1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `author`: The author of the game. It only appears when downloaded from
84 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
85 an internal ID used to track versions.
87 Used to set default settings when running this game.
89 In the same format as the one in builtin.
90 This settingtypes.txt will be parsed by the menu and the settings will be
91 displayed in the "Games" category in the advanced settings tab.
92 * If the game contains a folder called `textures` the server will load it as a
93 texturepack, overriding mod textures.
94 Any server texturepack will override mod textures and the game texturepack.
99 Games can provide custom main menu images. They are put inside a `menu`
100 directory inside the game directory.
102 The images are named `$identifier.png`, where `$identifier` is one of
103 `overlay`, `background`, `footer`, `header`.
104 If you want to specify multiple images for one identifier, add additional
105 images named like `$identifier.$n.png`, with an ascending number $n starting
106 with 1, and a random image will be chosen from the provided ones.
117 Paths are relative to the directories listed in the [Paths] section above.
119 * `games/<gameid>/mods/`
121 * `worlds/<worldname>/worldmods/`
126 It is possible to include a game in a world; in this case, no mods or
127 games are loaded or checked from anywhere else.
129 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
132 Mods should then be placed in `<worldname>/game/mods/`.
137 Mods can be put in a subdirectory, if the parent directory, which otherwise
138 should be a mod, contains a file named `modpack.conf`.
139 The file is a key-value store of modpack details.
141 * `name`: The modpack name. Allows Minetest to determine the modpack name even
142 if the folder is wrongly named.
143 * `description`: Description of mod to be shown in the Mods tab of the main
145 * `author`: The author of the modpack. It only appears when downloaded from
147 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
148 internal ID used to track versions.
149 * `title`: A human-readable title to address the modpack.
151 Note: to support 0.4.x, please also create an empty modpack.txt file.
153 Mod directory structure
154 -----------------------
160 │ ├── settingtypes.txt
164 │ │ ├── modname_stuff.png
165 │ │ ├── modname_stuff_normal.png
166 │ │ ├── modname_something_else.png
167 │ │ ├── subfolder_foo
168 │ │ │ ├── modname_more_stuff.png
169 │ │ │ └── another_subfolder
170 │ │ └── bar_subfolder
179 The location of this directory can be fetched by using
180 `minetest.get_modpath(modname)`.
184 A `Settings` file that provides meta information about the mod.
186 * `name`: The mod name. Allows Minetest to determine the mod name even if the
187 folder is wrongly named.
188 * `description`: Description of mod to be shown in the Mods tab of the main
190 * `depends`: A comma separated list of dependencies. These are mods that must be
191 loaded before this mod.
192 * `optional_depends`: A comma separated list of optional dependencies.
193 Like a dependency, but no error if the mod doesn't exist.
194 * `author`: The author of the mod. It only appears when downloaded from
196 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
197 internal ID used to track versions.
198 * `title`: A human-readable title to address the mod.
200 Note: to support 0.4.x, please also provide depends.txt.
204 A screenshot shown in the mod manager within the main menu. It should
205 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
209 **Deprecated:** you should use mod.conf instead.
211 This file is used if there are no dependencies in mod.conf.
213 List of mods that have to be loaded before loading this mod.
215 A single line contains a single modname.
217 Optional dependencies can be defined by appending a question mark
218 to a single modname. This means that if the specified mod
219 is missing, it does not prevent this mod from being loaded.
221 ### `description.txt`
223 **Deprecated:** you should use mod.conf instead.
225 This file is used if there is no description in mod.conf.
227 A file containing a description to be shown in the Mods tab of the main menu.
229 ### `settingtypes.txt`
231 The format is documented in `builtin/settingtypes.txt`.
232 It is parsed by the main menu settings dialogue to list mod-specific
233 settings in the "Mods" category.
237 The main Lua script. Running this script should register everything it
238 wants to register. Subsequent execution depends on minetest calling the
239 registered callbacks.
241 `minetest.settings` can be used to read custom or existing settings at load
242 time, if necessary. (See [`Settings`])
244 ### `textures`, `sounds`, `media`, `models`, `locale`
246 Media files (textures, sounds, whatever) that will be transferred to the
247 client and will be available for use by the mod and translation files for
248 the clients (see [Translations]).
250 It is suggested to use the folders for the purpous they are thought for,
251 eg. put textures into `textures`, translation files into `locale`,
252 models for entities or meshnodes into `models` et cetera.
254 These folders and subfolders can contain subfolders.
255 Subfolders with names starting with `_` or `.` are ignored.
256 If a subfolder contains a media file with the same name as a media file
257 in one of its parents, the parent's file is used.
259 Although it is discouraged, a mod can overwrite a media file of any mod that it
260 depends on by supplying a file with an equal name.
265 Registered names should generally be in this format:
269 `<whatever>` can have these characters:
273 This is to prevent conflicting names from corrupting maps and is
274 enforced by the mod loader.
276 Registered names can be overridden by prefixing the name with `:`. This can
277 be used for overriding the registrations of some other mod.
279 The `:` prefix can also be used for maintaining backwards compatibility.
283 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
284 So the name should be `experimental:tnt`.
286 Any mod can redefine `experimental:tnt` by using the name
290 when registering it. That mod is required to have `experimental` as a
299 Aliases of itemnames can be added by using
300 `minetest.register_alias(alias, original_name)` or
301 `minetest.register_alias_force(alias, original_name)`.
303 This adds an alias `alias` for the item called `original_name`.
304 From now on, you can use `alias` to refer to the item `original_name`.
306 The only difference between `minetest.register_alias` and
307 `minetest.register_alias_force` is that if an item named `alias` already exists,
308 `minetest.register_alias` will do nothing while
309 `minetest.register_alias_force` will unregister it.
311 This can be used for maintaining backwards compatibility.
313 This can also set quick access names for things, e.g. if
314 you have an item called `epiclylongmodname:stuff`, you could do
316 minetest.register_alias("stuff", "epiclylongmodname:stuff")
318 and be able to use `/giveme stuff`.
323 In a game, a certain number of these must be set to tell core mapgens which
324 of the game's nodes are to be used for core mapgen generation. For example:
326 minetest.register_alias("mapgen_stone", "default:stone")
328 ### Aliases for non-V6 mapgens
330 #### Essential aliases
333 * mapgen_water_source
334 * mapgen_river_water_source
336 `mapgen_river_water_source` is required for mapgens with sloping rivers where
337 it is necessary to have a river liquid node with a short `liquid_range` and
338 `liquid_renewable = false` to avoid flooding.
340 #### Optional aliases
344 Fallback lava node used if cave liquids are not defined in biome definitions.
345 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
349 Fallback node used if dungeon nodes are not defined in biome definitions.
350 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
352 ### Aliases needed for Mapgen V6
355 * mapgen_water_source
358 * mapgen_dirt_with_grass
361 * mapgen_desert_stone
363 * mapgen_dirt_with_snow
372 * mapgen_jungleleaves
375 * mapgen_pine_needles
378 * mapgen_stair_cobble
380 * mapgen_stair_desert_stone
382 ### Setting the node used in Mapgen Singlenode
384 By default the world is filled with air nodes. To set a different node use, for
387 minetest.register_alias("mapgen_singlenode", "default:stone")
395 Mods should generally prefix their textures with `modname_`, e.g. given
396 the mod name `foomod`, a texture could be called:
400 Textures are referred to by their complete name, or alternatively by
401 stripping out the file extension:
403 * e.g. `foomod_foothing.png`
404 * e.g. `foomod_foothing`
410 There are various texture modifiers that can be used
411 to let the client generate textures on-the-fly.
412 The modifiers are applied directly in sRGB colorspace,
413 i.e. without gamma-correction.
415 ### Texture overlaying
417 Textures can be overlaid by putting a `^` between them.
421 default_dirt.png^default_grass_side.png
423 `default_grass_side.png` is overlaid over `default_dirt.png`.
424 The texture with the lower resolution will be automatically upscaled to
425 the higher resolution texture.
429 Textures can be grouped together by enclosing them in `(` and `)`.
431 Example: `cobble.png^(thing1.png^thing2.png)`
433 A texture for `thing1.png^thing2.png` is created and the resulting
434 texture is overlaid on top of `cobble.png`.
438 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
439 passing complex texture names as arguments. Escaping is done with backslash and
440 is required for `^` and `:`.
442 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
444 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
445 on top of `cobble.png`.
447 ### Advanced texture modifiers
453 * `[crack:<t>:<n>:<p>`
454 * `[cracko:<t>:<n>:<p>`
458 * `<t>`: tile count (in each direction)
459 * `<n>`: animation frame count
460 * `<p>`: current animation frame
462 Draw a step of the crack animation on the texture.
463 `crack` draws it normally, while `cracko` lays it over, keeping transparent
468 default_cobble.png^[crack:10:1
470 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
476 * `<file>`: texture to combine
478 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
479 specified coordinates.
483 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
485 #### `[resize:<w>x<h>`
487 Resizes the texture to the given dimensions.
491 default_sandstone.png^[resize:16x16
495 Makes the base image transparent according to the given ratio.
497 `r` must be between 0 (transparent) and 255 (opaque).
501 default_sandstone.png^[opacity:127
503 #### `[invert:<mode>`
505 Inverts the given channels of the base image.
506 Mode may contain the characters "r", "g", "b", "a".
507 Only the channels that are mentioned in the mode string will be inverted.
511 default_apple.png^[invert:rgb
515 Brightens the texture.
519 tnt_tnt_side.png^[brighten
523 Makes the texture completely opaque.
527 default_leaves.png^[noalpha
529 #### `[makealpha:<r>,<g>,<b>`
531 Convert one color to transparency.
535 default_cobble.png^[makealpha:128,128,128
539 * `<t>`: transformation(s) to apply
541 Rotates and/or flips the image.
543 `<t>` can be a number (between 0 and 7) or a transform name.
544 Rotations are counter-clockwise.
547 1 R90 rotate by 90 degrees
548 2 R180 rotate by 180 degrees
549 3 R270 rotate by 270 degrees
551 5 FXR90 flip X then rotate by 90 degrees
553 7 FYR90 flip Y then rotate by 90 degrees
557 default_stone.png^[transformFXR90
559 #### `[inventorycube{<top>{<left>{<right>`
561 Escaping does not apply here and `^` is replaced by `&` in texture names
564 Create an inventory cube texture using the side textures.
568 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
570 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
571 `dirt.png^grass_side.png` textures
573 #### `[lowpart:<percent>:<file>`
575 Blit the lower `<percent>`% part of `<file>` on the texture.
579 base.png^[lowpart:25:overlay.png
581 #### `[verticalframe:<t>:<n>`
583 * `<t>`: animation frame count
584 * `<n>`: current animation frame
586 Crops the texture to a frame of a vertical animation.
590 default_torch_animated.png^[verticalframe:16:8
594 Apply a mask to the base image.
596 The mask is applied using binary AND.
598 #### `[sheet:<w>x<h>:<x>,<y>`
600 Retrieves a tile at position x,y from the base image
601 which it assumes to be a tilesheet with dimensions w,h.
603 #### `[colorize:<color>:<ratio>`
605 Colorize the textures with the given color.
606 `<color>` is specified as a `ColorString`.
607 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
608 it is an int, then it specifies how far to interpolate between the
609 colors where 0 is only the texture color and 255 is only `<color>`. If
610 omitted, the alpha of `<color>` will be used as the ratio. If it is
611 the word "`alpha`", then each texture pixel will contain the RGB of
612 `<color>` and the alpha of `<color>` multiplied by the alpha of the
615 #### `[multiply:<color>`
617 Multiplies texture colors with the given color.
618 `<color>` is specified as a `ColorString`.
619 Result is more like what you'd expect if you put a color on top of another
620 color, meaning white surfaces get a lot of your new color while black parts
621 don't change very much.
626 The goal of hardware coloring is to simplify the creation of
627 colorful nodes. If your textures use the same pattern, and they only
628 differ in their color (like colored wool blocks), you can use hardware
629 coloring instead of creating and managing many texture files.
630 All of these methods use color multiplication (so a white-black texture
631 with red coloring will result in red-black color).
635 This method is useful if you wish to create nodes/items with
636 the same texture, in different colors, each in a new node/item definition.
640 When you register an item or node, set its `color` field (which accepts a
641 `ColorSpec`) to the desired color.
643 An `ItemStack`'s static color can be overwritten by the `color` metadata
644 field. If you set that field to a `ColorString`, that color will be used.
648 Each tile may have an individual static color, which overwrites every
649 other coloring method. To disable the coloring of a face,
650 set its color to white (because multiplying with white does nothing).
651 You can set the `color` property of the tiles in the node's definition
652 if the tile is in table format.
656 For nodes and items which can have many colors, a palette is more
657 suitable. A palette is a texture, which can contain up to 256 pixels.
658 Each pixel is one possible color for the node/item.
659 You can register one node/item, which can have up to 256 colors.
661 #### Palette indexing
663 When using palettes, you always provide a pixel index for the given
664 node or `ItemStack`. The palette is read from left to right and from
665 top to bottom. If the palette has less than 256 pixels, then it is
666 stretched to contain exactly 256 pixels (after arranging the pixels
667 to one line). The indexing starts from 0.
671 * 16x16 palette, index = 0: the top left corner
672 * 16x16 palette, index = 4: the fifth pixel in the first row
673 * 16x16 palette, index = 16: the pixel below the top left corner
674 * 16x16 palette, index = 255: the bottom right corner
675 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
676 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
677 to ensure the total 256 pixels.
678 * 2x4 palette, index = 32: the top right corner
679 * 2x4 palette, index = 63: the top right corner
680 * 2x4 palette, index = 64: the pixel below the top left corner
682 #### Using palettes with items
684 When registering an item, set the item definition's `palette` field to
685 a texture. You can also use texture modifiers.
687 The `ItemStack`'s color depends on the `palette_index` field of the
688 stack's metadata. `palette_index` is an integer, which specifies the
689 index of the pixel to use.
691 #### Linking palettes with nodes
693 When registering a node, set the item definition's `palette` field to
694 a texture. You can also use texture modifiers.
695 The node's color depends on its `param2`, so you also must set an
696 appropriate `paramtype2`:
698 * `paramtype2 = "color"` for nodes which use their full `param2` for
699 palette indexing. These nodes can have 256 different colors.
700 The palette should contain 256 pixels.
701 * `paramtype2 = "colorwallmounted"` for nodes which use the first
702 five bits (most significant) of `param2` for palette indexing.
703 The remaining three bits are describing rotation, as in `wallmounted`
704 paramtype2. Division by 8 yields the palette index (without stretching the
705 palette). These nodes can have 32 different colors, and the palette
706 should contain 32 pixels.
708 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
709 pixel will be picked from the palette.
710 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
711 pixel will be picked from the palette.
712 * `paramtype2 = "colorfacedir"` for nodes which use the first
713 three bits of `param2` for palette indexing. The remaining
714 five bits are describing rotation, as in `facedir` paramtype2.
715 Division by 32 yields the palette index (without stretching the
716 palette). These nodes can have 8 different colors, and the
717 palette should contain 8 pixels.
719 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
720 first (= 0 + 1) pixel will be picked from the palette.
721 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
722 second (= 1 + 1) pixel will be picked from the palette.
724 To colorize a node on the map, set its `param2` value (according
725 to the node's paramtype2).
727 ### Conversion between nodes in the inventory and on the map
729 Static coloring is the same for both cases, there is no need
732 If the `ItemStack`'s metadata contains the `color` field, it will be
733 lost on placement, because nodes on the map can only use palettes.
735 If the `ItemStack`'s metadata contains the `palette_index` field, it is
736 automatically transferred between node and item forms by the engine,
737 when a player digs or places a colored node.
738 You can disable this feature by setting the `drop` field of the node
739 to itself (without metadata).
740 To transfer the color to a special drop, you need a drop table.
744 minetest.register_node("mod:stone", {
745 description = "Stone",
746 tiles = {"default_stone.png"},
747 paramtype2 = "color",
748 palette = "palette.png",
751 -- assume that mod:cobblestone also has the same palette
752 {items = {"mod:cobblestone"}, inherit_color = true },
757 ### Colored items in craft recipes
759 Craft recipes only support item strings, but fortunately item strings
760 can also contain metadata. Example craft recipe registration:
762 minetest.register_craft({
763 output = minetest.itemstring_with_palette("wool:block", 3),
771 To set the `color` field, you can use `minetest.itemstring_with_color`.
773 Metadata field filtering in the `recipe` field are not supported yet,
774 so the craft output is independent of the color of the ingredients.
779 Sometimes hardware coloring is not enough, because it affects the
780 whole tile. Soft texture overlays were added to Minetest to allow
781 the dynamic coloring of only specific parts of the node's texture.
782 For example a grass block may have colored grass, while keeping the
785 These overlays are 'soft', because unlike texture modifiers, the layers
786 are not merged in the memory, but they are simply drawn on top of each
787 other. This allows different hardware coloring, but also means that
788 tiles with overlays are drawn slower. Using too much overlays might
791 For inventory and wield images you can specify overlays which
792 hardware coloring does not modify. You have to set `inventory_overlay`
793 and `wield_overlay` fields to an image name.
795 To define a node overlay, simply set the `overlay_tiles` field of the node
796 definition. These tiles are defined in the same way as plain tiles:
797 they can have a texture name, color etc.
798 To skip one face, set that overlay tile to an empty string.
800 Example (colored grass block):
802 minetest.register_node("default:dirt_with_grass", {
803 description = "Dirt with Grass",
804 -- Regular tiles, as usual
805 -- The dirt tile disables palette coloring
806 tiles = {{name = "default_grass.png"},
807 {name = "default_dirt.png", color = "white"}},
808 -- Overlay tiles: define them in the same style
809 -- The top and bottom tile does not have overlay
810 overlay_tiles = {"", "",
811 {name = "default_grass_side.png"}},
812 -- Global color, used in inventory
814 -- Palette in the world
815 paramtype2 = "color",
816 palette = "default_foilage.png",
825 Only Ogg Vorbis files are supported.
827 For positional playing of sounds, only single-channel (mono) files are
828 supported. Otherwise OpenAL will play them non-positionally.
830 Mods should generally prefix their sounds with `modname_`, e.g. given
831 the mod name "`foomod`", a sound could be called:
835 Sounds are referred to by their name with a dot, a single digit and the
836 file extension stripped out. When a sound is played, the actual sound file
837 is chosen randomly from the matching sounds.
839 When playing the sound `foomod_foosound`, the sound is chosen randomly
840 from the available ones of the following files:
842 * `foomod_foosound.ogg`
843 * `foomod_foosound.0.ogg`
844 * `foomod_foosound.1.ogg`
846 * `foomod_foosound.9.ogg`
848 Examples of sound parameter tables:
850 -- Play locationless on all clients
852 gain = 1.0, -- default
853 fade = 0.0, -- default, change to a value > 0 to fade the sound in
854 pitch = 1.0, -- default
856 -- Play locationless to one player
859 gain = 1.0, -- default
860 fade = 0.0, -- default, change to a value > 0 to fade the sound in
861 pitch = 1.0, -- default
863 -- Play locationless to one player, looped
866 gain = 1.0, -- default
869 -- Play at a location
871 pos = {x = 1, y = 2, z = 3},
872 gain = 1.0, -- default
873 max_hear_distance = 32, -- default, uses an euclidean metric
875 -- Play connected to an object, looped
877 object = <an ObjectRef>,
878 gain = 1.0, -- default
879 max_hear_distance = 32, -- default, uses an euclidean metric
882 -- Play at a location, heard by anyone *but* the given player
884 pos = {x = 32, y = 0, z = 100},
885 max_hear_distance = 40,
886 exclude_player = name,
889 Looped sounds must either be connected to an object or played locationless to
890 one player using `to_player = name`.
892 A positional sound will only be heard by players that are within
893 `max_hear_distance` of the sound position, at the start of the sound.
895 `exclude_player = name` can be applied to locationless, positional and object-
896 bound sounds to exclude a single player from hearing them.
901 Specifies a sound name, gain (=volume) and pitch.
902 This is either a string or a table.
904 In string form, you just specify the sound name or
905 the empty string for no sound.
907 Table form has the following fields:
910 * `gain`: Volume (`1.0` = 100%)
911 * `pitch`: Pitch (`1.0` = 100%)
913 `gain` and `pitch` are optional and default to `1.0`.
919 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
920 * `{name = "default_place_node"}`: Same as above
921 * `{name = "default_place_node", gain = 0.5}`: 50% volume
922 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
927 These sound files are played back by the engine if provided.
929 * `player_damage`: Played when the local player takes damage (gain = 0.5)
930 * `player_falling_damage`: Played when the local player takes
931 damage by falling (gain = 0.5)
932 * `player_jump`: Played when the local player jumps
933 * `default_dig_<groupname>`: Default node digging sound
934 (see node sound definition for details)
936 Registered definitions
937 ======================
939 Anything added using certain [Registration functions] gets added to one or more
940 of the global [Registered definition tables].
942 Note that in some cases you will stumble upon things that are not contained
943 in these tables (e.g. when a mod has been removed). Always check for
944 existence before trying to access the fields.
948 All nodes register with `minetest.register_node` get added to the table
949 `minetest.registered_nodes`.
951 If you want to check the drawtype of a node, you could do:
953 local function get_nodedef_field(nodename, fieldname)
954 if not minetest.registered_nodes[nodename] then
957 return minetest.registered_nodes[nodename][fieldname]
959 local drawtype = get_nodedef_field(nodename, "drawtype")
967 Nodes are the bulk data of the world: cubes and other things that take the
968 space of a cube. Huge amounts of them are handled efficiently, but they
971 The definition of a node is stored and can be accessed by using
973 minetest.registered_nodes[node.name]
975 See [Registered definitions].
977 Nodes are passed by value between Lua and the engine.
978 They are represented by a table:
980 {name="name", param1=num, param2=num}
982 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
983 them for certain automated functions. If you don't use these functions, you can
984 use them to store arbitrary values.
989 The functions of `param1` and `param2` are determined by certain fields in the
992 The function of `param1` is determined by `paramtype` in node definition.
993 `param1` is reserved for the engine when `paramtype != "none"`.
995 * `paramtype = "light"`
996 * The value stores light with and without sun in its upper and lower 4 bits
998 * Required by a light source node to enable spreading its light.
999 * Required by the following drawtypes as they determine their visual
1000 brightness from their internal light value:
1010 * `paramtype = "none"`
1011 * `param1` will not be used by the engine and can be used to store
1014 The function of `param2` is determined by `paramtype2` in node definition.
1015 `param2` is reserved for the engine when `paramtype2 != "none"`.
1017 * `paramtype2 = "flowingliquid"`
1018 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1019 * The liquid level and a flag of the liquid are stored in `param2`
1020 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1021 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1022 to access/manipulate the content of this field
1023 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1024 * `paramtype2 = "wallmounted"`
1025 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
1026 * The rotation of the node is stored in `param2`
1027 * You can make this value by using `minetest.dir_to_wallmounted()`
1028 * Values range 0 - 5
1029 * The value denotes at which direction the node is "mounted":
1030 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1031 * `paramtype2 = "facedir"`
1032 * Supported drawtypes: "normal", "nodebox", "mesh"
1033 * The rotation of the node is stored in `param2`. Furnaces and chests are
1034 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1035 * Values range 0 - 23
1036 * facedir / 4 = axis direction:
1037 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1038 * facedir modulo 4 = rotation around that axis
1039 * `paramtype2 = "leveled"`
1040 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1042 * The level of the top face of the nodebox is stored in `param2`.
1043 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1045 * The nodebox height is (`param2` / 64) nodes.
1046 * The maximum accepted value of `param2` is 127.
1048 * The height of the 'plantlike' section is stored in `param2`.
1049 * The height is (`param2` / 16) nodes.
1050 * `paramtype2 = "degrotate"`
1051 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1053 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1054 get the actual rotation in degrees of the node.
1055 * `paramtype2 = "meshoptions"`
1056 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1057 optional modifiers of the "plant". `param2` is a bitfield.
1058 * Bits 0 to 2 select the shape.
