.
1258 * One placed node appears as a single vertical post.
1259 * Adjacently-placed nodes cause horizontal bars to appear between them.
1261 * Often used for tracks for mining carts.
1262 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1263 curved, t-junction, crossing.
1264 * Each placed node automatically switches to a suitable rotated texture
1265 determined by the adjacent `raillike` nodes, in order to create a
1266 continuous track network.
1267 * Becomes a sloping node if placed against stepped nodes.
1269 * Often used for stairs and slabs.
1270 * Allows defining nodes consisting of an arbitrary number of boxes.
1271 * See [Node boxes] below for more information.
1273 * Uses models for nodes.
1274 * Tiles should hold model materials textures.
1275 * Only static meshes are implemented.
1276 * For supported model formats see Irrlicht engine documentation.
1277 * `plantlike_rooted`
1278 * Enables underwater `plantlike` without air bubbles around the nodes.
1279 * Consists of a base cube at the co-ordinates of the node plus a
1280 `plantlike` extension above
1281 * If `paramtype2="leveled", the `plantlike` extension has a height
1282 of `param2 / 16` nodes, otherwise it's the height of 1 node
1283 * If `paramtype2="wallmounted"`, the `plantlike` extension
1284 will be at one of the corresponding 6 sides of the base cube.
1285 Also, the base cube rotates like a `normal` cube would
1286 * The `plantlike` extension visually passes through any nodes above the
1287 base cube without affecting them.
1288 * The base cube texture tiles are defined as normal, the `plantlike`
1289 extension uses the defined special tile, for example:
1290 `special_tiles = {{name = "default_papyrus.png"}},`
1292 `*_optional` drawtypes need less rendering time if deactivated
1293 (always client-side).
1298 Node selection boxes are defined using "node boxes".
1300 A nodebox is defined as any of:
1303 -- A normal cube; the default in most things
1307 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1309 fixed = box OR {box1, box2, ...}
1312 -- A variable height box (or boxes) with the top face position defined
1313 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1315 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1317 fixed = box OR {box1, box2, ...}
1320 -- A box like the selection box for torches
1321 -- (wallmounted param2 is used, if applicable)
1322 type = "wallmounted",
1328 -- A node that has optional boxes depending on neighboring nodes'
1329 -- presence and type. See also `connects_to`.
1331 fixed = box OR {box1, box2, ...}
1332 connect_top = box OR {box1, box2, ...}
1333 connect_bottom = box OR {box1, box2, ...}
1334 connect_front = box OR {box1, box2, ...}
1335 connect_left = box OR {box1, box2, ...}
1336 connect_back = box OR {box1, box2, ...}
1337 connect_right = box OR {box1, box2, ...}
1338 -- The following `disconnected_*` boxes are the opposites of the
1339 -- `connect_*` ones above, i.e. when a node has no suitable neighbor
1340 -- on the respective side, the corresponding disconnected box is drawn.
1341 disconnected_top = box OR {box1, box2, ...}
1342 disconnected_bottom = box OR {box1, box2, ...}
1343 disconnected_front = box OR {box1, box2, ...}
1344 disconnected_left = box OR {box1, box2, ...}
1345 disconnected_back = box OR {box1, box2, ...}
1346 disconnected_right = box OR {box1, box2, ...}
1347 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbor
1348 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1349 -- neighbors to the sides
1352 A `box` is defined as:
1354 {x1, y1, z1, x2, y2, z2}
1356 A box of a regular node would look like:
1358 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1360 To avoid collision issues, keep each value within the range of +/- 1.45.
1361 This also applies to leveled nodeboxes, where the final height shall not
1362 exceed this soft limit.
1366 Map terminology and coordinates
1367 ===============================
1369 Nodes, mapblocks, mapchunks
1370 ---------------------------
1372 A 'node' is the fundamental cubic unit of a world and appears to a player as
1373 roughly 1x1x1 meters in size.
1375 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1376 fundamental region of a world that is stored in the world database, sent to
1377 clients and handled by many parts of the engine.
1378 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1379 'node', however 'block' often appears in the API.
1381 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1382 (80x80x80 nodes) and is the volume of world generated in one operation by
1384 The size in mapblocks has been chosen to optimize map generation.
1389 ### Orientation of axes
1391 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1393 ### Node coordinates
1395 Almost all positions used in the API use node coordinates.
1397 ### Mapblock coordinates
1399 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1400 specify a particular mapblock.
1401 For example blockpos (0,0,0) specifies the mapblock that extends from
1402 node position (0,0,0) to node position (15,15,15).
1404 #### Converting node position to the containing blockpos
1406 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1409 * blockpos = math.floor(nodepos / 16)
1411 #### Converting blockpos to min/max node positions
1413 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1417 nodepos = blockpos * 16
1419 nodepos = blockpos * 16 + 15
1430 The position field is used for all element types.
1431 To account for differing resolutions, the position coordinates are the
1432 percentage of the screen, ranging in value from `0` to `1`.
1434 The `name` field is not yet used, but should contain a description of what the
1435 HUD element represents.
1437 The `direction` field is the direction in which something is drawn.
1438 `0` draws from left to right, `1` draws from right to left, `2` draws from
1439 top to bottom, and `3` draws from bottom to top.
1441 The `alignment` field specifies how the item will be aligned. It is a table
1442 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1443 moved to the left/up, and `1` is to the right/down. Fractional values can be
1446 The `offset` field specifies a pixel offset from the position. Contrary to
1447 position, the offset is not scaled to screen size. This allows for some
1448 precisely positioned items in the HUD.
1450 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1453 The `z_index` field specifies the order of HUD elements from back to front.
1454 Lower z-index elements are displayed behind higher z-index elements. Elements
1455 with same z-index are displayed in an arbitrary order. Default 0.
1456 Supports negative values. By convention, the following values are recommended:
1458 * -400: Graphical effects, such as vignette
1459 * -300: Name tags, waypoints
1461 * -100: Things that block the player's view, e.g. masks
1462 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1463 minimap, builtin statbars, etc.
1464 * 100: Temporary text messages or notification icons
1465 * 1000: Full-screen effects such as full-black screen or credits.
1466 This includes effects that cover the entire screen
1468 If your HUD element doesn't fit into any category, pick a number
1469 between the suggested values
1471 Below are the specific uses for fields in each type; fields not listed for that
1476 Displays an image on the HUD.
1478 * `scale`: The scale of the image, with 1 being the original texture size.
1479 Only the X coordinate scale is used (positive values).
1480 Negative values represent that percentage of the screen it
1481 should take; e.g. `x=-100` means 100% (width).
1482 * `text`: The name of the texture that is displayed.
1483 * `alignment`: The alignment of the image.
1484 * `offset`: offset in pixels from position.
1488 Displays text on the HUD.
1490 * `scale`: Defines the bounding rectangle of the text.
1491 A value such as `{x=100, y=100}` should work.
1492 * `text`: The text to be displayed in the HUD element.
1493 * `number`: An integer containing the RGB value of the color used to draw the
1494 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1495 * `alignment`: The alignment of the text.
1496 * `offset`: offset in pixels from position.
1497 * `size`: size of the text.
1498 The player-set font size is multiplied by size.x (y value isn't used).
1499 * `style`: determines font style
1500 Bitfield with 1 = bold, 2 = italic, 4 = monospace
1504 Displays a horizontal bar made up of half-images with an optional background.
1506 * `text`: The name of the texture to use.
1507 * `text2`: Optional texture name to enable a background / "off state"
1508 texture (useful to visualize the maximal value). Both textures
1509 must have the same size.
1510 * `number`: The number of half-textures that are displayed.
1511 If odd, will end with a vertically center-split texture.
1512 * `item`: Same as `number` but for the "off state" texture
1513 * `direction`: To which direction the images will extend to
1514 * `offset`: offset in pixels from position.
1515 * `size`: If used, will force full-image size to this value (override texture
1520 * `text`: The name of the inventory list to be displayed.
1521 * `number`: Number of items in the inventory to be displayed.
1522 * `item`: Position of item that is selected.
1523 * `direction`: Direction the list will be displayed in
1524 * `offset`: offset in pixels from position.
1528 Displays distance to selected world position.
1530 * `name`: The name of the waypoint.
1531 * `text`: Distance suffix. Can be blank.
1532 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1533 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1534 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1535 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1536 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1537 `precision = n` will show multiples of `1/n`
1538 * `number:` An integer containing the RGB value of the color used to draw the
1540 * `world_pos`: World position of the waypoint.
1541 * `offset`: offset in pixels from position.
1542 * `alignment`: The alignment of the waypoint.
1544 ### `image_waypoint`
1546 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1548 * `scale`: The scale of the image, with 1 being the original texture size.
1549 Only the X coordinate scale is used (positive values).
1550 Negative values represent that percentage of the screen it
1551 should take; e.g. `x=-100` means 100% (width).
1552 * `text`: The name of the texture that is displayed.
1553 * `alignment`: The alignment of the image.
1554 * `world_pos`: World position of the waypoint.
1555 * `offset`: offset in pixels from position.
1559 Displays an image oriented or translated according to current heading direction.
1561 * `size`: The size of this element. Negative values represent percentage
1562 of the screen; e.g. `x=-100` means 100% (width).
1563 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1564 * `text`: The name of the texture to use.
1565 * `alignment`: The alignment of the image.
1566 * `offset`: Offset in pixels from position.
1567 * `direction`: How the image is rotated/translated:
1568 * 0 - Rotate as heading direction
1569 * 1 - Rotate in reverse direction
1570 * 2 - Translate as landscape direction
1571 * 3 - Translate in reverse direction
1573 If translation is chosen, texture is repeated horizontally to fill the whole element.
1577 Displays a minimap on the HUD.
1579 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1581 * `alignment`: The alignment of the minimap.
1582 * `offset`: offset in pixels from position.
1584 Representations of simple things
1585 ================================
1587 Vector (ie. a position)
1588 -----------------------
1592 See [Spatial Vectors] for details.
1597 * `{type="nothing"}`
1598 * `{type="node", under=pos, above=pos}`
1599 * Indicates a pointed node selection box.
1600 * `under` refers to the node position behind the pointed face.
1601 * `above` refers to the node position in front of the pointed face.
1602 * `{type="object", ref=ObjectRef}`
1604 Exact pointing location (currently only `Raycast` supports these fields):
1606 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1607 point on the selection box which is pointed at. May be in the selection box
1608 if the pointer is in the box too.
1609 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1611 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1612 selected selection box. This specifies which face is pointed at.
1613 Is a null vector `vector.zero()` when the pointer is inside the selection box.
1614 For entities with rotated selection boxes, this will be rotated properly
1615 by the entity's rotation - it will always be in absolute world space.
1620 Flag Specifier Format
1621 =====================
1623 Flags using the standardized flag specifier format can be specified in either
1624 of two ways, by string or table.
1626 The string format is a comma-delimited set of flag names; whitespace and
1627 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1628 flag, and specifying a flag prefixed by the string `"no"` explicitly
1629 clears the flag from whatever the default may be.
1631 In addition to the standard string flag format, the schematic flags field can
1632 also be a table of flag names to boolean values representing whether or not the
1633 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1634 is present, mapped to a boolean of any value, the specified flag is unset.
1636 E.g. A flag field of value
1638 {place_center_x = true, place_center_y=false, place_center_z=true}
1642 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1644 which is equivalent to
1646 "place_center_x, noplace_center_y, place_center_z"
1650 "place_center_x, place_center_z"
1652 since, by default, no schematic attributes are set.
1660 Items are things that can be held by players, dropped in the map and
1661 stored in inventories.
1662 Items come in the form of item stacks, which are collections of equal
1663 items that occupy a single inventory slot.
1668 There are three kinds of items: nodes, tools and craftitems.
1670 * Node: Placeable item form of a node in the world's voxel grid
1671 * Tool: Has a changeable wear property but cannot be stacked
1672 * Craftitem: Has no special properties
1674 Every registered node (the voxel in the world) has a corresponding
1675 item form (the thing in your inventory) that comes along with it.
1676 This item form can be placed which will create a node in the
1678 Both the 'actual' node and its item form share the same identifier.
1679 For all practical purposes, you can treat the node and its item form
1680 interchangeably. We usually just say 'node' to the item form of
1683 Note the definition of tools is purely technical. The only really
1684 unique thing about tools is their wear, and that's basically it.
1685 Beyond that, you can't make any gameplay-relevant assumptions
1686 about tools or non-tools. It is perfectly valid to register something
1687 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1689 Craftitems can be used for items that neither need to be a node
1695 All item stacks have an amount between 0 and 65535. It is 1 by
1696 default. Tool item stacks cannot have an amount greater than 1.
1698 Tools use a wear (damage) value ranging from 0 to 65535. The
1699 value 0 is the default and is used for unworn tools. The values
1700 1 to 65535 are used for worn tools, where a higher value stands for
1701 a higher wear. Non-tools technically also have a wear property,
1702 but it is always 0. There is also a special 'toolrepair' crafting
1703 recipe that is only available to tools.
1708 Items and item stacks can exist in three formats: Serializes, table format
1711 When an item must be passed to a function, it can usually be in any of
1716 This is called "stackstring" or "itemstring". It is a simple string with
1719 1. Full item identifier ("item name")
1721 3. Optional wear value
1722 4. Optional item metadata
1726 <identifier> [<amount>[ <wear>[ <metadata>]]]
1730 * `"default:apple"`: 1 apple
1731 * `"default:dirt 5"`: 5 dirt
1732 * `"default:pick_stone"`: a new stone pickaxe
1733 * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
1734 * `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`:
1735 * a wooden pickaxe from the `default` mod,
1736 * amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
1737 * with the `description` field set to `"My worn out pick"` in its metadata
1738 * `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`:
1739 * analogous to the above example
1740 * note how the wear is set to `0` as dirt is not a tool
1742 You should ideally use the `ItemStack` format to build complex item strings
1743 (especially if they use item metadata)
1744 without relying on the serialization format. Example:
1746 local stack = ItemStack("default:pick_wood")
1747 stack:set_wear(21323)
1748 stack:get_meta():set_string("description", "My worn out pick")
1749 local itemstring = stack:to_string()
1751 Additionally the methods `minetest.itemstring_with_palette(item, palette_index)`
1752 and `minetest.itemstring_with_color(item, colorstring)` may be used to create
1753 item strings encoding color information in their metadata.
1761 {name="default:dirt", count=5, wear=0, metadata=""}
1763 A wooden pick about 1/3 worn out:
1765 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1769 {name="default:apple", count=1, wear=0, metadata=""}
1773 A native C++ format with many helper methods. Useful for converting
1774 between formats. See the [Class reference] section for details.
1782 In a number of places, there is a group table. Groups define the
1783 properties of a thing (item, node, armor of entity, tool capabilities)
1784 in such a way that the engine and other mods can can interact with
1785 the thing without actually knowing what the thing is.
1790 Groups are stored in a table, having the group names with keys and the
1791 group ratings as values. Group ratings are integer values within the
1792 range [-32767, 32767]. For example:
1795 groups = {crumbly=3, soil=1}
1797 -- A more special dirt-kind of thing
1798 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1800 Groups always have a rating associated with them. If there is no
1801 useful meaning for a rating for an enabled group, it shall be `1`.
1803 When not defined, the rating of a group defaults to `0`. Thus when you
1804 read groups, you must interpret `nil` and `0` as the same value, `0`.
1806 You can read the rating of a group for an item or a node by using
1808 minetest.get_item_group(itemname, groupname)
1813 Groups of items can define what kind of an item it is (e.g. wool).
1818 In addition to the general item things, groups are used to define whether
1819 a node is destroyable and how long it takes to destroy by a tool.
1824 For entities, groups are, as of now, used only for calculating damage.
1825 The rating is the percentage of damage caused by items with this damage group.
1826 See [Entity damage mechanism].
1828 object:get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1829 object:set_armor_groups({fleshy=30, cracky=80})
1831 Groups of tool capabilities
1832 ---------------------------
1834 Groups in tool capabilities define which groups of nodes and entities they
1835 are effective towards.
1837 Groups in crafting recipes
1838 --------------------------
1840 In crafting recipes, you can specify a group as an input item.
1841 This means that any item in that group will be accepted as input.
1843 The basic syntax is:
1845 "group:<group_name>"
1847 For example, `"group:meat"` will accept any item in the `meat` group.
1849 It is also possible to require an input item to be in
1850 multiple groups at once. The syntax for that is:
1852 "group:<group_name_1>,<group_name_2>,(...),<group_name_n>"
1854 For example, `"group:leaves,birch,trimmed"` accepts any item which is member
1855 of *all* the groups `leaves` *and* `birch` *and* `trimmed`.
1857 An example recipe: Craft a raw meat soup from any meat, any water and any bowl:
1860 output = "food:meat_soup_raw",
1868 Another example: Craft red wool from white wool and red dye
1869 (here, "red dye" is defined as any item which is member of
1870 *both* the groups `dye` and `basecolor_red`).
1874 output = "wool:red",
1875 recipe = {"wool:white", "group:dye,basecolor_red"},
1881 The asterisk `(*)` after a group name describes that there is no engine
1882 functionality bound to it, and implementation is left up as a suggestion
1885 ### Node and item groups
1887 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1888 that the item should be hidden in item lists.
1891 ### Node-only groups
1893 * `attached_node`: the node is 'attached' to a neighboring node. It checks
1894 whether the node it is attached to is walkable. If it
1895 isn't, the node will drop as an item.
1896 * `1`: if the node is wallmounted, the node is attached in the wallmounted
1897 direction. Otherwise, the node is attached to the node below.
1898 * `2`: if the node is facedir or 4dir, the facedir or 4dir direction is checked.
1899 No effect for other nodes.
1900 Note: The "attaching face" of this node is tile no. 5 (back face).
1901 * `3`: the node is always attached to the node below.
1902 * `4`: the node is always attached to the node above.
1903 * `bouncy`: value is bounce speed in percent.
1904 If positive, jump/sneak on floor impact will increase/decrease bounce height.
1905 Negative value is the same bounciness, but non-controllable.
1906 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1907 connect to each other
1908 * `dig_immediate`: Player can always pick up node without reducing tool wear
1909 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1910 * `3`: the node always gets the digging time 0 seconds (torch)
1911 * `disable_jump`: Player (and possibly other things) cannot jump from node
1912 or if their feet are in the node. Note: not supported for `new_move = false`
1913 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1914 the top of this node. There's also an armor group with the same name.
1915 The final player damage is determined by the following formula:
1918 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1919 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1920 - (14) -- constant tolerance
1921 Negative damage values are discarded as no damage.
1922 * `falling_node`: if there is no walkable block under the node it will fall
1923 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1924 * `level`: Can be used to give an additional sense of progression in the game.
1925 * A larger level will cause e.g. a weapon of a lower level make much less
1926 damage, and get worn out much faster, or not be able to get drops
1927 from destroyed nodes.
1928 * `0` is something that is directly accessible at the start of gameplay
1929 * There is no upper limit
1930 * See also: `leveldiff` in [Tool Capabilities]
1931 * `slippery`: Players and items will slide on the node.
1932 Slipperiness rises steadily with `slippery` value, starting at 1.
1935 ### Tool-only groups
1937 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1938 `"toolrepair"` crafting recipe
1941 ### `ObjectRef` armor groups
1943 * `immortal`: Skips all damage and breath handling for an object. This group
1944 will also hide the integrated HUD status bars for players. It is
1945 automatically set to all players when damage is disabled on the server and
1946 cannot be reset (subject to change).
1947 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1948 when they hit the ground. It is analog to the node group with the same
1949 name. See the node group above for the exact calculation.
1950 * `punch_operable`: For entities; disables the regular damage mechanism for
1951 players punching it by hand or a non-tool item, so that it can do something
1952 else than take damage.
1956 Known damage and digging time defining groups
1957 ---------------------------------------------
1959 * `crumbly`: dirt, sand
1960 * `cracky`: tough but crackable stuff like stone.
1961 * `snappy`: something that can be cut using things like scissors, shears,
1962 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1963 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1964 * `fleshy`: Living things like animals and the player. This could imply
1965 some blood effects when hitting.
1966 * `explody`: Especially prone to explosions
1967 * `oddly_breakable_by_hand`:
1968 Can be added to nodes that shouldn't logically be breakable by the
1969 hand but are. Somewhat similar to `dig_immediate`, but times are more
1970 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1971 digging speed of an item if it can dig at a faster speed than this
1972 suggests for the hand.
1974 Examples of custom groups
1975 -------------------------
1977 Item groups are often used for defining, well, _groups of items_.
1979 * `meat`: any meat-kind of a thing (rating might define the size or healing
1980 ability or be irrelevant -- it is not defined as of yet)
1981 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1983 * `flammable`: can be set on fire. Rating might define the intensity of the
1984 fire, affecting e.g. the speed of the spreading of an open fire.
1985 * `wool`: any wool (any origin, any color)
1986 * `metal`: any metal
1987 * `weapon`: any weapon
1988 * `heavy`: anything considerably heavy
1990 Digging time calculation specifics
1991 ----------------------------------
1993 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1994 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1995 faster digging time.
1997 The `level` group is used to limit the toughness of nodes an item capable
1998 of digging can dig and to scale the digging times / damage to a greater extent.
2000 **Please do understand this**, otherwise you cannot use the system to it's
2003 Items define their properties by a list of parameters for groups. They
2004 cannot dig other groups; thus it is important to use a standard bunch of
2005 groups to enable interaction with items.
2013 'Tool capabilities' is a property of items that defines two things:
2015 1) Which nodes it can dig and how fast
2016 2) Which objects it can hurt by punching and by how much
2018 Tool capabilities are available for all items, not just tools.
2019 But only tools can receive wear from digging and punching.
2021 Missing or incomplete tool capabilities will default to the
2024 Tool capabilities definition
2025 ----------------------------
2027 Tool capabilities define:
2029 * Full punch interval
2030 * Maximum drop level
2031 * For an arbitrary list of node groups:
2032 * Uses (until the tool breaks)
2033 * Maximum level (usually `0`, `1`, `2` or `3`)
2036 * Punch attack uses (until the tool breaks)
2038 ### Full punch interval `full_punch_interval`
2040 When used as a weapon, the item will do full damage if this time is spent
2041 between punches. If e.g. half the time is spent, the item will do half
2044 ### Maximum drop level `max_drop_level`
2046 Suggests the maximum level of node, when dug with the item, that will drop
2047 its useful item. (e.g. iron ore to drop a lump of iron).
2049 This value is not used in the engine; it is the responsibility of the game/mod
2050 code to implement this.
2052 ### Uses `uses` (tools only)
2054 Determines how many uses the tool has when it is used for digging a node,
2055 of this group, of the maximum level. The maximum supported number of
2056 uses is 65535. The special number 0 is used for infinite uses.
2057 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
2058 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
2059 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
2061 * `uses=10, leveldiff=0`: actual uses: 10
2062 * `uses=10, leveldiff=1`: actual uses: 30
2063 * `uses=10, leveldiff=2`: actual uses: 90
2065 For non-tools, this has no effect.
2067 ### Maximum level `maxlevel`
2069 Tells what is the maximum level of a node of this group that the item will
2072 ### Digging times `times`
2074 List of digging times for different ratings of the group, for nodes of the
2077 For example, as a Lua table, `times={[2]=2.00, [3]=0.70}`. This would
2078 result in the item to be able to dig nodes that have a rating of `2` or `3`
2079 for this group, and unable to dig the rating `1`, which is the toughest.
2080 Unless there is a matching group that enables digging otherwise.
2082 If the result digging time is 0, a delay of 0.15 seconds is added between
2083 digging nodes; If the player releases LMB after digging, this delay is set to 0,
2084 i.e. players can more quickly click the nodes away instead of holding LMB.
2088 List of damage for groups of entities. See [Entity damage mechanism].
2090 ### Punch attack uses (tools only)
2092 Determines how many uses (before breaking) the tool has when dealing damage
2093 to an object, when the full punch interval (see above) was always
2096 Wear received by the tool is proportional to the time spent, scaled by
2097 the full punch interval.
2099 For non-tools, this has no effect.
2101 Example definition of the capabilities of an item
2102 -------------------------------------------------
2104 tool_capabilities = {
2106 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2110 This makes the item capable of digging nodes that fulfill both of these:
2112 * Have the `crumbly` group
2113 * Have a `level` group less or equal to `2`
2115 Table of resulting digging times:
2117 crumbly 0 1 2 3 4 <- level
2119 1 0.80 1.60 1.60 - -
2120 2 0.60 1.20 1.20 - -
2121 3 0.40 0.80 0.80 - -
2123 level diff: 2 1 0 -1 -2
2125 Table of resulting tool uses:
2134 * At `crumbly==0`, the node is not diggable.
2135 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2136 easy nodes to be quickly breakable.
2137 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2142 Entity damage mechanism
2143 =======================
2148 foreach group in cap.damage_groups:
2149 damage += cap.damage_groups[group]
2150 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2151 * (object.armor_groups[group] / 100.0)
2152 -- Where object.armor_groups[group] is 0 for inexistent values
2155 Client predicts damage based on damage groups. Because of this, it is able to
2156 give an immediate response when an entity is damaged or dies; the response is
2157 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2159 Currently a smoke puff will appear when an entity dies.
2161 The group `immortal` completely disables normal damage.
2163 Entities can define a special armor group, which is `punch_operable`. This
2164 group disables the regular damage mechanism for players punching it by hand or
2165 a non-tool item, so that it can do something else than take damage.
2167 On the Lua side, every punch calls:
2169 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2172 This should never be called directly, because damage is usually not handled by
2175 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2176 accessed unless absolutely required, to encourage interoperability.
2177 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2178 * `tool_capabilities` can be `nil`.
2179 * `direction` is a unit vector, pointing from the source of the punch to
2181 * `damage` damage that will be done to entity
2182 Return value of this function will determine if damage is done by this function
2183 (retval true) or shall be done by engine (retval false)
2185 To punch an entity/object in Lua, call:
2187 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2189 * Return value is tool wear.
2190 * Parameters are equal to the above callback.
2191 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2192 will be automatically filled in based on the location of `puncher`.
2203 The instance of a node in the world normally only contains the three values
2204 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2205 It is called "node metadata"; See `NodeMetaRef`.
2207 Node metadata contains two things:
2212 Some of the values in the key-value store are handled specially:
2214 * `formspec`: Defines an inventory menu that is opened with the
2215 'place/use' key. Only works if no `on_rightclick` was
2216 defined for the node. See also [Formspec].
2217 * `infotext`: Text shown on the screen when the node is pointed at.
2218 Line-breaks will be applied automatically.
2219 If the infotext is very long, it will be truncated.
2223 local meta = minetest.get_meta(pos)
2224 meta:set_string("formspec",
2226 "list[context;main;0,0;8,4;]"..
2227 "list[current_player;main;0,5;8,4;]")
2228 meta:set_string("infotext", "Chest");
2229 local inv = meta:get_inventory()
2230 inv:set_size("main", 8*4)
2231 print(dump(meta:to_table()))
2234 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2235 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2236 [10] = "", [11] = "", [12] = "", [13] = "",
2237 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2238 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2239 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2240 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2244 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2252 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2254 Item metadata only contains a key-value store.
2256 Some of the values in the key-value store are handled specially:
2258 * `description`: Set the item stack's description.
2259 See also: `get_description` in [`ItemStack`]
2260 * `short_description`: Set the item stack's short description.
2261 See also: `get_short_description` in [`ItemStack`]
2262 * `color`: A `ColorString`, which sets the stack's color.
2263 * `palette_index`: If the item has a palette, this is used to get the
2264 current color from the palette.
2265 * `count_meta`: Replace the displayed count with any string.
2266 * `count_alignment`: Set the alignment of the displayed count value. This is an
2267 int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
2268 4th bit specify the alignment in y-direction:
2269 0 = default, 1 = left / up, 2 = middle, 3 = right / down
2270 The default currently is the same as right/down.
2271 Example: 6 = 2 + 1*4 = middle,up
2275 local meta = stack:get_meta()
2276 meta:set_string("key", "value")
2277 print(dump(meta:to_table()))
2279 Example manipulations of "description" and expected output behaviors:
2281 print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
2282 print(ItemStack("foobar"):get_description()) --> Unknown Item
2284 local stack = ItemStack("default:stone")
2285 stack:get_meta():set_string("description", "Custom description\nAnother line")
2286 print(stack:get_description()) --> Custom description\nAnother line
2287 print(stack:get_short_description()) --> Custom description
2289 stack:get_meta():set_string("short_description", "Short")
2290 print(stack:get_description()) --> Custom description\nAnother line
2291 print(stack:get_short_description()) --> Short
2293 print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
2300 Formspec defines a menu. This supports inventories and some of the
2301 typical widgets like buttons, checkboxes, text input fields, etc.
2302 It is a string, with a somewhat strange format.
2304 A formspec is made out of formspec elements, which includes widgets
2305 like buttons but also can be used to set stuff like background color.
2307 Many formspec elements have a `name`, which is a unique identifier which
2308 is used when the server receives user input. You must not use the name
2309 "quit" for formspec elements.
2311 Spaces and newlines can be inserted between the blocks, as is used in the
2314 Position and size units are inventory slots unless the new coordinate system
2315 is enabled. `X` and `Y` position the formspec element relative to the top left
2316 of the menu or container. `W` and `H` are its width and height values.
2318 If the new system is enabled, all elements have unified coordinates for all
2319 elements with no padding or spacing in between. This is highly recommended
2320 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2323 Inventories with a `player:<name>` inventory location are only sent to the
2324 player named `<name>`.
2326 When displaying text which can contain formspec code, e.g. text set by a player,
2327 use `minetest.formspec_escape`.
2328 For colored text you can use `minetest.colorize`.
2330 Since formspec version 3, elements drawn in the order they are defined. All
2331 background elements are drawn before all other elements.
2333 **WARNING**: do _not_ use an element name starting with `key_`; those names are
2334 reserved to pass key press events to formspec!
2336 **WARNING**: Minetest allows you to add elements to every single formspec instance
2337 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2338 appearing when you don't expect them to, or why things are styled differently
2339 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2347 list[context;main;0,0;8,4;]
2348 list[current_player;main;0,5;8,4;]
2353 list[context;fuel;2,3;1,1;]
2354 list[context;src;2,1;1,1;]
2355 list[context;dst;5,1;2,2;]
2356 list[current_player;main;0,5;8,4;]
2358 ### Minecraft-like player inventory
2361 image[1,0.6;1,2;player.png]
2362 list[current_player;main;0,3.5;8,4;]
2363 list[current_player;craft;3,0;3,3;]
2364 list[current_player;craftpreview;7,1;1,1;]
2369 * Formspec version 1 (pre-5.1.0):
2371 * Formspec version 2 (5.1.0):
2372 * Forced real coordinates
2373 * background9[]: 9-slice scaling parameters
2374 * Formspec version 3 (5.2.0):
2375 * Formspec elements are drawn in the order of definition
2376 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2377 * box[] and image[] elements enable clipping by default
2378 * new element: scroll_container[]
2379 * Formspec version 4 (5.4.0):
2380 * Allow dropdown indexing events
2381 * Formspec version 5 (5.5.0):
2382 * Added padding[] element
2383 * Formspec version 6 (5.6.0):
2384 * Add nine-slice images, animated_image, and fgimg_middle
2389 ### `formspec_version[<version>]`
2391 * Set the formspec version to a certain number. If not specified,
2392 version 1 is assumed.
2393 * Must be specified before `size` element.
2394 * Clients older than this version can neither show newer elements nor display
2395 elements with new arguments correctly.
2396 * Available since feature `formspec_version_element`.
2397 * See also: [Version History]
2399 ### `size[<W>,<H>,<fixed_size>]`
2401 * Define the size of the menu in inventory slots
2402 * `fixed_size`: `true`/`false` (optional)
2403 * deprecated: `invsize[<W>,<H>;]`
2405 ### `position[<X>,<Y>]`
2407 * Must be used after `size` element.
2408 * Defines the position on the game window of the formspec's `anchor` point.
2409 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2411 * [0.0, 0.0] sets the position to the top left corner of the game window.
2412 * [1.0, 1.0] sets the position to the bottom right of the game window.
2413 * Defaults to the center of the game window [0.5, 0.5].
2415 ### `anchor[<X>,<Y>]`
2417 * Must be used after both `size` and `position` (if present) elements.
2418 * Defines the location of the anchor point within the formspec.
2419 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2421 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2422 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2423 * Defaults to the center of the formspec [0.5, 0.5].
2425 * `position` and `anchor` elements need suitable values to avoid a formspec
2426 extending off the game window due to particular game window sizes.
2428 ### `padding[<X>,<Y>]`
2430 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2431 * Defines how much space is padded around the formspec if the formspec tries to
2432 increase past the size of the screen and coordinates have to be shrunk.
2433 * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
2434 screen), and 0.5 represents half the screen (which forces the coordinate size
2435 to 0). If negative, the formspec can extend off the edge of the screen.
2436 * Defaults to [0.05, 0.05].
2440 * Must be used after the `size`, `position`, `anchor`, and `padding` elements
2442 * Disables player:set_formspec_prepend() from applying to this formspec.
2444 ### `real_coordinates[<bool>]`
2446 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2447 * When set to true, all following formspec elements will use the new coordinate system.
2448 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2449 (if present), the form size will use the new coordinate system.
2450 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2451 They must enable it explicitly.
2452 * For information on converting forms to the new coordinate system, see `Migrating
2453 to Real Coordinates`.
2455 ### `container[<X>,<Y>]`
2457 * Start of a container block, moves all physical elements in the container by
2459 * Must have matching `container_end`
2460 * Containers can be nested, in which case the offsets are added
2461 (child containers are relative to parent containers)
2463 ### `container_end[]`
2465 * End of a container, following elements are no longer relative to this
2468 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2470 * Start of a scroll_container block. All contained elements will ...
2471 * take the scroll_container coordinate as position origin,
2472 * be additionally moved by the current value of the scrollbar with the name
2473 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2474 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2475 * `orientation`: possible values are `vertical` and `horizontal`.
2476 * `scroll factor`: optional, defaults to `0.1`.
2477 * Nesting is possible.
2478 * Some elements might work a little different if they are in a scroll_container.
2479 * Note: If you want the scroll_container to actually work, you also need to add a
2480 scrollbar element with the specified name. Furthermore, it is highly recommended
2481 to use a scrollbaroptions element on this scrollbar.
2483 ### `scroll_container_end[]`
2485 * End of a scroll_container, following elements are no longer bound to this
2488 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2490 * Show an inventory list if it has been sent to the client.
2491 * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
2492 are moved) while the formspec is open, the formspec element may (but is not guaranteed
2493 to) adapt to the new inventory list.
2494 * Item slots are drawn in a grid from left to right, then up to down, ordered
2495 according to the slot index.
2496 * `W` and `H` are in inventory slots, not in coordinates.
2497 * `starting item index` (Optional): The index of the first (upper-left) item to draw.
2498 Indices start at `0`. Default is `0`.
2499 * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
2500 `starting item index`.
2501 * **Note**: With the new coordinate system, the spacing between inventory
2502 slots is one-fourth the size of an inventory slot by default. Also see
2503 [Styling Formspecs] for changing the size of slots and spacing.
2505 ### `listring[<inventory location>;<list name>]`
2507 * Appends to an internal ring of inventory lists.
2508 * Shift-clicking on items in one element of the ring
2509 will send them to the next inventory list inside the ring
2510 * The first occurrence of an element inside the ring will
2511 determine the inventory where items will be sent to
2515 * Shorthand for doing `listring[<inventory location>;<list name>]`
2516 for the last two inventory lists added by list[...]
