1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
83 Used to set default settings when running this game.
85 In the same format as the one in builtin.
86 This settingtypes.txt will be parsed by the menu and the settings will be
87 displayed in the "Games" category in the advanced settings tab.
88 * If the game contains a folder called `textures` the server will load it as a
89 texturepack, overriding mod textures.
90 Any server texturepack will override mod textures and the game texturepack.
95 Games can provide custom main menu images. They are put inside a `menu`
96 directory inside the game directory.
98 The images are named `$identifier.png`, where `$identifier` is one of
99 `overlay`, `background`, `footer`, `header`.
100 If you want to specify multiple images for one identifier, add additional
101 images named like `$identifier.$n.png`, with an ascending number $n starting
102 with 1, and a random image will be chosen from the provided ones.
113 Paths are relative to the directories listed in the [Paths] section above.
115 * `games/<gameid>/mods/`
117 * `worlds/<worldname>/worldmods/`
122 It is possible to include a game in a world; in this case, no mods or
123 games are loaded or checked from anywhere else.
125 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
128 Mods should then be placed in `<worldname>/game/mods/`.
133 Mods can be put in a subdirectory, if the parent directory, which otherwise
134 should be a mod, contains a file named `modpack.conf`.
135 The file is a key-value store of modpack details.
137 * `name`: The modpack name.
138 * `description`: Description of mod to be shown in the Mods tab of the main
141 Note: to support 0.4.x, please also create an empty modpack.txt file.
143 Mod directory structure
144 -----------------------
150 │ ├── settingtypes.txt
154 │ │ ├── modname_stuff.png
155 │ │ └── modname_something_else.png
164 The location of this directory can be fetched by using
165 `minetest.get_modpath(modname)`.
169 A `Settings` file that provides meta information about the mod.
171 * `name`: The mod name. Allows Minetest to determine the mod name even if the
172 folder is wrongly named.
173 * `description`: Description of mod to be shown in the Mods tab of the main
175 * `depends`: A comma separated list of dependencies. These are mods that must be
176 loaded before this mod.
177 * `optional_depends`: A comma separated list of optional dependencies.
178 Like a dependency, but no error if the mod doesn't exist.
180 Note: to support 0.4.x, please also provide depends.txt.
184 A screenshot shown in the mod manager within the main menu. It should
185 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
189 **Deprecated:** you should use mod.conf instead.
191 This file is used if there are no dependencies in mod.conf.
193 List of mods that have to be loaded before loading this mod.
195 A single line contains a single modname.
197 Optional dependencies can be defined by appending a question mark
198 to a single modname. This means that if the specified mod
199 is missing, it does not prevent this mod from being loaded.
201 ### `description.txt`
203 **Deprecated:** you should use mod.conf instead.
205 This file is used if there is no description in mod.conf.
207 A file containing a description to be shown in the Mods tab of the main menu.
209 ### `settingtypes.txt`
211 The format is documented in `builtin/settingtypes.txt`.
212 It is parsed by the main menu settings dialogue to list mod-specific
213 settings in the "Mods" category.
217 The main Lua script. Running this script should register everything it
218 wants to register. Subsequent execution depends on minetest calling the
219 registered callbacks.
221 `minetest.settings` can be used to read custom or existing settings at load
222 time, if necessary. (See [`Settings`])
226 Models for entities or meshnodes.
228 ### `textures`, `sounds`, `media`
230 Media files (textures, sounds, whatever) that will be transferred to the
231 client and will be available for use by the mod.
235 Translation files for the clients. (See [Translations])
240 Registered names should generally be in this format:
244 `<whatever>` can have these characters:
248 This is to prevent conflicting names from corrupting maps and is
249 enforced by the mod loader.
251 Registered names can be overridden by prefixing the name with `:`. This can
252 be used for overriding the registrations of some other mod.
254 The `:` prefix can also be used for maintaining backwards compatibility.
258 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
259 So the name should be `experimental:tnt`.
261 Any mod can redefine `experimental:tnt` by using the name
265 when registering it. That mod is required to have `experimental` as a
274 Aliases of itemnames can be added by using
275 `minetest.register_alias(alias, original_name)` or
276 `minetest.register_alias_force(alias, original_name)`.
278 This adds an alias `alias` for the item called `original_name`.
279 From now on, you can use `alias` to refer to the item `original_name`.
281 The only difference between `minetest.register_alias` and
282 `minetest.register_alias_force` is that if an item named `alias` already exists,
283 `minetest.register_alias` will do nothing while
284 `minetest.register_alias_force` will unregister it.
286 This can be used for maintaining backwards compatibility.
288 This can also set quick access names for things, e.g. if
289 you have an item called `epiclylongmodname:stuff`, you could do
291 minetest.register_alias("stuff", "epiclylongmodname:stuff")
293 and be able to use `/giveme stuff`.
298 In a game, a certain number of these must be set to tell core mapgens which
299 of the game's nodes are to be used for core mapgen generation. For example:
301 minetest.register_alias("mapgen_stone", "default:stone")
303 ### Aliases for non-V6 mapgens
305 #### Essential aliases
308 * mapgen_water_source
309 * mapgen_river_water_source
311 `mapgen_river_water_source` is required for mapgens with sloping rivers where
312 it is necessary to have a river liquid node with a short `liquid_range` and
313 `liquid_renewable = false` to avoid flooding.
315 #### Optional aliases
319 Fallback lava node used if cave liquids are not defined in biome definitions.
320 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
324 Fallback node used if dungeon nodes are not defined in biome definitions.
325 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
327 ### Aliases needed for Mapgen V6
330 * mapgen_water_source
333 * mapgen_dirt_with_grass
336 * mapgen_desert_stone
338 * mapgen_dirt_with_snow
347 * mapgen_jungleleaves
350 * mapgen_pine_needles
353 * mapgen_stair_cobble
355 * mapgen_stair_desert_stone
357 ### Setting the node used in Mapgen Singlenode
359 By default the world is filled with air nodes. To set a different node use, for
362 minetest.register_alias("mapgen_singlenode", "default:stone")
370 Mods should generally prefix their textures with `modname_`, e.g. given
371 the mod name `foomod`, a texture could be called:
375 Textures are referred to by their complete name, or alternatively by
376 stripping out the file extension:
378 * e.g. `foomod_foothing.png`
379 * e.g. `foomod_foothing`
384 There are various texture modifiers that can be used
385 to generate textures on-the-fly.
387 ### Texture overlaying
389 Textures can be overlaid by putting a `^` between them.
393 default_dirt.png^default_grass_side.png
395 `default_grass_side.png` is overlaid over `default_dirt.png`.
396 The texture with the lower resolution will be automatically upscaled to
397 the higher resolution texture.
401 Textures can be grouped together by enclosing them in `(` and `)`.
403 Example: `cobble.png^(thing1.png^thing2.png)`
405 A texture for `thing1.png^thing2.png` is created and the resulting
406 texture is overlaid on top of `cobble.png`.
410 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
411 passing complex texture names as arguments. Escaping is done with backslash and
412 is required for `^` and `:`.
414 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
416 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
417 on top of `cobble.png`.
419 ### Advanced texture modifiers
425 * `[crack:<t>:<n>:<p>`
426 * `[cracko:<t>:<n>:<p>`
430 * `<t>`: tile count (in each direction)
431 * `<n>`: animation frame count
432 * `<p>`: current animation frame
434 Draw a step of the crack animation on the texture.
435 `crack` draws it normally, while `cracko` lays it over, keeping transparent
440 default_cobble.png^[crack:10:1
442 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
448 * `<file>`: texture to combine
450 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
451 specified coordinates.
455 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
457 #### `[resize:<w>x<h>`
459 Resizes the texture to the given dimensions.
463 default_sandstone.png^[resize:16x16
467 Makes the base image transparent according to the given ratio.
469 `r` must be between 0 (transparent) and 255 (opaque).
473 default_sandstone.png^[opacity:127
475 #### `[invert:<mode>`
477 Inverts the given channels of the base image.
478 Mode may contain the characters "r", "g", "b", "a".
479 Only the channels that are mentioned in the mode string will be inverted.
483 default_apple.png^[invert:rgb
487 Brightens the texture.
491 tnt_tnt_side.png^[brighten
495 Makes the texture completely opaque.
499 default_leaves.png^[noalpha
501 #### `[makealpha:<r>,<g>,<b>`
503 Convert one color to transparency.
507 default_cobble.png^[makealpha:128,128,128
511 * `<t>`: transformation(s) to apply
513 Rotates and/or flips the image.
515 `<t>` can be a number (between 0 and 7) or a transform name.
516 Rotations are counter-clockwise.
519 1 R90 rotate by 90 degrees
520 2 R180 rotate by 180 degrees
521 3 R270 rotate by 270 degrees
523 5 FXR90 flip X then rotate by 90 degrees
525 7 FYR90 flip Y then rotate by 90 degrees
529 default_stone.png^[transformFXR90
531 #### `[inventorycube{<top>{<left>{<right>`
533 Escaping does not apply here and `^` is replaced by `&` in texture names
536 Create an inventory cube texture using the side textures.
540 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
542 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
543 `dirt.png^grass_side.png` textures
545 #### `[lowpart:<percent>:<file>`
547 Blit the lower `<percent>`% part of `<file>` on the texture.
551 base.png^[lowpart:25:overlay.png
553 #### `[verticalframe:<t>:<n>`
555 * `<t>`: animation frame count
556 * `<n>`: current animation frame
558 Crops the texture to a frame of a vertical animation.
562 default_torch_animated.png^[verticalframe:16:8
566 Apply a mask to the base image.
568 The mask is applied using binary AND.
570 #### `[sheet:<w>x<h>:<x>,<y>`
572 Retrieves a tile at position x,y from the base image
573 which it assumes to be a tilesheet with dimensions w,h.
575 #### `[colorize:<color>:<ratio>`
577 Colorize the textures with the given color.
578 `<color>` is specified as a `ColorString`.
579 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
580 it is an int, then it specifies how far to interpolate between the
581 colors where 0 is only the texture color and 255 is only `<color>`. If
582 omitted, the alpha of `<color>` will be used as the ratio. If it is
583 the word "`alpha`", then each texture pixel will contain the RGB of
584 `<color>` and the alpha of `<color>` multiplied by the alpha of the
587 #### `[multiply:<color>`
589 Multiplies texture colors with the given color.
590 `<color>` is specified as a `ColorString`.
591 Result is more like what you'd expect if you put a color on top of another
592 color, meaning white surfaces get a lot of your new color while black parts
593 don't change very much.
598 The goal of hardware coloring is to simplify the creation of
599 colorful nodes. If your textures use the same pattern, and they only
600 differ in their color (like colored wool blocks), you can use hardware
601 coloring instead of creating and managing many texture files.
602 All of these methods use color multiplication (so a white-black texture
603 with red coloring will result in red-black color).
607 This method is useful if you wish to create nodes/items with
608 the same texture, in different colors, each in a new node/item definition.
612 When you register an item or node, set its `color` field (which accepts a
613 `ColorSpec`) to the desired color.
615 An `ItemStack`'s static color can be overwritten by the `color` metadata
616 field. If you set that field to a `ColorString`, that color will be used.
620 Each tile may have an individual static color, which overwrites every
621 other coloring method. To disable the coloring of a face,
622 set its color to white (because multiplying with white does nothing).
623 You can set the `color` property of the tiles in the node's definition
624 if the tile is in table format.
628 For nodes and items which can have many colors, a palette is more
629 suitable. A palette is a texture, which can contain up to 256 pixels.
630 Each pixel is one possible color for the node/item.
631 You can register one node/item, which can have up to 256 colors.
633 #### Palette indexing
635 When using palettes, you always provide a pixel index for the given
636 node or `ItemStack`. The palette is read from left to right and from
637 top to bottom. If the palette has less than 256 pixels, then it is
638 stretched to contain exactly 256 pixels (after arranging the pixels
639 to one line). The indexing starts from 0.
643 * 16x16 palette, index = 0: the top left corner
644 * 16x16 palette, index = 4: the fifth pixel in the first row
645 * 16x16 palette, index = 16: the pixel below the top left corner
646 * 16x16 palette, index = 255: the bottom right corner
647 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
648 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
649 to ensure the total 256 pixels.
650 * 2x4 palette, index = 32: the top right corner
651 * 2x4 palette, index = 63: the top right corner
652 * 2x4 palette, index = 64: the pixel below the top left corner
654 #### Using palettes with items
656 When registering an item, set the item definition's `palette` field to
657 a texture. You can also use texture modifiers.
659 The `ItemStack`'s color depends on the `palette_index` field of the
660 stack's metadata. `palette_index` is an integer, which specifies the
661 index of the pixel to use.
663 #### Linking palettes with nodes
665 When registering a node, set the item definition's `palette` field to
666 a texture. You can also use texture modifiers.
667 The node's color depends on its `param2`, so you also must set an
668 appropriate `paramtype2`:
670 * `paramtype2 = "color"` for nodes which use their full `param2` for
671 palette indexing. These nodes can have 256 different colors.
672 The palette should contain 256 pixels.
673 * `paramtype2 = "colorwallmounted"` for nodes which use the first
674 five bits (most significant) of `param2` for palette indexing.
675 The remaining three bits are describing rotation, as in `wallmounted`
676 paramtype2. Division by 8 yields the palette index (without stretching the
677 palette). These nodes can have 32 different colors, and the palette
678 should contain 32 pixels.
680 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
681 pixel will be picked from the palette.
682 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
683 pixel will be picked from the palette.
684 * `paramtype2 = "colorfacedir"` for nodes which use the first
685 three bits of `param2` for palette indexing. The remaining
686 five bits are describing rotation, as in `facedir` paramtype2.
687 Division by 32 yields the palette index (without stretching the
688 palette). These nodes can have 8 different colors, and the
689 palette should contain 8 pixels.
691 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
692 first (= 0 + 1) pixel will be picked from the palette.
693 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
694 second (= 1 + 1) pixel will be picked from the palette.
696 To colorize a node on the map, set its `param2` value (according
697 to the node's paramtype2).
699 ### Conversion between nodes in the inventory and on the map
701 Static coloring is the same for both cases, there is no need
704 If the `ItemStack`'s metadata contains the `color` field, it will be
705 lost on placement, because nodes on the map can only use palettes.
707 If the `ItemStack`'s metadata contains the `palette_index` field, it is
708 automatically transferred between node and item forms by the engine,
709 when a player digs or places a colored node.
710 You can disable this feature by setting the `drop` field of the node
711 to itself (without metadata).
712 To transfer the color to a special drop, you need a drop table.
716 minetest.register_node("mod:stone", {
717 description = "Stone",
718 tiles = {"default_stone.png"},
719 paramtype2 = "color",
720 palette = "palette.png",
723 -- assume that mod:cobblestone also has the same palette
724 {items = {"mod:cobblestone"}, inherit_color = true },
729 ### Colored items in craft recipes
731 Craft recipes only support item strings, but fortunately item strings
732 can also contain metadata. Example craft recipe registration:
734 minetest.register_craft({
735 output = minetest.itemstring_with_palette("wool:block", 3),
743 To set the `color` field, you can use `minetest.itemstring_with_color`.
745 Metadata field filtering in the `recipe` field are not supported yet,
746 so the craft output is independent of the color of the ingredients.
751 Sometimes hardware coloring is not enough, because it affects the
752 whole tile. Soft texture overlays were added to Minetest to allow
753 the dynamic coloring of only specific parts of the node's texture.
754 For example a grass block may have colored grass, while keeping the
757 These overlays are 'soft', because unlike texture modifiers, the layers
758 are not merged in the memory, but they are simply drawn on top of each
759 other. This allows different hardware coloring, but also means that
760 tiles with overlays are drawn slower. Using too much overlays might
763 For inventory and wield images you can specify overlays which
764 hardware coloring does not modify. You have to set `inventory_overlay`
765 and `wield_overlay` fields to an image name.
767 To define a node overlay, simply set the `overlay_tiles` field of the node
768 definition. These tiles are defined in the same way as plain tiles:
769 they can have a texture name, color etc.
770 To skip one face, set that overlay tile to an empty string.
772 Example (colored grass block):
774 minetest.register_node("default:dirt_with_grass", {
775 description = "Dirt with Grass",
776 -- Regular tiles, as usual
777 -- The dirt tile disables palette coloring
778 tiles = {{name = "default_grass.png"},
779 {name = "default_dirt.png", color = "white"}},
780 -- Overlay tiles: define them in the same style
781 -- The top and bottom tile does not have overlay
782 overlay_tiles = {"", "",
783 {name = "default_grass_side.png", tileable_vertical = false}},
784 -- Global color, used in inventory
786 -- Palette in the world
787 paramtype2 = "color",
788 palette = "default_foilage.png",
797 Only Ogg Vorbis files are supported.
799 For positional playing of sounds, only single-channel (mono) files are
800 supported. Otherwise OpenAL will play them non-positionally.
802 Mods should generally prefix their sounds with `modname_`, e.g. given
803 the mod name "`foomod`", a sound could be called:
807 Sounds are referred to by their name with a dot, a single digit and the
808 file extension stripped out. When a sound is played, the actual sound file
809 is chosen randomly from the matching sounds.
811 When playing the sound `foomod_foosound`, the sound is chosen randomly
812 from the available ones of the following files:
814 * `foomod_foosound.ogg`
815 * `foomod_foosound.0.ogg`
816 * `foomod_foosound.1.ogg`
818 * `foomod_foosound.9.ogg`
820 Examples of sound parameter tables:
822 -- Play locationless on all clients
824 gain = 1.0, -- default
825 fade = 0.0, -- default, change to a value > 0 to fade the sound in
826 pitch = 1.0, -- default
828 -- Play locationless to one player
831 gain = 1.0, -- default
832 fade = 0.0, -- default, change to a value > 0 to fade the sound in
833 pitch = 1.0, -- default
835 -- Play locationless to one player, looped
838 gain = 1.0, -- default
841 -- Play at a location
843 pos = {x = 1, y = 2, z = 3},
844 gain = 1.0, -- default
845 max_hear_distance = 32, -- default, uses an euclidean metric
847 -- Play connected to an object, looped
849 object = <an ObjectRef>,
850 gain = 1.0, -- default
851 max_hear_distance = 32, -- default, uses an euclidean metric
854 -- Play at a location, heard by anyone *but* the given player
856 pos = {x = 32, y = 0, z = 100},
857 max_hear_distance = 40,
858 exclude_player = name,
861 Looped sounds must either be connected to an object or played locationless to
862 one player using `to_player = name`.
864 A positional sound will only be heard by players that are within
865 `max_hear_distance` of the sound position, at the start of the sound.
867 `exclude_player = name` can be applied to locationless, positional and object-
868 bound sounds to exclude a single player from hearing them.
873 Specifies a sound name, gain (=volume) and pitch.
874 This is either a string or a table.
876 In string form, you just specify the sound name or
877 the empty string for no sound.
879 Table form has the following fields:
882 * `gain`: Volume (`1.0` = 100%)
883 * `pitch`: Pitch (`1.0` = 100%)
885 `gain` and `pitch` are optional and default to `1.0`.
891 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
892 * `{name = "default_place_node"}`: Same as above
893 * `{name = "default_place_node", gain = 0.5}`: 50% volume
894 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
899 These sound files are played back by the engine if provided.
901 * `player_damage`: Played when the local player takes damage (gain = 0.5)
902 * `player_falling_damage`: Played when the local player takes
903 damage by falling (gain = 0.5)
904 * `player_jump`: Played when the local player jumps
905 * `default_dig_<groupname>`: Default node digging sound
906 (see node sound definition for details)
908 Registered definitions
909 ======================
911 Anything added using certain [Registration functions] gets added to one or more
912 of the global [Registered definition tables].
914 Note that in some cases you will stumble upon things that are not contained
915 in these tables (e.g. when a mod has been removed). Always check for
916 existence before trying to access the fields.
920 All nodes register with `minetest.register_node` get added to the table
921 `minetest.registered_nodes`.
923 If you want to check the drawtype of a node, you could do:
925 local function get_nodedef_field(nodename, fieldname)
926 if not minetest.registered_nodes[nodename] then
929 return minetest.registered_nodes[nodename][fieldname]
931 local drawtype = get_nodedef_field(nodename, "drawtype")
939 Nodes are the bulk data of the world: cubes and other things that take the
940 space of a cube. Huge amounts of them are handled efficiently, but they
943 The definition of a node is stored and can be accessed by using
945 minetest.registered_nodes[node.name]
947 See [Registered definitions].
949 Nodes are passed by value between Lua and the engine.
950 They are represented by a table:
952 {name="name", param1=num, param2=num}
954 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
955 them for certain automated functions. If you don't use these functions, you can
956 use them to store arbitrary values.
961 The functions of `param1` and `param2` are determined by certain fields in the
964 The function of `param1` is determined by `paramtype` in node definition.
965 `param1` is reserved for the engine when `paramtype != "none"`.
967 * `paramtype = "light"`
968 * The value stores light with and without sun in its upper and lower 4 bits
970 * Required by a light source node to enable spreading its light.
971 * Required by the following drawtypes as they determine their visual
972 brightness from their internal light value:
982 * `paramtype = "none"`
983 * `param1` will not be used by the engine and can be used to store
986 The function of `param2` is determined by `paramtype2` in node definition.
987 `param2` is reserved for the engine when `paramtype2 != "none"`.
989 * `paramtype2 = "flowingliquid"`
990 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
991 * The liquid level and a flag of the liquid are stored in `param2`
992 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
993 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
994 * `paramtype2 = "wallmounted"`
995 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
996 * The rotation of the node is stored in `param2`
997 * You can make this value by using `minetest.dir_to_wallmounted()`
999 * The value denotes at which direction the node is "mounted":
1000 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1001 * `paramtype2 = "facedir"`
1002 * Supported drawtypes: "normal", "nodebox", "mesh"
1003 * The rotation of the node is stored in `param2`. Furnaces and chests are
1004 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1005 * Values range 0 - 23
1006 * facedir / 4 = axis direction:
1007 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1008 * facedir modulo 4 = rotation around that axis
1009 * `paramtype2 = "leveled"`
1010 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1012 * The level of the top face of the nodebox is stored in `param2`.
1013 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1015 * The nodebox height is (`param2` / 64) nodes.
1016 * The maximum accepted value of `param2` is 127.
1018 * The height of the 'plantlike' section is stored in `param2`.
1019 * The height is (`param2` / 16) nodes.
1020 * `paramtype2 = "degrotate"`
1021 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1023 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1024 get the actual rotation in degrees of the node.
1025 * `paramtype2 = "meshoptions"`
1026 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1027 optional modifiers of the "plant". `param2` is a bitfield.
1028 * Bits 0 to 2 select the shape.
1029 Use only one of the values below:
1030 * 0 = a "x" shaped plant (ordinary plant)
1031 * 1 = a "+" shaped plant (just rotated 45 degrees)
1032 * 2 = a "*" shaped plant with 3 faces instead of 2
1033 * 3 = a "#" shaped plant with 4 faces instead of 2
1034 * 4 = a "#" shaped plant with 4 faces that lean outwards
1035 * 5-7 are unused and reserved for future meshes.
1036 * Bits 3 to 7 are used to enable any number of optional modifiers.
1037 Just add the corresponding value(s) below to `param2`:
1038 * 8 - Makes the plant slightly vary placement horizontally
1039 * 16 - Makes the plant mesh 1.4x larger
1040 * 32 - Moves each face randomly a small bit down (1/8 max)
1041 * values 64 and 128 (bits 6-7) are reserved for future use.
1042 * Example: `param2 = 0` selects a normal "x" shaped plant
1043 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1044 * `paramtype2 = "color"`
1045 * `param2` tells which color is picked from the palette.
1046 The palette should have 256 pixels.
1047 * `paramtype2 = "colorfacedir"`
1048 * Same as `facedir`, but with colors.
1049 * The first three bits of `param2` tells which color is picked from the
1050 palette. The palette should have 8 pixels.
1051 * `paramtype2 = "colorwallmounted"`
1052 * Same as `wallmounted`, but with colors.
1053 * The first five bits of `param2` tells which color is picked from the
1054 palette. The palette should have 32 pixels.
1055 * `paramtype2 = "glasslikeliquidlevel"`
1056 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1058 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1060 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1061 * `paramtype2 = "none"`
1062 * `param2` will not be used by the engine and can be used to store
1065 Nodes can also contain extra data. See [Node Metadata].
1070 There are a bunch of different looking node types.
1072 Look for examples in `games/minimal` or `games/minetest_game`.
1075 * A node-sized cube.
1077 * Invisible, uses no texture.
1079 * The cubic source node for a liquid.
1081 * The flowing version of a liquid, appears with various heights and slopes.
1083 * Often used for partially-transparent nodes.
1084 * Only external sides of textures are visible.
1085 * `glasslike_framed`
1086 * All face-connected nodes are drawn as one volume within a surrounding
1088 * The frame appearance is generated from the edges of the first texture
1089 specified in `tiles`. The width of the edges used are 1/16th of texture
1090 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1091 * The glass 'shine' (or other desired detail) on each node face is supplied
1092 by the second texture specified in `tiles`.
1093 * `glasslike_framed_optional`
1094 * This switches between the above 2 drawtypes according to the menu setting
1097 * Often used for partially-transparent nodes.
1098 * External and internal sides of textures are visible.
1099 * `allfaces_optional`
1100 * Often used for leaves nodes.
1101 * This switches between `normal`, `glasslike` and `allfaces` according to
1102 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1103 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1104 is used instead, if present. This allows a visually thicker texture to be
1105 used to compensate for how `glasslike` reduces visual thickness.
1107 * A single vertical texture.
1108 * If placed on top of a node, uses the first texture specified in `tiles`.
1109 * If placed against the underside of a node, uses the second texture
1110 specified in `tiles`.
1111 * If placed on the side of a node, uses the third texture specified in
1112 `tiles` and is perpendicular to that node.
1114 * A single texture parallel to, and mounted against, the top, underside or
1117 * Two vertical and diagonal textures at right-angles to each other.
1118 * See `paramtype2 = "meshoptions"` above for other options.
1120 * When above a flat surface, appears as 6 textures, the central 2 as
1121 `plantlike` plus 4 more surrounding those.
1122 * If not above a surface the central 2 do not appear, but the texture
1123 appears against the faces of surrounding nodes if they are present.
1125 * A 3D model suitable for a wooden fence.
1126 * One placed node appears as a single vertical post.
1127 * Adjacently-placed nodes cause horizontal bars to appear between them.
1129 * Often used for tracks for mining carts.
1130 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1131 curved, t-junction, crossing.
1132 * Each placed node automatically switches to a suitable rotated texture
1133 determined by the adjacent `raillike` nodes, in order to create a
1134 continuous track network.
1135 * Becomes a sloping node if placed against stepped nodes.
1137 * Often used for stairs and slabs.
1138 * Allows defining nodes consisting of an arbitrary number of boxes.
1139 * See [Node boxes] below for more information.
1141 * Uses models for nodes.
1142 * Tiles should hold model materials textures.
1143 * Only static meshes are implemented.
1144 * For supported model formats see Irrlicht engine documentation.
1145 * `plantlike_rooted`
1146 * Enables underwater `plantlike` without air bubbles around the nodes.
1147 * Consists of a base cube at the co-ordinates of the node plus a
1148 `plantlike` extension above with a height of `param2 / 16` nodes.
1149 * The `plantlike` extension visually passes through any nodes above the
1150 base cube without affecting them.
1151 * The base cube texture tiles are defined as normal, the `plantlike`
1152 extension uses the defined special tile, for example:
1153 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1155 `*_optional` drawtypes need less rendering time if deactivated
1156 (always client-side).
1161 Node selection boxes are defined using "node boxes".
1163 A nodebox is defined as any of:
1166 -- A normal cube; the default in most things
1170 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1172 fixed = box OR {box1, box2, ...}
1175 -- A variable height box (or boxes) with the top face position defined
1176 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1178 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1180 fixed = box OR {box1, box2, ...}
1183 -- A box like the selection box for torches
1184 -- (wallmounted param2 is used, if applicable)
1185 type = "wallmounted",
1191 -- A node that has optional boxes depending on neighbouring nodes'
1192 -- presence and type. See also `connects_to`.
1194 fixed = box OR {box1, box2, ...}
1195 connect_top = box OR {box1, box2, ...}
1196 connect_bottom = box OR {box1, box2, ...}
1197 connect_front = box OR {box1, box2, ...}
1198 connect_left = box OR {box1, box2, ...}
1199 connect_back = box OR {box1, box2, ...}
1200 connect_right = box OR {box1, box2, ...}
1201 -- The following `disconnected_*` boxes are the opposites of the
1202 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1203 -- on the respective side, the corresponding disconnected box is drawn.
1204 disconnected_top = box OR {box1, box2, ...}
1205 disconnected_bottom = box OR {box1, box2, ...}
1206 disconnected_front = box OR {box1, box2, ...}
1207 disconnected_left = box OR {box1, box2, ...}
1208 disconnected_back = box OR {box1, box2, ...}
1209 disconnected_right = box OR {box1, box2, ...}
1210 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1211 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1212 -- neighbours to the sides
1215 A `box` is defined as:
1217 {x1, y1, z1, x2, y2, z2}
1219 A box of a regular node would look like:
1221 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1226 Map terminology and coordinates
1227 ===============================
1229 Nodes, mapblocks, mapchunks
1230 ---------------------------
1232 A 'node' is the fundamental cubic unit of a world and appears to a player as
1233 roughly 1x1x1 meters in size.