1059 Use only one of the values below:
1060 * 0 = a "x" shaped plant (ordinary plant)
1061 * 1 = a "+" shaped plant (just rotated 45 degrees)
1062 * 2 = a "*" shaped plant with 3 faces instead of 2
1063 * 3 = a "#" shaped plant with 4 faces instead of 2
1064 * 4 = a "#" shaped plant with 4 faces that lean outwards
1065 * 5-7 are unused and reserved for future meshes.
1066 * Bits 3 to 7 are used to enable any number of optional modifiers.
1067 Just add the corresponding value(s) below to `param2`:
1068 * 8 - Makes the plant slightly vary placement horizontally
1069 * 16 - Makes the plant mesh 1.4x larger
1070 * 32 - Moves each face randomly a small bit down (1/8 max)
1071 * values 64 and 128 (bits 6-7) are reserved for future use.
1072 * Example: `param2 = 0` selects a normal "x" shaped plant
1073 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1074 * `paramtype2 = "color"`
1075 * `param2` tells which color is picked from the palette.
1076 The palette should have 256 pixels.
1077 * `paramtype2 = "colorfacedir"`
1078 * Same as `facedir`, but with colors.
1079 * The first three bits of `param2` tells which color is picked from the
1080 palette. The palette should have 8 pixels.
1081 * `paramtype2 = "colorwallmounted"`
1082 * Same as `wallmounted`, but with colors.
1083 * The first five bits of `param2` tells which color is picked from the
1084 palette. The palette should have 32 pixels.
1085 * `paramtype2 = "glasslikeliquidlevel"`
1086 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1088 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1090 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1091 * `paramtype2 = "colordegrotate"`
1092 * Same as `degrotate`, but with colors.
1093 * The first (most-significant) three bits of `param2` tells which color
1094 is picked from the palette. The palette should have 8 pixels.
1095 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1096 * `paramtype2 = "none"`
1097 * `param2` will not be used by the engine and can be used to store
1100 Nodes can also contain extra data. See [Node Metadata].
1105 There are a bunch of different looking node types.
1107 Look for examples in `games/devtest` or `games/minetest_game`.
1110 * A node-sized cube.
1112 * Invisible, uses no texture.
1114 * The cubic source node for a liquid.
1115 * Faces bordering to the same node are never rendered.
1116 * Connects to node specified in `liquid_alternative_flowing`.
1117 * Use `backface_culling = false` for the tiles you want to make
1118 visible when inside the node.
1120 * The flowing version of a liquid, appears with various heights and slopes.
1121 * Faces bordering to the same node are never rendered.
1122 * Connects to node specified in `liquid_alternative_source`.
1123 * Node textures are defined with `special_tiles` where the first tile
1124 is for the top and bottom faces and the second tile is for the side
1126 * `tiles` is used for the item/inventory/wield image rendering.
1127 * Use `backface_culling = false` for the special tiles you want to make
1128 visible when inside the node
1130 * Often used for partially-transparent nodes.
1131 * Only external sides of textures are visible.
1132 * `glasslike_framed`
1133 * All face-connected nodes are drawn as one volume within a surrounding
1135 * The frame appearance is generated from the edges of the first texture
1136 specified in `tiles`. The width of the edges used are 1/16th of texture
1137 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1138 * The glass 'shine' (or other desired detail) on each node face is supplied
1139 by the second texture specified in `tiles`.
1140 * `glasslike_framed_optional`
1141 * This switches between the above 2 drawtypes according to the menu setting
1144 * Often used for partially-transparent nodes.
1145 * External and internal sides of textures are visible.
1146 * `allfaces_optional`
1147 * Often used for leaves nodes.
1148 * This switches between `normal`, `glasslike` and `allfaces` according to
1149 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1150 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1151 is used instead, if present. This allows a visually thicker texture to be
1152 used to compensate for how `glasslike` reduces visual thickness.
1154 * A single vertical texture.
1155 * If `paramtype2="[color]wallmounted":
1156 * If placed on top of a node, uses the first texture specified in `tiles`.
1157 * If placed against the underside of a node, uses the second texture
1158 specified in `tiles`.
1159 * If placed on the side of a node, uses the third texture specified in
1160 `tiles` and is perpendicular to that node.
1161 * If `paramtype2="none"`:
1162 * Will be rendered as if placed on top of a node (see
1163 above) and only the first texture is used.
1165 * A single texture parallel to, and mounted against, the top, underside or
1167 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1168 * If `paramtype2="none"`, it will always be on the floor.
1170 * Two vertical and diagonal textures at right-angles to each other.
1171 * See `paramtype2 = "meshoptions"` above for other options.
1173 * When above a flat surface, appears as 6 textures, the central 2 as
1174 `plantlike` plus 4 more surrounding those.
1175 * If not above a surface the central 2 do not appear, but the texture
1176 appears against the faces of surrounding nodes if they are present.
1178 * A 3D model suitable for a wooden fence.
1179 * One placed node appears as a single vertical post.
1180 * Adjacently-placed nodes cause horizontal bars to appear between them.
1182 * Often used for tracks for mining carts.
1183 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1184 curved, t-junction, crossing.
1185 * Each placed node automatically switches to a suitable rotated texture
1186 determined by the adjacent `raillike` nodes, in order to create a
1187 continuous track network.
1188 * Becomes a sloping node if placed against stepped nodes.
1190 * Often used for stairs and slabs.
1191 * Allows defining nodes consisting of an arbitrary number of boxes.
1192 * See [Node boxes] below for more information.
1194 * Uses models for nodes.
1195 * Tiles should hold model materials textures.
1196 * Only static meshes are implemented.
1197 * For supported model formats see Irrlicht engine documentation.
1198 * `plantlike_rooted`
1199 * Enables underwater `plantlike` without air bubbles around the nodes.
1200 * Consists of a base cube at the co-ordinates of the node plus a
1201 `plantlike` extension above with a height of `param2 / 16` nodes.
1202 * The `plantlike` extension visually passes through any nodes above the
1203 base cube without affecting them.
1204 * The base cube texture tiles are defined as normal, the `plantlike`
1205 extension uses the defined special tile, for example:
1206 `special_tiles = {{name = "default_papyrus.png"}},`
1208 `*_optional` drawtypes need less rendering time if deactivated
1209 (always client-side).
1214 Node selection boxes are defined using "node boxes".
1216 A nodebox is defined as any of:
1219 -- A normal cube; the default in most things
1223 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1225 fixed = box OR {box1, box2, ...}
1228 -- A variable height box (or boxes) with the top face position defined
1229 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1231 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1233 fixed = box OR {box1, box2, ...}
1236 -- A box like the selection box for torches
1237 -- (wallmounted param2 is used, if applicable)
1238 type = "wallmounted",
1244 -- A node that has optional boxes depending on neighbouring nodes'
1245 -- presence and type. See also `connects_to`.
1247 fixed = box OR {box1, box2, ...}
1248 connect_top = box OR {box1, box2, ...}
1249 connect_bottom = box OR {box1, box2, ...}
1250 connect_front = box OR {box1, box2, ...}
1251 connect_left = box OR {box1, box2, ...}
1252 connect_back = box OR {box1, box2, ...}
1253 connect_right = box OR {box1, box2, ...}
1254 -- The following `disconnected_*` boxes are the opposites of the
1255 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1256 -- on the respective side, the corresponding disconnected box is drawn.
1257 disconnected_top = box OR {box1, box2, ...}
1258 disconnected_bottom = box OR {box1, box2, ...}
1259 disconnected_front = box OR {box1, box2, ...}
1260 disconnected_left = box OR {box1, box2, ...}
1261 disconnected_back = box OR {box1, box2, ...}
1262 disconnected_right = box OR {box1, box2, ...}
1263 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1264 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1265 -- neighbours to the sides
1268 A `box` is defined as:
1270 {x1, y1, z1, x2, y2, z2}
1272 A box of a regular node would look like:
1274 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1276 To avoid collision issues, keep each value within the range of +/- 1.45.
1277 This also applies to leveled nodeboxes, where the final height shall not
1278 exceed this soft limit.
1282 Map terminology and coordinates
1283 ===============================
1285 Nodes, mapblocks, mapchunks
1286 ---------------------------
1288 A 'node' is the fundamental cubic unit of a world and appears to a player as
1289 roughly 1x1x1 meters in size.
1291 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1292 fundamental region of a world that is stored in the world database, sent to
1293 clients and handled by many parts of the engine.
1294 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1295 'node', however 'block' often appears in the API.
1297 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1298 (80x80x80 nodes) and is the volume of world generated in one operation by
1300 The size in mapblocks has been chosen to optimise map generation.
1305 ### Orientation of axes
1307 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1309 ### Node coordinates
1311 Almost all positions used in the API use node coordinates.
1313 ### Mapblock coordinates
1315 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1316 specify a particular mapblock.
1317 For example blockpos (0,0,0) specifies the mapblock that extends from
1318 node position (0,0,0) to node position (15,15,15).
1320 #### Converting node position to the containing blockpos
1322 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1325 * blockpos = math.floor(nodepos / 16)
1327 #### Converting blockpos to min/max node positions
1329 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1333 nodepos = blockpos * 16
1335 nodepos = blockpos * 16 + 15
1346 The position field is used for all element types.
1348 To account for differing resolutions, the position coordinates are the
1349 percentage of the screen, ranging in value from `0` to `1`.
1351 The name field is not yet used, but should contain a description of what the
1352 HUD element represents.
1354 The `direction` field is the direction in which something is drawn.
1355 `0` draws from left to right, `1` draws from right to left, `2` draws from
1356 top to bottom, and `3` draws from bottom to top.
1358 The `alignment` field specifies how the item will be aligned. It is a table
1359 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1360 moved to the left/up, and `1` is to the right/down. Fractional values can be
1363 The `offset` field specifies a pixel offset from the position. Contrary to
1364 position, the offset is not scaled to screen size. This allows for some
1365 precisely positioned items in the HUD.
1367 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1370 The `z_index` field specifies the order of HUD elements from back to front.
1371 Lower z-index elements are displayed behind higher z-index elements. Elements
1372 with same z-index are displayed in an arbitrary order. Default 0.
1373 Supports negative values. By convention, the following values are recommended:
1375 * -400: Graphical effects, such as vignette
1376 * -300: Name tags, waypoints
1378 * -100: Things that block the player's view, e.g. masks
1379 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1380 minimap, builtin statbars, etc.
1381 * 100: Temporary text messages or notification icons
1382 * 1000: Full-screen effects such as full-black screen or credits.
1383 This includes effects that cover the entire screen
1384 * Other: If your HUD element doesn't fit into any category, pick a number
1385 between the suggested values
1389 Below are the specific uses for fields in each type; fields not listed for that
1394 Displays an image on the HUD.
1396 * `scale`: The scale of the image, with 1 being the original texture size.
1397 Only the X coordinate scale is used (positive values).
1398 Negative values represent that percentage of the screen it
1399 should take; e.g. `x=-100` means 100% (width).
1400 * `text`: The name of the texture that is displayed.
1401 * `alignment`: The alignment of the image.
1402 * `offset`: offset in pixels from position.
1406 Displays text on the HUD.
1408 * `scale`: Defines the bounding rectangle of the text.
1409 A value such as `{x=100, y=100}` should work.
1410 * `text`: The text to be displayed in the HUD element.
1411 * `number`: An integer containing the RGB value of the color used to draw the
1412 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1413 * `alignment`: The alignment of the text.
1414 * `offset`: offset in pixels from position.
1415 * `size`: size of the text.
1416 The player-set font size is multiplied by size.x (y value isn't used).
1420 Displays a horizontal bar made up of half-images with an optional background.
1422 * `text`: The name of the texture to use.
1423 * `text2`: Optional texture name to enable a background / "off state"
1424 texture (useful to visualize the maximal value). Both textures
1425 must have the same size.
1426 * `number`: The number of half-textures that are displayed.
1427 If odd, will end with a vertically center-split texture.
1428 * `item`: Same as `number` but for the "off state" texture
1429 * `direction`: To which direction the images will extend to
1430 * `offset`: offset in pixels from position.
1431 * `size`: If used, will force full-image size to this value (override texture
1436 * `text`: The name of the inventory list to be displayed.
1437 * `number`: Number of items in the inventory to be displayed.
1438 * `item`: Position of item that is selected.
1440 * `offset`: offset in pixels from position.
1444 Displays distance to selected world position.
1446 * `name`: The name of the waypoint.
1447 * `text`: Distance suffix. Can be blank.
1448 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1449 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1450 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1451 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1452 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1453 `precision = n` will show multiples of `1/n`
1454 * `number:` An integer containing the RGB value of the color used to draw the
1456 * `world_pos`: World position of the waypoint.
1457 * `offset`: offset in pixels from position.
1458 * `alignment`: The alignment of the waypoint.
1460 ### `image_waypoint`
1462 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1464 * `scale`: The scale of the image, with 1 being the original texture size.
1465 Only the X coordinate scale is used (positive values).
1466 Negative values represent that percentage of the screen it
1467 should take; e.g. `x=-100` means 100% (width).
1468 * `text`: The name of the texture that is displayed.
1469 * `alignment`: The alignment of the image.
1470 * `world_pos`: World position of the waypoint.
1471 * `offset`: offset in pixels from position.
1475 Displays an image oriented or translated according to current heading direction.
1477 * `size`: The size of this element. Negative values represent percentage
1478 of the screen; e.g. `x=-100` means 100% (width).
1479 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1480 * `text`: The name of the texture to use.
1481 * `alignment`: The alignment of the image.
1482 * `offset`: Offset in pixels from position.
1483 * `dir`: How the image is rotated/translated:
1484 * 0 - Rotate as heading direction
1485 * 1 - Rotate in reverse direction
1486 * 2 - Translate as landscape direction
1487 * 3 - Translate in reverse direction
1489 If translation is chosen, texture is repeated horizontally to fill the whole element.
1493 Displays a minimap on the HUD.
1495 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1497 * `alignment`: The alignment of the minimap.
1498 * `offset`: offset in pixels from position.
1500 Representations of simple things
1501 ================================
1506 {x=num, y=num, z=num}
1508 Note: it is highly recommended to construct a vector using the helper function:
1509 vector.new(num, num, num)
1511 For helper functions see [Spatial Vectors].
1516 * `{type="nothing"}`
1517 * `{type="node", under=pos, above=pos}`
1518 * Indicates a pointed node selection box.
1519 * `under` refers to the node position behind the pointed face.
1520 * `above` refers to the node position in front of the pointed face.
1521 * `{type="object", ref=ObjectRef}`
1523 Exact pointing location (currently only `Raycast` supports these fields):
1525 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1526 point on the selection box which is pointed at. May be in the selection box
1527 if the pointer is in the box too.
1528 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1530 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1531 selected selection box. This specifies which face is pointed at.
1532 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1538 Flag Specifier Format
1539 =====================
1541 Flags using the standardized flag specifier format can be specified in either
1542 of two ways, by string or table.
1544 The string format is a comma-delimited set of flag names; whitespace and
1545 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1546 flag, and specifying a flag prefixed by the string `"no"` explicitly
1547 clears the flag from whatever the default may be.
1549 In addition to the standard string flag format, the schematic flags field can
1550 also be a table of flag names to boolean values representing whether or not the
1551 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1552 is present, mapped to a boolean of any value, the specified flag is unset.
1554 E.g. A flag field of value
1556 {place_center_x = true, place_center_y=false, place_center_z=true}
1560 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1562 which is equivalent to
1564 "place_center_x, noplace_center_y, place_center_z"
1568 "place_center_x, place_center_z"
1570 since, by default, no schematic attributes are set.
1581 There are three kinds of items: nodes, tools and craftitems.
1583 * Node: Can be placed in the world's voxel grid
1584 * Tool: Has a wear property but cannot be stacked. The default use action is to
1585 dig nodes or hit objects according to its tool capabilities.
1586 * Craftitem: Cannot dig nodes or be placed
1591 All item stacks have an amount between 0 and 65535. It is 1 by
1592 default. Tool item stacks can not have an amount greater than 1.
1594 Tools use a wear (damage) value ranging from 0 to 65535. The
1595 value 0 is the default and is used for unworn tools. The values
1596 1 to 65535 are used for worn tools, where a higher value stands for
1597 a higher wear. Non-tools always have a wear value of 0.
1602 Items and item stacks can exist in three formats: Serializes, table format
1605 When an item must be passed to a function, it can usually be in any of
1610 This is called "stackstring" or "itemstring". It is a simple string with
1611 1-3 components: the full item identifier, an optional amount and an optional
1614 <identifier> [<amount>[ <wear>]]
1618 * `'default:apple'`: 1 apple
1619 * `'default:dirt 5'`: 5 dirt
1620 * `'default:pick_stone'`: a new stone pickaxe
1621 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1629 {name="default:dirt", count=5, wear=0, metadata=""}
1631 A wooden pick about 1/3 worn out:
1633 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1637 {name="default:apple", count=1, wear=0, metadata=""}
1641 A native C++ format with many helper methods. Useful for converting
1642 between formats. See the [Class reference] section for details.
1650 In a number of places, there is a group table. Groups define the
1651 properties of a thing (item, node, armor of entity, capabilities of
1652 tool) in such a way that the engine and other mods can can interact with
1653 the thing without actually knowing what the thing is.
1658 Groups are stored in a table, having the group names with keys and the
1659 group ratings as values. Group ratings are integer values within the
1660 range [-32767, 32767]. For example:
1663 groups = {crumbly=3, soil=1}
1665 -- A more special dirt-kind of thing
1666 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1668 Groups always have a rating associated with them. If there is no
1669 useful meaning for a rating for an enabled group, it shall be `1`.
1671 When not defined, the rating of a group defaults to `0`. Thus when you
1672 read groups, you must interpret `nil` and `0` as the same value, `0`.
1674 You can read the rating of a group for an item or a node by using
1676 minetest.get_item_group(itemname, groupname)
1681 Groups of items can define what kind of an item it is (e.g. wool).
1686 In addition to the general item things, groups are used to define whether
1687 a node is destroyable and how long it takes to destroy by a tool.
1692 For entities, groups are, as of now, used only for calculating damage.
1693 The rating is the percentage of damage caused by tools with this damage group.
1694 See [Entity damage mechanism].
1696 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1697 object.set_armor_groups({fleshy=30, cracky=80})
1702 Groups in tools define which groups of nodes and entities they are
1705 Groups in crafting recipes
1706 --------------------------
1708 An example: Make meat soup from any meat, any water and any bowl:
1711 output = 'food:meat_soup_raw',
1717 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1720 Another example: Make red wool from white wool and red dye:
1724 output = 'wool:red',
1725 recipe = {'wool:white', 'group:dye,basecolor_red'},
1731 The asterisk `(*)` after a group name describes that there is no engine
1732 functionality bound to it, and implementation is left up as a suggestion
1735 ### Node, item and tool groups
1737 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1738 that the item should be hidden in item lists.
1741 ### Node-only groups
1743 * `attached_node`: if the node under it is not a walkable block the node will be
1744 dropped as an item. If the node is wallmounted the wallmounted direction is
1746 * `bouncy`: value is bounce speed in percent
1747 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1748 connect to each other
1749 * `dig_immediate`: Player can always pick up node without reducing tool wear
1750 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1751 * `3`: the node always gets the digging time 0 seconds (torch)
1752 * `disable_jump`: Player (and possibly other things) cannot jump from node
1753 or if their feet are in the node. Note: not supported for `new_move = false`
1754 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1755 the top of this node. There's also an armor group with the same name.
1756 The final player damage is determined by the following formula:
1759 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1760 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1761 - (14) -- constant tolerance
1762 Negative damage values are discarded as no damage.
1763 * `falling_node`: if there is no walkable block under the node it will fall
1764 * `float`: the node will not fall through liquids
1765 * `level`: Can be used to give an additional sense of progression in the game.
1766 * A larger level will cause e.g. a weapon of a lower level make much less
1767 damage, and get worn out much faster, or not be able to get drops
1768 from destroyed nodes.
1769 * `0` is something that is directly accessible at the start of gameplay
1770 * There is no upper limit
1771 * See also: `leveldiff` in [Tools]
1772 * `slippery`: Players and items will slide on the node.
1773 Slipperiness rises steadily with `slippery` value, starting at 1.
1776 ### Tool-only groups
1778 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1779 `"toolrepair"` crafting recipe
1782 ### `ObjectRef` armor groups
1784 * `immortal`: Skips all damage and breath handling for an object. This group
1785 will also hide the integrated HUD status bars for players. It is
1786 automatically set to all players when damage is disabled on the server and
1787 cannot be reset (subject to change).
1788 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1789 when they hit the ground. It is analog to the node group with the same
1790 name. See the node group above for the exact calculation.
1791 * `punch_operable`: For entities; disables the regular damage mechanism for
1792 players punching it by hand or a non-tool item, so that it can do something
1793 else than take damage.
1797 Known damage and digging time defining groups
1798 ---------------------------------------------
1800 * `crumbly`: dirt, sand
1801 * `cracky`: tough but crackable stuff like stone.
1802 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1803 plants, wire, sheets of metal
1804 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1805 * `fleshy`: Living things like animals and the player. This could imply
1806 some blood effects when hitting.
1807 * `explody`: Especially prone to explosions
1808 * `oddly_breakable_by_hand`:
1809 Can be added to nodes that shouldn't logically be breakable by the
1810 hand but are. Somewhat similar to `dig_immediate`, but times are more
1811 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1812 speed of a tool if the tool can dig at a faster speed than this
1813 suggests for the hand.
1815 Examples of custom groups
1816 -------------------------
1818 Item groups are often used for defining, well, _groups of items_.
1820 * `meat`: any meat-kind of a thing (rating might define the size or healing
1821 ability or be irrelevant -- it is not defined as of yet)
1822 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1824 * `flammable`: can be set on fire. Rating might define the intensity of the
1825 fire, affecting e.g. the speed of the spreading of an open fire.
1826 * `wool`: any wool (any origin, any color)
1827 * `metal`: any metal
1828 * `weapon`: any weapon
1829 * `heavy`: anything considerably heavy
1831 Digging time calculation specifics
1832 ----------------------------------
1834 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1835 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1836 faster digging time.
1838 The `level` group is used to limit the toughness of nodes a tool can dig
1839 and to scale the digging times / damage to a greater extent.
1841 **Please do understand this**, otherwise you cannot use the system to it's
1844 Tools define their properties by a list of parameters for groups. They
1845 cannot dig other groups; thus it is important to use a standard bunch of
1846 groups to enable interaction with tools.
1859 * Full punch interval
1860 * Maximum drop level
1861 * For an arbitrary list of groups:
1862 * Uses (until the tool breaks)
1863 * Maximum level (usually `0`, `1`, `2` or `3`)
1867 ### Full punch interval
1869 When used as a weapon, the tool will do full damage if this time is spent
1870 between punches. If e.g. half the time is spent, the tool will do half
1873 ### Maximum drop level
1875 Suggests the maximum level of node, when dug with the tool, that will drop
1876 it's useful item. (e.g. iron ore to drop a lump of iron).
1878 This is not automated; it is the responsibility of the node definition
1883 Determines how many uses the tool has when it is used for digging a node,
1884 of this group, of the maximum level. For lower leveled nodes, the use count
1885 is multiplied by `3^leveldiff`.
1886 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1887 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1889 * `uses=10, leveldiff=0`: actual uses: 10
1890 * `uses=10, leveldiff=1`: actual uses: 30
1891 * `uses=10, leveldiff=2`: actual uses: 90
1895 Tells what is the maximum level of a node of this group that the tool will
1900 List of digging times for different ratings of the group, for nodes of the
1903 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1904 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1905 for this group, and unable to dig the rating `1`, which is the toughest.
1906 Unless there is a matching group that enables digging otherwise.
1908 If the result digging time is 0, a delay of 0.15 seconds is added between
1909 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1910 i.e. players can more quickly click the nodes away instead of holding LMB.
1914 List of damage for groups of entities. See [Entity damage mechanism].
1916 Example definition of the capabilities of a tool
1917 ------------------------------------------------
1919 tool_capabilities = {
1920 full_punch_interval=1.5,
1923 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1925 damage_groups = {fleshy=2},
1928 This makes the tool be able to dig nodes that fulfil both of these:
1930 * Have the `crumbly` group
1931 * Have a `level` group less or equal to `2`
1933 Table of resulting digging times:
1935 crumbly 0 1 2 3 4 <- level
1937 1 0.80 1.60 1.60 - -
1938 2 0.60 1.20 1.20 - -
1939 3 0.40 0.80 0.80 - -
1941 level diff: 2 1 0 -1 -2
1943 Table of resulting tool uses:
1952 * At `crumbly==0`, the node is not diggable.