2518 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2520 * Sets background color of slots as `ColorString`
2521 * Sets background color of slots on mouse hovering
2523 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2525 * Sets background color of slots as `ColorString`
2526 * Sets background color of slots on mouse hovering
2527 * Sets color of slots border
2529 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2531 * Sets background color of slots as `ColorString`
2532 * Sets background color of slots on mouse hovering
2533 * Sets color of slots border
2534 * Sets default background color of tooltips
2535 * Sets default font color of tooltips
2537 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2539 * Adds tooltip for an element
2540 * `bgcolor` tooltip background color as `ColorString` (optional)
2541 * `fontcolor` tooltip font color as `ColorString` (optional)
2543 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2545 * Adds tooltip for an area. Other tooltips will take priority when present.
2546 * `bgcolor` tooltip background color as `ColorString` (optional)
2547 * `fontcolor` tooltip font color as `ColorString` (optional)
2549 ### `image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]`
2552 * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
2553 * Requires formspec version >= 6.
2554 * See `background9[]` documentation for more information.
2556 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]`
2558 * Show an animated image. The image is drawn like a "vertical_frames" tile
2559 animation (See [Tile animation definition]), but uses a frame count/duration for simplicity
2560 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2561 * `texture name`: The image to use.
2562 * `frame count`: The number of frames animating the image.
2563 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2564 * `frame start` (optional): The index of the frame to start on. Default `1`.
2565 * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
2566 * Requires formspec version >= 6.
2567 * See `background9[]` documentation for more information.
2569 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2571 * Show a mesh model.
2572 * `name`: Element name that can be used for styling
2573 * `mesh`: The mesh model to use.
2574 * `textures`: The mesh textures to use according to the mesh materials.
2575 Texture names must be separated by commas.
2576 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2577 The axes are euler angles in degrees.
2578 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2579 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2580 * `frame loop range` (Optional): Range of the animation frames.
2581 * Defaults to the full range of all available frames.
2582 * Syntax: `<begin>,<end>`
2583 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2585 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2587 * Show an inventory image of registered item/node
2589 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2591 * Sets background color of formspec.
2592 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2593 of the non-fullscreen and the fullscreen background.
2594 * `fullscreen` (optional) can be one of the following:
2595 * `false`: Only the non-fullscreen background color is drawn. (default)
2596 * `true`: Only the fullscreen background color is drawn.
2597 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2598 * `neither`: No background color is drawn.
2599 * Note: Leave a parameter empty to not modify the value.
2600 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2601 are not bools are only available since formspec version 3.
2603 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2605 * Example for formspec 8x4 in 16x resolution: image shall be sized
2606 8 times 16px times 4 times 16px.
2608 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2610 * Example for formspec 8x4 in 16x resolution:
2611 image shall be sized 8 times 16px times 4 times 16px
2612 * If `auto_clip` is `true`, the background is clipped to the formspec size
2613 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2615 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2617 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2618 * Middle is a rect which defines the middle of the 9-slice.
2619 * `x` - The middle will be x pixels from all sides.
2620 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2621 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2622 will be added to the width and height of the texture, allowing it to be used as the
2623 distance from the far end.
2624 * All numbers in middle are integers.
2625 * If `auto_clip` is `true`, the background is clipped to the formspec size
2626 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2627 * Available since formspec version 2
2629 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2631 * Textual password style field; will be sent to server when a button is clicked
2632 * When enter is pressed in field, fields.key_enter_field will be sent with the
2634 * With the old coordinate system, fields are a set height, but will be vertically
2635 centered on `H`. With the new coordinate system, `H` will modify the height.
2636 * `name` is the name of the field as returned in fields to `on_receive_fields`
2637 * `label`, if not blank, will be text printed on the top left above the field
2638 * See `field_close_on_enter` to stop enter closing the formspec
2640 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2642 * Textual field; will be sent to server when a button is clicked
2643 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2644 the name of this field.
2645 * With the old coordinate system, fields are a set height, but will be vertically
2646 centered on `H`. With the new coordinate system, `H` will modify the height.
2647 * `name` is the name of the field as returned in fields to `on_receive_fields`
2648 * `label`, if not blank, will be text printed on the top left above the field
2649 * `default` is the default value of the field
2650 * `default` may contain variable references such as `${text}` which
2651 will fill the value from the metadata value `text`
2652 * **Note**: no extra text or more than a single variable is supported ATM.
2653 * See `field_close_on_enter` to stop enter closing the formspec
2655 ### `field[<name>;<label>;<default>]`
2657 * As above, but without position/size units
2658 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2659 the name of this field.
2660 * Special field for creating simple forms, such as sign text input
2661 * Must be used without a `size[]` element
2662 * A "Proceed" button will be added automatically
2663 * See `field_close_on_enter` to stop enter closing the formspec
2665 ### `field_close_on_enter[<name>;<close_on_enter>]`
2667 * <name> is the name of the field
2668 * if <close_on_enter> is false, pressing enter in the field will submit the
2669 form but not close it.
2670 * defaults to true when not specified (ie: no tag for a field)
2672 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2674 * Same as fields above, but with multi-line input
2675 * If the text overflows, a vertical scrollbar is added.
2676 * If the name is empty, the textarea is read-only and
2677 the background is not shown, which corresponds to a multi-line label.
2679 ### `label[<X>,<Y>;<label>]`
2681 * The label formspec element displays the text set in `label`
2682 at the specified position.
2683 * **Note**: If the new coordinate system is enabled, labels are
2684 positioned from the center of the text, not the top.
2685 * The text is displayed directly without automatic line breaking,
2686 so label should not be used for big text chunks. Newlines can be
2687 used to make labels multiline.
2688 * **Note**: With the new coordinate system, newlines are spaced with
2689 half a coordinate. With the old system, newlines are spaced 2/5 of
2692 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2693 * Displays a static formatted text with hyperlinks.
2694 * **Note**: This element is currently unstable and subject to change.
2695 * `x`, `y`, `w` and `h` work as per field
2696 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2697 * `text` is the formatted text using `Markup Language` described below.
2699 ### `vertlabel[<X>,<Y>;<label>]`
2700 * Textual label drawn vertically
2701 * `label` is the text on the label
2702 * **Note**: If the new coordinate system is enabled, vertlabels are
2703 positioned from the center of the text, not the left.
2705 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2707 * Clickable button. When clicked, fields will be sent.
2708 * With the old coordinate system, buttons are a set height, but will be vertically
2709 centered on `H`. With the new coordinate system, `H` will modify the height.
2710 * `label` is the text on the button
2712 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2714 * `texture name` is the filename of an image
2715 * **Note**: Height is supported on both the old and new coordinate systems
2718 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2720 * `texture name` is the filename of an image
2721 * `noclip=true` means the image button doesn't need to be within specified
2723 * `drawborder`: draw button border or not
2724 * `pressed texture name` is the filename of an image on pressed state
2726 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2728 * `item name` is the registered name of an item/node
2729 * `name` is non-optional and must be unique, or else tooltips are broken.
2730 * The item description will be used as the tooltip. This can be overridden with
2733 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2735 * When clicked, fields will be sent and the form will quit.
2736 * Same as `button` in all other respects.
2738 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2740 * When clicked, fields will be sent and the form will quit.
2741 * Same as `image_button` in all other respects.
2743 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2745 * Scrollable item list showing arbitrary text elements
2746 * `name` fieldname sent to server on doubleclick value is current selected
2748 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2750 * if you want a listelement to start with "#" write "##".
2752 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2754 * Scrollable itemlist showing arbitrary text elements
2755 * `name` fieldname sent to server on doubleclick value is current selected
2757 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2758 * if you want a listelement to start with "#" write "##"
2759 * Index to be selected within textlist
2760 * `true`/`false`: draw transparent background
2761 * See also `minetest.explode_textlist_event`
2762 (main menu: `core.explode_textlist_event`).
2764 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2766 * Show a tab**header** at specific position (ignores formsize)
2767 * `X` and `Y`: position of the tabheader
2768 * *Note*: Width and height are automatically chosen with this syntax
2769 * `name` fieldname data is transferred to Lua
2770 * `caption 1`...: name shown on top of tab
2771 * `current_tab`: index of selected tab 1...
2772 * `transparent` (optional): if true, tabs are semi-transparent
2773 * `draw_border` (optional): if true, draw a thin line at tab base
2775 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2777 * Show a tab**header** at specific position (ignores formsize)
2778 * **Important note**: This syntax for tabheaders can only be used with the
2779 new coordinate system.
2780 * `X` and `Y`: position of the tabheader
2781 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2782 * `name` fieldname data is transferred to Lua
2783 * `caption 1`...: name shown on top of tab
2784 * `current_tab`: index of selected tab 1...
2785 * `transparent` (optional): show transparent
2786 * `draw_border` (optional): draw border
2788 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2790 * Show a tab**header** at specific position (ignores formsize)
2791 * **Important note**: This syntax for tabheaders can only be used with the
2792 new coordinate system.
2793 * `X` and `Y`: position of the tabheader
2794 * `W` and `H`: width and height of the tabheader
2795 * `name` fieldname data is transferred to Lua
2796 * `caption 1`...: name shown on top of tab
2797 * `current_tab`: index of selected tab 1...
2798 * `transparent` (optional): show transparent
2799 * `draw_border` (optional): draw border
2801 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2803 * Simple colored box
2804 * `color` is color specified as a `ColorString`.
2805 If the alpha component is left blank, the box will be semitransparent.
2806 If the color is not specified, the box will use the options specified by
2807 its style. If the color is specified, all styling options will be ignored.
2809 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2811 * Show a dropdown field
2812 * **Important note**: There are two different operation modes:
2813 1. handle directly on change (only changed dropdown is submitted)
2814 2. read the value on pressing a button (all dropdown values are available)
2815 * `X` and `Y`: position of the dropdown
2816 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2817 * Fieldname data is transferred to Lua
2818 * Items to be shown in dropdown
2819 * Index of currently selected dropdown item
2820 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2821 event field value for selected items.
2822 * `true`: Selected item index
2823 * `false` (default): Selected item value
2825 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2827 * Show a dropdown field
2828 * **Important note**: This syntax for dropdowns can only be used with the
2829 new coordinate system.
2830 * **Important note**: There are two different operation modes:
2831 1. handle directly on change (only changed dropdown is submitted)
2832 2. read the value on pressing a button (all dropdown values are available)
2833 * `X` and `Y`: position of the dropdown
2834 * `W` and `H`: width and height of the dropdown
2835 * Fieldname data is transferred to Lua
2836 * Items to be shown in dropdown
2837 * Index of currently selected dropdown item
2838 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2839 event field value for selected items.
2840 * `true`: Selected item index
2841 * `false` (default): Selected item value
2843 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2846 * `name` fieldname data is transferred to Lua
2847 * `label` to be shown left of checkbox
2848 * `selected` (optional): `true`/`false`
2849 * **Note**: If the new coordinate system is enabled, checkboxes are
2850 positioned from the center of the checkbox, not the top.
2852 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2854 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2855 * There are two ways to use it:
2856 1. handle the changed event (only changed scrollbar is available)
2857 2. read the value on pressing a button (all scrollbars are available)
2858 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2859 * Fieldname data is transferred to Lua
2860 * Value of this trackbar is set to (`0`-`1000`) by default
2861 * See also `minetest.explode_scrollbar_event`
2862 (main menu: `core.explode_scrollbar_event`).
2864 ### `scrollbaroptions[opt1;opt2;...]`
2865 * Sets options for all following `scrollbar[]` elements
2867 * Sets scrollbar minimum value, defaults to `0`.
2869 * Sets scrollbar maximum value, defaults to `1000`.
2870 If the max is equal to the min, the scrollbar will be disabled.
2872 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2874 * If this is set to a negative number, the value will be reset to `10`.
2876 * Sets scrollbar step value used by page up and page down.
2877 * If this is set to a negative number, the value will be reset to `100`.
2879 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2880 units the thumb spans out of the range of the scrollbar values.
2881 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2882 would span a tenth of the scrollbar space.
2883 * If this is set to zero or less, the value will be reset to `1`.
2884 * `arrows=<show/hide/default>`
2885 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2886 when the scrollbar gets too small, but shows them otherwise.
2888 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2890 * Show scrollable table using options defined by the previous `tableoptions[]`
2891 * Displays cells as defined by the previous `tablecolumns[]`
2892 * `name`: fieldname sent to server on row select or doubleclick
2893 * `cell 1`...`cell n`: cell contents given in row-major order
2894 * `selected idx`: index of row to be selected within table (first row = `1`)
2895 * See also `minetest.explode_table_event`
2896 (main menu: `core.explode_table_event`).
2898 ### `tableoptions[<opt 1>;<opt 2>;...]`
2900 * Sets options for `table[]`
2902 * default text color (`ColorString`), defaults to `#FFFFFF`
2903 * `background=#RRGGBB`
2904 * table background color (`ColorString`), defaults to `#000000`
2905 * `border=<true/false>`
2906 * should the table be drawn with a border? (default: `true`)
2907 * `highlight=#RRGGBB`
2908 * highlight background color (`ColorString`), defaults to `#466432`
2909 * `highlight_text=#RRGGBB`
2910 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2911 * `opendepth=<value>`
2912 * all subtrees up to `depth < value` are open (default value = `0`)
2913 * only useful when there is a column of type "tree"
2915 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2917 * Sets columns for `table[]`
2918 * Types: `text`, `image`, `color`, `indent`, `tree`
2919 * `text`: show cell contents as text
2920 * `image`: cell contents are an image index, use column options to define
2922 * `color`: cell contents are a ColorString and define color of following
2924 * `indent`: cell contents are a number and define indentation of following
2926 * `tree`: same as indent, but user can open and close subtrees
2930 * for `text` and `image`: content alignment within cells.
2931 Available values: `left` (default), `center`, `right`, `inline`
2933 * for `text` and `image`: minimum width in em (default: `0`)
2934 * for `indent` and `tree`: indent width in em (default: `1.5`)
2935 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2936 Exception: defaults to 0 for indent columns
2937 * `tooltip=<value>`: tooltip text (default: empty)
2938 * `image` column options:
2939 * `0=<value>` sets image for image index 0
2940 * `1=<value>` sets image for image index 1
2941 * `2=<value>` sets image for image index 2
2942 * and so on; defined indices need not be contiguous empty or
2943 non-numeric cells are treated as `0`.
2944 * `color` column options:
2945 * `span=<value>`: number of following columns to affect
2946 (default: infinite).
2948 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2950 * Set the style for the element(s) matching `selector` by name.
2951 * `selector` can be one of:
2952 * `<name>` - An element name. Includes `*`, which represents every element.
2953 * `<name>:<state>` - An element name, a colon, and one or more states.
2954 * `state` is a list of states separated by the `+` character.
2955 * If a state is provided, the style will only take effect when the element is in that state.
2956 * All provided states must be active for the style to apply.
2957 * Note: this **must** be before the element is defined.
2958 * See [Styling Formspecs].
2961 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2963 * Set the style for the element(s) matching `selector` by type.
2964 * `selector` can be one of:
2965 * `<type>` - An element type. Includes `*`, which represents every element.
2966 * `<type>:<state>` - An element type, a colon, and one or more states.
2967 * `state` is a list of states separated by the `+` character.
2968 * If a state is provided, the style will only take effect when the element is in that state.
2969 * All provided states must be active for the style to apply.
2970 * See [Styling Formspecs].
2972 ### `set_focus[<name>;<force>]`
2974 * Sets the focus to the element with the same `name` parameter.
2975 * **Note**: This element must be placed before the element it focuses.
2976 * `force` (optional, default `false`): By default, focus is not applied for
2977 re-sent formspecs with the same name so that player-set focus is kept.
2978 `true` sets the focus to the specified element for every sent formspec.
2979 * The following elements have the ability to be focused:
2994 Migrating to Real Coordinates
2995 -----------------------------
2997 In the old system, positions included padding and spacing. Padding is a gap between
2998 the formspec window edges and content, and spacing is the gaps between items. For
2999 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
3000 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
3001 in the new coordinate system from scratch.
3003 To recreate an old layout with padding, you'll need to pass the positions and sizes
3004 through the following formula to re-introduce padding:
3007 pos = (oldpos + 1)*spacing + padding
3013 You'll need to change the `size[]` tag like this:
3016 size = (oldsize-1)*spacing + padding*2 + 1
3019 A few elements had random offsets in the old system. Here is a table which shows these
3020 offsets when migrating:
3022 | Element | Position | Size | Notes
3023 |---------|------------|---------|-------
3024 | box | +0.3, +0.1 | 0, -0.4 |
3025 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
3026 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
3027 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
3032 Formspec elements can be themed using the style elements:
3034 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
3035 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
3036 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
3037 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
3041 property_name=property_value
3045 style_type[button;bgcolor=#006699]
3046 style[world_delete;bgcolor=red;textcolor=yellow]
3047 button[4,3.95;2.6,1;world_delete;Delete]
3049 A name/type can optionally be a comma separated list of names/types, like so:
3051 world_delete,world_create,world_configure
3054 A `*` type can be used to select every element in the formspec.
3056 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
3058 world_delete:hovered+pressed
3061 States allow you to apply styles in response to changes in the element, instead of applying at all times.
3063 Setting a property to nothing will reset it to the default value. For example:
3065 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
3066 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
3069 ### Supported Element Types
3071 Some types may inherit styles from parent types.
3073 * animated_image, inherits from image
3076 * button_exit, inherits from button
3086 * pwdfield, inherits from field
3092 * vertlabel, inherits from label
3095 ### Valid Properties
3098 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3100 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3101 * Defaults to false in formspec_version version 3 or higher
3102 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
3103 * Single value (e.g. `#FF0`): All corners/borders.
3104 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
3105 top and bottom,left and right.
3106 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
3107 * These work similarly to CSS borders.
3108 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
3109 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
3110 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
3111 negative, the border will extend inside the box, whereas positive extends outside
3112 the box. A width of zero results in no border; this is default.
3113 * button, button_exit, image_button, item_image_button
3114 * alpha - boolean, whether to draw alpha in bgimg. Default true.
3115 * bgcolor - color, sets button tint.
3116 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
3117 * This is deprecated, use states instead.
3118 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
3119 * This is deprecated, use states instead.
3120 * bgimg - standard background image. Defaults to none.
3121 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
3122 * This is deprecated, use states instead.
3123 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
3124 See background9[] documentation for more details. This property also pads the
3125 button's content when set.
3126 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
3127 * This is deprecated, use states instead.
3128 * font - Sets font type. This is a comma separated list of options. Valid options:
3129 * Main font type options. These cannot be combined with each other:
3130 * `normal`: Default font
3131 * `mono`: Monospaced font
3132 * Font modification options. If used without a main font type, `normal` is used:
3133 * `bold`: Makes font bold.
3134 * `italic`: Makes font italic.
3136 * font_size - Sets font size. Default is user-set. Can have multiple values:
3137 * `<number>`: Sets absolute font size to `number`.
3138 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3139 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3140 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3141 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3142 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3143 * padding - rect, adds space between the edges of the button and the content. This value is
3144 relative to bgimg_middle.
3145 * sound - a sound to be played when triggered.
3146 * textcolor - color, default white.
3148 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3149 * sound - a sound to be played when triggered.
3151 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3152 * sound - a sound to be played when the entry is changed.
3153 * field, pwdfield, textarea
3154 * border - set to false to hide the textbox background and border. Default true.
3155 * font - Sets font type. See button `font` property for more information.
3156 * font_size - Sets font size. See button `font_size` property for more information.
3157 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3158 * textcolor - color. Default white.
3160 * bgcolor - color, sets background color.
3161 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3162 * Default to false in formspec_version version 3 or higher
3164 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3165 * Default to false in formspec_version version 3 or higher
3167 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3169 * font - Sets font type. See button `font` property for more information.
3170 * font_size - Sets font size. See button `font_size` property for more information.
3171 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3173 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3174 * size - 2d vector, sets the size of inventory slots in coordinates.
3175 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3176 * image_button (additional properties)
3177 * fgimg - standard image. Defaults to none.
3178 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3179 * This is deprecated, use states instead.
3180 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3181 * This is deprecated, use states instead.
3182 * fgimg_middle - Makes the fgimg textures render in 9-sliced mode and defines the middle rect.
3183 See background9[] documentation for more details.
3184 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3185 * sound - a sound to be played when triggered.
3187 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3189 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3190 * sound - a sound to be played when a different tab is selected.
3191 * textcolor - color. Default white.
3193 * font - Sets font type. See button `font` property for more information.
3194 * font_size - Sets font size. See button `font_size` property for more information.
3195 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3200 * default - Equivalent to providing no states
3201 * button, button_exit, image_button, item_image_button
3202 * hovered - Active when the mouse is hovering over the element
3203 * pressed - Active when the button is pressed
3208 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3209 The markup language is currently unstable and subject to change. Use with caution.
3210 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3211 Tags can have attributes, in that case, attributes are in the opening tag in
3212 form of a key/value separated with equal signs. Attribute values should not be quoted.
3214 If you want to insert a literal greater-than sign or a backslash into the text,
3215 you must escape it by preceding it with a backslash.
3217 These are the technically basic tags but see below for usual tags. Base tags are:
3219 `<style color=... font=... size=...>...</style>`
3221 Changes the style of the text.
3223 * `color`: Text color. Given color is a `colorspec`.
3224 * `size`: Text size.
3225 * `font`: Text font (`mono` or `normal`).
3227 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3232 * `background`: Text background, a `colorspec` or `none`.
3233 * `margin`: Page margins in pixel.
3234 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3236 Inheriting styles (affects child elements):
3237 * `color`: Default text color. Given color is a `colorspec`.
3238 * `hovercolor`: Color of <action> tags when mouse is over.
3239 * `size`: Default text size.
3240 * `font`: Default text font (`mono` or `normal`).
3241 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3243 This tag needs to be placed only once as it changes the global settings of the
3244 text. Anyway, if several tags are placed, each changed will be made in the order
3247 `<tag name=... color=... hovercolor=... font=... size=...>`
3249 Defines or redefines tag style. This can be used to define new tags.
3250 * `name`: Name of the tag to define or change.
3251 * `color`: Text color. Given color is a `colorspec`.
3252 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3253 * `size`: Text size.
3254 * `font`: Text font (`mono` or `normal`).
3256 Following tags are the usual tags for text layout. They are defined by default.
3257 Other tags can be added using `<tag ...>` tag.
3259 `<normal>...</normal>`: Normal size text
3261 `<big>...</big>`: Big text
3263 `<bigger>...</bigger>`: Bigger text
3265 `<center>...</center>`: Centered text
3267 `<left>...</left>`: Left-aligned text
3269 `<right>...</right>`: Right-aligned text
3271 `<justify>...</justify>`: Justified text
3273 `<mono>...</mono>`: Monospaced font
3275 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3277 `<action name=...>...</action>`
3279 Make that text a clickable text triggering an action.
3281 * `name`: Name of the action (mandatory).
3283 When clicked, the formspec is send to the server. The value of the text field
3284 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3287 `<img name=... float=... width=... height=...>`
3289 Draws an image which is present in the client media cache.
3291 * `name`: Name of the texture (mandatory).
3292 * `float`: If present, makes the image floating (`left` or `right`).
3293 * `width`: Force image width instead of taking texture width.
3294 * `height`: Force image height instead of taking texture height.
3296 If only width or height given, texture aspect is kept.
3298 `<item name=... float=... width=... height=... rotate=...>`
3300 Draws an item image.
3302 * `name`: Item string of the item to draw (mandatory).
3303 * `float`: If present, makes the image floating (`left` or `right`).
3304 * `width`: Item image width.
3305 * `height`: Item image height.
3306 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3307 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3308 `inventory_items_animations` is set to true.
3309 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3310 X, Y and Z being angles around each three axes. Works only if
3311 `inventory_items_animations` is set to true.
3319 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3320 * `"current_player"`: Player to whom the menu is shown
3321 * `"player:<name>"`: Any player
3322 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3323 * `"detached:<name>"`: A detached inventory
3325 Player Inventory lists
3326 ----------------------
3328 * `main`: list containing the default inventory
3329 * `craft`: list containing the craft input
3330 * `craftpreview`: list containing the craft prediction
3331 * `craftresult`: list containing the crafted output
3332 * `hand`: list containing an override for the empty hand
3333 * Is not created automatically, use `InvRef:set_size`
3334 * Is only used to enhance the empty hand's tool capabilities
3335 * `offhand`: list containing the offhand wielded item.
3336 * Is not created automatically, use `InvRef:set_size`
3337 * Will be used for placements and secondary uses if the
3338 main hand does not have any node_place_prediction, on_place
3339 or on_secondary_use callbacks.
3340 * Is passed to on_place and on_secondary_use callbacks; make sure
3341 mods are aware of the itemstack not neccessarily being
3342 located in the main hand.
3343 * The offhand item cannot have its own range or liquids_pointable and
3344 will always reuse the characteristics from the hand item.
3352 `#RGB` defines a color in hexadecimal format.
3354 `#RGBA` defines a color in hexadecimal format and alpha channel.
3356 `#RRGGBB` defines a color in hexadecimal format.
3358 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3360 Named colors are also supported and are equivalent to
3361 [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
3362 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3363 the color name (e.g. `colorname#08`).
3368 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3371 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3372 * `colorspec = {a=255, r=0, g=255, b=0}`
3373 * numerical form: The raw integer value of an ARGB8 quad:
3374 * `colorspec = 0xFF00FF00`
3375 * string form: A ColorString (defined above):
3376 * `colorspec = "green"`
3384 Most text can contain escape sequences, that can for example color the text.
3385 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3386 The following functions provide escape sequences:
3388 * `minetest.get_color_escape_sequence(color)`:
3389 * `color` is a ColorString
3390 * The escape sequence sets the text color to `color`
3391 * `minetest.colorize(color, message)`:
3393 `minetest.get_color_escape_sequence(color) ..
3395 minetest.get_color_escape_sequence("#ffffff")`
3396 * `minetest.get_background_escape_sequence(color)`
3397 * `color` is a ColorString
3398 * The escape sequence sets the background of the whole text element to
3399 `color`. Only defined for item descriptions and tooltips.
3400 * `minetest.strip_foreground_colors(str)`
3401 * Removes foreground colors added by `get_color_escape_sequence`.
3402 * `minetest.strip_background_colors(str)`
3403 * Removes background colors added by `get_background_escape_sequence`.
3404 * `minetest.strip_colors(str)`
3405 * Removes all color escape sequences.
3413 Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
3414 and has a class to represent them (`vector.*`), which this chapter is about.
3415 For details on what a spatial vectors is, please refer to Wikipedia:
3416 https://en.wikipedia.org/wiki/Euclidean_vector.
3418 Spatial vectors are used for various things, including, but not limited to:
3420 * any 3D spatial vector (x/y/z-directions)
3421 * Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
3422 meaning here. Therefore, most vector operations make no sense in this use case.)
3424 Note that they are *not* used for:
3426 * n-dimensional vectors where n is not 3 (ie. n=2)
3427 * arrays of the form `{num, num, num}`
3429 The API documentation may refer to spatial vectors, as produced by `vector.new`,
3430 by any of the following notations:
3432 * `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
3433 * `vector.new(x, y, z)`
3434 * `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
3439 Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
3440 Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
3441 Note: Those old-style vectors can still be found in old mod code. Hence, mod and
3442 engine APIs still need to be able to cope with them in many places.
3444 Manually constructed tables are deprecated and highly discouraged. This interface
3445 should be used to ensure seamless compatibility between mods and the Minetest API.
3446 This is especially important to callback function parameters and functions overwritten
3448 Also, though not likely, the internal implementation of a vector might change in
3450 In your own code, or if you define your own API, you can, of course, still use
3451 other representations of vectors.
3453 Vectors provided by API functions will provide an instance of this class if not
3454 stated otherwise. Mods should adapt this for convenience reasons.
3456 Special properties of the class
3457 -------------------------------
3459 Vectors can be indexed with numbers and allow method and operator syntax.
3461 All these forms of addressing a vector `v` are valid:
3462 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3463 Note: Prefer letter over number indexing for performance and compatibility reasons.
3465 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3466 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3468 `tostring` is defined for vectors, see `vector.to_string`.
3470 The metatable that is used for vectors can be accessed via `vector.metatable`.
3473 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3474 Returned vectors always have a metatable set.
3476 Common functions and methods
3477 ----------------------------
3479 For the following functions (and subchapters),
3480 `v`, `v1`, `v2` are vectors,
3481 `p1`, `p2` are position vectors,
3482 `s` is a scalar (a number),
3483 vectors are written like this: `(x, y, z)`:
3485 * `vector.new([a[, b, c]])`:
3486 * Returns a new vector `(a, b, c)`.
3487 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3488 `vector.new(v)` does the same as `vector.copy(v)`
3490 * Returns a new vector `(0, 0, 0)`.
3492 * Returns a copy of the vector `v`.
3493 * `vector.from_string(s[, init])`:
3494 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3495 `np` is the next position in the string after the vector.
3496 * Returns `nil` on failure.
3497 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3498 spaces, leaving away commas and adding an additional comma to the end
3500 * `init`: If given starts looking for the vector at this string index.
3501 * `vector.to_string(v)`:
3502 * Returns a string of the form `"(x, y, z)"`.
3503 * `tostring(v)` does the same.
3504 * `vector.direction(p1, p2)`:
3505 * Returns a vector of length 1 with direction `p1` to `p2`.
3506 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3507 * `vector.distance(p1, p2)`:
3508 * Returns zero or a positive number, the distance between `p1` and `p2`.
3509 * `vector.length(v)`:
3510 * Returns zero or a positive number, the length of vector `v`.
3511 * `vector.normalize(v)`:
3512 * Returns a vector of length 1 with direction of vector `v`.
3513 * If `v` has zero length, returns `(0, 0, 0)`.
3514 * `vector.floor(v)`:
3515 * Returns a vector, each dimension rounded down.
3516 * `vector.round(v)`:
3517 * Returns a vector, each dimension rounded to nearest integer.
3518 * At a multiple of 0.5, rounds away from zero.
3519 * `vector.apply(v, func)`:
3520 * Returns a vector where the function `func` has been applied to each
3522 * `vector.combine(v, w, func)`:
3523 * Returns a vector where the function `func` has combined both components of `v` and `w`
3525 * `vector.equals(v1, v2)`:
3526 * Returns a boolean, `true` if the vectors are identical.
3527 * `vector.sort(v1, v2)`:
3528 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3529 * `vector.angle(v1, v2)`:
3530 * Returns the angle between `v1` and `v2` in radians.
3531 * `vector.dot(v1, v2)`:
3532 * Returns the dot product of `v1` and `v2`.
3533 * `vector.cross(v1, v2)`:
3534 * Returns the cross product of `v1` and `v2`.
3535 * `vector.offset(v, x, y, z)`:
3536 * Returns the sum of the vectors `v` and `(x, y, z)`.
3537 * `vector.check(v)`:
3538 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3539 by a `vector.*` function.
3540 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3542 For the following functions `x` can be either a vector or a number:
3544 * `vector.add(v, x)`:
3546 * If `x` is a vector: Returns the sum of `v` and `x`.
3547 * If `x` is a number: Adds `x` to each component of `v`.
3548 * `vector.subtract(v, x)`:
3550 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3551 * If `x` is a number: Subtracts `x` from each component of `v`.
3552 * `vector.multiply(v, s)`:
3553 * Returns a scaled vector.
3554 * Deprecated: If `s` is a vector: Returns the Schur product.
3555 * `vector.divide(v, s)`:
3556 * Returns a scaled vector.
3557 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3562 Operators can be used if all of the involved vectors have metatables:
3564 * Returns whether `v1` and `v2` are identical.
3566 * Returns the additive inverse of v.
3568 * Returns the sum of both vectors.
3569 * Note: `+` cannot be used together with scalars.
3571 * Returns the difference of `v1` subtracted by `v2`.
3572 * Note: `-` cannot be used together with scalars.
3573 * `v * s` or `s * v`:
3574 * Returns `v` scaled by `s`.
3576 * Returns `v` scaled by `1 / s`.
3578 Rotation-related functions
3579 --------------------------
3581 For the following functions `a` is an angle in radians and `r` is a rotation
3582 vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
3585 * `vector.rotate(v, r)`:
3586 * Applies the rotation `r` to `v` and returns the result.
3587 * `vector.rotate(vector.new(0, 0, 1), r)` and
3588 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3589 forward and up relative to an entity's rotation `r`.
3590 * `vector.rotate_around_axis(v1, v2, a)`:
3591 * Returns `v1` rotated around axis `v2` by `a` radians according to
3592 the right hand rule.
3593 * `vector.dir_to_rotation(direction[, up])`:
3594 * Returns a rotation vector for `direction` pointing forward using `up`
3596 * If `up` is omitted, the roll of the returned vector defaults to zero.
3597 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3602 There are more helper functions involving vectors, but they are listed elsewhere
3603 because they only work on specific sorts of vectors or involve things that are not
3608 * `minetest.hash_node_position` (Only works on node positions.)
3609 * `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
3617 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3618 human-readable, handles reference loops.
3619 * `obj`: arbitrary variable
3620 * `name`: string, default: `"_"`
3621 * `dumped`: table, default: `{}`
3622 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3623 * `obj`: arbitrary variable
3624 * `dumped`: table, default: `{}`
3625 * `math.hypot(x, y)`
3626 * Get the hypotenuse of a triangle with legs x and y.
3627 Useful for distance calculation.
3628 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3629 * Get the sign of a number.
3630 * tolerance: number, default: `0.0`
3631 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3633 * `math.factorial(x)`: returns the factorial of `x`
3634 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3635 * At a multiple of 0.5, rounds away from zero.
3636 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3637 * `separator`: string, cannot be empty, default: `","`
3638 * `include_empty`: boolean, default: `false`
3639 * `max_splits`: number, if it's negative, splits aren't limited,
3641 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3642 string or a pattern (regex), default: `false`
3643 * e.g. `"a,b":split","` returns `{"a","b"}`
3644 * `string:trim()`: returns the string without whitespace pre- and suffixes
3645 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3646 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3647 * Adds newlines to the string to keep it within the specified character
3649 * Note that the returned lines may be longer than the limit since it only
3650 splits at word borders.
3651 * `limit`: number, maximal amount of characters in one line
3652 * `as_table`: boolean, if set to true, a table of lines instead of a string
3653 is returned, default: `false`
3654 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3655 * `pos`: table {x=X, y=Y, z=Z}
3656 * Converts the position `pos` to a human-readable, printable string
3657 * `decimal_places`: number, if specified, the x, y and z values of
3658 the position are rounded to the given decimal place.
3659 * `minetest.string_to_pos(string)`: returns a position or `nil`
3660 * Same but in reverse.
3661 * If the string can't be parsed to a position, nothing is returned.
3662 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)`:
3663 * returns two positions
3664 * Converts a string representing an area box into two positions
3665 * X1, Y1, ... Z2 are coordinates
3666 * `relative_to`: Optional. If set to a position, each coordinate
3667 can use the tilde notation for relative positions
3668 * Tilde notation: "~": Relative coordinate
3669 "~<number>": Relative coordinate plus <number>
3670 * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
3671 returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
3672 * `minetest.formspec_escape(string)`: returns a string
3673 * escapes the characters "[", "]", "\", "," and ";", which cannot be used
3675 * `minetest.is_yes(arg)`
3676 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3677 * `minetest.is_nan(arg)`
3678 * returns true when the passed number represents NaN.
3679 * `minetest.get_us_time()`
3680 * returns time with microsecond precision. May not return wall time.
3681 * `table.copy(table)`: returns a table
3682 * returns a deep copy of `table`
3683 * `table.indexof(list, val)`: returns the smallest numerical index containing
3684 the value `val` in the table `list`. Non-numerical indices are ignored.
3685 If `val` could not be found, `-1` is returned. `list` must not have
3687 * `table.insert_all(table, other_table)`:
3688 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3690 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3691 * If multiple keys in `t` map to the same value, it is unspecified which
3692 value maps to that key.