1235 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1236 fundamental region of a world that is stored in the world database, sent to
1237 clients and handled by many parts of the engine.
1238 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1239 'node', however 'block' often appears in the API.
1241 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1242 (80x80x80 nodes) and is the volume of world generated in one operation by
1244 The size in mapblocks has been chosen to optimise map generation.
1249 ### Orientation of axes
1251 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1253 ### Node coordinates
1255 Almost all positions used in the API use node coordinates.
1257 ### Mapblock coordinates
1259 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1260 specify a particular mapblock.
1261 For example blockpos (0,0,0) specifies the mapblock that extends from
1262 node position (0,0,0) to node position (15,15,15).
1264 #### Converting node position to the containing blockpos
1266 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1269 * blockpos = math.floor(nodepos / 16)
1271 #### Converting blockpos to min/max node positions
1273 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1277 nodepos = blockpos * 16
1279 nodepos = blockpos * 16 + 15
1290 The position field is used for all element types.
1292 To account for differing resolutions, the position coordinates are the
1293 percentage of the screen, ranging in value from `0` to `1`.
1295 The name field is not yet used, but should contain a description of what the
1296 HUD element represents.
1298 The `direction` field is the direction in which something is drawn.
1299 `0` draws from left to right, `1` draws from right to left, `2` draws from
1300 top to bottom, and `3` draws from bottom to top.
1302 The `alignment` field specifies how the item will be aligned. It is a table
1303 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1304 moved to the left/up, and `1` is to the right/down. Fractional values can be
1307 The `offset` field specifies a pixel offset from the position. Contrary to
1308 position, the offset is not scaled to screen size. This allows for some
1309 precisely positioned items in the HUD.
1311 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1314 The `z_index` field specifies the order of HUD elements from back to front.
1315 Lower z-index elements are displayed behind higher z-index elements. Elements
1316 with same z-index are displayed in an arbitrary order. Default 0.
1317 Supports negative values. By convention, the following values are recommended:
1319 * -400: Graphical effects, such as vignette
1320 * -300: Name tags, waypoints
1322 * -100: Things that block the player's view, e.g. masks
1323 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1324 minimap, builtin statbars, etc.
1325 * 100: Temporary text messages or notification icons
1326 * 1000: Full-screen effects such as full-black screen or credits.
1327 This includes effects that cover the entire screen
1328 * Other: If your HUD element doesn't fit into any category, pick a number
1329 between the suggested values
1333 Below are the specific uses for fields in each type; fields not listed for that
1338 Displays an image on the HUD.
1340 * `scale`: The scale of the image, with 1 being the original texture size.
1341 Only the X coordinate scale is used (positive values).
1342 Negative values represent that percentage of the screen it
1343 should take; e.g. `x=-100` means 100% (width).
1344 * `text`: The name of the texture that is displayed.
1345 * `alignment`: The alignment of the image.
1346 * `offset`: offset in pixels from position.
1350 Displays text on the HUD.
1352 * `scale`: Defines the bounding rectangle of the text.
1353 A value such as `{x=100, y=100}` should work.
1354 * `text`: The text to be displayed in the HUD element.
1355 * `number`: An integer containing the RGB value of the color used to draw the
1356 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1357 * `alignment`: The alignment of the text.
1358 * `offset`: offset in pixels from position.
1359 * `size`: size of the text.
1360 The player-set font size is multiplied by size.x (y value isn't used).
1364 Displays a horizontal bar made up of half-images with an optional background.
1366 * `text`: The name of the texture to use.
1367 * `text2`: Optional texture name to enable a background / "off state"
1368 texture (useful to visualize the maximal value). Both textures
1369 must have the same size.
1370 * `number`: The number of half-textures that are displayed.
1371 If odd, will end with a vertically center-split texture.
1372 * `item`: Same as `number` but for the "off state" texture
1373 * `direction`: To which direction the images will extend to
1374 * `offset`: offset in pixels from position.
1375 * `size`: If used, will force full-image size to this value (override texture
1380 * `text`: The name of the inventory list to be displayed.
1381 * `number`: Number of items in the inventory to be displayed.
1382 * `item`: Position of item that is selected.
1384 * `offset`: offset in pixels from position.
1388 Displays distance to selected world position.
1390 * `name`: The name of the waypoint.
1391 * `text`: Distance suffix. Can be blank.
1392 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1393 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1394 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1395 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1396 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1397 `precision = n` will show multiples of `1/n`
1398 * `number:` An integer containing the RGB value of the color used to draw the
1400 * `world_pos`: World position of the waypoint.
1401 * `offset`: offset in pixels from position.
1402 * `alignment`: The alignment of the waypoint.
1404 ### `image_waypoint`
1406 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1408 * `scale`: The scale of the image, with 1 being the original texture size.
1409 Only the X coordinate scale is used (positive values).
1410 Negative values represent that percentage of the screen it
1411 should take; e.g. `x=-100` means 100% (width).
1412 * `text`: The name of the texture that is displayed.
1413 * `alignment`: The alignment of the image.
1414 * `world_pos`: World position of the waypoint.
1415 * `offset`: offset in pixels from position.
1419 Representations of simple things
1420 ================================
1425 {x=num, y=num, z=num}
1427 For helper functions see [Spatial Vectors].
1432 * `{type="nothing"}`
1433 * `{type="node", under=pos, above=pos}`
1434 * Indicates a pointed node selection box.
1435 * `under` refers to the node position behind the pointed face.
1436 * `above` refers to the node position in front of the pointed face.
1437 * `{type="object", ref=ObjectRef}`
1439 Exact pointing location (currently only `Raycast` supports these fields):
1441 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1442 point on the selection box which is pointed at. May be in the selection box
1443 if the pointer is in the box too.
1444 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1446 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1447 selected selection box. This specifies which face is pointed at.
1448 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1454 Flag Specifier Format
1455 =====================
1457 Flags using the standardized flag specifier format can be specified in either
1458 of two ways, by string or table.
1460 The string format is a comma-delimited set of flag names; whitespace and
1461 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1462 flag, and specifying a flag prefixed by the string `"no"` explicitly
1463 clears the flag from whatever the default may be.
1465 In addition to the standard string flag format, the schematic flags field can
1466 also be a table of flag names to boolean values representing whether or not the
1467 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1468 is present, mapped to a boolean of any value, the specified flag is unset.
1470 E.g. A flag field of value
1472 {place_center_x = true, place_center_y=false, place_center_z=true}
1476 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1478 which is equivalent to
1480 "place_center_x, noplace_center_y, place_center_z"
1484 "place_center_x, place_center_z"
1486 since, by default, no schematic attributes are set.
1497 There are three kinds of items: nodes, tools and craftitems.
1499 * Node: Can be placed in the world's voxel grid
1500 * Tool: Has a wear property but cannot be stacked. The default use action is to
1501 dig nodes or hit objects according to its tool capabilities.
1502 * Craftitem: Cannot dig nodes or be placed
1507 All item stacks have an amount between 0 and 65535. It is 1 by
1508 default. Tool item stacks can not have an amount greater than 1.
1510 Tools use a wear (damage) value ranging from 0 to 65535. The
1511 value 0 is the default and is used for unworn tools. The values
1512 1 to 65535 are used for worn tools, where a higher value stands for
1513 a higher wear. Non-tools always have a wear value of 0.
1518 Items and item stacks can exist in three formats: Serializes, table format
1521 When an item must be passed to a function, it can usually be in any of
1526 This is called "stackstring" or "itemstring". It is a simple string with
1527 1-3 components: the full item identifier, an optional amount and an optional
1530 <identifier> [<amount>[ <wear>]]
1534 * `'default:apple'`: 1 apple
1535 * `'default:dirt 5'`: 5 dirt
1536 * `'default:pick_stone'`: a new stone pickaxe
1537 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1545 {name="default:dirt", count=5, wear=0, metadata=""}
1547 A wooden pick about 1/3 worn out:
1549 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1553 {name="default:apple", count=1, wear=0, metadata=""}
1557 A native C++ format with many helper methods. Useful for converting
1558 between formats. See the [Class reference] section for details.
1566 In a number of places, there is a group table. Groups define the
1567 properties of a thing (item, node, armor of entity, capabilities of
1568 tool) in such a way that the engine and other mods can can interact with
1569 the thing without actually knowing what the thing is.
1574 Groups are stored in a table, having the group names with keys and the
1575 group ratings as values. Group ratings are integer values within the
1576 range [-32767, 32767]. For example:
1579 groups = {crumbly=3, soil=1}
1581 -- A more special dirt-kind of thing
1582 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1584 Groups always have a rating associated with them. If there is no
1585 useful meaning for a rating for an enabled group, it shall be `1`.
1587 When not defined, the rating of a group defaults to `0`. Thus when you
1588 read groups, you must interpret `nil` and `0` as the same value, `0`.
1590 You can read the rating of a group for an item or a node by using
1592 minetest.get_item_group(itemname, groupname)
1597 Groups of items can define what kind of an item it is (e.g. wool).
1602 In addition to the general item things, groups are used to define whether
1603 a node is destroyable and how long it takes to destroy by a tool.
1608 For entities, groups are, as of now, used only for calculating damage.
1609 The rating is the percentage of damage caused by tools with this damage group.
1610 See [Entity damage mechanism].
1612 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1613 object.set_armor_groups({fleshy=30, cracky=80})
1618 Groups in tools define which groups of nodes and entities they are
1621 Groups in crafting recipes
1622 --------------------------
1624 An example: Make meat soup from any meat, any water and any bowl:
1627 output = 'food:meat_soup_raw',
1633 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1636 Another example: Make red wool from white wool and red dye:
1640 output = 'wool:red',
1641 recipe = {'wool:white', 'group:dye,basecolor_red'},
1647 The asterisk `(*)` after a group name describes that there is no engine
1648 functionality bound to it, and implementation is left up as a suggestion
1651 ### Node, item and tool groups
1653 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1654 that the item should be hidden in item lists.
1657 ### Node-only groups
1659 * `attached_node`: if the node under it is not a walkable block the node will be
1660 dropped as an item. If the node is wallmounted the wallmounted direction is
1662 * `bouncy`: value is bounce speed in percent
1663 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1664 connect to each other
1665 * `dig_immediate`: Player can always pick up node without reducing tool wear
1666 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1667 * `3`: the node always gets the digging time 0 seconds (torch)
1668 * `disable_jump`: Player (and possibly other things) cannot jump from node
1669 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1670 * `falling_node`: if there is no walkable block under the node it will fall
1671 * `float`: the node will not fall through liquids
1672 * `level`: Can be used to give an additional sense of progression in the game.
1673 * A larger level will cause e.g. a weapon of a lower level make much less
1674 damage, and get worn out much faster, or not be able to get drops
1675 from destroyed nodes.
1676 * `0` is something that is directly accessible at the start of gameplay
1677 * There is no upper limit
1678 * See also: `leveldiff` in [Tools]
1679 * `slippery`: Players and items will slide on the node.
1680 Slipperiness rises steadily with `slippery` value, starting at 1.
1683 ### Tool-only groups
1685 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1686 `"toolrepair"` crafting recipe
1689 ### `ObjectRef` groups
1691 * `immortal`: Skips all damage and breath handling for an object. This group
1692 will also hide the integrated HUD status bars for players, and is
1693 automatically set to all players when damage is disabled on the server.
1694 * `punch_operable`: For entities; disables the regular damage mechanism for
1695 players punching it by hand or a non-tool item, so that it can do something
1696 else than take damage.
1700 Known damage and digging time defining groups
1701 ---------------------------------------------
1703 * `crumbly`: dirt, sand
1704 * `cracky`: tough but crackable stuff like stone.
1705 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1706 plants, wire, sheets of metal
1707 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1708 * `fleshy`: Living things like animals and the player. This could imply
1709 some blood effects when hitting.
1710 * `explody`: Especially prone to explosions
1711 * `oddly_breakable_by_hand`:
1712 Can be added to nodes that shouldn't logically be breakable by the
1713 hand but are. Somewhat similar to `dig_immediate`, but times are more
1714 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1715 speed of a tool if the tool can dig at a faster speed than this
1716 suggests for the hand.
1718 Examples of custom groups
1719 -------------------------
1721 Item groups are often used for defining, well, _groups of items_.
1723 * `meat`: any meat-kind of a thing (rating might define the size or healing
1724 ability or be irrelevant -- it is not defined as of yet)
1725 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1727 * `flammable`: can be set on fire. Rating might define the intensity of the
1728 fire, affecting e.g. the speed of the spreading of an open fire.
1729 * `wool`: any wool (any origin, any color)
1730 * `metal`: any metal
1731 * `weapon`: any weapon
1732 * `heavy`: anything considerably heavy
1734 Digging time calculation specifics
1735 ----------------------------------
1737 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1738 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1739 faster digging time.
1741 The `level` group is used to limit the toughness of nodes a tool can dig
1742 and to scale the digging times / damage to a greater extent.
1744 **Please do understand this**, otherwise you cannot use the system to it's
1747 Tools define their properties by a list of parameters for groups. They
1748 cannot dig other groups; thus it is important to use a standard bunch of
1749 groups to enable interaction with tools.
1762 * Full punch interval
1763 * Maximum drop level
1764 * For an arbitrary list of groups:
1765 * Uses (until the tool breaks)
1766 * Maximum level (usually `0`, `1`, `2` or `3`)
1770 ### Full punch interval
1772 When used as a weapon, the tool will do full damage if this time is spent
1773 between punches. If e.g. half the time is spent, the tool will do half
1776 ### Maximum drop level
1778 Suggests the maximum level of node, when dug with the tool, that will drop
1779 it's useful item. (e.g. iron ore to drop a lump of iron).
1781 This is not automated; it is the responsibility of the node definition
1786 Determines how many uses the tool has when it is used for digging a node,
1787 of this group, of the maximum level. For lower leveled nodes, the use count
1788 is multiplied by `3^leveldiff`.
1789 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1790 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1792 * `uses=10, leveldiff=0`: actual uses: 10
1793 * `uses=10, leveldiff=1`: actual uses: 30
1794 * `uses=10, leveldiff=2`: actual uses: 90
1798 Tells what is the maximum level of a node of this group that the tool will
1803 List of digging times for different ratings of the group, for nodes of the
1806 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1807 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1808 for this group, and unable to dig the rating `1`, which is the toughest.
1809 Unless there is a matching group that enables digging otherwise.
1811 If the result digging time is 0, a delay of 0.15 seconds is added between
1812 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1813 i.e. players can more quickly click the nodes away instead of holding LMB.
1817 List of damage for groups of entities. See [Entity damage mechanism].
1819 Example definition of the capabilities of a tool
1820 ------------------------------------------------
1822 tool_capabilities = {
1823 full_punch_interval=1.5,
1826 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1828 damage_groups = {fleshy=2},
1831 This makes the tool be able to dig nodes that fulfil both of these:
1833 * Have the `crumbly` group
1834 * Have a `level` group less or equal to `2`
1836 Table of resulting digging times:
1838 crumbly 0 1 2 3 4 <- level
1840 1 0.80 1.60 1.60 - -
1841 2 0.60 1.20 1.20 - -
1842 3 0.40 0.80 0.80 - -
1844 level diff: 2 1 0 -1 -2
1846 Table of resulting tool uses:
1855 * At `crumbly==0`, the node is not diggable.
1856 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1857 easy nodes to be quickly breakable.
1858 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1863 Entity damage mechanism
1864 =======================
1869 foreach group in cap.damage_groups:
1870 damage += cap.damage_groups[group]
1871 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1872 * (object.armor_groups[group] / 100.0)
1873 -- Where object.armor_groups[group] is 0 for inexistent values
1876 Client predicts damage based on damage groups. Because of this, it is able to
1877 give an immediate response when an entity is damaged or dies; the response is
1878 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1880 Currently a smoke puff will appear when an entity dies.
1882 The group `immortal` completely disables normal damage.
1884 Entities can define a special armor group, which is `punch_operable`. This
1885 group disables the regular damage mechanism for players punching it by hand or
1886 a non-tool item, so that it can do something else than take damage.
1888 On the Lua side, every punch calls:
1890 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1893 This should never be called directly, because damage is usually not handled by
1896 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1897 accessed unless absolutely required, to encourage interoperability.
1898 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1899 * `tool_capabilities` can be `nil`.
1900 * `direction` is a unit vector, pointing from the source of the punch to
1902 * `damage` damage that will be done to entity
1903 Return value of this function will determine if damage is done by this function
1904 (retval true) or shall be done by engine (retval false)
1906 To punch an entity/object in Lua, call:
1908 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1910 * Return value is tool wear.
1911 * Parameters are equal to the above callback.
1912 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1913 will be automatically filled in based on the location of `puncher`.
1924 The instance of a node in the world normally only contains the three values
1925 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1926 It is called "node metadata"; See `NodeMetaRef`.
1928 Node metadata contains two things:
1933 Some of the values in the key-value store are handled specially:
1935 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1936 * `infotext`: Text shown on the screen when the node is pointed at
1940 local meta = minetest.get_meta(pos)
1941 meta:set_string("formspec",
1943 "list[context;main;0,0;8,4;]"..
1944 "list[current_player;main;0,5;8,4;]")
1945 meta:set_string("infotext", "Chest");
1946 local inv = meta:get_inventory()
1947 inv:set_size("main", 8*4)
1948 print(dump(meta:to_table()))
1951 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1952 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1953 [10] = "", [11] = "", [12] = "", [13] = "",
1954 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1955 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1956 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1957 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1961 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1969 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1971 Item metadata only contains a key-value store.
1973 Some of the values in the key-value store are handled specially:
1975 * `description`: Set the item stack's description. Defaults to
1977 * `color`: A `ColorString`, which sets the stack's color.
1978 * `palette_index`: If the item has a palette, this is used to get the
1979 current color from the palette.
1983 local meta = stack:get_meta()
1984 meta:set_string("key", "value")
1985 print(dump(meta:to_table()))
1993 Formspec defines a menu. This supports inventories and some of the
1994 typical widgets like buttons, checkboxes, text input fields, etc.
1995 It is a string, with a somewhat strange format.
1997 A formspec is made out of formspec elements, which includes widgets
1998 like buttons but also can be used to set stuff like background color.
2000 Many formspec elements have a `name`, which is a unique identifier which
2001 is used when the server receives user input. You must not use the name
2002 "quit" for formspec elements.
2004 Spaces and newlines can be inserted between the blocks, as is used in the
2007 Position and size units are inventory slots unless the new coordinate system
2008 is enabled. `X` and `Y` position the formspec element relative to the top left
2009 of the menu or container. `W` and `H` are its width and height values.
2011 If the new system is enabled, all elements have unified coordinates for all
2012 elements with no padding or spacing in between. This is highly recommended
2013 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2016 Inventories with a `player:<name>` inventory location are only sent to the
2017 player named `<name>`.
2019 When displaying text which can contain formspec code, e.g. text set by a player,
2020 use `minetest.formspec_escape`.
2021 For coloured text you can use `minetest.colorize`.
2023 Since formspec version 3, elements drawn in the order they are defined. All
2024 background elements are drawn before all other elements.
2026 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2027 reserved to pass key press events to formspec!
2029 **WARNING**: Minetest allows you to add elements to every single formspec instance
2030 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2031 appearing when you don't expect them to, or why things are styled differently
2032 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2040 list[context;main;0,0;8,4;]
2041 list[current_player;main;0,5;8,4;]
2046 list[context;fuel;2,3;1,1;]
2047 list[context;src;2,1;1,1;]
2048 list[context;dst;5,1;2,2;]
2049 list[current_player;main;0,5;8,4;]
2051 ### Minecraft-like player inventory
2054 image[1,0.6;1,2;player.png]
2055 list[current_player;main;0,3.5;8,4;]
2056 list[current_player;craft;3,0;3,3;]
2057 list[current_player;craftpreview;7,1;1,1;]
2062 ### `formspec_version[<version>]`
2064 * Set the formspec version to a certain number. If not specified,
2065 version 1 is assumed.
2066 * Must be specified before `size` element.
2067 * Clients older than this version can neither show newer elements nor display
2068 elements with new arguments correctly.
2069 * Available since feature `formspec_version_element`.
2071 ### `size[<W>,<H>,<fixed_size>]`
2073 * Define the size of the menu in inventory slots
2074 * `fixed_size`: `true`/`false` (optional)
2075 * deprecated: `invsize[<W>,<H>;]`
2077 ### `position[<X>,<Y>]`
2079 * Must be used after `size` element.
2080 * Defines the position on the game window of the formspec's `anchor` point.
2081 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2083 * [0.0, 0.0] sets the position to the top left corner of the game window.
2084 * [1.0, 1.0] sets the position to the bottom right of the game window.
2085 * Defaults to the center of the game window [0.5, 0.5].
2087 ### `anchor[<X>,<Y>]`
2089 * Must be used after both `size` and `position` (if present) elements.
2090 * Defines the location of the anchor point within the formspec.
2091 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2093 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2094 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2095 * Defaults to the center of the formspec [0.5, 0.5].
2097 * `position` and `anchor` elements need suitable values to avoid a formspec
2098 extending off the game window due to particular game window sizes.
2102 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2103 * Disables player:set_formspec_prepend() from applying to this formspec.
2105 ### `real_coordinates[<bool>]`
2107 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2108 * When set to true, all following formspec elements will use the new coordinate system.
2109 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2110 (if present), the form size will use the new coordinate system.
2111 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2112 They must enable it explicitly.
2113 * For information on converting forms to the new coordinate system, see `Migrating
2114 to Real Coordinates`.
2116 ### `container[<X>,<Y>]`
2118 * Start of a container block, moves all physical elements in the container by
2120 * Must have matching `container_end`
2121 * Containers can be nested, in which case the offsets are added
2122 (child containers are relative to parent containers)
2124 ### `container_end[]`
2126 * End of a container, following elements are no longer relative to this
2129 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2131 * Start of a scroll_container block. All contained elements will ...
2132 * take the scroll_container coordinate as position origin,
2133 * be additionally moved by the current value of the scrollbar with the name
2134 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2135 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2136 * `orientation`: possible values are `vertical` and `horizontal`.
2137 * `scroll factor`: optional, defaults to `0.1`.
2138 * Nesting is possible.
2139 * Some elements might work a little different if they are in a scroll_container.
2140 * Note: If you want the scroll_container to actually work, you also need to add a
2141 scrollbar element with the specified name. Furthermore, it is highly recommended
2142 to use a scrollbaroptions element on this scrollbar.
2144 ### `scroll_container_end[]`
2146 * End of a scroll_container, following elements are no longer bound to this
2149 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2151 * Show an inventory list if it has been sent to the client. Nothing will
2152 be shown if the inventory list is of size 0.
2153 * **Note**: With the new coordinate system, the spacing between inventory
2154 slots is one-fourth the size of an inventory slot.
2156 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2158 * Show an inventory list if it has been sent to the client. Nothing will
2159 be shown if the inventory list is of size 0.
2160 * **Note**: With the new coordinate system, the spacing between inventory
2161 slots is one-fourth the size of an inventory slot.
2163 ### `listring[<inventory location>;<list name>]`
2165 * Allows to create a ring of inventory lists
2166 * Shift-clicking on items in one element of the ring
2167 will send them to the next inventory list inside the ring
2168 * The first occurrence of an element inside the ring will
2169 determine the inventory where items will be sent to
2173 * Shorthand for doing `listring[<inventory location>;<list name>]`
2174 for the last two inventory lists added by list[...]
2176 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2178 * Sets background color of slots as `ColorString`
2179 * Sets background color of slots on mouse hovering
2181 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2183 * Sets background color of slots as `ColorString`
2184 * Sets background color of slots on mouse hovering
2185 * Sets color of slots border
2187 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2189 * Sets background color of slots as `ColorString`
2190 * Sets background color of slots on mouse hovering
2191 * Sets color of slots border
2192 * Sets default background color of tooltips
2193 * Sets default font color of tooltips
2195 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2197 * Adds tooltip for an element
2198 * `bgcolor` tooltip background color as `ColorString` (optional)
2199 * `fontcolor` tooltip font color as `ColorString` (optional)
2201 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2203 * Adds tooltip for an area. Other tooltips will take priority when present.
2204 * `bgcolor` tooltip background color as `ColorString` (optional)
2205 * `fontcolor` tooltip font color as `ColorString` (optional)
2207 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2211 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2213 * Show an animated image. The image is drawn like a "vertical_frames" tile
2214 animation (See [Tile animation definition]), but uses a frame count/duration
2216 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2217 * `texture name`: The image to use.
2218 * `frame count`: The number of frames animating the image.
2219 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2220 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2222 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2224 * Show an inventory image of registered item/node
2226 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2228 * Sets background color of formspec.
2229 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2230 of the non-fullscreen and the fullscreen background.
2231 * `fullscreen` (optional) can be one of the following:
2232 * `false`: Only the non-fullscreen background color is drawn. (default)
2233 * `true`: Only the fullscreen background color is drawn.
2234 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2235 * `neither`: No background color is drawn.
2236 * Note: Leave a parameter empty to not modify the value.
2237 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2238 are not bools are only available since formspec version 3.
2240 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2242 * Example for formspec 8x4 in 16x resolution: image shall be sized
2243 8 times 16px times 4 times 16px.
2245 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2247 * Example for formspec 8x4 in 16x resolution:
2248 image shall be sized 8 times 16px times 4 times 16px
2249 * If `auto_clip` is `true`, the background is clipped to the formspec size
2250 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2252 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2254 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2255 * Middle is a rect which defines the middle of the 9-slice.
2256 * `x` - The middle will be x pixels from all sides.
2257 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2258 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2259 will be added to the width and height of the texture, allowing it to be used as the
2260 distance from the far end.
2261 * All numbers in middle are integers.
2262 * Example for formspec 8x4 in 16x resolution:
2263 image shall be sized 8 times 16px times 4 times 16px
2264 * If `auto_clip` is `true`, the background is clipped to the formspec size
2265 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2266 * Available since formspec version 2
2268 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2270 * Textual password style field; will be sent to server when a button is clicked
2271 * When enter is pressed in field, fields.key_enter_field will be sent with the
2273 * With the old coordinate system, fields are a set height, but will be vertically
2274 centred on `H`. With the new coordinate system, `H` will modify the height.
2275 * `name` is the name of the field as returned in fields to `on_receive_fields`
2276 * `label`, if not blank, will be text printed on the top left above the field
2277 * See `field_close_on_enter` to stop enter closing the formspec
2279 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2281 * Textual field; will be sent to server when a button is clicked
2282 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2283 the name of this field.
2284 * With the old coordinate system, fields are a set height, but will be vertically
2285 centred on `H`. With the new coordinate system, `H` will modify the height.
2286 * `name` is the name of the field as returned in fields to `on_receive_fields`
2287 * `label`, if not blank, will be text printed on the top left above the field
2288 * `default` is the default value of the field
2289 * `default` may contain variable references such as `${text}` which
2290 will fill the value from the metadata value `text`
2291 * **Note**: no extra text or more than a single variable is supported ATM.
2292 * See `field_close_on_enter` to stop enter closing the formspec
2294 ### `field[<name>;<label>;<default>]`
2296 * As above, but without position/size units
2297 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2298 the name of this field.
2299 * Special field for creating simple forms, such as sign text input
2300 * Must be used without a `size[]` element
2301 * A "Proceed" button will be added automatically
2302 * See `field_close_on_enter` to stop enter closing the formspec
2304 ### `field_close_on_enter[<name>;<close_on_enter>]`
2306 * <name> is the name of the field
2307 * if <close_on_enter> is false, pressing enter in the field will submit the
2308 form but not close it.
2309 * defaults to true when not specified (ie: no tag for a field)
2311 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2313 * Same as fields above, but with multi-line input
2314 * If the text overflows, a vertical scrollbar is added.
2315 * If the name is empty, the textarea is read-only and
2316 the background is not shown, which corresponds to a multi-line label.
2318 ### `label[<X>,<Y>;<label>]`
2320 * The label formspec element displays the text set in `label`
2321 at the specified position.
2322 * **Note**: If the new coordinate system is enabled, labels are
2323 positioned from the center of the text, not the top.
2324 * The text is displayed directly without automatic line breaking,
2325 so label should not be used for big text chunks. Newlines can be
2326 used to make labels multiline.
2327 * **Note**: With the new coordinate system, newlines are spaced with
2328 half a coordinate. With the old system, newlines are spaced 2/5 of
2331 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2332 * Displays a static formatted text with hyperlinks.
2333 * **Note**: This element is currently unstable and subject to change.
2334 * `x`, `y`, `w` and `h` work as per field
2335 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2336 * `text` is the formatted text using `Markup Language` described below.
2338 ### `vertlabel[<X>,<Y>;<label>]`
2339 * Textual label drawn vertically
2340 * `label` is the text on the label
2341 * **Note**: If the new coordinate system is enabled, vertlabels are
2342 positioned from the center of the text, not the left.