1953 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1954 easy nodes to be quickly breakable.
1955 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1960 Entity damage mechanism
1961 =======================
1966 foreach group in cap.damage_groups:
1967 damage += cap.damage_groups[group]
1968 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1969 * (object.armor_groups[group] / 100.0)
1970 -- Where object.armor_groups[group] is 0 for inexistent values
1973 Client predicts damage based on damage groups. Because of this, it is able to
1974 give an immediate response when an entity is damaged or dies; the response is
1975 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1977 Currently a smoke puff will appear when an entity dies.
1979 The group `immortal` completely disables normal damage.
1981 Entities can define a special armor group, which is `punch_operable`. This
1982 group disables the regular damage mechanism for players punching it by hand or
1983 a non-tool item, so that it can do something else than take damage.
1985 On the Lua side, every punch calls:
1987 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1990 This should never be called directly, because damage is usually not handled by
1993 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1994 accessed unless absolutely required, to encourage interoperability.
1995 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1996 * `tool_capabilities` can be `nil`.
1997 * `direction` is a unit vector, pointing from the source of the punch to
1999 * `damage` damage that will be done to entity
2000 Return value of this function will determine if damage is done by this function
2001 (retval true) or shall be done by engine (retval false)
2003 To punch an entity/object in Lua, call:
2005 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2007 * Return value is tool wear.
2008 * Parameters are equal to the above callback.
2009 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2010 will be automatically filled in based on the location of `puncher`.
2021 The instance of a node in the world normally only contains the three values
2022 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2023 It is called "node metadata"; See `NodeMetaRef`.
2025 Node metadata contains two things:
2030 Some of the values in the key-value store are handled specially:
2032 * `formspec`: Defines a right-click inventory menu. See [Formspec].
2033 * `infotext`: Text shown on the screen when the node is pointed at
2037 local meta = minetest.get_meta(pos)
2038 meta:set_string("formspec",
2040 "list[context;main;0,0;8,4;]"..
2041 "list[current_player;main;0,5;8,4;]")
2042 meta:set_string("infotext", "Chest");
2043 local inv = meta:get_inventory()
2044 inv:set_size("main", 8*4)
2045 print(dump(meta:to_table()))
2048 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2049 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2050 [10] = "", [11] = "", [12] = "", [13] = "",
2051 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2052 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2053 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2054 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2058 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2066 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2068 Item metadata only contains a key-value store.
2070 Some of the values in the key-value store are handled specially:
2072 * `description`: Set the item stack's description.
2073 See also: `get_description` in [`ItemStack`]
2074 * `short_description`: Set the item stack's short description.
2075 See also: `get_short_description` in [`ItemStack`]
2076 * `color`: A `ColorString`, which sets the stack's color.
2077 * `palette_index`: If the item has a palette, this is used to get the
2078 current color from the palette.
2082 local meta = stack:get_meta()
2083 meta:set_string("key", "value")
2084 print(dump(meta:to_table()))
2092 Formspec defines a menu. This supports inventories and some of the
2093 typical widgets like buttons, checkboxes, text input fields, etc.
2094 It is a string, with a somewhat strange format.
2096 A formspec is made out of formspec elements, which includes widgets
2097 like buttons but also can be used to set stuff like background color.
2099 Many formspec elements have a `name`, which is a unique identifier which
2100 is used when the server receives user input. You must not use the name
2101 "quit" for formspec elements.
2103 Spaces and newlines can be inserted between the blocks, as is used in the
2106 Position and size units are inventory slots unless the new coordinate system
2107 is enabled. `X` and `Y` position the formspec element relative to the top left
2108 of the menu or container. `W` and `H` are its width and height values.
2110 If the new system is enabled, all elements have unified coordinates for all
2111 elements with no padding or spacing in between. This is highly recommended
2112 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2115 Inventories with a `player:<name>` inventory location are only sent to the
2116 player named `<name>`.
2118 When displaying text which can contain formspec code, e.g. text set by a player,
2119 use `minetest.formspec_escape`.
2120 For coloured text you can use `minetest.colorize`.
2122 Since formspec version 3, elements drawn in the order they are defined. All
2123 background elements are drawn before all other elements.
2125 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2126 reserved to pass key press events to formspec!
2128 **WARNING**: Minetest allows you to add elements to every single formspec instance
2129 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2130 appearing when you don't expect them to, or why things are styled differently
2131 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2139 list[context;main;0,0;8,4;]
2140 list[current_player;main;0,5;8,4;]
2145 list[context;fuel;2,3;1,1;]
2146 list[context;src;2,1;1,1;]
2147 list[context;dst;5,1;2,2;]
2148 list[current_player;main;0,5;8,4;]
2150 ### Minecraft-like player inventory
2153 image[1,0.6;1,2;player.png]
2154 list[current_player;main;0,3.5;8,4;]
2155 list[current_player;craft;3,0;3,3;]
2156 list[current_player;craftpreview;7,1;1,1;]
2161 * FORMSPEC VERSION 1:
2163 * FORMSPEC VERSION 2:
2164 * Forced real coordinates
2165 * background9[]: 9-slice scaling parameters
2166 * FORMSPEC VERSION 3:
2167 * Formspec elements are drawn in the order of definition
2168 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2169 * box[] and image[] elements enable clipping by default
2170 * new element: scroll_container[]
2171 * FORMSPEC VERSION 4:
2172 * Allow dropdown indexing events
2177 ### `formspec_version[<version>]`
2179 * Set the formspec version to a certain number. If not specified,
2180 version 1 is assumed.
2181 * Must be specified before `size` element.
2182 * Clients older than this version can neither show newer elements nor display
2183 elements with new arguments correctly.
2184 * Available since feature `formspec_version_element`.
2185 * See also: [Version History]
2187 ### `size[<W>,<H>,<fixed_size>]`
2189 * Define the size of the menu in inventory slots
2190 * `fixed_size`: `true`/`false` (optional)
2191 * deprecated: `invsize[<W>,<H>;]`
2193 ### `position[<X>,<Y>]`
2195 * Must be used after `size` element.
2196 * Defines the position on the game window of the formspec's `anchor` point.
2197 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2199 * [0.0, 0.0] sets the position to the top left corner of the game window.
2200 * [1.0, 1.0] sets the position to the bottom right of the game window.
2201 * Defaults to the center of the game window [0.5, 0.5].
2203 ### `anchor[<X>,<Y>]`
2205 * Must be used after both `size` and `position` (if present) elements.
2206 * Defines the location of the anchor point within the formspec.
2207 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2209 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2210 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2211 * Defaults to the center of the formspec [0.5, 0.5].
2213 * `position` and `anchor` elements need suitable values to avoid a formspec
2214 extending off the game window due to particular game window sizes.
2218 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2219 * Disables player:set_formspec_prepend() from applying to this formspec.
2221 ### `real_coordinates[<bool>]`
2223 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2224 * When set to true, all following formspec elements will use the new coordinate system.
2225 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2226 (if present), the form size will use the new coordinate system.
2227 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2228 They must enable it explicitly.
2229 * For information on converting forms to the new coordinate system, see `Migrating
2230 to Real Coordinates`.
2232 ### `container[<X>,<Y>]`
2234 * Start of a container block, moves all physical elements in the container by
2236 * Must have matching `container_end`
2237 * Containers can be nested, in which case the offsets are added
2238 (child containers are relative to parent containers)
2240 ### `container_end[]`
2242 * End of a container, following elements are no longer relative to this
2245 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2247 * Start of a scroll_container block. All contained elements will ...
2248 * take the scroll_container coordinate as position origin,
2249 * be additionally moved by the current value of the scrollbar with the name
2250 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2251 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2252 * `orientation`: possible values are `vertical` and `horizontal`.
2253 * `scroll factor`: optional, defaults to `0.1`.
2254 * Nesting is possible.
2255 * Some elements might work a little different if they are in a scroll_container.
2256 * Note: If you want the scroll_container to actually work, you also need to add a
2257 scrollbar element with the specified name. Furthermore, it is highly recommended
2258 to use a scrollbaroptions element on this scrollbar.
2260 ### `scroll_container_end[]`
2262 * End of a scroll_container, following elements are no longer bound to this
2265 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2267 * Show an inventory list if it has been sent to the client. Nothing will
2268 be shown if the inventory list is of size 0.
2269 * **Note**: With the new coordinate system, the spacing between inventory
2270 slots is one-fourth the size of an inventory slot by default. Also see
2271 [Styling Formspecs] for changing the size of slots and spacing.
2273 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2275 * Show an inventory list if it has been sent to the client. Nothing will
2276 be shown if the inventory list is of size 0.
2277 * **Note**: With the new coordinate system, the spacing between inventory
2278 slots is one-fourth the size of an inventory slot.
2280 ### `listring[<inventory location>;<list name>]`
2282 * Allows to create a ring of inventory lists
2283 * Shift-clicking on items in one element of the ring
2284 will send them to the next inventory list inside the ring
2285 * The first occurrence of an element inside the ring will
2286 determine the inventory where items will be sent to
2290 * Shorthand for doing `listring[<inventory location>;<list name>]`
2291 for the last two inventory lists added by list[...]
2293 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2295 * Sets background color of slots as `ColorString`
2296 * Sets background color of slots on mouse hovering
2298 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2300 * Sets background color of slots as `ColorString`
2301 * Sets background color of slots on mouse hovering
2302 * Sets color of slots border
2304 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2306 * Sets background color of slots as `ColorString`
2307 * Sets background color of slots on mouse hovering
2308 * Sets color of slots border
2309 * Sets default background color of tooltips
2310 * Sets default font color of tooltips
2312 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2314 * Adds tooltip for an element
2315 * `bgcolor` tooltip background color as `ColorString` (optional)
2316 * `fontcolor` tooltip font color as `ColorString` (optional)
2318 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2320 * Adds tooltip for an area. Other tooltips will take priority when present.
2321 * `bgcolor` tooltip background color as `ColorString` (optional)
2322 * `fontcolor` tooltip font color as `ColorString` (optional)
2324 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2328 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2330 * Show an animated image. The image is drawn like a "vertical_frames" tile
2331 animation (See [Tile animation definition]), but uses a frame count/duration
2333 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2334 * `texture name`: The image to use.
2335 * `frame count`: The number of frames animating the image.
2336 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2337 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2339 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2341 * Show a mesh model.
2342 * `name`: Element name that can be used for styling
2343 * `mesh`: The mesh model to use.
2344 * `textures`: The mesh textures to use according to the mesh materials.
2345 Texture names must be separated by commas.
2346 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2347 The axes are euler angles in degrees.
2348 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2349 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2350 * `frame loop range` (Optional): Range of the animation frames.
2351 * Defaults to the full range of all available frames.
2352 * Syntax: `<begin>,<end>`
2353 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2355 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2357 * Show an inventory image of registered item/node
2359 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2361 * Sets background color of formspec.
2362 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2363 of the non-fullscreen and the fullscreen background.
2364 * `fullscreen` (optional) can be one of the following:
2365 * `false`: Only the non-fullscreen background color is drawn. (default)
2366 * `true`: Only the fullscreen background color is drawn.
2367 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2368 * `neither`: No background color is drawn.
2369 * Note: Leave a parameter empty to not modify the value.
2370 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2371 are not bools are only available since formspec version 3.
2373 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2375 * Example for formspec 8x4 in 16x resolution: image shall be sized
2376 8 times 16px times 4 times 16px.
2378 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2380 * Example for formspec 8x4 in 16x resolution:
2381 image shall be sized 8 times 16px times 4 times 16px
2382 * If `auto_clip` is `true`, the background is clipped to the formspec size
2383 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2385 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2387 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2388 * Middle is a rect which defines the middle of the 9-slice.
2389 * `x` - The middle will be x pixels from all sides.
2390 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2391 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2392 will be added to the width and height of the texture, allowing it to be used as the
2393 distance from the far end.
2394 * All numbers in middle are integers.
2395 * Example for formspec 8x4 in 16x resolution:
2396 image shall be sized 8 times 16px times 4 times 16px
2397 * If `auto_clip` is `true`, the background is clipped to the formspec size
2398 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2399 * Available since formspec version 2
2401 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2403 * Textual password style field; will be sent to server when a button is clicked
2404 * When enter is pressed in field, fields.key_enter_field will be sent with the
2406 * With the old coordinate system, fields are a set height, but will be vertically
2407 centred on `H`. With the new coordinate system, `H` will modify the height.
2408 * `name` is the name of the field as returned in fields to `on_receive_fields`
2409 * `label`, if not blank, will be text printed on the top left above the field
2410 * See `field_close_on_enter` to stop enter closing the formspec
2412 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2414 * Textual field; will be sent to server when a button is clicked
2415 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2416 the name of this field.
2417 * With the old coordinate system, fields are a set height, but will be vertically
2418 centred on `H`. With the new coordinate system, `H` will modify the height.
2419 * `name` is the name of the field as returned in fields to `on_receive_fields`
2420 * `label`, if not blank, will be text printed on the top left above the field
2421 * `default` is the default value of the field
2422 * `default` may contain variable references such as `${text}` which
2423 will fill the value from the metadata value `text`
2424 * **Note**: no extra text or more than a single variable is supported ATM.
2425 * See `field_close_on_enter` to stop enter closing the formspec
2427 ### `field[<name>;<label>;<default>]`
2429 * As above, but without position/size units
2430 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2431 the name of this field.
2432 * Special field for creating simple forms, such as sign text input
2433 * Must be used without a `size[]` element
2434 * A "Proceed" button will be added automatically
2435 * See `field_close_on_enter` to stop enter closing the formspec
2437 ### `field_close_on_enter[<name>;<close_on_enter>]`
2439 * <name> is the name of the field
2440 * if <close_on_enter> is false, pressing enter in the field will submit the
2441 form but not close it.
2442 * defaults to true when not specified (ie: no tag for a field)
2444 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2446 * Same as fields above, but with multi-line input
2447 * If the text overflows, a vertical scrollbar is added.
2448 * If the name is empty, the textarea is read-only and
2449 the background is not shown, which corresponds to a multi-line label.
2451 ### `label[<X>,<Y>;<label>]`
2453 * The label formspec element displays the text set in `label`
2454 at the specified position.
2455 * **Note**: If the new coordinate system is enabled, labels are
2456 positioned from the center of the text, not the top.
2457 * The text is displayed directly without automatic line breaking,
2458 so label should not be used for big text chunks. Newlines can be
2459 used to make labels multiline.
2460 * **Note**: With the new coordinate system, newlines are spaced with
2461 half a coordinate. With the old system, newlines are spaced 2/5 of
2464 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2465 * Displays a static formatted text with hyperlinks.
2466 * **Note**: This element is currently unstable and subject to change.
2467 * `x`, `y`, `w` and `h` work as per field
2468 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2469 * `text` is the formatted text using `Markup Language` described below.
2471 ### `vertlabel[<X>,<Y>;<label>]`
2472 * Textual label drawn vertically
2473 * `label` is the text on the label
2474 * **Note**: If the new coordinate system is enabled, vertlabels are
2475 positioned from the center of the text, not the left.
2477 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2479 * Clickable button. When clicked, fields will be sent.
2480 * With the old coordinate system, buttons are a set height, but will be vertically
2481 centred on `H`. With the new coordinate system, `H` will modify the height.
2482 * `label` is the text on the button
2484 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2486 * `texture name` is the filename of an image
2487 * **Note**: Height is supported on both the old and new coordinate systems
2490 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2492 * `texture name` is the filename of an image
2493 * `noclip=true` means the image button doesn't need to be within specified
2495 * `drawborder`: draw button border or not
2496 * `pressed texture name` is the filename of an image on pressed state
2498 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2500 * `item name` is the registered name of an item/node
2501 * The item description will be used as the tooltip. This can be overridden with
2504 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2506 * When clicked, fields will be sent and the form will quit.
2507 * Same as `button` in all other respects.
2509 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2511 * When clicked, fields will be sent and the form will quit.
2512 * Same as `image_button` in all other respects.
2514 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2516 * Scrollable item list showing arbitrary text elements
2517 * `name` fieldname sent to server on doubleclick value is current selected
2519 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2521 * if you want a listelement to start with "#" write "##".
2523 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2525 * Scrollable itemlist showing arbitrary text elements
2526 * `name` fieldname sent to server on doubleclick value is current selected
2528 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2529 * if you want a listelement to start with "#" write "##"
2530 * Index to be selected within textlist
2531 * `true`/`false`: draw transparent background
2532 * See also `minetest.explode_textlist_event`
2533 (main menu: `core.explode_textlist_event`).
2535 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2537 * Show a tab**header** at specific position (ignores formsize)
2538 * `X` and `Y`: position of the tabheader
2539 * *Note*: Width and height are automatically chosen with this syntax
2540 * `name` fieldname data is transferred to Lua
2541 * `caption 1`...: name shown on top of tab
2542 * `current_tab`: index of selected tab 1...
2543 * `transparent` (optional): if true, tabs are semi-transparent
2544 * `draw_border` (optional): if true, draw a thin line at tab base
2546 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2548 * Show a tab**header** at specific position (ignores formsize)
2549 * **Important note**: This syntax for tabheaders can only be used with the
2550 new coordinate system.
2551 * `X` and `Y`: position of the tabheader
2552 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2553 * `name` fieldname data is transferred to Lua
2554 * `caption 1`...: name shown on top of tab
2555 * `current_tab`: index of selected tab 1...
2556 * `transparent` (optional): show transparent
2557 * `draw_border` (optional): draw border
2559 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2561 * Show a tab**header** at specific position (ignores formsize)
2562 * **Important note**: This syntax for tabheaders can only be used with the
2563 new coordinate system.
2564 * `X` and `Y`: position of the tabheader
2565 * `W` and `H`: width and height of the tabheader
2566 * `name` fieldname data is transferred to Lua
2567 * `caption 1`...: name shown on top of tab
2568 * `current_tab`: index of selected tab 1...
2569 * `transparent` (optional): show transparent
2570 * `draw_border` (optional): draw border
2572 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2574 * Simple colored box
2575 * `color` is color specified as a `ColorString`.
2576 If the alpha component is left blank, the box will be semitransparent.
2577 If the color is not specified, the box will use the options specified by
2578 its style. If the color is specified, all styling options will be ignored.
2580 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2582 * Show a dropdown field
2583 * **Important note**: There are two different operation modes:
2584 1. handle directly on change (only changed dropdown is submitted)
2585 2. read the value on pressing a button (all dropdown values are available)
2586 * `X` and `Y`: position of the dropdown
2587 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2588 * Fieldname data is transferred to Lua
2589 * Items to be shown in dropdown
2590 * Index of currently selected dropdown item
2591 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2592 event field value for selected items.
2593 * `true`: Selected item index
2594 * `false` (default): Selected item value
2596 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2598 * Show a dropdown field
2599 * **Important note**: This syntax for dropdowns can only be used with the
2600 new coordinate system.
2601 * **Important note**: There are two different operation modes:
2602 1. handle directly on change (only changed dropdown is submitted)
2603 2. read the value on pressing a button (all dropdown values are available)
2604 * `X` and `Y`: position of the dropdown
2605 * `W` and `H`: width and height of the dropdown
2606 * Fieldname data is transferred to Lua
2607 * Items to be shown in dropdown
2608 * Index of currently selected dropdown item
2609 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2610 event field value for selected items.
2611 * `true`: Selected item index
2612 * `false` (default): Selected item value
2614 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2617 * `name` fieldname data is transferred to Lua
2618 * `label` to be shown left of checkbox
2619 * `selected` (optional): `true`/`false`
2620 * **Note**: If the new coordinate system is enabled, checkboxes are
2621 positioned from the center of the checkbox, not the top.
2623 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2625 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2626 * There are two ways to use it:
2627 1. handle the changed event (only changed scrollbar is available)
2628 2. read the value on pressing a button (all scrollbars are available)
2629 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2630 * Fieldname data is transferred to Lua
2631 * Value of this trackbar is set to (`0`-`1000`) by default
2632 * See also `minetest.explode_scrollbar_event`
2633 (main menu: `core.explode_scrollbar_event`).
2635 ### `scrollbaroptions[opt1;opt2;...]`
2636 * Sets options for all following `scrollbar[]` elements
2638 * Sets scrollbar minimum value, defaults to `0`.
2640 * Sets scrollbar maximum value, defaults to `1000`.
2641 If the max is equal to the min, the scrollbar will be disabled.
2643 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2645 * If this is set to a negative number, the value will be reset to `10`.
2647 * Sets scrollbar step value used by page up and page down.
2648 * If this is set to a negative number, the value will be reset to `100`.
2650 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2651 units the thumb spans out of the range of the scrollbar values.
2652 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2653 would span a tenth of the scrollbar space.
2654 * If this is set to zero or less, the value will be reset to `1`.
2655 * `arrows=<show/hide/default>`
2656 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2657 when the scrollbar gets too small, but shows them otherwise.
2659 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2661 * Show scrollable table using options defined by the previous `tableoptions[]`
2662 * Displays cells as defined by the previous `tablecolumns[]`
2663 * `name`: fieldname sent to server on row select or doubleclick
2664 * `cell 1`...`cell n`: cell contents given in row-major order
2665 * `selected idx`: index of row to be selected within table (first row = `1`)
2666 * See also `minetest.explode_table_event`
2667 (main menu: `core.explode_table_event`).
2669 ### `tableoptions[<opt 1>;<opt 2>;...]`
2671 * Sets options for `table[]`
2673 * default text color (`ColorString`), defaults to `#FFFFFF`
2674 * `background=#RRGGBB`
2675 * table background color (`ColorString`), defaults to `#000000`
2676 * `border=<true/false>`
2677 * should the table be drawn with a border? (default: `true`)
2678 * `highlight=#RRGGBB`
2679 * highlight background color (`ColorString`), defaults to `#466432`
2680 * `highlight_text=#RRGGBB`
2681 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2682 * `opendepth=<value>`
2683 * all subtrees up to `depth < value` are open (default value = `0`)
2684 * only useful when there is a column of type "tree"
2686 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2688 * Sets columns for `table[]`
2689 * Types: `text`, `image`, `color`, `indent`, `tree`
2690 * `text`: show cell contents as text
2691 * `image`: cell contents are an image index, use column options to define
2693 * `color`: cell contents are a ColorString and define color of following
2695 * `indent`: cell contents are a number and define indentation of following
2697 * `tree`: same as indent, but user can open and close subtrees
2701 * for `text` and `image`: content alignment within cells.
2702 Available values: `left` (default), `center`, `right`, `inline`
2704 * for `text` and `image`: minimum width in em (default: `0`)
2705 * for `indent` and `tree`: indent width in em (default: `1.5`)
2706 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2707 Exception: defaults to 0 for indent columns
2708 * `tooltip=<value>`: tooltip text (default: empty)
2709 * `image` column options:
2710 * `0=<value>` sets image for image index 0
2711 * `1=<value>` sets image for image index 1
2712 * `2=<value>` sets image for image index 2
2713 * and so on; defined indices need not be contiguous empty or
2714 non-numeric cells are treated as `0`.
2715 * `color` column options:
2716 * `span=<value>`: number of following columns to affect
2717 (default: infinite).
2719 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2721 * Set the style for the element(s) matching `selector` by name.
2722 * `selector` can be one of:
2723 * `<name>` - An element name. Includes `*`, which represents every element.
2724 * `<name>:<state>` - An element name, a colon, and one or more states.
2725 * `state` is a list of states separated by the `+` character.
2726 * If a state is provided, the style will only take effect when the element is in that state.
2727 * All provided states must be active for the style to apply.
2728 * Note: this **must** be before the element is defined.
2729 * See [Styling Formspecs].
2732 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2734 * Set the style for the element(s) matching `selector` by type.
2735 * `selector` can be one of:
2736 * `<type>` - An element type. Includes `*`, which represents every element.
2737 * `<type>:<state>` - An element type, a colon, and one or more states.
2738 * `state` is a list of states separated by the `+` character.
2739 * If a state is provided, the style will only take effect when the element is in that state.