3693 * `table.shuffle(table, [from], [to], [random_func])`:
3694 * Shuffles elements `from` to `to` in `table` in place
3695 * `from` defaults to `1`
3696 * `to` defaults to `#table`
3697 * `random_func` defaults to `math.random`. This function receives two
3698 integers as arguments and should return a random integer inclusively
3700 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3702 * returns the exact position on the surface of a pointed node
3703 * `minetest.get_tool_wear_after_use(uses [, initial_wear])`
3704 * Simulates a tool being used once and returns the added wear,
3705 such that, if only this function is used to calculate wear,
3706 the tool will break exactly after `uses` times of uses
3707 * `uses`: Number of times the tool can be used
3708 * `initial_wear`: The initial wear the tool starts with (default: 0)
3709 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3710 Simulates an item that digs a node.
3711 Returns a table with the following fields:
3712 * `diggable`: `true` if node can be dug, `false` otherwise.
3713 * `time`: Time it would take to dig the node.
3714 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3715 `time` and `wear` are meaningless if node's not diggable
3717 * `groups`: Table of the node groups of the node that would be dug
3718 * `tool_capabilities`: Tool capabilities table of the item
3719 * `wear`: Amount of wear the tool starts with (default: 0)
3720 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3721 Simulates an item that punches an object.
3722 Returns a table with the following fields:
3723 * `hp`: How much damage the punch would cause (between -65535 and 65535).
3724 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3726 * `groups`: Damage groups of the object
3727 * `tool_capabilities`: Tool capabilities table of the item
3728 * `time_from_last_punch`: time in seconds since last punch action
3729 * `wear`: Amount of wear the item starts with (default: 0)
3737 Texts can be translated client-side with the help of `minetest.translate` and
3740 Consider using the tool [update_translations](https://github.com/minetest-tools/update_translations)
3741 to generate and update translation files automatically from the Lua source.
3743 Translating a string
3744 --------------------
3746 Two functions are provided to translate strings: `minetest.translate` and
3747 `minetest.get_translator`.
3749 * `minetest.get_translator(textdomain)` is a simple wrapper around
3750 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3751 equivalent to `minetest.translate(textdomain, str, ...)`.
3752 It is intended to be used in the following way, so that it avoids verbose
3753 repetitions of `minetest.translate`:
3755 local S = minetest.get_translator(textdomain)
3758 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3760 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3761 the given `textdomain` for disambiguation. The textdomain must match the
3762 textdomain specified in the translation file in order to get the string
3763 translated. This can be used so that a string is translated differently in
3765 It is advised to use the name of the mod as textdomain whenever possible, to
3766 avoid clashes with other mods.
3767 This function must be given a number of arguments equal to the number of
3768 arguments the translated string expects.
3769 Arguments are literal strings -- they will not be translated, so if you want
3770 them to be, they need to come as outputs of `minetest.translate` as well.
3772 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3773 by the translation of "Red". We can do the following:
3775 local S = minetest.get_translator()
3776 S("@1 Wool", S("Red"))
3778 This will be displayed as "Red Wool" on old clients and on clients that do
3779 not have localization enabled. However, if we have for instance a translation
3780 file named `wool.fr.tr` containing the following:
3785 this will be displayed as "Laine Rouge" on clients with a French locale.
3787 Operations on translated strings
3788 --------------------------------
3790 The output of `minetest.translate` is a string, with escape sequences adding
3791 additional information to that string so that it can be translated on the
3792 different clients. In particular, you can't expect operations like string.length
3793 to work on them like you would expect them to, or string.gsub to work in the
3794 expected manner. However, string concatenation will still work as expected
3795 (note that you should only use this for things like formspecs; do not translate
3796 sentences by breaking them into parts; arguments should be used instead), and
3797 operations such as `minetest.colorize` which are also concatenation.
3799 Translation file format
3800 -----------------------
3802 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3803 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3804 The file should be a text file, with the following format:
3806 * Lines beginning with `# textdomain:` (the space is significant) can be used
3807 to specify the text domain of all following translations in the file.
3808 * All other empty lines or lines beginning with `#` are ignored.
3809 * Other lines should be in the format `original=translated`. Both `original`
3810 and `translated` can contain escape sequences beginning with `@` to insert
3811 arguments, literal `@`, `=` or newline (See [Escapes] below).
3812 There must be no extraneous whitespace around the `=` or at the beginning or
3813 the end of the line.
3818 Strings that need to be translated can contain several escapes, preceded by `@`.
3820 * `@@` acts as a literal `@`.
3821 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3822 string that will be inlined when translated. Due to how translations are
3823 implemented, the original translation string **must** have its arguments in
3824 increasing order, without gaps or repetitions, starting from 1.
3825 * `@=` acts as a literal `=`. It is not required in strings given to
3826 `minetest.translate`, but is in translation files to avoid being confused
3827 with the `=` separating the original from the translation.
3828 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3829 As with `@=`, this escape is not required in strings given to
3830 `minetest.translate`, but is in translation files.
3831 * `@n` acts as a literal newline as well.
3833 Server side translations
3834 ------------------------
3836 On some specific cases, server translation could be useful. For example, filter
3837 a list on labels and send results to client. A method is supplied to achieve
3840 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3841 translations for `lang_code` language. It gives the same result as if the string
3842 was translated by the client.
3844 The `lang_code` to use for a given player can be retrieved from
3845 the table returned by `minetest.get_player_information(name)`.
3847 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3848 You do not need to use this to get translated strings to show up on the client.
3853 Perlin noise creates a continuously-varying value depending on the input values.
3854 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3855 The result is used during map generation to create the terrain shape, vary heat
3856 and humidity to distribute biomes, vary the density of decorations or vary the
3859 Structure of perlin noise
3860 -------------------------
3862 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3863 The smooth wavy noise it generates has a single characteristic scale, almost
3864 like a 'wavelength', so on its own does not create fine detail.
3865 Due to this perlin noise combines several octaves to create variation on
3866 multiple scales. Each additional octave has a smaller 'wavelength' than the
3869 This combination results in noise varying very roughly between -2.0 and 2.0 and
3870 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3871 and offset the noise variation.
3873 The final perlin noise variation is created as follows:
3875 noise = offset + scale * (octave1 +
3876 octave2 * persistence +
3877 octave3 * persistence ^ 2 +
3878 octave4 * persistence ^ 3 +
3884 Noise Parameters are commonly called `NoiseParams`.
3888 After the multiplication by `scale` this is added to the result and is the final
3889 step in creating the noise value.
3890 Can be positive or negative.
3894 Once all octaves have been combined, the result is multiplied by this.
3895 Can be positive or negative.
3899 For octave1, this is roughly the change of input value needed for a very large
3900 variation in the noise value generated by octave1. It is almost like a
3901 'wavelength' for the wavy noise variation.
3902 Each additional octave has a 'wavelength' that is smaller than the previous
3903 octave, to create finer detail. `spread` will therefore roughly be the typical
3904 size of the largest structures in the final noise variation.
3906 `spread` is a vector with values for x, y, z to allow the noise variation to be
3907 stretched or compressed in the desired axes.
3908 Values are positive numbers.
3912 This is a whole number that determines the entire pattern of the noise
3913 variation. Altering it enables different noise patterns to be created.
3914 With other parameters equal, different seeds produce different noise patterns
3915 and identical seeds produce identical noise patterns.
3917 For this parameter you can randomly choose any whole number. Usually it is
3918 preferable for this to be different from other seeds, but sometimes it is useful
3919 to be able to create identical noise patterns.
3921 In some noise APIs the world seed is added to the seed specified in noise
3922 parameters. This is done to make the resulting noise pattern vary in different
3923 worlds, and be 'world-specific'.
3927 The number of simple noise generators that are combined.
3928 A whole number, 1 or more.
3929 Each additional octave adds finer detail to the noise but also increases the
3930 noise calculation load.
3931 3 is a typical minimum for a high quality, complex and natural-looking noise
3932 variation. 1 octave has a slight 'gridlike' appearance.
3934 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3935 size of the finest detail you require. For example:
3936 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3937 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3938 512, 256, 128, 64, 32, 16 nodes.
3939 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3943 Each additional octave has an amplitude that is the amplitude of the previous
3944 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3945 as is often helpful and natural to do so.
3946 Since this controls the balance of fine detail to large-scale detail
3947 `persistence` can be thought of as the 'roughness' of the noise.
3949 A positive or negative non-zero number, often between 0.3 and 1.0.
3950 A common medium value is 0.5, such that each octave has half the amplitude of
3951 the previous octave.
3952 This may need to be tuned when altering `lacunarity`; when doing so consider
3953 that a common medium value is 1 / lacunarity.
3957 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3958 previous octave multiplied by 1 / lacunarity, to create finer detail.
3959 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3961 A positive number no smaller than 1.0.
3962 Values below 2.0 create higher quality noise at the expense of requiring more
3963 octaves to cover a particular range of 'wavelengths'.
3967 Leave this field unset for no special handling.
3968 Currently supported are `defaults`, `eased` and `absvalue`:
3972 Specify this if you would like to keep auto-selection of eased/not-eased while
3973 specifying some other flags.
3977 Maps noise gradient values onto a quintic S-curve before performing
3978 interpolation. This results in smooth, rolling noise.
3979 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3981 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3983 Easing a 3D noise significantly increases the noise calculation load, so use
3988 The absolute value of each octave's noise variation is used when combining the
3989 octaves. The final perlin noise variation is created as follows:
3991 noise = offset + scale * (abs(octave1) +
3992 abs(octave2) * persistence +
3993 abs(octave3) * persistence ^ 2 +
3994 abs(octave4) * persistence ^ 3 +
3999 For 2D or 3D perlin noise or perlin noise maps:
4004 spread = {x = 500, y = 500, z = 500},
4009 flags = "defaults, absvalue",
4012 For 2D noise the Z component of `spread` is still defined but is ignored.
4013 A single noise parameter table can be used for 2D or 3D noise.
4024 These tell in what manner the ore is generated.
4026 All default ores are of the uniformly-distributed scatter type.
4030 Randomly chooses a location and generates a cluster of ore.
4032 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
4033 at that point is greater than the `noise_threshold`, giving the ability to
4034 create a non-equal distribution of ore.
4038 Creates a sheet of ore in a blob shape according to the 2D perlin noise
4039 described by `noise_params` and `noise_threshold`. This is essentially an
4040 improved version of the so-called "stratus" ore seen in some unofficial mods.
4042 This sheet consists of vertical columns of uniform randomly distributed height,
4043 varying between the inclusive range `column_height_min` and `column_height_max`.
4044 If `column_height_min` is not specified, this parameter defaults to 1.
4045 If `column_height_max` is not specified, this parameter defaults to `clust_size`
4046 for reverse compatibility. New code should prefer `column_height_max`.
4048 The `column_midpoint_factor` parameter controls the position of the column at
4049 which ore emanates from.
4050 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
4051 equally starting from each direction.
4052 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
4053 this parameter is not specified, the default is 0.5.
4055 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
4060 Creates a sheet of ore in a cloud-like puff shape.
4062 As with the `sheet` ore type, the size and shape of puffs are described by
4063 `noise_params` and `noise_threshold` and are placed at random vertical
4064 positions within the currently generated chunk.
4066 The vertical top and bottom displacement of each puff are determined by the
4067 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
4071 Creates a deformed sphere of ore according to 3d perlin noise described by
4072 `noise_params`. The maximum size of the blob is `clust_size`, and
4073 `clust_scarcity` has the same meaning as with the `scatter` type.
4077 Creates veins of ore varying in density by according to the intersection of two
4078 instances of 3d perlin noise with different seeds, both described by
4081 `random_factor` varies the influence random chance has on placement of an ore
4082 inside the vein, which is `1` by default. Note that modifying this parameter
4083 may require adjusting `noise_threshold`.
4085 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
4088 This ore type is difficult to control since it is sensitive to small changes.
4089 The following is a decent set of parameters to work from:
4094 spread = {x=200, y=200, z=200},
4101 noise_threshold = 1.6
4103 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
4104 computationally expensive than any other ore.
4108 Creates a single undulating ore stratum that is continuous across mapchunk
4109 borders and horizontally spans the world.
4111 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
4112 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
4113 defines the stratum's vertical thickness (in units of nodes). Due to being
4114 continuous across mapchunk borders the stratum's vertical thickness is
4117 If the noise parameter `noise_params` is omitted the ore will occur from y_min
4118 to y_max in a simple horizontal stratum.
4120 A parameter `stratum_thickness` can be provided instead of the noise parameter
4121 `np_stratum_thickness`, to create a constant thickness.
4123 Leaving out one or both noise parameters makes the ore generation less
4124 intensive, useful when adding multiple strata.
4126 `y_min` and `y_max` define the limits of the ore generation and for performance
4127 reasons should be set as close together as possible but without clipping the
4128 stratum's Y variation.
4130 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
4131 solid-ore stratum would require a `clust_scarcity` of 1.
4133 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
4134 `random_factor` are ignored by this ore type.
4139 See section [Flag Specifier Format].
4141 Currently supported flags:
4142 `puff_cliffs`, `puff_additive_composition`.
4146 If set, puff ore generation will not taper down large differences in
4147 displacement when approaching the edge of a puff. This flag has no effect for
4148 ore types other than `puff`.
4150 ### `puff_additive_composition`
4152 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
4153 in a negative displacement, the sub-column at that point is not generated. With
4154 this attribute set, puff ore generation will instead generate the absolute
4155 difference in noise displacement values. This flag has no effect for ore types
4164 The varying types of decorations that can be placed.
4169 Creates a 1 times `H` times 1 column of a specified node (or a random node from
4170 a list, if a decoration list is specified). Can specify a certain node it must
4171 spawn next to, such as water or lava, for example. Can also generate a
4172 decoration of random height between a specified lower and upper bound.
4173 This type of decoration is intended for placement of grass, flowers, cacti,
4174 papyri, waterlilies and so on.
4179 Copies a box of `MapNodes` from a specified schematic file (or raw description).
4180 Can specify a probability of a node randomly appearing when placed.
4181 This decoration type is intended to be used for multi-node sized discrete
4182 structures, such as trees, cave spikes, rocks, and so on.
4191 --------------------
4193 A schematic specifier identifies a schematic by either a filename to a
4194 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
4195 in the form of a table. This table specifies the following fields:
4197 * The `size` field is a 3D vector containing the dimensions of the provided
4198 schematic. (required field)
4199 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
4200 sets the probability of a particular horizontal slice of the schematic being
4201 placed. (optional field)
4202 `ypos` = 0 for the lowest horizontal slice of a schematic.
4203 The default of `prob` is 255.
4204 * The `data` field is a flat table of MapNode tables making up the schematic,
4205 in the order of `[z [y [x]]]`. (required field)
4206 Each MapNode table contains:
4207 * `name`: the name of the map node to place (required)
4208 * `prob` (alias `param1`): the probability of this node being placed
4210 * `param2`: the raw param2 value of the node being placed onto the map
4212 * `force_place`: boolean representing if the node should forcibly overwrite
4213 any previous contents (default: false)
4215 About probability values:
4217 * A probability value of `0` or `1` means that node will never appear
4219 * A probability value of `254` or `255` means the node will always appear
4221 * If the probability value `p` is greater than `1`, then there is a
4222 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4225 Schematic attributes
4226 --------------------
4228 See section [Flag Specifier Format].
4230 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4233 * `place_center_x`: Placement of this decoration is centered along the X axis.
4234 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4235 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4236 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4242 Lua Voxel Manipulator
4243 =====================
4248 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4249 facility. The purpose of this object is for fast, low-level, bulk access to
4250 reading and writing Map content. As such, setting map nodes through VoxelManip
4251 will lack many of the higher level features and concepts you may be used to
4252 with other methods of setting nodes. For example, nodes will not have their
4253 construction and destruction callbacks run, and no rollback information is
4256 It is important to note that VoxelManip is designed for speed, and *not* ease
4257 of use or flexibility. If your mod requires a map manipulation facility that
4258 will handle 100% of all edge cases, or the use of high level node placement
4259 features, perhaps `minetest.set_node()` is better suited for the job.
4261 In addition, VoxelManip might not be faster, or could even be slower, for your
4262 specific use case. VoxelManip is most effective when setting large areas of map
4263 at once - for example, if only setting a 3x3x3 node area, a
4264 `minetest.set_node()` loop may be more optimal. Always profile code using both
4265 methods of map manipulation to determine which is most appropriate for your
4268 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4269 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4274 A VoxelManip object can be created any time using either:
4275 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4277 If the optional position parameters are present for either of these routines,
4278 the specified region will be pre-loaded into the VoxelManip object on creation.
4279 Otherwise, the area of map you wish to manipulate must first be loaded into the
4280 VoxelManip object using `VoxelManip:read_from_map()`.
4282 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4283 formed by these positions indicate the minimum and maximum (respectively)
4284 positions of the area actually loaded in the VoxelManip, which may be larger
4285 than the area requested. For convenience, the loaded area coordinates can also
4286 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4288 Now that the VoxelManip object is populated with map data, your mod can fetch a
4289 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4290 which retrieves an individual node in a MapNode formatted table at the position
4291 requested is the simplest method to use, but also the slowest.
4293 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4296 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4298 * `VoxelManip:get_light_data()` for node light levels, and
4299 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4301 See section [Flat array format] for more details.
4303 It is very important to understand that the tables returned by any of the above
4304 three functions represent a snapshot of the VoxelManip's internal state at the
4305 time of the call. This copy of the data will not magically update itself if
4306 another function modifies the internal VoxelManip state.
4307 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4308 internal state unless otherwise explicitly stated.
4310 Once the bulk data has been edited to your liking, the internal VoxelManip
4311 state can be set using:
4313 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4315 * `VoxelManip:set_light_data()` for node light levels, and
4316 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4318 The parameter to each of the above three functions can use any table at all in
4319 the same flat array format as produced by `get_data()` etc. and is not required
4320 to be a table retrieved from `get_data()`.
4322 Once the internal VoxelManip state has been modified to your liking, the
4323 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4325 ### Flat array format
4328 `Nx = p2.X - p1.X + 1`,
4329 `Ny = p2.Y - p1.Y + 1`, and
4330 `Nz = p2.Z - p1.Z + 1`.
4332 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4333 including the value of the expression `Nx * Ny * Nz`.
4335 Positions offset from p1 are present in the array with the format of:
4338 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4339 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4341 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4342 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4344 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4346 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4349 and the array index for a position p contained completely in p1..p2 is:
4351 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4353 Note that this is the same "flat 3D array" format as
4354 `PerlinNoiseMap:get3dMap_flat()`.
4355 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4356 of the index for a single point in a flat VoxelManip array.
4360 A Content ID is a unique integer identifier for a specific node type.
4361 These IDs are used by VoxelManip in place of the node name string for
4362 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4363 `minetest.get_content_id()` to look up the Content ID for the specified node
4364 name, and `minetest.get_name_from_content_id()` to look up the node name string
4365 for a given Content ID.
4366 After registration of a node, its Content ID will remain the same throughout
4367 execution of the mod.
4368 Note that the node being queried needs to have already been been registered.
4370 The following builtin node types have their Content IDs defined as constants:
4372 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4373 * `minetest.CONTENT_AIR`: ID for "air" nodes
4374 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4376 ### Mapgen VoxelManip objects
4378 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4379 VoxelManip object used by the core's Map Generator (commonly abbreviated
4380 Mapgen). Most of the rules previously described still apply but with a few
4383 * The Mapgen VoxelManip object is retrieved using:
4384 `minetest.get_mapgen_object("voxelmanip")`
4385 * This VoxelManip object already has the region of map just generated loaded
4386 into it; it's not necessary to call `VoxelManip:read_from_map()`.
4387 Note that the region of map it has loaded is NOT THE SAME as the `minp`, `maxp`
4388 parameters of `on_generated()`. Refer to `minetest.get_mapgen_object` docs.
4389 * The `on_generated()` callbacks of some mods may place individual nodes in the
4390 generated area using non-VoxelManip map modification methods. Because the
4391 same Mapgen VoxelManip object is passed through each `on_generated()`
4392 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4393 consistency with the current map state. For this reason, calling any of
4394 `minetest.add_node()`, `minetest.set_node()` or `minetest.swap_node()`
4395 will also update the Mapgen VoxelManip object's internal state active on the
4397 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4398 necessary to update lighting information using either:
4399 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4401 ### Other API functions operating on a VoxelManip
4403 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4404 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4405 flowing. It is recommended to call this function only after having written all
4406 buffered data back to the VoxelManip object, save for special situations where
4407 the modder desires to only have certain liquid nodes begin flowing.
4409 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4410 will generate all registered decorations and ores throughout the full area
4411 inside of the specified VoxelManip object.
4413 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4414 `minetest.place_schematic()`, except instead of placing the specified schematic
4415 directly on the map at the specified position, it will place the schematic
4416 inside the VoxelManip.
4420 * Attempting to read data from a VoxelManip object before map is read will
4421 result in a zero-length array table for `VoxelManip:get_data()`, and an
4422 "ignore" node at any position for `VoxelManip:get_node_at()`.
4423 * If either a region of map has not yet been generated or is out-of-bounds of
4424 the map, that region is filled with "ignore" nodes.
4425 * Other mods, or the core itself, could possibly modify the area of map
4426 currently loaded into a VoxelManip object. With the exception of Mapgen
4427 VoxelManips (see above section), the internal buffers are not updated. For
4428 this reason, it is strongly encouraged to complete the usage of a particular
4429 VoxelManip object in the same callback it had been created.
4430 * If a VoxelManip object will be used often, such as in an `on_generated()`
4431 callback, consider passing a file-scoped table as the optional parameter to
4432 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4433 to write map data to instead of returning a new table each call. This greatly
4434 enhances performance by avoiding unnecessary memory allocations.
4439 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4440 containing the region formed by `p1` and `p2`.
4441 * returns actual emerged `pmin`, actual emerged `pmax`
4442 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4444 * **important**: data must be set using `VoxelManip:set_data()` before
4446 * if `light` is true, then lighting is automatically recalculated.
4447 The default value is true.
4448 If `light` is false, no light calculations happen, and you should correct
4449 all modified blocks with `minetest.fix_light()` as soon as possible.
4450 Keep in mind that modifying the map where light is incorrect can cause
4452 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4453 the `VoxelManip` at that position
4454 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4456 * `get_data([buffer])`: Retrieves the node content data loaded into the
4457 `VoxelManip` object.
4458 * returns raw node data in the form of an array of node content IDs
4459 * if the param `buffer` is present, this table will be used to store the
4461 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4462 * `update_map()`: Does nothing, kept for compatibility.
4463 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4465 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4466 * To be used only by a `VoxelManip` object from
4467 `minetest.get_mapgen_object`.
4468 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4470 * `get_light_data([buffer])`: Gets the light data read into the
4472 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4474 * Each value is the bitwise combination of day and night light values
4476 * `light = day + (night * 16)`
4477 * If the param `buffer` is present, this table will be used to store the
4479 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4480 in the `VoxelManip`.
4481 * expects lighting data in the same format that `get_light_data()` returns
4482 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4483 `VoxelManip` object.
4484 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4486 * If the param `buffer` is present, this table will be used to store the
4488 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4490 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4492 * To be used only by a `VoxelManip` object from
4493 `minetest.get_mapgen_object`.
4494 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4495 area if left out or nil. For almost all uses these should be left out
4496 or nil to use the default.
4497 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4498 generated mapchunk above are propagated down into the mapchunk, defaults
4499 to `true` if left out.
4500 * `update_liquids()`: Update liquid flow
4501 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4502 manipulator had been modified since the last read from map, due to a call to
4503 `minetest.set_data()` on the loaded area elsewhere.
4504 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4509 A helper class for voxel areas.
4510 It can be created via `VoxelArea(pmin, pmax)` or
4511 `VoxelArea:new({MinEdge = pmin, MaxEdge = pmax})`.
4512 The coordinates are *inclusive*, like most other things in Minetest.
4516 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4517 `MinEdge` and `MaxEdge`.
4518 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4520 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4522 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4523 * The position (x, y, z) is not checked for being inside the area volume,
4524 being outside can cause an incorrect index result.
4525 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4526 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4527 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4528 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4529 is not checked for being inside the area volume.
4530 * `position(i)`: returns the absolute position vector corresponding to index
4532 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4533 `MinEdge` and `MaxEdge`.
4534 * `containsp(p)`: same as above, except takes a vector
4535 * `containsi(i)`: same as above, except takes an index `i`
4536 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4538 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4540 * `iterp(minp, maxp)`: same as above, except takes a vector
4542 ### Y stride and z stride of a flat array
4544 For a particular position in a voxel area, whose flat array index is known,
4545 it is often useful to know the index of a neighboring or nearby position.
4546 The table below shows the changes of index required for 1 node movements along
4547 the axes in a voxel area:
4549 Movement Change of index
4559 local area = VoxelArea(emin, emax)
4561 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4570 A mapgen object is a construct used in map generation. Mapgen objects can be
4571 used by an `on_generate` callback to speed up operations by avoiding
4572 unnecessary recalculations, these can be retrieved using the
4573 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4574 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4575 callback, `nil` is returned.
4577 The following Mapgen objects are currently available:
4581 This returns three values; the `VoxelManip` object to be used, minimum and
4582 maximum emerged position, in that order. All mapgens support this object.
4586 Returns an array containing the y coordinates of the ground levels of nodes in
4587 the most recently generated chunk by the current mapgen.
4591 Returns an array containing the biome IDs of nodes in the most recently
4592 generated chunk by the current mapgen.
4596 Returns an array containing the temperature values of nodes in the most
4597 recently generated chunk by the current mapgen.
4601 Returns an array containing the humidity values of nodes in the most recently
4602 generated chunk by the current mapgen.
4606 Returns a table mapping requested generation notification types to arrays of
4607 positions at which the corresponding generated structures are located within
4608 the current chunk. To enable the capture of positions of interest to be recorded
4609 call `minetest.set_gen_notify()` first.
4611 Possible fields of the returned table are:
4613 * `dungeon`: bottom center position of dungeon rooms
4614 * `temple`: as above but for desert temples (mgv6 only)
4617 * `large_cave_begin`
4619 * `decoration#id` (see below)
4621 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4622 numeric unique decoration ID as returned by `minetest.get_decoration_id()`.
4623 For example, `decoration#123`.
4625 The returned positions are the ground surface 'place_on' nodes,
4626 not the decorations themselves. A 'simple' type decoration is often 1
4627 node above the returned position and possibly displaced by 'place_offset_y'.
4633 Functions receive a "luaentity" table as `self`:
4635 * It has the member `name`, which is the registered name `("mod:thing")`
4636 * It has the member `object`, which is an `ObjectRef` pointing to the object
4637 * The original prototype is visible directly via a metatable
4641 * `on_activate(self, staticdata, dtime_s)`
4642 * Called when the object is instantiated.
4643 * `dtime_s` is the time passed since the object was unloaded, which can be
4644 used for updating the entity state.
4645 * `on_deactivate(self, removal)`
4646 * Called when the object is about to get removed or unloaded.
4647 * `removal`: boolean indicating whether the object is about to get removed.
4648 Calling `object:remove()` on an active object will call this with `removal=true`.
4649 The mapblock the entity resides in being unloaded will call this with `removal=false`.
4650 * Note that this won't be called if the object hasn't been activated in the first place.
4651 In particular, `minetest.clear_objects({mode = "full"})` won't call this,
4652 whereas `minetest.clear_objects({mode = "quick"})` might call this.
4653 * `on_step(self, dtime, moveresult)`
4654 * Called on every server tick, after movement and collision processing.
4655 * `dtime`: elapsed time since last call
4656 * `moveresult`: table with collision info (only available if physical=true)
4657 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4658 * Called when somebody punches the object.
4659 * Note that you probably want to handle most punches using the automatic
4661 * `puncher`: an `ObjectRef` (can be `nil`)
4662 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4664 * `tool_capabilities`: capability table of used item (can be `nil`)
4665 * `dir`: unit vector of direction of punch. Always defined. Points from the
4666 puncher to the punched.
4667 * `damage`: damage that will be done to entity.
4668 * Can return `true` to prevent the default damage mechanism.
4669 * `on_death(self, killer)`
4670 * Called when the object dies.
4671 * `killer`: an `ObjectRef` (can be `nil`)
4672 * `on_rightclick(self, clicker)`
4673 * Called when `clicker` pressed the 'place/use' key while pointing
4674 to the object (not necessarily an actual rightclick)
4675 * `clicker`: an `ObjectRef` (may or may not be a player)
4676 * `on_attach_child(self, child)`
4677 * `child`: an `ObjectRef` of the child that attaches
4678 * `on_detach_child(self, child)`
4679 * `child`: an `ObjectRef` of the child that detaches
4680 * `on_detach(self, parent)`
4681 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4682 * This happens before the parent object is removed from the world
4683 * `get_staticdata(self)`
4684 * Should return a string that will be passed to `on_activate` when the
4685 object is instantiated the next time.
4687 Collision info passed to `on_step` (`moveresult` argument):
4690 touching_ground = boolean,
4691 -- Note that touching_ground is only true if the entity was moving and
4692 -- collided with ground.
4695 standing_on_object = boolean,
4699 type = string, -- "node" or "object",
4700 axis = string, -- "x", "y" or "z"
4701 node_pos = vector, -- if type is "node"
4702 object = ObjectRef, -- if type is "object"
4703 old_velocity = vector,
4704 new_velocity = vector,
4708 -- `collisions` does not contain data of unloaded mapblock collisions
4709 -- or when the velocity changes are negligibly small
4721 axiom, --string initial tree axiom
4722 rules_a, --string rules set A
4723 rules_b, --string rules set B
4724 rules_c, --string rules set C
4725 rules_d, --string rules set D
4726 trunk, --string trunk node name
4727 leaves, --string leaves node name
4728 leaves2, --string secondary leaves node name
4729 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4730 angle, --num angle in deg
4731 iterations, --num max # of iterations, usually 2 -5
4732 random_level, --num factor to lower number of iterations, usually 0 - 3
4733 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4734 -- 2x2 nodes or 3x3 in cross shape
4735 thin_branches, --boolean true -> use thin (1 node) branches
4736 fruit, --string fruit node name
4737 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4738 seed, --num random seed, if no seed is provided, the engine
4742 Key for special L-System symbols used in axioms
4743 -----------------------------------------------
4745 * `G`: move forward one unit with the pen up
4746 * `F`: move forward one unit with the pen down drawing trunks and branches
4747 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4748 * `T`: move forward one unit with the pen down drawing trunks only
4749 * `R`: move forward one unit with the pen down placing fruit
4750 * `A`: replace with rules set A
4751 * `B`: replace with rules set B
4752 * `C`: replace with rules set C
4753 * `D`: replace with rules set D
4754 * `a`: replace with rules set A, chance 90%
4755 * `b`: replace with rules set B, chance 80%
4756 * `c`: replace with rules set C, chance 70%
4757 * `d`: replace with rules set D, chance 60%
4758 * `+`: yaw the turtle right by `angle` parameter
4759 * `-`: yaw the turtle left by `angle` parameter
4760 * `&`: pitch the turtle down by `angle` parameter
4761 * `^`: pitch the turtle up by `angle` parameter
4762 * `/`: roll the turtle to the right by `angle` parameter
4763 * `*`: roll the turtle to the left by `angle` parameter
4764 * `[`: save in stack current state info
4765 * `]`: recover from stack state info
4770 Spawn a small apple tree:
4772 pos = {x=230,y=20,z=4}
4775 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4776 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4777 trunk="default:tree",
4778 leaves="default:leaves",
4782 trunk_type="single",
4785 fruit="default:apple"
4787 minetest.spawn_tree(pos,apple_tree)
4793 Privileges provide a means for server administrators to give certain players
4794 access to special abilities in the engine, games or mods.
4795 For example, game moderators may need to travel instantly to any place in the world,
4796 this ability is implemented in `/teleport` command which requires `teleport` privilege.
4798 Registering privileges
4799 ----------------------
4801 A mod can register a custom privilege using `minetest.register_privilege` function
4802 to give server administrators fine-grained access control over mod functionality.
4804 For consistency and practical reasons, privileges should strictly increase the abilities of the user.
4805 Do not register custom privileges that e.g. restrict the player from certain in-game actions.
4810 A mod can call `minetest.check_player_privs` to test whether a player has privileges
4811 to perform an operation.
4812 Also, when registering a chat command with `minetest.register_chatcommand` a mod can
4813 declare privileges that the command requires using the `privs` field of the command
4816 Managing player privileges
4817 --------------------------
4819 A mod can update player privileges using `minetest.set_player_privs` function.
4820 Players holding the `privs` privilege can see and manage privileges for all
4821 players on the server.
4823 A mod can subscribe to changes in player privileges using `minetest.register_on_priv_grant`
4824 and `minetest.register_on_priv_revoke` functions.
4829 Minetest includes a set of built-in privileges that control capabilities
4830 provided by the Minetest engine and can be used by mods:
4832 * Basic privileges are normally granted to all players:
4833 * `shout`: can communicate using the in-game chat.
4834 * `interact`: can modify the world by digging, building and interacting
4835 with the nodes, entities and other players. Players without the `interact`
4836 privilege can only travel and observe the world.
4838 * Advanced privileges allow bypassing certain aspects of the gameplay:
4839 * `fast`: can use "fast mode" to move with maximum speed.
4840 * `fly`: can use "fly mode" to move freely above the ground without falling.
4841 * `noclip`: can use "noclip mode" to fly through solid nodes (e.g. walls).
4842 * `teleport`: can use `/teleport` command to move to any point in the world.
4843 * `creative`: can access creative inventory.
4844 * `bring`: can teleport other players to oneself.
4845 * `give`: can use `/give` and `/giveme` commands to give any item
4846 in the game to oneself or others.
4847 * `settime`: can use `/time` command to change current in-game time.
4848 * `debug`: can enable wireframe rendering mode.
4850 * Security-related privileges:
4851 * `privs`: can modify privileges of the players using `/grant[me]` and
4852 `/revoke[me]` commands.
4853 * `basic_privs`: can grant and revoke basic privileges as defined by
4854 the `basic_privs` setting.
4855 * `kick`: can kick other players from the server using `/kick` command.
4856 * `ban`: can ban other players using `/ban` command.
4857 * `password`: can use `/setpassword` and `/clearpassword` commands
4858 to manage players' passwords.
4859 * `protection_bypass`: can bypass node protection. Note that the engine does not act upon this privilege,
4860 it is only an implementation suggestion for games.
4862 * Administrative privileges:
4863 * `server`: can use `/fixlight`, `/deleteblocks` and `/deleteobjects`
4864 commands. Can clear inventory of other players using `/clearinv` command.
4865 * `rollback`: can use `/rollback_check` and `/rollback` commands.
4870 Minetest includes the following settings to control behavior of privileges:
4872 * `default_privs`: defines privileges granted to new players.
4873 * `basic_privs`: defines privileges that can be granted/revoked by players having
4874 the `basic_privs` privilege. This can be used, for example, to give
4875 limited moderation powers to selected users.
4877 'minetest' namespace reference
4878 ==============================
4883 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4885 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4886 e.g. `"/home/user/.minetest/usermods/modname"`.
4887 * Returns nil if the mod is not enabled or does not exist (not installed).
4888 * Works regardless of whether the mod has been loaded yet.
4889 * Useful for loading additional `.lua` modules or static data from a mod,
4890 or checking if a mod is enabled.
4891 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4892 * Does not include disabled mods, even if they are installed.
4893 * `minetest.get_game_info()`: returns a table containing information about the
4894 current game. Note that other meta information (e.g. version/release number)
4895 can be manually read from `game.conf` in the game's root directory.