2344 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2346 * Clickable button. When clicked, fields will be sent.
2347 * With the old coordinate system, buttons are a set height, but will be vertically
2348 centred on `H`. With the new coordinate system, `H` will modify the height.
2349 * `label` is the text on the button
2351 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2353 * `texture name` is the filename of an image
2354 * **Note**: Height is supported on both the old and new coordinate systems
2357 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2359 * `texture name` is the filename of an image
2360 * `noclip=true` means the image button doesn't need to be within specified
2362 * `drawborder`: draw button border or not
2363 * `pressed texture name` is the filename of an image on pressed state
2365 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2367 * `item name` is the registered name of an item/node
2368 * The item description will be used as the tooltip. This can be overridden with
2371 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2373 * When clicked, fields will be sent and the form will quit.
2374 * Same as `button` in all other respects.
2376 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2378 * When clicked, fields will be sent and the form will quit.
2379 * Same as `image_button` in all other respects.
2381 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2383 * Scrollable item list showing arbitrary text elements
2384 * `name` fieldname sent to server on doubleclick value is current selected
2386 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2388 * if you want a listelement to start with "#" write "##".
2390 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2392 * Scrollable itemlist showing arbitrary text elements
2393 * `name` fieldname sent to server on doubleclick value is current selected
2395 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2396 * if you want a listelement to start with "#" write "##"
2397 * Index to be selected within textlist
2398 * `true`/`false`: draw transparent background
2399 * See also `minetest.explode_textlist_event`
2400 (main menu: `core.explode_textlist_event`).
2402 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2404 * Show a tab**header** at specific position (ignores formsize)
2405 * `X` and `Y`: position of the tabheader
2406 * *Note*: Width and height are automatically chosen with this syntax
2407 * `name` fieldname data is transferred to Lua
2408 * `caption 1`...: name shown on top of tab
2409 * `current_tab`: index of selected tab 1...
2410 * `transparent` (optional): if true, tabs are semi-transparent
2411 * `draw_border` (optional): if true, draw a thin line at tab base
2413 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2415 * Show a tab**header** at specific position (ignores formsize)
2416 * **Important note**: This syntax for tabheaders can only be used with the
2417 new coordinate system.
2418 * `X` and `Y`: position of the tabheader
2419 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2420 * `name` fieldname data is transferred to Lua
2421 * `caption 1`...: name shown on top of tab
2422 * `current_tab`: index of selected tab 1...
2423 * `transparent` (optional): show transparent
2424 * `draw_border` (optional): draw border
2426 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2428 * Show a tab**header** at specific position (ignores formsize)
2429 * **Important note**: This syntax for tabheaders can only be used with the
2430 new coordinate system.
2431 * `X` and `Y`: position of the tabheader
2432 * `W` and `H`: width and height of the tabheader
2433 * `name` fieldname data is transferred to Lua
2434 * `caption 1`...: name shown on top of tab
2435 * `current_tab`: index of selected tab 1...
2436 * `transparent` (optional): show transparent
2437 * `draw_border` (optional): draw border
2439 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2441 * Simple colored box
2442 * `color` is color specified as a `ColorString`.
2443 If the alpha component is left blank, the box will be semitransparent.
2445 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2447 * Show a dropdown field
2448 * **Important note**: There are two different operation modes:
2449 1. handle directly on change (only changed dropdown is submitted)
2450 2. read the value on pressing a button (all dropdown values are available)
2451 * `X` and `Y`: position of the dropdown
2452 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2453 * Fieldname data is transferred to Lua
2454 * Items to be shown in dropdown
2455 * Index of currently selected dropdown item
2457 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2459 * Show a dropdown field
2460 * **Important note**: This syntax for dropdowns can only be used with the
2461 new coordinate system.
2462 * **Important note**: There are two different operation modes:
2463 1. handle directly on change (only changed dropdown is submitted)
2464 2. read the value on pressing a button (all dropdown values are available)
2465 * `X` and `Y`: position of the dropdown
2466 * `W` and `H`: width and height of the dropdown
2467 * Fieldname data is transferred to Lua
2468 * Items to be shown in dropdown
2469 * Index of currently selected dropdown item
2471 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2474 * `name` fieldname data is transferred to Lua
2475 * `label` to be shown left of checkbox
2476 * `selected` (optional): `true`/`false`
2477 * **Note**: If the new coordinate system is enabled, checkboxes are
2478 positioned from the center of the checkbox, not the top.
2480 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2482 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2483 * There are two ways to use it:
2484 1. handle the changed event (only changed scrollbar is available)
2485 2. read the value on pressing a button (all scrollbars are available)
2486 * `orientation`: `vertical`/`horizontal`
2487 * Fieldname data is transferred to Lua
2488 * Value of this trackbar is set to (`0`-`1000`) by default
2489 * See also `minetest.explode_scrollbar_event`
2490 (main menu: `core.explode_scrollbar_event`).
2492 ### `scrollbaroptions[opt1;opt2;...]`
2493 * Sets options for all following `scrollbar[]` elements
2495 * Sets scrollbar minimum value, defaults to `0`.
2497 * Sets scrollbar maximum value, defaults to `1000`.
2498 If the max is equal to the min, the scrollbar will be disabled.
2500 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2502 * If this is set to a negative number, the value will be reset to `10`.
2504 * Sets scrollbar step value used by page up and page down.
2505 * If this is set to a negative number, the value will be reset to `100`.
2507 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2508 units the thumb spans out of the range of the scrollbar values.
2509 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2510 would span a tenth of the scrollbar space.
2511 * If this is set to zero or less, the value will be reset to `1`.
2512 * `arrows=<show/hide/default>`
2513 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2514 when the scrollbar gets too small, but shows them otherwise.
2516 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2518 * Show scrollable table using options defined by the previous `tableoptions[]`
2519 * Displays cells as defined by the previous `tablecolumns[]`
2520 * `name`: fieldname sent to server on row select or doubleclick
2521 * `cell 1`...`cell n`: cell contents given in row-major order
2522 * `selected idx`: index of row to be selected within table (first row = `1`)
2523 * See also `minetest.explode_table_event`
2524 (main menu: `core.explode_table_event`).
2526 ### `tableoptions[<opt 1>;<opt 2>;...]`
2528 * Sets options for `table[]`
2530 * default text color (`ColorString`), defaults to `#FFFFFF`
2531 * `background=#RRGGBB`
2532 * table background color (`ColorString`), defaults to `#000000`
2533 * `border=<true/false>`
2534 * should the table be drawn with a border? (default: `true`)
2535 * `highlight=#RRGGBB`
2536 * highlight background color (`ColorString`), defaults to `#466432`
2537 * `highlight_text=#RRGGBB`
2538 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2539 * `opendepth=<value>`
2540 * all subtrees up to `depth < value` are open (default value = `0`)
2541 * only useful when there is a column of type "tree"
2543 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2545 * Sets columns for `table[]`
2546 * Types: `text`, `image`, `color`, `indent`, `tree`
2547 * `text`: show cell contents as text
2548 * `image`: cell contents are an image index, use column options to define
2550 * `color`: cell contents are a ColorString and define color of following
2552 * `indent`: cell contents are a number and define indentation of following
2554 * `tree`: same as indent, but user can open and close subtrees
2558 * for `text` and `image`: content alignment within cells.
2559 Available values: `left` (default), `center`, `right`, `inline`
2561 * for `text` and `image`: minimum width in em (default: `0`)
2562 * for `indent` and `tree`: indent width in em (default: `1.5`)
2563 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2564 Exception: defaults to 0 for indent columns
2565 * `tooltip=<value>`: tooltip text (default: empty)
2566 * `image` column options:
2567 * `0=<value>` sets image for image index 0
2568 * `1=<value>` sets image for image index 1
2569 * `2=<value>` sets image for image index 2
2570 * and so on; defined indices need not be contiguous empty or
2571 non-numeric cells are treated as `0`.
2572 * `color` column options:
2573 * `span=<value>`: number of following columns to affect
2574 (default: infinite).
2576 ### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2578 * Set the style for the element(s) matching `selector` by name.
2579 * `selector` can be one of:
2580 * `<name>` - An element name. Includes `*`, which represents every element.
2581 * `<name>:<state>` - An element name, a colon, and one or more states.
2582 * `state` is a list of states separated by the `+` character.
2583 * If a state is provided, the style will only take effect when the element is in that state.
2584 * All provided states must be active for the style to apply.
2585 * Note: this **must** be before the element is defined.
2586 * See [Styling Formspecs].
2589 ### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2591 * Set the style for the element(s) matching `selector` by type.
2592 * `selector` can be one of:
2593 * `<type>` - An element type. Includes `*`, which represents every element.
2594 * `<type>:<state>` - An element type, a colon, and one or more states.
2595 * `state` is a list of states separated by the `+` character.
2596 * If a state is provided, the style will only take effect when the element is in that state.
2597 * All provided states must be active for the style to apply.
2598 * See [Styling Formspecs].
2600 Migrating to Real Coordinates
2601 -----------------------------
2603 In the old system, positions included padding and spacing. Padding is a gap between
2604 the formspec window edges and content, and spacing is the gaps between items. For
2605 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2606 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2607 in the new coordinate system from scratch.
2609 To recreate an old layout with padding, you'll need to pass the positions and sizes
2610 through the following formula to re-introduce padding:
2613 pos = (oldpos + 1)*spacing + padding
2619 You'll need to change the `size[]` tag like this:
2622 size = (oldsize-1)*spacing + padding*2 + 1
2625 A few elements had random offsets in the old system. Here is a table which shows these
2626 offsets when migrating:
2628 | Element | Position | Size | Notes
2629 |---------|------------|---------|-------
2630 | box | +0.3, +0.1 | 0, -0.4 |
2631 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2632 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2633 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2638 Formspec elements can be themed using the style elements:
2640 style[<name 1>,<name 2>;<prop1>;<prop2>;...]
2641 style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
2642 style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
2643 style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
2647 property_name=property_value
2651 style_type[button;bgcolor=#006699]
2652 style[world_delete;bgcolor=red;textcolor=yellow]
2653 button[4,3.95;2.6,1;world_delete;Delete]
2655 A name/type can optionally be a comma separated list of names/types, like so:
2657 world_delete,world_create,world_configure
2660 A `*` type can be used to select every element in the formspec.
2662 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2664 world_delete:hovered+pressed
2667 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2669 Setting a property to nothing will reset it to the default value. For example:
2671 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2672 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2675 ### Supported Element Types
2677 Some types may inherit styles from parent types.
2679 * animated_image, inherits from image
2681 * button_exit, inherits from button
2688 * pwdfield, inherits from field
2691 * vertlabel, inherits from field
2697 ### Valid Properties
2700 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2702 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2703 * Default to false in formspec_version version 3 or higher
2704 * button, button_exit, image_button, item_image_button
2705 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2706 * bgcolor - color, sets button tint.
2707 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2708 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2709 * bgimg - standard background image. Defaults to none.
2710 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2711 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2712 See background9[] documentation for more details. This property also pads the
2713 button's content when set.
2714 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2715 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2716 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2717 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2718 * padding - rect, adds space between the edges of the button and the content. This value is
2719 relative to bgimg_middle.
2720 * textcolor - color, default white.
2722 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2724 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2726 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2728 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2729 * field, pwdfield, textarea
2730 * border - set to false to hide the textbox background and border. Default true.
2731 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2732 * textcolor - color. Default white.
2734 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2735 * Default to false in formspec_version version 3 or higher
2737 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2739 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2740 * image_button (additional properties)
2741 * fgimg - standard image. Defaults to none.
2742 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2743 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2744 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2746 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2747 * textcolor - color. Default white.
2752 * default - Equivalent to providing no states
2753 * button, button_exit, image_button, item_image_button
2754 * hovered - Active when the mouse is hovering over the element
2755 * pressed - Active when the button is pressed
2760 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2761 The markup language is currently unstable and subject to change. Use with caution.
2762 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2763 Tags can have attributes, in that case, attributes are in the opening tag in
2764 form of a key/value separated with equal signs. Attribute values should not be quoted.
2766 These are the technically basic tags but see below for usual tags. Base tags are:
2768 `<style color=... font=... size=...>...</style>`
2770 Changes the style of the text.
2772 * `color`: Text color. Given color is a `colorspec`.
2773 * `size`: Text size.
2774 * `font`: Text font (`mono` or `normal`).
2776 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2781 * `background`: Text background, a `colorspec` or `none`.
2782 * `margin`: Page margins in pixel.
2783 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2785 Inheriting styles (affects child elements):
2786 * `color`: Default text color. Given color is a `colorspec`.
2787 * `hovercolor`: Color of <action> tags when mouse is over.
2788 * `size`: Default text size.
2789 * `font`: Default text font (`mono` or `normal`).
2790 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2792 This tag needs to be placed only once as it changes the global settings of the
2793 text. Anyway, if several tags are placed, each changed will be made in the order
2796 `<tag name=... color=... hovercolor=... font=... size=...>`
2798 Defines or redefines tag style. This can be used to define new tags.
2799 * `name`: Name of the tag to define or change.
2800 * `color`: Text color. Given color is a `colorspec`.
2801 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2802 * `size`: Text size.
2803 * `font`: Text font (`mono` or `normal`).
2805 Following tags are the usual tags for text layout. They are defined by default.
2806 Other tags can be added using `<tag ...>` tag.
2808 `<normal>...</normal>`: Normal size text
2810 `<big>...</big>`: Big text
2812 `<bigger>...</bigger>`: Bigger text
2814 `<center>...</center>`: Centered text
2816 `<left>...</left>`: Left-aligned text
2818 `<right>...</right>`: Right-aligned text
2820 `<justify>...</justify>`: Justified text
2822 `<mono>...</mono>`: Monospaced font
2824 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2826 `<action name=...>...</action>`
2828 Make that text a clickable text triggering an action.
2830 * `name`: Name of the action (mandatory).
2832 When clicked, the formspec is send to the server. The value of the text field
2833 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2836 `<img name=... float=... width=... height=...>`
2838 Draws an image which is present in the client media cache.
2840 * `name`: Name of the texture (mandatory).
2841 * `float`: If present, makes the image floating (`left` or `right`).
2842 * `width`: Force image width instead of taking texture width.
2843 * `height`: Force image height instead of taking texture height.
2845 If only width or height given, texture aspect is kept.
2847 `<item name=... float=... width=... height=... rotate=...>`
2849 Draws an item image.
2851 * `name`: Item string of the item to draw (mandatory).
2852 * `float`: If present, makes the image floating (`left` or `right`).
2853 * `width`: Item image width.
2854 * `height`: Item image height.
2855 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2856 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2857 `inventory_items_animations` is set to true.
2858 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2859 X, Y and Z being angles around each three axes. Works only if
2860 `inventory_items_animations` is set to true.
2868 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2869 * `"current_player"`: Player to whom the menu is shown
2870 * `"player:<name>"`: Any player
2871 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2872 * `"detached:<name>"`: A detached inventory
2874 Player Inventory lists
2875 ----------------------
2877 * `main`: list containing the default inventory
2878 * `craft`: list containing the craft input
2879 * `craftpreview`: list containing the craft prediction
2880 * `craftresult`: list containing the crafted output
2881 * `hand`: list containing an override for the empty hand
2882 * Is not created automatically, use `InvRef:set_size`
2883 * Is only used to enhance the empty hand's tool capabilities
2891 `#RGB` defines a color in hexadecimal format.
2893 `#RGBA` defines a color in hexadecimal format and alpha channel.
2895 `#RRGGBB` defines a color in hexadecimal format.
2897 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2899 Named colors are also supported and are equivalent to
2900 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2901 To specify the value of the alpha channel, append `#AA` to the end of the color
2902 name (e.g. `colorname#08`). For named colors the hexadecimal string
2903 representing the alpha value must (always) be two hexadecimal digits.
2908 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2911 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2912 * `colorspec = {a=255, r=0, g=255, b=0}`
2913 * numerical form: The raw integer value of an ARGB8 quad:
2914 * `colorspec = 0xFF00FF00`
2915 * string form: A ColorString (defined above):
2916 * `colorspec = "green"`
2924 Most text can contain escape sequences, that can for example color the text.
2925 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2926 The following functions provide escape sequences:
2928 * `minetest.get_color_escape_sequence(color)`:
2929 * `color` is a ColorString
2930 * The escape sequence sets the text color to `color`
2931 * `minetest.colorize(color, message)`:
2933 `minetest.get_color_escape_sequence(color) ..
2935 minetest.get_color_escape_sequence("#ffffff")`
2936 * `minetest.get_background_escape_sequence(color)`
2937 * `color` is a ColorString
2938 * The escape sequence sets the background of the whole text element to
2939 `color`. Only defined for item descriptions and tooltips.
2940 * `minetest.strip_foreground_colors(str)`
2941 * Removes foreground colors added by `get_color_escape_sequence`.
2942 * `minetest.strip_background_colors(str)`
2943 * Removes background colors added by `get_background_escape_sequence`.
2944 * `minetest.strip_colors(str)`
2945 * Removes all color escape sequences.
2952 A spatial vector is similar to a position, but instead using
2953 absolute world coordinates, it uses *relative* coordinates, relative to
2954 no particular point.
2956 Internally, it is implemented as a table with the 3 fields
2957 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2959 For the following functions, `v`, `v1`, `v2` are vectors,
2960 `p1`, `p2` are positions:
2962 * `vector.new(a[, b, c])`:
2964 * A copy of `a` if `a` is a vector.
2965 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2966 * `vector.direction(p1, p2)`:
2967 * Returns a vector of length 1 with direction `p1` to `p2`.
2968 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2969 * `vector.distance(p1, p2)`:
2970 * Returns zero or a positive number, the distance between `p1` and `p2`.
2971 * `vector.length(v)`:
2972 * Returns zero or a positive number, the length of vector `v`.
2973 * `vector.normalize(v)`:
2974 * Returns a vector of length 1 with direction of vector `v`.
2975 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2976 * `vector.floor(v)`:
2977 * Returns a vector, each dimension rounded down.
2978 * `vector.round(v)`:
2979 * Returns a vector, each dimension rounded to nearest integer.
2980 * `vector.apply(v, func)`:
2981 * Returns a vector where the function `func` has been applied to each
2983 * `vector.equals(v1, v2)`:
2984 * Returns a boolean, `true` if the vectors are identical.
2985 * `vector.sort(v1, v2)`:
2986 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2987 * `vector.angle(v1, v2)`:
2988 * Returns the angle between `v1` and `v2` in radians.
2989 * `vector.dot(v1, v2)`
2990 * Returns the dot product of `v1` and `v2`
2991 * `vector.cross(v1, v2)`
2992 * Returns the cross product of `v1` and `v2`
2994 For the following functions `x` can be either a vector or a number:
2996 * `vector.add(v, x)`:
2998 * If `x` is a vector: Returns the sum of `v` and `x`.
2999 * If `x` is a number: Adds `x` to each component of `v`.
3000 * `vector.subtract(v, x)`:
3002 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3003 * If `x` is a number: Subtracts `x` from each component of `v`.
3004 * `vector.multiply(v, x)`:
3005 * Returns a scaled vector or Schur product.
3006 * `vector.divide(v, x)`:
3007 * Returns a scaled vector or Schur quotient.
3015 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3016 human-readable, handles reference loops.
3017 * `obj`: arbitrary variable
3018 * `name`: string, default: `"_"`
3019 * `dumped`: table, default: `{}`
3020 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3021 * `obj`: arbitrary variable
3022 * `dumped`: table, default: `{}`
3023 * `math.hypot(x, y)`
3024 * Get the hypotenuse of a triangle with legs x and y.
3025 Useful for distance calculation.
3026 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3027 * Get the sign of a number.
3028 * tolerance: number, default: `0.0`
3029 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3031 * `math.factorial(x)`: returns the factorial of `x`
3032 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3033 * `separator`: string, default: `","`
3034 * `include_empty`: boolean, default: `false`
3035 * `max_splits`: number, if it's negative, splits aren't limited,
3037 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3038 string or a pattern (regex), default: `false`
3039 * e.g. `"a,b":split","` returns `{"a","b"}`
3040 * `string:trim()`: returns the string without whitespace pre- and suffixes
3041 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3042 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3043 * Adds newlines to the string to keep it within the specified character
3045 * Note that the returned lines may be longer than the limit since it only
3046 splits at word borders.
3047 * `limit`: number, maximal amount of characters in one line
3048 * `as_table`: boolean, if set to true, a table of lines instead of a string
3049 is returned, default: `false`
3050 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3051 * `pos`: table {x=X, y=Y, z=Z}
3052 * Converts the position `pos` to a human-readable, printable string
3053 * `decimal_places`: number, if specified, the x, y and z values of
3054 the position are rounded to the given decimal place.
3055 * `minetest.string_to_pos(string)`: returns a position or `nil`
3056 * Same but in reverse.
3057 * If the string can't be parsed to a position, nothing is returned.
3058 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3059 * Converts a string representing an area box into two positions
3060 * `minetest.formspec_escape(string)`: returns a string
3061 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3063 * `minetest.is_yes(arg)`
3064 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3065 * `minetest.is_nan(arg)`
3066 * returns true when the passed number represents NaN.
3067 * `minetest.get_us_time()`
3068 * returns time with microsecond precision. May not return wall time.
3069 * `table.copy(table)`: returns a table
3070 * returns a deep copy of `table`
3071 * `table.indexof(list, val)`: returns the smallest numerical index containing
3072 the value `val` in the table `list`. Non-numerical indices are ignored.
3073 If `val` could not be found, `-1` is returned. `list` must not have
3075 * `table.insert_all(table, other_table)`:
3076 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3078 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3079 * If multiple keys in `t` map to the same value, the result is undefined.
3080 * `table.shuffle(table, [from], [to], [random_func])`:
3081 * Shuffles elements `from` to `to` in `table` in place
3082 * `from` defaults to `1`
3083 * `to` defaults to `#table`
3084 * `random_func` defaults to `math.random`. This function receives two
3085 integers as arguments and should return a random integer inclusively
3087 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3089 * returns the exact position on the surface of a pointed node
3090 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3092 Returns a table with the following fields:
3093 * `diggable`: `true` if node can be dug, `false` otherwise.
3094 * `time`: Time it would take to dig the node.
3095 * `wear`: How much wear would be added to the tool.
3096 `time` and `wear` are meaningless if node's not diggable
3098 * `groups`: Table of the node groups of the node that would be dug
3099 * `tool_capabilities`: Tool capabilities table of the tool
3100 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3101 Simulates an item that punches an object.
3102 Returns a table with the following fields:
3103 * `hp`: How much damage the punch would cause.
3104 * `wear`: How much wear would be added to the tool.
3106 * `groups`: Damage groups of the object
3107 * `tool_capabilities`: Tool capabilities table of the item
3108 * `time_from_last_punch`: time in seconds since last punch action
3116 Texts can be translated client-side with the help of `minetest.translate` and
3119 Translating a string
3120 --------------------
3122 Two functions are provided to translate strings: `minetest.translate` and
3123 `minetest.get_translator`.
3125 * `minetest.get_translator(textdomain)` is a simple wrapper around
3126 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3127 equivalent to `minetest.translate(textdomain, str, ...)`.
3128 It is intended to be used in the following way, so that it avoids verbose
3129 repetitions of `minetest.translate`:
3131 local S = minetest.get_translator(textdomain)
3134 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3136 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3137 the given `textdomain` for disambiguation. The textdomain must match the
3138 textdomain specified in the translation file in order to get the string
3139 translated. This can be used so that a string is translated differently in
3141 It is advised to use the name of the mod as textdomain whenever possible, to
3142 avoid clashes with other mods.
3143 This function must be given a number of arguments equal to the number of
3144 arguments the translated string expects.
3145 Arguments are literal strings -- they will not be translated, so if you want
3146 them to be, they need to come as outputs of `minetest.translate` as well.
3148 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3149 by the translation of "Red". We can do the following:
3151 local S = minetest.get_translator()
3152 S("@1 Wool", S("Red"))
3154 This will be displayed as "Red Wool" on old clients and on clients that do
3155 not have localization enabled. However, if we have for instance a translation
3156 file named `wool.fr.tr` containing the following:
3161 this will be displayed as "Laine Rouge" on clients with a French locale.
3163 Operations on translated strings
3164 --------------------------------
3166 The output of `minetest.translate` is a string, with escape sequences adding
3167 additional information to that string so that it can be translated on the
3168 different clients. In particular, you can't expect operations like string.length
3169 to work on them like you would expect them to, or string.gsub to work in the
3170 expected manner. However, string concatenation will still work as expected
3171 (note that you should only use this for things like formspecs; do not translate
3172 sentences by breaking them into parts; arguments should be used instead), and
3173 operations such as `minetest.colorize` which are also concatenation.
3175 Translation file format
3176 -----------------------
3178 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3179 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3180 The file should be a text file, with the following format:
3182 * Lines beginning with `# textdomain:` (the space is significant) can be used
3183 to specify the text domain of all following translations in the file.
3184 * All other empty lines or lines beginning with `#` are ignored.
3185 * Other lines should be in the format `original=translated`. Both `original`
3186 and `translated` can contain escape sequences beginning with `@` to insert
3187 arguments, literal `@`, `=` or newline (See [Escapes] below).
3188 There must be no extraneous whitespace around the `=` or at the beginning or
3189 the end of the line.
3194 Strings that need to be translated can contain several escapes, preceded by `@`.
3196 * `@@` acts as a literal `@`.
3197 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3198 string that will be inlined when translated. Due to how translations are
3199 implemented, the original translation string **must** have its arguments in
3200 increasing order, without gaps or repetitions, starting from 1.
3201 * `@=` acts as a literal `=`. It is not required in strings given to
3202 `minetest.translate`, but is in translation files to avoid being confused
3203 with the `=` separating the original from the translation.
3204 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3205 As with `@=`, this escape is not required in strings given to
3206 `minetest.translate`, but is in translation files.
3207 * `@n` acts as a literal newline as well.
3209 Server side translations
3210 ------------------------
3212 On some specific cases, server translation could be useful. For example, filter
3213 a list on labels and send results to client. A method is supplied to achieve
3216 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3217 translations for `lang_code` language. It gives the same result as if the string
3218 was translated by the client.
3220 The `lang_code` to use for a given player can be retrieved from
3221 the table returned by `minetest.get_player_information(name)`.
3223 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3224 You do not need to use this to get translated strings to show up on the client.
3229 Perlin noise creates a continuously-varying value depending on the input values.
3230 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3231 The result is used during map generation to create the terrain shape, vary heat
3232 and humidity to distribute biomes, vary the density of decorations or vary the
3235 Structure of perlin noise
3236 -------------------------
3238 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3239 The smooth wavy noise it generates has a single characteristic scale, almost
3240 like a 'wavelength', so on its own does not create fine detail.
3241 Due to this perlin noise combines several octaves to create variation on
3242 multiple scales. Each additional octave has a smaller 'wavelength' than the
3245 This combination results in noise varying very roughly between -2.0 and 2.0 and
3246 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3247 and offset the noise variation.
3249 The final perlin noise variation is created as follows:
3251 noise = offset + scale * (octave1 +
3252 octave2 * persistence +
3253 octave3 * persistence ^ 2 +
3254 octave4 * persistence ^ 3 +
3260 Noise Parameters are commonly called `NoiseParams`.
3264 After the multiplication by `scale` this is added to the result and is the final
3265 step in creating the noise value.
3266 Can be positive or negative.
3270 Once all octaves have been combined, the result is multiplied by this.
3271 Can be positive or negative.
3275 For octave1, this is roughly the change of input value needed for a very large
3276 variation in the noise value generated by octave1. It is almost like a
3277 'wavelength' for the wavy noise variation.
3278 Each additional octave has a 'wavelength' that is smaller than the previous
3279 octave, to create finer detail. `spread` will therefore roughly be the typical
3280 size of the largest structures in the final noise variation.
3282 `spread` is a vector with values for x, y, z to allow the noise variation to be
3283 stretched or compressed in the desired axes.
3284 Values are positive numbers.
3288 This is a whole number that determines the entire pattern of the noise
3289 variation. Altering it enables different noise patterns to be created.
3290 With other parameters equal, different seeds produce different noise patterns
3291 and identical seeds produce identical noise patterns.
3293 For this parameter you can randomly choose any whole number. Usually it is
3294 preferable for this to be different from other seeds, but sometimes it is useful
3295 to be able to create identical noise patterns.
3297 In some noise APIs the world seed is added to the seed specified in noise
3298 parameters. This is done to make the resulting noise pattern vary in different
3299 worlds, and be 'world-specific'.
3303 The number of simple noise generators that are combined.
3304 A whole number, 1 or more.
3305 Each additional octave adds finer detail to the noise but also increases the
3306 noise calculation load.
3307 3 is a typical minimum for a high quality, complex and natural-looking noise
3308 variation. 1 octave has a slight 'gridlike' appearence.
3310 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3311 size of the finest detail you require. For example:
3312 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3313 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3314 512, 256, 128, 64, 32, 16 nodes.