2740 * All provided states must be active for the style to apply.
2741 * See [Styling Formspecs].
2743 ### `set_focus[<name>;<force>]`
2745 * Sets the focus to the element with the same `name` parameter.
2746 * **Note**: This element must be placed before the element it focuses.
2747 * `force` (optional, default `false`): By default, focus is not applied for
2748 re-sent formspecs with the same name so that player-set focus is kept.
2749 `true` sets the focus to the specified element for every sent formspec.
2750 * The following elements have the ability to be focused:
2765 Migrating to Real Coordinates
2766 -----------------------------
2768 In the old system, positions included padding and spacing. Padding is a gap between
2769 the formspec window edges and content, and spacing is the gaps between items. For
2770 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2771 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2772 in the new coordinate system from scratch.
2774 To recreate an old layout with padding, you'll need to pass the positions and sizes
2775 through the following formula to re-introduce padding:
2778 pos = (oldpos + 1)*spacing + padding
2784 You'll need to change the `size[]` tag like this:
2787 size = (oldsize-1)*spacing + padding*2 + 1
2790 A few elements had random offsets in the old system. Here is a table which shows these
2791 offsets when migrating:
2793 | Element | Position | Size | Notes
2794 |---------|------------|---------|-------
2795 | box | +0.3, +0.1 | 0, -0.4 |
2796 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2797 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2798 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2803 Formspec elements can be themed using the style elements:
2805 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2806 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2807 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2808 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2812 property_name=property_value
2816 style_type[button;bgcolor=#006699]
2817 style[world_delete;bgcolor=red;textcolor=yellow]
2818 button[4,3.95;2.6,1;world_delete;Delete]
2820 A name/type can optionally be a comma separated list of names/types, like so:
2822 world_delete,world_create,world_configure
2825 A `*` type can be used to select every element in the formspec.
2827 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2829 world_delete:hovered+pressed
2832 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2834 Setting a property to nothing will reset it to the default value. For example:
2836 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2837 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2840 ### Supported Element Types
2842 Some types may inherit styles from parent types.
2844 * animated_image, inherits from image
2847 * button_exit, inherits from button
2857 * pwdfield, inherits from field
2863 * vertlabel, inherits from label
2866 ### Valid Properties
2869 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2871 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2872 * Defaults to false in formspec_version version 3 or higher
2873 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2874 * Single value (e.g. `#FF0`): All corners/borders.
2875 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2876 top and bottom,left and right.
2877 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2878 * These work similarly to CSS borders.
2879 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2880 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2881 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2882 negative, the border will extend inside the box, whereas positive extends outside
2883 the box. A width of zero results in no border; this is default.
2884 * button, button_exit, image_button, item_image_button
2885 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2886 * bgcolor - color, sets button tint.
2887 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2888 * This is deprecated, use states instead.
2889 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2890 * This is deprecated, use states instead.
2891 * bgimg - standard background image. Defaults to none.
2892 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2893 * This is deprecated, use states instead.
2894 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2895 See background9[] documentation for more details. This property also pads the
2896 button's content when set.
2897 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2898 * This is deprecated, use states instead.
2899 * font - Sets font type. This is a comma separated list of options. Valid options:
2900 * Main font type options. These cannot be combined with each other:
2901 * `normal`: Default font
2902 * `mono`: Monospaced font
2903 * Font modification options. If used without a main font type, `normal` is used:
2904 * `bold`: Makes font bold.
2905 * `italic`: Makes font italic.
2907 * font_size - Sets font size. Default is user-set. Can have multiple values:
2908 * `<number>`: Sets absolute font size to `number`.
2909 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2910 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2911 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2912 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2913 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2914 * padding - rect, adds space between the edges of the button and the content. This value is
2915 relative to bgimg_middle.
2916 * sound - a sound to be played when triggered.
2917 * textcolor - color, default white.
2919 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2920 * sound - a sound to be played when triggered.
2922 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2923 * sound - a sound to be played when the entry is changed.
2924 * field, pwdfield, textarea
2925 * border - set to false to hide the textbox background and border. Default true.
2926 * font - Sets font type. See button `font` property for more information.
2927 * font_size - Sets font size. See button `font_size` property for more information.
2928 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2929 * textcolor - color. Default white.
2931 * bgcolor - color, sets background color.
2932 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2933 * Default to false in formspec_version version 3 or higher
2935 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2936 * Default to false in formspec_version version 3 or higher
2938 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2940 * font - Sets font type. See button `font` property for more information.
2941 * font_size - Sets font size. See button `font_size` property for more information.
2942 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2944 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2945 * size - 2d vector, sets the size of inventory slots in coordinates.
2946 * spacing - 2d vector, sets the space between inventory slots in coordinates.
2947 * image_button (additional properties)
2948 * fgimg - standard image. Defaults to none.
2949 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2950 * This is deprecated, use states instead.
2951 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2952 * This is deprecated, use states instead.
2953 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2954 * sound - a sound to be played when triggered.
2956 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2958 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2959 * sound - a sound to be played when a different tab is selected.
2960 * textcolor - color. Default white.
2962 * font - Sets font type. See button `font` property for more information.
2963 * font_size - Sets font size. See button `font_size` property for more information.
2964 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2969 * default - Equivalent to providing no states
2970 * button, button_exit, image_button, item_image_button
2971 * hovered - Active when the mouse is hovering over the element
2972 * pressed - Active when the button is pressed
2977 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2978 The markup language is currently unstable and subject to change. Use with caution.
2979 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2980 Tags can have attributes, in that case, attributes are in the opening tag in
2981 form of a key/value separated with equal signs. Attribute values should not be quoted.
2983 If you want to insert a literal greater-than sign or a backslash into the text,
2984 you must escape it by preceding it with a backslash.
2986 These are the technically basic tags but see below for usual tags. Base tags are:
2988 `<style color=... font=... size=...>...</style>`
2990 Changes the style of the text.
2992 * `color`: Text color. Given color is a `colorspec`.
2993 * `size`: Text size.
2994 * `font`: Text font (`mono` or `normal`).
2996 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3001 * `background`: Text background, a `colorspec` or `none`.
3002 * `margin`: Page margins in pixel.
3003 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3005 Inheriting styles (affects child elements):
3006 * `color`: Default text color. Given color is a `colorspec`.
3007 * `hovercolor`: Color of <action> tags when mouse is over.
3008 * `size`: Default text size.
3009 * `font`: Default text font (`mono` or `normal`).
3010 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3012 This tag needs to be placed only once as it changes the global settings of the
3013 text. Anyway, if several tags are placed, each changed will be made in the order
3016 `<tag name=... color=... hovercolor=... font=... size=...>`
3018 Defines or redefines tag style. This can be used to define new tags.
3019 * `name`: Name of the tag to define or change.
3020 * `color`: Text color. Given color is a `colorspec`.
3021 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3022 * `size`: Text size.
3023 * `font`: Text font (`mono` or `normal`).
3025 Following tags are the usual tags for text layout. They are defined by default.
3026 Other tags can be added using `<tag ...>` tag.
3028 `<normal>...</normal>`: Normal size text
3030 `<big>...</big>`: Big text
3032 `<bigger>...</bigger>`: Bigger text
3034 `<center>...</center>`: Centered text
3036 `<left>...</left>`: Left-aligned text
3038 `<right>...</right>`: Right-aligned text
3040 `<justify>...</justify>`: Justified text
3042 `<mono>...</mono>`: Monospaced font
3044 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3046 `<action name=...>...</action>`
3048 Make that text a clickable text triggering an action.
3050 * `name`: Name of the action (mandatory).
3052 When clicked, the formspec is send to the server. The value of the text field
3053 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3056 `<img name=... float=... width=... height=...>`
3058 Draws an image which is present in the client media cache.
3060 * `name`: Name of the texture (mandatory).
3061 * `float`: If present, makes the image floating (`left` or `right`).
3062 * `width`: Force image width instead of taking texture width.
3063 * `height`: Force image height instead of taking texture height.
3065 If only width or height given, texture aspect is kept.
3067 `<item name=... float=... width=... height=... rotate=...>`
3069 Draws an item image.
3071 * `name`: Item string of the item to draw (mandatory).
3072 * `float`: If present, makes the image floating (`left` or `right`).
3073 * `width`: Item image width.
3074 * `height`: Item image height.
3075 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3076 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3077 `inventory_items_animations` is set to true.
3078 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3079 X, Y and Z being angles around each three axes. Works only if
3080 `inventory_items_animations` is set to true.
3088 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3089 * `"current_player"`: Player to whom the menu is shown
3090 * `"player:<name>"`: Any player
3091 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3092 * `"detached:<name>"`: A detached inventory
3094 Player Inventory lists
3095 ----------------------
3097 * `main`: list containing the default inventory
3098 * `craft`: list containing the craft input
3099 * `craftpreview`: list containing the craft prediction
3100 * `craftresult`: list containing the crafted output
3101 * `hand`: list containing an override for the empty hand
3102 * Is not created automatically, use `InvRef:set_size`
3103 * Is only used to enhance the empty hand's tool capabilities
3111 `#RGB` defines a color in hexadecimal format.
3113 `#RGBA` defines a color in hexadecimal format and alpha channel.
3115 `#RRGGBB` defines a color in hexadecimal format.
3117 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3119 Named colors are also supported and are equivalent to
3120 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3121 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3122 the color name (e.g. `colorname#08`).
3127 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3130 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3131 * `colorspec = {a=255, r=0, g=255, b=0}`
3132 * numerical form: The raw integer value of an ARGB8 quad:
3133 * `colorspec = 0xFF00FF00`
3134 * string form: A ColorString (defined above):
3135 * `colorspec = "green"`
3143 Most text can contain escape sequences, that can for example color the text.
3144 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3145 The following functions provide escape sequences:
3147 * `minetest.get_color_escape_sequence(color)`:
3148 * `color` is a ColorString
3149 * The escape sequence sets the text color to `color`
3150 * `minetest.colorize(color, message)`:
3152 `minetest.get_color_escape_sequence(color) ..
3154 minetest.get_color_escape_sequence("#ffffff")`
3155 * `minetest.get_background_escape_sequence(color)`
3156 * `color` is a ColorString
3157 * The escape sequence sets the background of the whole text element to
3158 `color`. Only defined for item descriptions and tooltips.
3159 * `minetest.strip_foreground_colors(str)`
3160 * Removes foreground colors added by `get_color_escape_sequence`.
3161 * `minetest.strip_background_colors(str)`
3162 * Removes background colors added by `get_background_escape_sequence`.
3163 * `minetest.strip_colors(str)`
3164 * Removes all color escape sequences.
3171 A spatial vector is similar to a position, but instead using
3172 absolute world coordinates, it uses *relative* coordinates, relative to
3173 no particular point.
3175 Internally, it is implemented as a table with the 3 fields
3176 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3177 However, one should *never* create a vector manually as above, such misbehavior
3178 is deprecated. The vector helpers set a metatable for the created vectors which
3179 allows indexing with numbers, calling functions directly on vectors and using
3180 operators (like `+`). Furthermore, the internal implementation might change in
3182 Old code might still use vectors without metatables, be aware of this!
3184 All these forms of addressing a vector `v` are valid:
3185 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3187 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3188 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3190 The metatable that is used for vectors can be accessed via `vector.metatable`.
3193 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3194 Returned vectors always have a metatable set.
3196 For the following functions, `v`, `v1`, `v2` are vectors,
3197 `p1`, `p2` are positions,
3198 `s` is a scalar (a number),
3199 vectors are written like this: `(x, y, z)`:
3201 * `vector.new([a[, b, c]])`:
3203 * A copy of `a` if `a` is a vector.
3204 * `(a, b, c)`, if all of `a`, `b`, `c` are defined numbers.
3205 * `(0, 0, 0)`, if no arguments are given.
3206 * `vector.from_string(s[, init])`:
3207 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3208 `np` is the next position in the string after the vector.
3209 * Returns `nil` on failure.
3210 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3211 spaces, leaving away commas and adding an additional comma to the end
3213 * `init`: If given starts looking for the vector at this string index.
3214 * `vector.to_string(v)`:
3215 * Returns a string of the form `"(x, y, z)"`.
3216 * `vector.direction(p1, p2)`:
3217 * Returns a vector of length 1 with direction `p1` to `p2`.
3218 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3219 * `vector.distance(p1, p2)`:
3220 * Returns zero or a positive number, the distance between `p1` and `p2`.
3221 * `vector.length(v)`:
3222 * Returns zero or a positive number, the length of vector `v`.
3223 * `vector.normalize(v)`:
3224 * Returns a vector of length 1 with direction of vector `v`.
3225 * If `v` has zero length, returns `(0, 0, 0)`.
3226 * `vector.floor(v)`:
3227 * Returns a vector, each dimension rounded down.
3228 * `vector.round(v)`:
3229 * Returns a vector, each dimension rounded to nearest integer.
3230 * At a multiple of 0.5, rounds away from zero.
3231 * `vector.apply(v, func)`:
3232 * Returns a vector where the function `func` has been applied to each
3234 * `vector.equals(v1, v2)`:
3235 * Returns a boolean, `true` if the vectors are identical.
3236 * `vector.sort(v1, v2)`:
3237 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3238 * `vector.angle(v1, v2)`:
3239 * Returns the angle between `v1` and `v2` in radians.
3240 * `vector.dot(v1, v2)`:
3241 * Returns the dot product of `v1` and `v2`.
3242 * `vector.cross(v1, v2)`:
3243 * Returns the cross product of `v1` and `v2`.
3244 * `vector.offset(v, x, y, z)`:
3245 * Returns the sum of the vectors `v` and `(x, y, z)`.
3247 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3248 by a `vector.*` function.
3249 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3251 For the following functions `x` can be either a vector or a number:
3253 * `vector.add(v, x)`:
3255 * If `x` is a vector: Returns the sum of `v` and `x`.
3256 * If `x` is a number: Adds `x` to each component of `v`.
3257 * `vector.subtract(v, x)`:
3259 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3260 * If `x` is a number: Subtracts `x` from each component of `v`.
3261 * `vector.multiply(v, s)`:
3262 * Returns a scaled vector.
3263 * Deprecated: If `s` is a vector: Returns the Schur product.
3264 * `vector.divide(v, s)`:
3265 * Returns a scaled vector.
3266 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3268 Operators can be used if all of the involved vectors have metatables:
3270 * Returns whether `v1` and `v2` are identical.
3272 * Returns the additive inverse of v.
3274 * Returns the sum of both vectors.
3275 * Note: `+` can not be used together with scalars.
3277 * Returns the difference of `v1` subtracted by `v2`.
3278 * Note: `-` can not be used together with scalars.
3279 * `v * s` or `s * v`:
3280 * Returns `v` scaled by `s`.
3282 * Returns `v` scaled by `1 / s`.
3284 For the following functions `a` is an angle in radians and `r` is a rotation
3285 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3288 * `vector.rotate(v, r)`:
3289 * Applies the rotation `r` to `v` and returns the result.
3290 * `vector.rotate(vector.new(0, 0, 1), r)` and
3291 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3292 forward and up relative to an entity's rotation `r`.
3293 * `vector.rotate_around_axis(v1, v2, a)`:
3294 * Returns `v1` rotated around axis `v2` by `a` radians according to
3295 the right hand rule.
3296 * `vector.dir_to_rotation(direction[, up])`:
3297 * Returns a rotation vector for `direction` pointing forward using `up`
3299 * If `up` is omitted, the roll of the returned vector defaults to zero.
3300 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3308 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3309 human-readable, handles reference loops.
3310 * `obj`: arbitrary variable
3311 * `name`: string, default: `"_"`
3312 * `dumped`: table, default: `{}`
3313 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3314 * `obj`: arbitrary variable
3315 * `dumped`: table, default: `{}`
3316 * `math.hypot(x, y)`
3317 * Get the hypotenuse of a triangle with legs x and y.
3318 Useful for distance calculation.
3319 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3320 * Get the sign of a number.
3321 * tolerance: number, default: `0.0`
3322 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3324 * `math.factorial(x)`: returns the factorial of `x`
3325 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3326 * At a multiple of 0.5, rounds away from zero.
3327 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3328 * `separator`: string, default: `","`
3329 * `include_empty`: boolean, default: `false`
3330 * `max_splits`: number, if it's negative, splits aren't limited,
3332 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3333 string or a pattern (regex), default: `false`
3334 * e.g. `"a,b":split","` returns `{"a","b"}`
3335 * `string:trim()`: returns the string without whitespace pre- and suffixes
3336 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3337 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3338 * Adds newlines to the string to keep it within the specified character
3340 * Note that the returned lines may be longer than the limit since it only
3341 splits at word borders.
3342 * `limit`: number, maximal amount of characters in one line
3343 * `as_table`: boolean, if set to true, a table of lines instead of a string
3344 is returned, default: `false`
3345 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3346 * `pos`: table {x=X, y=Y, z=Z}
3347 * Converts the position `pos` to a human-readable, printable string
3348 * `decimal_places`: number, if specified, the x, y and z values of
3349 the position are rounded to the given decimal place.
3350 * `minetest.string_to_pos(string)`: returns a position or `nil`
3351 * Same but in reverse.
3352 * If the string can't be parsed to a position, nothing is returned.
3353 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3354 * Converts a string representing an area box into two positions
3355 * `minetest.formspec_escape(string)`: returns a string
3356 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3358 * `minetest.is_yes(arg)`
3359 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3360 * `minetest.is_nan(arg)`
3361 * returns true when the passed number represents NaN.
3362 * `minetest.get_us_time()`
3363 * returns time with microsecond precision. May not return wall time.
3364 * `table.copy(table)`: returns a table
3365 * returns a deep copy of `table`
3366 * `table.indexof(list, val)`: returns the smallest numerical index containing
3367 the value `val` in the table `list`. Non-numerical indices are ignored.
3368 If `val` could not be found, `-1` is returned. `list` must not have
3370 * `table.insert_all(table, other_table)`:
3371 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3373 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3374 * If multiple keys in `t` map to the same value, it is unspecified which
3375 value maps to that key.
3376 * `table.shuffle(table, [from], [to], [random_func])`:
3377 * Shuffles elements `from` to `to` in `table` in place
3378 * `from` defaults to `1`
3379 * `to` defaults to `#table`
3380 * `random_func` defaults to `math.random`. This function receives two
3381 integers as arguments and should return a random integer inclusively
3383 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3385 * returns the exact position on the surface of a pointed node
3386 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3388 Returns a table with the following fields:
3389 * `diggable`: `true` if node can be dug, `false` otherwise.
3390 * `time`: Time it would take to dig the node.
3391 * `wear`: How much wear would be added to the tool.
3392 `time` and `wear` are meaningless if node's not diggable
3394 * `groups`: Table of the node groups of the node that would be dug
3395 * `tool_capabilities`: Tool capabilities table of the tool
3396 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3397 Simulates an item that punches an object.
3398 Returns a table with the following fields:
3399 * `hp`: How much damage the punch would cause.
3400 * `wear`: How much wear would be added to the tool.
3402 * `groups`: Damage groups of the object
3403 * `tool_capabilities`: Tool capabilities table of the item
3404 * `time_from_last_punch`: time in seconds since last punch action
3412 Texts can be translated client-side with the help of `minetest.translate` and
3415 Translating a string
3416 --------------------
3418 Two functions are provided to translate strings: `minetest.translate` and
3419 `minetest.get_translator`.
3421 * `minetest.get_translator(textdomain)` is a simple wrapper around
3422 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3423 equivalent to `minetest.translate(textdomain, str, ...)`.
3424 It is intended to be used in the following way, so that it avoids verbose
3425 repetitions of `minetest.translate`:
3427 local S = minetest.get_translator(textdomain)
3430 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3432 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3433 the given `textdomain` for disambiguation. The textdomain must match the
3434 textdomain specified in the translation file in order to get the string
3435 translated. This can be used so that a string is translated differently in
3437 It is advised to use the name of the mod as textdomain whenever possible, to
3438 avoid clashes with other mods.
3439 This function must be given a number of arguments equal to the number of
3440 arguments the translated string expects.
3441 Arguments are literal strings -- they will not be translated, so if you want
3442 them to be, they need to come as outputs of `minetest.translate` as well.
3444 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3445 by the translation of "Red". We can do the following:
3447 local S = minetest.get_translator()
3448 S("@1 Wool", S("Red"))
3450 This will be displayed as "Red Wool" on old clients and on clients that do
3451 not have localization enabled. However, if we have for instance a translation
3452 file named `wool.fr.tr` containing the following:
3457 this will be displayed as "Laine Rouge" on clients with a French locale.
3459 Operations on translated strings
3460 --------------------------------
3462 The output of `minetest.translate` is a string, with escape sequences adding
3463 additional information to that string so that it can be translated on the
3464 different clients. In particular, you can't expect operations like string.length
3465 to work on them like you would expect them to, or string.gsub to work in the
3466 expected manner. However, string concatenation will still work as expected
3467 (note that you should only use this for things like formspecs; do not translate
3468 sentences by breaking them into parts; arguments should be used instead), and
3469 operations such as `minetest.colorize` which are also concatenation.
3471 Translation file format
3472 -----------------------
3474 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3475 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3476 The file should be a text file, with the following format:
3478 * Lines beginning with `# textdomain:` (the space is significant) can be used
3479 to specify the text domain of all following translations in the file.
3480 * All other empty lines or lines beginning with `#` are ignored.
3481 * Other lines should be in the format `original=translated`. Both `original`
3482 and `translated` can contain escape sequences beginning with `@` to insert
3483 arguments, literal `@`, `=` or newline (See [Escapes] below).
3484 There must be no extraneous whitespace around the `=` or at the beginning or
3485 the end of the line.
3490 Strings that need to be translated can contain several escapes, preceded by `@`.
3492 * `@@` acts as a literal `@`.
3493 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3494 string that will be inlined when translated. Due to how translations are
3495 implemented, the original translation string **must** have its arguments in
3496 increasing order, without gaps or repetitions, starting from 1.
3497 * `@=` acts as a literal `=`. It is not required in strings given to
3498 `minetest.translate`, but is in translation files to avoid being confused
3499 with the `=` separating the original from the translation.
3500 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3501 As with `@=`, this escape is not required in strings given to
3502 `minetest.translate`, but is in translation files.
3503 * `@n` acts as a literal newline as well.
3505 Server side translations
3506 ------------------------
3508 On some specific cases, server translation could be useful. For example, filter
3509 a list on labels and send results to client. A method is supplied to achieve
3512 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3513 translations for `lang_code` language. It gives the same result as if the string
3514 was translated by the client.
3516 The `lang_code` to use for a given player can be retrieved from
3517 the table returned by `minetest.get_player_information(name)`.
3519 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3520 You do not need to use this to get translated strings to show up on the client.
3525 Perlin noise creates a continuously-varying value depending on the input values.
3526 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3527 The result is used during map generation to create the terrain shape, vary heat
3528 and humidity to distribute biomes, vary the density of decorations or vary the
3531 Structure of perlin noise
3532 -------------------------
3534 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3535 The smooth wavy noise it generates has a single characteristic scale, almost
3536 like a 'wavelength', so on its own does not create fine detail.
3537 Due to this perlin noise combines several octaves to create variation on
3538 multiple scales. Each additional octave has a smaller 'wavelength' than the
3541 This combination results in noise varying very roughly between -2.0 and 2.0 and
3542 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3543 and offset the noise variation.
3545 The final perlin noise variation is created as follows:
3547 noise = offset + scale * (octave1 +
3548 octave2 * persistence +
3549 octave3 * persistence ^ 2 +
3550 octave4 * persistence ^ 3 +
3556 Noise Parameters are commonly called `NoiseParams`.
3560 After the multiplication by `scale` this is added to the result and is the final
3561 step in creating the noise value.
3562 Can be positive or negative.
3566 Once all octaves have been combined, the result is multiplied by this.
3567 Can be positive or negative.
3571 For octave1, this is roughly the change of input value needed for a very large
3572 variation in the noise value generated by octave1. It is almost like a
3573 'wavelength' for the wavy noise variation.
3574 Each additional octave has a 'wavelength' that is smaller than the previous
3575 octave, to create finer detail. `spread` will therefore roughly be the typical
3576 size of the largest structures in the final noise variation.