4901 -- The root directory of the game
4905 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4906 * Useful for storing custom data
4907 * `minetest.is_singleplayer()`
4908 * `minetest.features`: Table containing API feature flags
4911 glasslike_framed = true, -- 0.4.7
4912 nodebox_as_selectionbox = true, -- 0.4.7
4913 get_all_craft_recipes_works = true, -- 0.4.7
4914 -- The transparency channel of textures can optionally be used on
4916 use_texture_alpha = true,
4917 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4918 no_legacy_abms = true,
4919 -- Texture grouping is possible using parentheses (0.4.11)
4920 texture_names_parens = true,
4921 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4922 area_store_custom_ids = true,
4923 -- add_entity supports passing initial staticdata to on_activate
4925 add_entity_with_staticdata = true,
4926 -- Chat messages are no longer predicted (0.4.16)
4927 no_chat_message_prediction = true,
4928 -- The transparency channel of textures can optionally be used on
4929 -- objects (ie: players and lua entities) (5.0.0)
4930 object_use_texture_alpha = true,
4931 -- Object selectionbox is settable independently from collisionbox
4933 object_independent_selectionbox = true,
4934 -- Specifies whether binary data can be uploaded or downloaded using
4935 -- the HTTP API (5.1.0)
4936 httpfetch_binary_data = true,
4937 -- Whether formspec_version[<version>] may be used (5.1.0)
4938 formspec_version_element = true,
4939 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4940 area_store_persistent_ids = true,
4941 -- Whether minetest.find_path is functional (5.2.0)
4942 pathfinder_works = true,
4943 -- Whether Collision info is available to an objects' on_step (5.3.0)
4944 object_step_has_moveresult = true,
4945 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4946 direct_velocity_on_players = true,
4947 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4948 use_texture_alpha_string_modes = true,
4949 -- degrotate param2 rotates in units of 1.5° instead of 2°
4950 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4951 degrotate_240_steps = true,
4952 -- ABM supports min_y and max_y fields in definition (5.5.0)
4953 abm_min_max_y = true,
4954 -- dynamic_add_media supports passing a table with options (5.5.0)
4955 dynamic_add_media_table = true,
4956 -- particlespawners support texpools and animation of properties,
4957 -- particle textures support smooth fade and scale animations, and
4958 -- sprite-sheet particle animations can by synced to the lifetime
4959 -- of individual particles (5.6.0)
4960 particlespawner_tweenable = true,
4961 -- allows get_sky to return a table instead of separate values (5.6.0)
4962 get_sky_as_table = true,
4963 -- VoxelManip:get_light_data accepts an optional buffer argument (5.7.0)
4964 get_light_data_buffer = true,
4965 -- When using a mod storage backend that is not "files" or "dummy",
4966 -- the amount of data in mod storage is not constrained by
4967 -- the amount of RAM available. (5.7.0)
4968 mod_storage_on_disk = true,
4969 -- "zstd" method for compress/decompress (5.7.0)
4970 compress_zstd = true,
4973 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4974 * `arg`: string or table in format `{foo=true, bar=true}`
4975 * `missing_features`: `{foo=true, bar=true}`
4976 * `minetest.get_player_information(player_name)`: Table containing information
4977 about a player. Example return value:
4980 address = "127.0.0.1", -- IP address of client
4981 ip_version = 4, -- IPv4 / IPv6
4982 connection_uptime = 200, -- seconds since client connected
4983 protocol_version = 32, -- protocol version used by client
4984 formspec_version = 2, -- supported formspec version
4985 lang_code = "fr" -- Language code used for translation
4987 -- the following keys can be missing if no stats have been collected yet
4988 min_rtt = 0.01, -- minimum round trip time
4989 max_rtt = 0.2, -- maximum round trip time
4990 avg_rtt = 0.02, -- average round trip time
4991 min_jitter = 0.01, -- minimum packet time jitter
4992 max_jitter = 0.5, -- maximum packet time jitter
4993 avg_jitter = 0.03, -- average packet time jitter
4994 -- the following information is available in a debug build only!!!
4995 -- DO NOT USE IN MODS
4996 --ser_vers = 26, -- serialization version used by client
4997 --major = 0, -- major version number
4998 --minor = 4, -- minor version number
4999 --patch = 10, -- patch version number
5000 --vers_string = "0.4.9-git", -- full version string
5001 --state = "Active" -- current client state
5003 * `minetest.get_player_window_information(player_name)`:
5005 -- Will only be present if the client sent this information (requires v5.7+)
5007 -- Note that none of these things are constant, they are likely to change during a client
5008 -- connection as the player resizes the window and moves it between monitors
5010 -- real_gui_scaling and real_hud_scaling can be used instead of DPI.
5011 -- OSes don't necessarily give the physical DPI, as they may allow user configuration.
5012 -- real_*_scaling is just OS DPI / 96 but with another level of user configuration.
5014 -- Current size of the in-game render target (pixels).
5016 -- This is usually the window size, but may be smaller in certain situations,
5017 -- such as side-by-side mode.
5023 -- Estimated maximum formspec size before Minetest will start shrinking the
5024 -- formspec to fit. For a fullscreen formspec, use a size 10-20% larger than
5025 -- this and `padding[-0.01,-0.01]`.
5026 max_formspec_size = {
5031 -- GUI Scaling multiplier
5032 -- Equal to the setting `gui_scaling` multiplied by `dpi / 96`
5033 real_gui_scaling = 1,
5035 -- HUD Scaling multiplier
5036 -- Equal to the setting `hud_scaling` multiplied by `dpi / 96`
5037 real_hud_scaling = 1,
5040 * `minetest.mkdir(path)`: returns success.
5041 * Creates a directory specified by `path`, creating parent directories
5042 if they don't exist.
5043 * `minetest.rmdir(path, recursive)`: returns success.
5044 * Removes a directory specified by `path`.
5045 * If `recursive` is set to `true`, the directory is recursively removed.
5046 Otherwise, the directory will only be removed if it is empty.
5047 * Returns true on success, false on failure.
5048 * `minetest.cpdir(source, destination)`: returns success.
5049 * Copies a directory specified by `path` to `destination`
5050 * Any files in `destination` will be overwritten if they already exist.
5051 * Returns true on success, false on failure.
5052 * `minetest.mvdir(source, destination)`: returns success.
5053 * Moves a directory specified by `path` to `destination`.
5054 * If the `destination` is a non-empty directory, then the move will fail.
5055 * Returns true on success, false on failure.
5056 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
5058 * nil: return all entries,
5059 * true: return only subdirectory names, or
5060 * false: return only file names.
5061 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
5062 * Replaces contents of file at path with new contents in a safe (atomic)
5063 way. Use this instead of below code when writing e.g. database files:
5064 `local f = io.open(path, "wb"); f:write(content); f:close()`
5065 * `minetest.get_version()`: returns a table containing components of the
5066 engine version. Components:
5067 * `project`: Name of the project, eg, "Minetest"
5068 * `string`: Simple version, eg, "1.2.3-dev"
5069 * `hash`: Full git version (only set if available),
5070 eg, "1.2.3-dev-01234567-dirty".
5071 * `is_dev`: Boolean value indicating whether it's a development build
5072 Use this for informational purposes only. The information in the returned
5073 table does not represent the capabilities of the engine, nor is it
5074 reliable or verifiable. Compatible forks will have a different name and
5075 version entirely. To check for the presence of engine features, test
5076 whether the functions exported by the wanted features exist. For example:
5077 `if minetest.check_for_falling then ... end`.
5078 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
5079 * `data`: string of data to hash
5080 * `raw`: return raw bytes instead of hex digits, default: false
5081 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
5082 ColorString. If the ColorSpec is invalid, returns `nil`.
5083 * `colorspec`: The ColorSpec to convert
5084 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
5085 string of four bytes in an RGBA layout, returned as a string.
5086 * `colorspec`: The ColorSpec to convert
5087 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
5088 image and return it in string form.
5089 * `width`: Width of the image
5090 * `height`: Height of the image
5091 * `data`: Image data, one of:
5092 * array table of ColorSpec, length must be width*height
5093 * string with raw RGBA pixels, length must be width*height*4
5094 * `compression`: Optional zlib compression level, number in range 0 to 9.
5095 The data is one-dimensional, starting in the upper left corner of the image
5096 and laid out in scanlines going from left to right, then top to bottom.
5097 Please note that it's not safe to use string.char to generate raw data,
5098 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
5099 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
5100 You may use this to procedurally generate textures during server init.
5105 * `minetest.debug(...)`
5106 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
5107 * `minetest.log([level,] text)`
5108 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
5109 `"info"`, or `"verbose"`. Default is `"none"`.
5111 Registration functions
5112 ----------------------
5114 Call these functions only at load time!
5118 * `minetest.register_node(name, node definition)`
5119 * `minetest.register_craftitem(name, item definition)`
5120 * `minetest.register_tool(name, item definition)`
5121 * `minetest.override_item(name, redefinition)`
5122 * Overrides fields of an item registered with register_node/tool/craftitem.
5123 * Note: Item must already be defined, (opt)depend on the mod defining it.
5124 * Example: `minetest.override_item("default:mese",
5125 {light_source=minetest.LIGHT_MAX})`
5126 * `minetest.unregister_item(name)`
5127 * Unregisters the item from the engine, and deletes the entry with key
5128 `name` from `minetest.registered_items` and from the associated item table
5129 according to its nature: `minetest.registered_nodes`, etc.
5130 * `minetest.register_entity(name, entity definition)`
5131 * `minetest.register_abm(abm definition)`
5132 * `minetest.register_lbm(lbm definition)`
5133 * `minetest.register_alias(alias, original_name)`
5134 * Also use this to set the 'mapgen aliases' needed in a game for the core
5135 mapgens. See [Mapgen aliases] section above.
5136 * `minetest.register_alias_force(alias, original_name)`
5137 * `minetest.register_ore(ore definition)`
5138 * Returns an integer object handle uniquely identifying the registered
5140 * The order of ore registrations determines the order of ore generation.
5141 * `minetest.register_biome(biome definition)`
5142 * Returns an integer object handle uniquely identifying the registered
5143 biome on success. To get the biome ID, use `minetest.get_biome_id`.
5144 * `minetest.unregister_biome(name)`
5145 * Unregisters the biome from the engine, and deletes the entry with key
5146 `name` from `minetest.registered_biomes`.
5147 * Warning: This alters the biome to biome ID correspondences, so any
5148 decorations or ores using the 'biomes' field must afterwards be cleared
5150 * `minetest.register_decoration(decoration definition)`
5151 * Returns an integer object handle uniquely identifying the registered
5152 decoration on success. To get the decoration ID, use
5153 `minetest.get_decoration_id`.
5154 * The order of decoration registrations determines the order of decoration
5156 * `minetest.register_schematic(schematic definition)`
5157 * Returns an integer object handle uniquely identifying the registered
5158 schematic on success.
5159 * If the schematic is loaded from a file, the `name` field is set to the
5161 * If the function is called when loading the mod, and `name` is a relative
5162 path, then the current mod path will be prepended to the schematic
5164 * `minetest.clear_registered_biomes()`
5165 * Clears all biomes currently registered.
5166 * Warning: Clearing and re-registering biomes alters the biome to biome ID
5167 correspondences, so any decorations or ores using the 'biomes' field must
5168 afterwards be cleared and re-registered.
5169 * `minetest.clear_registered_decorations()`
5170 * Clears all decorations currently registered.
5171 * `minetest.clear_registered_ores()`
5172 * Clears all ores currently registered.
5173 * `minetest.clear_registered_schematics()`
5174 * Clears all schematics currently registered.
5178 * `minetest.register_craft(recipe)`
5179 * Check recipe table syntax for different types below.
5180 * `minetest.clear_craft(recipe)`
5181 * Will erase existing craft based either on output item or on input recipe.
5182 * Specify either output or input only. If you specify both, input will be
5183 ignored. For input use the same recipe table syntax as for
5184 `minetest.register_craft(recipe)`. For output specify only the item,
5186 * Returns false if no erase candidate could be found, otherwise returns true.
5187 * **Warning**! The type field ("shaped", "cooking" or any other) will be
5188 ignored if the recipe contains output. Erasing is then done independently
5189 from the crafting method.
5190 * `minetest.register_chatcommand(cmd, chatcommand definition)`
5191 * `minetest.override_chatcommand(name, redefinition)`
5192 * Overrides fields of a chatcommand registered with `register_chatcommand`.
5193 * `minetest.unregister_chatcommand(name)`
5194 * Unregisters a chatcommands registered with `register_chatcommand`.
5195 * `minetest.register_privilege(name, definition)`
5196 * `definition` can be a description or a definition table (see [Privilege
5198 * If it is a description, the priv will be granted to singleplayer and admin
5200 * To allow players with `basic_privs` to grant, see the `basic_privs`
5201 minetest.conf setting.
5202 * `minetest.register_authentication_handler(authentication handler definition)`
5203 * Registers an auth handler that overrides the builtin one.
5204 * This function can be called by a single mod once only.
5206 Global callback registration functions
5207 --------------------------------------
5209 Call these functions only at load time!
5211 * `minetest.register_globalstep(function(dtime))`
5212 * Called every server step, usually interval of 0.1s
5213 * `minetest.register_on_mods_loaded(function())`
5214 * Called after mods have finished loading and before the media is cached or the
5216 * `minetest.register_on_shutdown(function())`
5217 * Called before server shutdown
5218 * **Warning**: If the server terminates abnormally (i.e. crashes), the
5219 registered callbacks **will likely not be run**. Data should be saved at
5220 semi-frequent intervals as well as on server shutdown.
5221 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
5222 * Called when a node has been placed
5223 * If return `true` no item is taken from `itemstack`
5224 * `placer` may be any valid ObjectRef or nil.
5225 * **Not recommended**; use `on_construct` or `after_place_node` in node
5226 definition whenever possible.
5227 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
5228 * Called when a node has been dug.
5229 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
5230 definition whenever possible.
5231 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
5232 * Called when a node is punched
5233 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
5234 * Called after generating a piece of world. Modifying nodes inside the area
5235 is a bit faster than usual.
5236 * `minetest.register_on_newplayer(function(ObjectRef))`
5237 * Called when a new player enters the world for the first time
5238 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
5239 * Called when a player is punched
5240 * Note: This callback is invoked even if the punched player is dead.
5241 * `player`: ObjectRef - Player that was punched
5242 * `hitter`: ObjectRef - Player that hit
5243 * `time_from_last_punch`: Meant for disallowing spamming of clicks
5245 * `tool_capabilities`: Capability table of used item (can be nil)
5246 * `dir`: Unit vector of direction of punch. Always defined. Points from
5247 the puncher to the punched.
5248 * `damage`: Number that represents the damage calculated by the engine
5249 * should return `true` to prevent the default damage mechanism
5250 * `minetest.register_on_rightclickplayer(function(player, clicker))`
5251 * Called when the 'place/use' key was used while pointing a player
5252 (not necessarily an actual rightclick)
5253 * `player`: ObjectRef - Player that is acted upon
5254 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
5255 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
5256 * Called when the player gets damaged or healed
5257 * `player`: ObjectRef of the player
5258 * `hp_change`: the amount of change. Negative when it is damage.
5259 * `reason`: a PlayerHPChangeReason table.
5260 * The `type` field will have one of the following values:
5261 * `set_hp`: A mod or the engine called `set_hp` without
5262 giving a type - use this for custom damage types.
5263 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
5265 * `node_damage`: `damage_per_second` from a neighboring node.
5266 `reason.node` will hold the node name or nil.
5269 * Any of the above types may have additional fields from mods.
5270 * `reason.from` will be `mod` or `engine`.
5271 * `modifier`: when true, the function should return the actual `hp_change`.
5272 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
5273 Modifiers can return true as a second argument to stop the execution of further functions.
5274 Non-modifiers receive the final HP change calculated by the modifiers.
5275 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
5276 * Called when a player dies
5277 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
5278 * `minetest.register_on_respawnplayer(function(ObjectRef))`
5279 * Called when player is to be respawned
5280 * Called _before_ repositioning of player occurs
5281 * return true in func to disable regular player placement
5282 * `minetest.register_on_prejoinplayer(function(name, ip))`
5283 * Called when a client connects to the server, prior to authentication
5284 * If it returns a string, the client is disconnected with that string as
5286 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
5287 * Called when a player joins the game
5288 * `last_login`: The timestamp of the previous login, or nil if player is new
5289 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
5290 * Called when a player leaves the game
5291 * `timed_out`: True for timeout, false for other reasons.
5292 * `minetest.register_on_authplayer(function(name, ip, is_success))`
5293 * Called when a client attempts to log into an account.
5294 * `name`: The name of the account being authenticated.
5295 * `ip`: The IP address of the client
5296 * `is_success`: Whether the client was successfully authenticated
5297 * For newly registered accounts, `is_success` will always be true
5298 * `minetest.register_on_auth_fail(function(name, ip))`
5299 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
5300 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
5301 * Called when a player cheats
5302 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
5304 * `interacted_too_far`
5305 * `interacted_with_self`
5306 * `interacted_while_dead`
5307 * `finished_unknown_dig`
5310 * `minetest.register_on_chat_message(function(name, message))`
5311 * Called always when a player says something
5312 * Return `true` to mark the message as handled, which means that it will
5313 not be sent to other players.
5314 * `minetest.register_on_chatcommand(function(name, command, params))`
5315 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
5316 is checked to see if the command exists, but after the input is parsed.
5317 * Return `true` to mark the command as handled, which means that the default
5318 handlers will be prevented.
5319 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
5320 * Called when the server received input from `player` in a formspec with
5321 the given `formname`. Specifically, this is called on any of the
5323 * a button was pressed,
5324 * Enter was pressed while the focus was on a text field
5325 * a checkbox was toggled,
5326 * something was selected in a dropdown list,
5327 * a different tab was selected,
5328 * selection was changed in a textlist or table,
5329 * an entry was double-clicked in a textlist or table,
5330 * a scrollbar was moved, or
5331 * the form was actively closed by the player.
5332 * Fields are sent for formspec elements which define a field. `fields`
5333 is a table containing each formspecs element value (as string), with
5334 the `name` parameter as index for each. The value depends on the
5335 formspec element type:
5336 * `animated_image`: Returns the index of the current frame.
5337 * `button` and variants: If pressed, contains the user-facing button
5338 text as value. If not pressed, is `nil`
5339 * `field`, `textarea` and variants: Text in the field
5340 * `dropdown`: Either the index or value, depending on the `index event`
5342 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
5343 * `checkbox`: `"true"` if checked, `"false"` if unchecked
5344 * `textlist`: See `minetest.explode_textlist_event`
5345 * `table`: See `minetest.explode_table_event`
5346 * `scrollbar`: See `minetest.explode_scrollbar_event`
5347 * Special case: `["quit"]="true"` is sent when the user actively
5348 closed the form by mouse click, keypress or through a button_exit[]
5350 * Special case: `["key_enter"]="true"` is sent when the user pressed
5351 the Enter key and the focus was either nowhere (causing the formspec
5352 to be closed) or on a button. If the focus was on a text field,
5353 additionally, the index `key_enter_field` contains the name of the
5354 text field. See also: `field_close_on_enter`.
5355 * Newest functions are called first
5356 * If function returns `true`, remaining functions are not called
5357 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
5358 * Called when `player` crafts something
5359 * `itemstack` is the output
5360 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
5362 * `craft_inv` is the inventory with the crafting grid
5363 * Return either an `ItemStack`, to replace the output, or `nil`, to not
5365 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
5366 * The same as before, except that it is called before the player crafts, to
5367 make craft prediction, and it should not change anything.
5368 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
5369 * Determines how much of a stack may be taken, put or moved to a
5371 * `player` (type `ObjectRef`) is the player who modified the inventory
5372 `inventory` (type `InvRef`).
5373 * List of possible `action` (string) values and their
5374 `inventory_info` (table) contents:
5375 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
5376 * `put`: `{listname=string, index=number, stack=ItemStack}`
5377 * `take`: Same as `put`
5378 * Return a numeric value to limit the amount of items to be taken, put or
5379 moved. A value of `-1` for `take` will make the source stack infinite.
5380 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
5381 * Called after a take, put or move event from/to/in a player inventory
5382 * Function arguments: see `minetest.register_allow_player_inventory_action`
5383 * Does not accept or handle any return value.
5384 * `minetest.register_on_protection_violation(function(pos, name))`
5385 * Called by `builtin` and mods when a player violates protection at a
5386 position (eg, digs a node or punches a protected entity).
5387 * The registered functions can be called using
5388 `minetest.record_protection_violation`.
5389 * The provided function should check that the position is protected by the
5390 mod calling this function before it prints a message, if it does, to
5391 allow for multiple protection mods.
5392 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
5393 * Called when an item is eaten, by `minetest.item_eat`
5394 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
5395 * `minetest.register_on_item_pickup(function(itemstack, picker, pointed_thing, time_from_last_punch, ...))`
5396 * Called by `minetest.item_pickup` before an item is picked up.
5397 * Function is added to `minetest.registered_on_item_pickups`.
5398 * Oldest functions are called first.
5399 * Parameters are the same as in the `on_pickup` callback.
5400 * Return an itemstack to cancel the default item pick-up response (i.e.: adding
5401 the item into inventory).
5402 * `minetest.register_on_priv_grant(function(name, granter, priv))`
5403 * Called when `granter` grants the priv `priv` to `name`.
5404 * Note that the callback will be called twice if it's done by a player,
5405 once with granter being the player name, and again with granter being nil.
5406 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
5407 * Called when `revoker` revokes the priv `priv` from `name`.
5408 * Note that the callback will be called twice if it's done by a player,
5409 once with revoker being the player name, and again with revoker being nil.
5410 * `minetest.register_can_bypass_userlimit(function(name, ip))`
5411 * Called when `name` user connects with `ip`.
5412 * Return `true` to by pass the player limit
5413 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
5414 * Called when an incoming mod channel message is received
5415 * You should have joined some channels to receive events.
5416 * If message comes from a server mod, `sender` field is an empty string.
5417 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5418 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5419 engine's liquid transformation process.
5420 * `pos_list` is an array of all modified positions.
5421 * `node_list` is an array of the old node that was previously at the position
5422 with the corresponding index in pos_list.
5423 * `minetest.register_on_mapblocks_changed(function(modified_blocks, modified_block_count))`
5424 * Called soon after any nodes or node metadata have been modified. No
5425 modifications will be missed, but there may be false positives.
5426 * Will never be called more than once per server step.
5427 * `modified_blocks` is the set of modified mapblock position hashes. These
5428 are in the same format as those produced by `minetest.hash_node_position`,
5429 and can be converted to positions with `minetest.get_position_from_hash`.
5430 The set is a table where the keys are hashes and the values are `true`.
5431 * `modified_block_count` is the number of entries in the set.
5432 * Note: callbacks must be registered at mod load time.
5437 * `minetest.settings`: Settings object containing all of the settings from the
5438 main config file (`minetest.conf`).
5439 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5440 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5445 * `minetest.string_to_privs(str[, delim])`:
5446 * Converts string representation of privs into table form
5447 * `delim`: String separating the privs. Defaults to `","`.
5448 * Returns `{ priv1 = true, ... }`
5449 * `minetest.privs_to_string(privs[, delim])`:
5450 * Returns the string representation of `privs`
5451 * `delim`: String to delimit privs. Defaults to `","`.
5452 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5453 * `minetest.check_player_privs(player_or_name, ...)`:
5454 returns `bool, missing_privs`
5455 * A quickhand for checking privileges.
5456 * `player_or_name`: Either a Player object or the name of a player.
5457 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5458 a table, e.g. `{ priva = true, privb = true }`.
5460 * `minetest.check_password_entry(name, entry, password)`
5461 * Returns true if the "password entry" for a player with name matches given
5462 password, false otherwise.
5463 * The "password entry" is the password representation generated by the
5464 engine as returned as part of a `get_auth()` call on the auth handler.
5465 * Only use this function for making it possible to log in via password from
5466 external protocols such as IRC, other uses are frowned upon.
5467 * `minetest.get_password_hash(name, raw_password)`
5468 * Convert a name-password pair to a password hash that Minetest can use.
5469 * The returned value alone is not a good basis for password checks based
5470 on comparing the password hash in the database with the password hash
5471 from the function, with an externally provided password, as the hash
5472 in the db might use the new SRP verifier format.
5473 * For this purpose, use `minetest.check_password_entry` instead.
5474 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5476 * The player needs to be online for this to be successful.
5478 * `minetest.get_auth_handler()`: Return the currently active auth handler
5479 * See the [Authentication handler definition]
5480 * Use this to e.g. get the authentication data for a player:
5481 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5482 * `minetest.notify_authentication_modified(name)`
5483 * Must be called by the authentication handler for privilege changes.
5484 * `name`: string; if omitted, all auth data should be considered modified
5485 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5487 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5489 * `minetest.auth_reload()`
5490 * See `reload()` in authentication handler definition
5492 `minetest.set_player_password`, `minetest.set_player_privs`,
5493 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5499 * `minetest.chat_send_all(text)`
5500 * `minetest.chat_send_player(name, text)`
5501 * `minetest.format_chat_message(name, message)`
5502 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5503 Refer to the documentation of the setting for a list of valid placeholders.
5504 * Takes player name and message, and returns the formatted string to be sent to players.
5505 * Can be redefined by mods if required, for things like colored names or messages.
5506 * **Only** the first occurrence of each placeholder will be replaced.
5511 * `minetest.set_node(pos, node)`
5512 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5513 * Set node at position `pos`
5514 * `node`: table `{name=string, param1=number, param2=number}`
5515 * If param1 or param2 is omitted, it's set to `0`.
5516 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5517 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5518 * Set node on all positions set in the first argument.
5519 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5520 * For node specification or position syntax see `minetest.set_node` call
5521 * Faster than set_node due to single call, but still considerably slower
5522 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5523 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5524 in spread out positions which would cause LVMs to waste memory.
5525 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5527 * `minetest.swap_node(pos, node)`
5528 * Set node at position, but don't remove metadata
5529 * `minetest.remove_node(pos)`
5530 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5531 * `minetest.get_node(pos)`
5532 * Returns the node at the given position as table in the format
5533 `{name="node_name", param1=0, param2=0}`,
5534 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5535 * `minetest.get_node_or_nil(pos)`
5536 * Same as `get_node` but returns `nil` for unloaded areas.
5537 * `minetest.get_node_light(pos, timeofday)`
5538 * Gets the light value at the given position. Note that the light value
5539 "inside" the node at the given position is returned, so you usually want
5540 to get the light value of a neighbor.
5541 * `pos`: The position where to measure the light.
5542 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5543 * Returns a number between `0` and `15` or `nil`
5544 * `nil` is returned e.g. when the map isn't loaded at `pos`
5545 * `minetest.get_natural_light(pos[, timeofday])`
5546 * Figures out the sunlight (or moonlight) value at pos at the given time of
5548 * `pos`: The position of the node
5549 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5550 * Returns a number between `0` and `15` or `nil`
5551 * This function tests 203 nodes in the worst case, which happens very
5553 * `minetest.get_artificial_light(param1)`
5554 * Calculates the artificial light (light from e.g. torches) value from the
5556 * `param1`: The param1 value of a `paramtype = "light"` node.
5557 * Returns a number between `0` and `15`
5558 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5559 ensures compatibility.
5560 * `minetest.place_node(pos, node)`
5561 * Place node with the same effects that a player would cause
5562 * `minetest.dig_node(pos)`
5563 * Dig node with the same effects that a player would cause
5564 * Returns `true` if successful, `false` on failure (e.g. protected location)
5565 * `minetest.punch_node(pos)`
5566 * Punch node with the same effects that a player would cause
5567 * `minetest.spawn_falling_node(pos)`
5568 * Change node into falling node
5569 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5571 * `minetest.find_nodes_with_meta(pos1, pos2)`
5572 * Get a table of positions of nodes that have metadata within a region
5574 * `minetest.get_meta(pos)`
5575 * Get a `NodeMetaRef` at that position
5576 * `minetest.get_node_timer(pos)`
5577 * Get `NodeTimerRef`
5579 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5581 * Returns `ObjectRef`, or `nil` if failed
5582 * `minetest.add_item(pos, item)`: Spawn item
5583 * Returns `ObjectRef`, or `nil` if failed
5584 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5585 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5587 * `radius`: using a Euclidean metric
5588 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5590 * `pos1` and `pos2` are the min and max positions of the area to search.
5591 * `minetest.set_timeofday(val)`
5592 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5593 * `minetest.get_timeofday()`
5594 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5596 * `minetest.get_day_count()`: returns number days elapsed since world was
5598 * accounts for time changes.
5599 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5601 * `radius`: using a maximum metric
5602 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5603 * `search_center` is an optional boolean (default: `false`)
5604 If true `pos` is also checked for the nodes
5605 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5606 * `pos1` and `pos2` are the min and max positions of the area to search.
5607 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5608 * If `grouped` is true the return value is a table indexed by node name
5609 which contains lists of positions.
5610 * If `grouped` is false or absent the return values are as follows:
5611 first value: Table with all node positions
5612 second value: Table with the count of each node with the node name
5614 * Area volume is limited to 4,096,000 nodes
5615 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5617 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5618 * Return value: Table with all node positions with a node air above
5619 * Area volume is limited to 4,096,000 nodes
5620 * `minetest.get_perlin(noiseparams)`
5621 * Return world-specific perlin noise.
5622 * The actual seed used is the noiseparams seed plus the world seed.
5623 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5624 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5625 * Return world-specific perlin noise.
5626 * `minetest.get_voxel_manip([pos1, pos2])`
5627 * Return voxel manipulator object.
5628 * Loads the manipulator from the map if positions are passed.
5629 * `minetest.set_gen_notify(flags, {deco_ids})`
5630 * Set the types of on-generate notifications that should be collected.
5631 * `flags` is a flag field with the available flags:
5639 * The second parameter is a list of IDs of decorations which notification
5641 * `minetest.get_gen_notify()`
5642 * Returns a flagstring and a table with the `deco_id`s.
5643 * `minetest.get_decoration_id(decoration_name)`
5644 * Returns the decoration ID number for the provided decoration name string,
5645 or `nil` on failure.
5646 * `minetest.get_mapgen_object(objectname)`
5647 * Return requested mapgen object if available (see [Mapgen objects])
5648 * `minetest.get_heat(pos)`
5649 * Returns the heat at the position, or `nil` on failure.
5650 * `minetest.get_humidity(pos)`
5651 * Returns the humidity at the position, or `nil` on failure.
5652 * `minetest.get_biome_data(pos)`
5653 * Returns a table containing:
5654 * `biome` the biome id of the biome at that position
5655 * `heat` the heat at the position
5656 * `humidity` the humidity at the position
5657 * Or returns `nil` on failure.
5658 * `minetest.get_biome_id(biome_name)`
5659 * Returns the biome id, as used in the biomemap Mapgen object and returned
5660 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5661 * `minetest.get_biome_name(biome_id)`
5662 * Returns the biome name string for the provided biome id, or `nil` on
5664 * If no biomes have been registered, such as in mgv6, returns `default`.
5665 * `minetest.get_mapgen_params()`
5666 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5667 * Returns a table containing:
5673 * `minetest.set_mapgen_params(MapgenParams)`
5674 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5676 * Set map generation parameters.
5677 * Function cannot be called after the registration period.
5678 * Takes a table as an argument with the fields:
5684 * Leave field unset to leave that parameter unchanged.
5685 * `flags` contains a comma-delimited string of flags to set, or if the
5686 prefix `"no"` is attached, clears instead.
5687 * `flags` is in the same format and has the same options as `mg_flags` in
5689 * `minetest.get_mapgen_edges([mapgen_limit[, chunksize]])`
5690 * Returns the minimum and maximum possible generated node positions
5692 * `mapgen_limit` is an optional number. If it is absent, its value is that
5693 of the *active* mapgen setting `"mapgen_limit"`.
5694 * `chunksize` is an optional number. If it is absent, its value is that
5695 of the *active* mapgen setting `"chunksize"`.
5696 * `minetest.get_mapgen_setting(name)`
5697 * Gets the *active* mapgen setting (or nil if none exists) in string
5698 format with the following order of precedence:
5699 1) Settings loaded from map_meta.txt or overrides set during mod
5701 2) Settings set by mods without a metafile override
5702 3) Settings explicitly set in the user config file, minetest.conf
5703 4) Settings set as the user config default
5704 * `minetest.get_mapgen_setting_noiseparams(name)`
5705 * Same as above, but returns the value as a NoiseParams table if the
5706 setting `name` exists and is a valid NoiseParams.
5707 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5708 * Sets a mapgen param to `value`, and will take effect if the corresponding
5709 mapgen setting is not already present in map_meta.txt.
5710 * `override_meta` is an optional boolean (default: `false`). If this is set
5711 to true, the setting will become the active setting regardless of the map
5713 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5714 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5715 * Same as above, except value is a NoiseParams table.
5716 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5717 * Sets the noiseparams setting of `name` to the noiseparams table specified
5719 * `set_default` is an optional boolean (default: `true`) that specifies
5720 whether the setting should be applied to the default config or current
5722 * `minetest.get_noiseparams(name)`
5723 * Returns a table of the noiseparams for name.
5724 * `minetest.generate_ores(vm, pos1, pos2)`
5725 * Generate all registered ores within the VoxelManip `vm` and in the area
5726 from `pos1` to `pos2`.
5727 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5728 * `minetest.generate_decorations(vm, pos1, pos2)`
5729 * Generate all registered decorations within the VoxelManip `vm` and in the
5730 area from `pos1` to `pos2`.
5731 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5732 * `minetest.clear_objects([options])`
5733 * Clear all objects in the environment
5734 * Takes an optional table as an argument with the field `mode`.
5735 * mode = `"full"`: Load and go through every mapblock, clearing
5737 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5738 clear objects in unloaded mapblocks only when the
5739 mapblocks are next activated.
5740 * `minetest.load_area(pos1[, pos2])`
5741 * Load the mapblocks containing the area from `pos1` to `pos2`.
5742 `pos2` defaults to `pos1` if not specified.
5743 * This function does not trigger map generation.
5744 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5745 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5746 asynchronously fetched from memory, loaded from disk, or if inexistent,
5748 * If `callback` is a valid Lua function, this will be called for each block
5750 * The function signature of callback is:
5751 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5752 * `blockpos` is the *block* coordinates of the block that had been
5754 * `action` could be one of the following constant values:
5755 * `minetest.EMERGE_CANCELLED`
5756 * `minetest.EMERGE_ERRORED`
5757 * `minetest.EMERGE_FROM_MEMORY`
5758 * `minetest.EMERGE_FROM_DISK`
5759 * `minetest.EMERGE_GENERATED`
5760 * `calls_remaining` is the number of callbacks to be expected after
5762 * `param` is the user-defined parameter passed to emerge_area (or
5763 nil if the parameter was absent).
5764 * `minetest.delete_area(pos1, pos2)`
5765 * delete all mapblocks in the area from pos1 to pos2, inclusive
5766 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5767 * Checks if there is anything other than air between pos1 and pos2.
5768 * Returns false if something is blocking the sight.
5769 * Returns the position of the blocking node when `false`
5770 * `pos1`: First position
5771 * `pos2`: Second position
5772 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5773 * Creates a `Raycast` object.
5774 * `pos1`: start of the ray
5775 * `pos2`: end of the ray
5776 * `objects`: if false, only nodes will be returned. Default is `true`.
5777 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5778 returned. Default is `false`.
5779 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5780 * returns table containing path that can be walked on
5781 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5783 * Reasons for failure:
5784 * No path exists at all
5785 * No path exists within `searchdistance` (see below)
5786 * Start or end pos is buried in land
5787 * `pos1`: start position
5788 * `pos2`: end position
5789 * `searchdistance`: maximum distance from the search positions to search in.