3315 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3319 Each additional octave has an amplitude that is the amplitude of the previous
3320 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3321 as is often helpful and natural to do so.
3322 Since this controls the balance of fine detail to large-scale detail
3323 `persistence` can be thought of as the 'roughness' of the noise.
3325 A positive or negative non-zero number, often between 0.3 and 1.0.
3326 A common medium value is 0.5, such that each octave has half the amplitude of
3327 the previous octave.
3328 This may need to be tuned when altering `lacunarity`; when doing so consider
3329 that a common medium value is 1 / lacunarity.
3333 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3334 previous octave multiplied by 1 / lacunarity, to create finer detail.
3335 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3337 A positive number no smaller than 1.0.
3338 Values below 2.0 create higher quality noise at the expense of requiring more
3339 octaves to cover a paticular range of 'wavelengths'.
3343 Leave this field unset for no special handling.
3344 Currently supported are `defaults`, `eased` and `absvalue`:
3348 Specify this if you would like to keep auto-selection of eased/not-eased while
3349 specifying some other flags.
3353 Maps noise gradient values onto a quintic S-curve before performing
3354 interpolation. This results in smooth, rolling noise.
3355 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3357 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3359 Easing a 3D noise significantly increases the noise calculation load, so use
3364 The absolute value of each octave's noise variation is used when combining the
3365 octaves. The final perlin noise variation is created as follows:
3367 noise = offset + scale * (abs(octave1) +
3368 abs(octave2) * persistence +
3369 abs(octave3) * persistence ^ 2 +
3370 abs(octave4) * persistence ^ 3 +
3375 For 2D or 3D perlin noise or perlin noise maps:
3380 spread = {x = 500, y = 500, z = 500},
3385 flags = "defaults, absvalue",
3388 For 2D noise the Z component of `spread` is still defined but is ignored.
3389 A single noise parameter table can be used for 2D or 3D noise.
3400 These tell in what manner the ore is generated.
3402 All default ores are of the uniformly-distributed scatter type.
3406 Randomly chooses a location and generates a cluster of ore.
3408 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3409 at that point is greater than the `noise_threshold`, giving the ability to
3410 create a non-equal distribution of ore.
3414 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3415 described by `noise_params` and `noise_threshold`. This is essentially an
3416 improved version of the so-called "stratus" ore seen in some unofficial mods.
3418 This sheet consists of vertical columns of uniform randomly distributed height,
3419 varying between the inclusive range `column_height_min` and `column_height_max`.
3420 If `column_height_min` is not specified, this parameter defaults to 1.
3421 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3422 for reverse compatibility. New code should prefer `column_height_max`.
3424 The `column_midpoint_factor` parameter controls the position of the column at
3425 which ore emanates from.
3426 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3427 equally starting from each direction.
3428 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3429 this parameter is not specified, the default is 0.5.
3431 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3436 Creates a sheet of ore in a cloud-like puff shape.
3438 As with the `sheet` ore type, the size and shape of puffs are described by
3439 `noise_params` and `noise_threshold` and are placed at random vertical
3440 positions within the currently generated chunk.
3442 The vertical top and bottom displacement of each puff are determined by the
3443 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3447 Creates a deformed sphere of ore according to 3d perlin noise described by
3448 `noise_params`. The maximum size of the blob is `clust_size`, and
3449 `clust_scarcity` has the same meaning as with the `scatter` type.
3453 Creates veins of ore varying in density by according to the intersection of two
3454 instances of 3d perlin noise with different seeds, both described by
3457 `random_factor` varies the influence random chance has on placement of an ore
3458 inside the vein, which is `1` by default. Note that modifying this parameter
3459 may require adjusting `noise_threshold`.
3461 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3464 This ore type is difficult to control since it is sensitive to small changes.
3465 The following is a decent set of parameters to work from:
3470 spread = {x=200, y=200, z=200},
3477 noise_threshold = 1.6
3479 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3480 computationally expensive than any other ore.
3484 Creates a single undulating ore stratum that is continuous across mapchunk
3485 borders and horizontally spans the world.
3487 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3488 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3489 defines the stratum's vertical thickness (in units of nodes). Due to being
3490 continuous across mapchunk borders the stratum's vertical thickness is
3493 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3494 to y_max in a simple horizontal stratum.
3496 A parameter `stratum_thickness` can be provided instead of the noise parameter
3497 `np_stratum_thickness`, to create a constant thickness.
3499 Leaving out one or both noise parameters makes the ore generation less
3500 intensive, useful when adding multiple strata.
3502 `y_min` and `y_max` define the limits of the ore generation and for performance
3503 reasons should be set as close together as possible but without clipping the
3504 stratum's Y variation.
3506 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3507 solid-ore stratum would require a `clust_scarcity` of 1.
3509 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3510 `random_factor` are ignored by this ore type.
3515 See section [Flag Specifier Format].
3517 Currently supported flags:
3518 `puff_cliffs`, `puff_additive_composition`.
3522 If set, puff ore generation will not taper down large differences in
3523 displacement when approaching the edge of a puff. This flag has no effect for
3524 ore types other than `puff`.
3526 ### `puff_additive_composition`
3528 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3529 in a negative displacement, the sub-column at that point is not generated. With
3530 this attribute set, puff ore generation will instead generate the absolute
3531 difference in noise displacement values. This flag has no effect for ore types
3540 The varying types of decorations that can be placed.
3545 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3546 a list, if a decoration list is specified). Can specify a certain node it must
3547 spawn next to, such as water or lava, for example. Can also generate a
3548 decoration of random height between a specified lower and upper bound.
3549 This type of decoration is intended for placement of grass, flowers, cacti,
3550 papyri, waterlilies and so on.
3555 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3556 Can specify a probability of a node randomly appearing when placed.
3557 This decoration type is intended to be used for multi-node sized discrete
3558 structures, such as trees, cave spikes, rocks, and so on.
3567 --------------------
3569 A schematic specifier identifies a schematic by either a filename to a
3570 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3571 in the form of a table. This table specifies the following fields:
3573 * The `size` field is a 3D vector containing the dimensions of the provided
3574 schematic. (required field)
3575 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3576 sets the probability of a particular horizontal slice of the schematic being
3577 placed. (optional field)
3578 `ypos` = 0 for the lowest horizontal slice of a schematic.
3579 The default of `prob` is 255.
3580 * The `data` field is a flat table of MapNode tables making up the schematic,
3581 in the order of `[z [y [x]]]`. (required field)
3582 Each MapNode table contains:
3583 * `name`: the name of the map node to place (required)
3584 * `prob` (alias `param1`): the probability of this node being placed
3586 * `param2`: the raw param2 value of the node being placed onto the map
3588 * `force_place`: boolean representing if the node should forcibly overwrite
3589 any previous contents (default: false)
3591 About probability values:
3593 * A probability value of `0` or `1` means that node will never appear
3595 * A probability value of `254` or `255` means the node will always appear
3597 * If the probability value `p` is greater than `1`, then there is a
3598 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3601 Schematic attributes
3602 --------------------
3604 See section [Flag Specifier Format].
3606 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3609 * `place_center_x`: Placement of this decoration is centered along the X axis.
3610 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3611 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3612 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3618 Lua Voxel Manipulator
3619 =====================
3624 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3625 facility. The purpose of this object is for fast, low-level, bulk access to
3626 reading and writing Map content. As such, setting map nodes through VoxelManip
3627 will lack many of the higher level features and concepts you may be used to
3628 with other methods of setting nodes. For example, nodes will not have their
3629 construction and destruction callbacks run, and no rollback information is
3632 It is important to note that VoxelManip is designed for speed, and *not* ease
3633 of use or flexibility. If your mod requires a map manipulation facility that
3634 will handle 100% of all edge cases, or the use of high level node placement
3635 features, perhaps `minetest.set_node()` is better suited for the job.
3637 In addition, VoxelManip might not be faster, or could even be slower, for your
3638 specific use case. VoxelManip is most effective when setting large areas of map
3639 at once - for example, if only setting a 3x3x3 node area, a
3640 `minetest.set_node()` loop may be more optimal. Always profile code using both
3641 methods of map manipulation to determine which is most appropriate for your
3644 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3645 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3650 A VoxelManip object can be created any time using either:
3651 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3653 If the optional position parameters are present for either of these routines,
3654 the specified region will be pre-loaded into the VoxelManip object on creation.
3655 Otherwise, the area of map you wish to manipulate must first be loaded into the
3656 VoxelManip object using `VoxelManip:read_from_map()`.
3658 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3659 formed by these positions indicate the minimum and maximum (respectively)
3660 positions of the area actually loaded in the VoxelManip, which may be larger
3661 than the area requested. For convenience, the loaded area coordinates can also
3662 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3664 Now that the VoxelManip object is populated with map data, your mod can fetch a
3665 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3666 which retrieves an individual node in a MapNode formatted table at the position
3667 requested is the simplest method to use, but also the slowest.
3669 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3672 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3674 * `VoxelManip:get_light_data()` for node light levels, and
3675 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3677 See section [Flat array format] for more details.
3679 It is very important to understand that the tables returned by any of the above
3680 three functions represent a snapshot of the VoxelManip's internal state at the
3681 time of the call. This copy of the data will not magically update itself if
3682 another function modifies the internal VoxelManip state.
3683 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3684 internal state unless otherwise explicitly stated.
3686 Once the bulk data has been edited to your liking, the internal VoxelManip
3687 state can be set using:
3689 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3691 * `VoxelManip:set_light_data()` for node light levels, and
3692 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3694 The parameter to each of the above three functions can use any table at all in
3695 the same flat array format as produced by `get_data()` etc. and is not required
3696 to be a table retrieved from `get_data()`.
3698 Once the internal VoxelManip state has been modified to your liking, the
3699 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3701 ### Flat array format
3704 `Nx = p2.X - p1.X + 1`,
3705 `Ny = p2.Y - p1.Y + 1`, and
3706 `Nz = p2.Z - p1.Z + 1`.
3708 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3709 including the value of the expression `Nx * Ny * Nz`.
3711 Positions offset from p1 are present in the array with the format of:
3714 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3715 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3717 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3718 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3720 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3722 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3725 and the array index for a position p contained completely in p1..p2 is:
3727 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3729 Note that this is the same "flat 3D array" format as
3730 `PerlinNoiseMap:get3dMap_flat()`.
3731 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3732 of the index for a single point in a flat VoxelManip array.
3736 A Content ID is a unique integer identifier for a specific node type.
3737 These IDs are used by VoxelManip in place of the node name string for
3738 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3739 `minetest.get_content_id()` to look up the Content ID for the specified node
3740 name, and `minetest.get_name_from_content_id()` to look up the node name string
3741 for a given Content ID.
3742 After registration of a node, its Content ID will remain the same throughout
3743 execution of the mod.
3744 Note that the node being queried needs to have already been been registered.
3746 The following builtin node types have their Content IDs defined as constants:
3748 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3749 * `minetest.CONTENT_AIR`: ID for "air" nodes
3750 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3752 ### Mapgen VoxelManip objects
3754 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3755 VoxelManip object used by the core's Map Generator (commonly abbreviated
3756 Mapgen). Most of the rules previously described still apply but with a few
3759 * The Mapgen VoxelManip object is retrieved using:
3760 `minetest.get_mapgen_object("voxelmanip")`
3761 * This VoxelManip object already has the region of map just generated loaded
3762 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3763 a Mapgen VoxelManip.
3764 * The `on_generated()` callbacks of some mods may place individual nodes in the
3765 generated area using non-VoxelManip map modification methods. Because the
3766 same Mapgen VoxelManip object is passed through each `on_generated()`
3767 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3768 consistency with the current map state. For this reason, calling any of the
3769 following functions:
3770 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3771 will also update the Mapgen VoxelManip object's internal state active on the
3773 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3774 necessary to update lighting information using either:
3775 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3777 ### Other API functions operating on a VoxelManip
3779 If any VoxelManip contents were set to a liquid node,
3780 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3781 flowing. It is recommended to call this function only after having written all
3782 buffered data back to the VoxelManip object, save for special situations where
3783 the modder desires to only have certain liquid nodes begin flowing.
3785 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3786 will generate all registered decorations and ores throughout the full area
3787 inside of the specified VoxelManip object.
3789 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3790 `minetest.place_schematic()`, except instead of placing the specified schematic
3791 directly on the map at the specified position, it will place the schematic
3792 inside the VoxelManip.
3796 * Attempting to read data from a VoxelManip object before map is read will
3797 result in a zero-length array table for `VoxelManip:get_data()`, and an
3798 "ignore" node at any position for `VoxelManip:get_node_at()`.
3799 * If either a region of map has not yet been generated or is out-of-bounds of
3800 the map, that region is filled with "ignore" nodes.
3801 * Other mods, or the core itself, could possibly modify the area of map
3802 currently loaded into a VoxelManip object. With the exception of Mapgen
3803 VoxelManips (see above section), the internal buffers are not updated. For
3804 this reason, it is strongly encouraged to complete the usage of a particular
3805 VoxelManip object in the same callback it had been created.
3806 * If a VoxelManip object will be used often, such as in an `on_generated()`
3807 callback, consider passing a file-scoped table as the optional parameter to
3808 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3809 to write map data to instead of returning a new table each call. This greatly
3810 enhances performance by avoiding unnecessary memory allocations.
3815 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3816 containing the region formed by `p1` and `p2`.
3817 * returns actual emerged `pmin`, actual emerged `pmax`
3818 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3820 * **important**: data must be set using `VoxelManip:set_data()` before
3822 * if `light` is true, then lighting is automatically recalculated.
3823 The default value is true.
3824 If `light` is false, no light calculations happen, and you should correct
3825 all modified blocks with `minetest.fix_light()` as soon as possible.
3826 Keep in mind that modifying the map where light is incorrect can cause
3828 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3829 the `VoxelManip` at that position
3830 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3832 * `get_data([buffer])`: Retrieves the node content data loaded into the
3833 `VoxelManip` object.
3834 * returns raw node data in the form of an array of node content IDs
3835 * if the param `buffer` is present, this table will be used to store the
3837 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3838 * `update_map()`: Does nothing, kept for compatibility.
3839 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3841 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3842 * To be used only by a `VoxelManip` object from
3843 `minetest.get_mapgen_object`.
3844 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3846 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3847 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3849 * Each value is the bitwise combination of day and night light values
3851 * `light = day + (night * 16)`
3852 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3853 in the `VoxelManip`.
3854 * expects lighting data in the same format that `get_light_data()` returns
3855 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3856 `VoxelManip` object.
3857 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3859 * If the param `buffer` is present, this table will be used to store the
3861 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3863 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3865 * To be used only by a `VoxelManip` object from
3866 `minetest.get_mapgen_object`.
3867 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3868 area if left out or nil. For almost all uses these should be left out
3869 or nil to use the default.
3870 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3871 generated mapchunk above are propagated down into the mapchunk, defaults
3872 to `true` if left out.
3873 * `update_liquids()`: Update liquid flow
3874 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3875 manipulator had been modified since the last read from map, due to a call to
3876 `minetest.set_data()` on the loaded area elsewhere.
3877 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3882 A helper class for voxel areas.
3883 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
3884 The coordinates are *inclusive*, like most other things in Minetest.
3888 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3889 `MinEdge` and `MaxEdge`.
3890 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3892 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3894 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3895 * The position (x, y, z) is not checked for being inside the area volume,
3896 being outside can cause an incorrect index result.
3897 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3898 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3899 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3900 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3901 is not checked for being inside the area volume.
3902 * `position(i)`: returns the absolute position vector corresponding to index
3904 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3905 `MinEdge` and `MaxEdge`.
3906 * `containsp(p)`: same as above, except takes a vector
3907 * `containsi(i)`: same as above, except takes an index `i`
3908 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3910 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3912 * `iterp(minp, maxp)`: same as above, except takes a vector
3914 ### Y stride and z stride of a flat array
3916 For a particular position in a voxel area, whose flat array index is known,
3917 it is often useful to know the index of a neighboring or nearby position.
3918 The table below shows the changes of index required for 1 node movements along
3919 the axes in a voxel area:
3921 Movement Change of index
3931 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
3933 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
3942 A mapgen object is a construct used in map generation. Mapgen objects can be
3943 used by an `on_generate` callback to speed up operations by avoiding
3944 unnecessary recalculations, these can be retrieved using the
3945 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3946 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3947 callback, `nil` is returned.
3949 The following Mapgen objects are currently available:
3953 This returns three values; the `VoxelManip` object to be used, minimum and
3954 maximum emerged position, in that order. All mapgens support this object.
3958 Returns an array containing the y coordinates of the ground levels of nodes in
3959 the most recently generated chunk by the current mapgen.
3963 Returns an array containing the biome IDs of nodes in the most recently
3964 generated chunk by the current mapgen.
3968 Returns an array containing the temperature values of nodes in the most
3969 recently generated chunk by the current mapgen.
3973 Returns an array containing the humidity values of nodes in the most recently
3974 generated chunk by the current mapgen.
3978 Returns a table mapping requested generation notification types to arrays of
3979 positions at which the corresponding generated structures are located within
3980 the current chunk. To set the capture of positions of interest to be recorded
3981 on generate, use `minetest.set_gen_notify()`.
3982 For decorations, the returned positions are the ground surface 'place_on'
3983 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3984 node above the returned position and possibly displaced by 'place_offset_y'.
3986 Possible fields of the table returned are:
3992 * `large_cave_begin`
3996 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3997 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4005 Functions receive a "luaentity" as `self`:
4007 * It has the member `.name`, which is the registered name `("mod:thing")`
4008 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4009 * The original prototype stuff is visible directly via a metatable
4013 * `on_activate(self, staticdata, dtime_s)`
4014 * Called when the object is instantiated.
4015 * `dtime_s` is the time passed since the object was unloaded, which can be
4016 used for updating the entity state.
4017 * `on_step(self, dtime)`
4018 * Called on every server tick, after movement and collision processing.
4019 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4021 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4022 * Called when somebody punches the object.
4023 * Note that you probably want to handle most punches using the automatic
4025 * `puncher`: an `ObjectRef` (can be `nil`)
4026 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4028 * `tool_capabilities`: capability table of used tool (can be `nil`)
4029 * `dir`: unit vector of direction of punch. Always defined. Points from the
4030 puncher to the punched.
4031 * `damage`: damage that will be done to entity.
4032 * Can return `true` to prevent the default damage mechanism.
4033 * `on_death(self, killer)`
4034 * Called when the object dies.
4035 * `killer`: an `ObjectRef` (can be `nil`)
4036 * `on_rightclick(self, clicker)`
4037 * `on_attach_child(self, child)`
4038 * `child`: an `ObjectRef` of the child that attaches
4039 * `on_detach_child(self, child)`
4040 * `child`: an `ObjectRef` of the child that detaches
4041 * `on_detach(self, parent)`
4042 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4043 * This happens before the parent object is removed from the world
4044 * `get_staticdata(self)`
4045 * Should return a string that will be passed to `on_activate` when the
4046 object is instantiated the next time.
4058 axiom, --string initial tree axiom
4059 rules_a, --string rules set A
4060 rules_b, --string rules set B
4061 rules_c, --string rules set C
4062 rules_d, --string rules set D
4063 trunk, --string trunk node name
4064 leaves, --string leaves node name
4065 leaves2, --string secondary leaves node name
4066 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4067 angle, --num angle in deg
4068 iterations, --num max # of iterations, usually 2 -5
4069 random_level, --num factor to lower nr of iterations, usually 0 - 3
4070 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4071 -- 2x2 nodes or 3x3 in cross shape
4072 thin_branches, --boolean true -> use thin (1 node) branches
4073 fruit, --string fruit node name
4074 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4075 seed, --num random seed, if no seed is provided, the engine
4079 Key for special L-System symbols used in axioms
4080 -----------------------------------------------
4082 * `G`: move forward one unit with the pen up
4083 * `F`: move forward one unit with the pen down drawing trunks and branches
4084 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4085 * `T`: move forward one unit with the pen down drawing trunks only
4086 * `R`: move forward one unit with the pen down placing fruit
4087 * `A`: replace with rules set A
4088 * `B`: replace with rules set B
4089 * `C`: replace with rules set C
4090 * `D`: replace with rules set D
4091 * `a`: replace with rules set A, chance 90%
4092 * `b`: replace with rules set B, chance 80%
4093 * `c`: replace with rules set C, chance 70%
4094 * `d`: replace with rules set D, chance 60%
4095 * `+`: yaw the turtle right by `angle` parameter
4096 * `-`: yaw the turtle left by `angle` parameter
4097 * `&`: pitch the turtle down by `angle` parameter
4098 * `^`: pitch the turtle up by `angle` parameter
4099 * `/`: roll the turtle to the right by `angle` parameter
4100 * `*`: roll the turtle to the left by `angle` parameter
4101 * `[`: save in stack current state info
4102 * `]`: recover from stack state info
4107 Spawn a small apple tree:
4109 pos = {x=230,y=20,z=4}
4112 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4113 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4114 trunk="default:tree",
4115 leaves="default:leaves",
4119 trunk_type="single",
4122 fruit="default:apple"
4124 minetest.spawn_tree(pos,apple_tree)
4129 'minetest' namespace reference
4130 ==============================
4135 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4137 * `minetest.get_modpath(modname)`: returns e.g.
4138 `"/home/user/.minetest/usermods/modname"`.
4139 * Useful for loading additional `.lua` modules or static data from mod
4140 * `minetest.get_modnames()`: returns a list of installed mods
4141 * Return a list of installed mods, sorted alphabetically
4142 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4143 * Useful for storing custom data
4144 * `minetest.is_singleplayer()`
4145 * `minetest.features`: Table containing API feature flags
4148 glasslike_framed = true, -- 0.4.7
4149 nodebox_as_selectionbox = true, -- 0.4.7
4150 get_all_craft_recipes_works = true, -- 0.4.7
4151 -- The transparency channel of textures can optionally be used on
4153 use_texture_alpha = true,
4154 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4155 no_legacy_abms = true,
4156 -- Texture grouping is possible using parentheses (0.4.11)
4157 texture_names_parens = true,
4158 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4159 area_store_custom_ids = true,
4160 -- add_entity supports passing initial staticdata to on_activate
4162 add_entity_with_staticdata = true,
4163 -- Chat messages are no longer predicted (0.4.16)
4164 no_chat_message_prediction = true,
4165 -- The transparency channel of textures can optionally be used on
4166 -- objects (ie: players and lua entities) (5.0.0)
4167 object_use_texture_alpha = true,
4168 -- Object selectionbox is settable independently from collisionbox
4170 object_independent_selectionbox = true,
4171 -- Specifies whether binary data can be uploaded or downloaded using
4172 -- the HTTP API (5.1.0)
4173 httpfetch_binary_data = true,
4174 -- Whether formspec_version[<version>] may be used (5.1.0)
4175 formspec_version_element = true,
4176 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4177 area_store_persistent_ids = true,
4178 -- Whether minetest.find_path is functional (5.2.0)
4179 pathfinder_works = true,
4180 -- Whether Collision info is available to an objects' on_step (5.3.0)
4181 object_step_has_moveresult = true,
4184 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4185 * `arg`: string or table in format `{foo=true, bar=true}`
4186 * `missing_features`: `{foo=true, bar=true}`
4187 * `minetest.get_player_information(player_name)`: Table containing information
4188 about a player. Example return value:
4191 address = "127.0.0.1", -- IP address of client
4192 ip_version = 4, -- IPv4 / IPv6
4193 connection_uptime = 200, -- seconds since client connected
4194 protocol_version = 32, -- protocol version used by client
4195 formspec_version = 2, -- supported formspec version
4196 lang_code = "fr" -- Language code used for translation
4197 -- the following keys can be missing if no stats have been collected yet
4198 min_rtt = 0.01, -- minimum round trip time
4199 max_rtt = 0.2, -- maximum round trip time
4200 avg_rtt = 0.02, -- average round trip time
4201 min_jitter = 0.01, -- minimum packet time jitter
4202 max_jitter = 0.5, -- maximum packet time jitter
4203 avg_jitter = 0.03, -- average packet time jitter
4204 -- the following information is available in a debug build only!!!
4205 -- DO NOT USE IN MODS
4206 --ser_vers = 26, -- serialization version used by client
4207 --major = 0, -- major version number
4208 --minor = 4, -- minor version number
4209 --patch = 10, -- patch version number
4210 --vers_string = "0.4.9-git", -- full version string
4211 --state = "Active" -- current client state
4214 * `minetest.mkdir(path)`: returns success.
4215 * Creates a directory specified by `path`, creating parent directories
4216 if they don't exist.
4217 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4219 * nil: return all entries,
4220 * true: return only subdirectory names, or
4221 * false: return only file names.
4222 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4223 * Replaces contents of file at path with new contents in a safe (atomic)
4224 way. Use this instead of below code when writing e.g. database files:
4225 `local f = io.open(path, "wb"); f:write(content); f:close()`
4226 * `minetest.get_version()`: returns a table containing components of the
4227 engine version. Components:
4228 * `project`: Name of the project, eg, "Minetest"
4229 * `string`: Simple version, eg, "1.2.3-dev"
4230 * `hash`: Full git version (only set if available),
4231 eg, "1.2.3-dev-01234567-dirty".
4232 Use this for informational purposes only. The information in the returned
4233 table does not represent the capabilities of the engine, nor is it
4234 reliable or verifiable. Compatible forks will have a different name and
4235 version entirely. To check for the presence of engine features, test
4236 whether the functions exported by the wanted features exist. For example:
4237 `if minetest.check_for_falling then ... end`.
4238 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4239 * `data`: string of data to hash
4240 * `raw`: return raw bytes instead of hex digits, default: false
4245 * `minetest.debug(...)`
4246 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4247 * `minetest.log([level,] text)`
4248 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4249 `"info"`, or `"verbose"`. Default is `"none"`.
4251 Registration functions
4252 ----------------------
4254 Call these functions only at load time!
4258 * `minetest.register_node(name, node definition)`
4259 * `minetest.register_craftitem(name, item definition)`
4260 * `minetest.register_tool(name, item definition)`
4261 * `minetest.override_item(name, redefinition)`
4262 * Overrides fields of an item registered with register_node/tool/craftitem.
4263 * Note: Item must already be defined, (opt)depend on the mod defining it.
4264 * Example: `minetest.override_item("default:mese",
4265 {light_source=minetest.LIGHT_MAX})`
4266 * `minetest.unregister_item(name)`
4267 * Unregisters the item from the engine, and deletes the entry with key
4268 `name` from `minetest.registered_items` and from the associated item table
4269 according to its nature: `minetest.registered_nodes`, etc.
4270 * `minetest.register_entity(name, entity definition)`
4271 * `minetest.register_abm(abm definition)`
4272 * `minetest.register_lbm(lbm definition)`
4273 * `minetest.register_alias(alias, original_name)`
4274 * Also use this to set the 'mapgen aliases' needed in a game for the core
4275 mapgens. See [Mapgen aliases] section above.
4276 * `minetest.register_alias_force(alias, original_name)`
4277 * `minetest.register_ore(ore definition)`
4278 * Returns an integer object handle uniquely identifying the registered
4280 * The order of ore registrations determines the order of ore generation.
4281 * `minetest.register_biome(biome definition)`
4282 * Returns an integer object handle uniquely identifying the registered
4283 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4284 * `minetest.unregister_biome(name)`
4285 * Unregisters the biome from the engine, and deletes the entry with key
4286 `name` from `minetest.registered_biomes`.
4287 * Warning: This alters the biome to biome ID correspondences, so any
4288 decorations or ores using the 'biomes' field must afterwards be cleared
4290 * `minetest.register_decoration(decoration definition)`
4291 * Returns an integer object handle uniquely identifying the registered
4292 decoration on success. To get the decoration ID, use
4293 `minetest.get_decoration_id`.
4294 * The order of decoration registrations determines the order of decoration
4296 * `minetest.register_schematic(schematic definition)`
4297 * Returns an integer object handle uniquely identifying the registered
4298 schematic on success.
4299 * If the schematic is loaded from a file, the `name` field is set to the
4301 * If the function is called when loading the mod, and `name` is a relative
4302 path, then the current mod path will be prepended to the schematic
4304 * `minetest.clear_registered_biomes()`
4305 * Clears all biomes currently registered.
4306 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4307 correspondences, so any decorations or ores using the 'biomes' field must
4308 afterwards be cleared and re-registered.
4309 * `minetest.clear_registered_decorations()`
4310 * Clears all decorations currently registered.
4311 * `minetest.clear_registered_ores()`
4312 * Clears all ores currently registered.
4313 * `minetest.clear_registered_schematics()`
4314 * Clears all schematics currently registered.
4318 * `minetest.register_craft(recipe)`
4319 * Check recipe table syntax for different types below.
4320 * `minetest.clear_craft(recipe)`
4321 * Will erase existing craft based either on output item or on input recipe.
4322 * Specify either output or input only. If you specify both, input will be
4323 ignored. For input use the same recipe table syntax as for
4324 `minetest.register_craft(recipe)`. For output specify only the item,
4326 * Returns false if no erase candidate could be found, otherwise returns true.
4327 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4328 ignored if the recipe contains output. Erasing is then done independently
4329 from the crafting method.