3578 `spread` is a vector with values for x, y, z to allow the noise variation to be
3579 stretched or compressed in the desired axes.
3580 Values are positive numbers.
3584 This is a whole number that determines the entire pattern of the noise
3585 variation. Altering it enables different noise patterns to be created.
3586 With other parameters equal, different seeds produce different noise patterns
3587 and identical seeds produce identical noise patterns.
3589 For this parameter you can randomly choose any whole number. Usually it is
3590 preferable for this to be different from other seeds, but sometimes it is useful
3591 to be able to create identical noise patterns.
3593 In some noise APIs the world seed is added to the seed specified in noise
3594 parameters. This is done to make the resulting noise pattern vary in different
3595 worlds, and be 'world-specific'.
3599 The number of simple noise generators that are combined.
3600 A whole number, 1 or more.
3601 Each additional octave adds finer detail to the noise but also increases the
3602 noise calculation load.
3603 3 is a typical minimum for a high quality, complex and natural-looking noise
3604 variation. 1 octave has a slight 'gridlike' appearence.
3606 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3607 size of the finest detail you require. For example:
3608 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3609 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3610 512, 256, 128, 64, 32, 16 nodes.
3611 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3615 Each additional octave has an amplitude that is the amplitude of the previous
3616 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3617 as is often helpful and natural to do so.
3618 Since this controls the balance of fine detail to large-scale detail
3619 `persistence` can be thought of as the 'roughness' of the noise.
3621 A positive or negative non-zero number, often between 0.3 and 1.0.
3622 A common medium value is 0.5, such that each octave has half the amplitude of
3623 the previous octave.
3624 This may need to be tuned when altering `lacunarity`; when doing so consider
3625 that a common medium value is 1 / lacunarity.
3629 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3630 previous octave multiplied by 1 / lacunarity, to create finer detail.
3631 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3633 A positive number no smaller than 1.0.
3634 Values below 2.0 create higher quality noise at the expense of requiring more
3635 octaves to cover a paticular range of 'wavelengths'.
3639 Leave this field unset for no special handling.
3640 Currently supported are `defaults`, `eased` and `absvalue`:
3644 Specify this if you would like to keep auto-selection of eased/not-eased while
3645 specifying some other flags.
3649 Maps noise gradient values onto a quintic S-curve before performing
3650 interpolation. This results in smooth, rolling noise.
3651 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3653 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3655 Easing a 3D noise significantly increases the noise calculation load, so use
3660 The absolute value of each octave's noise variation is used when combining the
3661 octaves. The final perlin noise variation is created as follows:
3663 noise = offset + scale * (abs(octave1) +
3664 abs(octave2) * persistence +
3665 abs(octave3) * persistence ^ 2 +
3666 abs(octave4) * persistence ^ 3 +
3671 For 2D or 3D perlin noise or perlin noise maps:
3676 spread = {x = 500, y = 500, z = 500},
3681 flags = "defaults, absvalue",
3684 For 2D noise the Z component of `spread` is still defined but is ignored.
3685 A single noise parameter table can be used for 2D or 3D noise.
3696 These tell in what manner the ore is generated.
3698 All default ores are of the uniformly-distributed scatter type.
3702 Randomly chooses a location and generates a cluster of ore.
3704 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3705 at that point is greater than the `noise_threshold`, giving the ability to
3706 create a non-equal distribution of ore.
3710 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3711 described by `noise_params` and `noise_threshold`. This is essentially an
3712 improved version of the so-called "stratus" ore seen in some unofficial mods.
3714 This sheet consists of vertical columns of uniform randomly distributed height,
3715 varying between the inclusive range `column_height_min` and `column_height_max`.
3716 If `column_height_min` is not specified, this parameter defaults to 1.
3717 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3718 for reverse compatibility. New code should prefer `column_height_max`.
3720 The `column_midpoint_factor` parameter controls the position of the column at
3721 which ore emanates from.
3722 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3723 equally starting from each direction.
3724 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3725 this parameter is not specified, the default is 0.5.
3727 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3732 Creates a sheet of ore in a cloud-like puff shape.
3734 As with the `sheet` ore type, the size and shape of puffs are described by
3735 `noise_params` and `noise_threshold` and are placed at random vertical
3736 positions within the currently generated chunk.
3738 The vertical top and bottom displacement of each puff are determined by the
3739 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3743 Creates a deformed sphere of ore according to 3d perlin noise described by
3744 `noise_params`. The maximum size of the blob is `clust_size`, and
3745 `clust_scarcity` has the same meaning as with the `scatter` type.
3749 Creates veins of ore varying in density by according to the intersection of two
3750 instances of 3d perlin noise with different seeds, both described by
3753 `random_factor` varies the influence random chance has on placement of an ore
3754 inside the vein, which is `1` by default. Note that modifying this parameter
3755 may require adjusting `noise_threshold`.
3757 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3760 This ore type is difficult to control since it is sensitive to small changes.
3761 The following is a decent set of parameters to work from:
3766 spread = {x=200, y=200, z=200},
3773 noise_threshold = 1.6
3775 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3776 computationally expensive than any other ore.
3780 Creates a single undulating ore stratum that is continuous across mapchunk
3781 borders and horizontally spans the world.
3783 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3784 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3785 defines the stratum's vertical thickness (in units of nodes). Due to being
3786 continuous across mapchunk borders the stratum's vertical thickness is
3789 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3790 to y_max in a simple horizontal stratum.
3792 A parameter `stratum_thickness` can be provided instead of the noise parameter
3793 `np_stratum_thickness`, to create a constant thickness.
3795 Leaving out one or both noise parameters makes the ore generation less
3796 intensive, useful when adding multiple strata.
3798 `y_min` and `y_max` define the limits of the ore generation and for performance
3799 reasons should be set as close together as possible but without clipping the
3800 stratum's Y variation.
3802 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3803 solid-ore stratum would require a `clust_scarcity` of 1.
3805 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3806 `random_factor` are ignored by this ore type.
3811 See section [Flag Specifier Format].
3813 Currently supported flags:
3814 `puff_cliffs`, `puff_additive_composition`.
3818 If set, puff ore generation will not taper down large differences in
3819 displacement when approaching the edge of a puff. This flag has no effect for
3820 ore types other than `puff`.
3822 ### `puff_additive_composition`
3824 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3825 in a negative displacement, the sub-column at that point is not generated. With
3826 this attribute set, puff ore generation will instead generate the absolute
3827 difference in noise displacement values. This flag has no effect for ore types
3836 The varying types of decorations that can be placed.
3841 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3842 a list, if a decoration list is specified). Can specify a certain node it must
3843 spawn next to, such as water or lava, for example. Can also generate a
3844 decoration of random height between a specified lower and upper bound.
3845 This type of decoration is intended for placement of grass, flowers, cacti,
3846 papyri, waterlilies and so on.
3851 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3852 Can specify a probability of a node randomly appearing when placed.
3853 This decoration type is intended to be used for multi-node sized discrete
3854 structures, such as trees, cave spikes, rocks, and so on.
3863 --------------------
3865 A schematic specifier identifies a schematic by either a filename to a
3866 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3867 in the form of a table. This table specifies the following fields:
3869 * The `size` field is a 3D vector containing the dimensions of the provided
3870 schematic. (required field)
3871 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3872 sets the probability of a particular horizontal slice of the schematic being
3873 placed. (optional field)
3874 `ypos` = 0 for the lowest horizontal slice of a schematic.
3875 The default of `prob` is 255.
3876 * The `data` field is a flat table of MapNode tables making up the schematic,
3877 in the order of `[z [y [x]]]`. (required field)
3878 Each MapNode table contains:
3879 * `name`: the name of the map node to place (required)
3880 * `prob` (alias `param1`): the probability of this node being placed
3882 * `param2`: the raw param2 value of the node being placed onto the map
3884 * `force_place`: boolean representing if the node should forcibly overwrite
3885 any previous contents (default: false)
3887 About probability values:
3889 * A probability value of `0` or `1` means that node will never appear
3891 * A probability value of `254` or `255` means the node will always appear
3893 * If the probability value `p` is greater than `1`, then there is a
3894 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3897 Schematic attributes
3898 --------------------
3900 See section [Flag Specifier Format].
3902 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3905 * `place_center_x`: Placement of this decoration is centered along the X axis.
3906 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3907 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3908 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3914 Lua Voxel Manipulator
3915 =====================
3920 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3921 facility. The purpose of this object is for fast, low-level, bulk access to
3922 reading and writing Map content. As such, setting map nodes through VoxelManip
3923 will lack many of the higher level features and concepts you may be used to
3924 with other methods of setting nodes. For example, nodes will not have their
3925 construction and destruction callbacks run, and no rollback information is
3928 It is important to note that VoxelManip is designed for speed, and *not* ease
3929 of use or flexibility. If your mod requires a map manipulation facility that
3930 will handle 100% of all edge cases, or the use of high level node placement
3931 features, perhaps `minetest.set_node()` is better suited for the job.
3933 In addition, VoxelManip might not be faster, or could even be slower, for your
3934 specific use case. VoxelManip is most effective when setting large areas of map
3935 at once - for example, if only setting a 3x3x3 node area, a
3936 `minetest.set_node()` loop may be more optimal. Always profile code using both
3937 methods of map manipulation to determine which is most appropriate for your
3940 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3941 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3946 A VoxelManip object can be created any time using either:
3947 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3949 If the optional position parameters are present for either of these routines,
3950 the specified region will be pre-loaded into the VoxelManip object on creation.
3951 Otherwise, the area of map you wish to manipulate must first be loaded into the
3952 VoxelManip object using `VoxelManip:read_from_map()`.
3954 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3955 formed by these positions indicate the minimum and maximum (respectively)
3956 positions of the area actually loaded in the VoxelManip, which may be larger
3957 than the area requested. For convenience, the loaded area coordinates can also
3958 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3960 Now that the VoxelManip object is populated with map data, your mod can fetch a
3961 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3962 which retrieves an individual node in a MapNode formatted table at the position
3963 requested is the simplest method to use, but also the slowest.
3965 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3968 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3970 * `VoxelManip:get_light_data()` for node light levels, and
3971 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3973 See section [Flat array format] for more details.
3975 It is very important to understand that the tables returned by any of the above
3976 three functions represent a snapshot of the VoxelManip's internal state at the
3977 time of the call. This copy of the data will not magically update itself if
3978 another function modifies the internal VoxelManip state.
3979 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3980 internal state unless otherwise explicitly stated.
3982 Once the bulk data has been edited to your liking, the internal VoxelManip
3983 state can be set using:
3985 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3987 * `VoxelManip:set_light_data()` for node light levels, and
3988 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3990 The parameter to each of the above three functions can use any table at all in
3991 the same flat array format as produced by `get_data()` etc. and is not required
3992 to be a table retrieved from `get_data()`.
3994 Once the internal VoxelManip state has been modified to your liking, the
3995 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3997 ### Flat array format
4000 `Nx = p2.X - p1.X + 1`,
4001 `Ny = p2.Y - p1.Y + 1`, and
4002 `Nz = p2.Z - p1.Z + 1`.
4004 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4005 including the value of the expression `Nx * Ny * Nz`.
4007 Positions offset from p1 are present in the array with the format of:
4010 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4011 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4013 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4014 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4016 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4018 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4021 and the array index for a position p contained completely in p1..p2 is:
4023 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4025 Note that this is the same "flat 3D array" format as
4026 `PerlinNoiseMap:get3dMap_flat()`.
4027 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4028 of the index for a single point in a flat VoxelManip array.
4032 A Content ID is a unique integer identifier for a specific node type.
4033 These IDs are used by VoxelManip in place of the node name string for
4034 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4035 `minetest.get_content_id()` to look up the Content ID for the specified node
4036 name, and `minetest.get_name_from_content_id()` to look up the node name string
4037 for a given Content ID.
4038 After registration of a node, its Content ID will remain the same throughout
4039 execution of the mod.
4040 Note that the node being queried needs to have already been been registered.
4042 The following builtin node types have their Content IDs defined as constants:
4044 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4045 * `minetest.CONTENT_AIR`: ID for "air" nodes
4046 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4048 ### Mapgen VoxelManip objects
4050 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4051 VoxelManip object used by the core's Map Generator (commonly abbreviated
4052 Mapgen). Most of the rules previously described still apply but with a few
4055 * The Mapgen VoxelManip object is retrieved using:
4056 `minetest.get_mapgen_object("voxelmanip")`
4057 * This VoxelManip object already has the region of map just generated loaded
4058 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4059 a Mapgen VoxelManip.
4060 * The `on_generated()` callbacks of some mods may place individual nodes in the
4061 generated area using non-VoxelManip map modification methods. Because the
4062 same Mapgen VoxelManip object is passed through each `on_generated()`
4063 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4064 consistency with the current map state. For this reason, calling any of the
4065 following functions:
4066 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4067 will also update the Mapgen VoxelManip object's internal state active on the
4069 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4070 necessary to update lighting information using either:
4071 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4073 ### Other API functions operating on a VoxelManip
4075 If any VoxelManip contents were set to a liquid node,
4076 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4077 flowing. It is recommended to call this function only after having written all
4078 buffered data back to the VoxelManip object, save for special situations where
4079 the modder desires to only have certain liquid nodes begin flowing.
4081 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4082 will generate all registered decorations and ores throughout the full area
4083 inside of the specified VoxelManip object.
4085 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4086 `minetest.place_schematic()`, except instead of placing the specified schematic
4087 directly on the map at the specified position, it will place the schematic
4088 inside the VoxelManip.
4092 * Attempting to read data from a VoxelManip object before map is read will
4093 result in a zero-length array table for `VoxelManip:get_data()`, and an
4094 "ignore" node at any position for `VoxelManip:get_node_at()`.
4095 * If either a region of map has not yet been generated or is out-of-bounds of
4096 the map, that region is filled with "ignore" nodes.
4097 * Other mods, or the core itself, could possibly modify the area of map
4098 currently loaded into a VoxelManip object. With the exception of Mapgen
4099 VoxelManips (see above section), the internal buffers are not updated. For
4100 this reason, it is strongly encouraged to complete the usage of a particular
4101 VoxelManip object in the same callback it had been created.
4102 * If a VoxelManip object will be used often, such as in an `on_generated()`
4103 callback, consider passing a file-scoped table as the optional parameter to
4104 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4105 to write map data to instead of returning a new table each call. This greatly
4106 enhances performance by avoiding unnecessary memory allocations.
4111 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4112 containing the region formed by `p1` and `p2`.
4113 * returns actual emerged `pmin`, actual emerged `pmax`
4114 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4116 * **important**: data must be set using `VoxelManip:set_data()` before
4118 * if `light` is true, then lighting is automatically recalculated.
4119 The default value is true.
4120 If `light` is false, no light calculations happen, and you should correct
4121 all modified blocks with `minetest.fix_light()` as soon as possible.
4122 Keep in mind that modifying the map where light is incorrect can cause
4124 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4125 the `VoxelManip` at that position
4126 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4128 * `get_data([buffer])`: Retrieves the node content data loaded into the
4129 `VoxelManip` object.
4130 * returns raw node data in the form of an array of node content IDs
4131 * if the param `buffer` is present, this table will be used to store the
4133 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4134 * `update_map()`: Does nothing, kept for compatibility.
4135 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4137 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4138 * To be used only by a `VoxelManip` object from
4139 `minetest.get_mapgen_object`.
4140 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4142 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4143 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4145 * Each value is the bitwise combination of day and night light values
4147 * `light = day + (night * 16)`
4148 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4149 in the `VoxelManip`.
4150 * expects lighting data in the same format that `get_light_data()` returns
4151 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4152 `VoxelManip` object.
4153 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4155 * If the param `buffer` is present, this table will be used to store the
4157 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4159 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4161 * To be used only by a `VoxelManip` object from
4162 `minetest.get_mapgen_object`.
4163 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4164 area if left out or nil. For almost all uses these should be left out
4165 or nil to use the default.
4166 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4167 generated mapchunk above are propagated down into the mapchunk, defaults
4168 to `true` if left out.
4169 * `update_liquids()`: Update liquid flow
4170 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4171 manipulator had been modified since the last read from map, due to a call to
4172 `minetest.set_data()` on the loaded area elsewhere.
4173 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4178 A helper class for voxel areas.
4179 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4180 The coordinates are *inclusive*, like most other things in Minetest.
4184 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4185 `MinEdge` and `MaxEdge`.
4186 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4188 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4190 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4191 * The position (x, y, z) is not checked for being inside the area volume,
4192 being outside can cause an incorrect index result.
4193 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4194 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4195 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4196 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4197 is not checked for being inside the area volume.
4198 * `position(i)`: returns the absolute position vector corresponding to index
4200 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4201 `MinEdge` and `MaxEdge`.
4202 * `containsp(p)`: same as above, except takes a vector
4203 * `containsi(i)`: same as above, except takes an index `i`
4204 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4206 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4208 * `iterp(minp, maxp)`: same as above, except takes a vector
4210 ### Y stride and z stride of a flat array
4212 For a particular position in a voxel area, whose flat array index is known,
4213 it is often useful to know the index of a neighboring or nearby position.
4214 The table below shows the changes of index required for 1 node movements along
4215 the axes in a voxel area:
4217 Movement Change of index
4227 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4229 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4238 A mapgen object is a construct used in map generation. Mapgen objects can be
4239 used by an `on_generate` callback to speed up operations by avoiding
4240 unnecessary recalculations, these can be retrieved using the
4241 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4242 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4243 callback, `nil` is returned.
4245 The following Mapgen objects are currently available:
4249 This returns three values; the `VoxelManip` object to be used, minimum and
4250 maximum emerged position, in that order. All mapgens support this object.
4254 Returns an array containing the y coordinates of the ground levels of nodes in
4255 the most recently generated chunk by the current mapgen.
4259 Returns an array containing the biome IDs of nodes in the most recently
4260 generated chunk by the current mapgen.
4264 Returns an array containing the temperature values of nodes in the most
4265 recently generated chunk by the current mapgen.
4269 Returns an array containing the humidity values of nodes in the most recently
4270 generated chunk by the current mapgen.
4274 Returns a table mapping requested generation notification types to arrays of
4275 positions at which the corresponding generated structures are located within
4276 the current chunk. To set the capture of positions of interest to be recorded
4277 on generate, use `minetest.set_gen_notify()`.
4278 For decorations, the returned positions are the ground surface 'place_on'
4279 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4280 node above the returned position and possibly displaced by 'place_offset_y'.
4282 Possible fields of the table returned are:
4288 * `large_cave_begin`
4292 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4293 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4301 Functions receive a "luaentity" as `self`:
4303 * It has the member `.name`, which is the registered name `("mod:thing")`
4304 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4305 * The original prototype stuff is visible directly via a metatable
4309 * `on_activate(self, staticdata, dtime_s)`
4310 * Called when the object is instantiated.
4311 * `dtime_s` is the time passed since the object was unloaded, which can be
4312 used for updating the entity state.
4313 * `on_deactivate(self)
4314 * Called when the object is about to get removed or unloaded.
4315 * `on_step(self, dtime)`
4316 * Called on every server tick, after movement and collision processing.
4317 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4319 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4320 * Called when somebody punches the object.
4321 * Note that you probably want to handle most punches using the automatic
4323 * `puncher`: an `ObjectRef` (can be `nil`)
4324 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4326 * `tool_capabilities`: capability table of used tool (can be `nil`)
4327 * `dir`: unit vector of direction of punch. Always defined. Points from the
4328 puncher to the punched.
4329 * `damage`: damage that will be done to entity.
4330 * Can return `true` to prevent the default damage mechanism.
4331 * `on_death(self, killer)`
4332 * Called when the object dies.
4333 * `killer`: an `ObjectRef` (can be `nil`)
4334 * `on_rightclick(self, clicker)`
4335 * `on_attach_child(self, child)`
4336 * `child`: an `ObjectRef` of the child that attaches
4337 * `on_detach_child(self, child)`
4338 * `child`: an `ObjectRef` of the child that detaches
4339 * `on_detach(self, parent)`
4340 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4341 * This happens before the parent object is removed from the world
4342 * `get_staticdata(self)`
4343 * Should return a string that will be passed to `on_activate` when the
4344 object is instantiated the next time.
4356 axiom, --string initial tree axiom
4357 rules_a, --string rules set A
4358 rules_b, --string rules set B
4359 rules_c, --string rules set C
4360 rules_d, --string rules set D
4361 trunk, --string trunk node name
4362 leaves, --string leaves node name
4363 leaves2, --string secondary leaves node name
4364 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4365 angle, --num angle in deg
4366 iterations, --num max # of iterations, usually 2 -5
4367 random_level, --num factor to lower nr of iterations, usually 0 - 3
4368 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4369 -- 2x2 nodes or 3x3 in cross shape
4370 thin_branches, --boolean true -> use thin (1 node) branches
4371 fruit, --string fruit node name
4372 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4373 seed, --num random seed, if no seed is provided, the engine
4377 Key for special L-System symbols used in axioms
4378 -----------------------------------------------
4380 * `G`: move forward one unit with the pen up
4381 * `F`: move forward one unit with the pen down drawing trunks and branches
4382 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4383 * `T`: move forward one unit with the pen down drawing trunks only
4384 * `R`: move forward one unit with the pen down placing fruit
4385 * `A`: replace with rules set A
4386 * `B`: replace with rules set B
4387 * `C`: replace with rules set C
4388 * `D`: replace with rules set D
4389 * `a`: replace with rules set A, chance 90%
4390 * `b`: replace with rules set B, chance 80%
4391 * `c`: replace with rules set C, chance 70%
4392 * `d`: replace with rules set D, chance 60%
4393 * `+`: yaw the turtle right by `angle` parameter
4394 * `-`: yaw the turtle left by `angle` parameter
4395 * `&`: pitch the turtle down by `angle` parameter
4396 * `^`: pitch the turtle up by `angle` parameter
4397 * `/`: roll the turtle to the right by `angle` parameter
4398 * `*`: roll the turtle to the left by `angle` parameter
4399 * `[`: save in stack current state info
4400 * `]`: recover from stack state info
4405 Spawn a small apple tree:
4407 pos = {x=230,y=20,z=4}
4410 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4411 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4412 trunk="default:tree",
4413 leaves="default:leaves",
4417 trunk_type="single",
4420 fruit="default:apple"
4422 minetest.spawn_tree(pos,apple_tree)
4427 'minetest' namespace reference
4428 ==============================
4433 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4435 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4436 e.g. `"/home/user/.minetest/usermods/modname"`.
4437 * Returns nil if the mod is not enabled or does not exist (not installed).
4438 * Works regardless of whether the mod has been loaded yet.
4439 * Useful for loading additional `.lua` modules or static data from a mod,
4440 or checking if a mod is enabled.
4441 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4442 * Does not include disabled mods, even if they are installed.