5790 In detail: Path must be completely inside a cuboid. The minimum
5791 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5792 Larger values will increase the size of this cuboid in all directions
5793 * `max_jump`: maximum height difference to consider walkable
5794 * `max_drop`: maximum height difference to consider droppable
5795 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5796 Difference between `"A*"` and `"A*_noprefetch"` is that
5797 `"A*"` will pre-calculate the cost-data, the other will calculate it
5799 * `minetest.spawn_tree (pos, {treedef})`
5800 * spawns L-system tree at given `pos` with definition in `treedef` table
5801 * `minetest.transforming_liquid_add(pos)`
5802 * add node to liquid flow update queue
5803 * `minetest.get_node_max_level(pos)`
5804 * get max available level for leveled node
5805 * `minetest.get_node_level(pos)`
5806 * get level of leveled node (water, snow)
5807 * `minetest.set_node_level(pos, level)`
5808 * set level of leveled node, default `level` equals `1`
5809 * if `totallevel > maxlevel`, returns rest (`total-max`).
5810 * `minetest.add_node_level(pos, level)`
5811 * increase level of leveled node by level, default `level` equals `1`
5812 * if `totallevel > maxlevel`, returns rest (`total-max`)
5813 * `level` must be between -127 and 127
5814 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5815 * resets the light in a cuboid-shaped part of
5816 the map and removes lighting bugs.
5817 * Loads the area if it is not loaded.
5818 * `pos1` is the corner of the cuboid with the least coordinates
5819 (in node coordinates), inclusive.
5820 * `pos2` is the opposite corner of the cuboid, inclusive.
5821 * The actual updated cuboid might be larger than the specified one,
5822 because only whole map blocks can be updated.
5823 The actual updated area consists of those map blocks that intersect
5824 with the given cuboid.
5825 * However, the neighborhood of the updated area might change
5826 as well, as light can spread out of the cuboid, also light
5828 * returns `false` if the area is not fully generated,
5830 * `minetest.check_single_for_falling(pos)`
5831 * causes an unsupported `group:falling_node` node to fall and causes an
5832 unattached `group:attached_node` node to fall.
5833 * does not spread these updates to neighbors.
5834 * `minetest.check_for_falling(pos)`
5835 * causes an unsupported `group:falling_node` node to fall and causes an
5836 unattached `group:attached_node` node to fall.
5837 * spread these updates to neighbors and can cause a cascade
5839 * `minetest.get_spawn_level(x, z)`
5840 * Returns a player spawn y co-ordinate for the provided (x, z)
5841 co-ordinates, or `nil` for an unsuitable spawn point.
5842 * For most mapgens a 'suitable spawn point' is one with y between
5843 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5844 so `nil` will be returned for many (x, z) co-ordinates.
5845 * The spawn level returned is for a player spawn in unmodified terrain.
5846 * The spawn level is intentionally above terrain level to cope with
5847 full-node biome 'dust' nodes.
5852 You can find mod channels communication scheme in `doc/mod_channels.png`.
5854 * `minetest.mod_channel_join(channel_name)`
5855 * Server joins channel `channel_name`, and creates it if necessary. You
5856 should listen for incoming messages with
5857 `minetest.register_on_modchannel_message`
5862 `minetest.get_inventory(location)`: returns an `InvRef`
5865 * `{type="player", name="celeron55"}`
5866 * `{type="node", pos={x=, y=, z=}}`
5867 * `{type="detached", name="creative"}`
5868 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5870 * `callbacks`: See [Detached inventory callbacks]
5871 * `player_name`: Make detached inventory available to one player
5872 exclusively, by default they will be sent to every player (even if not
5874 Note that this parameter is mostly just a workaround and will be removed
5876 * Creates a detached inventory. If it already exists, it is cleared.
5877 * `minetest.remove_detached_inventory(name)`
5878 * Returns a `boolean` indicating whether the removal succeeded.
5879 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5880 returns leftover ItemStack or nil to indicate no inventory change
5881 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5886 * `minetest.show_formspec(playername, formname, formspec)`
5887 * `playername`: name of player to show formspec
5888 * `formname`: name passed to `on_player_receive_fields` callbacks.
5889 It should follow the `"modname:<whatever>"` naming convention
5890 * `formspec`: formspec to display
5891 * `minetest.close_formspec(playername, formname)`
5892 * `playername`: name of player to close formspec
5893 * `formname`: has to exactly match the one given in `show_formspec`, or the
5894 formspec will not close.
5895 * calling `show_formspec(playername, formname, "")` is equal to this
5897 * to close a formspec regardless of the formname, call
5898 `minetest.close_formspec(playername, "")`.
5899 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5900 * `minetest.formspec_escape(string)`: returns a string
5901 * escapes the characters "[", "]", "\", "," and ";", which cannot be used
5903 * `minetest.explode_table_event(string)`: returns a table
5904 * returns e.g. `{type="CHG", row=1, column=2}`
5906 * `"INV"`: no row selected
5908 * `"DCL"`: double-click
5909 * `minetest.explode_textlist_event(string)`: returns a table
5910 * returns e.g. `{type="CHG", index=1}`
5912 * `"INV"`: no row selected
5914 * `"DCL"`: double-click
5915 * `minetest.explode_scrollbar_event(string)`: returns a table
5916 * returns e.g. `{type="CHG", value=500}`
5918 * `"INV"`: something failed
5919 * `"CHG"`: has been changed
5920 * `"VAL"`: not changed
5925 * `minetest.inventorycube(img1, img2, img3)`
5926 * Returns a string for making an image of a cube (useful as an item image)
5927 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5928 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5929 does not refer to a node or entity.
5930 * If the optional `above` parameter is true and the `pointed_thing` refers
5931 to a node, then it will return the `above` position of the `pointed_thing`.
5932 * `minetest.dir_to_facedir(dir, is6d)`
5933 * Convert a vector to a facedir value, used in `param2` for
5934 `paramtype2="facedir"`.
5935 * passing something non-`nil`/`false` for the optional second parameter
5936 causes it to take the y component into account.
5937 * `minetest.facedir_to_dir(facedir)`
5938 * Convert a facedir back into a vector aimed directly out the "back" of a
5940 * `minetest.dir_to_fourdir(dir)`
5941 * Convert a vector to a 4dir value, used in `param2` for
5942 `paramtype2="4dir"`.
5943 * `minetest.fourdir_to_dir(fourdir)`
5944 * Convert a 4dir back into a vector aimed directly out the "back" of a
5946 * `minetest.dir_to_wallmounted(dir)`
5947 * Convert a vector to a wallmounted value, used for
5948 `paramtype2="wallmounted"`.
5949 * `minetest.wallmounted_to_dir(wallmounted)`
5950 * Convert a wallmounted value back into a vector aimed directly out the
5952 * `minetest.dir_to_yaw(dir)`
5953 * Convert a vector into a yaw (angle)
5954 * `minetest.yaw_to_dir(yaw)`
5955 * Convert yaw (angle) to a vector
5956 * `minetest.is_colored_paramtype(ptype)`
5957 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5958 color information (`color`, `colorwallmounted`, `colorfacedir`, etc.).
5959 * `minetest.strip_param2_color(param2, paramtype2)`
5960 * Removes everything but the color information from the
5961 given `param2` value.
5962 * Returns `nil` if the given `paramtype2` does not contain color
5964 * `minetest.get_node_drops(node, toolname)`
5965 * Returns list of itemstrings that are dropped by `node` when dug
5966 with the item `toolname` (not limited to tools).
5967 * `node`: node as table or node name
5968 * `toolname`: name of the item used to dig (can be `nil`)
5969 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5970 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5971 * `input.width` = for example `3`
5972 * `input.items` = for example
5973 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5974 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5975 * `output.time` = a number, if unsuccessful: `0`
5976 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5977 placed in `decremented_input.items`. Replacements can be placed in
5978 `decremented_input` if the stack of the replaced item has a count of 1.
5979 * `decremented_input` = like `input`
5980 * `minetest.get_craft_recipe(output)`: returns input
5981 * returns last registered recipe for output item (node)
5982 * `output` is a node or item type such as `"default:torch"`
5983 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5984 * `input.width` = for example `3`
5985 * `input.items` = for example
5986 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5987 * `input.items` = `nil` if no recipe found
5988 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5989 * returns indexed table with all registered recipes for query item (node)
5990 or `nil` if no recipe was found.
5991 * recipe entry table:
5992 * `method`: 'normal' or 'cooking' or 'fuel'
5993 * `width`: 0-3, 0 means shapeless recipe
5994 * `items`: indexed [1-9] table with recipe items
5995 * `output`: string with item name and quantity
5996 * Example result for `"default:gold_ingot"` with two recipes:
6000 method = "cooking", width = 3,
6001 output = "default:gold_ingot", items = {"default:gold_lump"}
6004 method = "normal", width = 1,
6005 output = "default:gold_ingot 9", items = {"default:goldblock"}
6009 * `minetest.handle_node_drops(pos, drops, digger)`
6010 * `drops`: list of itemstrings
6011 * Handles drops from nodes after digging: Default action is to put them
6012 into digger's inventory.
6013 * Can be overridden to get different functionality (e.g. dropping items on
6015 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
6017 * Creates an item string which contains palette index information
6018 for hardware colorization. You can use the returned string
6019 as an output in a craft recipe.
6020 * `item`: the item stack which becomes colored. Can be in string,
6021 table and native form.
6022 * `palette_index`: this index is added to the item stack
6023 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
6024 * Creates an item string which contains static color information
6025 for hardware colorization. Use this method if you wish to colorize
6026 an item that does not own a palette. You can use the returned string
6027 as an output in a craft recipe.
6028 * `item`: the item stack which becomes colored. Can be in string,
6029 table and native form.
6030 * `colorstring`: the new color of the item stack
6035 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
6036 returns `{{actor, pos, time, oldnode, newnode}, ...}`
6037 * Find who has done something to a node, or near a node
6038 * `actor`: `"player:<name>"`, also `"liquid"`.
6039 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
6040 `boolean, log_messages`.
6041 * Revert latest actions of someone
6042 * `actor`: `"player:<name>"`, also `"liquid"`.
6044 Defaults for the `on_place` and `on_drop` item definition functions
6045 -------------------------------------------------------------------
6047 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
6048 * Place item as a node
6049 * `param2` overrides `facedir` and wallmounted `param2`
6050 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
6051 for the newly placed node to prevent a callback and placement loop
6052 * returns `itemstack, position`
6053 * `position`: the location the node was placed to. `nil` if nothing was placed.
6054 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
6056 * returns the leftover itemstack
6057 * **Note**: This function is deprecated and will never be called.
6058 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
6059 * Wrapper that calls `minetest.item_place_node` if appropriate
6060 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
6061 * **Note**: is not called when wielded item overrides `on_place`
6062 * `param2` overrides facedir and wallmounted `param2`
6063 * returns `itemstack, position`
6064 * `position`: the location the node was placed to. `nil` if nothing was placed.
6065 * `minetest.item_pickup(itemstack, picker, pointed_thing, time_from_last_punch, ...)`
6066 * Runs callbacks registered by `minetest.register_on_item_pickup` and adds
6067 the item to the picker's `"main"` inventory list.
6068 * Parameters are the same as in `on_pickup`.
6069 * Returns the leftover itemstack.
6070 * `minetest.item_drop(itemstack, dropper, pos)`
6072 * returns the leftover itemstack
6073 * `minetest.item_eat(hp_change[, replace_with_item])`
6074 * Returns `function(itemstack, user, pointed_thing)` as a
6075 function wrapper for `minetest.do_item_eat`.
6076 * `replace_with_item` is the itemstring which is added to the inventory.
6077 If the player is eating a stack, then replace_with_item goes to a
6080 Defaults for the `on_punch` and `on_dig` node definition callbacks
6081 ------------------------------------------------------------------
6083 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
6084 * Calls functions registered by `minetest.register_on_punchnode()`
6085 * `minetest.node_dig(pos, node, digger)`
6086 * Checks if node can be dug, puts item into inventory, removes node
6087 * Calls functions registered by `minetest.registered_on_dignodes()`
6092 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
6093 * `spec` is a `SimpleSoundSpec`
6094 * `parameters` is a sound parameter table
6095 * `ephemeral` is a boolean (default: false)
6096 Ephemeral sounds will not return a handle and can't be stopped or faded.
6097 It is recommend to use this for short sounds that happen in response to
6098 player actions (e.g. door closing).
6099 * `minetest.sound_stop(handle)`
6100 * `handle` is a handle returned by `minetest.sound_play`
6101 * `minetest.sound_fade(handle, step, gain)`
6102 * `handle` is a handle returned by `minetest.sound_play`
6103 * `step` determines how fast a sound will fade.
6104 The gain will change by this much per second,
6105 until it reaches the target gain.
6106 Note: Older versions used a signed step. This is deprecated, but old
6107 code will still work. (the client uses abs(step) to correct it)
6108 * `gain` the target gain for the fade.
6109 Fading to zero will delete the sound.
6114 * `minetest.after(time, func, ...)`: returns job table to use as below.
6115 * Call the function `func` after `time` seconds, may be fractional
6116 * Optional: Variable number of arguments that are passed to `func`
6119 * Cancels the job function from being called
6124 The engine allows you to submit jobs to be ran in an isolated environment
6125 concurrently with normal server operation.
6126 A job consists of a function to be ran in the async environment, any amount of
6127 arguments (will be serialized) and a callback that will be called with the return
6128 value of the job function once it is finished.
6130 The async environment does *not* have access to the map, entities, players or any
6131 globals defined in the 'usual' environment. Consequently, functions like
6132 `minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
6134 Arguments and return values passed through this can contain certain userdata
6135 objects that will be seamlessly copied (not shared) to the async environment.
6136 This allows you easy interoperability for delegating work to jobs.
6138 * `minetest.handle_async(func, callback, ...)`:
6139 * Queue the function `func` to be ran in an async environment.
6140 Note that there are multiple persistent workers and any of them may
6141 end up running a given job. The engine will scale the amount of
6142 worker threads automatically.
6143 * When `func` returns the callback is called (in the normal environment)
6144 with all of the return values as arguments.
6145 * Optional: Variable number of arguments that are passed to `func`
6146 * `minetest.register_async_dofile(path)`:
6147 * Register a path to a Lua file to be imported when an async environment
6148 is initialized. You can use this to preload code which you can then call
6149 later using `minetest.handle_async()`.
6151 ### List of APIs available in an async environment
6162 * only if transferred into environment; can't read/write to map
6165 Class instances that can be transferred between environments:
6172 * Standalone helpers such as logging, filesystem, encoding,
6173 hashing or compression APIs
6174 * `minetest.request_insecure_environment` (same restrictions apply)
6177 * `minetest.settings`
6178 * `minetest.registered_items`, `registered_nodes`, `registered_tools`,
6179 `registered_craftitems` and `registered_aliases`
6180 * with all functions and userdata values replaced by `true`, calling any
6181 callbacks here is obviously not possible
6186 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
6187 server shutdown. Will display `message` to clients.
6188 * `reconnect` == true displays a reconnect button
6189 * `delay` adds an optional delay (in seconds) before shutdown.
6190 Negative delay cancels the current active shutdown.
6191 Zero delay triggers an immediate shutdown.
6192 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
6193 * `minetest.get_server_status(name, joined)`
6194 * Returns the server status string when a player joins or when the command
6195 `/status` is called. Returns `nil` or an empty string when the message is
6197 * `joined`: Boolean value, indicates whether the function was called when
6199 * This function may be overwritten by mods to customize the status message.
6200 * `minetest.get_server_uptime()`: returns the server uptime in seconds
6201 * `minetest.get_server_max_lag()`: returns the current maximum lag
6202 of the server in seconds or nil if server is not fully loaded yet
6203 * `minetest.remove_player(name)`: remove player from database (if they are not
6205 * As auth data is not removed, minetest.player_exists will continue to
6206 return true. Call the below method as well if you want to remove auth
6208 * Returns a code (0: successful, 1: no such player, 2: player is connected)
6209 * `minetest.remove_player_auth(name)`: remove player authentication data
6210 * Returns boolean indicating success (false if player nonexistent)
6211 * `minetest.dynamic_add_media(options, callback)`
6212 * `options`: table containing the following parameters
6213 * `filepath`: path to a media file on the filesystem
6214 * `to_player`: name of the player the media should be sent to instead of
6215 all players (optional)
6216 * `ephemeral`: boolean that marks the media as ephemeral,
6217 it will not be cached on the client (optional, default false)
6218 * `callback`: function with arguments `name`, which is a player name
6219 * Pushes the specified media file to client(s). (details below)
6220 The file must be a supported image, sound or model format.
6221 Dynamically added media is not persisted between server restarts.
6222 * Returns false on error, true if the request was accepted
6223 * The given callback will be called for every player as soon as the
6224 media is available on the client.
6226 * If `ephemeral`=false and `to_player` is unset the file is added to the media
6227 sent to clients on startup, this means the media will appear even on
6228 old clients if they rejoin the server.
6229 * If `ephemeral`=false the file must not be modified, deleted, moved or
6230 renamed after calling this function.
6231 * Regardless of any use of `ephemeral`, adding media files with the same
6232 name twice is not possible/guaranteed to work. An exception to this is the
6233 use of `to_player` to send the same, already existent file to multiple
6235 * Clients will attempt to fetch files added this way via remote media,
6236 this can make transfer of bigger files painless (if set up). Nevertheless
6237 it is advised not to use dynamic media for big media files.
6242 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
6243 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
6244 IP address or name formatted as string
6245 * `minetest.ban_player(name)`: ban the IP of a currently connected player
6246 * Returns boolean indicating success
6247 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
6249 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
6251 * Returns boolean indicating success (false if player nonexistent)
6252 * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
6253 optional reason, this will not prefix with 'Kicked: ' like kick_player.
6254 If no reason is given, it will default to 'Disconnected.'
6255 * Returns boolean indicating success (false if player nonexistent)
6260 * `minetest.add_particle(particle definition)`
6261 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
6262 expirationtime, size, collisiondetection, texture, playername)`
6264 * `minetest.add_particlespawner(particlespawner definition)`
6265 * Add a `ParticleSpawner`, an object that spawns an amount of particles
6266 over `time` seconds.
6267 * Returns an `id`, and -1 if adding didn't succeed
6268 * Deprecated: `minetest.add_particlespawner(amount, time,
6272 minexptime, maxexptime,
6274 collisiondetection, texture, playername)`
6276 * `minetest.delete_particlespawner(id, player)`
6277 * Delete `ParticleSpawner` with `id` (return value from
6278 `minetest.add_particlespawner`).
6279 * If playername is specified, only deletes on the player's client,
6280 otherwise on all clients.
6285 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
6286 * Create a schematic from the volume of map specified by the box formed by
6288 * Apply the specified probability and per-node force-place to the specified
6289 nodes according to the `probability_list`.
6290 * `probability_list` is an array of tables containing two fields, `pos`
6292 * `pos` is the 3D vector specifying the absolute coordinates of the
6293 node being modified,
6294 * `prob` is an integer value from `0` to `255` that encodes
6295 probability and per-node force-place. Probability has levels
6296 0-127, then 128 may be added to encode per-node force-place.
6297 For probability stated as 0-255, divide by 2 and round down to
6298 get values 0-127, then add 128 to apply per-node force-place.
6299 * If there are two or more entries with the same pos value, the
6301 * If `pos` is not inside the box formed by `p1` and `p2`, it is
6303 * If `probability_list` equals `nil`, no probabilities are applied.
6304 * Apply the specified probability to the specified horizontal slices
6305 according to the `slice_prob_list`.
6306 * `slice_prob_list` is an array of tables containing two fields, `ypos`
6308 * `ypos` indicates the y position of the slice with a probability
6309 applied, the lowest slice being `ypos = 0`.
6310 * If slice probability list equals `nil`, no slice probabilities
6312 * Saves schematic in the Minetest Schematic format to filename.
6314 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
6315 * Place the schematic specified by schematic (see [Schematic specifier]) at
6317 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
6318 * If the `rotation` parameter is omitted, the schematic is not rotated.
6319 * `replacements` = `{["old_name"] = "convert_to", ...}`
6320 * `force_placement` is a boolean indicating whether nodes other than `air`
6321 and `ignore` are replaced by the schematic.
6322 * Returns nil if the schematic could not be loaded.
6323 * **Warning**: Once you have loaded a schematic from a file, it will be
6324 cached. Future calls will always use the cached version and the
6325 replacement list defined for it, regardless of whether the file or the
6326 replacement list parameter have changed. The only way to load the file
6327 anew is to restart the server.
6328 * `flags` is a flag field with the available flags:
6333 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
6334 * This function is analogous to minetest.place_schematic, but places a
6335 schematic onto the specified VoxelManip object `vmanip` instead of the
6337 * Returns false if any part of the schematic was cut-off due to the
6338 VoxelManip not containing the full area required, and true if the whole
6339 schematic was able to fit.
6340 * Returns nil if the schematic could not be loaded.
6341 * After execution, any external copies of the VoxelManip contents are
6343 * `flags` is a flag field with the available flags:
6348 * `minetest.serialize_schematic(schematic, format, options)`
6349 * Return the serialized schematic specified by schematic
6350 (see [Schematic specifier])
6351 * in the `format` of either "mts" or "lua".
6352 * "mts" - a string containing the binary MTS data used in the MTS file
6354 * "lua" - a string containing Lua code representing the schematic in table
6356 * `options` is a table containing the following optional parameters:
6357 * If `lua_use_comments` is true and `format` is "lua", the Lua code
6358 generated will have (X, Z) position comments for every X row
6359 generated in the schematic data for easier reading.
6360 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
6361 the Lua code generated will use that number of spaces as indentation
6362 instead of a tab character.
6364 * `minetest.read_schematic(schematic, options)`
6365 * Returns a Lua table representing the schematic (see: [Schematic specifier])
6366 * `schematic` is the schematic to read (see: [Schematic specifier])
6367 * `options` is a table containing the following optional parameters:
6368 * `write_yslice_prob`: string value:
6369 * `none`: no `write_yslice_prob` table is inserted,
6370 * `low`: only probabilities that are not 254 or 255 are written in
6371 the `write_ylisce_prob` table,
6372 * `all`: write all probabilities to the `write_yslice_prob` table.
6373 * The default for this option is `all`.
6374 * Any invalid value will be interpreted as `all`.
6379 * `minetest.request_http_api()`:
6380 * returns `HTTPApiTable` containing http functions if the calling mod has
6381 been granted access by being listed in the `secure.http_mods` or
6382 `secure.trusted_mods` setting, otherwise returns `nil`.
6383 * The returned table contains the functions `fetch`, `fetch_async` and
6384 `fetch_async_get` described below.
6385 * Only works at init time and must be called from the mod's main scope
6386 (not from a function).
6387 * Function only exists if minetest server was built with cURL support.
6388 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
6390 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
6391 * Performs given request asynchronously and calls callback upon completion
6392 * callback: `function(HTTPRequestResult res)`
6393 * Use this HTTP function if you are unsure, the others are for advanced use
6394 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
6395 * Performs given request asynchronously and returns handle for
6396 `HTTPApiTable.fetch_async_get`
6397 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
6398 * Return response data for given asynchronous HTTP request
6403 * `minetest.get_mod_storage()`:
6404 * returns reference to mod private `StorageRef`
6405 * must be called during mod load time
6410 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
6411 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
6412 * `minetest.player_exists(name)`: boolean, whether player exists
6413 (regardless of online status)
6414 * `minetest.hud_replace_builtin(name, hud_definition)`
6415 * Replaces definition of a builtin hud element
6416 * `name`: `"breath"` or `"health"`
6417 * `hud_definition`: definition to replace builtin definition
6418 * `minetest.parse_relative_number(arg, relative_to)`: returns number or nil
6419 * Helper function for chat commands.
6420 * For parsing an optionally relative number of a chat command
6421 parameter, using the chat command tilde notation.
6422 * `arg`: String snippet containing the number; possible values:
6423 * `"<number>"`: return as number
6424 * `"~<number>"`: return `relative_to + <number>`
6425 * `"~"`: return `relative_to`
6426 * Anything else will return `nil`
6427 * `relative_to`: Number to which the `arg` number might be relative to
6429 * `minetest.parse_relative_number("5", 10)` returns 5
6430 * `minetest.parse_relative_number("~5", 10)` returns 15
6431 * `minetest.parse_relative_number("~", 10)` returns 10
6432 * `minetest.send_join_message(player_name)`
6433 * This function can be overridden by mods to change the join message.
6434 * `minetest.send_leave_message(player_name, timed_out)`
6435 * This function can be overridden by mods to change the leave message.
6436 * `minetest.hash_node_position(pos)`: returns a 48-bit integer
6437 * `pos`: table {x=number, y=number, z=number},
6438 * Gives a unique hash number for a node position (16+16+16=48bit)
6439 * `minetest.get_position_from_hash(hash)`: returns a position
6440 * Inverse transform of `minetest.hash_node_position`
6441 * `minetest.get_item_group(name, group)`: returns a rating
6442 * Get rating of a group of an item. (`0` means: not in group)
6443 * `minetest.get_node_group(name, group)`: returns a rating
6444 * Deprecated: An alias for the former.
6445 * `minetest.raillike_group(name)`: returns a rating
6446 * Returns rating of the connect_to_raillike group corresponding to name
6447 * If name is not yet the name of a connect_to_raillike group, a new group
6448 id is created, with that name.
6449 * `minetest.get_content_id(name)`: returns an integer
6450 * Gets the internal content ID of `name`
6451 * `minetest.get_name_from_content_id(content_id)`: returns a string
6452 * Gets the name of the content with that content ID
6453 * `minetest.parse_json(string[, nullvalue])`: returns something
6454 * Convert a string containing JSON data into the Lua equivalent
6455 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
6456 * On success returns a table, a string, a number, a boolean or `nullvalue`
6457 * On failure outputs an error message and returns `nil`
6458 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
6459 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
6461 * Convert a Lua table into a JSON string
6462 * styled: Outputs in a human-readable format if this is set, defaults to
6464 * Unserializable things like functions and userdata will cause an error.
6465 * **Warning**: JSON is more strict than the Lua table format.
6466 1. You can only use strings and positive integers of at least one as
6468 2. You cannot mix string and integer keys.
6469 This is due to the fact that JSON has two distinct array and object
6471 * Example: `write_json({10, {a = false}})`,
6472 returns `'[10, {"a": false}]'`
6473 * `minetest.serialize(table)`: returns a string
6474 * Convert a table containing tables, strings, numbers, booleans and `nil`s
6475 into string form readable by `minetest.deserialize`
6476 * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
6477 * `minetest.deserialize(string[, safe])`: returns a table
6478 * Convert a string returned by `minetest.serialize` into a table
6479 * `string` is loaded in an empty sandbox environment.
6480 * Will load functions if safe is false or omitted. Although these functions
6481 cannot directly access the global environment, they could bypass this
6482 restriction with maliciously crafted Lua bytecode if mod security is
6484 * This function should not be used on untrusted data, regardless of the
6485 value of `safe`. It is fine to serialize then deserialize user-provided
6486 data, but directly providing user input to deserialize is always unsafe.
6487 * Example: `deserialize('return { ["foo"] = "bar" }')`,
6488 returns `{foo="bar"}`
6489 * Example: `deserialize('print("foo")')`, returns `nil`
6490 (function call fails), returns
6491 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
6492 * `minetest.compress(data, method, ...)`: returns `compressed_data`
6493 * Compress a string of data.
6494 * `method` is a string identifying the compression method to be used.
6495 * Supported compression methods:
6496 * Deflate (zlib): `"deflate"`
6497 * Zstandard: `"zstd"`
6498 * `...` indicates method-specific arguments. Currently defined arguments
6500 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
6501 * Zstandard: `level` - Compression level. Integer or `nil`. Default `3`.
6502 Note any supported Zstandard compression level could be used here,
6503 but these are subject to change between Zstandard versions.
6504 * `minetest.decompress(compressed_data, method, ...)`: returns data
6505 * Decompress a string of data using the algorithm specified by `method`.
6506 * See documentation on `minetest.compress()` for supported compression
6508 * `...` indicates method-specific arguments. Currently, no methods use this
6509 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
6510 * Each argument is an 8 Bit unsigned integer
6511 * Returns the ColorString from rgb or rgba values
6512 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
6513 * `minetest.encode_base64(string)`: returns string encoded in base64
6514 * Encodes a string in base64.
6515 * `minetest.decode_base64(string)`: returns string or nil on failure
6516 * Padding characters are only supported starting at version 5.4.0, where
6517 5.5.0 and newer perform proper checks.
6518 * Decodes a string encoded in base64.
6519 * `minetest.is_protected(pos, name)`: returns boolean
6520 * Returning `true` restricts the player `name` from modifying (i.e. digging,
6521 placing) the node at position `pos`.
6522 * `name` will be `""` for non-players or unknown players.
6523 * This function should be overridden by protection mods. It is highly
6524 recommended to grant access to players with the `protection_bypass` privilege.
6525 * Cache and call the old version of this function if the position is
6526 not protected by the mod. This will allow using multiple protection mods.
6529 local old_is_protected = minetest.is_protected
6530 function minetest.is_protected(pos, name)
6531 if mymod:position_protected_from(pos, name) then
6534 return old_is_protected(pos, name)
6536 * `minetest.record_protection_violation(pos, name)`
6537 * This function calls functions registered with
6538 `minetest.register_on_protection_violation`.
6539 * `minetest.is_creative_enabled(name)`: returns boolean
6540 * Returning `true` means that Creative Mode is enabled for player `name`.
6541 * `name` will be `""` for non-players or if the player is unknown.
6542 * This function should be overridden by Creative Mode-related mods to
6543 implement a per-player Creative Mode.
6544 * By default, this function returns `true` if the setting
6545 `creative_mode` is `true` and `false` otherwise.
6546 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6547 * Returns the position of the first node that `player_name` may not modify
6548 in the specified cuboid between `pos1` and `pos2`.
6549 * Returns `false` if no protections were found.
6550 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6551 The points are spaced evenly throughout the volume and have a spacing
6552 similar to, but no larger than, `interval`.
6553 * All corners and edges of the defined volume are checked.
6554 * `interval` defaults to 4.
6555 * `interval` should be carefully chosen and maximized to avoid an excessive
6556 number of points being checked.
6557 * Like `minetest.is_protected`, this function may be extended or
6558 overwritten by mods to provide a faster implementation to check the
6559 cuboid for intersections.
6560 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6561 orient_flags, prevent_after_place])`
6562 * Attempt to predict the desired orientation of the facedir-capable node
6563 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6564 or hanging from the ceiling).
6565 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6566 stacks are handled normally.
6567 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6568 * `invert_wall`: if `true`, place wall-orientation on the ground and
6569 ground-orientation on the wall.
6570 * `force_wall`: if `true`, always place the node in wall orientation.
6571 * `force_ceiling`: if `true`, always place on the ceiling.
6572 * `force_floor`: if `true`, always place the node on the floor.
6573 * `force_facedir`: if `true`, forcefully reset the facedir to north
6574 when placing on the floor or ceiling.
6575 * The first four options are mutually-exclusive; the last in the list
6576 takes precedence over the first.
6577 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6578 * Returns the new itemstack after placement
6579 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6580 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6581 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6582 parameter and `prevent_after_place` set to `true`.
6584 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6585 tool_capabilities, dir, distance, damage)`
6586 * Returns the amount of knockback applied on the punched player.
6587 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6588 * `distance`: distance between puncher and punched player
6589 * This function can be overridden by mods that wish to modify this behavior.
6590 * You may want to cache and call the old function to allow multiple mods to
6591 change knockback behavior.
6593 * `minetest.forceload_block(pos[, transient[, limit]])`
6594 * forceloads the position `pos`.
6595 * returns `true` if area could be forceloaded
6596 * If `transient` is `false` or absent, the forceload will be persistent
6597 (saved between server runs). If `true`, the forceload will be transient
6598 (not saved between server runs).
6599 * `limit` is an optional limit on the number of blocks that can be
6600 forceloaded at once. If `limit` is negative, there is no limit. If it is
6601 absent, the limit is the value of the setting `"max_forceloaded_blocks"`.
6602 If the call would put the number of blocks over the limit, the call fails.
6604 * `minetest.forceload_free_block(pos[, transient])`
6605 * stops forceloading the position `pos`
6606 * If `transient` is `false` or absent, frees a persistent forceload.
6607 If `true`, frees a transient forceload.
6609 * `minetest.compare_block_status(pos, condition)`
6610 * Checks whether the mapblock at position `pos` is in the wanted condition.
6611 * `condition` may be one of the following values:
6612 * `"unknown"`: not in memory
6613 * `"emerging"`: in the queue for loading from disk or generating
6614 * `"loaded"`: in memory but inactive (no ABMs are executed)
6615 * `"active"`: in memory and active
6616 * Other values are reserved for future functionality extensions
6617 * Return value, the comparison status:
6618 * `false`: Mapblock does not fulfill the wanted condition
6619 * `true`: Mapblock meets the requirement
6620 * `nil`: Unsupported `condition` value
6622 * `minetest.request_insecure_environment()`: returns an environment containing
6623 insecure functions if the calling mod has been listed as trusted in the
6624 `secure.trusted_mods` setting or security is disabled, otherwise returns
6626 * Only works at init time and must be called from the mod's main scope
6627 (ie: the init.lua of the mod, not from another Lua file or within a function).
6628 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6629 IT IN A LOCAL VARIABLE!**
6631 * `minetest.global_exists(name)`
6632 * Checks if a global variable has been set, without triggering a warning.
6637 * `minetest.env`: `EnvRef` of the server environment and world.
6638 * Any function in the minetest namespace can be called using the syntax
6639 `minetest.env:somefunction(somearguments)`
6640 instead of `minetest.somefunction(somearguments)`
6641 * Deprecated, but support is not to be dropped soon
6646 ### Registered definition tables
6648 * `minetest.registered_items`
6649 * Map of registered items, indexed by name
6650 * `minetest.registered_nodes`
6651 * Map of registered node definitions, indexed by name
6652 * `minetest.registered_craftitems`
6653 * Map of registered craft item definitions, indexed by name
6654 * `minetest.registered_tools`
6655 * Map of registered tool definitions, indexed by name
6656 * `minetest.registered_entities`
6657 * Map of registered entity prototypes, indexed by name
6658 * Values in this table may be modified directly.
6659 Note: changes to initial properties will only affect entities spawned afterwards,
6660 as they are only read when spawning.
6661 * `minetest.object_refs`
6662 * Map of object references, indexed by active object id
6663 * `minetest.luaentities`
6664 * Map of Lua entities, indexed by active object id
6665 * `minetest.registered_abms`
6666 * List of ABM definitions
6667 * `minetest.registered_lbms`
6668 * List of LBM definitions
6669 * `minetest.registered_aliases`
6670 * Map of registered aliases, indexed by name
6671 * `minetest.registered_ores`
6672 * Map of registered ore definitions, indexed by the `name` field.
6673 * If `name` is nil, the key is the object handle returned by
6674 `minetest.register_ore`.
6675 * `minetest.registered_biomes`
6676 * Map of registered biome definitions, indexed by the `name` field.
6677 * If `name` is nil, the key is the object handle returned by
6678 `minetest.register_biome`.
6679 * `minetest.registered_decorations`
6680 * Map of registered decoration definitions, indexed by the `name` field.
6681 * If `name` is nil, the key is the object handle returned by
6682 `minetest.register_decoration`.
6683 * `minetest.registered_schematics`
6684 * Map of registered schematic definitions, indexed by the `name` field.
6685 * If `name` is nil, the key is the object handle returned by
6686 `minetest.register_schematic`.
6687 * `minetest.registered_chatcommands`
6688 * Map of registered chat command definitions, indexed by name
6689 * `minetest.registered_privileges`
6690 * Map of registered privilege definitions, indexed by name
6691 * Registered privileges can be modified directly in this table.