4330 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4331 * `minetest.override_chatcommand(name, redefinition)`
4332 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4333 * `minetest.unregister_chatcommand(name)`
4334 * Unregisters a chatcommands registered with `register_chatcommand`.
4335 * `minetest.register_privilege(name, definition)`
4336 * `definition` can be a description or a definition table (see [Privilege
4338 * If it is a description, the priv will be granted to singleplayer and admin
4340 * To allow players with `basic_privs` to grant, see the `basic_privs`
4341 minetest.conf setting.
4342 * `minetest.register_authentication_handler(authentication handler definition)`
4343 * Registers an auth handler that overrides the builtin one.
4344 * This function can be called by a single mod once only.
4346 Global callback registration functions
4347 --------------------------------------
4349 Call these functions only at load time!
4351 * `minetest.register_globalstep(function(dtime))`
4352 * Called every server step, usually interval of 0.1s
4353 * `minetest.register_on_mods_loaded(function())`
4354 * Called after mods have finished loading and before the media is cached or the
4356 * `minetest.register_on_shutdown(function())`
4357 * Called before server shutdown
4358 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4359 registered callbacks **will likely not be run**. Data should be saved at
4360 semi-frequent intervals as well as on server shutdown.
4361 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4362 * Called when a node has been placed
4363 * If return `true` no item is taken from `itemstack`
4364 * `placer` may be any valid ObjectRef or nil.
4365 * **Not recommended**; use `on_construct` or `after_place_node` in node
4366 definition whenever possible.
4367 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4368 * Called when a node has been dug.
4369 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4370 definition whenever possible.
4371 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4372 * Called when a node is punched
4373 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4374 * Called after generating a piece of world. Modifying nodes inside the area
4375 is a bit faster than usually.
4376 * `minetest.register_on_newplayer(function(ObjectRef))`
4377 * Called when a new player enters the world for the first time
4378 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4379 * Called when a player is punched
4380 * Note: This callback is invoked even if the punched player is dead.
4381 * `player`: ObjectRef - Player that was punched
4382 * `hitter`: ObjectRef - Player that hit
4383 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4385 * `tool_capabilities`: Capability table of used tool (can be nil)
4386 * `dir`: Unit vector of direction of punch. Always defined. Points from
4387 the puncher to the punched.
4388 * `damage`: Number that represents the damage calculated by the engine
4389 * should return `true` to prevent the default damage mechanism
4390 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4391 * Called when the player gets damaged or healed
4392 * `player`: ObjectRef of the player
4393 * `hp_change`: the amount of change. Negative when it is damage.
4394 * `reason`: a PlayerHPChangeReason table.
4395 * The `type` field will have one of the following values:
4396 * `set_hp`: A mod or the engine called `set_hp` without
4397 giving a type - use this for custom damage types.
4398 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4400 * `node_damage`: `damage_per_second` from a neighbouring node.
4401 `reason.node` will hold the node name or nil.
4404 * Any of the above types may have additional fields from mods.
4405 * `reason.from` will be `mod` or `engine`.
4406 * `modifier`: when true, the function should return the actual `hp_change`.
4407 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4408 Modifiers can return true as a second argument to stop the execution of further functions.
4409 Non-modifiers receive the final HP change calculated by the modifiers.
4410 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4411 * Called when a player dies
4412 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4413 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4414 * Called when player is to be respawned
4415 * Called _before_ repositioning of player occurs
4416 * return true in func to disable regular player placement
4417 * `minetest.register_on_prejoinplayer(function(name, ip))`
4418 * Called when a client connects to the server, prior to authentication
4419 * If it returns a string, the client is disconnected with that string as
4421 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4422 * Called when a player joins the game
4423 * `last_login`: The timestamp of the previous login, or nil if player is new
4424 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4425 * Called when a player leaves the game
4426 * `timed_out`: True for timeout, false for other reasons.
4427 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4428 * Called when a client attempts to log into an account.
4429 * `name`: The name of the account being authenticated.
4430 * `ip`: The IP address of the client
4431 * `is_success`: Whether the client was successfully authenticated
4432 * For newly registered accounts, `is_success` will always be true
4433 * `minetest.register_on_auth_fail(function(name, ip))`
4434 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4435 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4436 * Called when a player cheats
4437 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4439 * `interacted_too_far`
4440 * `interacted_while_dead`
4441 * `finished_unknown_dig`
4444 * `minetest.register_on_chat_message(function(name, message))`
4445 * Called always when a player says something
4446 * Return `true` to mark the message as handled, which means that it will
4447 not be sent to other players.
4448 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4449 * Called when the server received input from `player` in a formspec with
4450 the given `formname`. Specifically, this is called on any of the
4452 * a button was pressed,
4453 * Enter was pressed while the focus was on a text field
4454 * a checkbox was toggled,
4455 * something was selecteed in a drop-down list,
4456 * a different tab was selected,
4457 * selection was changed in a textlist or table,
4458 * an entry was double-clicked in a textlist or table,
4459 * a scrollbar was moved, or
4460 * the form was actively closed by the player.
4461 * Fields are sent for formspec elements which define a field. `fields`
4462 is a table containing each formspecs element value (as string), with
4463 the `name` parameter as index for each. The value depends on the
4464 formspec element type:
4465 * `animated_image`: Returns the index of the current frame.
4466 * `button` and variants: If pressed, contains the user-facing button
4467 text as value. If not pressed, is `nil`
4468 * `field`, `textarea` and variants: Text in the field
4469 * `dropdown`: Text of selected item
4470 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4471 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4472 * `textlist`: See `minetest.explode_textlist_event`
4473 * `table`: See `minetest.explode_table_event`
4474 * `scrollbar`: See `minetest.explode_scrollbar_event`
4475 * Special case: `["quit"]="true"` is sent when the user actively
4476 closed the form by mouse click, keypress or through a button_exit[]
4478 * Special case: `["key_enter"]="true"` is sent when the user pressed
4479 the Enter key and the focus was either nowhere (causing the formspec
4480 to be closed) or on a button. If the focus was on a text field,
4481 additionally, the index `key_enter_field` contains the name of the
4482 text field. See also: `field_close_on_enter`.
4483 * Newest functions are called first
4484 * If function returns `true`, remaining functions are not called
4485 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4486 * Called when `player` crafts something
4487 * `itemstack` is the output
4488 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4490 * `craft_inv` is the inventory with the crafting grid
4491 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4493 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4494 * The same as before, except that it is called before the player crafts, to
4495 make craft prediction, and it should not change anything.
4496 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4497 * Determines how much of a stack may be taken, put or moved to a
4499 * `player` (type `ObjectRef`) is the player who modified the inventory
4500 `inventory` (type `InvRef`).
4501 * List of possible `action` (string) values and their
4502 `inventory_info` (table) contents:
4503 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4504 * `put`: `{listname=string, index=number, stack=ItemStack}`
4505 * `take`: Same as `put`
4506 * Return a numeric value to limit the amount of items to be taken, put or
4507 moved. A value of `-1` for `take` will make the source stack infinite.
4508 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4509 * Called after a take, put or move event from/to/in a player inventory
4510 * Function arguments: see `minetest.register_allow_player_inventory_action`
4511 * Does not accept or handle any return value.
4512 * `minetest.register_on_protection_violation(function(pos, name))`
4513 * Called by `builtin` and mods when a player violates protection at a
4514 position (eg, digs a node or punches a protected entity).
4515 * The registered functions can be called using
4516 `minetest.record_protection_violation`.
4517 * The provided function should check that the position is protected by the
4518 mod calling this function before it prints a message, if it does, to
4519 allow for multiple protection mods.
4520 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4521 * Called when an item is eaten, by `minetest.item_eat`
4522 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4523 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4524 * Called when `granter` grants the priv `priv` to `name`.
4525 * Note that the callback will be called twice if it's done by a player,
4526 once with granter being the player name, and again with granter being nil.
4527 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4528 * Called when `revoker` revokes the priv `priv` from `name`.
4529 * Note that the callback will be called twice if it's done by a player,
4530 once with revoker being the player name, and again with revoker being nil.
4531 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4532 * Called when `name` user connects with `ip`.
4533 * Return `true` to by pass the player limit
4534 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4535 * Called when an incoming mod channel message is received
4536 * You should have joined some channels to receive events.
4537 * If message comes from a server mod, `sender` field is an empty string.
4542 * `minetest.settings`: Settings object containing all of the settings from the
4543 main config file (`minetest.conf`).
4544 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4545 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4550 * `minetest.string_to_privs(str[, delim])`:
4551 * Converts string representation of privs into table form
4552 * `delim`: String separating the privs. Defaults to `","`.
4553 * Returns `{ priv1 = true, ... }`
4554 * `minetest.privs_to_string(privs[, delim])`:
4555 * Returns the string representation of `privs`
4556 * `delim`: String to delimit privs. Defaults to `","`.
4557 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4558 * `minetest.check_player_privs(player_or_name, ...)`:
4559 returns `bool, missing_privs`
4560 * A quickhand for checking privileges.
4561 * `player_or_name`: Either a Player object or the name of a player.
4562 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4563 a table, e.g. `{ priva = true, privb = true }`.
4565 * `minetest.check_password_entry(name, entry, password)`
4566 * Returns true if the "password entry" for a player with name matches given
4567 password, false otherwise.
4568 * The "password entry" is the password representation generated by the
4569 engine as returned as part of a `get_auth()` call on the auth handler.
4570 * Only use this function for making it possible to log in via password from
4571 external protocols such as IRC, other uses are frowned upon.
4572 * `minetest.get_password_hash(name, raw_password)`
4573 * Convert a name-password pair to a password hash that Minetest can use.
4574 * The returned value alone is not a good basis for password checks based
4575 on comparing the password hash in the database with the password hash
4576 from the function, with an externally provided password, as the hash
4577 in the db might use the new SRP verifier format.
4578 * For this purpose, use `minetest.check_password_entry` instead.
4579 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4581 * The player needs to be online for this to be successful.
4583 * `minetest.get_auth_handler()`: Return the currently active auth handler
4584 * See the [Authentication handler definition]
4585 * Use this to e.g. get the authentication data for a player:
4586 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4587 * `minetest.notify_authentication_modified(name)`
4588 * Must be called by the authentication handler for privilege changes.
4589 * `name`: string; if omitted, all auth data should be considered modified
4590 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4592 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4594 * `minetest.auth_reload()`
4595 * See `reload()` in authentication handler definition
4597 `minetest.set_player_password`, `minetest.set_player_privs`,
4598 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4604 * `minetest.chat_send_all(text)`
4605 * `minetest.chat_send_player(name, text)`
4606 * `minetest.format_chat_message(name, message)`
4607 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4608 Refer to the documentation of the setting for a list of valid placeholders.
4609 * Takes player name and message, and returns the formatted string to be sent to players.
4610 * Can be redefined by mods if required, for things like colored names or messages.
4611 * **Only** the first occurrence of each placeholder will be replaced.
4616 * `minetest.set_node(pos, node)`
4617 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4618 * Set node at position `pos`
4619 * `node`: table `{name=string, param1=number, param2=number}`
4620 * If param1 or param2 is omitted, it's set to `0`.
4621 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4622 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4623 * Set node on all positions set in the first argument.
4624 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4625 * For node specification or position syntax see `minetest.set_node` call
4626 * Faster than set_node due to single call, but still considerably slower
4627 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4628 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4629 in spread out positions which would cause LVMs to waste memory.
4630 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4632 * `minetest.swap_node(pos, node)`
4633 * Set node at position, but don't remove metadata
4634 * `minetest.remove_node(pos)`
4635 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4636 * `minetest.get_node(pos)`
4637 * Returns the node at the given position as table in the format
4638 `{name="node_name", param1=0, param2=0}`,
4639 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4640 * `minetest.get_node_or_nil(pos)`
4641 * Same as `get_node` but returns `nil` for unloaded areas.
4642 * `minetest.get_node_light(pos, timeofday)`
4643 * Gets the light value at the given position. Note that the light value
4644 "inside" the node at the given position is returned, so you usually want
4645 to get the light value of a neighbor.
4646 * `pos`: The position where to measure the light.
4647 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4648 * Returns a number between `0` and `15` or `nil`
4649 * `minetest.place_node(pos, node)`
4650 * Place node with the same effects that a player would cause
4651 * `minetest.dig_node(pos)`
4652 * Dig node with the same effects that a player would cause
4653 * Returns `true` if successful, `false` on failure (e.g. protected location)
4654 * `minetest.punch_node(pos)`
4655 * Punch node with the same effects that a player would cause
4656 * `minetest.spawn_falling_node(pos)`
4657 * Change node into falling node
4658 * Returns `true` if successful, `false` on failure
4660 * `minetest.find_nodes_with_meta(pos1, pos2)`
4661 * Get a table of positions of nodes that have metadata within a region
4663 * `minetest.get_meta(pos)`
4664 * Get a `NodeMetaRef` at that position
4665 * `minetest.get_node_timer(pos)`
4666 * Get `NodeTimerRef`
4668 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4670 * Returns `ObjectRef`, or `nil` if failed
4671 * `minetest.add_item(pos, item)`: Spawn item
4672 * Returns `ObjectRef`, or `nil` if failed
4673 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4674 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4676 * `radius`: using an euclidean metric
4677 * `minetest.set_timeofday(val)`
4678 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4679 * `minetest.get_timeofday()`
4680 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4682 * `minetest.get_day_count()`: returns number days elapsed since world was
4684 * accounts for time changes.
4685 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4687 * `radius`: using a maximum metric
4688 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4689 * `search_center` is an optional boolean (default: `false`)
4690 If true `pos` is also checked for the nodes
4691 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4693 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4694 * First return value: Table with all node positions
4695 * Second return value: Table with the count of each node with the node name
4697 * Area volume is limited to 4,096,000 nodes
4698 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4700 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4701 * Return value: Table with all node positions with a node air above
4702 * Area volume is limited to 4,096,000 nodes
4703 * `minetest.get_perlin(noiseparams)`
4704 * Return world-specific perlin noise.
4705 * The actual seed used is the noiseparams seed plus the world seed.
4706 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4707 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
4708 * Return world-specific perlin noise.
4709 * `minetest.get_voxel_manip([pos1, pos2])`
4710 * Return voxel manipulator object.
4711 * Loads the manipulator from the map if positions are passed.
4712 * `minetest.set_gen_notify(flags, {deco_ids})`
4713 * Set the types of on-generate notifications that should be collected.
4714 * `flags` is a flag field with the available flags:
4722 * The second parameter is a list of IDs of decorations which notification
4724 * `minetest.get_gen_notify()`
4725 * Returns a flagstring and a table with the `deco_id`s.
4726 * `minetest.get_decoration_id(decoration_name)`
4727 * Returns the decoration ID number for the provided decoration name string,
4728 or `nil` on failure.
4729 * `minetest.get_mapgen_object(objectname)`
4730 * Return requested mapgen object if available (see [Mapgen objects])
4731 * `minetest.get_heat(pos)`
4732 * Returns the heat at the position, or `nil` on failure.
4733 * `minetest.get_humidity(pos)`
4734 * Returns the humidity at the position, or `nil` on failure.
4735 * `minetest.get_biome_data(pos)`
4736 * Returns a table containing:
4737 * `biome` the biome id of the biome at that position
4738 * `heat` the heat at the position
4739 * `humidity` the humidity at the position
4740 * Or returns `nil` on failure.
4741 * `minetest.get_biome_id(biome_name)`
4742 * Returns the biome id, as used in the biomemap Mapgen object and returned
4743 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4744 * `minetest.get_biome_name(biome_id)`
4745 * Returns the biome name string for the provided biome id, or `nil` on
4747 * If no biomes have been registered, such as in mgv6, returns `default`.
4748 * `minetest.get_mapgen_params()`
4749 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4750 * Returns a table containing:
4756 * `minetest.set_mapgen_params(MapgenParams)`
4757 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4759 * Set map generation parameters.
4760 * Function cannot be called after the registration period; only
4761 initialization and `on_mapgen_init`.
4762 * Takes a table as an argument with the fields:
4768 * Leave field unset to leave that parameter unchanged.
4769 * `flags` contains a comma-delimited string of flags to set, or if the
4770 prefix `"no"` is attached, clears instead.
4771 * `flags` is in the same format and has the same options as `mg_flags` in
4773 * `minetest.get_mapgen_setting(name)`
4774 * Gets the *active* mapgen setting (or nil if none exists) in string
4775 format with the following order of precedence:
4776 1) Settings loaded from map_meta.txt or overrides set during mod
4778 2) Settings set by mods without a metafile override
4779 3) Settings explicitly set in the user config file, minetest.conf
4780 4) Settings set as the user config default
4781 * `minetest.get_mapgen_setting_noiseparams(name)`
4782 * Same as above, but returns the value as a NoiseParams table if the
4783 setting `name` exists and is a valid NoiseParams.
4784 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4785 * Sets a mapgen param to `value`, and will take effect if the corresponding
4786 mapgen setting is not already present in map_meta.txt.
4787 * `override_meta` is an optional boolean (default: `false`). If this is set
4788 to true, the setting will become the active setting regardless of the map
4790 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4791 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4792 * Same as above, except value is a NoiseParams table.
4793 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4794 * Sets the noiseparams setting of `name` to the noiseparams table specified
4796 * `set_default` is an optional boolean (default: `true`) that specifies
4797 whether the setting should be applied to the default config or current
4799 * `minetest.get_noiseparams(name)`
4800 * Returns a table of the noiseparams for name.
4801 * `minetest.generate_ores(vm, pos1, pos2)`
4802 * Generate all registered ores within the VoxelManip `vm` and in the area
4803 from `pos1` to `pos2`.
4804 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4805 * `minetest.generate_decorations(vm, pos1, pos2)`
4806 * Generate all registered decorations within the VoxelManip `vm` and in the
4807 area from `pos1` to `pos2`.
4808 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4809 * `minetest.clear_objects([options])`
4810 * Clear all objects in the environment
4811 * Takes an optional table as an argument with the field `mode`.
4812 * mode = `"full"` : Load and go through every mapblock, clearing
4814 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4815 clear objects in unloaded mapblocks only when the
4816 mapblocks are next activated.
4817 * `minetest.load_area(pos1[, pos2])`
4818 * Load the mapblocks containing the area from `pos1` to `pos2`.
4819 `pos2` defaults to `pos1` if not specified.
4820 * This function does not trigger map generation.
4821 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4822 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4823 asynchronously fetched from memory, loaded from disk, or if inexistent,
4825 * If `callback` is a valid Lua function, this will be called for each block
4827 * The function signature of callback is:
4828 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4829 * `blockpos` is the *block* coordinates of the block that had been
4831 * `action` could be one of the following constant values:
4832 * `minetest.EMERGE_CANCELLED`
4833 * `minetest.EMERGE_ERRORED`
4834 * `minetest.EMERGE_FROM_MEMORY`
4835 * `minetest.EMERGE_FROM_DISK`
4836 * `minetest.EMERGE_GENERATED`
4837 * `calls_remaining` is the number of callbacks to be expected after
4839 * `param` is the user-defined parameter passed to emerge_area (or
4840 nil if the parameter was absent).
4841 * `minetest.delete_area(pos1, pos2)`
4842 * delete all mapblocks in the area from pos1 to pos2, inclusive
4843 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4844 * Checks if there is anything other than air between pos1 and pos2.
4845 * Returns false if something is blocking the sight.
4846 * Returns the position of the blocking node when `false`
4847 * `pos1`: First position
4848 * `pos2`: Second position
4849 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4850 * Creates a `Raycast` object.
4851 * `pos1`: start of the ray
4852 * `pos2`: end of the ray
4853 * `objects`: if false, only nodes will be returned. Default is `true`.
4854 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4855 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4856 * returns table containing path that can be walked on
4857 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4859 * Reasons for failure:
4860 * No path exists at all
4861 * No path exists within `searchdistance` (see below)
4862 * Start or end pos is buried in land
4863 * `pos1`: start position
4864 * `pos2`: end position
4865 * `searchdistance`: maximum distance from the search positions to search in.
4866 In detail: Path must be completely inside a cuboid. The minimum
4867 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
4868 Larger values will increase the size of this cuboid in all directions
4869 * `max_jump`: maximum height difference to consider walkable
4870 * `max_drop`: maximum height difference to consider droppable
4871 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
4872 Difference between `"A*"` and `"A*_noprefetch"` is that
4873 `"A*"` will pre-calculate the cost-data, the other will calculate it
4875 * `minetest.spawn_tree (pos, {treedef})`
4876 * spawns L-system tree at given `pos` with definition in `treedef` table
4877 * `minetest.transforming_liquid_add(pos)`
4878 * add node to liquid update queue
4879 * `minetest.get_node_max_level(pos)`
4880 * get max available level for leveled node
4881 * `minetest.get_node_level(pos)`
4882 * get level of leveled node (water, snow)
4883 * `minetest.set_node_level(pos, level)`
4884 * set level of leveled node, default `level` equals `1`
4885 * if `totallevel > maxlevel`, returns rest (`total-max`).
4886 * `minetest.add_node_level(pos, level)`
4887 * increase level of leveled node by level, default `level` equals `1`
4888 * if `totallevel > maxlevel`, returns rest (`total-max`)
4889 * `level` must be between -127 and 127
4890 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4891 * resets the light in a cuboid-shaped part of
4892 the map and removes lighting bugs.
4893 * Loads the area if it is not loaded.
4894 * `pos1` is the corner of the cuboid with the least coordinates
4895 (in node coordinates), inclusive.
4896 * `pos2` is the opposite corner of the cuboid, inclusive.
4897 * The actual updated cuboid might be larger than the specified one,
4898 because only whole map blocks can be updated.
4899 The actual updated area consists of those map blocks that intersect
4900 with the given cuboid.
4901 * However, the neighborhood of the updated area might change
4902 as well, as light can spread out of the cuboid, also light
4904 * returns `false` if the area is not fully generated,
4906 * `minetest.check_single_for_falling(pos)`
4907 * causes an unsupported `group:falling_node` node to fall and causes an
4908 unattached `group:attached_node` node to fall.
4909 * does not spread these updates to neighbours.
4910 * `minetest.check_for_falling(pos)`
4911 * causes an unsupported `group:falling_node` node to fall and causes an
4912 unattached `group:attached_node` node to fall.
4913 * spread these updates to neighbours and can cause a cascade
4915 * `minetest.get_spawn_level(x, z)`
4916 * Returns a player spawn y co-ordinate for the provided (x, z)
4917 co-ordinates, or `nil` for an unsuitable spawn point.
4918 * For most mapgens a 'suitable spawn point' is one with y between
4919 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4920 so `nil` will be returned for many (x, z) co-ordinates.
4921 * The spawn level returned is for a player spawn in unmodified terrain.
4922 * The spawn level is intentionally above terrain level to cope with
4923 full-node biome 'dust' nodes.
4928 You can find mod channels communication scheme in `doc/mod_channels.png`.
4930 * `minetest.mod_channel_join(channel_name)`
4931 * Server joins channel `channel_name`, and creates it if necessary. You
4932 should listen for incoming messages with
4933 `minetest.register_on_modchannel_message`
4938 `minetest.get_inventory(location)`: returns an `InvRef`
4941 * `{type="player", name="celeron55"}`
4942 * `{type="node", pos={x=, y=, z=}}`
4943 * `{type="detached", name="creative"}`
4944 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4946 * `callbacks`: See [Detached inventory callbacks]
4947 * `player_name`: Make detached inventory available to one player
4948 exclusively, by default they will be sent to every player (even if not
4950 Note that this parameter is mostly just a workaround and will be removed
4952 * Creates a detached inventory. If it already exists, it is cleared.
4953 * `minetest.remove_detached_inventory(name)`
4954 * Returns a `boolean` indicating whether the removal succeeded.
4955 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4956 returns left over ItemStack.
4957 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4962 * `minetest.show_formspec(playername, formname, formspec)`
4963 * `playername`: name of player to show formspec
4964 * `formname`: name passed to `on_player_receive_fields` callbacks.
4965 It should follow the `"modname:<whatever>"` naming convention
4966 * `formspec`: formspec to display
4967 * `minetest.close_formspec(playername, formname)`
4968 * `playername`: name of player to close formspec
4969 * `formname`: has to exactly match the one given in `show_formspec`, or the
4970 formspec will not close.
4971 * calling `show_formspec(playername, formname, "")` is equal to this
4973 * to close a formspec regardless of the formname, call
4974 `minetest.close_formspec(playername, "")`.
4975 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4976 * `minetest.formspec_escape(string)`: returns a string
4977 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4979 * `minetest.explode_table_event(string)`: returns a table
4980 * returns e.g. `{type="CHG", row=1, column=2}`
4982 * `"INV"`: no row selected
4984 * `"DCL"`: double-click
4985 * `minetest.explode_textlist_event(string)`: returns a table
4986 * returns e.g. `{type="CHG", index=1}`
4988 * `"INV"`: no row selected
4990 * `"DCL"`: double-click
4991 * `minetest.explode_scrollbar_event(string)`: returns a table
4992 * returns e.g. `{type="CHG", value=500}`
4994 * `"INV"`: something failed
4995 * `"CHG"`: has been changed
4996 * `"VAL"`: not changed
5001 * `minetest.inventorycube(img1, img2, img3)`
5002 * Returns a string for making an image of a cube (useful as an item image)
5003 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5004 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5005 does not refer to a node or entity.
5006 * If the optional `above` parameter is true and the `pointed_thing` refers
5007 to a node, then it will return the `above` position of the `pointed_thing`.
5008 * `minetest.dir_to_facedir(dir, is6d)`
5009 * Convert a vector to a facedir value, used in `param2` for
5010 `paramtype2="facedir"`.
5011 * passing something non-`nil`/`false` for the optional second parameter
5012 causes it to take the y component into account.
5013 * `minetest.facedir_to_dir(facedir)`
5014 * Convert a facedir back into a vector aimed directly out the "back" of a
5016 * `minetest.dir_to_wallmounted(dir)`
5017 * Convert a vector to a wallmounted value, used for
5018 `paramtype2="wallmounted"`.
5019 * `minetest.wallmounted_to_dir(wallmounted)`
5020 * Convert a wallmounted value back into a vector aimed directly out the
5022 * `minetest.dir_to_yaw(dir)`
5023 * Convert a vector into a yaw (angle)
5024 * `minetest.yaw_to_dir(yaw)`
5025 * Convert yaw (angle) to a vector
5026 * `minetest.is_colored_paramtype(ptype)`
5027 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5028 color information (`color`, `colorwallmounted` or `colorfacedir`).
5029 * `minetest.strip_param2_color(param2, paramtype2)`
5030 * Removes everything but the color information from the
5031 given `param2` value.
5032 * Returns `nil` if the given `paramtype2` does not contain color
5034 * `minetest.get_node_drops(node, toolname)`
5035 * Returns list of itemstrings that are dropped by `node` when dug
5037 * `node`: node as table or node name
5038 * `toolname`: name of the tool item (can be `nil`)
5039 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5040 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5041 * `input.width` = for example `3`
5042 * `input.items` = for example
5043 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5044 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5045 * `output.time` = a number, if unsuccessful: `0`
5046 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5047 placed in `decremented_input.items`. Replacements can be placed in
5048 `decremented_input` if the stack of the replaced item has a count of 1.
5049 * `decremented_input` = like `input`
5050 * `minetest.get_craft_recipe(output)`: returns input
5051 * returns last registered recipe for output item (node)
5052 * `output` is a node or item type such as `"default:torch"`
5053 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5054 * `input.width` = for example `3`
5055 * `input.items` = for example
5056 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5057 * `input.items` = `nil` if no recipe found
5058 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5059 * returns indexed table with all registered recipes for query item (node)
5060 or `nil` if no recipe was found.
5061 * recipe entry table:
5062 * `method`: 'normal' or 'cooking' or 'fuel'
5063 * `width`: 0-3, 0 means shapeless recipe
5064 * `items`: indexed [1-9] table with recipe items
5065 * `output`: string with item name and quantity
5066 * Example query for `"default:gold_ingot"` will return table:
5069 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5070 items = {1 = "default:gold_lump"}},
5071 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5072 items = {1 = "default:goldblock"}}
5074 * `minetest.handle_node_drops(pos, drops, digger)`
5075 * `drops`: list of itemstrings
5076 * Handles drops from nodes after digging: Default action is to put them
5077 into digger's inventory.
5078 * Can be overridden to get different functionality (e.g. dropping items on
5080 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5082 * Creates an item string which contains palette index information
5083 for hardware colorization. You can use the returned string
5084 as an output in a craft recipe.
5085 * `item`: the item stack which becomes colored. Can be in string,
5086 table and native form.
5087 * `palette_index`: this index is added to the item stack
5088 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5089 * Creates an item string which contains static color information
5090 for hardware colorization. Use this method if you wish to colorize
5091 an item that does not own a palette. You can use the returned string
5092 as an output in a craft recipe.
5093 * `item`: the item stack which becomes colored. Can be in string,
5094 table and native form.
5095 * `colorstring`: the new color of the item stack
5100 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5101 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5102 * Find who has done something to a node, or near a node
5103 * `actor`: `"player:<name>"`, also `"liquid"`.