4443 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4444 * Useful for storing custom data
4445 * `minetest.is_singleplayer()`
4446 * `minetest.features`: Table containing API feature flags
4449 glasslike_framed = true, -- 0.4.7
4450 nodebox_as_selectionbox = true, -- 0.4.7
4451 get_all_craft_recipes_works = true, -- 0.4.7
4452 -- The transparency channel of textures can optionally be used on
4454 use_texture_alpha = true,
4455 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4456 no_legacy_abms = true,
4457 -- Texture grouping is possible using parentheses (0.4.11)
4458 texture_names_parens = true,
4459 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4460 area_store_custom_ids = true,
4461 -- add_entity supports passing initial staticdata to on_activate
4463 add_entity_with_staticdata = true,
4464 -- Chat messages are no longer predicted (0.4.16)
4465 no_chat_message_prediction = true,
4466 -- The transparency channel of textures can optionally be used on
4467 -- objects (ie: players and lua entities) (5.0.0)
4468 object_use_texture_alpha = true,
4469 -- Object selectionbox is settable independently from collisionbox
4471 object_independent_selectionbox = true,
4472 -- Specifies whether binary data can be uploaded or downloaded using
4473 -- the HTTP API (5.1.0)
4474 httpfetch_binary_data = true,
4475 -- Whether formspec_version[<version>] may be used (5.1.0)
4476 formspec_version_element = true,
4477 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4478 area_store_persistent_ids = true,
4479 -- Whether minetest.find_path is functional (5.2.0)
4480 pathfinder_works = true,
4481 -- Whether Collision info is available to an objects' on_step (5.3.0)
4482 object_step_has_moveresult = true,
4483 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4484 direct_velocity_on_players = true,
4485 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4486 use_texture_alpha_string_modes = true,
4487 -- degrotate param2 rotates in units of 1.5° instead of 2°
4488 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4489 degrotate_240_steps = true,
4490 -- ABM supports min_y and max_y fields in definition (5.5.0)
4491 abm_min_max_y = true,
4494 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4495 * `arg`: string or table in format `{foo=true, bar=true}`
4496 * `missing_features`: `{foo=true, bar=true}`
4497 * `minetest.get_player_information(player_name)`: Table containing information
4498 about a player. Example return value:
4501 address = "127.0.0.1", -- IP address of client
4502 ip_version = 4, -- IPv4 / IPv6
4503 connection_uptime = 200, -- seconds since client connected
4504 protocol_version = 32, -- protocol version used by client
4505 formspec_version = 2, -- supported formspec version
4506 lang_code = "fr" -- Language code used for translation
4507 -- the following keys can be missing if no stats have been collected yet
4508 min_rtt = 0.01, -- minimum round trip time
4509 max_rtt = 0.2, -- maximum round trip time
4510 avg_rtt = 0.02, -- average round trip time
4511 min_jitter = 0.01, -- minimum packet time jitter
4512 max_jitter = 0.5, -- maximum packet time jitter
4513 avg_jitter = 0.03, -- average packet time jitter
4514 -- the following information is available in a debug build only!!!
4515 -- DO NOT USE IN MODS
4516 --ser_vers = 26, -- serialization version used by client
4517 --major = 0, -- major version number
4518 --minor = 4, -- minor version number
4519 --patch = 10, -- patch version number
4520 --vers_string = "0.4.9-git", -- full version string
4521 --state = "Active" -- current client state
4524 * `minetest.mkdir(path)`: returns success.
4525 * Creates a directory specified by `path`, creating parent directories
4526 if they don't exist.
4527 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4529 * nil: return all entries,
4530 * true: return only subdirectory names, or
4531 * false: return only file names.
4532 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4533 * Replaces contents of file at path with new contents in a safe (atomic)
4534 way. Use this instead of below code when writing e.g. database files:
4535 `local f = io.open(path, "wb"); f:write(content); f:close()`
4536 * `minetest.get_version()`: returns a table containing components of the
4537 engine version. Components:
4538 * `project`: Name of the project, eg, "Minetest"
4539 * `string`: Simple version, eg, "1.2.3-dev"
4540 * `hash`: Full git version (only set if available),
4541 eg, "1.2.3-dev-01234567-dirty".
4542 Use this for informational purposes only. The information in the returned
4543 table does not represent the capabilities of the engine, nor is it
4544 reliable or verifiable. Compatible forks will have a different name and
4545 version entirely. To check for the presence of engine features, test
4546 whether the functions exported by the wanted features exist. For example:
4547 `if minetest.check_for_falling then ... end`.
4548 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4549 * `data`: string of data to hash
4550 * `raw`: return raw bytes instead of hex digits, default: false
4551 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4552 ColorString. If the ColorSpec is invalid, returns `nil`.
4553 * `colorspec`: The ColorSpec to convert
4558 * `minetest.debug(...)`
4559 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4560 * `minetest.log([level,] text)`
4561 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4562 `"info"`, or `"verbose"`. Default is `"none"`.
4564 Registration functions
4565 ----------------------
4567 Call these functions only at load time!
4571 * `minetest.register_node(name, node definition)`
4572 * `minetest.register_craftitem(name, item definition)`
4573 * `minetest.register_tool(name, item definition)`
4574 * `minetest.override_item(name, redefinition)`
4575 * Overrides fields of an item registered with register_node/tool/craftitem.
4576 * Note: Item must already be defined, (opt)depend on the mod defining it.
4577 * Example: `minetest.override_item("default:mese",
4578 {light_source=minetest.LIGHT_MAX})`
4579 * `minetest.unregister_item(name)`
4580 * Unregisters the item from the engine, and deletes the entry with key
4581 `name` from `minetest.registered_items` and from the associated item table
4582 according to its nature: `minetest.registered_nodes`, etc.
4583 * `minetest.register_entity(name, entity definition)`
4584 * `minetest.register_abm(abm definition)`
4585 * `minetest.register_lbm(lbm definition)`
4586 * `minetest.register_alias(alias, original_name)`
4587 * Also use this to set the 'mapgen aliases' needed in a game for the core
4588 mapgens. See [Mapgen aliases] section above.
4589 * `minetest.register_alias_force(alias, original_name)`
4590 * `minetest.register_ore(ore definition)`
4591 * Returns an integer object handle uniquely identifying the registered
4593 * The order of ore registrations determines the order of ore generation.
4594 * `minetest.register_biome(biome definition)`
4595 * Returns an integer object handle uniquely identifying the registered
4596 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4597 * `minetest.unregister_biome(name)`
4598 * Unregisters the biome from the engine, and deletes the entry with key
4599 `name` from `minetest.registered_biomes`.
4600 * Warning: This alters the biome to biome ID correspondences, so any
4601 decorations or ores using the 'biomes' field must afterwards be cleared
4603 * `minetest.register_decoration(decoration definition)`
4604 * Returns an integer object handle uniquely identifying the registered
4605 decoration on success. To get the decoration ID, use
4606 `minetest.get_decoration_id`.
4607 * The order of decoration registrations determines the order of decoration
4609 * `minetest.register_schematic(schematic definition)`
4610 * Returns an integer object handle uniquely identifying the registered
4611 schematic on success.
4612 * If the schematic is loaded from a file, the `name` field is set to the
4614 * If the function is called when loading the mod, and `name` is a relative
4615 path, then the current mod path will be prepended to the schematic
4617 * `minetest.clear_registered_biomes()`
4618 * Clears all biomes currently registered.
4619 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4620 correspondences, so any decorations or ores using the 'biomes' field must
4621 afterwards be cleared and re-registered.
4622 * `minetest.clear_registered_decorations()`
4623 * Clears all decorations currently registered.
4624 * `minetest.clear_registered_ores()`
4625 * Clears all ores currently registered.
4626 * `minetest.clear_registered_schematics()`
4627 * Clears all schematics currently registered.
4631 * `minetest.register_craft(recipe)`
4632 * Check recipe table syntax for different types below.
4633 * `minetest.clear_craft(recipe)`
4634 * Will erase existing craft based either on output item or on input recipe.
4635 * Specify either output or input only. If you specify both, input will be
4636 ignored. For input use the same recipe table syntax as for
4637 `minetest.register_craft(recipe)`. For output specify only the item,
4639 * Returns false if no erase candidate could be found, otherwise returns true.
4640 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4641 ignored if the recipe contains output. Erasing is then done independently
4642 from the crafting method.
4643 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4644 * `minetest.override_chatcommand(name, redefinition)`
4645 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4646 * `minetest.unregister_chatcommand(name)`
4647 * Unregisters a chatcommands registered with `register_chatcommand`.
4648 * `minetest.register_privilege(name, definition)`
4649 * `definition` can be a description or a definition table (see [Privilege
4651 * If it is a description, the priv will be granted to singleplayer and admin
4653 * To allow players with `basic_privs` to grant, see the `basic_privs`
4654 minetest.conf setting.
4655 * `minetest.register_authentication_handler(authentication handler definition)`
4656 * Registers an auth handler that overrides the builtin one.
4657 * This function can be called by a single mod once only.
4659 Global callback registration functions
4660 --------------------------------------
4662 Call these functions only at load time!
4664 * `minetest.register_globalstep(function(dtime))`
4665 * Called every server step, usually interval of 0.1s
4666 * `minetest.register_on_mods_loaded(function())`
4667 * Called after mods have finished loading and before the media is cached or the
4669 * `minetest.register_on_shutdown(function())`
4670 * Called before server shutdown
4671 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4672 registered callbacks **will likely not be run**. Data should be saved at
4673 semi-frequent intervals as well as on server shutdown.
4674 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4675 * Called when a node has been placed
4676 * If return `true` no item is taken from `itemstack`
4677 * `placer` may be any valid ObjectRef or nil.
4678 * **Not recommended**; use `on_construct` or `after_place_node` in node
4679 definition whenever possible.
4680 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4681 * Called when a node has been dug.
4682 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4683 definition whenever possible.
4684 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4685 * Called when a node is punched
4686 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4687 * Called after generating a piece of world. Modifying nodes inside the area
4688 is a bit faster than usually.
4689 * `minetest.register_on_newplayer(function(ObjectRef))`
4690 * Called when a new player enters the world for the first time
4691 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4692 * Called when a player is punched
4693 * Note: This callback is invoked even if the punched player is dead.
4694 * `player`: ObjectRef - Player that was punched
4695 * `hitter`: ObjectRef - Player that hit
4696 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4698 * `tool_capabilities`: Capability table of used tool (can be nil)
4699 * `dir`: Unit vector of direction of punch. Always defined. Points from
4700 the puncher to the punched.
4701 * `damage`: Number that represents the damage calculated by the engine
4702 * should return `true` to prevent the default damage mechanism
4703 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4704 * Called when a player is right-clicked
4705 * `player`: ObjectRef - Player that was right-clicked
4706 * `clicker`: ObjectRef - Object that right-clicked, may or may not be a player
4707 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4708 * Called when the player gets damaged or healed
4709 * `player`: ObjectRef of the player
4710 * `hp_change`: the amount of change. Negative when it is damage.
4711 * `reason`: a PlayerHPChangeReason table.
4712 * The `type` field will have one of the following values:
4713 * `set_hp`: A mod or the engine called `set_hp` without
4714 giving a type - use this for custom damage types.
4715 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4717 * `node_damage`: `damage_per_second` from a neighbouring node.
4718 `reason.node` will hold the node name or nil.
4721 * Any of the above types may have additional fields from mods.
4722 * `reason.from` will be `mod` or `engine`.
4723 * `modifier`: when true, the function should return the actual `hp_change`.
4724 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4725 Modifiers can return true as a second argument to stop the execution of further functions.
4726 Non-modifiers receive the final HP change calculated by the modifiers.
4727 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4728 * Called when a player dies
4729 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4730 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4731 * Called when player is to be respawned
4732 * Called _before_ repositioning of player occurs
4733 * return true in func to disable regular player placement
4734 * `minetest.register_on_prejoinplayer(function(name, ip))`
4735 * Called when a client connects to the server, prior to authentication
4736 * If it returns a string, the client is disconnected with that string as
4738 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4739 * Called when a player joins the game
4740 * `last_login`: The timestamp of the previous login, or nil if player is new
4741 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4742 * Called when a player leaves the game
4743 * `timed_out`: True for timeout, false for other reasons.
4744 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4745 * Called when a client attempts to log into an account.
4746 * `name`: The name of the account being authenticated.
4747 * `ip`: The IP address of the client
4748 * `is_success`: Whether the client was successfully authenticated
4749 * For newly registered accounts, `is_success` will always be true
4750 * `minetest.register_on_auth_fail(function(name, ip))`
4751 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4752 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4753 * Called when a player cheats
4754 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4756 * `interacted_too_far`
4757 * `interacted_with_self`
4758 * `interacted_while_dead`
4759 * `finished_unknown_dig`
4762 * `minetest.register_on_chat_message(function(name, message))`
4763 * Called always when a player says something
4764 * Return `true` to mark the message as handled, which means that it will
4765 not be sent to other players.
4766 * `minetest.register_on_chatcommand(function(name, command, params))`
4767 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4768 is checked to see if the command exists, but after the input is parsed.
4769 * Return `true` to mark the command as handled, which means that the default
4770 handlers will be prevented.
4771 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4772 * Called when the server received input from `player` in a formspec with
4773 the given `formname`. Specifically, this is called on any of the
4775 * a button was pressed,
4776 * Enter was pressed while the focus was on a text field
4777 * a checkbox was toggled,
4778 * something was selected in a dropdown list,
4779 * a different tab was selected,
4780 * selection was changed in a textlist or table,
4781 * an entry was double-clicked in a textlist or table,
4782 * a scrollbar was moved, or
4783 * the form was actively closed by the player.
4784 * Fields are sent for formspec elements which define a field. `fields`
4785 is a table containing each formspecs element value (as string), with
4786 the `name` parameter as index for each. The value depends on the
4787 formspec element type:
4788 * `animated_image`: Returns the index of the current frame.
4789 * `button` and variants: If pressed, contains the user-facing button
4790 text as value. If not pressed, is `nil`
4791 * `field`, `textarea` and variants: Text in the field
4792 * `dropdown`: Either the index or value, depending on the `index event`
4794 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4795 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4796 * `textlist`: See `minetest.explode_textlist_event`
4797 * `table`: See `minetest.explode_table_event`
4798 * `scrollbar`: See `minetest.explode_scrollbar_event`
4799 * Special case: `["quit"]="true"` is sent when the user actively
4800 closed the form by mouse click, keypress or through a button_exit[]
4802 * Special case: `["key_enter"]="true"` is sent when the user pressed
4803 the Enter key and the focus was either nowhere (causing the formspec
4804 to be closed) or on a button. If the focus was on a text field,
4805 additionally, the index `key_enter_field` contains the name of the
4806 text field. See also: `field_close_on_enter`.
4807 * Newest functions are called first
4808 * If function returns `true`, remaining functions are not called
4809 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4810 * Called when `player` crafts something
4811 * `itemstack` is the output
4812 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4814 * `craft_inv` is the inventory with the crafting grid
4815 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4817 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4818 * The same as before, except that it is called before the player crafts, to
4819 make craft prediction, and it should not change anything.
4820 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4821 * Determines how much of a stack may be taken, put or moved to a
4823 * `player` (type `ObjectRef`) is the player who modified the inventory
4824 `inventory` (type `InvRef`).
4825 * List of possible `action` (string) values and their
4826 `inventory_info` (table) contents:
4827 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4828 * `put`: `{listname=string, index=number, stack=ItemStack}`
4829 * `take`: Same as `put`
4830 * Return a numeric value to limit the amount of items to be taken, put or
4831 moved. A value of `-1` for `take` will make the source stack infinite.
4832 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4833 * Called after a take, put or move event from/to/in a player inventory
4834 * Function arguments: see `minetest.register_allow_player_inventory_action`
4835 * Does not accept or handle any return value.
4836 * `minetest.register_on_protection_violation(function(pos, name))`
4837 * Called by `builtin` and mods when a player violates protection at a
4838 position (eg, digs a node or punches a protected entity).
4839 * The registered functions can be called using
4840 `minetest.record_protection_violation`.
4841 * The provided function should check that the position is protected by the
4842 mod calling this function before it prints a message, if it does, to
4843 allow for multiple protection mods.
4844 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4845 * Called when an item is eaten, by `minetest.item_eat`
4846 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4847 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4848 * Called when `granter` grants the priv `priv` to `name`.
4849 * Note that the callback will be called twice if it's done by a player,
4850 once with granter being the player name, and again with granter being nil.
4851 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4852 * Called when `revoker` revokes the priv `priv` from `name`.
4853 * Note that the callback will be called twice if it's done by a player,
4854 once with revoker being the player name, and again with revoker being nil.
4855 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4856 * Called when `name` user connects with `ip`.
4857 * Return `true` to by pass the player limit
4858 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4859 * Called when an incoming mod channel message is received
4860 * You should have joined some channels to receive events.
4861 * If message comes from a server mod, `sender` field is an empty string.
4866 * `minetest.settings`: Settings object containing all of the settings from the
4867 main config file (`minetest.conf`).
4868 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4869 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4874 * `minetest.string_to_privs(str[, delim])`:
4875 * Converts string representation of privs into table form
4876 * `delim`: String separating the privs. Defaults to `","`.
4877 * Returns `{ priv1 = true, ... }`
4878 * `minetest.privs_to_string(privs[, delim])`:
4879 * Returns the string representation of `privs`
4880 * `delim`: String to delimit privs. Defaults to `","`.
4881 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4882 * `minetest.check_player_privs(player_or_name, ...)`:
4883 returns `bool, missing_privs`
4884 * A quickhand for checking privileges.
4885 * `player_or_name`: Either a Player object or the name of a player.
4886 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4887 a table, e.g. `{ priva = true, privb = true }`.
4889 * `minetest.check_password_entry(name, entry, password)`
4890 * Returns true if the "password entry" for a player with name matches given
4891 password, false otherwise.
4892 * The "password entry" is the password representation generated by the
4893 engine as returned as part of a `get_auth()` call on the auth handler.
4894 * Only use this function for making it possible to log in via password from
4895 external protocols such as IRC, other uses are frowned upon.
4896 * `minetest.get_password_hash(name, raw_password)`
4897 * Convert a name-password pair to a password hash that Minetest can use.
4898 * The returned value alone is not a good basis for password checks based
4899 on comparing the password hash in the database with the password hash
4900 from the function, with an externally provided password, as the hash
4901 in the db might use the new SRP verifier format.
4902 * For this purpose, use `minetest.check_password_entry` instead.
4903 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4905 * The player needs to be online for this to be successful.
4907 * `minetest.get_auth_handler()`: Return the currently active auth handler
4908 * See the [Authentication handler definition]
4909 * Use this to e.g. get the authentication data for a player:
4910 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4911 * `minetest.notify_authentication_modified(name)`
4912 * Must be called by the authentication handler for privilege changes.
4913 * `name`: string; if omitted, all auth data should be considered modified
4914 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4916 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4918 * `minetest.auth_reload()`
4919 * See `reload()` in authentication handler definition
4921 `minetest.set_player_password`, `minetest.set_player_privs`,
4922 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4928 * `minetest.chat_send_all(text)`
4929 * `minetest.chat_send_player(name, text)`
4930 * `minetest.format_chat_message(name, message)`
4931 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4932 Refer to the documentation of the setting for a list of valid placeholders.
4933 * Takes player name and message, and returns the formatted string to be sent to players.
4934 * Can be redefined by mods if required, for things like colored names or messages.
4935 * **Only** the first occurrence of each placeholder will be replaced.
4940 * `minetest.set_node(pos, node)`
4941 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4942 * Set node at position `pos`
4943 * `node`: table `{name=string, param1=number, param2=number}`
4944 * If param1 or param2 is omitted, it's set to `0`.
4945 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4946 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4947 * Set node on all positions set in the first argument.
4948 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4949 * For node specification or position syntax see `minetest.set_node` call
4950 * Faster than set_node due to single call, but still considerably slower
4951 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4952 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4953 in spread out positions which would cause LVMs to waste memory.
4954 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4956 * `minetest.swap_node(pos, node)`
4957 * Set node at position, but don't remove metadata
4958 * `minetest.remove_node(pos)`
4959 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4960 * `minetest.get_node(pos)`
4961 * Returns the node at the given position as table in the format
4962 `{name="node_name", param1=0, param2=0}`,
4963 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4964 * `minetest.get_node_or_nil(pos)`
4965 * Same as `get_node` but returns `nil` for unloaded areas.
4966 * `minetest.get_node_light(pos, timeofday)`
4967 * Gets the light value at the given position. Note that the light value
4968 "inside" the node at the given position is returned, so you usually want
4969 to get the light value of a neighbor.
4970 * `pos`: The position where to measure the light.
4971 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4972 * Returns a number between `0` and `15` or `nil`
4973 * `nil` is returned e.g. when the map isn't loaded at `pos`
4974 * `minetest.get_natural_light(pos[, timeofday])`
4975 * Figures out the sunlight (or moonlight) value at pos at the given time of
4977 * `pos`: The position of the node
4978 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4979 * Returns a number between `0` and `15` or `nil`
4980 * This function tests 203 nodes in the worst case, which happens very
4982 * `minetest.get_artificial_light(param1)`
4983 * Calculates the artificial light (light from e.g. torches) value from the
4985 * `param1`: The param1 value of a `paramtype = "light"` node.
4986 * Returns a number between `0` and `15`
4987 * Currently it's the same as `math.floor(param1 / 16)`, except that it
4988 ensures compatibility.
4989 * `minetest.place_node(pos, node)`
4990 * Place node with the same effects that a player would cause
4991 * `minetest.dig_node(pos)`
4992 * Dig node with the same effects that a player would cause
4993 * Returns `true` if successful, `false` on failure (e.g. protected location)
4994 * `minetest.punch_node(pos)`
4995 * Punch node with the same effects that a player would cause
4996 * `minetest.spawn_falling_node(pos)`
4997 * Change node into falling node
4998 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5000 * `minetest.find_nodes_with_meta(pos1, pos2)`
5001 * Get a table of positions of nodes that have metadata within a region
5003 * `minetest.get_meta(pos)`
5004 * Get a `NodeMetaRef` at that position
5005 * `minetest.get_node_timer(pos)`
5006 * Get `NodeTimerRef`
5008 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5010 * Returns `ObjectRef`, or `nil` if failed
5011 * `minetest.add_item(pos, item)`: Spawn item
5012 * Returns `ObjectRef`, or `nil` if failed
5013 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5014 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5016 * `radius`: using an euclidean metric
5017 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5019 * `pos1` and `pos2` are the min and max positions of the area to search.
5020 * `minetest.set_timeofday(val)`
5021 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5022 * `minetest.get_timeofday()`
5023 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5025 * `minetest.get_day_count()`: returns number days elapsed since world was
5027 * accounts for time changes.
5028 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5030 * `radius`: using a maximum metric
5031 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5032 * `search_center` is an optional boolean (default: `false`)
5033 If true `pos` is also checked for the nodes
5034 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5035 * `pos1` and `pos2` are the min and max positions of the area to search.
5036 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5037 * If `grouped` is true the return value is a table indexed by node name
5038 which contains lists of positions.
5039 * If `grouped` is false or absent the return values are as follows:
5040 first value: Table with all node positions
5041 second value: Table with the count of each node with the node name
5043 * Area volume is limited to 4,096,000 nodes
5044 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5046 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5047 * Return value: Table with all node positions with a node air above
5048 * Area volume is limited to 4,096,000 nodes
5049 * `minetest.get_perlin(noiseparams)`
5050 * Return world-specific perlin noise.
5051 * The actual seed used is the noiseparams seed plus the world seed.
5052 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5053 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5054 * Return world-specific perlin noise.
5055 * `minetest.get_voxel_manip([pos1, pos2])`
5056 * Return voxel manipulator object.
5057 * Loads the manipulator from the map if positions are passed.
5058 * `minetest.set_gen_notify(flags, {deco_ids})`
5059 * Set the types of on-generate notifications that should be collected.
5060 * `flags` is a flag field with the available flags:
5068 * The second parameter is a list of IDs of decorations which notification
5070 * `minetest.get_gen_notify()`
5071 * Returns a flagstring and a table with the `deco_id`s.
5072 * `minetest.get_decoration_id(decoration_name)`
5073 * Returns the decoration ID number for the provided decoration name string,
5074 or `nil` on failure.
5075 * `minetest.get_mapgen_object(objectname)`
5076 * Return requested mapgen object if available (see [Mapgen objects])
5077 * `minetest.get_heat(pos)`
5078 * Returns the heat at the position, or `nil` on failure.
5079 * `minetest.get_humidity(pos)`
5080 * Returns the humidity at the position, or `nil` on failure.
5081 * `minetest.get_biome_data(pos)`
5082 * Returns a table containing:
5083 * `biome` the biome id of the biome at that position
5084 * `heat` the heat at the position
5085 * `humidity` the humidity at the position
5086 * Or returns `nil` on failure.
5087 * `minetest.get_biome_id(biome_name)`
5088 * Returns the biome id, as used in the biomemap Mapgen object and returned
5089 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5090 * `minetest.get_biome_name(biome_id)`
5091 * Returns the biome name string for the provided biome id, or `nil` on
5093 * If no biomes have been registered, such as in mgv6, returns `default`.
5094 * `minetest.get_mapgen_params()`
5095 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5096 * Returns a table containing:
5102 * `minetest.set_mapgen_params(MapgenParams)`
5103 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5105 * Set map generation parameters.
5106 * Function cannot be called after the registration period; only
5107 initialization and `on_mapgen_init`.
5108 * Takes a table as an argument with the fields:
5114 * Leave field unset to leave that parameter unchanged.