6693 ### Registered callback tables
6695 All callbacks registered with [Global callback registration functions] are added
6696 to corresponding `minetest.registered_*` tables.
6704 Sorted alphabetically.
6709 AreaStore is a data structure to calculate intersections of 3D cuboid volumes
6710 and points. The `data` field (string) may be used to store and retrieve any
6711 mod-relevant information to the specified area.
6713 Despite its name, mods must take care of persisting AreaStore data. They may
6714 use the provided load and write functions for this.
6719 * `AreaStore(type_name)`
6720 * Returns a new AreaStore instance
6721 * `type_name`: optional, forces the internally used API.
6722 * Possible values: `"LibSpatial"` (default).
6723 * When other values are specified, or SpatialIndex is not available,
6724 the custom Minetest functions are used.
6725 * `get_area(id, include_corners, include_data)`
6726 * Returns the area information about the specified ID.
6727 * Returned values are either of these:
6729 nil -- Area not found
6730 true -- Without `include_corners` and `include_data`
6732 min = pos, max = pos -- `include_corners == true`
6733 data = string -- `include_data == true`
6736 * `get_areas_for_pos(pos, include_corners, include_data)`
6737 * Returns all areas as table, indexed by the area ID.
6738 * Table values: see `get_area`.
6739 * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
6740 * Returns all areas that contain all nodes inside the area specified by`
6741 `corner1 and `corner2` (inclusive).
6742 * `accept_overlap`: if `true`, areas are returned that have nodes in
6743 common (intersect) with the specified area.
6744 * Returns the same values as `get_areas_for_pos`.
6745 * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
6746 * Returns the new area's ID, or nil if the insertion failed.
6747 * The (inclusive) positions `corner1` and `corner2` describe the area.
6748 * `data` is a string stored with the area.
6749 * `id` (optional): will be used as the internal area ID if it is a unique
6750 number between 0 and 2^32-2.
6752 * Requires SpatialIndex, no-op function otherwise.
6753 * Reserves resources for `count` many contained areas to improve
6754 efficiency when working with many area entries. Additional areas can still
6755 be inserted afterwards at the usual complexity.
6756 * `remove_area(id)`: removes the area with the given id from the store, returns
6758 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6759 Calling invalidates the cache, so that its elements have to be newly
6761 * `params` is a table with the following fields:
6763 enabled = boolean, -- Whether to enable, default true
6764 block_radius = int, -- The radius (in nodes) of the areas the cache
6765 -- generates prefiltered lists for, minimum 16,
6767 limit = int, -- The cache size, minimum 20, default 1000
6768 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6770 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6772 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6774 Returns success and, optionally, an error message.
6775 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6781 An `InvRef` is a reference to an inventory.
6785 * `is_empty(listname)`: return `true` if list is empty
6786 * `get_size(listname)`: get size of a list
6787 * `set_size(listname, size)`: set size of a list
6788 * returns `false` on error (e.g. invalid `listname` or `size`)
6789 * `get_width(listname)`: get width of a list
6790 * `set_width(listname, width)`: set width of list; currently used for crafting
6791 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6792 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6793 * `get_list(listname)`: return full list (list of `ItemStack`s)
6794 * `set_list(listname, list)`: set full list (size will not change)
6795 * `get_lists()`: returns table that maps listnames to inventory lists
6796 * `set_lists(lists)`: sets inventory lists (size will not change)
6797 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6799 * `room_for_item(listname, stack):` returns `true` if the stack of items
6800 can be fully added to the list
6801 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6802 the stack of items can be fully taken from the list.
6803 If `match_meta` is false, only the items' names are compared
6805 * `remove_item(listname, stack)`: take as many items as specified from the
6806 list, returns the items that were actually removed (as an `ItemStack`)
6807 -- note that any item metadata is ignored, so attempting to remove a specific
6808 unique item this way will likely remove the wrong one -- to do that use
6809 `set_stack` with an empty `ItemStack`.
6810 * `get_location()`: returns a location compatible to
6811 `minetest.get_inventory(location)`.
6812 * returns `{type="undefined"}` in case location is not known
6816 Detached & nodemeta inventories provide the following callbacks for move actions:
6820 The `allow_*` callbacks return how many items can be moved.
6822 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6823 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6824 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6828 The `on_*` callbacks are called after the items have been placed in the inventories.
6830 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6831 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6832 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6836 When a player tries to put an item to a place where another item is, the items are *swapped*.
6837 This means that all callbacks will be called twice (once for each action).
6842 An `ItemStack` is a stack of items.
6844 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6845 an itemstring, a table or `nil`.
6849 * `is_empty()`: returns `true` if stack is empty.
6850 * `get_name()`: returns item name (e.g. `"default:stone"`).
6851 * `set_name(item_name)`: returns a boolean indicating whether the item was
6853 * `get_count()`: Returns number of items on the stack.
6854 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6855 * `count`: number, unsigned 16 bit integer
6856 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6857 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6858 * `wear`: number, unsigned 16 bit integer
6859 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6860 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6862 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6863 * `get_description()`: returns the description shown in inventory list tooltips.
6864 * The engine uses this when showing item descriptions in tooltips.
6865 * Fields for finding the description, in order:
6866 * `description` in item metadata (See [Item Metadata].)
6867 * `description` in item definition
6869 * `get_short_description()`: returns the short description or nil.
6870 * Unlike the description, this does not include new lines.
6871 * Fields for finding the short description, in order:
6872 * `short_description` in item metadata (See [Item Metadata].)
6873 * `short_description` in item definition
6874 * first line of the description (From item meta or def, see `get_description()`.)
6875 * Returns nil if none of the above are set
6876 * `clear()`: removes all items from the stack, making it empty.
6877 * `replace(item)`: replace the contents of this stack.
6878 * `item` can also be an itemstring or table.
6879 * `to_string()`: returns the stack in itemstring form.
6880 * `to_table()`: returns the stack in Lua table form.
6881 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6883 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6884 * `is_known()`: returns `true` if the item name refers to a defined item type.
6885 * `get_definition()`: returns the item definition table.
6886 * `get_tool_capabilities()`: returns the digging properties of the item,
6887 or those of the hand if none are defined for this item type
6888 * `add_wear(amount)`
6889 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6890 * Valid `amount` range is [0,65536]
6891 * `amount`: number, integer
6892 * `add_wear_by_uses(max_uses)`
6893 * Increases wear in such a way that, if only this function is called,
6894 the item breaks after `max_uses` times
6895 * Valid `max_uses` range is [0,65536]
6896 * Does nothing if item is not a tool or if `max_uses` is 0
6897 * `add_item(item)`: returns leftover `ItemStack`
6898 * Put some item or stack onto this stack
6899 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6901 * `take_item(n)`: returns taken `ItemStack`
6902 * Take (and remove) up to `n` items from this stack
6903 * `n`: number, default: `1`
6904 * `peek_item(n)`: returns taken `ItemStack`
6905 * Copy (don't remove) up to `n` items from this stack
6906 * `n`: number, default: `1`
6908 * returns `true` if this stack is identical to `other`.
6909 * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
6910 as stack metadata can be serialized in arbitrary order.
6911 * Note: if `other` is an itemstring or table representation of an
6912 ItemStack, this will always return false, even if it is
6917 * `stack1 == stack2`:
6918 * Returns whether `stack1` and `stack2` are identical.
6919 * Note: `stack1:to_string() == stack2:to_string()` is not reliable,
6920 as stack metadata can be serialized in arbitrary order.
6921 * Note: if `stack2` is an itemstring or table representation of an
6922 ItemStack, this will always return false, even if it is
6928 ItemStack metadata: reference extra data and functionality stored in a stack.
6929 Can be obtained via `item:get_meta()`.
6933 * All methods in MetaDataRef
6934 * `set_tool_capabilities([tool_capabilities])`
6935 * Overrides the item's tool capabilities
6936 * A nil value will clear the override data and restore the original
6942 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6943 and [`PlayerMetaRef`].
6945 Note: If a metadata value is in the format `${k}`, an attempt to get the value
6946 will return the value associated with key `k`. There is a low recursion limit.
6947 This behavior is **deprecated** and will be removed in a future version. Usage
6948 of the `${k}` syntax in formspecs is not deprecated.
6952 * `contains(key)`: Returns true if key present, otherwise false.
6953 * Returns `nil` when the MetaData is inexistent.
6954 * `get(key)`: Returns `nil` if key not present, else the stored string.
6955 * `set_string(key, value)`: Value of `""` will delete the key.
6956 * `get_string(key)`: Returns `""` if key not present.
6957 * `set_int(key, value)`
6958 * `get_int(key)`: Returns `0` if key not present.
6959 * `set_float(key, value)`
6960 * `get_float(key)`: Returns `0` if key not present.
6961 * `get_keys()`: returns a list of all keys in the metadata.
6962 * `to_table()`: returns `nil` or a table with keys:
6963 * `fields`: key-value storage
6964 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6965 * `from_table(nil or {})`
6966 * Any non-table value will clear the metadata
6967 * See [Node Metadata] for an example
6968 * returns `true` on success
6970 * returns `true` if this metadata has the same key-value pairs as `other`
6975 An interface to use mod channels on client and server
6979 * `leave()`: leave the mod channel.
6980 * Server leaves channel `channel_name`.
6981 * No more incoming or outgoing messages can be sent to this channel from
6983 * This invalidate all future object usage.
6984 * Ensure you set mod_channel to nil after that to free Lua resources.
6985 * `is_writeable()`: returns true if channel is writeable and mod can send over
6987 * `send_all(message)`: Send `message` though the mod channel.
6988 * If mod channel is not writeable or invalid, message will be dropped.
6989 * Message size is limited to 65535 characters by protocol.
6994 Node metadata: reference extra data and functionality stored in a node.
6995 Can be obtained via `minetest.get_meta(pos)`.
6999 * All methods in MetaDataRef
7000 * `get_inventory()`: returns `InvRef`
7001 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
7002 This will prevent them from being sent to the client. Note that the "private"
7003 status will only be remembered if an associated key-value pair exists,
7004 meaning it's best to call this when initializing all other meta (e.g.
7010 Node Timers: a high resolution persistent per-node timer.
7011 Can be gotten via `minetest.get_node_timer(pos)`.
7015 * `set(timeout,elapsed)`
7016 * set a timer's state
7017 * `timeout` is in seconds, and supports fractional values (0.1 etc)
7018 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
7019 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
7023 * equivalent to `set(timeout,0)`
7026 * `get_timeout()`: returns current timeout in seconds
7027 * if `timeout` equals `0`, timer is inactive
7028 * `get_elapsed()`: returns current elapsed time in seconds
7029 * the node's `on_timer` function will be called after `(timeout - elapsed)`
7031 * `is_started()`: returns boolean state of timer
7032 * returns `true` if timer is started, otherwise `false`
7037 Moving things in the game are generally these.
7038 This is basically a reference to a C++ `ServerActiveObject`.
7040 ### Advice on handling `ObjectRefs`
7042 When you receive an `ObjectRef` as a callback argument or from another API
7043 function, it is possible to store the reference somewhere and keep it around.
7044 It will keep functioning until the object is unloaded or removed.
7046 However, doing this is **NOT** recommended as there is (intentionally) no method
7047 to test if a previously acquired `ObjectRef` is still valid.
7048 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
7049 Lua back to the engine.
7050 Doing so is much less error-prone and you will never need to wonder if the
7051 object you are working with still exists.
7055 It is possible to attach objects to other objects (`set_attach` method).
7057 When an object is attached, it is positioned relative to the parent's position
7058 and rotation. `get_pos` and `get_rotation` will always return the parent's
7059 values and changes via their setter counterparts are ignored.
7061 To change position or rotation call `set_attach` again with the new values.
7063 **Note**: Just like model dimensions, the relative position in `set_attach`
7064 must be multiplied by 10 compared to world positions.
7066 It is also possible to attach to a bone of the parent object. In that case the
7067 child will follow movement and rotation of that bone.
7071 * `get_pos()`: returns `{x=num, y=num, z=num}`
7072 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
7073 * `get_velocity()`: returns the velocity, a vector.
7074 * `add_velocity(vel)`
7075 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
7076 * In comparison to using get_velocity, adding the velocity and then using
7077 set_velocity, add_velocity is supposed to avoid synchronization problems.
7078 Additionally, players also do not support set_velocity.
7080 * Does not apply during free_move.
7081 * Note that since the player speed is normalized at each move step,
7082 increasing e.g. Y velocity beyond what would usually be achieved
7083 (see: physics overrides) will cause existing X/Z velocity to be reduced.
7084 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
7085 pressing the jump key (assuming default settings)
7086 * `move_to(pos, continuous=false)`
7087 * Does an interpolated move for Lua entities for visually smooth transitions.
7088 * If `continuous` is true, the Lua entity will not be moved to the current
7089 position before starting the interpolated move.
7090 * For players this does the same as `set_pos`,`continuous` is ignored.
7091 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
7092 * `puncher` = another `ObjectRef`,
7093 * `time_from_last_punch` = time since last punch action of the puncher
7094 * `direction`: can be `nil`
7095 * `right_click(clicker)`; `clicker` is another `ObjectRef`
7096 * `get_hp()`: returns number of health points
7097 * `set_hp(hp, reason)`: set number of health points
7098 * See reason in register_on_player_hpchange
7099 * Is limited to the range of 0 ... 65535 (2^16 - 1)
7100 * For players: HP are also limited by `hp_max` specified in object properties
7101 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
7102 * `get_wield_list()`: returns the name of the inventory list the wielded item
7104 * `get_wield_index()`: returns the index of the wielded item
7105 * `get_wielded_item()`: returns an `ItemStack`
7106 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
7108 * `set_armor_groups({group1=rating, group2=rating, ...})`
7109 * `get_armor_groups()`: returns a table with the armor group ratings
7110 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
7111 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
7112 * `frame_speed`: number, default: `15.0`
7113 * `frame_blend`: number, default: `0.0`
7114 * `frame_loop`: boolean, default: `true`
7115 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
7117 * `set_animation_frame_speed(frame_speed)`
7118 * `frame_speed`: number, default: `15.0`
7119 * `set_attach(parent[, bone, position, rotation, forced_visible])`
7120 * `parent`: `ObjectRef` to attach to
7121 * `bone`: default `""` (the root bone)
7122 * `position`: relative position, default `{x=0, y=0, z=0}`
7123 * `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
7124 * `forced_visible`: Boolean to control whether the attached entity
7125 should appear in first person, default `false`.
7126 * Please also read the [Attachments] section above.
7127 * This command may fail silently (do nothing) when it would result
7128 in circular attachments.
7129 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
7130 or nil if it isn't attached.
7131 * `get_children()`: returns a list of ObjectRefs that are attached to the
7134 * `set_bone_position([bone, position, rotation])`
7135 * `bone`: string. Default is `""`, the root bone
7136 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
7137 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
7138 * `get_bone_position(bone)`: returns position and rotation of the bone
7139 * `set_properties(object property table)`
7140 * `get_properties()`: returns object property table
7141 * `is_player()`: returns true for players, false otherwise
7142 * `get_nametag_attributes()`
7143 * returns a table with the attributes of the nametag of an object
7146 color = {a=0..255, r=0..255, g=0..255, b=0..255},
7147 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
7149 * `set_nametag_attributes(attributes)`
7150 * sets the attributes of the nametag of an object
7153 text = "My Nametag",
7156 bgcolor = ColorSpec or false,
7157 -- ^ Sets background color of nametag
7158 -- `false` will cause the background to be set automatically based on user settings
7162 #### Lua entity only (no-op for other objects)
7164 * `remove()`: remove object
7165 * The object is removed after returning from Lua. However the `ObjectRef`
7166 itself instantly becomes unusable with all further method calls having
7167 no effect and returning `nil`.
7168 * `set_velocity(vel)`
7169 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
7170 * `set_acceleration(acc)`
7172 * `get_acceleration()`: returns the acceleration, a vector
7173 * `set_rotation(rot)`
7174 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
7175 and Z is roll (bank).
7176 * Does not reset rotation incurred through `automatic_rotate`.
7177 Remove & readd your objects to force a certain rotation.
7178 * `get_rotation()`: returns the rotation, a vector (radians)
7179 * `set_yaw(yaw)`: sets the yaw in radians (heading).
7180 * `get_yaw()`: returns number in radians
7181 * `set_texture_mod(mod)`
7182 * Set a texture modifier to the base texture, for sprites and meshes.
7183 * When calling `set_texture_mod` again, the previous one is discarded.
7184 * `mod` the texture modifier. See [Texture modifiers].
7185 * `get_texture_mod()` returns current texture modifier
7186 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
7187 * Specifies and starts a sprite animation
7188 * Animations iterate along the frame `y` position.
7189 * `start_frame`: {x=column number, y=row number}, the coordinate of the
7190 first frame, default: `{x=0, y=0}`
7191 * `num_frames`: Total frames in the texture, default: `1`
7192 * `framelength`: Time per animated frame in seconds, default: `0.2`
7193 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
7194 position according to the view direction. default: `false`.
7195 * First column: subject facing the camera
7196 * Second column: subject looking to the left
7197 * Third column: subject backing the camera
7198 * Fourth column: subject looking to the right
7199 * Fifth column: subject viewed from above
7200 * Sixth column: subject viewed from below
7201 * `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
7204 #### Player only (no-op for other objects)
7206 * `get_player_name()`: returns `""` if is not a player
7207 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
7208 table {x, y, z} representing the player's instantaneous velocity in nodes/s
7209 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
7210 * `get_look_dir()`: get camera direction as a unit vector
7211 * `get_look_vertical()`: pitch in radians
7212 * Angle ranges between -pi/2 and pi/2, which are straight up and down
7214 * `get_look_horizontal()`: yaw in radians
7215 * Angle is counter-clockwise from the +z direction.
7216 * `set_look_vertical(radians)`: sets look pitch
7217 * radians: Angle from looking forward, where positive is downwards.
7218 * `set_look_horizontal(radians)`: sets look yaw
7219 * radians: Angle from the +z direction, where positive is counter-clockwise.
7220 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
7221 `get_look_vertical`.
7222 * Angle ranges between -pi/2 and pi/2, which are straight down and up
7224 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
7225 `get_look_horizontal`.
7226 * Angle is counter-clockwise from the +x direction.
7227 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
7228 `set_look_vertical`.
7229 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
7230 `set_look_horizontal`.
7231 * `get_breath()`: returns player's breath
7232 * `set_breath(value)`: sets player's breath
7234 * `0`: player is drowning
7235 * max: bubbles bar is not shown
7236 * See [Object properties] for more information
7237 * Is limited to range 0 ... 65535 (2^16 - 1)
7238 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
7240 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
7241 Defaults to `false`.
7242 * `transition_time`: If defined, enables smooth FOV transition.
7243 Interpreted as the time (in seconds) to reach target FOV.
7244 If set to 0, FOV change is instantaneous. Defaults to 0.
7245 * Set `fov` to 0 to clear FOV override.
7246 * `get_fov()`: Returns the following:
7247 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
7248 * Boolean indicating whether the FOV value is a multiplier.
7249 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
7250 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
7251 * Sets an extra attribute with value on player.
7252 * `value` must be a string, or a number which will be converted to a
7254 * If `value` is `nil`, remove attribute from player.
7255 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
7256 * Returns value (a string) for extra attribute.
7257 * Returns `nil` if no attribute found.
7258 * `get_meta()`: Returns a PlayerMetaRef.
7259 * `set_inventory_formspec(formspec)`
7260 * Redefine player's inventory form
7261 * Should usually be called in `on_joinplayer`
7262 * If `formspec` is `""`, the player's inventory is disabled.
7263 * `get_inventory_formspec()`: returns a formspec string
7264 * `set_formspec_prepend(formspec)`:
7265 * the formspec string will be added to every formspec shown to the user,
7266 except for those with a no_prepend[] tag.
7267 * This should be used to set style elements such as background[] and
7268 bgcolor[], any non-style elements (eg: label) may result in weird behavior.
7269 * Only affects formspecs shown after this is called.
7270 * `get_formspec_prepend(formspec)`: returns a formspec string.
7271 * `get_player_control()`: returns table with player pressed keys
7272 * The table consists of fields with the following boolean values
7273 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
7274 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
7275 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
7276 and exist only to preserve backwards compatibility.
7277 * Returns an empty table `{}` if the object is not a player.
7278 * `get_player_control_bits()`: returns integer with bit packed player pressed
7291 * Returns `0` (no bits set) if the object is not a player.
7292 * `set_physics_override(override_table)`
7293 * `override_table` is a table with the following fields:
7294 * `speed`: multiplier to default walking speed value (default: `1`)
7295 * `jump`: multiplier to default jump value (default: `1`)
7296 * `gravity`: multiplier to default gravity value (default: `1`)
7297 * `sneak`: whether player can sneak (default: `true`)
7298 * `sneak_glitch`: whether player can use the new move code replications
7299 of the old sneak side-effects: sneak ladders and 2 node sneak jump
7301 * `new_move`: use new move/sneak code. When `false` the exact old code
7302 is used for the specific old sneak behavior (default: `true`)
7303 * `get_physics_override()`: returns the table given to `set_physics_override`
7304 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
7306 * `hud_remove(id)`: remove the HUD element of the specified id
7307 * `hud_change(id, stat, value)`: change a value of a previously added HUD
7309 * `stat` supports the same keys as in the hud definition table except for
7311 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
7312 * `hud_set_flags(flags)`: sets specified HUD flags of player.
7313 * `flags`: A table with the following fields set to boolean values
7319 * `minimap`: Modifies the client's permission to view the minimap.
7320 The client may locally elect to not view the minimap.
7321 * `minimap_radar`: is only usable when `minimap` is true
7322 * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
7323 This includes map seed, player position, look direction, the pointed node and block bounds.
7324 Does not affect players with the `debug` privilege.
7325 * `chat`: Modifies the client's permission to view chat on the HUD.
7326 The client may locally elect to not view chat. Does not affect the console.
7327 * If a flag equals `nil`, the flag is not modified
7328 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
7329 * See `hud_set_flags` for a list of flags that can be toggled.
7330 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
7331 * `count`: number of items, must be between `1` and `32`
7332 * `hud_get_hotbar_itemcount`: returns number of visible items
7333 * `hud_set_hotbar_image(texturename)`
7334 * sets background image for hotbar
7335 * `hud_get_hotbar_image`: returns texturename
7336 * `hud_set_hotbar_selected_image(texturename)`
7337 * sets image for selected item of hotbar
7338 * `hud_get_hotbar_selected_image`: returns texturename
7339 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
7340 * Overrides the available minimap modes (and toggle order), and changes the
7342 * `mode` is a table consisting of up to four fields:
7343 * `type`: Available type:
7344 * `off`: Minimap off
7345 * `surface`: Minimap in surface mode
7346 * `radar`: Minimap in radar mode
7347 * `texture`: Texture to be displayed instead of terrain map
7348 (texture is centered around 0,0 and can be scaled).
7349 Texture size is limited to 512 x 512 pixel.
7350 * `label`: Optional label to display on minimap mode toggle
7351 The translation must be handled within the mod.
7352 * `size`: Sidelength or diameter, in number of nodes, of the terrain
7353 displayed in minimap
7354 * `texture`: Only for texture type, name of the texture to display
7355 * `scale`: Only for texture type, scale of the texture map in nodes per
7356 pixel (for example a `scale` of 2 means each pixel represents a 2x2
7358 * `selected_mode` is the mode index to be selected after modes have been changed
7359 (0 is the first mode).
7360 * `set_sky(sky_parameters)`
7361 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
7362 whether `set_sky` accepts this format. Check the legacy format otherwise.
7363 * Passing no arguments resets the sky to its default values.
7364 * `sky_parameters` is a table with the following optional fields:
7365 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
7366 (default: `#ffffff`)
7367 * `body_orbit_tilt`: Float, angle of sun/moon orbit in degrees, relative to Y axis.
7368 Valid range [-60.0,60.0] (default: 0.0)
7369 * `type`: Available types:
7370 * `"regular"`: Uses 0 textures, `base_color` ignored
7371 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
7372 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
7373 (default: `"regular"`)
7374 * `textures`: A table containing up to six textures in the following
7375 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
7376 * `clouds`: Boolean for whether clouds appear. (default: `true`)
7377 * `sky_color`: A table used in `"regular"` type only, containing the
7378 following values (alpha is ignored):
7379 * `day_sky`: ColorSpec, for the top half of the sky during the day.
7380 (default: `#61b5f5`)
7381 * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
7382 (default: `#90d3f6`)
7383 * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
7384 (default: `#b4bafa`)
7385 The resulting sky color will be a darkened version of the ColorSpec.
7386 Warning: The darkening of the ColorSpec is subject to change.
7387 * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
7388 (default: `#bac1f0`)
7389 The resulting sky color will be a darkened version of the ColorSpec.
7390 Warning: The darkening of the ColorSpec is subject to change.
7391 * `night_sky`: ColorSpec, for the top half of the sky during the night.
7392 (default: `#006bff`)
7393 The resulting sky color will be a dark version of the ColorSpec.
7394 Warning: The darkening of the ColorSpec is subject to change.
7395 * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
7396 (default: `#4090ff`)
7397 The resulting sky color will be a dark version of the ColorSpec.
7398 Warning: The darkening of the ColorSpec is subject to change.
7399 * `indoors`: ColorSpec, for when you're either indoors or underground.
7400 (default: `#646464`)
7401 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
7402 at sunrise and sunset. (default: `#f47d1d`)
7403 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
7404 at sunrise and sunset. (default: `#7f99cc`)
7405 * `fog_tint_type`: string, changes which mode the directional fog
7406 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
7407 `"default"` uses the classic Minetest sun and moon tinting.
7408 Will use tonemaps, if set to `"default"`. (default: `"default"`)
7409 * `set_sky(base_color, type, {texture names}, clouds)`
7410 * Deprecated. Use `set_sky(sky_parameters)`
7411 * `base_color`: ColorSpec, defaults to white
7412 * `type`: Available types:
7413 * `"regular"`: Uses 0 textures, `bgcolor` ignored
7414 * `"skybox"`: Uses 6 textures, `bgcolor` used
7415 * `"plain"`: Uses 0 textures, `bgcolor` used
7416 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
7417 `"plain"` custom skyboxes (default: `true`)
7418 * `get_sky(as_table)`:
7419 * `as_table`: boolean that determines whether the deprecated version of this
7420 function is being used.
7421 * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
7422 * Deprecated: `false` or `nil` returns base_color, type, table of textures,
7424 * `get_sky_color()`:
7425 * Deprecated: Use `get_sky(as_table)` instead.
7426 * returns a table with the `sky_color` parameters as in `set_sky`.
7427 * `set_sun(sun_parameters)`:
7428 * Passing no arguments resets the sun to its default values.
7429 * `sun_parameters` is a table with the following optional fields:
7430 * `visible`: Boolean for whether the sun is visible.
7432 * `texture`: A regular texture for the sun. Setting to `""`
7433 will re-enable the mesh sun. (default: "sun.png", if it exists)
7434 The texture appears non-rotated at sunrise and rotated 180 degrees
7435 (upside down) at sunset.
7436 * `tonemap`: A 512x1 texture containing the tonemap for the sun
7437 (default: `"sun_tonemap.png"`)
7438 * `sunrise`: A regular texture for the sunrise texture.
7439 (default: `"sunrisebg.png"`)
7440 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
7442 * `scale`: Float controlling the overall size of the sun. (default: `1`)
7443 Note: For legacy reasons, the sun is bigger than the moon by a factor
7444 of about `1.57` for equal `scale` values.
7445 * `get_sun()`: returns a table with the current sun parameters as in
7447 * `set_moon(moon_parameters)`:
7448 * Passing no arguments resets the moon to its default values.
7449 * `moon_parameters` is a table with the following optional fields:
7450 * `visible`: Boolean for whether the moon is visible.
7452 * `texture`: A regular texture for the moon. Setting to `""`
7453 will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
7454 The texture appears non-rotated at sunrise / moonset and rotated 180
7455 degrees (upside down) at sunset / moonrise.
7456 Note: Relative to the sun, the moon texture is hence rotated by 180°.
7457 You can use the `^[transformR180` texture modifier to achieve the same orientation.
7458 * `tonemap`: A 512x1 texture containing the tonemap for the moon
7459 (default: `"moon_tonemap.png"`)
7460 * `scale`: Float controlling the overall size of the moon (default: `1`)
7461 Note: For legacy reasons, the sun is bigger than the moon by a factor
7462 of about `1.57` for equal `scale` values.
7463 * `get_moon()`: returns a table with the current moon parameters as in
7465 * `set_stars(star_parameters)`:
7466 * Passing no arguments resets stars to their default values.
7467 * `star_parameters` is a table with the following optional fields:
7468 * `visible`: Boolean for whether the stars are visible.
7470 * `day_opacity`: Float for maximum opacity of stars at day.
7471 No effect if `visible` is false.
7472 (default: 0.0; maximum: 1.0; minimum: 0.0)
7473 * `count`: Integer number to set the number of stars in
7474 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
7476 * `star_color`: ColorSpec, sets the colors of the stars,
7477 alpha channel is used to set overall star brightness.
7478 (default: `#ebebff69`)
7479 * `scale`: Float controlling the overall size of the stars (default: `1`)
7480 * `get_stars()`: returns a table with the current stars parameters as in
7482 * `set_clouds(cloud_parameters)`: set cloud parameters
7483 * Passing no arguments resets clouds to their default values.
7484 * `cloud_parameters` is a table with the following optional fields:
7485 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
7486 * `color`: basic cloud color with alpha channel, ColorSpec
7487 (default `#fff0f0e5`).
7488 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
7489 ColorSpec (alpha ignored, default `#000000`)
7490 * `height`: cloud height, i.e. y of cloud base (default per conf,
7492 * `thickness`: cloud thickness in nodes (default `16`)
7493 * `speed`: 2D cloud speed + direction in nodes per second
7494 (default `{x=0, z=-2}`).
7495 * `get_clouds()`: returns a table with the current cloud parameters as in
7497 * `override_day_night_ratio(ratio or nil)`
7498 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
7500 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
7501 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
7502 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
7503 set animation for player model in third person view.
7504 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
7505 * `frame_speed` sets the animations frame speed. Default is 30.
7506 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
7508 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
7509 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
7510 * in first person view
7511 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
7512 * `get_eye_offset()`: returns first and third person offsets.
7513 * `send_mapblock(blockpos)`:
7514 * Sends an already loaded mapblock to the player.
7515 * Returns `false` if nothing was sent (note that this can also mean that
7516 the client already has the block)
7517 * Resource intensive - use sparsely
7518 * `set_lighting(light_definition)`: sets lighting for the player
7519 * `light_definition` is a table with the following optional fields:
7520 * `saturation` sets the saturation (vividness).
7521 values > 1 increase the saturation
7522 values in [0,1) decrease the saturation
7523 * This value has no effect on clients who have the "Tone Mapping" shader disabled.
7524 * `shadows` is a table that controls ambient shadows
7525 * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
7526 * This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
7527 * `exposure` is a table that controls automatic exposure.
7528 The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
7529 * `luminance_min` set the lower luminance boundary to use in the calculation
7530 * `luminance_max` set the upper luminance boundary to use in the calculation
7531 * `exposure_correction` correct observed exposure by the given EV value
7532 * `speed_dark_bright` set the speed of adapting to bright light
7533 * `speed_bright_dark` set the speed of adapting to dark scene
7534 * `center_weight_power` set the power factor for center-weighted luminance measurement
7536 * `get_lighting()`: returns the current state of lighting for the player.
7537 * Result is a table with the same fields as `light_definition` in `set_lighting`.
7538 * `respawn()`: Respawns the player using the same mechanism as the death screen,
7539 including calling on_respawnplayer callbacks.
7544 A 32-bit pseudorandom number generator.
7545 Uses PCG32, an algorithm of the permuted congruential generator family,
7546 offering very strong randomness.
7548 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
7552 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
7553 * `next(min, max)`: return next integer random number [`min`...`max`]
7554 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
7555 random number [`min`...`max`].
7556 * This is only a rough approximation of a normal distribution with:
7557 * `mean = (max - min) / 2`, and
7558 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
7559 * Increasing `num_trials` improves accuracy of the approximation
7564 A perlin noise generator.
7565 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
7566 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
7567 plus the world seed, to create world-specific noise.
7569 `PerlinNoise(noiseparams)`
7570 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
7572 `minetest.get_perlin(noiseparams)`
7573 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
7577 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
7578 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
7583 A fast, bulk perlin noise generator.
7585 It can be created via `PerlinNoiseMap(noiseparams, size)` or
7586 `minetest.get_perlin_map(noiseparams, size)`.
7587 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
7588 plus the world seed, to create world-specific noise.
7590 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
7591 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
7594 For each of the functions with an optional `buffer` parameter: If `buffer` is
7595 not nil, this table will be used to store the result instead of creating a new
7600 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
7601 with values starting at `pos={x=,y=}`
7602 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
7603 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
7604 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
7605 array of 2D noise with values starting at `pos={x=,y=}`
7606 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
7607 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
7608 is stored internally.
7609 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
7610 is stored internally.
7611 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
7612 returns a slice of the most recently computed noise results. The result slice
7613 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
7614 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
7616 `noisevals = noise:get_map_slice({y=20}, {y=2})`
7617 It is important to note that `slice_offset` offset coordinates begin at 1,
7618 and are relative to the starting position of the most recently calculated
7620 To grab a single vertical column of noise starting at map coordinates
7621 x = 1023, y=1000, z = 1000:
7622 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
7623 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
7629 Uses the same method of storage as the deprecated player attribute API, so
7630 data there will also be in player meta.
7631 Can be obtained using `player:get_meta()`.
7635 * All methods in MetaDataRef
7640 A 16-bit pseudorandom number generator.
7641 Uses a well-known LCG algorithm introduced by K&R.
7643 It can be created via `PseudoRandom(seed)`.
7647 * `next()`: return next integer random number [`0`...`32767`]
7648 * `next(min, max)`: return next integer random number [`min`...`max`]
7649 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7650 due to the simple implementation making bad distribution otherwise.
7655 A raycast on the map. It works with selection boxes.
7656 Can be used as an iterator in a for loop as:
7658 local ray = Raycast(...)
7659 for pointed_thing in ray do
7663 The map is loaded as the ray advances. If the map is modified after the
7664 `Raycast` is created, the changes may or may not have an effect on the object.
7666 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7667 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7669 * `pos1`: start of the ray
7670 * `pos2`: end of the ray
7671 * `objects`: if false, only nodes will be returned. Default is true.
7672 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7673 returned. Default is false.
7677 Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
7679 **Rotated selectionboxes paired with `automatic_rotate` are not reliable** either since the server
7680 can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
7681 The server calculates the total rotation incurred through `automatic_rotate` as a "best guess"
7682 assuming the object was active & rotating on the client all the time since its creation.
7683 This may be significantly out of sync with what clients see.
7684 Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
7686 In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off;
7687 toggling automatic rotation may however cause errors to add up.
7689 In multiplayer mode, the error may be arbitrarily large.
7693 * `next()`: returns a `pointed_thing` with exact pointing location
7694 * Returns the next thing pointed by the ray or nil.
7699 Interface for the operating system's crypto-secure PRNG.
7701 It can be created via `SecureRandom()`. The constructor returns nil if a
7702 secure random device cannot be found on the system.
7706 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7707 random bytes, as a string.
7712 An interface to read config files in the format of `minetest.conf`.
7714 It can be created via `Settings(filename)`.
7718 * `get(key)`: returns a value
7719 * `get_bool(key, [default])`: returns a boolean
7720 * `default` is the value returned if `key` is not found.
7721 * Returns `nil` if `key` is not found and `default` not specified.
7722 * `get_np_group(key)`: returns a NoiseParams table
7724 * Returns `{flag = true/false, ...}` according to the set flags.
7725 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7726 flags like `mgv5_spflags`.