5104 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5105 `boolean, log_messages`.
5106 * Revert latest actions of someone
5107 * `actor`: `"player:<name>"`, also `"liquid"`.
5109 Defaults for the `on_place` and `on_drop` item definition functions
5110 -------------------------------------------------------------------
5112 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5113 * Place item as a node
5114 * `param2` overrides `facedir` and wallmounted `param2`
5115 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5116 for the newly placed node to prevent a callback and placement loop
5117 * returns `itemstack, position`
5118 * `position`: the location the node was placed to. `nil` if nothing was placed.
5119 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5121 * returns the leftover itemstack
5122 * **Note**: This function is deprecated and will never be called.
5123 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5124 * Wrapper that calls `minetest.item_place_node` if appropriate
5125 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5126 * **Note**: is not called when wielded item overrides `on_place`
5127 * `param2` overrides facedir and wallmounted `param2`
5128 * returns `itemstack, position`
5129 * `position`: the location the node was placed to. `nil` if nothing was placed.
5130 * `minetest.item_drop(itemstack, dropper, pos)`
5132 * returns the leftover itemstack
5133 * `minetest.item_eat(hp_change[, replace_with_item])`
5134 * Returns `function(itemstack, user, pointed_thing)` as a
5135 function wrapper for `minetest.do_item_eat`.
5136 * `replace_with_item` is the itemstring which is added to the inventory.
5137 If the player is eating a stack, then replace_with_item goes to a
5140 Defaults for the `on_punch` and `on_dig` node definition callbacks
5141 ------------------------------------------------------------------
5143 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5144 * Calls functions registered by `minetest.register_on_punchnode()`
5145 * `minetest.node_dig(pos, node, digger)`
5146 * Checks if node can be dug, puts item into inventory, removes node
5147 * Calls functions registered by `minetest.registered_on_dignodes()`
5152 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5153 * `spec` is a `SimpleSoundSpec`
5154 * `parameters` is a sound parameter table
5155 * `ephemeral` is a boolean (default: false)
5156 Ephemeral sounds will not return a handle and can't be stopped or faded.
5157 It is recommend to use this for short sounds that happen in response to
5158 player actions (e.g. door closing).
5159 * `minetest.sound_stop(handle)`
5160 * `handle` is a handle returned by `minetest.sound_play`
5161 * `minetest.sound_fade(handle, step, gain)`
5162 * `handle` is a handle returned by `minetest.sound_play`
5163 * `step` determines how fast a sound will fade.
5164 Negative step will lower the sound volume, positive step will increase
5166 * `gain` the target gain for the fade.
5171 * `minetest.after(time, func, ...)`
5172 * Call the function `func` after `time` seconds, may be fractional
5173 * Optional: Variable number of arguments that are passed to `func`
5178 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5179 server shutdown. Will display `message` to clients.
5180 * `reconnect` == true displays a reconnect button
5181 * `delay` adds an optional delay (in seconds) before shutdown.
5182 Negative delay cancels the current active shutdown.
5183 Zero delay triggers an immediate shutdown.
5184 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5185 * `minetest.get_server_status(name, joined)`
5186 * Returns the server status string when a player joins or when the command
5187 `/status` is called. Returns `nil` or an empty string when the message is
5189 * `joined`: Boolean value, indicates whether the function was called when
5191 * This function may be overwritten by mods to customize the status message.
5192 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5193 * `minetest.remove_player(name)`: remove player from database (if they are not
5195 * As auth data is not removed, minetest.player_exists will continue to
5196 return true. Call the below method as well if you want to remove auth
5198 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5199 * `minetest.remove_player_auth(name)`: remove player authentication data
5200 * Returns boolean indicating success (false if player nonexistant)
5205 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5206 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5207 IP address or name formatted as string
5208 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5209 * Returns boolean indicating success
5210 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5212 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5214 * Returns boolean indicating success (false if player nonexistant)
5219 * `minetest.add_particle(particle definition)`
5220 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5221 expirationtime, size, collisiondetection, texture, playername)`
5223 * `minetest.add_particlespawner(particlespawner definition)`
5224 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5225 over `time` seconds.
5226 * Returns an `id`, and -1 if adding didn't succeed
5227 * Deprecated: `minetest.add_particlespawner(amount, time,
5231 minexptime, maxexptime,
5233 collisiondetection, texture, playername)`
5235 * `minetest.delete_particlespawner(id, player)`
5236 * Delete `ParticleSpawner` with `id` (return value from
5237 `minetest.add_particlespawner`).
5238 * If playername is specified, only deletes on the player's client,
5239 otherwise on all clients.
5244 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5245 * Create a schematic from the volume of map specified by the box formed by
5247 * Apply the specified probability and per-node force-place to the specified
5248 nodes according to the `probability_list`.
5249 * `probability_list` is an array of tables containing two fields, `pos`
5251 * `pos` is the 3D vector specifying the absolute coordinates of the
5252 node being modified,
5253 * `prob` is an integer value from `0` to `255` that encodes
5254 probability and per-node force-place. Probability has levels
5255 0-127, then 128 may be added to encode per-node force-place.
5256 For probability stated as 0-255, divide by 2 and round down to
5257 get values 0-127, then add 128 to apply per-node force-place.
5258 * If there are two or more entries with the same pos value, the
5260 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5262 * If `probability_list` equals `nil`, no probabilities are applied.
5263 * Apply the specified probability to the specified horizontal slices
5264 according to the `slice_prob_list`.
5265 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5267 * `ypos` indicates the y position of the slice with a probability
5268 applied, the lowest slice being `ypos = 0`.
5269 * If slice probability list equals `nil`, no slice probabilities
5271 * Saves schematic in the Minetest Schematic format to filename.
5273 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5274 * Place the schematic specified by schematic (see [Schematic specifier]) at
5276 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5277 * If the `rotation` parameter is omitted, the schematic is not rotated.
5278 * `replacements` = `{["old_name"] = "convert_to", ...}`
5279 * `force_placement` is a boolean indicating whether nodes other than `air`
5280 and `ignore` are replaced by the schematic.
5281 * Returns nil if the schematic could not be loaded.
5282 * **Warning**: Once you have loaded a schematic from a file, it will be
5283 cached. Future calls will always use the cached version and the
5284 replacement list defined for it, regardless of whether the file or the
5285 replacement list parameter have changed. The only way to load the file
5286 anew is to restart the server.
5287 * `flags` is a flag field with the available flags:
5292 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5293 * This function is analogous to minetest.place_schematic, but places a
5294 schematic onto the specified VoxelManip object `vmanip` instead of the
5296 * Returns false if any part of the schematic was cut-off due to the
5297 VoxelManip not containing the full area required, and true if the whole
5298 schematic was able to fit.
5299 * Returns nil if the schematic could not be loaded.
5300 * After execution, any external copies of the VoxelManip contents are
5302 * `flags` is a flag field with the available flags:
5307 * `minetest.serialize_schematic(schematic, format, options)`
5308 * Return the serialized schematic specified by schematic
5309 (see [Schematic specifier])
5310 * in the `format` of either "mts" or "lua".
5311 * "mts" - a string containing the binary MTS data used in the MTS file
5313 * "lua" - a string containing Lua code representing the schematic in table
5315 * `options` is a table containing the following optional parameters:
5316 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5317 generated will have (X, Z) position comments for every X row
5318 generated in the schematic data for easier reading.
5319 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5320 the Lua code generated will use that number of spaces as indentation
5321 instead of a tab character.
5323 * `minetest.read_schematic(schematic, options)`
5324 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5325 * `schematic` is the schematic to read (see: [Schematic specifier])
5326 * `options` is a table containing the following optional parameters:
5327 * `write_yslice_prob`: string value:
5328 * `none`: no `write_yslice_prob` table is inserted,
5329 * `low`: only probabilities that are not 254 or 255 are written in
5330 the `write_ylisce_prob` table,
5331 * `all`: write all probabilities to the `write_yslice_prob` table.
5332 * The default for this option is `all`.
5333 * Any invalid value will be interpreted as `all`.
5338 * `minetest.request_http_api()`:
5339 * returns `HTTPApiTable` containing http functions if the calling mod has
5340 been granted access by being listed in the `secure.http_mods` or
5341 `secure.trusted_mods` setting, otherwise returns `nil`.
5342 * The returned table contains the functions `fetch`, `fetch_async` and
5343 `fetch_async_get` described below.
5344 * Only works at init time and must be called from the mod's main scope
5345 (not from a function).
5346 * Function only exists if minetest server was built with cURL support.
5347 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5349 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5350 * Performs given request asynchronously and calls callback upon completion
5351 * callback: `function(HTTPRequestResult res)`
5352 * Use this HTTP function if you are unsure, the others are for advanced use
5353 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5354 * Performs given request asynchronously and returns handle for
5355 `HTTPApiTable.fetch_async_get`
5356 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5357 * Return response data for given asynchronous HTTP request
5362 * `minetest.get_mod_storage()`:
5363 * returns reference to mod private `StorageRef`
5364 * must be called during mod load time
5369 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5370 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5371 * `minetest.player_exists(name)`: boolean, whether player exists
5372 (regardless of online status)
5373 * `minetest.hud_replace_builtin(name, hud_definition)`
5374 * Replaces definition of a builtin hud element
5375 * `name`: `"breath"` or `"health"`
5376 * `hud_definition`: definition to replace builtin definition
5377 * `minetest.send_join_message(player_name)`
5378 * This function can be overridden by mods to change the join message.
5379 * `minetest.send_leave_message(player_name, timed_out)`
5380 * This function can be overridden by mods to change the leave message.
5381 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5382 * `pos`: table {x=number, y=number, z=number},
5383 * Gives a unique hash number for a node position (16+16+16=48bit)
5384 * `minetest.get_position_from_hash(hash)`: returns a position
5385 * Inverse transform of `minetest.hash_node_position`
5386 * `minetest.get_item_group(name, group)`: returns a rating
5387 * Get rating of a group of an item. (`0` means: not in group)
5388 * `minetest.get_node_group(name, group)`: returns a rating
5389 * Deprecated: An alias for the former.
5390 * `minetest.raillike_group(name)`: returns a rating
5391 * Returns rating of the connect_to_raillike group corresponding to name
5392 * If name is not yet the name of a connect_to_raillike group, a new group
5393 id is created, with that name.
5394 * `minetest.get_content_id(name)`: returns an integer
5395 * Gets the internal content ID of `name`
5396 * `minetest.get_name_from_content_id(content_id)`: returns a string
5397 * Gets the name of the content with that content ID
5398 * `minetest.parse_json(string[, nullvalue])`: returns something
5399 * Convert a string containing JSON data into the Lua equivalent
5400 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5401 * On success returns a table, a string, a number, a boolean or `nullvalue`
5402 * On failure outputs an error message and returns `nil`
5403 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5404 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5406 * Convert a Lua table into a JSON string
5407 * styled: Outputs in a human-readable format if this is set, defaults to
5409 * Unserializable things like functions and userdata will cause an error.
5410 * **Warning**: JSON is more strict than the Lua table format.
5411 1. You can only use strings and positive integers of at least one as
5413 2. You can not mix string and integer keys.
5414 This is due to the fact that JSON has two distinct array and object
5416 * Example: `write_json({10, {a = false}})`,
5417 returns `"[10, {\"a\": false}]"`
5418 * `minetest.serialize(table)`: returns a string
5419 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5420 into string form readable by `minetest.deserialize`
5421 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5422 * `minetest.deserialize(string[, safe])`: returns a table
5423 * Convert a string returned by `minetest.serialize` into a table
5424 * `string` is loaded in an empty sandbox environment.
5425 * Will load functions if safe is false or omitted. Although these functions
5426 cannot directly access the global environment, they could bypass this
5427 restriction with maliciously crafted Lua bytecode if mod security is
5429 * This function should not be used on untrusted data, regardless of the
5430 value of `safe`. It is fine to serialize then deserialize user-provided
5431 data, but directly providing user input to deserialize is always unsafe.
5432 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5433 returns `{foo='bar'}`
5434 * Example: `deserialize('print("foo")')`, returns `nil`
5435 (function call fails), returns
5436 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5437 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5438 * Compress a string of data.
5439 * `method` is a string identifying the compression method to be used.
5440 * Supported compression methods:
5441 * Deflate (zlib): `"deflate"`
5442 * `...` indicates method-specific arguments. Currently defined arguments
5444 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5445 * `minetest.decompress(compressed_data, method, ...)`: returns data
5446 * Decompress a string of data (using ZLib).
5447 * See documentation on `minetest.compress()` for supported compression
5449 * `...` indicates method-specific arguments. Currently, no methods use this
5450 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5451 * Each argument is a 8 Bit unsigned integer
5452 * Returns the ColorString from rgb or rgba values
5453 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5454 * `minetest.encode_base64(string)`: returns string encoded in base64
5455 * Encodes a string in base64.
5456 * `minetest.decode_base64(string)`: returns string or nil for invalid base64
5457 * Decodes a string encoded in base64.
5458 * `minetest.is_protected(pos, name)`: returns boolean
5459 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5460 placing) the node at position `pos`.
5461 * `name` will be `""` for non-players or unknown players.
5462 * This function should be overridden by protection mods. It is highly
5463 recommended to grant access to players with the `protection_bypass` privilege.
5464 * Cache and call the old version of this function if the position is
5465 not protected by the mod. This will allow using multiple protection mods.
5468 local old_is_protected = minetest.is_protected
5469 function minetest.is_protected(pos, name)
5470 if mymod:position_protected_from(pos, name) then
5473 return old_is_protected(pos, name)
5475 * `minetest.record_protection_violation(pos, name)`
5476 * This function calls functions registered with
5477 `minetest.register_on_protection_violation`.
5478 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5479 * Returns the position of the first node that `player_name` may not modify
5480 in the specified cuboid between `pos1` and `pos2`.
5481 * Returns `false` if no protections were found.
5482 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5483 The points are spaced evenly throughout the volume and have a spacing
5484 similar to, but no larger than, `interval`.
5485 * All corners and edges of the defined volume are checked.
5486 * `interval` defaults to 4.
5487 * `interval` should be carefully chosen and maximised to avoid an excessive
5488 number of points being checked.
5489 * Like `minetest.is_protected`, this function may be extended or
5490 overwritten by mods to provide a faster implementation to check the
5491 cuboid for intersections.
5492 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5493 orient_flags, prevent_after_place])`
5494 * Attempt to predict the desired orientation of the facedir-capable node
5495 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5496 or hanging from the ceiling).
5497 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5498 stacks are handled normally.
5499 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5500 * `invert_wall`: if `true`, place wall-orientation on the ground and
5501 ground-orientation on the wall.
5502 * `force_wall` : if `true`, always place the node in wall orientation.
5503 * `force_ceiling`: if `true`, always place on the ceiling.
5504 * `force_floor`: if `true`, always place the node on the floor.
5505 * `force_facedir`: if `true`, forcefully reset the facedir to north
5506 when placing on the floor or ceiling.
5507 * The first four options are mutually-exclusive; the last in the list
5508 takes precedence over the first.
5509 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5510 * Returns the new itemstack after placement
5511 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5512 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5513 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5514 parameter and `prevent_after_place` set to `true`.
5516 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5517 tool_capabilities, dir, distance, damage)`
5518 * Returns the amount of knockback applied on the punched player.
5519 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5520 * `distance`: distance between puncher and punched player
5521 * This function can be overriden by mods that wish to modify this behaviour.
5522 * You may want to cache and call the old function to allow multiple mods to
5523 change knockback behaviour.
5525 * `minetest.forceload_block(pos[, transient])`
5526 * forceloads the position `pos`.
5527 * returns `true` if area could be forceloaded
5528 * If `transient` is `false` or absent, the forceload will be persistent
5529 (saved between server runs). If `true`, the forceload will be transient
5530 (not saved between server runs).
5532 * `minetest.forceload_free_block(pos[, transient])`
5533 * stops forceloading the position `pos`
5534 * If `transient` is `false` or absent, frees a persistent forceload.
5535 If `true`, frees a transient forceload.
5537 * `minetest.request_insecure_environment()`: returns an environment containing
5538 insecure functions if the calling mod has been listed as trusted in the
5539 `secure.trusted_mods` setting or security is disabled, otherwise returns
5541 * Only works at init time and must be called from the mod's main scope
5542 (ie: the init.lua of the mod, not from another Lua file or within a function).
5543 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5544 IT IN A LOCAL VARIABLE!**
5546 * `minetest.global_exists(name)`
5547 * Checks if a global variable has been set, without triggering a warning.
5552 * `minetest.env`: `EnvRef` of the server environment and world.
5553 * Any function in the minetest namespace can be called using the syntax
5554 `minetest.env:somefunction(somearguments)`
5555 instead of `minetest.somefunction(somearguments)`
5556 * Deprecated, but support is not to be dropped soon
5561 ### Registered definition tables
5563 * `minetest.registered_items`
5564 * Map of registered items, indexed by name
5565 * `minetest.registered_nodes`
5566 * Map of registered node definitions, indexed by name
5567 * `minetest.registered_craftitems`
5568 * Map of registered craft item definitions, indexed by name
5569 * `minetest.registered_tools`
5570 * Map of registered tool definitions, indexed by name
5571 * `minetest.registered_entities`
5572 * Map of registered entity prototypes, indexed by name
5573 * `minetest.object_refs`
5574 * Map of object references, indexed by active object id
5575 * `minetest.luaentities`
5576 * Map of Lua entities, indexed by active object id
5577 * `minetest.registered_abms`
5578 * List of ABM definitions
5579 * `minetest.registered_lbms`
5580 * List of LBM definitions
5581 * `minetest.registered_aliases`
5582 * Map of registered aliases, indexed by name
5583 * `minetest.registered_ores`
5584 * Map of registered ore definitions, indexed by the `name` field.
5585 * If `name` is nil, the key is the object handle returned by
5586 `minetest.register_ore`.
5587 * `minetest.registered_biomes`
5588 * Map of registered biome definitions, indexed by the `name` field.
5589 * If `name` is nil, the key is the object handle returned by
5590 `minetest.register_biome`.
5591 * `minetest.registered_decorations`
5592 * Map of registered decoration definitions, indexed by the `name` field.
5593 * If `name` is nil, the key is the object handle returned by
5594 `minetest.register_decoration`.
5595 * `minetest.registered_schematics`
5596 * Map of registered schematic definitions, indexed by the `name` field.
5597 * If `name` is nil, the key is the object handle returned by
5598 `minetest.register_schematic`.
5599 * `minetest.registered_chatcommands`
5600 * Map of registered chat command definitions, indexed by name
5601 * `minetest.registered_privileges`
5602 * Map of registered privilege definitions, indexed by name
5604 ### Registered callback tables
5606 All callbacks registered with [Global callback registration functions] are added
5607 to corresponding `minetest.registered_*` tables.
5615 Sorted alphabetically.
5620 A fast access data structure to store areas, and find areas near a given
5622 Every area has a `data` string attribute to store additional information.
5623 You can create an empty `AreaStore` by calling `AreaStore()`, or
5624 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5625 If you chose the parameter-less constructor, a fast implementation will be
5626 automatically chosen for you.
5630 * `get_area(id, include_borders, include_data)`
5631 * Returns the area information about the specified ID.
5632 * Returned values are either of these:
5634 nil -- Area not found
5635 true -- Without `include_borders` and `include_data`
5637 min = pos, max = pos -- `include_borders == true`
5638 data = string -- `include_data == true`
5641 * `get_areas_for_pos(pos, include_borders, include_data)`
5642 * Returns all areas as table, indexed by the area ID.
5643 * Table values: see `get_area`.
5644 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5645 * Returns all areas that contain all nodes inside the area specified by `edge1`
5646 and `edge2` (inclusive).
5647 * `accept_overlap`: if `true`, areas are returned that have nodes in
5648 common (intersect) with the specified area.
5649 * Returns the same values as `get_areas_for_pos`.
5650 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5651 * Returns the new area's ID, or nil if the insertion failed.
5652 * The (inclusive) positions `edge1` and `edge2` describe the area.
5653 * `data` is a string stored with the area.
5654 * `id` (optional): will be used as the internal area ID if it is an unique
5655 number between 0 and 2^32-2.
5656 * `reserve(count)`: reserves resources for at most `count` many contained
5658 Only needed for efficiency, and only some implementations profit.
5659 * `remove_area(id)`: removes the area with the given id from the store, returns
5661 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5662 Calling invalidates the cache, so that its elements have to be newly
5664 * `params` is a table with the following fields:
5666 enabled = boolean, -- Whether to enable, default true
5667 block_radius = int, -- The radius (in nodes) of the areas the cache
5668 -- generates prefiltered lists for, minimum 16,
5670 limit = int, -- The cache size, minimum 20, default 1000
5671 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5673 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5675 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5677 Returns success and, optionally, an error message.
5678 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5684 An `InvRef` is a reference to an inventory.
5688 * `is_empty(listname)`: return `true` if list is empty
5689 * `get_size(listname)`: get size of a list
5690 * `set_size(listname, size)`: set size of a list
5691 * returns `false` on error (e.g. invalid `listname` or `size`)
5692 * `get_width(listname)`: get width of a list
5693 * `set_width(listname, width)`: set width of list; currently used for crafting
5694 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5695 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5696 * `get_list(listname)`: return full list
5697 * `set_list(listname, list)`: set full list (size will not change)
5698 * `get_lists()`: returns list of inventory lists
5699 * `set_lists(lists)`: sets inventory lists (size will not change)
5700 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5702 * `room_for_item(listname, stack):` returns `true` if the stack of items
5703 can be fully added to the list
5704 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5705 the stack of items can be fully taken from the list.
5706 If `match_meta` is false, only the items' names are compared
5708 * `remove_item(listname, stack)`: take as many items as specified from the
5709 list, returns the items that were actually removed (as an `ItemStack`)
5710 -- note that any item metadata is ignored, so attempting to remove a specific
5711 unique item this way will likely remove the wrong one -- to do that use
5712 `set_stack` with an empty `ItemStack`.
5713 * `get_location()`: returns a location compatible to
5714 `minetest.get_inventory(location)`.
5715 * returns `{type="undefined"}` in case location is not known
5720 An `ItemStack` is a stack of items.
5722 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5723 an itemstring, a table or `nil`.
5727 * `is_empty()`: returns `true` if stack is empty.
5728 * `get_name()`: returns item name (e.g. `"default:stone"`).
5729 * `set_name(item_name)`: returns a boolean indicating whether the item was
5731 * `get_count()`: Returns number of items on the stack.
5732 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5733 * `count`: number, unsigned 16 bit integer
5734 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5735 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5736 * `wear`: number, unsigned 16 bit integer
5737 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5738 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5740 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5741 * `get_description()`: returns the description shown in inventory list tooltips.
5742 * `clear()`: removes all items from the stack, making it empty.
5743 * `replace(item)`: replace the contents of this stack.
5744 * `item` can also be an itemstring or table.
5745 * `to_string()`: returns the stack in itemstring form.
5746 * `to_table()`: returns the stack in Lua table form.
5747 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5749 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5750 * `is_known()`: returns `true` if the item name refers to a defined item type.
5751 * `get_definition()`: returns the item definition table.
5752 * `get_tool_capabilities()`: returns the digging properties of the item,
5753 or those of the hand if none are defined for this item type
5754 * `add_wear(amount)`
5755 * Increases wear by `amount` if the item is a tool
5756 * `amount`: number, integer
5757 * `add_item(item)`: returns leftover `ItemStack`
5758 * Put some item or stack onto this stack
5759 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5761 * `take_item(n)`: returns taken `ItemStack`
5762 * Take (and remove) up to `n` items from this stack
5763 * `n`: number, default: `1`
5764 * `peek_item(n)`: returns taken `ItemStack`
5765 * Copy (don't remove) up to `n` items from this stack
5766 * `n`: number, default: `1`
5771 ItemStack metadata: reference extra data and functionality stored in a stack.
5772 Can be obtained via `item:get_meta()`.
5776 * All methods in MetaDataRef
5777 * `set_tool_capabilities([tool_capabilities])`
5778 * Overrides the item's tool capabilities
5779 * A nil value will clear the override data and restore the original
5785 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5786 and [`PlayerMetaRef`].
5790 * `contains(key)`: Returns true if key present, otherwise false.
5791 * Returns `nil` when the MetaData is inexistent.
5792 * `get(key)`: Returns `nil` if key not present, else the stored string.
5793 * `set_string(key, value)`: Value of `""` will delete the key.
5794 * `get_string(key)`: Returns `""` if key not present.
5795 * `set_int(key, value)`
5796 * `get_int(key)`: Returns `0` if key not present.
5797 * `set_float(key, value)`
5798 * `get_float(key)`: Returns `0` if key not present.
5799 * `to_table()`: returns `nil` or a table with keys:
5800 * `fields`: key-value storage
5801 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5802 * `from_table(nil or {})`
5803 * Any non-table value will clear the metadata
5804 * See [Node Metadata] for an example
5805 * returns `true` on success
5807 * returns `true` if this metadata has the same key-value pairs as `other`
5812 An interface to use mod channels on client and server
5816 * `leave()`: leave the mod channel.
5817 * Server leaves channel `channel_name`.
5818 * No more incoming or outgoing messages can be sent to this channel from
5820 * This invalidate all future object usage.
5821 * Ensure you set mod_channel to nil after that to free Lua resources.
5822 * `is_writeable()`: returns true if channel is writeable and mod can send over
5824 * `send_all(message)`: Send `message` though the mod channel.
5825 * If mod channel is not writeable or invalid, message will be dropped.
5826 * Message size is limited to 65535 characters by protocol.
5831 Node metadata: reference extra data and functionality stored in a node.
5832 Can be obtained via `minetest.get_meta(pos)`.
5836 * All methods in MetaDataRef
5837 * `get_inventory()`: returns `InvRef`
5838 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5839 This will prevent them from being sent to the client. Note that the "private"
5840 status will only be remembered if an associated key-value pair exists,
5841 meaning it's best to call this when initializing all other meta (e.g.
5847 Node Timers: a high resolution persistent per-node timer.
5848 Can be gotten via `minetest.get_node_timer(pos)`.
5852 * `set(timeout,elapsed)`
5853 * set a timer's state
5854 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5855 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5856 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5860 * equivalent to `set(timeout,0)`
5863 * `get_timeout()`: returns current timeout in seconds
5864 * if `timeout` equals `0`, timer is inactive
5865 * `get_elapsed()`: returns current elapsed time in seconds
5866 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5868 * `is_started()`: returns boolean state of timer
5869 * returns `true` if timer is started, otherwise `false`
5874 Moving things in the game are generally these.
5875 This is basically a reference to a C++ `ServerActiveObject`.
5877 ### Advice on handling `ObjectRefs`
5879 When you receive an `ObjectRef` as a callback argument or from another API
5880 function, it is possible to store the reference somewhere and keep it around.
5881 It will keep functioning until the object is unloaded or removed.
5883 However, doing this is **NOT** recommended as there is (intentionally) no method
5884 to test if a previously acquired `ObjectRef` is still valid.
5885 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
5886 Lua back to the engine.
5887 Doing so is much less error-prone and you will never need to wonder if the
5888 object you are working with still exists.
5893 * `get_pos()`: returns `{x=num, y=num, z=num}`
5894 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5895 * `move_to(pos, continuous=false)`
5896 * Does an interpolated move for Lua entities for visually smooth transitions.
5897 * If `continuous` is true, the Lua entity will not be moved to the current
5898 position before starting the interpolated move.
5899 * For players this does the same as `set_pos`,`continuous` is ignored.
5900 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5901 * `puncher` = another `ObjectRef`,
5902 * `time_from_last_punch` = time since last punch action of the puncher
5903 * `direction`: can be `nil`
5904 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5905 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5906 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5907 * See reason in register_on_player_hpchange
5908 * Is limited to the range of 0 ... 65535 (2^16 - 1)
5909 * For players: HP are also limited by `hp_max` specified in the player's
5911 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5912 * `get_wield_list()`: returns the name of the inventory list the wielded item
5914 * `get_wield_index()`: returns the index of the wielded item
5915 * `get_wielded_item()`: returns an `ItemStack`
5916 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5918 * `set_armor_groups({group1=rating, group2=rating, ...})`
5919 * `get_armor_groups()`: returns a table with the armor group ratings
5920 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5921 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5922 * `frame_speed`: number, default: `15.0`
5923 * `frame_blend`: number, default: `0.0`
5924 * `frame_loop`: boolean, default: `true`
5925 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5927 * `set_animation_frame_speed(frame_speed)`
5928 * `frame_speed`: number, default: `15.0`
5929 * `set_attach(parent, bone, position, rotation)`
5931 * `position`: `{x=num, y=num, z=num}` (relative)
5932 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5933 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5936 * `set_bone_position(bone, position, rotation)`
5938 * `position`: `{x=num, y=num, z=num}` (relative)
5939 * `rotation`: `{x=num, y=num, z=num}`
5940 * `get_bone_position(bone)`: returns position and rotation of the bone
5941 * `set_properties(object property table)`
5942 * `get_properties()`: returns object property table
5943 * `is_player()`: returns true for players, false otherwise
5944 * `get_nametag_attributes()`
5945 * returns a table with the attributes of the nametag of an object
5947 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5950 * `set_nametag_attributes(attributes)`
5951 * sets the attributes of the nametag of an object
5955 text = "My Nametag",
5958 #### Lua entity only (no-op for other objects)
5960 * `remove()`: remove object
5961 * The object is removed after returning from Lua. However the `ObjectRef`
5962 itself instantly becomes unusable with all further method calls having
5963 no effect and returning `nil`.