5115 * `flags` contains a comma-delimited string of flags to set, or if the
5116 prefix `"no"` is attached, clears instead.
5117 * `flags` is in the same format and has the same options as `mg_flags` in
5119 * `minetest.get_mapgen_setting(name)`
5120 * Gets the *active* mapgen setting (or nil if none exists) in string
5121 format with the following order of precedence:
5122 1) Settings loaded from map_meta.txt or overrides set during mod
5124 2) Settings set by mods without a metafile override
5125 3) Settings explicitly set in the user config file, minetest.conf
5126 4) Settings set as the user config default
5127 * `minetest.get_mapgen_setting_noiseparams(name)`
5128 * Same as above, but returns the value as a NoiseParams table if the
5129 setting `name` exists and is a valid NoiseParams.
5130 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5131 * Sets a mapgen param to `value`, and will take effect if the corresponding
5132 mapgen setting is not already present in map_meta.txt.
5133 * `override_meta` is an optional boolean (default: `false`). If this is set
5134 to true, the setting will become the active setting regardless of the map
5136 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5137 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5138 * Same as above, except value is a NoiseParams table.
5139 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5140 * Sets the noiseparams setting of `name` to the noiseparams table specified
5142 * `set_default` is an optional boolean (default: `true`) that specifies
5143 whether the setting should be applied to the default config or current
5145 * `minetest.get_noiseparams(name)`
5146 * Returns a table of the noiseparams for name.
5147 * `minetest.generate_ores(vm, pos1, pos2)`
5148 * Generate all registered ores within the VoxelManip `vm` and in the area
5149 from `pos1` to `pos2`.
5150 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5151 * `minetest.generate_decorations(vm, pos1, pos2)`
5152 * Generate all registered decorations within the VoxelManip `vm` and in the
5153 area from `pos1` to `pos2`.
5154 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5155 * `minetest.clear_objects([options])`
5156 * Clear all objects in the environment
5157 * Takes an optional table as an argument with the field `mode`.
5158 * mode = `"full"` : Load and go through every mapblock, clearing
5160 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5161 clear objects in unloaded mapblocks only when the
5162 mapblocks are next activated.
5163 * `minetest.load_area(pos1[, pos2])`
5164 * Load the mapblocks containing the area from `pos1` to `pos2`.
5165 `pos2` defaults to `pos1` if not specified.
5166 * This function does not trigger map generation.
5167 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5168 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5169 asynchronously fetched from memory, loaded from disk, or if inexistent,
5171 * If `callback` is a valid Lua function, this will be called for each block
5173 * The function signature of callback is:
5174 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5175 * `blockpos` is the *block* coordinates of the block that had been
5177 * `action` could be one of the following constant values:
5178 * `minetest.EMERGE_CANCELLED`
5179 * `minetest.EMERGE_ERRORED`
5180 * `minetest.EMERGE_FROM_MEMORY`
5181 * `minetest.EMERGE_FROM_DISK`
5182 * `minetest.EMERGE_GENERATED`
5183 * `calls_remaining` is the number of callbacks to be expected after
5185 * `param` is the user-defined parameter passed to emerge_area (or
5186 nil if the parameter was absent).
5187 * `minetest.delete_area(pos1, pos2)`
5188 * delete all mapblocks in the area from pos1 to pos2, inclusive
5189 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5190 * Checks if there is anything other than air between pos1 and pos2.
5191 * Returns false if something is blocking the sight.
5192 * Returns the position of the blocking node when `false`
5193 * `pos1`: First position
5194 * `pos2`: Second position
5195 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5196 * Creates a `Raycast` object.
5197 * `pos1`: start of the ray
5198 * `pos2`: end of the ray
5199 * `objects`: if false, only nodes will be returned. Default is `true`.
5200 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5201 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5202 * returns table containing path that can be walked on
5203 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5205 * Reasons for failure:
5206 * No path exists at all
5207 * No path exists within `searchdistance` (see below)
5208 * Start or end pos is buried in land
5209 * `pos1`: start position
5210 * `pos2`: end position
5211 * `searchdistance`: maximum distance from the search positions to search in.
5212 In detail: Path must be completely inside a cuboid. The minimum
5213 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5214 Larger values will increase the size of this cuboid in all directions
5215 * `max_jump`: maximum height difference to consider walkable
5216 * `max_drop`: maximum height difference to consider droppable
5217 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5218 Difference between `"A*"` and `"A*_noprefetch"` is that
5219 `"A*"` will pre-calculate the cost-data, the other will calculate it
5221 * `minetest.spawn_tree (pos, {treedef})`
5222 * spawns L-system tree at given `pos` with definition in `treedef` table
5223 * `minetest.transforming_liquid_add(pos)`
5224 * add node to liquid update queue
5225 * `minetest.get_node_max_level(pos)`
5226 * get max available level for leveled node
5227 * `minetest.get_node_level(pos)`
5228 * get level of leveled node (water, snow)
5229 * `minetest.set_node_level(pos, level)`
5230 * set level of leveled node, default `level` equals `1`
5231 * if `totallevel > maxlevel`, returns rest (`total-max`).
5232 * `minetest.add_node_level(pos, level)`
5233 * increase level of leveled node by level, default `level` equals `1`
5234 * if `totallevel > maxlevel`, returns rest (`total-max`)
5235 * `level` must be between -127 and 127
5236 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5237 * resets the light in a cuboid-shaped part of
5238 the map and removes lighting bugs.
5239 * Loads the area if it is not loaded.
5240 * `pos1` is the corner of the cuboid with the least coordinates
5241 (in node coordinates), inclusive.
5242 * `pos2` is the opposite corner of the cuboid, inclusive.
5243 * The actual updated cuboid might be larger than the specified one,
5244 because only whole map blocks can be updated.
5245 The actual updated area consists of those map blocks that intersect
5246 with the given cuboid.
5247 * However, the neighborhood of the updated area might change
5248 as well, as light can spread out of the cuboid, also light
5250 * returns `false` if the area is not fully generated,
5252 * `minetest.check_single_for_falling(pos)`
5253 * causes an unsupported `group:falling_node` node to fall and causes an
5254 unattached `group:attached_node` node to fall.
5255 * does not spread these updates to neighbours.
5256 * `minetest.check_for_falling(pos)`
5257 * causes an unsupported `group:falling_node` node to fall and causes an
5258 unattached `group:attached_node` node to fall.
5259 * spread these updates to neighbours and can cause a cascade
5261 * `minetest.get_spawn_level(x, z)`
5262 * Returns a player spawn y co-ordinate for the provided (x, z)
5263 co-ordinates, or `nil` for an unsuitable spawn point.
5264 * For most mapgens a 'suitable spawn point' is one with y between
5265 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5266 so `nil` will be returned for many (x, z) co-ordinates.
5267 * The spawn level returned is for a player spawn in unmodified terrain.
5268 * The spawn level is intentionally above terrain level to cope with
5269 full-node biome 'dust' nodes.
5274 You can find mod channels communication scheme in `doc/mod_channels.png`.
5276 * `minetest.mod_channel_join(channel_name)`
5277 * Server joins channel `channel_name`, and creates it if necessary. You
5278 should listen for incoming messages with
5279 `minetest.register_on_modchannel_message`
5284 `minetest.get_inventory(location)`: returns an `InvRef`
5287 * `{type="player", name="celeron55"}`
5288 * `{type="node", pos={x=, y=, z=}}`
5289 * `{type="detached", name="creative"}`
5290 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5292 * `callbacks`: See [Detached inventory callbacks]
5293 * `player_name`: Make detached inventory available to one player
5294 exclusively, by default they will be sent to every player (even if not
5296 Note that this parameter is mostly just a workaround and will be removed
5298 * Creates a detached inventory. If it already exists, it is cleared.
5299 * `minetest.remove_detached_inventory(name)`
5300 * Returns a `boolean` indicating whether the removal succeeded.
5301 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5302 returns left over ItemStack.
5303 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5308 * `minetest.show_formspec(playername, formname, formspec)`
5309 * `playername`: name of player to show formspec
5310 * `formname`: name passed to `on_player_receive_fields` callbacks.
5311 It should follow the `"modname:<whatever>"` naming convention
5312 * `formspec`: formspec to display
5313 * `minetest.close_formspec(playername, formname)`
5314 * `playername`: name of player to close formspec
5315 * `formname`: has to exactly match the one given in `show_formspec`, or the
5316 formspec will not close.
5317 * calling `show_formspec(playername, formname, "")` is equal to this
5319 * to close a formspec regardless of the formname, call
5320 `minetest.close_formspec(playername, "")`.
5321 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5322 * `minetest.formspec_escape(string)`: returns a string
5323 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5325 * `minetest.explode_table_event(string)`: returns a table
5326 * returns e.g. `{type="CHG", row=1, column=2}`
5328 * `"INV"`: no row selected
5330 * `"DCL"`: double-click
5331 * `minetest.explode_textlist_event(string)`: returns a table
5332 * returns e.g. `{type="CHG", index=1}`
5334 * `"INV"`: no row selected
5336 * `"DCL"`: double-click
5337 * `minetest.explode_scrollbar_event(string)`: returns a table
5338 * returns e.g. `{type="CHG", value=500}`
5340 * `"INV"`: something failed
5341 * `"CHG"`: has been changed
5342 * `"VAL"`: not changed
5347 * `minetest.inventorycube(img1, img2, img3)`
5348 * Returns a string for making an image of a cube (useful as an item image)
5349 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5350 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5351 does not refer to a node or entity.
5352 * If the optional `above` parameter is true and the `pointed_thing` refers
5353 to a node, then it will return the `above` position of the `pointed_thing`.
5354 * `minetest.dir_to_facedir(dir, is6d)`
5355 * Convert a vector to a facedir value, used in `param2` for
5356 `paramtype2="facedir"`.
5357 * passing something non-`nil`/`false` for the optional second parameter
5358 causes it to take the y component into account.
5359 * `minetest.facedir_to_dir(facedir)`
5360 * Convert a facedir back into a vector aimed directly out the "back" of a
5362 * `minetest.dir_to_wallmounted(dir)`
5363 * Convert a vector to a wallmounted value, used for
5364 `paramtype2="wallmounted"`.
5365 * `minetest.wallmounted_to_dir(wallmounted)`
5366 * Convert a wallmounted value back into a vector aimed directly out the
5368 * `minetest.dir_to_yaw(dir)`
5369 * Convert a vector into a yaw (angle)
5370 * `minetest.yaw_to_dir(yaw)`
5371 * Convert yaw (angle) to a vector
5372 * `minetest.is_colored_paramtype(ptype)`
5373 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5374 color information (`color`, `colorwallmounted` or `colorfacedir`).
5375 * `minetest.strip_param2_color(param2, paramtype2)`
5376 * Removes everything but the color information from the
5377 given `param2` value.
5378 * Returns `nil` if the given `paramtype2` does not contain color
5380 * `minetest.get_node_drops(node, toolname)`
5381 * Returns list of itemstrings that are dropped by `node` when dug
5383 * `node`: node as table or node name
5384 * `toolname`: name of the tool item (can be `nil`)
5385 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5386 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5387 * `input.width` = for example `3`
5388 * `input.items` = for example
5389 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5390 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5391 * `output.time` = a number, if unsuccessful: `0`
5392 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5393 placed in `decremented_input.items`. Replacements can be placed in
5394 `decremented_input` if the stack of the replaced item has a count of 1.
5395 * `decremented_input` = like `input`
5396 * `minetest.get_craft_recipe(output)`: returns input
5397 * returns last registered recipe for output item (node)
5398 * `output` is a node or item type such as `"default:torch"`
5399 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5400 * `input.width` = for example `3`
5401 * `input.items` = for example
5402 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5403 * `input.items` = `nil` if no recipe found
5404 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5405 * returns indexed table with all registered recipes for query item (node)
5406 or `nil` if no recipe was found.
5407 * recipe entry table:
5408 * `method`: 'normal' or 'cooking' or 'fuel'
5409 * `width`: 0-3, 0 means shapeless recipe
5410 * `items`: indexed [1-9] table with recipe items
5411 * `output`: string with item name and quantity
5412 * Example query for `"default:gold_ingot"` will return table:
5415 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5416 items = {1 = "default:gold_lump"}},
5417 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5418 items = {1 = "default:goldblock"}}
5420 * `minetest.handle_node_drops(pos, drops, digger)`
5421 * `drops`: list of itemstrings
5422 * Handles drops from nodes after digging: Default action is to put them
5423 into digger's inventory.
5424 * Can be overridden to get different functionality (e.g. dropping items on
5426 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5428 * Creates an item string which contains palette index information
5429 for hardware colorization. You can use the returned string
5430 as an output in a craft recipe.
5431 * `item`: the item stack which becomes colored. Can be in string,
5432 table and native form.
5433 * `palette_index`: this index is added to the item stack
5434 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5435 * Creates an item string which contains static color information
5436 for hardware colorization. Use this method if you wish to colorize
5437 an item that does not own a palette. You can use the returned string
5438 as an output in a craft recipe.
5439 * `item`: the item stack which becomes colored. Can be in string,
5440 table and native form.
5441 * `colorstring`: the new color of the item stack
5446 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5447 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5448 * Find who has done something to a node, or near a node
5449 * `actor`: `"player:<name>"`, also `"liquid"`.
5450 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5451 `boolean, log_messages`.
5452 * Revert latest actions of someone
5453 * `actor`: `"player:<name>"`, also `"liquid"`.
5455 Defaults for the `on_place` and `on_drop` item definition functions
5456 -------------------------------------------------------------------
5458 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5459 * Place item as a node
5460 * `param2` overrides `facedir` and wallmounted `param2`
5461 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5462 for the newly placed node to prevent a callback and placement loop
5463 * returns `itemstack, position`
5464 * `position`: the location the node was placed to. `nil` if nothing was placed.
5465 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5467 * returns the leftover itemstack
5468 * **Note**: This function is deprecated and will never be called.
5469 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5470 * Wrapper that calls `minetest.item_place_node` if appropriate
5471 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5472 * **Note**: is not called when wielded item overrides `on_place`
5473 * `param2` overrides facedir and wallmounted `param2`
5474 * returns `itemstack, position`
5475 * `position`: the location the node was placed to. `nil` if nothing was placed.
5476 * `minetest.item_drop(itemstack, dropper, pos)`
5478 * returns the leftover itemstack
5479 * `minetest.item_eat(hp_change[, replace_with_item])`
5480 * Returns `function(itemstack, user, pointed_thing)` as a
5481 function wrapper for `minetest.do_item_eat`.
5482 * `replace_with_item` is the itemstring which is added to the inventory.
5483 If the player is eating a stack, then replace_with_item goes to a
5486 Defaults for the `on_punch` and `on_dig` node definition callbacks
5487 ------------------------------------------------------------------
5489 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5490 * Calls functions registered by `minetest.register_on_punchnode()`
5491 * `minetest.node_dig(pos, node, digger)`
5492 * Checks if node can be dug, puts item into inventory, removes node
5493 * Calls functions registered by `minetest.registered_on_dignodes()`
5498 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5499 * `spec` is a `SimpleSoundSpec`
5500 * `parameters` is a sound parameter table
5501 * `ephemeral` is a boolean (default: false)
5502 Ephemeral sounds will not return a handle and can't be stopped or faded.
5503 It is recommend to use this for short sounds that happen in response to
5504 player actions (e.g. door closing).
5505 * `minetest.sound_stop(handle)`
5506 * `handle` is a handle returned by `minetest.sound_play`
5507 * `minetest.sound_fade(handle, step, gain)`
5508 * `handle` is a handle returned by `minetest.sound_play`
5509 * `step` determines how fast a sound will fade.
5510 The gain will change by this much per second,
5511 until it reaches the target gain.
5512 Note: Older versions used a signed step. This is deprecated, but old
5513 code will still work. (the client uses abs(step) to correct it)
5514 * `gain` the target gain for the fade.
5515 Fading to zero will delete the sound.
5520 * `minetest.after(time, func, ...)` : returns job table to use as below.
5521 * Call the function `func` after `time` seconds, may be fractional
5522 * Optional: Variable number of arguments that are passed to `func`
5525 * Cancels the job function from being called
5530 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5531 server shutdown. Will display `message` to clients.
5532 * `reconnect` == true displays a reconnect button
5533 * `delay` adds an optional delay (in seconds) before shutdown.
5534 Negative delay cancels the current active shutdown.
5535 Zero delay triggers an immediate shutdown.
5536 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5537 * `minetest.get_server_status(name, joined)`
5538 * Returns the server status string when a player joins or when the command
5539 `/status` is called. Returns `nil` or an empty string when the message is
5541 * `joined`: Boolean value, indicates whether the function was called when
5543 * This function may be overwritten by mods to customize the status message.
5544 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5545 * `minetest.remove_player(name)`: remove player from database (if they are not
5547 * As auth data is not removed, minetest.player_exists will continue to
5548 return true. Call the below method as well if you want to remove auth
5550 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5551 * `minetest.remove_player_auth(name)`: remove player authentication data
5552 * Returns boolean indicating success (false if player nonexistant)
5553 * `minetest.dynamic_add_media(filepath, callback)`
5554 * `filepath`: path to a media file on the filesystem
5555 * `callback`: function with arguments `name`, where name is a player name
5556 (previously there was no callback argument; omitting it is deprecated)
5557 * Adds the file to the media sent to clients by the server on startup
5558 and also pushes this file to already connected clients.
5559 The file must be a supported image, sound or model format. It must not be
5560 modified, deleted, moved or renamed after calling this function.
5561 The list of dynamically added media is not persisted.
5562 * Returns false on error, true if the request was accepted
5563 * The given callback will be called for every player as soon as the
5564 media is available on the client.
5565 Old clients that lack support for this feature will not see the media
5566 unless they reconnect to the server. (callback won't be called)
5567 * Since media transferred this way currently does not use client caching
5568 or HTTP transfers, dynamic media should not be used with big files.
5573 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5574 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5575 IP address or name formatted as string
5576 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5577 * Returns boolean indicating success
5578 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5580 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5582 * Returns boolean indicating success (false if player nonexistant)
5587 * `minetest.add_particle(particle definition)`
5588 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5589 expirationtime, size, collisiondetection, texture, playername)`
5591 * `minetest.add_particlespawner(particlespawner definition)`
5592 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5593 over `time` seconds.
5594 * Returns an `id`, and -1 if adding didn't succeed
5595 * Deprecated: `minetest.add_particlespawner(amount, time,
5599 minexptime, maxexptime,
5601 collisiondetection, texture, playername)`
5603 * `minetest.delete_particlespawner(id, player)`
5604 * Delete `ParticleSpawner` with `id` (return value from
5605 `minetest.add_particlespawner`).
5606 * If playername is specified, only deletes on the player's client,
5607 otherwise on all clients.
5612 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5613 * Create a schematic from the volume of map specified by the box formed by
5615 * Apply the specified probability and per-node force-place to the specified
5616 nodes according to the `probability_list`.
5617 * `probability_list` is an array of tables containing two fields, `pos`
5619 * `pos` is the 3D vector specifying the absolute coordinates of the
5620 node being modified,
5621 * `prob` is an integer value from `0` to `255` that encodes
5622 probability and per-node force-place. Probability has levels
5623 0-127, then 128 may be added to encode per-node force-place.
5624 For probability stated as 0-255, divide by 2 and round down to
5625 get values 0-127, then add 128 to apply per-node force-place.
5626 * If there are two or more entries with the same pos value, the
5628 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5630 * If `probability_list` equals `nil`, no probabilities are applied.
5631 * Apply the specified probability to the specified horizontal slices
5632 according to the `slice_prob_list`.
5633 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5635 * `ypos` indicates the y position of the slice with a probability
5636 applied, the lowest slice being `ypos = 0`.
5637 * If slice probability list equals `nil`, no slice probabilities
5639 * Saves schematic in the Minetest Schematic format to filename.
5641 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5642 * Place the schematic specified by schematic (see [Schematic specifier]) at
5644 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5645 * If the `rotation` parameter is omitted, the schematic is not rotated.
5646 * `replacements` = `{["old_name"] = "convert_to", ...}`
5647 * `force_placement` is a boolean indicating whether nodes other than `air`
5648 and `ignore` are replaced by the schematic.
5649 * Returns nil if the schematic could not be loaded.
5650 * **Warning**: Once you have loaded a schematic from a file, it will be
5651 cached. Future calls will always use the cached version and the
5652 replacement list defined for it, regardless of whether the file or the
5653 replacement list parameter have changed. The only way to load the file
5654 anew is to restart the server.
5655 * `flags` is a flag field with the available flags:
5660 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5661 * This function is analogous to minetest.place_schematic, but places a
5662 schematic onto the specified VoxelManip object `vmanip` instead of the
5664 * Returns false if any part of the schematic was cut-off due to the
5665 VoxelManip not containing the full area required, and true if the whole
5666 schematic was able to fit.
5667 * Returns nil if the schematic could not be loaded.
5668 * After execution, any external copies of the VoxelManip contents are
5670 * `flags` is a flag field with the available flags:
5675 * `minetest.serialize_schematic(schematic, format, options)`
5676 * Return the serialized schematic specified by schematic
5677 (see [Schematic specifier])
5678 * in the `format` of either "mts" or "lua".
5679 * "mts" - a string containing the binary MTS data used in the MTS file
5681 * "lua" - a string containing Lua code representing the schematic in table
5683 * `options` is a table containing the following optional parameters:
5684 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5685 generated will have (X, Z) position comments for every X row
5686 generated in the schematic data for easier reading.
5687 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5688 the Lua code generated will use that number of spaces as indentation
5689 instead of a tab character.
5691 * `minetest.read_schematic(schematic, options)`
5692 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5693 * `schematic` is the schematic to read (see: [Schematic specifier])
5694 * `options` is a table containing the following optional parameters:
5695 * `write_yslice_prob`: string value:
5696 * `none`: no `write_yslice_prob` table is inserted,
5697 * `low`: only probabilities that are not 254 or 255 are written in
5698 the `write_ylisce_prob` table,
5699 * `all`: write all probabilities to the `write_yslice_prob` table.
5700 * The default for this option is `all`.
5701 * Any invalid value will be interpreted as `all`.
5706 * `minetest.request_http_api()`:
5707 * returns `HTTPApiTable` containing http functions if the calling mod has
5708 been granted access by being listed in the `secure.http_mods` or
5709 `secure.trusted_mods` setting, otherwise returns `nil`.
5710 * The returned table contains the functions `fetch`, `fetch_async` and
5711 `fetch_async_get` described below.
5712 * Only works at init time and must be called from the mod's main scope
5713 (not from a function).
5714 * Function only exists if minetest server was built with cURL support.
5715 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5717 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5718 * Performs given request asynchronously and calls callback upon completion
5719 * callback: `function(HTTPRequestResult res)`
5720 * Use this HTTP function if you are unsure, the others are for advanced use
5721 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5722 * Performs given request asynchronously and returns handle for
5723 `HTTPApiTable.fetch_async_get`
5724 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5725 * Return response data for given asynchronous HTTP request
5730 * `minetest.get_mod_storage()`:
5731 * returns reference to mod private `StorageRef`
5732 * must be called during mod load time
5737 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5738 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5739 * `minetest.player_exists(name)`: boolean, whether player exists
5740 (regardless of online status)
5741 * `minetest.hud_replace_builtin(name, hud_definition)`
5742 * Replaces definition of a builtin hud element
5743 * `name`: `"breath"` or `"health"`
5744 * `hud_definition`: definition to replace builtin definition
5745 * `minetest.send_join_message(player_name)`
5746 * This function can be overridden by mods to change the join message.
5747 * `minetest.send_leave_message(player_name, timed_out)`
5748 * This function can be overridden by mods to change the leave message.
5749 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5750 * `pos`: table {x=number, y=number, z=number},
5751 * Gives a unique hash number for a node position (16+16+16=48bit)
5752 * `minetest.get_position_from_hash(hash)`: returns a position
5753 * Inverse transform of `minetest.hash_node_position`
5754 * `minetest.get_item_group(name, group)`: returns a rating
5755 * Get rating of a group of an item. (`0` means: not in group)
5756 * `minetest.get_node_group(name, group)`: returns a rating
5757 * Deprecated: An alias for the former.