7728 * Setting names can't contain whitespace or any of `="{}#`.
7729 * Setting values can't contain the sequence `\n"""`.
7730 * Setting names starting with "secure." can't be set on the main settings
7731 object (`minetest.settings`).
7732 * `set_bool(key, value)`
7733 * See documentation for set() above.
7734 * `set_np_group(key, value)`
7735 * `value` is a NoiseParams table.
7736 * Also, see documentation for set() above.
7737 * `remove(key)`: returns a boolean (`true` for success)
7738 * `get_names()`: returns `{key1,...}`
7739 * `write()`: returns a boolean (`true` for success)
7740 * Writes changes to file.
7741 * `to_table()`: returns `{[key1]=value1,...}`
7745 The settings have the format `key = value`. Example:
7757 Mod metadata: per mod metadata, saved automatically.
7758 Can be obtained via `minetest.get_mod_storage()` during load time.
7760 WARNING: This storage backend is incapable of saving raw binary data due
7761 to restrictions of JSON.
7765 * All methods in MetaDataRef
7776 Used by `ObjectRef` methods. Part of an Entity definition.
7777 These properties are not persistent, but are applied automatically to the
7778 corresponding Lua entity using the given registration fields.
7779 Player properties need to be saved manually.
7783 -- Defines the maximum and default HP of the entity
7784 -- For Lua entities the maximum is not enforced.
7785 -- For players this defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7788 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7791 -- For players only. Zoom FOV in degrees.
7792 -- Note that zoom loads and/or generates world beyond the server's
7793 -- maximum send and generate distances, so acts like a telescope.
7794 -- Smaller zoom_fov values increase the distance loaded/generated.
7795 -- Defaults to 15 in creative mode, 0 in survival mode.
7796 -- zoom_fov = 0 disables zooming for the player.
7799 -- For players only. Camera height above feet position in nodes.
7802 -- Collide with `walkable` nodes.
7804 collide_with_objects = true,
7805 -- Collide with other objects if physical = true
7807 collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }, -- default
7808 selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
7809 -- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
7810 -- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
7811 -- If not set, the selection box copies the collision box, and will also not rotate.
7812 -- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
7813 -- If `rotate = true`, it will match the object's rotation and any attachment rotations.
7814 -- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
7818 -- Whether the object can be pointed at
7820 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7821 -- "cube" is a node-sized cube.
7822 -- "sprite" is a flat texture always facing the player.
7823 -- "upright_sprite" is a vertical flat texture.
7824 -- "mesh" uses the defined mesh model.
7825 -- "wielditem" is used for dropped items.
7826 -- (see builtin/game/item_entity.lua).
7827 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7828 -- If the item has a 'wield_image' the object will be an extrusion of
7830 -- If 'itemname' is a cubic node or nodebox the object will appear
7831 -- identical to 'itemname'.
7832 -- If 'itemname' is a plantlike node the object will be an extrusion
7834 -- Otherwise for non-node items, the object will be an extrusion of
7835 -- 'inventory_image'.
7836 -- If 'itemname' contains a ColorString or palette index (e.g. from
7837 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7838 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7840 visual_size = {x = 1, y = 1, z = 1},
7841 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7842 -- to scale the entity along both horizontal axes.
7845 -- File name of mesh when using "mesh" visual
7848 -- Number of required textures depends on visual.
7849 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7850 -- "sprite" uses 1 texture.
7851 -- "upright_sprite" uses 2 textures: {front, back}.
7852 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7853 -- "mesh" requires one texture for each mesh buffer/material (in order)
7856 -- Number of required colors depends on visual
7858 use_texture_alpha = false,
7859 -- Use texture's alpha channel.
7860 -- Excludes "upright_sprite" and "wielditem".
7861 -- Note: currently causes visual issues when viewed through other
7862 -- semi-transparent materials such as water.
7864 spritediv = {x = 1, y = 1},
7865 -- Used with spritesheet textures for animation and/or frame selection
7866 -- according to position relative to player.
7867 -- Defines the number of columns and rows in the spritesheet:
7870 initial_sprite_basepos = {x = 0, y = 0},
7871 -- Used with spritesheet textures.
7872 -- Defines the {column, row} position of the initially used frame in the
7876 -- If false, object is invisible and can't be pointed.
7878 makes_footstep_sound = false,
7879 -- If true, is able to make footstep sounds of nodes
7880 -- (see node sound definition for details).
7882 automatic_rotate = 0,
7883 -- Set constant rotation in radians per second, positive or negative.
7884 -- Object rotates along the local Y-axis, and works with set_rotation.
7885 -- Set to 0 to disable constant rotation.
7888 -- If positive number, object will climb upwards when it moves
7889 -- horizontally against a `walkable` node, if the height difference
7890 -- is within `stepheight`.
7892 automatic_face_movement_dir = 0.0,
7893 -- Automatically set yaw to movement direction, offset in degrees.
7894 -- 'false' to disable.
7896 automatic_face_movement_max_rotation_per_sec = -1,
7897 -- Limit automatic rotation to this value in degrees per second.
7898 -- No limit if value <= 0.
7900 backface_culling = true,
7901 -- Set to false to disable backface_culling for model
7904 -- Add this much extra lighting when calculating texture color.
7905 -- Value < 0 disables light's effect on texture color.
7906 -- For faking self-lighting, UI style entities, or programmatic coloring
7910 -- The name to display on the head of the object. By default empty.
7911 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7912 -- For all other objects, a nil or empty string removes the nametag.
7913 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7915 nametag_color = <ColorSpec>,
7916 -- Sets text color of nametag
7918 nametag_bgcolor = <ColorSpec>,
7919 -- Sets background color of nametag
7920 -- `false` will cause the background to be set automatically based on user settings.
7924 -- Same as infotext for nodes. Empty by default
7927 -- If false, never save this object statically. It will simply be
7928 -- deleted when the block gets unloaded.
7929 -- The get_staticdata() callback is never called then.
7930 -- Defaults to 'true'.
7932 damage_texture_modifier = "^[brighten",
7933 -- Texture modifier to be applied for a short duration when object is hit
7936 -- Setting this to 'false' disables diffuse lighting of entity
7938 show_on_minimap = false,
7939 -- Defaults to true for players, false for other entities.
7940 -- If set to true the entity will show as a marker on the minimap.
7946 Used by `minetest.register_entity`.
7949 initial_properties = {
7951 mesh = "boats_boat.obj",
7954 -- A table of object properties, see the `Object properties` section.
7955 -- The properties in this table are applied to the object
7956 -- once when it is spawned.
7958 -- Refer to the "Registered entities" section for explanations
7959 on_activate = function(self, staticdata, dtime_s),
7960 on_deactivate = function(self, removal),
7961 on_step = function(self, dtime, moveresult),
7962 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage),
7963 on_death = function(self, killer),
7964 on_rightclick = function(self, clicker),
7965 on_attach_child = function(self, child),
7966 on_detach_child = function(self, child),
7967 on_detach = function(self, parent),
7968 get_staticdata = function(self),
7970 _custom_field = whatever,
7971 -- You can define arbitrary member variables here (see Item definition
7972 -- for more info) by using a '_' prefix
7976 ABM (ActiveBlockModifier) definition
7977 ------------------------------------
7979 Used by `minetest.register_abm`.
7982 label = "Lava cooling",
7983 -- Descriptive label for profiling purposes (optional).
7984 -- Definitions with identical labels will be listed as one.
7986 nodenames = {"default:lava_source"},
7987 -- Apply `action` function to these nodes.
7988 -- `group:groupname` can also be used here.
7990 neighbors = {"default:water_source", "default:water_flowing"},
7991 -- Only apply `action` to nodes that have one of, or any
7992 -- combination of, these neighbors.
7993 -- If left out or empty, any neighbor will do.
7994 -- `group:groupname` can also be used here.
7997 -- Operation interval in seconds
8000 -- Chance of triggering `action` per-node per-interval is 1.0 / chance
8004 -- min and max height levels where ABM will be processed (inclusive)
8005 -- can be used to reduce CPU usage
8008 -- If true, catch-up behavior is enabled: The `chance` value is
8009 -- temporarily reduced when returning to an area to simulate time lost
8010 -- by the area being unattended. Note that the `chance` value can often
8013 action = function(pos, node, active_object_count, active_object_count_wider),
8014 -- Function triggered for each qualifying node.
8015 -- `active_object_count` is number of active objects in the node's
8017 -- `active_object_count_wider` is number of active objects in the node's
8018 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
8019 -- mapblocks are unloaded an estimate is calculated for them based on
8020 -- loaded mapblocks.
8023 LBM (LoadingBlockModifier) definition
8024 -------------------------------------
8026 Used by `minetest.register_lbm`.
8028 A loading block modifier (LBM) is used to define a function that is called for
8029 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
8030 gets activated (not loaded!)
8033 label = "Upgrade legacy doors",
8034 -- Descriptive label for profiling purposes (optional).
8035 -- Definitions with identical labels will be listed as one.
8037 name = "modname:replace_legacy_door",
8038 -- Identifier of the LBM, should follow the modname:<whatever> convention
8040 nodenames = {"default:lava_source"},
8041 -- List of node names to trigger the LBM on.
8042 -- Names of non-registered nodes and groups (as group:groupname)
8043 -- will work as well.
8045 run_at_every_load = false,
8046 -- Whether to run the LBM's action every time a block gets activated,
8047 -- and not only the first time the block gets activated after the LBM
8050 action = function(pos, node, dtime_s),
8051 -- Function triggered for each qualifying node.
8052 -- `dtime_s` is the in-game time (in seconds) elapsed since the block
8060 * `{name="image.png", animation={Tile Animation definition}}`
8061 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
8062 * backface culling enabled by default for most nodes
8063 * align style determines whether the texture will be rotated with the node
8064 or kept aligned with its surroundings. "user" means that client
8065 setting will be used, similar to `glasslike_framed_optional`.
8066 Note: supported by solid nodes and nodeboxes only.
8067 * scale is used to make texture span several (exactly `scale`) nodes,
8068 instead of just one, in each direction. Works for world-aligned
8070 Note that as the effect is applied on per-mapblock basis, `16` should
8071 be equally divisible by `scale` or you may get wrong results.
8072 * `{name="image.png", color=ColorSpec}`
8073 * the texture's color will be multiplied with this color.
8074 * the tile's color overrides the owning node's color in all cases.
8075 * deprecated, yet still supported field names:
8078 Tile animation definition
8079 -------------------------
8082 type = "vertical_frames",
8085 -- Width of a frame in pixels
8088 -- Height of a frame in pixels
8098 -- Width in number of frames
8101 -- Height in number of frames
8104 -- Length of a single frame
8110 Used by `minetest.register_node`, `minetest.register_craftitem`, and
8111 `minetest.register_tool`.
8115 -- Can contain new lines. "\n" has to be used as new line character.
8116 -- See also: `get_description` in [`ItemStack`]
8118 short_description = "",
8119 -- Must not contain new lines.
8121 -- Use an [`ItemStack`] to get the short description, e.g.:
8122 -- ItemStack(itemname):get_short_description()
8125 -- key = name, value = rating; rating = <number>.
8126 -- If rating not applicable, use 1.
8127 -- e.g. {wool = 1, fluffy = 3}
8128 -- {soil = 2, outerspace = 1, crumbly = 1}
8129 -- {bendy = 2, snappy = 1},
8130 -- {hard = 1, metal = 1, spikes = 1}
8132 inventory_image = "",
8133 -- Texture shown in the inventory GUI
8134 -- Defaults to a 3D rendering of the node if left empty.
8136 inventory_overlay = "",
8137 -- An overlay texture which is not affected by colorization
8140 -- Texture shown when item is held in hand
8141 -- Defaults to a 3D rendering of the node if left empty.
8144 -- Like inventory_overlay but only used in the same situation as wield_image
8146 wield_scale = {x = 1, y = 1, z = 1},
8147 -- Scale for the item when held in hand
8150 -- An image file containing the palette of a node.
8151 -- You can set the currently used color as the "palette_index" field of
8152 -- the item stack metadata.
8153 -- The palette is always stretched to fit indices between 0 and 255, to
8154 -- ensure compatibility with "colorfacedir" (and similar) nodes.
8156 color = "#ffffffff",
8157 -- Color the item is colorized with. The palette overrides this.
8160 -- Maximum amount of items that can be in a single stack.
8161 -- The default can be changed by the setting `default_stack_max`
8164 -- Range of node and object pointing that is possible with this item held
8166 liquids_pointable = false,
8167 -- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
8168 -- even those for which `pointable = false`
8171 -- When used for nodes: Defines amount of light emitted by node.
8172 -- Otherwise: Defines texture glow when viewed as a dropped item
8173 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
8174 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
8177 -- See "Tool Capabilities" section for an example including explanation
8178 tool_capabilities = {
8179 full_punch_interval = 1.0,
8183 choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
8185 damage_groups = {groupname = damage},
8186 -- Damage values must be between -32768 and 32767 (2^15)
8188 punch_attack_uses = nil,
8189 -- Amount of uses this tool has for attacking players and entities
8190 -- by punching them (0 = infinite uses).
8191 -- For compatibility, this is automatically set from the first
8192 -- suitable groupcap using the formula "uses * 3^(maxlevel - 1)".
8193 -- It is recommend to set this explicitly instead of relying on the
8194 -- fallback behavior.
8197 node_placement_prediction = nil,
8198 -- If nil and item is node, prediction is made automatically.
8199 -- If nil and item is not a node, no prediction is made.
8200 -- If "" and item is anything, no prediction is made.
8201 -- Otherwise should be name of node which the client immediately places
8202 -- on ground when the player places the item. Server will always update
8203 -- with actual result shortly.
8205 node_dig_prediction = "air",
8206 -- if "", no prediction is made.
8207 -- if "air", node is removed.
8208 -- Otherwise should be name of node which the client immediately places
8209 -- upon digging. Server will always update with actual result shortly.
8212 -- Definition of item sounds to be played at various events.
8213 -- All fields in this table are optional.
8215 breaks = <SimpleSoundSpec>,
8216 -- When tool breaks due to wear. Ignored for non-tools
8218 eat = <SimpleSoundSpec>,
8219 -- When item is eaten with `minetest.do_item_eat`
8221 punch_use = <SimpleSoundSpec>,
8222 -- When item is used with the 'punch/mine' key pointing at a node or entity
8224 punch_use_air = <SimpleSoundSpec>,
8225 -- When item is used with the 'punch/mine' key pointing at nothing (air)
8228 on_place = function(itemstack, placer, pointed_thing),
8229 -- When the 'place' key was pressed with the item one of the hands
8230 -- and a node was pointed at.
8231 -- 'itemstack' may be the offhand item in cases where the main hand has
8232 -- no on_place handler and no node_placement_prediction.
8233 -- Shall place item and return the leftover itemstack
8234 -- or nil to not modify the inventory.
8235 -- The placer may be any ObjectRef or nil.
8236 -- default: minetest.item_place
8238 on_secondary_use = function(itemstack, user, pointed_thing),
8239 -- Same as on_place but called when not pointing at a node,
8240 -- whereas `user` is the same as `placer` above.
8243 on_drop = function(itemstack, dropper, pos),
8244 -- Shall drop item and return the leftover itemstack.
8245 -- The dropper may be any ObjectRef or nil.
8246 -- default: minetest.item_drop
8248 on_pickup = function(itemstack, picker, pointed_thing, time_from_last_punch, ...),
8249 -- Called when a dropped item is punched by a player.
8250 -- Shall pick-up the item and return the leftover itemstack or nil to not
8251 -- modify the dropped item.
8253 -- * `itemstack`: The `ItemStack` to be picked up.
8254 -- * `picker`: Any `ObjectRef` or `nil`.
8255 -- * `pointed_thing` (optional): The dropped item (a `"__builtin:item"`
8256 -- luaentity) as `type="object"` `pointed_thing`.
8257 -- * `time_from_last_punch, ...` (optional): Other parameters from
8258 -- `luaentity:on_punch`.
8259 -- default: `minetest.item_pickup`
8261 on_use = function(itemstack, user, pointed_thing),
8263 -- When user pressed the 'punch/mine' key with the item in hand.
8264 -- Function must return either nil if inventory shall not be modified,
8265 -- or an itemstack to replace the original itemstack.
8266 -- e.g. itemstack:take_item(); return itemstack
8267 -- Otherwise, the function is free to do what it wants.
8268 -- The user may be any ObjectRef or nil.
8269 -- The default functions handle regular use cases.
8271 after_use = function(itemstack, user, node, digparams),
8273 -- If defined, should return an itemstack and will be called instead of
8274 -- wearing out the item (if tool). If returns nil, does nothing.
8275 -- If after_use doesn't exist, it is the same as:
8276 -- function(itemstack, user, node, digparams)
8277 -- itemstack:add_wear(digparams.wear)
8280 -- The user may be any ObjectRef or nil.
8282 _custom_field = whatever,
8283 -- Add your own custom fields. By convention, all custom field names
8284 -- should start with `_` to avoid naming collisions with future engine
8291 Used by `minetest.register_node`.
8294 -- <all fields allowed in item definitions>
8296 drawtype = "normal", -- See "Node drawtypes"
8299 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
8300 -- "firelike", "mesh", "nodebox", "allfaces".
8301 -- For plantlike and firelike, the image will start at the bottom of the
8302 -- node. For torchlike, the image will start at the surface to which the
8303 -- node "attaches". For the other drawtypes the image will be centered
8306 tiles = {tile definition 1, def2, def3, def4, def5, def6},
8307 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
8308 -- List can be shortened to needed length.
8310 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
8311 -- Same as `tiles`, but these textures are drawn on top of the base
8312 -- tiles. You can use this to colorize only specific parts of your
8313 -- texture. If the texture name is an empty string, that overlay is not
8314 -- drawn. Since such tiles are drawn twice, it is not recommended to use
8315 -- overlays on very common nodes.
8317 special_tiles = {tile definition 1, Tile definition 2},
8318 -- Special textures of node; used rarely.
8319 -- List can be shortened to needed length.
8322 -- The node's original color will be multiplied with this color.
8323 -- If the node has a palette, then this setting only has an effect in
8324 -- the inventory and on the wield item.
8326 use_texture_alpha = ...,
8327 -- Specifies how the texture's alpha channel will be used for rendering.
8329 -- * "opaque": Node is rendered opaque regardless of alpha channel
8330 -- * "clip": A given pixel is either fully see-through or opaque
8331 -- depending on the alpha channel being below/above 50% in value
8332 -- * "blend": The alpha channel specifies how transparent a given pixel
8333 -- of the rendered node is
8334 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
8335 -- "clip" otherwise.
8336 -- If set to a boolean value (deprecated): true either sets it to blend
8337 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
8340 -- The node's `param2` is used to select a pixel from the image.
8341 -- Pixels are arranged from left to right and from top to bottom.
8342 -- The node's color will be multiplied with the selected pixel's color.
8343 -- Tiles can override this behavior.
8344 -- Only when `paramtype2` supports palettes.
8346 post_effect_color = "#00000000",
8347 -- Screen tint if player is inside node, see "ColorSpec"
8349 paramtype = "none", -- See "Nodes"
8351 paramtype2 = "none", -- See "Nodes"
8354 -- Value for param2 that is set when player places node
8356 is_ground_content = true,
8357 -- If false, the cave generator and dungeon generator will not carve
8358 -- through this node.
8359 -- Specifically, this stops mod-added nodes being removed by caves and
8360 -- dungeons when those generate in a neighbor mapchunk and extend out
8361 -- beyond the edge of that mapchunk.
8363 sunlight_propagates = false,
8364 -- If true, sunlight will go infinitely through this node
8366 walkable = true, -- If true, objects collide with node
8368 pointable = true, -- If true, can be pointed at
8370 diggable = true, -- If false, can never be dug
8372 climbable = false, -- If true, can be climbed on like a ladder
8374 move_resistance = 0,
8375 -- Slows down movement of players through this node (max. 7).
8376 -- If this is nil, it will be equal to liquid_viscosity.
8377 -- Note: If liquid movement physics apply to the node
8378 -- (see `liquid_move_physics`), the movement speed will also be
8379 -- affected by the `movement_liquid_*` settings.
8381 buildable_to = false, -- If true, placed nodes can replace this node
8384 -- If true, liquids flow into and replace this node.
8385 -- Warning: making a liquid node 'floodable' will cause problems.
8387 liquidtype = "none", -- specifies liquid flowing physics
8388 -- * "none": no liquid flowing physics
8389 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
8390 -- recommended drawtype: "liquid".
8391 -- * "flowing": spawned from source, spawns more flowing liquid nodes
8392 -- around it until `liquid_range` is reached;
8393 -- will drain out without a source;
8394 -- recommended drawtype: "flowingliquid".
8395 -- If it's "source" or "flowing", then the
8396 -- `liquid_alternative_*` fields _must_ be specified
8398 liquid_alternative_flowing = "",
8399 liquid_alternative_source = "",
8400 -- These fields may contain node names that represent the
8401 -- flowing version (`liquid_alternative_flowing`) and
8402 -- source version (`liquid_alternative_source`) of a liquid.
8404 -- Specifically, these fields are required if any of these is true:
8405 -- * `liquidtype ~= "none" or
8406 -- * `drawtype == "liquid" or
8407 -- * `drawtype == "flowingliquid"
8409 -- Liquids consist of up to two nodes: source and flowing.
8411 -- There are two ways to define a liquid:
8412 -- 1) Source node and flowing node. This requires both fields to be
8413 -- specified for both nodes.
8414 -- 2) Standalone source node (cannot flow). `liquid_alternative_source`
8415 -- must be specified and `liquid_range` must be set to 0.
8418 -- liquid_alternative_flowing = "example:water_flowing",
8419 -- liquid_alternative_source = "example:water_source",
8421 liquid_viscosity = 0,
8422 -- Controls speed at which the liquid spreads/flows (max. 7).
8423 -- 0 is fastest, 7 is slowest.
8424 -- By default, this also slows down movement of players inside the node
8425 -- (can be overridden using `move_resistance`)
8427 liquid_renewable = true,
8428 -- If true, a new liquid source can be created by placing two or more
8431 liquid_move_physics = nil, -- specifies movement physics if inside node
8432 -- * false: No liquid movement physics apply.
8433 -- * true: Enables liquid movement physics. Enables things like
8434 -- ability to "swim" up/down, sinking slowly if not moving,
8435 -- smoother speed change when falling into, etc. The `movement_liquid_*`
8437 -- * nil: Will be treated as true if `liquidtype ~= "none"`
8438 -- and as false otherwise.
8441 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
8442 -- Allows defining the nodebox height without using param2.
8443 -- The nodebox height is 'leveled' / 64 nodes.
8444 -- The maximum value of 'leveled' is `leveled_max`.
8447 -- Maximum value for `leveled` (0-127), enforced in
8448 -- `minetest.set_node_level` and `minetest.add_node_level`.
8449 -- Values above 124 might causes collision detection issues.
8452 -- Maximum distance that flowing liquid nodes can spread around
8453 -- source on flat land;
8454 -- maximum = 8; set to 0 to disable liquid flow
8457 -- Player will take this amount of damage if no bubbles are left
8459 damage_per_second = 0,
8460 -- If player is inside node, this damage is caused
8462 node_box = {type = "regular"}, -- See "Node boxes"
8465 -- Used for nodebox nodes with the type == "connected".
8466 -- Specifies to what neighboring nodes connections will be drawn.
8467 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
8470 -- Tells connected nodebox nodes to connect only to these sides of this
8471 -- node. possible: "top", "bottom", "front", "left", "back", "right"
8474 -- File name of mesh when using "mesh" drawtype
8477 -- see [Node boxes] for possibilities
8479 -- Custom selection box definition. Multiple boxes can be defined.
8480 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
8481 -- definition is used for the selection box.
8484 -- see [Node boxes] for possibilities
8486 -- Custom collision box definition. Multiple boxes can be defined.
8487 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
8488 -- definition is used for the collision box.
8490 -- Support maps made in and before January 2012
8491 legacy_facedir_simple = false,
8492 legacy_wallmounted = false,
8495 -- Valid for drawtypes:
8496 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
8497 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
8498 -- 2 - wave node like leaves (whole node moves side-to-side)
8499 -- 3 - wave node like liquids (whole node moves up and down)
8500 -- Not all models will properly wave.
8501 -- plantlike drawtype can only wave like plants.
8502 -- allfaces_optional drawtype can only wave like leaves.
8503 -- liquid, flowingliquid drawtypes can only wave like liquids.
8506 -- Definition of node sounds to be played at various events.
8507 -- All fields in this table are optional.
8509 footstep = <SimpleSoundSpec>,
8510 -- If walkable, played when object walks on it. If node is
8511 -- climbable or a liquid, played when object moves through it
8513 dig = <SimpleSoundSpec> or "__group",
8514 -- While digging node.
8515 -- If `"__group"`, then the sound will be
8516 -- `{name = "default_dig_<groupname>", gain = 0.5}` , where `<groupname>` is the
8517 -- name of the item's digging group with the fastest digging time.
8518 -- In case of a tie, one of the sounds will be played (but we
8519 -- cannot predict which one)
8520 -- Default value: `"__group"`
8522 dug = <SimpleSoundSpec>,
8525 place = <SimpleSoundSpec>,
8526 -- Node was placed. Also played after falling
8528 place_failed = <SimpleSoundSpec>,
8529 -- When node placement failed.
8530 -- Note: This happens if the _built-in_ node placement failed.
8531 -- This sound will still be played if the node is placed in the
8532 -- `on_place` callback manually.
8534 fall = <SimpleSoundSpec>,
8535 -- When node starts to fall or is detached
8539 -- Name of dropped item when dug.
8540 -- Default dropped item is the node itself.
8542 -- Using a table allows multiple items, drop chances and item filtering:
8545 -- Maximum number of item lists to drop.
8546 -- The entries in 'items' are processed in order. For each:
8547 -- Item filtering is applied, chance of drop is applied, if both are
8548 -- successful the entire item list is dropped.
8549 -- Entry processing continues until the number of dropped item lists
8550 -- equals 'max_items'.
8551 -- Therefore, entries should progress from low to high drop chance.
8555 -- 1 in 1000 chance of dropping a diamond.
8556 -- Default rarity is '1'.
8558 items = {"default:diamond"},
8561 -- Only drop if using an item whose name is identical to one
8563 tools = {"default:shovel_mese", "default:shovel_diamond"},
8565 items = {"default:dirt"},
8566 -- Whether all items in the dropped item list inherit the
8567 -- hardware coloring palette color from the dug node.
8568 -- Default is 'false'.
8569 inherit_color = true,
8572 -- Only drop if using an item whose name contains
8573 -- "default:shovel_" (this item filtering by string matching
8574 -- is deprecated, use tool_groups instead).
8575 tools = {"~default:shovel_"},
8577 -- The item list dropped.
8578 items = {"default:sand", "default:desert_sand"},
8581 -- Only drop if using an item in the "magicwand" group, or
8582 -- an item that is in both the "pickaxe" and the "lucky"
8586 {"pickaxe", "lucky"}
8588 items = {"default:coal_lump"},
8593 on_construct = function(pos),
8594 -- Node constructor; called after adding node.
8595 -- Can set up metadata and stuff like that.
8596 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
8597 -- Note: Within an on_construct callback, minetest.set_node can cause an
8598 -- infinite loop if it invokes the same callback.
8599 -- Consider using minetest.swap_node instead.
8602 on_destruct = function(pos),
8603 -- Node destructor; called before removing node.
8604 -- Not called for bulk node placement.
8607 after_destruct = function(pos, oldnode),
8608 -- Node destructor; called after removing node.
8609 -- Not called for bulk node placement.
8612 on_flood = function(pos, oldnode, newnode),
8613 -- Called when a liquid (newnode) is about to flood oldnode, if it has
8614 -- `floodable = true` in the nodedef. Not called for bulk node placement
8615 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
8616 -- node is not flooded, but on_flood callback will most likely be called
8617 -- over and over again every liquid update interval.
8619 -- Warning: making a liquid node 'floodable' will cause problems.
8621 preserve_metadata = function(pos, oldnode, oldmeta, drops),
8622 -- Called when oldnode is about be converted to an item, but before the
8623 -- node is deleted from the world or the drops are added. This is
8624 -- generally the result of either the node being dug or an attached node
8625 -- becoming detached.
8626 -- oldmeta are the metadata fields (table) of the node before deletion.
8627 -- drops is a table of ItemStacks, so any metadata to be preserved can
8628 -- be added directly to one or more of the dropped items. See
8629 -- "ItemStackMetaRef".
8632 after_place_node = function(pos, placer, itemstack, pointed_thing),
8633 -- Called after constructing node when node was placed using
8634 -- minetest.item_place_node / minetest.place_node.
8635 -- If return true no item is taken from itemstack.
8636 -- `placer` may be any valid ObjectRef or nil.
8639 after_dig_node = function(pos, oldnode, oldmetadata, digger),
8640 -- oldmetadata is in table format.
8641 -- Called after destructing node when node was dug using
8642 -- minetest.node_dig / minetest.dig_node.
8645 can_dig = function(pos, [player]),
8646 -- Returns true if node can be dug, or false if not.
8649 on_punch = function(pos, node, puncher, pointed_thing),
8650 -- default: minetest.node_punch
8651 -- Called when puncher (an ObjectRef) punches the node at pos.
8652 -- By default calls minetest.register_on_punchnode callbacks.
8654 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
8656 -- Called when clicker (an ObjectRef) used the 'place/build' key
8657 -- (not necessarily an actual rightclick)
8658 -- while pointing at the node at pos with 'node' being the node table.
8659 -- itemstack will hold clicker's wielded item.
8660 -- Shall return the leftover itemstack.
8661 -- Note: pointed_thing can be nil, if a mod calls this function.
8662 -- This function does not get triggered by clients <=0.4.16 if the
8663 -- "formspec" node metadata field is set.
8665 on_dig = function(pos, node, digger),
8666 -- default: minetest.node_dig
8667 -- By default checks privileges, wears out item (if tool) and removes node.
8668 -- return true if the node was dug successfully, false otherwise.
8669 -- Deprecated: returning nil is the same as returning true.
8671 on_timer = function(pos, elapsed),
8673 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
8674 -- elapsed is the total time passed since the timer was started.
8675 -- return true to run the timer for another cycle with the same timeout
8678 on_receive_fields = function(pos, formname, fields, sender),
8679 -- fields = {name1 = value1, name2 = value2, ...}
8680 -- Called when an UI form (e.g. sign text input) returns data.
8681 -- See minetest.register_on_player_receive_fields for more info.
8684 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8685 -- Called when a player wants to move items inside the inventory.
8686 -- Return value: number of items allowed to move.
8688 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8689 -- Called when a player wants to put something into the inventory.
8690 -- Return value: number of items allowed to put.
8691 -- Return value -1: Allow and don't modify item count in inventory.
8693 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8694 -- Called when a player wants to take something out of the inventory.
8695 -- Return value: number of items allowed to take.
8696 -- Return value -1: Allow and don't modify item count in inventory.
8698 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8699 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8700 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8701 -- Called after the actual action has happened, according to what was
8705 on_blast = function(pos, intensity),
8706 -- intensity: 1.0 = mid range of regular TNT.
8707 -- If defined, called when an explosion touches the node, instead of
8708 -- removing the node.
8710 mod_origin = "modname",
8711 -- stores which mod actually registered a node
8712 -- If the source could not be determined it contains "??"
8713 -- Useful for getting which mod truly registered something
8714 -- example: if a node is registered as ":othermodname:nodename",
8715 -- nodename will show "othermodname", but mod_origin will say "modname"
8721 Crafting converts one or more inputs to one output itemstack of arbitrary
8722 count (except for fuels, which don't have an output). The conversion reduces
8723 each input ItemStack by 1.
8725 Craft recipes are registered by `minetest.register_craft` and use a
8726 table format. The accepted parameters are listed below.
8728 Recipe input items can either be specified by item name (item count = 1)
8729 or by group (see "Groups in crafting recipes" for details).
8731 The following sections describe the types and syntaxes of recipes.
8735 This is the default recipe type (when no `type` is specified).
8737 A shaped recipe takes one or multiple items as input and has
8738 a single item stack as output. The input items must be specified
8739 in a 2-dimensional matrix (see parameters below) to specify the
8740 exact arrangement (the "shape") in which the player must place them
8741 in the crafting grid.
8743 For example, for a 3x3 recipe, the `recipes` table must have
8744 3 rows and 3 columns.
8746 In order to craft the recipe, the players' crafting grid must
8747 have equal or larger dimensions (both width and height).
8751 * `type = "shaped"`: (optional) specifies recipe type as shaped
8752 * `output`: Itemstring of output itemstack (item counts >= 1 are allowed)
8753 * `recipe`: A 2-dimensional matrix of items, with a width *w* and height *h*.
8754 * *w* and *h* are chosen by you, they don't have to be equal but must be at least 1
8755 * The matrix is specified as a table containing tables containing itemnames
8756 * The inner tables are the rows. There must be *h* tables, specified from the top to the bottom row
8757 * Values inside of the inner table are the columns.
8758 Each inner table must contain a list of *w* items, specified from left to right
8759 * Empty slots *must* be filled with the empty string
8760 * `replacements`: (optional) Allows you to replace input items with some other items
8761 when something is crafted
8762 * Provided as a list of item pairs of the form `{ old_item, new_item }` where
8763 `old_item` is the input item to replace (same syntax as for a regular input
8764 slot; groups are allowed) and `new_item` is an itemstring for the item stack
8766 * When the output is crafted, Minetest iterates through the list
8767 of input items if the crafting grid. For each input item stack, it checks if
8768 it matches with an `old_item` in the item pair list.
8769 * If it matches, the item will be replaced. Also, this item pair
8770 will *not* be applied again for the remaining items
8771 * If it does not match, the item is consumed (reduced by 1) normally
8772 * The `new_item` will appear in one of 3 places:
8773 * Crafting grid, if the input stack size was exactly 1
8774 * Player inventory, if input stack size was larger
8775 * Drops as item entity, if it fits neither in craft grid or inventory
8779 A typical shaped recipe:
8783 output = "example:stone_pickaxe",
8784 -- A 3x3 recipe which needs 3 stone in the 1st row,
8785 -- and 1 stick in the horizontal middle in each of the 2nd and 3nd row.
8786 -- The 4 remaining slots have to be empty.
8788 {"example:stone", "example:stone", "example:stone"}, -- row 1
8789 {"", "example:stick", "" }, -- row 2
8790 {"", "example:stick", "" }, -- row 3
8791 -- ^ column 1 ^ column 2 ^ column 3
8793 -- There is no replacements table, so every input item
8794 -- will be consumed.
8797 Simple replacement example:
8801 output = "example:wet_sponge",
8802 -- 1x2 recipe with a water bucket above a dry sponge
8804 {"example:water_bucket"},
8805 {"example:dry_sponge"},
8807 -- When the wet sponge is crafted, the water bucket
8808 -- in the input slot is replaced with an empty
8811 {"example:water_bucket", "example:empty_bucket"},
8815 Complex replacement example 1:
8819 output = "example:very_wet_sponge",
8820 -- 3x3 recipe with a wet sponge in the center
8821 -- and 4 water buckets around it
8823 {"","example:water_bucket",""},
8824 {"example:water_bucket","example:wet_sponge","example:water_bucket"},
8825 {"","example:water_bucket",""},
8827 -- When the wet sponge is crafted, all water buckets
8828 -- in the input slot become empty
8830 -- Without these repetitions, only the first
8831 -- water bucket would be replaced.
8832 {"example:water_bucket", "example:empty_bucket"},
8833 {"example:water_bucket", "example:empty_bucket"},
8834 {"example:water_bucket", "example:empty_bucket"},
8835 {"example:water_bucket", "example:empty_bucket"},
8839 Complex replacement example 2:
8842 -- 3 magic orbs + 1 book crafts a magic book,
8843 -- and the orbs will be replaced with 3 different runes.