5964 * `set_velocity(vel)`
5965 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5966 * `add_velocity(vel)`
5967 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5968 * In comparison to using get_velocity, adding the velocity and then using
5969 set_velocity, add_velocity is supposed to avoid synchronization problems.
5970 * `get_velocity()`: returns the velocity, a vector
5971 * `set_acceleration(acc)`
5973 * `get_acceleration()`: returns the acceleration, a vector
5974 * `set_rotation(rot)`
5975 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5976 and Z is roll (bank).
5977 * `get_rotation()`: returns the rotation, a vector (radians)
5978 * `set_yaw(radians)`: sets the yaw (heading).
5979 * `get_yaw()`: returns number in radians
5980 * `set_texture_mod(mod)`
5981 * `get_texture_mod()` returns current texture modifier
5982 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5983 * Select sprite from spritesheet with optional animation and Dungeon Master
5984 style texture selection based on yaw relative to camera
5985 * `p`: {x=number, y=number}, the coordinate of the first frame
5986 (x: column, y: row), default: `{x=0, y=0}`
5987 * `num_frames`: number, default: `1`
5988 * `framelength`: number, default: `0.2`
5989 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5990 Master mob, default: `false`
5991 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5994 #### Player only (no-op for other objects)
5996 * `get_player_name()`: returns `""` if is not a player
5997 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5998 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5999 * `add_player_velocity(vel)`
6000 * Adds to player velocity, this happens client-side and only once.
6001 * Does not apply during free_move.
6002 * Note that since the player speed is normalized at each move step,
6003 increasing e.g. Y velocity beyond what would usually be achieved
6004 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6005 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
6006 pressing the jump key (assuming default settings)
6007 * `get_look_dir()`: get camera direction as a unit vector
6008 * `get_look_vertical()`: pitch in radians
6009 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6011 * `get_look_horizontal()`: yaw in radians
6012 * Angle is counter-clockwise from the +z direction.
6013 * `set_look_vertical(radians)`: sets look pitch
6014 * radians: Angle from looking forward, where positive is downwards.
6015 * `set_look_horizontal(radians)`: sets look yaw
6016 * radians: Angle from the +z direction, where positive is counter-clockwise.
6017 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6018 `get_look_vertical`.
6019 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6021 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6022 `get_look_horizontal`.
6023 * Angle is counter-clockwise from the +x direction.
6024 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6025 `set_look_vertical`.
6026 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6027 `set_look_horizontal`.
6028 * `get_breath()`: returns player's breath
6029 * `set_breath(value)`: sets player's breath
6031 * `0`: player is drowning
6032 * max: bubbles bar is not shown
6033 * See [Object properties] for more information
6034 * Is limited to range 0 ... 65535 (2^16 - 1)
6035 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6037 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6038 Defaults to `false`.
6039 * `transition_time`: If defined, enables smooth FOV transition.
6040 Interpreted as the time (in seconds) to reach target FOV.
6041 If set to 0, FOV change is instantaneous. Defaults to 0.
6042 * Set `fov` to 0 to clear FOV override.
6043 * `get_fov()`: Returns the following:
6044 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6045 * Boolean indicating whether the FOV value is a multiplier.
6046 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6047 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6048 * Sets an extra attribute with value on player.
6049 * `value` must be a string, or a number which will be converted to a
6051 * If `value` is `nil`, remove attribute from player.
6052 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6053 * Returns value (a string) for extra attribute.
6054 * Returns `nil` if no attribute found.
6055 * `get_meta()`: Returns a PlayerMetaRef.
6056 * `set_inventory_formspec(formspec)`
6057 * Redefine player's inventory form
6058 * Should usually be called in `on_joinplayer`
6059 * `get_inventory_formspec()`: returns a formspec string
6060 * `set_formspec_prepend(formspec)`:
6061 * the formspec string will be added to every formspec shown to the user,
6062 except for those with a no_prepend[] tag.
6063 * This should be used to set style elements such as background[] and
6064 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6065 * Only affects formspecs shown after this is called.
6066 * `get_formspec_prepend(formspec)`: returns a formspec string.
6067 * `get_player_control()`: returns table with player pressed keys
6068 * The table consists of fields with boolean value representing the pressed
6069 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
6070 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
6071 sneak=true, aux1=false, down=false, up=false}`
6072 * `get_player_control_bits()`: returns integer with bit packed player pressed
6074 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
6076 * `set_physics_override(override_table)`
6077 * `override_table` is a table with the following fields:
6078 * `speed`: multiplier to default walking speed value (default: `1`)
6079 * `jump`: multiplier to default jump value (default: `1`)
6080 * `gravity`: multiplier to default gravity value (default: `1`)
6081 * `sneak`: whether player can sneak (default: `true`)
6082 * `sneak_glitch`: whether player can use the new move code replications
6083 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6085 * `new_move`: use new move/sneak code. When `false` the exact old code
6086 is used for the specific old sneak behaviour (default: `true`)
6087 * `get_physics_override()`: returns the table given to `set_physics_override`
6088 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6090 * `hud_remove(id)`: remove the HUD element of the specified id
6091 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6093 * element `stat` values:
6094 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6095 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6096 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6097 * `flags`: A table with the following fields set to boolean values
6105 * If a flag equals `nil`, the flag is not modified
6106 * `minimap`: Modifies the client's permission to view the minimap.
6107 The client may locally elect to not view the minimap.
6108 * `minimap_radar` is only usable when `minimap` is true
6109 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6110 * See `hud_set_flags` for a list of flags that can be toggled.
6111 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6112 * `count`: number of items, must be between `1` and `32`
6113 * `hud_get_hotbar_itemcount`: returns number of visible items
6114 * `hud_set_hotbar_image(texturename)`
6115 * sets background image for hotbar
6116 * `hud_get_hotbar_image`: returns texturename
6117 * `hud_set_hotbar_selected_image(texturename)`
6118 * sets image for selected item of hotbar
6119 * `hud_get_hotbar_selected_image`: returns texturename
6120 * `set_sky(parameters)`
6121 * `parameters` is a table with the following optional fields:
6122 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6123 * `type`: Available types:
6124 * `"regular"`: Uses 0 textures, `base_color` ignored
6125 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6126 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6127 * `textures`: A table containing up to six textures in the following
6128 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6129 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6130 * `sky_color`: A table containing the following values, alpha is ignored:
6131 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6132 sky during the day. (default: `#8cbafa`)
6133 * `day_horizon`: ColorSpec, for the bottom half of the
6134 `"regular"` sky during the day. (default: `#9bc1f0`)
6135 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6136 sky during dawn/sunset. (default: `#b4bafa`)
6137 The resulting sky color will be a darkened version of the ColorSpec.
6138 Warning: The darkening of the ColorSpec is subject to change.
6139 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6140 sky during dawn/sunset. (default: `#bac1f0`)
6141 The resulting sky color will be a darkened version of the ColorSpec.
6142 Warning: The darkening of the ColorSpec is subject to change.
6143 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6144 sky during the night. (default: `#006aff`)
6145 The resulting sky color will be a dark version of the ColorSpec.
6146 Warning: The darkening of the ColorSpec is subject to change.
6147 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6148 sky during the night. (default: `#4090ff`)
6149 The resulting sky color will be a dark version of the ColorSpec.
6150 Warning: The darkening of the ColorSpec is subject to change.
6151 * `indoors`: ColorSpec, for when you're either indoors or
6152 underground. Only applies to the `"regular"` sky.
6153 (default: `#646464`)
6154 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6155 at sunrise and sunset.
6156 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6157 at sunrise and sunset.
6158 * `fog_tint_type`: string, changes which mode the directional fog
6159 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6160 `"default"` uses the classic Minetest sun and moon tinting.
6161 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6162 * `get_sky()`: returns base_color, type, table of textures, clouds.
6163 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6165 * `set_sun(parameters)`:
6166 * `parameters` is a table with the following optional fields:
6167 * `visible`: Boolean for whether the sun is visible.
6169 * `texture`: A regular texture for the sun. Setting to `""`
6170 will re-enable the mesh sun. (default: `"sun.png"`)
6171 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6172 (default: `"sun_tonemap.png"`)
6173 * `sunrise`: A regular texture for the sunrise texture.
6174 (default: `"sunrisebg.png"`)
6175 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6177 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6178 * `get_sun()`: returns a table with the current sun parameters as in
6180 * `set_moon(parameters)`:
6181 * `parameters` is a table with the following optional fields:
6182 * `visible`: Boolean for whether the moon is visible.
6184 * `texture`: A regular texture for the moon. Setting to `""`
6185 will re-enable the mesh moon. (default: `"moon.png"`)
6186 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6187 (default: `"moon_tonemap.png"`)
6188 * `scale`: Float controlling the overall size of the moon (default: `1`)
6189 * `get_moon()`: returns a table with the current moon parameters as in
6191 * `set_stars(parameters)`:
6192 * `parameters` is a table with the following optional fields:
6193 * `visible`: Boolean for whether the stars are visible.
6195 * `count`: Integer number to set the number of stars in
6196 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6198 * `star_color`: ColorSpec, sets the colors of the stars,
6199 alpha channel is used to set overall star brightness.
6200 (default: `#ebebff69`)
6201 * `scale`: Float controlling the overall size of the stars (default: `1`)
6202 * `get_stars()`: returns a table with the current stars parameters as in
6204 * `set_clouds(parameters)`: set cloud parameters
6205 * `parameters` is a table with the following optional fields:
6206 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6207 * `color`: basic cloud color with alpha channel, ColorSpec
6208 (default `#fff0f0e5`).
6209 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6210 ColorSpec (alpha ignored, default `#000000`)
6211 * `height`: cloud height, i.e. y of cloud base (default per conf,
6213 * `thickness`: cloud thickness in nodes (default `16`)
6214 * `speed`: 2D cloud speed + direction in nodes per second
6215 (default `{x=0, z=-2}`).
6216 * `get_clouds()`: returns a table with the current cloud parameters as in
6218 * `override_day_night_ratio(ratio or nil)`
6219 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6221 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6222 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6223 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
6224 set animation for player model in third person view
6226 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
6227 {x=168, y=187}, -- walk animation key frames
6228 {x=189, y=198}, -- dig animation key frames
6229 {x=200, y=219}, -- walk+dig animation key frames
6230 frame_speed=30) -- animation frame speed
6231 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
6233 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
6235 * in first person view
6236 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6237 * `get_eye_offset()`: returns `offset_first` and `offset_third`
6238 * `send_mapblock(blockpos)`:
6239 * Sends a server-side loaded mapblock to the player.
6240 * Returns `false` if failed.
6241 * Resource intensive - use sparsely
6242 * To get blockpos, integer divide pos by 16
6247 A 32-bit pseudorandom number generator.
6248 Uses PCG32, an algorithm of the permuted congruential generator family,
6249 offering very strong randomness.
6251 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6255 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6256 * `next(min, max)`: return next integer random number [`min`...`max`]
6257 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6258 random number [`min`...`max`].
6259 * This is only a rough approximation of a normal distribution with:
6260 * `mean = (max - min) / 2`, and
6261 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6262 * Increasing `num_trials` improves accuracy of the approximation
6267 A perlin noise generator.
6268 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6269 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6270 plus the world seed, to create world-specific noise.
6272 `PerlinNoise(noiseparams)`
6273 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6275 `minetest.get_perlin(noiseparams)`
6276 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6280 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6281 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6286 A fast, bulk perlin noise generator.
6288 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6289 `minetest.get_perlin_map(noiseparams, size)`.
6290 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6291 plus the world seed, to create world-specific noise.
6293 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6294 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6297 For each of the functions with an optional `buffer` parameter: If `buffer` is
6298 not nil, this table will be used to store the result instead of creating a new
6303 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6304 with values starting at `pos={x=,y=}`
6305 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6306 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6307 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6308 array of 2D noise with values starting at `pos={x=,y=}`
6309 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6310 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6311 is stored internally.
6312 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6313 is stored internally.
6314 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6315 returns a slice of the most recently computed noise results. The result slice
6316 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6317 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6319 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6320 It is important to note that `slice_offset` offset coordinates begin at 1,
6321 and are relative to the starting position of the most recently calculated
6323 To grab a single vertical column of noise starting at map coordinates
6324 x = 1023, y=1000, z = 1000:
6325 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6326 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6332 Uses the same method of storage as the deprecated player attribute API, so
6333 data there will also be in player meta.
6334 Can be obtained using `player:get_meta()`.
6338 * All methods in MetaDataRef
6343 A 16-bit pseudorandom number generator.
6344 Uses a well-known LCG algorithm introduced by K&R.
6346 It can be created via `PseudoRandom(seed)`.
6350 * `next()`: return next integer random number [`0`...`32767`]
6351 * `next(min, max)`: return next integer random number [`min`...`max`]
6352 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6353 due to the simple implementation making bad distribution otherwise.
6358 A raycast on the map. It works with selection boxes.
6359 Can be used as an iterator in a for loop as:
6361 local ray = Raycast(...)
6362 for pointed_thing in ray do
6366 The map is loaded as the ray advances. If the map is modified after the
6367 `Raycast` is created, the changes may or may not have an effect on the object.
6369 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6370 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6372 * `pos1`: start of the ray
6373 * `pos2`: end of the ray
6374 * `objects`: if false, only nodes will be returned. Default is true.
6375 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6379 * `next()`: returns a `pointed_thing` with exact pointing location
6380 * Returns the next thing pointed by the ray or nil.
6385 Interface for the operating system's crypto-secure PRNG.
6387 It can be created via `SecureRandom()`. The constructor returns nil if a
6388 secure random device cannot be found on the system.
6392 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6393 random bytes, as a string.
6398 An interface to read config files in the format of `minetest.conf`.
6400 It can be created via `Settings(filename)`.
6404 * `get(key)`: returns a value
6405 * `get_bool(key, [default])`: returns a boolean
6406 * `default` is the value returned if `key` is not found.
6407 * Returns `nil` if `key` is not found and `default` not specified.
6408 * `get_np_group(key)`: returns a NoiseParams table
6410 * Returns `{flag = true/false, ...}` according to the set flags.
6411 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6412 flags like `mgv5_spflags`.
6414 * Setting names can't contain whitespace or any of `="{}#`.
6415 * Setting values can't contain the sequence `\n"""`.
6416 * Setting names starting with "secure." can't be set on the main settings
6417 object (`minetest.settings`).
6418 * `set_bool(key, value)`
6419 * See documentation for set() above.
6420 * `set_np_group(key, value)`
6421 * `value` is a NoiseParams table.
6422 * Also, see documentation for set() above.
6423 * `remove(key)`: returns a boolean (`true` for success)
6424 * `get_names()`: returns `{key1,...}`
6425 * `write()`: returns a boolean (`true` for success)
6426 * Writes changes to file.
6427 * `to_table()`: returns `{[key1]=value1,...}`
6431 The settings have the format `key = value`. Example:
6443 Mod metadata: per mod metadata, saved automatically.
6444 Can be obtained via `minetest.get_mod_storage()` during load time.
6446 WARNING: This storage backend is incaptable to save raw binary data due
6447 to restrictions of JSON.
6451 * All methods in MetaDataRef
6462 Used by `ObjectRef` methods. Part of an Entity definition.
6463 These properties are not persistent, but are applied automatically to the
6464 corresponding Lua entity using the given registration fields.
6465 Player properties need to be saved manually.
6469 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6472 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6475 -- For players only. Zoom FOV in degrees.
6476 -- Note that zoom loads and/or generates world beyond the server's
6477 -- maximum send and generate distances, so acts like a telescope.
6478 -- Smaller zoom_fov values increase the distance loaded/generated.
6479 -- Defaults to 15 in creative mode, 0 in survival mode.
6480 -- zoom_fov = 0 disables zooming for the player.
6483 -- For players only. Camera height above feet position in nodes.
6484 -- Defaults to 1.625.
6487 -- Collide with `walkable` nodes.
6489 collide_with_objects = true,
6490 -- Collide with other objects if physical = true
6492 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6493 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6494 -- Selection box uses collision box dimensions when not set.
6495 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6499 -- Overrides selection box when false
6501 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6502 -- "cube" is a node-sized cube.
6503 -- "sprite" is a flat texture always facing the player.
6504 -- "upright_sprite" is a vertical flat texture.
6505 -- "mesh" uses the defined mesh model.
6506 -- "wielditem" is used for dropped items.
6507 -- (see builtin/game/item_entity.lua).
6508 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6509 -- If the item has a 'wield_image' the object will be an extrusion of
6511 -- If 'itemname' is a cubic node or nodebox the object will appear
6512 -- identical to 'itemname'.
6513 -- If 'itemname' is a plantlike node the object will be an extrusion
6515 -- Otherwise for non-node items, the object will be an extrusion of
6516 -- 'inventory_image'.
6517 -- If 'itemname' contains a ColorString or palette index (e.g. from
6518 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6519 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6521 visual_size = {x = 1, y = 1, z = 1},
6522 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6523 -- to scale the entity along both horizontal axes.
6526 -- File name of mesh when using "mesh" visual
6529 -- Number of required textures depends on visual.
6530 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6531 -- "sprite" uses 1 texture.
6532 -- "upright_sprite" uses 2 textures: {front, back}.
6533 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6536 -- Number of required colors depends on visual
6538 use_texture_alpha = false,
6539 -- Use texture's alpha channel.
6540 -- Excludes "upright_sprite" and "wielditem".
6541 -- Note: currently causes visual issues when viewed through other
6542 -- semi-transparent materials such as water.
6544 spritediv = {x = 1, y = 1},
6545 -- Used with spritesheet textures for animation and/or frame selection
6546 -- according to position relative to player.
6547 -- Defines the number of columns and rows in the spritesheet:
6550 initial_sprite_basepos = {x = 0, y = 0},
6551 -- Used with spritesheet textures.
6552 -- Defines the {column, row} position of the initially used frame in the
6556 -- If false, object is invisible and can't be pointed.
6558 makes_footstep_sound = false,
6559 -- If true, is able to make footstep sounds of nodes
6560 -- (see node sound definition for details).
6562 automatic_rotate = 0,
6563 -- Set constant rotation in radians per second, positive or negative.
6564 -- Object rotates along the local Y-axis, and works with set_rotation.
6565 -- Set to 0 to disable constant rotation.
6568 -- If positive number, object will climb upwards when it moves
6569 -- horizontally against a `walkable` node, if the height difference
6570 -- is within `stepheight`.
6572 automatic_face_movement_dir = 0.0,
6573 -- Automatically set yaw to movement direction, offset in degrees.
6574 -- 'false' to disable.
6576 automatic_face_movement_max_rotation_per_sec = -1,
6577 -- Limit automatic rotation to this value in degrees per second.
6578 -- No limit if value <= 0.
6580 backface_culling = true,
6581 -- Set to false to disable backface_culling for model
6584 -- Add this much extra lighting when calculating texture color.
6585 -- Value < 0 disables light's effect on texture color.
6586 -- For faking self-lighting, UI style entities, or programmatic coloring
6590 -- By default empty, for players their name is shown if empty
6592 nametag_color = <ColorSpec>,
6593 -- Sets color of nametag
6596 -- By default empty, text to be shown when pointed at object
6599 -- If false, never save this object statically. It will simply be
6600 -- deleted when the block gets unloaded.
6601 -- The get_staticdata() callback is never called then.
6602 -- Defaults to 'true'.
6604 damage_texture_modifier = "^[brighten",
6605 -- Texture modifier to be applied for a short duration when object is hit
6611 Used by `minetest.register_entity`.
6614 initial_properties = {
6616 mesh = "boats_boat.obj",
6619 -- A table of object properties, see the `Object properties` section.
6620 -- Object properties being read directly from the entity definition
6621 -- table is deprecated. Define object properties in this
6622 -- `initial_properties` table instead.
6624 on_activate = function(self, staticdata, dtime_s),
6626 on_step = function(self, dtime, moveresult),
6627 -- Called every server step
6628 -- dtime: Elapsed time
6629 -- moveresult: Table with collision info (only available if physical=true)
6631 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6633 on_rightclick = function(self, clicker),
6635 get_staticdata = function(self),
6636 -- Called sometimes; the string returned is passed to on_activate when
6637 -- the entity is re-activated from static state
6639 _custom_field = whatever,
6640 -- You can define arbitrary member variables here (see Item definition
6641 -- for more info) by using a '_' prefix
6644 Collision info passed to `on_step`:
6647 touching_ground = boolean,
6649 standing_on_object = boolean,
6652 type = string, -- "node" or "object",
6653 axis = string, -- "x", "y" or "z"
6654 node_pos = vector, -- if type is "node"
6655 object = ObjectRef, -- if type is "object"
6656 old_velocity = vector,
6657 new_velocity = vector,
6663 ABM (ActiveBlockModifier) definition
6664 ------------------------------------
6666 Used by `minetest.register_abm`.
6669 label = "Lava cooling",
6670 -- Descriptive label for profiling purposes (optional).
6671 -- Definitions with identical labels will be listed as one.
6673 nodenames = {"default:lava_source"},
6674 -- Apply `action` function to these nodes.
6675 -- `group:groupname` can also be used here.
6677 neighbors = {"default:water_source", "default:water_flowing"},
6678 -- Only apply `action` to nodes that have one of, or any
6679 -- combination of, these neighbors.
6680 -- If left out or empty, any neighbor will do.
6681 -- `group:groupname` can also be used here.
6684 -- Operation interval in seconds
6687 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6691 -- If true, catch-up behaviour is enabled: The `chance` value is
6692 -- temporarily reduced when returning to an area to simulate time lost
6693 -- by the area being unattended. Note that the `chance` value can often
6696 action = function(pos, node, active_object_count, active_object_count_wider),
6697 -- Function triggered for each qualifying node.
6698 -- `active_object_count` is number of active objects in the node's
6700 -- `active_object_count_wider` is number of active objects in the node's
6701 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6702 -- mapblocks are unloaded an estmate is calculated for them based on
6703 -- loaded mapblocks.
6706 LBM (LoadingBlockModifier) definition
6707 -------------------------------------
6709 Used by `minetest.register_lbm`.
6711 A loading block modifier (LBM) is used to define a function that is called for
6712 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6716 label = "Upgrade legacy doors",
6717 -- Descriptive label for profiling purposes (optional).
6718 -- Definitions with identical labels will be listed as one.
6720 name = "modname:replace_legacy_door",
6722 nodenames = {"default:lava_source"},
6723 -- List of node names to trigger the LBM on.
6724 -- Also non-registered nodes will work.
6725 -- Groups (as of group:groupname) will work as well.
6727 run_at_every_load = false,
6728 -- Whether to run the LBM's action every time a block gets loaded,
6729 -- and not only the first time the block gets loaded after the LBM
6732 action = function(pos, node),
6739 * `{name="image.png", animation={Tile Animation definition}}`
6740 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6741 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6742 * backface culling enabled by default for most nodes
6743 * tileable flags are info for shaders, how they should treat texture
6744 when displacement mapping is used.
6745 Directions are from the point of view of the tile texture,
6746 not the node it's on.
6747 * align style determines whether the texture will be rotated with the node
6748 or kept aligned with its surroundings. "user" means that client
6749 setting will be used, similar to `glasslike_framed_optional`.
6750 Note: supported by solid nodes and nodeboxes only.
6751 * scale is used to make texture span several (exactly `scale`) nodes,
6752 instead of just one, in each direction. Works for world-aligned
6754 Note that as the effect is applied on per-mapblock basis, `16` should
6755 be equally divisible by `scale` or you may get wrong results.
6756 * `{name="image.png", color=ColorSpec}`
6757 * the texture's color will be multiplied with this color.
6758 * the tile's color overrides the owning node's color in all cases.
6759 * deprecated, yet still supported field names:
6762 Tile animation definition
6763 -------------------------
6766 type = "vertical_frames",
6769 -- Width of a frame in pixels
6772 -- Height of a frame in pixels
6782 -- Width in number of frames
6785 -- Height in number of frames
6788 -- Length of a single frame
6794 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6795 `minetest.register_tool`.
6798 description = "Steel Axe",
6801 -- key = name, value = rating; rating = 1..3.
6802 -- If rating not applicable, use 1.
6803 -- e.g. {wool = 1, fluffy = 3}
6804 -- {soil = 2, outerspace = 1, crumbly = 1}
6805 -- {bendy = 2, snappy = 1},
6806 -- {hard = 1, metal = 1, spikes = 1}
6808 inventory_image = "default_tool_steelaxe.png",
6810 inventory_overlay = "overlay.png",
6811 -- An overlay which does not get colorized
6818 -- An image file containing the palette of a node.
6819 -- You can set the currently used color as the "palette_index" field of
6820 -- the item stack metadata.
6821 -- The palette is always stretched to fit indices between 0 and 255, to
6822 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6824 color = "0xFFFFFFFF",
6825 -- The color of the item. The palette overrides this.
6827 wield_scale = {x = 1, y = 1, z = 1},
6829 -- The default value of 99 may be configured by
6830 -- users using the setting "default_stack_max"
6835 liquids_pointable = false,
6837 -- See "Tools" section for an example including explanation
6838 tool_capabilities = {
6839 full_punch_interval = 1.0,
6843 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6844 uses = 20, maxlevel = 2},
6846 damage_groups = {groupname = damage},
6847 -- Damage values must be between -32768 and 32767 (2^15)
6849 punch_attack_uses = nil,
6850 -- Amount of uses this tool has for attacking players and entities
6851 -- by punching them (0 = infinite uses).
6852 -- For compatibility, this is automatically set from the first
6853 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6854 -- It is recommend to set this explicitly instead of relying on the
6855 -- fallback behavior.
6858 node_placement_prediction = nil,
6859 -- If nil and item is node, prediction is made automatically.
6860 -- If nil and item is not a node, no prediction is made.
6861 -- If "" and item is anything, no prediction is made.
6862 -- Otherwise should be name of node which the client immediately places
6863 -- on ground when the player places the item. Server will always update
6864 -- actual result to client in a short moment.
6866 node_dig_prediction = "air",
6867 -- if "", no prediction is made.
6868 -- if "air", node is removed.
6869 -- Otherwise should be name of node which the client immediately places
6870 -- upon digging. Server will always update actual result shortly.
6873 -- Definition of items sounds to be played at various events.
6874 -- All fields in this table are optional.
6876 breaks = <SimpleSoundSpec>,
6877 -- When tool breaks due to wear. Ignored for non-tools
6879 eat = <SimpleSoundSpec>,
6880 -- When item is eaten with `minetest.do_item_eat`
6883 on_place = function(itemstack, placer, pointed_thing),
6884 -- Shall place item and return the leftover itemstack.
6885 -- The placer may be any ObjectRef or nil.
6886 -- default: minetest.item_place
6888 on_secondary_use = function(itemstack, user, pointed_thing),
6889 -- Same as on_place but called when not pointing at a node.
6890 -- The user may be any ObjectRef or nil.
6893 on_drop = function(itemstack, dropper, pos),
6894 -- Shall drop item and return the leftover itemstack.
6895 -- The dropper may be any ObjectRef or nil.
6896 -- default: minetest.item_drop
6898 on_use = function(itemstack, user, pointed_thing),
6900 -- Function must return either nil if no item shall be removed from
6901 -- inventory, or an itemstack to replace the original itemstack.
6902 -- e.g. itemstack:take_item(); return itemstack
6903 -- Otherwise, the function is free to do what it wants.
6904 -- The user may be any ObjectRef or nil.
6905 -- The default functions handle regular use cases.
6907 after_use = function(itemstack, user, node, digparams),
6909 -- If defined, should return an itemstack and will be called instead of
6910 -- wearing out the tool. If returns nil, does nothing.
6911 -- If after_use doesn't exist, it is the same as:
6912 -- function(itemstack, user, node, digparams)
6913 -- itemstack:add_wear(digparams.wear)
6916 -- The user may be any ObjectRef or nil.
6918 _custom_field = whatever,
6919 -- Add your own custom fields. By convention, all custom field names
6920 -- should start with `_` to avoid naming collisions with future engine
6927 Used by `minetest.register_node`.
6930 -- <all fields allowed in item definitions>,
6932 drawtype = "normal", -- See "Node drawtypes"
6935 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6936 -- "firelike", "mesh".
6937 -- For plantlike and firelike, the image will start at the bottom of the
6938 -- node. For torchlike, the image will start at the surface to which the
6939 -- node "attaches". For the other drawtypes the image will be centered
6942 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6943 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6944 -- Old field name was 'tile_images'.
6945 -- List can be shortened to needed length.
6947 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6948 -- Same as `tiles`, but these textures are drawn on top of the base
6949 -- tiles. You can use this to colorize only specific parts of your
6950 -- texture. If the texture name is an empty string, that overlay is not
6951 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6952 -- overlays on very common nodes.