8845 output = "example:magic_book",
8848 -- 3 items in the group `magic_orb` on top of a book in the middle
8849 {"group:magic_orb", "group:magic_orb", "group:magic_orb"},
8850 {"", "example:book", ""},
8852 -- When the book is crafted, the 3 magic orbs will be turned into
8853 -- 3 runes: ice rune, earth rune and fire rune (from left to right)
8855 {"group:magic_orb", "example:ice_rune"},
8856 {"group:magic_orb", "example:earth_rune"},
8857 {"group:magic_orb", "example:fire_rune"},
8863 Takes a list of input items (at least 1). The order or arrangement
8864 of input items does not matter.
8866 In order to craft the recipe, the players' crafting grid must have matching or
8867 larger *count* of slots. The grid dimensions do not matter.
8871 * `type = "shapeless"`: Mandatory
8872 * `output`: Same as for shaped recipe
8873 * `recipe`: List of item names
8874 * `replacements`: Same as for shaped recipe
8879 -- Craft a mushroom stew from a bowl, a brown mushroom and a red mushroom
8880 -- (no matter where in the input grid the items are placed)
8882 output = "example:mushroom_stew",
8885 "example:mushroom_brown",
8886 "example:mushroom_red",
8895 type = "toolrepair",
8896 additional_wear = -0.02, -- multiplier of 65536
8899 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8900 group. If this recipe is used, repairing is possible with any crafting grid
8901 with at least 2 slots.
8902 The player can put 2 equal tools in the craft grid to get one "repaired" tool
8904 The wear of the output is determined by the wear of both tools, plus a
8905 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8906 you want `additional_wear` to be negative.
8908 The formula used to calculate the resulting wear is:
8910 65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear))
8912 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8913 no crafting is possible.
8917 A cooking recipe has a single input item, a single output item stack
8918 and a cooking time. It represents cooking/baking/smelting/etc. items in
8919 an oven, furnace, or something similar; the exact meaning is up for games
8920 to decide, if they choose to use cooking at all.
8922 The engine does not implement anything specific to cooking recipes, but
8923 the recipes can be retrieved later using `minetest.get_craft_result` to
8924 have a consistent interface across different games/mods.
8928 * `type = "cooking"`: Mandatory
8929 * `output`: Same as for shaped recipe
8930 * `recipe`: An itemname of the single input item
8931 * `cooktime`: (optional) Time it takes to cook this item, in seconds.
8932 A floating-point number. (default: 3.0)
8933 * `replacements`: Same meaning as for shaped recipes, but the mods
8934 that utilize cooking recipes (e.g. for adding a furnace
8935 node) need to implement replacements on their own
8937 Note: Games and mods are free to re-interpret the cooktime in special
8938 cases, e.g. for a super furnace that cooks items twice as fast.
8942 Cooking sand to glass in 3 seconds:
8946 output = "example:glass",
8947 recipe = "example:sand",
8953 A fuel recipe is an item associated with a "burning time" and an optional
8954 item replacement. There is no output. This is usually used as fuel for
8955 furnaces, ovens, stoves, etc.
8957 Like with cooking recipes, the engine does not do anything specific with
8958 fuel recipes and it's up to games and mods to use them by retrieving
8959 them via `minetest.get_craft_result`.
8963 * `type = "fuel"`: Mandatory
8964 * `recipe`: Itemname of the item to be used as fuel
8965 * `burntime`: (optional) Burning time this item provides, in seconds.
8966 A floating-point number. (default: 1.0)
8967 * `replacements`: Same meaning as for shaped recipes, but the mods
8968 that utilize fuels need to implement replacements
8971 Note: Games and mods are free to re-interpret the burntime in special
8972 cases, e.g. for an efficient furnace in which fuels burn twice as
8977 Coal lump with a burntime of 20 seconds. Will be consumed when used.
8981 recipe = "example:coal_lump",
8985 Lava bucket with a burn time of 60 seconds. Will become an empty bucket
8990 recipe = "example:lava_bucket",
8992 replacements = {{"example:lava_bucket", "example:empty_bucket"}},
8998 Used by `minetest.register_ore`.
9000 See [Ores] section above for essential information.
9004 -- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
9007 -- Ore node to place
9010 -- Param2 to set for ore (e.g. facedir rotation)
9013 -- Node to place ore in. Multiple are possible by passing a list.
9015 clust_scarcity = 8 * 8 * 8,
9016 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
9017 -- If the desired average distance between ores is 'd', set this to
9021 -- Number of ores in a cluster
9024 -- Size of the bounding box of the cluster.
9025 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
9026 -- nodes are coal ore.
9030 -- Lower and upper limits for ore (inclusive)
9033 -- Attributes for the ore generation, see 'Ore attributes' section above
9035 noise_threshold = 0,
9036 -- If noise is above this threshold, ore is placed. Not needed for a
9037 -- uniform distribution.
9042 spread = {x = 100, y = 100, z = 100},
9047 -- NoiseParams structure describing one of the perlin noises used for
9048 -- ore distribution.
9049 -- Needed by "sheet", "puff", "blob" and "vein" ores.
9050 -- Omit from "scatter" ore for a uniform ore distribution.
9051 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
9054 biomes = {"desert", "rainforest"},
9055 -- List of biomes in which this ore occurs.
9056 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
9057 -- being used does not support biomes.
9058 -- Can be a list of (or a single) biome names, IDs, or definitions.
9060 -- Type-specific parameters
9063 column_height_min = 1,
9064 column_height_max = 16,
9065 column_midpoint_factor = 0.5,
9071 spread = {x = 100, y = 100, z = 100},
9079 spread = {x = 100, y = 100, z = 100},
9086 random_factor = 1.0,
9089 np_stratum_thickness = {
9092 spread = {x = 100, y = 100, z = 100},
9097 stratum_thickness = 8, -- only used if no noise defined
9103 Used by `minetest.register_biome`.
9105 The maximum number of biomes that can be used is 65535. However, using an
9106 excessive number of biomes will slow down map generation. Depending on desired
9107 performance and computing power the practical limit is much lower.
9112 node_dust = "default:snow",
9113 -- Node dropped onto upper surface after all else is generated
9115 node_top = "default:dirt_with_snow",
9117 -- Node forming surface layer of biome and thickness of this layer
9119 node_filler = "default:permafrost",
9121 -- Node forming lower layer of biome and thickness of this layer
9123 node_stone = "default:bluestone",
9124 -- Node that replaces all stone nodes between roughly y_min and y_max.
9126 node_water_top = "default:ice",
9127 depth_water_top = 10,
9128 -- Node forming a surface layer in seawater with the defined thickness
9131 -- Node that replaces all seawater nodes not in the surface layer
9133 node_river_water = "default:ice",
9134 -- Node that replaces river water in mapgens that use
9135 -- default:river_water
9137 node_riverbed = "default:gravel",
9139 -- Node placed under river water and thickness of this layer
9141 node_cave_liquid = "default:lava_source",
9142 node_cave_liquid = {"default:water_source", "default:lava_source"},
9143 -- Nodes placed inside 50% of the medium size caves.
9144 -- Multiple nodes can be specified, each cave will use a randomly
9145 -- chosen node from the list.
9146 -- If this field is left out or 'nil', cave liquids fall back to
9147 -- classic behavior of lava and water distributed using 3D noise.
9148 -- For no cave liquid, specify "air".
9150 node_dungeon = "default:cobble",
9151 -- Node used for primary dungeon structure.
9152 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
9153 -- alias, if that is also absent, dungeon nodes fall back to the biome
9155 -- If present, the following two nodes are also used.
9157 node_dungeon_alt = "default:mossycobble",
9158 -- Node used for randomly-distributed alternative structure nodes.
9159 -- If alternative structure nodes are not wanted leave this absent.
9161 node_dungeon_stair = "stairs:stair_cobble",
9162 -- Node used for dungeon stairs.
9163 -- If absent, stairs fall back to 'node_dungeon'.
9167 -- Upper and lower limits for biome.
9168 -- Alternatively you can use xyz limits as shown below.
9170 max_pos = {x = 31000, y = 128, z = 31000},
9171 min_pos = {x = -31000, y = 9, z = -31000},
9172 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
9173 -- Biome is limited to a cuboid defined by these positions.
9174 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
9175 -- 31000 in 'max_pos'.
9178 -- Vertical distance in nodes above 'y_max' over which the biome will
9179 -- blend with the biome above.
9180 -- Set to 0 for no vertical blend. Defaults to 0.
9183 humidity_point = 50,
9184 -- Characteristic temperature and humidity for the biome.
9185 -- These values create 'biome points' on a voronoi diagram with heat and
9186 -- humidity as axes. The resulting voronoi cells determine the
9187 -- distribution of the biomes.
9188 -- Heat and humidity have average values of 50, vary mostly between
9189 -- 0 and 100 but can exceed these values.
9192 Decoration definition
9193 ---------------------
9195 See [Decoration types]. Used by `minetest.register_decoration`.
9198 deco_type = "simple",
9199 -- Type. "simple" or "schematic" supported
9201 place_on = "default:dirt_with_grass",
9202 -- Node (or list of nodes) that the decoration can be placed on
9205 -- Size of the square (X / Z) divisions of the mapchunk being generated.
9206 -- Determines the resolution of noise variation if used.
9207 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
9208 -- equal to the chunk size.
9211 -- The value determines 'decorations per surface node'.
9212 -- Used only if noise_params is not specified.
9213 -- If >= 10.0 complete coverage is enabled and decoration placement uses
9214 -- a different and much faster method.
9219 spread = {x = 100, y = 100, z = 100},
9226 -- NoiseParams structure describing the perlin noise used for decoration
9228 -- A noise value is calculated for each square division and determines
9229 -- 'decorations per surface node' within each division.
9230 -- If the noise value >= 10.0 complete coverage is enabled and
9231 -- decoration placement uses a different and much faster method.
9233 biomes = {"Oceanside", "Hills", "Plains"},
9234 -- List of biomes in which this decoration occurs. Occurs in all biomes
9235 -- if this is omitted, and ignored if the Mapgen being used does not
9237 -- Can be a list of (or a single) biome names, IDs, or definitions.
9241 -- Lower and upper limits for decoration (inclusive).
9242 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
9244 spawn_by = "default:water",
9245 -- Node (or list of nodes) that the decoration only spawns next to.
9246 -- Checks the 8 neighboring nodes on the same Y, and also the ones
9247 -- at Y+1, excluding both center nodes.
9250 -- Number of spawn_by nodes that must be surrounding the decoration
9251 -- position to occur.
9252 -- If absent or -1, decorations occur next to any nodes.
9254 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
9255 -- Flags for all decoration types.
9256 -- "liquid_surface": Instead of placement on the highest solid surface
9257 -- in a mapchunk column, placement is on the highest liquid surface.
9258 -- Placement is disabled if solid nodes are found above the liquid
9260 -- "force_placement": Nodes other than "air" and "ignore" are replaced
9261 -- by the decoration.
9262 -- "all_floors", "all_ceilings": Instead of placement on the highest
9263 -- surface in a mapchunk the decoration is placed on all floor and/or
9264 -- ceiling surfaces, for example in caves and dungeons.
9265 -- Ceiling decorations act as an inversion of floor decorations so the
9266 -- effect of 'place_offset_y' is inverted.
9267 -- Y-slice probabilities do not function correctly for ceiling
9268 -- schematic decorations as the behavior is unchanged.
9269 -- If a single decoration registration has both flags the floor and
9270 -- ceiling decorations will be aligned vertically.
9272 ----- Simple-type parameters
9274 decoration = "default:grass",
9275 -- The node name used as the decoration.
9276 -- If instead a list of strings, a randomly selected node from the list
9277 -- is placed as the decoration.
9280 -- Decoration height in nodes.
9281 -- If height_max is not 0, this is the lower limit of a randomly
9285 -- Upper limit of the randomly selected height.
9286 -- If absent, the parameter 'height' is used as a constant.
9289 -- Param2 value of decoration nodes.
9290 -- If param2_max is not 0, this is the lower limit of a randomly
9294 -- Upper limit of the randomly selected param2.
9295 -- If absent, the parameter 'param2' is used as a constant.
9298 -- Y offset of the decoration base node relative to the standard base
9300 -- Can be positive or negative. Default is 0.
9301 -- Effect is inverted for "all_ceilings" decorations.
9302 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
9303 -- to the 'place_on' node.
9305 ----- Schematic-type parameters
9307 schematic = "foobar.mts",
9308 -- If schematic is a string, it is the filepath relative to the current
9309 -- working directory of the specified Minetest schematic file.
9310 -- Could also be the ID of a previously registered schematic.
9313 size = {x = 4, y = 6, z = 4},
9315 {name = "default:cobble", param1 = 255, param2 = 0},
9316 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
9317 {name = "air", param1 = 255, param2 = 0},
9321 {ypos = 2, prob = 128},
9322 {ypos = 5, prob = 64},
9326 -- Alternative schematic specification by supplying a table. The fields
9327 -- size and data are mandatory whereas yslice_prob is optional.
9328 -- See 'Schematic specifier' for details.
9330 replacements = {["oldname"] = "convert_to", ...},
9331 -- Map of node names to replace in the schematic after reading it.
9333 flags = "place_center_x, place_center_y, place_center_z",
9334 -- Flags for schematic decorations. See 'Schematic attributes'.
9337 -- Rotation can be "0", "90", "180", "270", or "random"
9340 -- If the flag 'place_center_y' is set this parameter is ignored.
9341 -- Y offset of the schematic base node layer relative to the 'place_on'
9343 -- Can be positive or negative. Default is 0.
9344 -- Effect is inverted for "all_ceilings" decorations.
9345 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
9346 -- to the 'place_on' node.
9349 Chat command definition
9350 -----------------------
9352 Used by `minetest.register_chatcommand`.
9354 Specifies the function to be called and the privileges required when a player
9355 issues the command. A help message that is the concatenation of the params and
9356 description fields is shown when the "/help" chatcommand is issued.
9360 -- Short parameter description. See the below note.
9363 -- General description of the command's purpose.
9366 -- Required privileges to run. See `minetest.check_player_privs()` for
9367 -- the format and see [Privileges] for an overview of privileges.
9369 func = function(name, param),
9370 -- Called when command is run.
9371 -- * `name` is the name of the player who issued the command.
9372 -- * `param` is a string with the full arguments to the command.
9373 -- Returns a boolean for success and a string value.
9374 -- The string is shown to the issuing player upon exit of `func` or,
9375 -- if `func` returns `false` and no string, the help message is shown.
9378 Note that in params, the conventional use of symbols is as follows:
9380 * `<>` signifies a placeholder to be replaced when the command is used. For
9381 example, when a player name is needed: `<name>`
9382 * `[]` signifies param is optional and not required when the command is used.
9383 For example, if you require param1 but param2 is optional:
9384 `<param1> [<param2>]`
9385 * `|` signifies exclusive or. The command requires one param from the options
9386 provided. For example: `<param1> | <param2>`
9387 * `()` signifies grouping. For example, when param1 and param2 are both
9388 required, or only param3 is required: `(<param1> <param2>) | <param3>`
9393 params = "<name> <privilege>",
9395 description = "Remove privilege from player",
9397 privs = {privs=true}, -- Require the "privs" privilege to run
9399 func = function(name, param),
9402 Privilege definition
9403 --------------------
9405 Used by `minetest.register_privilege`.
9409 -- Privilege description
9411 give_to_singleplayer = true,
9412 -- Whether to grant the privilege to singleplayer.
9414 give_to_admin = true,
9415 -- Whether to grant the privilege to the server admin.
9416 -- Uses value of 'give_to_singleplayer' by default.
9418 on_grant = function(name, granter_name),
9419 -- Called when given to player 'name' by 'granter_name'.
9420 -- 'granter_name' will be nil if the priv was granted by a mod.
9422 on_revoke = function(name, revoker_name),
9423 -- Called when taken from player 'name' by 'revoker_name'.
9424 -- 'revoker_name' will be nil if the priv was revoked by a mod.
9426 -- Note that the above two callbacks will be called twice if a player is
9427 -- responsible, once with the player name, and then with a nil player
9429 -- Return true in the above callbacks to stop register_on_priv_grant or
9430 -- revoke being called.
9433 Detached inventory callbacks
9434 ----------------------------
9436 Used by `minetest.create_detached_inventory`.
9439 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
9440 -- Called when a player wants to move items inside the inventory.
9441 -- Return value: number of items allowed to move.
9443 allow_put = function(inv, listname, index, stack, player),
9444 -- Called when a player wants to put something into the inventory.
9445 -- Return value: number of items allowed to put.
9446 -- Return value -1: Allow and don't modify item count in inventory.
9448 allow_take = function(inv, listname, index, stack, player),
9449 -- Called when a player wants to take something out of the inventory.
9450 -- Return value: number of items allowed to take.
9451 -- Return value -1: Allow and don't modify item count in inventory.
9453 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
9454 on_put = function(inv, listname, index, stack, player),
9455 on_take = function(inv, listname, index, stack, player),
9456 -- Called after the actual action has happened, according to what was
9464 Since most values have multiple different functions, please see the
9465 documentation in [HUD] section.
9467 Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
9470 hud_elem_type = "image",
9471 -- Type of element, can be "image", "text", "statbar", "inventory",
9472 -- "waypoint", "image_waypoint", "compass" or "minimap"
9474 position = {x=0.5, y=0.5},
9475 -- Top left corner position of element
9479 scale = {x = 1, y = 1},
9490 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
9492 alignment = {x=0, y=0},
9494 offset = {x=0, y=0},
9496 world_pos = {x=0, y=0, z=0},
9501 -- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
9509 Used by `minetest.add_particle`.
9512 pos = {x=0, y=0, z=0},
9513 velocity = {x=0, y=0, z=0},
9514 acceleration = {x=0, y=0, z=0},
9515 -- Spawn particle at pos with velocity and acceleration
9518 -- Disappears after expirationtime seconds
9521 -- Scales the visual size of the particle texture.
9522 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
9523 -- particle (just like actual node dig particles).
9525 collisiondetection = false,
9526 -- If true collides with `walkable` nodes and, depending on the
9527 -- `object_collision` field, objects too.
9529 collision_removal = false,
9530 -- If true particle is removed when it collides.
9531 -- Requires collisiondetection = true to have any effect.
9533 object_collision = false,
9534 -- If true particle collides with objects that are defined as
9535 -- `physical = true,` and `collide_with_objects = true,`.
9536 -- Requires collisiondetection = true to have any effect.
9539 -- If true faces player using y axis only
9541 texture = "image.png",
9542 -- The texture of the particle
9543 -- v5.6.0 and later: also supports the table format described in the
9544 -- following section
9546 playername = "singleplayer",
9547 -- Optional, if specified spawns particle only on the player's client
9549 animation = {Tile Animation definition},
9550 -- Optional, specifies how to animate the particle texture
9553 -- Optional, specify particle self-luminescence in darkness.
9556 node = {name = "ignore", param2 = 0},
9557 -- Optional, if specified the particle will have the same appearance as
9558 -- node dig particles for the given node.
9559 -- `texture` and `animation` will be ignored if this is set.
9562 -- Optional, only valid in combination with `node`
9563 -- If set to a valid number 1-6, specifies the tile from which the
9564 -- particle texture is picked.
9565 -- Otherwise, the default behavior is used. (currently: any random tile)
9567 drag = {x=0, y=0, z=0},
9568 -- v5.6.0 and later: Optional drag value, consult the following section
9570 bounce = {min = ..., max = ..., bias = 0},
9571 -- v5.6.0 and later: Optional bounce range, consult the following section
9575 `ParticleSpawner` definition
9576 ----------------------------
9578 Used by `minetest.add_particlespawner`.
9580 Before v5.6.0, particlespawners used a different syntax and had a more limited set
9581 of features. Definition fields that are the same in both legacy and modern versions
9582 are shown in the next listing, and the fields that are used by legacy versions are
9583 shown separated by a comment; the modern fields are too complex to compactly
9584 describe in this manner and are documented after the listing.
9586 The older syntax can be used in combination with the newer syntax (e.g. having
9587 `minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers,
9588 the new syntax will override the older syntax; on older servers, the newer syntax
9592 -- Common fields (same name and meaning in both new and legacy syntax)
9595 -- Number of particles spawned over the time period `time`.
9598 -- Lifespan of spawner in seconds.
9599 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
9600 -- a per-second basis.
9602 collisiondetection = false,
9603 -- If true collide with `walkable` nodes and, depending on the
9604 -- `object_collision` field, objects too.
9606 collision_removal = false,
9607 -- If true particles are removed when they collide.
9608 -- Requires collisiondetection = true to have any effect.
9610 object_collision = false,
9611 -- If true particles collide with objects that are defined as
9612 -- `physical = true,` and `collide_with_objects = true,`.
9613 -- Requires collisiondetection = true to have any effect.
9615 attached = ObjectRef,
9616 -- If defined, particle positions, velocities and accelerations are
9617 -- relative to this object's position and yaw
9620 -- If true face player using y axis only
9622 texture = "image.png",
9623 -- The texture of the particle
9625 playername = "singleplayer",
9626 -- Optional, if specified spawns particles only on the player's client
9628 animation = {Tile Animation definition},
9629 -- Optional, specifies how to animate the particles' texture
9630 -- v5.6.0 and later: set length to -1 to synchronize the length
9631 -- of the animation with the expiration time of individual particles.
9632 -- (-2 causes the animation to be played twice, and so on)
9635 -- Optional, specify particle self-luminescence in darkness.
9638 node = {name = "ignore", param2 = 0},
9639 -- Optional, if specified the particles will have the same appearance as
9640 -- node dig particles for the given node.
9641 -- `texture` and `animation` will be ignored if this is set.
9644 -- Optional, only valid in combination with `node`
9645 -- If set to a valid number 1-6, specifies the tile from which the
9646 -- particle texture is picked.
9647 -- Otherwise, the default behavior is used. (currently: any random tile)
9649 -- Legacy definition fields
9651 minpos = {x=0, y=0, z=0},
9652 maxpos = {x=0, y=0, z=0},
9653 minvel = {x=0, y=0, z=0},
9654 maxvel = {x=0, y=0, z=0},
9655 minacc = {x=0, y=0, z=0},
9656 maxacc = {x=0, y=0, z=0},
9661 -- The particles' properties are random values between the min and max
9663 -- applies to: pos, velocity, acceleration, expirationtime, size
9664 -- If `node` is set, min and maxsize can be set to 0 to spawn
9665 -- randomly-sized particles (just like actual node dig particles).
9668 ### Modern definition fields
9670 After v5.6.0, spawner properties can be defined in several different ways depending
9671 on the level of control you need. `pos` for instance can be set as a single vector,
9672 in which case all particles will appear at that exact point throughout the lifetime
9673 of the spawner. Alternately, it can be specified as a min-max pair, specifying a
9674 cubic range the particles can appear randomly within. Finally, some properties can
9675 be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying
9678 The following definitions are all equivalent, listed in order of precedence from
9679 lowest (the legacy syntax) to highest (tween tables). If multiple forms of a
9680 property definition are present, the highest-precedence form will be selected
9681 and all lower-precedence fields will be ignored, allowing for graceful
9682 degradation in older clients).
9686 maxpos = {x = 0, y = 0, z = 0},
9687 minpos = {x = 0, y = 0, z = 0},
9691 -- all components of every particle's position vector will be set to this
9695 pos = vector.new(0,0,0),
9696 -- all particles will appear at this exact position throughout the lifetime
9697 -- of the particlespawner
9701 -- the particle will appear at a position that is picked at random from
9702 -- within a cubic range
9704 min = vector.new(0,0,0),
9705 -- `min` is the minimum value this property will be set to in particles
9706 -- spawned by the generator
9708 max = vector.new(0,0,0),
9709 -- `max` is the minimum value this property will be set to in particles
9710 -- spawned by the generator
9713 -- when `bias` is 0, all random values are exactly as likely as any
9714 -- other. when it is positive, the higher it is, the more likely values
9715 -- will appear towards the minimum end of the allowed spectrum. when
9716 -- it is negative, the lower it is, the more likely values will appear
9717 -- towards the maximum end of the allowed spectrum. the curve is
9718 -- exponential and there is no particular maximum or minimum value
9723 -- a tween table should consist of a list of frames in the same form as the
9724 -- untweened pos property above, which the engine will interpolate between,
9725 -- and optionally a number of properties that control how the interpolation
9726 -- takes place. currently **only two frames**, the first and the last, are
9727 -- used, but extra frames are accepted for the sake of forward compatibility.
9728 -- any of the above definition styles can be used here as well in any combination
9729 -- supported by the property type
9733 -- linear animation from first to last frame (default)
9735 -- linear animation from last to first frame
9737 -- linear animation from first to last then back to first again
9739 -- like "pulse", but slightly randomized to add a bit of stutter
9742 -- number of times the animation is played over the particle's lifespan
9745 -- point in the spawner's lifespan at which the animation begins. 0 is
9746 -- the very beginning, 1 is the very end
9748 -- frames can be defined in a number of different ways, depending on the
9749 -- underlying type of the property. for now, all but the first and last
9750 -- frame are ignored
9762 { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9763 { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9766 0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9770 All of the properties that can be defined in this way are listed in the next
9771 section, along with the datatypes they accept.
9773 #### List of particlespawner properties
9774 All of the properties in this list can be animated with `*_tween` tables
9775 unless otherwise specified. For example, `jitter` can be tweened by setting
9776 a `jitter_tween` table instead of (or in addition to) a `jitter` table/value.
9777 In this section, a float range is a table defined as so: { min = A, max = B }
9778 A and B are your supplemented values. For a vec3 range this means they are vectors.
9779 Types used are defined in the previous section.
9781 * vec3 range `pos`: the position at which particles can appear
9782 * vec3 range `vel`: the initial velocity of the particle
9783 * vec3 range `acc`: the direction and speed with which the particle
9785 * vec3 range `jitter`: offsets the velocity of each particle by a random
9786 amount within the specified range each frame. used to create Brownian motion.
9787 * vec3 range `drag`: the amount by which absolute particle velocity along
9788 each axis is decreased per second. a value of 1.0 means that the particle
9789 will be slowed to a stop over the space of a second; a value of -1.0 means
9790 that the particle speed will be doubled every second. to avoid interfering
9791 with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can
9792 be used instead of a uniform value.
9793 * float range `bounce`: how bouncy the particles are when `collisiondetection`
9794 is turned on. values less than or equal to `0` turn off particle bounce;
9795 `1` makes the particles bounce without losing any velocity, and `2` makes
9796 them double their velocity with every bounce. `bounce` is not bounded but
9797 values much larger than `1.0` probably aren't very useful.
9798 * float range `exptime`: the number of seconds after which the particle
9800 * table `attract`: sets the birth orientation of particles relative to various
9801 shapes defined in world coordinate space. this is an alternative means of
9802 setting the velocity which allows particles to emerge from or enter into
9803 some entity or node on the map, rather than simply being assigned random
9804 velocity values within a range. the velocity calculated by this method will
9805 be **added** to that specified by `vel` if `vel` is also set, so in most
9806 cases **`vel` should be set to 0**. `attract` has the fields:
9807 * string `kind`: selects the kind of shape towards which the particles will
9808 be oriented. it must have one of the following values:
9809 * `"none"`: no attractor is set and the `attractor` table is ignored
9810 * `"point"`: the particles are attracted to a specific point in space.
9811 use this also if you want a sphere-like effect, in combination with
9812 the `radius` property.
9813 * `"line"`: the particles are attracted to an (infinite) line passing
9814 through the points `origin` and `angle`. use this for e.g. beacon
9815 effects, energy beam effects, etc.
9816 * `"plane"`: the particles are attracted to an (infinite) plane on whose
9817 surface `origin` designates a point in world coordinate space. use this
9818 for e.g. particles entering or emerging from a portal.
9819 * float range `strength`: the speed with which particles will move towards
9820 `attractor`. If negative, the particles will instead move away from that
9822 * vec3 `origin`: the origin point of the shape towards which particles will
9823 initially be oriented. functions as an offset if `origin_attached` is also
9825 * vec3 `direction`: sets the direction in which the attractor shape faces. for
9826 lines, this sets the angle of the line; e.g. a vector of (0,1,0) will
9827 create a vertical line that passes through `origin`. for planes, `direction`
9828 is the surface normal of an infinite plane on whose surface `origin` is
9829 a point. functions as an offset if `direction_attached` is also set.
9830 * entity `origin_attached`: allows the origin to be specified as an offset
9831 from the position of an entity rather than a coordinate in world space.
9832 * entity `direction_attached`: allows the direction to be specified as an offset
9833 from the position of an entity rather than a coordinate in world space.
9834 * bool `die_on_contact`: if true, the particles' lifetimes are adjusted so
9835 that they will die as they cross the attractor threshold. this behavior
9836 is the default but is undesirable for some kinds of animations; set it to
9837 false to allow particles to live out their natural lives.
9838 * vec3 range `radius`: if set, particles will be arranged in a sphere around
9839 `pos`. A constant can be used to create a spherical shell of particles, a
9840 vector to create an ovoid shell, and a range to create a volume; e.g.
9841 `{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5
9842 and 1 nodes away from `pos` but will cluster them towards the center of the
9843 sphere. Usually if `radius` is used, `pos` should be a single point, but it
9844 can still be a range if you really know what you're doing (e.g. to create a
9845 "roundcube" emitter volume).
9849 In versions before v5.6.0, particlespawner textures could only be specified as a single
9850 texture string. After v5.6.0, textures can now be specified as a table as well. This
9851 table contains options that allow simple animations to be applied to the texture.
9854 name = "mymod_particle_texture.png",
9855 -- the texture specification string
9858 -- controls how visible the particle is; at 1.0 the particle is fully
9859 -- visible, at 0, it is completely invisible.
9861 alpha_tween = {1, 0},
9862 -- can be used instead of `alpha` to animate the alpha value over the
9863 -- particle's lifetime. these tween tables work identically to the tween
9864 -- tables used in particlespawner properties, except that time references
9865 -- are understood with respect to the particle's lifetime, not the
9866 -- spawner's. {1,0} fades the particle out over its lifetime.
9869 scale = {x = 1, y = 1},
9870 -- scales the texture onscreen
9876 -- animates the scale over the particle's lifetime. works like the
9877 -- alpha_tween table, but can accept two-dimensional vectors as well as
9878 -- integer values. the example value would cause the particle to shrink
9879 -- in one dimension over the course of its life until it disappears
9882 -- (default) blends transparent pixels with those they are drawn atop
9883 -- according to the alpha channel of the source texture. useful for
9884 -- e.g. material objects like rocks, dirt, smoke, or node chunks
9886 -- adds the value of pixels to those underneath them, modulo the sources
9887 -- alpha channel. useful for e.g. bright light effects like sparks or fire
9889 -- like "add" but less bright. useful for subtler light effects. note that
9890 -- this is NOT formally equivalent to the "screen" effect used in image
9891 -- editors and compositors, as it does not respect the alpha channel of
9892 -- of the image being blended
9894 -- the inverse of "add"; the value of the source pixel is subtracted from
9895 -- the pixel underneath it. a white pixel will turn whatever is underneath
9896 -- it black; a black pixel will be "transparent". useful for creating
9897 -- darkening effects
9899 animation = {Tile Animation definition},
9900 -- overrides the particlespawner's global animation property for a single
9904 Instead of setting a single texture definition, it is also possible to set a
9905 `texpool` property. A `texpool` consists of a list of possible particle textures.
9906 Every time a particle is spawned, the engine will pick a texture at random from
9907 the `texpool` and assign it as that particle's texture. You can also specify a
9908 `texture` in addition to a `texpool`; the `texture` value will be ignored on newer
9909 clients but will be sent to older (pre-v5.6.0) clients that do not implement
9913 "mymod_particle_texture.png";
9914 { name = "mymod_spark.png", fade = "out" },
9916 name = "mymod_dust.png",
9920 type = "vertical_frames",
9921 aspect_w = 16, aspect_h = 16,
9924 -- the animation lasts for 3s and then repeats
9926 -- repeat the animation three times over the particle's lifetime
9927 -- (post-v5.6.0 clients only)
9932 #### List of animatable texture properties
9934 While animated particlespawner values vary over the course of the particlespawner's
9935 lifetime, animated texture properties vary over the lifespans of the individual
9936 particles spawned with that texture. So a particle with the texture property
9944 would be invisible at its spawning, pulse visible four times throughout its
9945 lifespan, and then vanish again before expiring.
9947 * float `alpha` (0.0 - 1.0): controls the visibility of the texture
9948 * vec2 `scale`: controls the size of the displayed billboard onscreen. Its units
9949 are multiples of the parent particle's assigned size (see the `size` property above)
9951 `HTTPRequest` definition
9952 ------------------------
9954 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
9957 url = "http://example.org",
9960 -- Timeout for request to be completed in seconds. Default depends on engine settings.
9962 method = "GET", "POST", "PUT" or "DELETE"
9963 -- The http method to use. Defaults to "GET".
9965 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
9966 -- Data for the POST, PUT or DELETE request.
9967 -- Accepts both a string and a table. If a table is specified, encodes
9968 -- table as x-www-form-urlencoded key-value pairs.
9970 user_agent = "ExampleUserAgent",
9971 -- Optional, if specified replaces the default minetest user agent with
9974 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
9975 -- Optional, if specified adds additional headers to the HTTP request.
9976 -- You must make sure that the header strings follow HTTP specification
9980 -- Optional, if true performs a multipart HTTP request.
9981 -- Default is false.
9982 -- Post only, data must be array
9984 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
9985 -- Deprecated, use `data` instead. Forces `method = "POST"`.
9988 `HTTPRequestResult` definition
9989 ------------------------------
9991 Passed to `HTTPApiTable.fetch` callback. Returned by
9992 `HTTPApiTable.fetch_async_get`.
9996 -- If true, the request has finished (either succeeded, failed or timed
10000 -- If true, the request was successful
10003 -- If true, the request timed out
10006 -- HTTP status code
10011 Authentication handler definition
10012 ---------------------------------
10014 Used by `minetest.register_authentication_handler`.
10017 get_auth = function(name),
10018 -- Get authentication data for existing player `name` (`nil` if player
10020 -- Returns following structure:
10021 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
10023 create_auth = function(name, password),
10024 -- Create new auth data for player `name`.
10025 -- Note that `password` is not plain-text but an arbitrary
10026 -- representation decided by the engine.
10028 delete_auth = function(name),
10029 -- Delete auth data of player `name`.
10030 -- Returns boolean indicating success (false if player is nonexistent).
10032 set_password = function(name, password),
10033 -- Set password of player `name` to `password`.
10034 -- Auth data should be created if not present.
10036 set_privileges = function(name, privileges),
10037 -- Set privileges of player `name`.
10038 -- `privileges` is in table form, auth data should be created if not
10041 reload = function(),
10042 -- Reload authentication data from the storage location.
10043 -- Returns boolean indicating success.
10045 record_login = function(name),
10046 -- Called when player joins, used for keeping track of last_login
10048 iterate = function(),
10049 -- Returns an iterator (use with `for` loops) for all player names
10050 -- currently in the auth database
10056 Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
10058 See http://bitop.luajit.org/ for advanced information.
10063 When an error occurs that is not caught, Minetest calls the function
10064 `minetest.error_handler` with the error object as its first argument. The second
10065 argument is the stack level where the error occurred. The return value is the
10066 error string that should be shown. By default this is a backtrace from
10067 `debug.traceback`. If the error object is not a string, it is first converted
10068 with `tostring` before being displayed. This means that you can use tables as
10069 error objects so long as you give them `__tostring` metamethods.
10071 You can override `minetest.error_handler`. You should call the previous handler
10072 with the correct stack level in your implementation.