6954 special_tiles = {tile definition 1, Tile definition 2},
6955 -- Special textures of node; used rarely.
6956 -- Old field name was 'special_materials'.
6957 -- List can be shortened to needed length.
6960 -- The node's original color will be multiplied with this color.
6961 -- If the node has a palette, then this setting only has an effect in
6962 -- the inventory and on the wield item.
6964 use_texture_alpha = false,
6965 -- Use texture's alpha channel
6967 palette = "palette.png",
6968 -- The node's `param2` is used to select a pixel from the image.
6969 -- Pixels are arranged from left to right and from top to bottom.
6970 -- The node's color will be multiplied with the selected pixel's color.
6971 -- Tiles can override this behavior.
6972 -- Only when `paramtype2` supports palettes.
6974 post_effect_color = "green#0F",
6975 -- Screen tint if player is inside node, see "ColorSpec"
6977 paramtype = "none", -- See "Nodes"
6979 paramtype2 = "none", -- See "Nodes"
6981 place_param2 = nil, -- Force value for param2 when player places node
6983 is_ground_content = true,
6984 -- If false, the cave generator and dungeon generator will not carve
6985 -- through this node.
6986 -- Specifically, this stops mod-added nodes being removed by caves and
6987 -- dungeons when those generate in a neighbor mapchunk and extend out
6988 -- beyond the edge of that mapchunk.
6990 sunlight_propagates = false,
6991 -- If true, sunlight will go infinitely through this node
6993 walkable = true, -- If true, objects collide with node
6995 pointable = true, -- If true, can be pointed at
6997 diggable = true, -- If false, can never be dug
6999 climbable = false, -- If true, can be climbed on (ladder)
7001 buildable_to = false, -- If true, placed nodes can replace this node
7004 -- If true, liquids flow into and replace this node.
7005 -- Warning: making a liquid node 'floodable' will cause problems.
7007 liquidtype = "none", -- "none" / "source" / "flowing"
7009 liquid_alternative_flowing = "", -- Flowing version of source liquid
7011 liquid_alternative_source = "", -- Source version of flowing liquid
7013 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7015 liquid_renewable = true,
7016 -- If true, a new liquid source can be created by placing two or more
7020 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7021 -- Allows defining the nodebox height without using param2.
7022 -- The nodebox height is 'leveled' / 64 nodes.
7023 -- The maximum value of 'leveled' is `leveled_max`.
7026 -- Maximum value for `leveled` (0-127), enforced in
7027 -- `minetest.set_node_level` and `minetest.add_node_level`.
7029 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
7032 -- Player will take this amount of damage if no bubbles are left
7035 -- Amount of light emitted by node.
7036 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7037 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7040 damage_per_second = 0,
7041 -- If player is inside node, this damage is caused
7043 node_box = {type="regular"}, -- See "Node boxes"
7045 connects_to = nodenames,
7046 -- Used for nodebox nodes with the type == "connected".
7047 -- Specifies to what neighboring nodes connections will be drawn.
7048 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7050 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7051 -- Tells connected nodebox nodes to connect only to these sides of this
7055 -- File name of mesh when using "mesh" drawtype
7060 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7063 -- Custom selection box definition. Multiple boxes can be defined.
7064 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7065 -- definition is used for the selection box.
7070 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7073 -- Custom collision box definition. Multiple boxes can be defined.
7074 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7075 -- definition is used for the collision box.
7076 -- Both of the boxes above are defined as:
7077 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
7079 -- Support maps made in and before January 2012
7080 legacy_facedir_simple = false,
7081 legacy_wallmounted = false,
7084 -- Valid for drawtypes:
7085 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7086 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7087 -- 2 - wave node like leaves (whole node moves side-to-side)
7088 -- 3 - wave node like liquids (whole node moves up and down)
7089 -- Not all models will properly wave.
7090 -- plantlike drawtype can only wave like plants.
7091 -- allfaces_optional drawtype can only wave like leaves.
7092 -- liquid, flowingliquid drawtypes can only wave like liquids.
7095 -- Definition of node sounds to be played at various events.
7096 -- All fields in this table are optional.
7098 footstep = <SimpleSoundSpec>,
7099 -- If walkable, played when object walks on it. If node is
7100 -- climbable or a liquid, played when object moves through it
7102 dig = <SimpleSoundSpec> or "__group",
7103 -- While digging node.
7104 -- If `"__group"`, then the sound will be
7105 -- `default_dig_<groupname>`, where `<groupname>` is the
7106 -- name of the tool's digging group with the fastest digging time.
7107 -- In case of a tie, one of the sounds will be played (but we
7108 -- cannot predict which one)
7109 -- Default value: `"__group"`
7111 dug = <SimpleSoundSpec>,
7114 place = <SimpleSoundSpec>,
7115 -- Node was placed. Also played after falling
7117 place_failed = <SimpleSoundSpec>,
7118 -- When node placement failed
7120 fall = <SimpleSoundSpec>,
7121 -- When node starts to fall
7125 -- Name of dropped item when dug.
7126 -- Default dropped item is the node itself.
7127 -- Using a table allows multiple items, drop chances and tool filtering.
7128 -- Tool filtering was undocumented until recently, tool filtering by string
7129 -- matching is deprecated.
7132 -- Maximum number of item lists to drop.
7133 -- The entries in 'items' are processed in order. For each:
7134 -- Tool filtering is applied, chance of drop is applied, if both are
7135 -- successful the entire item list is dropped.
7136 -- Entry processing continues until the number of dropped item lists
7137 -- equals 'max_items'.
7138 -- Therefore, entries should progress from low to high drop chance.
7142 -- 1 in 1000 chance of dropping a diamond.
7143 -- Default rarity is '1'.
7145 items = {"default:diamond"},
7148 -- Only drop if using a tool whose name is identical to one
7150 tools = {"default:shovel_mese", "default:shovel_diamond"},
7152 items = {"default:dirt"},
7153 -- Whether all items in the dropped item list inherit the
7154 -- hardware coloring palette color from the dug node.
7155 -- Default is 'false'.
7156 inherit_color = true,
7159 -- Only drop if using a tool whose name contains
7160 -- "default:shovel_" (this tool filtering by string matching
7162 tools = {"~default:shovel_"},
7164 -- The item list dropped.
7165 items = {"default:sand", "default:desert_sand"},
7170 on_construct = function(pos),
7171 -- Node constructor; called after adding node.
7172 -- Can set up metadata and stuff like that.
7173 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7176 on_destruct = function(pos),
7177 -- Node destructor; called before removing node.
7178 -- Not called for bulk node placement.
7181 after_destruct = function(pos, oldnode),
7182 -- Node destructor; called after removing node.
7183 -- Not called for bulk node placement.
7186 on_flood = function(pos, oldnode, newnode),
7187 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7188 -- `floodable = true` in the nodedef. Not called for bulk node placement
7189 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7190 -- node is not flooded, but on_flood callback will most likely be called
7191 -- over and over again every liquid update interval.
7193 -- Warning: making a liquid node 'floodable' will cause problems.
7195 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7196 -- Called when oldnode is about be converted to an item, but before the
7197 -- node is deleted from the world or the drops are added. This is
7198 -- generally the result of either the node being dug or an attached node
7199 -- becoming detached.
7200 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7201 -- drops is a table of ItemStacks, so any metadata to be preserved can
7202 -- be added directly to one or more of the dropped items. See
7203 -- "ItemStackMetaRef".
7206 after_place_node = function(pos, placer, itemstack, pointed_thing),
7207 -- Called after constructing node when node was placed using
7208 -- minetest.item_place_node / minetest.place_node.
7209 -- If return true no item is taken from itemstack.
7210 -- `placer` may be any valid ObjectRef or nil.
7213 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7214 -- oldmetadata is in table format.
7215 -- Called after destructing node when node was dug using
7216 -- minetest.node_dig / minetest.dig_node.
7219 can_dig = function(pos, [player]),
7220 -- Returns true if node can be dug, or false if not.
7223 on_punch = function(pos, node, puncher, pointed_thing),
7224 -- default: minetest.node_punch
7225 -- Called when puncher (an ObjectRef) punches the node at pos.
7226 -- By default calls minetest.register_on_punchnode callbacks.
7228 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7230 -- Called when clicker (an ObjectRef) "rightclicks"
7231 -- ("rightclick" here stands for the placement key) while pointing at
7232 -- the node at pos with 'node' being the node table.
7233 -- itemstack will hold clicker's wielded item.
7234 -- Shall return the leftover itemstack.
7235 -- Note: pointed_thing can be nil, if a mod calls this function.
7236 -- This function does not get triggered by clients <=0.4.16 if the
7237 -- "formspec" node metadata field is set.
7239 on_dig = function(pos, node, digger),
7240 -- default: minetest.node_dig
7241 -- By default checks privileges, wears out tool and removes node.
7243 on_timer = function(pos, elapsed),
7245 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7246 -- elapsed is the total time passed since the timer was started.
7247 -- return true to run the timer for another cycle with the same timeout
7250 on_receive_fields = function(pos, formname, fields, sender),
7251 -- fields = {name1 = value1, name2 = value2, ...}
7252 -- Called when an UI form (e.g. sign text input) returns data.
7253 -- See minetest.register_on_player_receive_fields for more info.
7256 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7257 -- Called when a player wants to move items inside the inventory.
7258 -- Return value: number of items allowed to move.
7260 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7261 -- Called when a player wants to put something into the inventory.
7262 -- Return value: number of items allowed to put.
7263 -- Return value -1: Allow and don't modify item count in inventory.
7265 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7266 -- Called when a player wants to take something out of the inventory.
7267 -- Return value: number of items allowed to take.
7268 -- Return value -1: Allow and don't modify item count in inventory.
7270 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7271 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7272 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7273 -- Called after the actual action has happened, according to what was
7277 on_blast = function(pos, intensity),
7278 -- intensity: 1.0 = mid range of regular TNT.
7279 -- If defined, called when an explosion touches the node, instead of
7280 -- removing the node.
7286 Used by `minetest.register_craft`.
7291 output = 'default:pick_stone',
7293 {'default:cobble', 'default:cobble', 'default:cobble'},
7294 {'', 'default:stick', ''},
7295 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7297 replacements = <list of item pairs>,
7298 -- replacements: replace one input item with another item on crafting
7306 output = 'mushrooms:mushroom_stew',
7309 "mushrooms:mushroom_brown",
7310 "mushrooms:mushroom_red",
7312 replacements = <list of item pairs>,
7318 type = "toolrepair",
7319 additional_wear = -0.02,
7322 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7328 output = "default:glass",
7329 recipe = "default:sand",
7337 recipe = "bucket:bucket_lava",
7339 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7345 Used by `minetest.register_ore`.
7347 See [Ores] section above for essential information.
7350 ore_type = "scatter",
7352 ore = "default:stone_with_coal",
7355 -- Facedir rotation. Default is 0 (unchanged rotation)
7357 wherein = "default:stone",
7358 -- A list of nodenames is supported too
7360 clust_scarcity = 8 * 8 * 8,
7361 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7362 -- If the desired average distance between ores is 'd', set this to
7366 -- Number of ores in a cluster
7369 -- Size of the bounding box of the cluster.
7370 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7371 -- nodes are coal ore.
7375 -- Lower and upper limits for ore
7378 -- Attributes for the ore generation, see 'Ore attributes' section above
7380 noise_threshold = 0.5,
7381 -- If noise is above this threshold, ore is placed. Not needed for a
7382 -- uniform distribution.
7387 spread = {x = 100, y = 100, z = 100},
7392 -- NoiseParams structure describing one of the perlin noises used for
7393 -- ore distribution.
7394 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7395 -- Omit from "scatter" ore for a uniform ore distribution.
7396 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7399 biomes = {"desert", "rainforest"},
7400 -- List of biomes in which this ore occurs.
7401 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7402 -- being used does not support biomes.
7403 -- Can be a list of (or a single) biome names, IDs, or definitions.
7405 -- Type-specific parameters
7408 column_height_min = 1,
7409 column_height_max = 16,
7410 column_midpoint_factor = 0.5,
7416 spread = {x = 100, y = 100, z = 100},
7424 spread = {x = 100, y = 100, z = 100},
7431 random_factor = 1.0,
7434 np_stratum_thickness = {
7437 spread = {x = 100, y = 100, z = 100},
7442 stratum_thickness = 8,
7448 Used by `minetest.register_biome`.
7450 The maximum number of biomes that can be used is 65535. However, using an
7451 excessive number of biomes will slow down map generation. Depending on desired
7452 performance and computing power the practical limit is much lower.
7457 node_dust = "default:snow",
7458 -- Node dropped onto upper surface after all else is generated
7460 node_top = "default:dirt_with_snow",
7462 -- Node forming surface layer of biome and thickness of this layer
7464 node_filler = "default:permafrost",
7466 -- Node forming lower layer of biome and thickness of this layer
7468 node_stone = "default:bluestone",
7469 -- Node that replaces all stone nodes between roughly y_min and y_max.
7471 node_water_top = "default:ice",
7472 depth_water_top = 10,
7473 -- Node forming a surface layer in seawater with the defined thickness
7476 -- Node that replaces all seawater nodes not in the surface layer
7478 node_river_water = "default:ice",
7479 -- Node that replaces river water in mapgens that use
7480 -- default:river_water
7482 node_riverbed = "default:gravel",
7484 -- Node placed under river water and thickness of this layer
7486 node_cave_liquid = "default:lava_source",
7487 node_cave_liquid = {"default:water_source", "default:lava_source"},
7488 -- Nodes placed inside 50% of the medium size caves.
7489 -- Multiple nodes can be specified, each cave will use a randomly
7490 -- chosen node from the list.
7491 -- If this field is left out or 'nil', cave liquids fall back to
7492 -- classic behaviour of lava and water distributed using 3D noise.
7493 -- For no cave liquid, specify "air".
7495 node_dungeon = "default:cobble",
7496 -- Node used for primary dungeon structure.
7497 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7498 -- alias, if that is also absent, dungeon nodes fall back to the biome
7500 -- If present, the following two nodes are also used.
7502 node_dungeon_alt = "default:mossycobble",
7503 -- Node used for randomly-distributed alternative structure nodes.
7504 -- If alternative structure nodes are not wanted leave this absent for
7505 -- performance reasons.
7507 node_dungeon_stair = "stairs:stair_cobble",
7508 -- Node used for dungeon stairs.
7509 -- If absent, stairs fall back to 'node_dungeon'.
7513 -- Upper and lower limits for biome.
7514 -- Alternatively you can use xyz limits as shown below.
7516 max_pos = {x = 31000, y = 128, z = 31000},
7517 min_pos = {x = -31000, y = 9, z = -31000},
7518 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7519 -- Biome is limited to a cuboid defined by these positions.
7520 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7521 -- 31000 in 'max_pos'.
7524 -- Vertical distance in nodes above 'y_max' over which the biome will
7525 -- blend with the biome above.
7526 -- Set to 0 for no vertical blend. Defaults to 0.
7529 humidity_point = 50,
7530 -- Characteristic temperature and humidity for the biome.
7531 -- These values create 'biome points' on a voronoi diagram with heat and
7532 -- humidity as axes. The resulting voronoi cells determine the
7533 -- distribution of the biomes.
7534 -- Heat and humidity have average values of 50, vary mostly between
7535 -- 0 and 100 but can exceed these values.
7538 Decoration definition
7539 ---------------------
7541 See [Decoration types]. Used by `minetest.register_decoration`.
7544 deco_type = "simple",
7546 place_on = "default:dirt_with_grass",
7547 -- Node (or list of nodes) that the decoration can be placed on
7550 -- Size of the square divisions of the mapchunk being generated.
7551 -- Determines the resolution of noise variation if used.
7552 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7553 -- equal to the chunk size.
7556 -- The value determines 'decorations per surface node'.
7557 -- Used only if noise_params is not specified.
7558 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7559 -- a different and much faster method.
7564 spread = {x = 100, y = 100, z = 100},
7571 -- NoiseParams structure describing the perlin noise used for decoration
7573 -- A noise value is calculated for each square division and determines
7574 -- 'decorations per surface node' within each division.
7575 -- If the noise value >= 10.0 complete coverage is enabled and
7576 -- decoration placement uses a different and much faster method.
7578 biomes = {"Oceanside", "Hills", "Plains"},
7579 -- List of biomes in which this decoration occurs. Occurs in all biomes
7580 -- if this is omitted, and ignored if the Mapgen being used does not
7582 -- Can be a list of (or a single) biome names, IDs, or definitions.
7586 -- Lower and upper limits for decoration.
7587 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7589 spawn_by = "default:water",
7590 -- Node (or list of nodes) that the decoration only spawns next to.
7591 -- Checks two horizontal planes of 8 neighbouring nodes (including
7592 -- diagonal neighbours), one plane level with the 'place_on' node and a
7593 -- plane one node above that.
7596 -- Number of spawn_by nodes that must be surrounding the decoration
7597 -- position to occur.
7598 -- If absent or -1, decorations occur next to any nodes.
7600 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7601 -- Flags for all decoration types.
7602 -- "liquid_surface": Instead of placement on the highest solid surface
7603 -- in a mapchunk column, placement is on the highest liquid surface.
7604 -- Placement is disabled if solid nodes are found above the liquid
7606 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7607 -- by the decoration.
7608 -- "all_floors", "all_ceilings": Instead of placement on the highest
7609 -- surface in a mapchunk the decoration is placed on all floor and/or
7610 -- ceiling surfaces, for example in caves and dungeons.
7611 -- Ceiling decorations act as an inversion of floor decorations so the
7612 -- effect of 'place_offset_y' is inverted.
7613 -- Y-slice probabilities do not function correctly for ceiling
7614 -- schematic decorations as the behaviour is unchanged.
7615 -- If a single decoration registration has both flags the floor and
7616 -- ceiling decorations will be aligned vertically.
7618 ----- Simple-type parameters
7620 decoration = "default:grass",
7621 -- The node name used as the decoration.
7622 -- If instead a list of strings, a randomly selected node from the list
7623 -- is placed as the decoration.
7626 -- Decoration height in nodes.
7627 -- If height_max is not 0, this is the lower limit of a randomly
7631 -- Upper limit of the randomly selected height.
7632 -- If absent, the parameter 'height' is used as a constant.
7635 -- Param2 value of decoration nodes.
7636 -- If param2_max is not 0, this is the lower limit of a randomly
7640 -- Upper limit of the randomly selected param2.
7641 -- If absent, the parameter 'param2' is used as a constant.
7644 -- Y offset of the decoration base node relative to the standard base
7646 -- Can be positive or negative. Default is 0.
7647 -- Effect is inverted for "all_ceilings" decorations.
7648 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7649 -- to the 'place_on' node.
7651 ----- Schematic-type parameters
7653 schematic = "foobar.mts",
7654 -- If schematic is a string, it is the filepath relative to the current
7655 -- working directory of the specified Minetest schematic file.
7656 -- Could also be the ID of a previously registered schematic.
7659 size = {x = 4, y = 6, z = 4},
7661 {name = "default:cobble", param1 = 255, param2 = 0},
7662 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7663 {name = "air", param1 = 255, param2 = 0},
7667 {ypos = 2, prob = 128},
7668 {ypos = 5, prob = 64},
7672 -- Alternative schematic specification by supplying a table. The fields
7673 -- size and data are mandatory whereas yslice_prob is optional.
7674 -- See 'Schematic specifier' for details.
7676 replacements = {["oldname"] = "convert_to", ...},
7678 flags = "place_center_x, place_center_y, place_center_z",
7679 -- Flags for schematic decorations. See 'Schematic attributes'.
7682 -- Rotation can be "0", "90", "180", "270", or "random"
7685 -- If the flag 'place_center_y' is set this parameter is ignored.
7686 -- Y offset of the schematic base node layer relative to the 'place_on'
7688 -- Can be positive or negative. Default is 0.
7689 -- Effect is inverted for "all_ceilings" decorations.
7690 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7691 -- to the 'place_on' node.
7694 Chat command definition
7695 -----------------------
7697 Used by `minetest.register_chatcommand`.
7700 params = "<name> <privilege>", -- Short parameter description
7702 description = "Remove privilege from player", -- Full description
7704 privs = {privs=true}, -- Require the "privs" privilege to run
7706 func = function(name, param),
7707 -- Called when command is run. Returns boolean success and text output.
7710 Note that in params, use of symbols is as follows:
7712 * `<>` signifies a placeholder to be replaced when the command is used. For
7713 example, when a player name is needed: `<name>`
7714 * `[]` signifies param is optional and not required when the command is used.
7715 For example, if you require param1 but param2 is optional:
7716 `<param1> [<param2>]`
7717 * `|` signifies exclusive or. The command requires one param from the options
7718 provided. For example: `<param1> | <param2>`
7719 * `()` signifies grouping. For example, when param1 and param2 are both
7720 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7722 Privilege definition
7723 --------------------
7725 Used by `minetest.register_privilege`.
7729 -- Privilege description
7731 give_to_singleplayer = true,
7732 -- Whether to grant the privilege to singleplayer.
7734 give_to_admin = true,
7735 -- Whether to grant the privilege to the server admin.
7736 -- Uses value of 'give_to_singleplayer' by default.
7738 on_grant = function(name, granter_name),
7739 -- Called when given to player 'name' by 'granter_name'.
7740 -- 'granter_name' will be nil if the priv was granted by a mod.
7742 on_revoke = function(name, revoker_name),
7743 -- Called when taken from player 'name' by 'revoker_name'.
7744 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7746 -- Note that the above two callbacks will be called twice if a player is
7747 -- responsible, once with the player name, and then with a nil player
7749 -- Return true in the above callbacks to stop register_on_priv_grant or
7750 -- revoke being called.
7753 Detached inventory callbacks
7754 ----------------------------
7756 Used by `minetest.create_detached_inventory`.
7759 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7760 -- Called when a player wants to move items inside the inventory.
7761 -- Return value: number of items allowed to move.
7763 allow_put = function(inv, listname, index, stack, player),
7764 -- Called when a player wants to put something into the inventory.
7765 -- Return value: number of items allowed to put.
7766 -- Return value -1: Allow and don't modify item count in inventory.
7768 allow_take = function(inv, listname, index, stack, player),
7769 -- Called when a player wants to take something out of the inventory.
7770 -- Return value: number of items allowed to take.
7771 -- Return value -1: Allow and don't modify item count in inventory.
7773 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7774 on_put = function(inv, listname, index, stack, player),
7775 on_take = function(inv, listname, index, stack, player),
7776 -- Called after the actual action has happened, according to what was
7786 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7789 hud_elem_type = "image", -- See HUD element types
7790 -- Type of element, can be "image", "text", "statbar", or "inventory"
7792 position = {x=0.5, y=0.5},
7793 -- Left corner position of element
7797 scale = {x = 2, y = 2},
7806 -- Selected item in inventory. 0 for no item selected.
7809 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7811 alignment = {x=0, y=0},
7813 offset = {x=0, y=0},
7815 size = { x=100, y=100 },
7816 -- Size of element in pixels
7819 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7825 Used by `minetest.add_particle`.
7828 pos = {x=0, y=0, z=0},
7829 velocity = {x=0, y=0, z=0},
7830 acceleration = {x=0, y=0, z=0},
7831 -- Spawn particle at pos with velocity and acceleration
7834 -- Disappears after expirationtime seconds
7837 -- Scales the visual size of the particle texture.
7838 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
7839 -- particle (just like actual node dig particles).
7841 collisiondetection = false,
7842 -- If true collides with `walkable` nodes and, depending on the
7843 -- `object_collision` field, objects too.
7845 collision_removal = false,
7846 -- If true particle is removed when it collides.
7847 -- Requires collisiondetection = true to have any effect.
7849 object_collision = false,
7850 -- If true particle collides with objects that are defined as
7851 -- `physical = true,` and `collide_with_objects = true,`.
7852 -- Requires collisiondetection = true to have any effect.
7855 -- If true faces player using y axis only
7857 texture = "image.png",
7858 -- The texture of the particle
7860 playername = "singleplayer",
7861 -- Optional, if specified spawns particle only on the player's client
7863 animation = {Tile Animation definition},
7864 -- Optional, specifies how to animate the particle texture
7867 -- Optional, specify particle self-luminescence in darkness.
7870 node = {name = "ignore", param2 = 0},
7871 -- Optional, if specified the particle will have the same appearance as
7872 -- node dig particles for the given node.
7873 -- `texture` and `animation` will be ignored if this is set.
7876 -- Optional, only valid in combination with `node`
7877 -- If set to a valid number 1-6, specifies the tile from which the
7878 -- particle texture is picked.
7879 -- Otherwise, the default behavior is used. (currently: any random tile)
7883 `ParticleSpawner` definition
7884 ----------------------------
7886 Used by `minetest.add_particlespawner`.
7890 -- Number of particles spawned over the time period `time`.
7893 -- Lifespan of spawner in seconds.
7894 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7895 -- a per-second basis.
7897 minpos = {x=0, y=0, z=0},
7898 maxpos = {x=0, y=0, z=0},
7899 minvel = {x=0, y=0, z=0},
7900 maxvel = {x=0, y=0, z=0},
7901 minacc = {x=0, y=0, z=0},
7902 maxacc = {x=0, y=0, z=0},
7907 -- The particles' properties are random values between the min and max
7909 -- applies to: pos, velocity, acceleration, expirationtime, size
7910 -- If `node` is set, min and maxsize can be set to 0 to spawn
7911 -- randomly-sized particles (just like actual node dig particles).
7913 collisiondetection = false,
7914 -- If true collide with `walkable` nodes and, depending on the
7915 -- `object_collision` field, objects too.
7917 collision_removal = false,
7918 -- If true particles are removed when they collide.
7919 -- Requires collisiondetection = true to have any effect.
7921 object_collision = false,
7922 -- If true particles collide with objects that are defined as
7923 -- `physical = true,` and `collide_with_objects = true,`.
7924 -- Requires collisiondetection = true to have any effect.
7926 attached = ObjectRef,
7927 -- If defined, particle positions, velocities and accelerations are
7928 -- relative to this object's position and yaw
7931 -- If true face player using y axis only
7933 texture = "image.png",
7934 -- The texture of the particle
7936 playername = "singleplayer",
7937 -- Optional, if specified spawns particles only on the player's client
7939 animation = {Tile Animation definition},
7940 -- Optional, specifies how to animate the particles' texture
7943 -- Optional, specify particle self-luminescence in darkness.
7946 node = {name = "ignore", param2 = 0},
7947 -- Optional, if specified the particles will have the same appearance as
7948 -- node dig particles for the given node.
7949 -- `texture` and `animation` will be ignored if this is set.
7952 -- Optional, only valid in combination with `node`
7953 -- If set to a valid number 1-6, specifies the tile from which the
7954 -- particle texture is picked.
7955 -- Otherwise, the default behavior is used. (currently: any random tile)
7958 `HTTPRequest` definition
7959 ------------------------
7961 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7964 url = "http://example.org",
7967 -- Timeout for connection in seconds. Default is 3 seconds.
7969 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7970 -- Optional, if specified a POST request with post_data is performed.
7971 -- Accepts both a string and a table. If a table is specified, encodes
7972 -- table as x-www-form-urlencoded key-value pairs.
7973 -- If post_data is not specified, a GET request is performed instead.
7975 user_agent = "ExampleUserAgent",
7976 -- Optional, if specified replaces the default minetest user agent with
7979 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7980 -- Optional, if specified adds additional headers to the HTTP request.
7981 -- You must make sure that the header strings follow HTTP specification
7985 -- Optional, if true performs a multipart HTTP request.
7986 -- Default is false.
7989 `HTTPRequestResult` definition
7990 ------------------------------
7992 Passed to `HTTPApiTable.fetch` callback. Returned by
7993 `HTTPApiTable.fetch_async_get`.
7997 -- If true, the request has finished (either succeeded, failed or timed
8001 -- If true, the request was successful
8004 -- If true, the request timed out
8012 Authentication handler definition
8013 ---------------------------------
8015 Used by `minetest.register_authentication_handler`.
8018 get_auth = function(name),
8019 -- Get authentication data for existing player `name` (`nil` if player
8021 -- Returns following structure:
8022 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8024 create_auth = function(name, password),
8025 -- Create new auth data for player `name`.
8026 -- Note that `password` is not plain-text but an arbitrary
8027 -- representation decided by the engine.
8029 delete_auth = function(name),
8030 -- Delete auth data of player `name`.
8031 -- Returns boolean indicating success (false if player is nonexistent).
8033 set_password = function(name, password),
8034 -- Set password of player `name` to `password`.
8035 -- Auth data should be created if not present.
8037 set_privileges = function(name, privileges),
8038 -- Set privileges of player `name`.
8039 -- `privileges` is in table form, auth data should be created if not
8042 reload = function(),
8043 -- Reload authentication data from the storage location.
8044 -- Returns boolean indicating success.
8046 record_login = function(name),
8047 -- Called when player joins, used for keeping track of last_login
8049 iterate = function(),
8050 -- Returns an iterator (use with `for` loops) for all player names
8051 -- currently in the auth database