5758 * `minetest.raillike_group(name)`: returns a rating
5759 * Returns rating of the connect_to_raillike group corresponding to name
5760 * If name is not yet the name of a connect_to_raillike group, a new group
5761 id is created, with that name.
5762 * `minetest.get_content_id(name)`: returns an integer
5763 * Gets the internal content ID of `name`
5764 * `minetest.get_name_from_content_id(content_id)`: returns a string
5765 * Gets the name of the content with that content ID
5766 * `minetest.parse_json(string[, nullvalue])`: returns something
5767 * Convert a string containing JSON data into the Lua equivalent
5768 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5769 * On success returns a table, a string, a number, a boolean or `nullvalue`
5770 * On failure outputs an error message and returns `nil`
5771 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5772 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5774 * Convert a Lua table into a JSON string
5775 * styled: Outputs in a human-readable format if this is set, defaults to
5777 * Unserializable things like functions and userdata will cause an error.
5778 * **Warning**: JSON is more strict than the Lua table format.
5779 1. You can only use strings and positive integers of at least one as
5781 2. You can not mix string and integer keys.
5782 This is due to the fact that JSON has two distinct array and object
5784 * Example: `write_json({10, {a = false}})`,
5785 returns `"[10, {\"a\": false}]"`
5786 * `minetest.serialize(table)`: returns a string
5787 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5788 into string form readable by `minetest.deserialize`
5789 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5790 * `minetest.deserialize(string[, safe])`: returns a table
5791 * Convert a string returned by `minetest.serialize` into a table
5792 * `string` is loaded in an empty sandbox environment.
5793 * Will load functions if safe is false or omitted. Although these functions
5794 cannot directly access the global environment, they could bypass this
5795 restriction with maliciously crafted Lua bytecode if mod security is
5797 * This function should not be used on untrusted data, regardless of the
5798 value of `safe`. It is fine to serialize then deserialize user-provided
5799 data, but directly providing user input to deserialize is always unsafe.
5800 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5801 returns `{foo='bar'}`
5802 * Example: `deserialize('print("foo")')`, returns `nil`
5803 (function call fails), returns
5804 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5805 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5806 * Compress a string of data.
5807 * `method` is a string identifying the compression method to be used.
5808 * Supported compression methods:
5809 * Deflate (zlib): `"deflate"`
5810 * `...` indicates method-specific arguments. Currently defined arguments
5812 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5813 * `minetest.decompress(compressed_data, method, ...)`: returns data
5814 * Decompress a string of data (using ZLib).
5815 * See documentation on `minetest.compress()` for supported compression
5817 * `...` indicates method-specific arguments. Currently, no methods use this
5818 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5819 * Each argument is a 8 Bit unsigned integer
5820 * Returns the ColorString from rgb or rgba values
5821 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5822 * `minetest.encode_base64(string)`: returns string encoded in base64
5823 * Encodes a string in base64.
5824 * `minetest.decode_base64(string)`: returns string or nil on failure
5825 * Padding characters are only supported starting at version 5.4.0, where
5826 5.5.0 and newer perform proper checks.
5827 * Decodes a string encoded in base64.
5828 * `minetest.is_protected(pos, name)`: returns boolean
5829 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5830 placing) the node at position `pos`.
5831 * `name` will be `""` for non-players or unknown players.
5832 * This function should be overridden by protection mods. It is highly
5833 recommended to grant access to players with the `protection_bypass` privilege.
5834 * Cache and call the old version of this function if the position is
5835 not protected by the mod. This will allow using multiple protection mods.
5838 local old_is_protected = minetest.is_protected
5839 function minetest.is_protected(pos, name)
5840 if mymod:position_protected_from(pos, name) then
5843 return old_is_protected(pos, name)
5845 * `minetest.record_protection_violation(pos, name)`
5846 * This function calls functions registered with
5847 `minetest.register_on_protection_violation`.
5848 * `minetest.is_creative_enabled(name)`: returns boolean
5849 * Returning `true` means that Creative Mode is enabled for player `name`.
5850 * `name` will be `""` for non-players or if the player is unknown.
5851 * This function should be overridden by Creative Mode-related mods to
5852 implement a per-player Creative Mode.
5853 * By default, this function returns `true` if the setting
5854 `creative_mode` is `true` and `false` otherwise.
5855 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5856 * Returns the position of the first node that `player_name` may not modify
5857 in the specified cuboid between `pos1` and `pos2`.
5858 * Returns `false` if no protections were found.
5859 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5860 The points are spaced evenly throughout the volume and have a spacing
5861 similar to, but no larger than, `interval`.
5862 * All corners and edges of the defined volume are checked.
5863 * `interval` defaults to 4.
5864 * `interval` should be carefully chosen and maximised to avoid an excessive
5865 number of points being checked.
5866 * Like `minetest.is_protected`, this function may be extended or
5867 overwritten by mods to provide a faster implementation to check the
5868 cuboid for intersections.
5869 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5870 orient_flags, prevent_after_place])`
5871 * Attempt to predict the desired orientation of the facedir-capable node
5872 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5873 or hanging from the ceiling).
5874 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5875 stacks are handled normally.
5876 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5877 * `invert_wall`: if `true`, place wall-orientation on the ground and
5878 ground-orientation on the wall.
5879 * `force_wall` : if `true`, always place the node in wall orientation.
5880 * `force_ceiling`: if `true`, always place on the ceiling.
5881 * `force_floor`: if `true`, always place the node on the floor.
5882 * `force_facedir`: if `true`, forcefully reset the facedir to north
5883 when placing on the floor or ceiling.
5884 * The first four options are mutually-exclusive; the last in the list
5885 takes precedence over the first.
5886 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5887 * Returns the new itemstack after placement
5888 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5889 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5890 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5891 parameter and `prevent_after_place` set to `true`.
5893 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5894 tool_capabilities, dir, distance, damage)`
5895 * Returns the amount of knockback applied on the punched player.
5896 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5897 * `distance`: distance between puncher and punched player
5898 * This function can be overriden by mods that wish to modify this behaviour.
5899 * You may want to cache and call the old function to allow multiple mods to
5900 change knockback behaviour.
5902 * `minetest.forceload_block(pos[, transient])`
5903 * forceloads the position `pos`.
5904 * returns `true` if area could be forceloaded
5905 * If `transient` is `false` or absent, the forceload will be persistent
5906 (saved between server runs). If `true`, the forceload will be transient
5907 (not saved between server runs).
5909 * `minetest.forceload_free_block(pos[, transient])`
5910 * stops forceloading the position `pos`
5911 * If `transient` is `false` or absent, frees a persistent forceload.
5912 If `true`, frees a transient forceload.
5914 * `minetest.compare_block_status(pos, condition)`
5915 * Checks whether the mapblock at positition `pos` is in the wanted condition.
5916 * `condition` may be one of the following values:
5917 * `"unknown"`: not in memory
5918 * `"emerging"`: in the queue for loading from disk or generating
5919 * `"loaded"`: in memory but inactive (no ABMs are executed)
5920 * `"active"`: in memory and active
5921 * Other values are reserved for future functionality extensions
5922 * Return value, the comparison status:
5923 * `false`: Mapblock does not fulfil the wanted condition
5924 * `true`: Mapblock meets the requirement
5925 * `nil`: Unsupported `condition` value
5927 * `minetest.request_insecure_environment()`: returns an environment containing
5928 insecure functions if the calling mod has been listed as trusted in the
5929 `secure.trusted_mods` setting or security is disabled, otherwise returns
5931 * Only works at init time and must be called from the mod's main scope
5932 (ie: the init.lua of the mod, not from another Lua file or within a function).
5933 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5934 IT IN A LOCAL VARIABLE!**
5936 * `minetest.global_exists(name)`
5937 * Checks if a global variable has been set, without triggering a warning.
5942 * `minetest.env`: `EnvRef` of the server environment and world.
5943 * Any function in the minetest namespace can be called using the syntax
5944 `minetest.env:somefunction(somearguments)`
5945 instead of `minetest.somefunction(somearguments)`
5946 * Deprecated, but support is not to be dropped soon
5951 ### Registered definition tables
5953 * `minetest.registered_items`
5954 * Map of registered items, indexed by name
5955 * `minetest.registered_nodes`
5956 * Map of registered node definitions, indexed by name
5957 * `minetest.registered_craftitems`
5958 * Map of registered craft item definitions, indexed by name
5959 * `minetest.registered_tools`
5960 * Map of registered tool definitions, indexed by name
5961 * `minetest.registered_entities`
5962 * Map of registered entity prototypes, indexed by name
5963 * Values in this table may be modified directly.
5964 Note: changes to initial properties will only affect entities spawned afterwards,
5965 as they are only read when spawning.
5966 * `minetest.object_refs`
5967 * Map of object references, indexed by active object id
5968 * `minetest.luaentities`
5969 * Map of Lua entities, indexed by active object id
5970 * `minetest.registered_abms`
5971 * List of ABM definitions
5972 * `minetest.registered_lbms`
5973 * List of LBM definitions
5974 * `minetest.registered_aliases`
5975 * Map of registered aliases, indexed by name
5976 * `minetest.registered_ores`
5977 * Map of registered ore definitions, indexed by the `name` field.
5978 * If `name` is nil, the key is the object handle returned by
5979 `minetest.register_ore`.
5980 * `minetest.registered_biomes`
5981 * Map of registered biome definitions, indexed by the `name` field.
5982 * If `name` is nil, the key is the object handle returned by
5983 `minetest.register_biome`.
5984 * `minetest.registered_decorations`
5985 * Map of registered decoration definitions, indexed by the `name` field.
5986 * If `name` is nil, the key is the object handle returned by
5987 `minetest.register_decoration`.
5988 * `minetest.registered_schematics`
5989 * Map of registered schematic definitions, indexed by the `name` field.
5990 * If `name` is nil, the key is the object handle returned by
5991 `minetest.register_schematic`.
5992 * `minetest.registered_chatcommands`
5993 * Map of registered chat command definitions, indexed by name
5994 * `minetest.registered_privileges`
5995 * Map of registered privilege definitions, indexed by name
5996 * Registered privileges can be modified directly in this table.
5998 ### Registered callback tables
6000 All callbacks registered with [Global callback registration functions] are added
6001 to corresponding `minetest.registered_*` tables.
6009 Sorted alphabetically.
6014 A fast access data structure to store areas, and find areas near a given
6016 Every area has a `data` string attribute to store additional information.
6017 You can create an empty `AreaStore` by calling `AreaStore()`, or
6018 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
6019 If you chose the parameter-less constructor, a fast implementation will be
6020 automatically chosen for you.
6024 * `get_area(id, include_borders, include_data)`
6025 * Returns the area information about the specified ID.
6026 * Returned values are either of these:
6028 nil -- Area not found
6029 true -- Without `include_borders` and `include_data`
6031 min = pos, max = pos -- `include_borders == true`
6032 data = string -- `include_data == true`
6035 * `get_areas_for_pos(pos, include_borders, include_data)`
6036 * Returns all areas as table, indexed by the area ID.
6037 * Table values: see `get_area`.
6038 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
6039 * Returns all areas that contain all nodes inside the area specified by `edge1`
6040 and `edge2` (inclusive).
6041 * `accept_overlap`: if `true`, areas are returned that have nodes in
6042 common (intersect) with the specified area.
6043 * Returns the same values as `get_areas_for_pos`.
6044 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
6045 * Returns the new area's ID, or nil if the insertion failed.
6046 * The (inclusive) positions `edge1` and `edge2` describe the area.
6047 * `data` is a string stored with the area.
6048 * `id` (optional): will be used as the internal area ID if it is an unique
6049 number between 0 and 2^32-2.
6050 * `reserve(count)`: reserves resources for at most `count` many contained
6052 Only needed for efficiency, and only some implementations profit.
6053 * `remove_area(id)`: removes the area with the given id from the store, returns
6055 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6056 Calling invalidates the cache, so that its elements have to be newly
6058 * `params` is a table with the following fields:
6060 enabled = boolean, -- Whether to enable, default true
6061 block_radius = int, -- The radius (in nodes) of the areas the cache
6062 -- generates prefiltered lists for, minimum 16,
6064 limit = int, -- The cache size, minimum 20, default 1000
6065 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6067 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6069 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6071 Returns success and, optionally, an error message.
6072 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6078 An `InvRef` is a reference to an inventory.
6082 * `is_empty(listname)`: return `true` if list is empty
6083 * `get_size(listname)`: get size of a list
6084 * `set_size(listname, size)`: set size of a list
6085 * returns `false` on error (e.g. invalid `listname` or `size`)
6086 * `get_width(listname)`: get width of a list
6087 * `set_width(listname, width)`: set width of list; currently used for crafting
6088 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6089 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6090 * `get_list(listname)`: return full list
6091 * `set_list(listname, list)`: set full list (size will not change)
6092 * `get_lists()`: returns list of inventory lists
6093 * `set_lists(lists)`: sets inventory lists (size will not change)
6094 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6096 * `room_for_item(listname, stack):` returns `true` if the stack of items
6097 can be fully added to the list
6098 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6099 the stack of items can be fully taken from the list.
6100 If `match_meta` is false, only the items' names are compared
6102 * `remove_item(listname, stack)`: take as many items as specified from the
6103 list, returns the items that were actually removed (as an `ItemStack`)
6104 -- note that any item metadata is ignored, so attempting to remove a specific
6105 unique item this way will likely remove the wrong one -- to do that use
6106 `set_stack` with an empty `ItemStack`.
6107 * `get_location()`: returns a location compatible to
6108 `minetest.get_inventory(location)`.
6109 * returns `{type="undefined"}` in case location is not known
6113 Detached & nodemeta inventories provide the following callbacks for move actions:
6117 The `allow_*` callbacks return how many items can be moved.
6119 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6120 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6121 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6125 The `on_*` callbacks are called after the items have been placed in the inventories.
6127 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6128 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6129 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6133 When a player tries to put an item to a place where another item is, the items are *swapped*.
6134 This means that all callbacks will be called twice (once for each action).
6139 An `ItemStack` is a stack of items.
6141 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6142 an itemstring, a table or `nil`.
6146 * `is_empty()`: returns `true` if stack is empty.
6147 * `get_name()`: returns item name (e.g. `"default:stone"`).
6148 * `set_name(item_name)`: returns a boolean indicating whether the item was
6150 * `get_count()`: Returns number of items on the stack.
6151 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6152 * `count`: number, unsigned 16 bit integer
6153 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6154 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6155 * `wear`: number, unsigned 16 bit integer
6156 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6157 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6159 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6160 * `get_description()`: returns the description shown in inventory list tooltips.
6161 * The engine uses this when showing item descriptions in tooltips.
6162 * Fields for finding the description, in order:
6163 * `description` in item metadata (See [Item Metadata].)
6164 * `description` in item definition
6166 * `get_short_description()`: returns the short description or nil.
6167 * Unlike the description, this does not include new lines.
6168 * Fields for finding the short description, in order:
6169 * `short_description` in item metadata (See [Item Metadata].)
6170 * `short_description` in item definition
6171 * first line of the description (From item meta or def, see `get_description()`.)
6172 * Returns nil if none of the above are set
6173 * `clear()`: removes all items from the stack, making it empty.
6174 * `replace(item)`: replace the contents of this stack.
6175 * `item` can also be an itemstring or table.
6176 * `to_string()`: returns the stack in itemstring form.
6177 * `to_table()`: returns the stack in Lua table form.
6178 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6180 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6181 * `is_known()`: returns `true` if the item name refers to a defined item type.
6182 * `get_definition()`: returns the item definition table.
6183 * `get_tool_capabilities()`: returns the digging properties of the item,
6184 or those of the hand if none are defined for this item type
6185 * `add_wear(amount)`
6186 * Increases wear by `amount` if the item is a tool
6187 * `amount`: number, integer
6188 * `add_item(item)`: returns leftover `ItemStack`
6189 * Put some item or stack onto this stack
6190 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6192 * `take_item(n)`: returns taken `ItemStack`
6193 * Take (and remove) up to `n` items from this stack
6194 * `n`: number, default: `1`
6195 * `peek_item(n)`: returns taken `ItemStack`
6196 * Copy (don't remove) up to `n` items from this stack
6197 * `n`: number, default: `1`
6202 ItemStack metadata: reference extra data and functionality stored in a stack.
6203 Can be obtained via `item:get_meta()`.
6207 * All methods in MetaDataRef
6208 * `set_tool_capabilities([tool_capabilities])`
6209 * Overrides the item's tool capabilities
6210 * A nil value will clear the override data and restore the original
6216 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6217 and [`PlayerMetaRef`].
6221 * `contains(key)`: Returns true if key present, otherwise false.
6222 * Returns `nil` when the MetaData is inexistent.
6223 * `get(key)`: Returns `nil` if key not present, else the stored string.
6224 * `set_string(key, value)`: Value of `""` will delete the key.
6225 * `get_string(key)`: Returns `""` if key not present.
6226 * `set_int(key, value)`
6227 * `get_int(key)`: Returns `0` if key not present.
6228 * `set_float(key, value)`
6229 * `get_float(key)`: Returns `0` if key not present.
6230 * `to_table()`: returns `nil` or a table with keys:
6231 * `fields`: key-value storage
6232 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6233 * `from_table(nil or {})`
6234 * Any non-table value will clear the metadata
6235 * See [Node Metadata] for an example
6236 * returns `true` on success
6238 * returns `true` if this metadata has the same key-value pairs as `other`
6243 An interface to use mod channels on client and server
6247 * `leave()`: leave the mod channel.
6248 * Server leaves channel `channel_name`.
6249 * No more incoming or outgoing messages can be sent to this channel from
6251 * This invalidate all future object usage.
6252 * Ensure you set mod_channel to nil after that to free Lua resources.
6253 * `is_writeable()`: returns true if channel is writeable and mod can send over
6255 * `send_all(message)`: Send `message` though the mod channel.
6256 * If mod channel is not writeable or invalid, message will be dropped.
6257 * Message size is limited to 65535 characters by protocol.
6262 Node metadata: reference extra data and functionality stored in a node.
6263 Can be obtained via `minetest.get_meta(pos)`.
6267 * All methods in MetaDataRef
6268 * `get_inventory()`: returns `InvRef`
6269 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6270 This will prevent them from being sent to the client. Note that the "private"
6271 status will only be remembered if an associated key-value pair exists,
6272 meaning it's best to call this when initializing all other meta (e.g.
6278 Node Timers: a high resolution persistent per-node timer.
6279 Can be gotten via `minetest.get_node_timer(pos)`.
6283 * `set(timeout,elapsed)`
6284 * set a timer's state
6285 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6286 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6287 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6291 * equivalent to `set(timeout,0)`
6294 * `get_timeout()`: returns current timeout in seconds
6295 * if `timeout` equals `0`, timer is inactive
6296 * `get_elapsed()`: returns current elapsed time in seconds
6297 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6299 * `is_started()`: returns boolean state of timer
6300 * returns `true` if timer is started, otherwise `false`
6305 Moving things in the game are generally these.
6306 This is basically a reference to a C++ `ServerActiveObject`.
6308 ### Advice on handling `ObjectRefs`
6310 When you receive an `ObjectRef` as a callback argument or from another API
6311 function, it is possible to store the reference somewhere and keep it around.
6312 It will keep functioning until the object is unloaded or removed.
6314 However, doing this is **NOT** recommended as there is (intentionally) no method
6315 to test if a previously acquired `ObjectRef` is still valid.
6316 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6317 Lua back to the engine.
6318 Doing so is much less error-prone and you will never need to wonder if the
6319 object you are working with still exists.
6324 * `get_pos()`: returns `{x=num, y=num, z=num}`
6325 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6326 * `get_velocity()`: returns the velocity, a vector.
6327 * `add_velocity(vel)`
6328 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6329 * In comparison to using get_velocity, adding the velocity and then using
6330 set_velocity, add_velocity is supposed to avoid synchronization problems.
6331 Additionally, players also do not support set_velocity.
6333 * Does not apply during free_move.
6334 * Note that since the player speed is normalized at each move step,
6335 increasing e.g. Y velocity beyond what would usually be achieved
6336 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6337 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6338 pressing the jump key (assuming default settings)
6339 * `move_to(pos, continuous=false)`
6340 * Does an interpolated move for Lua entities for visually smooth transitions.
6341 * If `continuous` is true, the Lua entity will not be moved to the current
6342 position before starting the interpolated move.
6343 * For players this does the same as `set_pos`,`continuous` is ignored.
6344 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6345 * `puncher` = another `ObjectRef`,
6346 * `time_from_last_punch` = time since last punch action of the puncher
6347 * `direction`: can be `nil`
6348 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6349 * `get_hp()`: returns number of health points
6350 * `set_hp(hp, reason)`: set number of health points
6351 * See reason in register_on_player_hpchange
6352 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6353 * For players: HP are also limited by `hp_max` specified in the player's
6355 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6356 * `get_wield_list()`: returns the name of the inventory list the wielded item
6358 * `get_wield_index()`: returns the index of the wielded item
6359 * `get_wielded_item()`: returns an `ItemStack`
6360 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6362 * `set_armor_groups({group1=rating, group2=rating, ...})`
6363 * `get_armor_groups()`: returns a table with the armor group ratings
6364 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6365 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6366 * `frame_speed`: number, default: `15.0`
6367 * `frame_blend`: number, default: `0.0`
6368 * `frame_loop`: boolean, default: `true`
6369 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6371 * `set_animation_frame_speed(frame_speed)`
6372 * `frame_speed`: number, default: `15.0`
6373 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6374 * `bone`: string. Default is `""`, the root bone
6375 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6376 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6377 Default `{x=0, y=0, z=0}`
6378 * `forced_visible`: Boolean to control whether the attached entity
6379 should appear in first person. Default `false`.
6380 * This command may fail silently (do nothing) when it would result
6381 in circular attachments.
6382 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6383 or nil if it isn't attached.
6384 * `get_children()`: returns a list of ObjectRefs that are attached to the
6387 * `set_bone_position([bone, position, rotation])`
6388 * `bone`: string. Default is `""`, the root bone
6389 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6390 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6391 * `get_bone_position(bone)`: returns position and rotation of the bone
6392 * `set_properties(object property table)`
6393 * `get_properties()`: returns object property table
6394 * `is_player()`: returns true for players, false otherwise
6395 * `get_nametag_attributes()`
6396 * returns a table with the attributes of the nametag of an object
6399 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6400 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6402 * `set_nametag_attributes(attributes)`
6403 * sets the attributes of the nametag of an object
6406 text = "My Nametag",
6409 bgcolor = ColorSpec or false,
6410 -- ^ Sets background color of nametag
6411 -- `false` will cause the background to be set automatically based on user settings
6415 #### Lua entity only (no-op for other objects)
6417 * `remove()`: remove object
6418 * The object is removed after returning from Lua. However the `ObjectRef`
6419 itself instantly becomes unusable with all further method calls having
6420 no effect and returning `nil`.
6421 * `set_velocity(vel)`
6422 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6423 * `set_acceleration(acc)`
6425 * `get_acceleration()`: returns the acceleration, a vector
6426 * `set_rotation(rot)`
6427 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6428 and Z is roll (bank).
6429 * `get_rotation()`: returns the rotation, a vector (radians)
6430 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6431 * `get_yaw()`: returns number in radians
6432 * `set_texture_mod(mod)`
6433 * Set a texture modifier to the base texture, for sprites and meshes.
6434 * When calling `set_texture_mod` again, the previous one is discarded.
6435 * `mod` the texture modifier. See [Texture modifiers].
6436 * `get_texture_mod()` returns current texture modifier
6437 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6438 * Specifies and starts a sprite animation
6439 * Animations iterate along the frame `y` position.
6440 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6441 first frame, default: `{x=0, y=0}`
6442 * `num_frames`: Total frames in the texture, default: `1`
6443 * `framelength`: Time per animated frame in seconds, default: `0.2`
6444 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6445 position according to the view direction. default: `false`.
6446 * First column: subject facing the camera
6447 * Second column: subject looking to the left
6448 * Third column: subject backing the camera
6449 * Fourth column: subject looking to the right
6450 * Fifth column: subject viewed from above
6451 * Sixth column: subject viewed from below
6452 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6455 #### Player only (no-op for other objects)
6457 * `get_player_name()`: returns `""` if is not a player
6458 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6459 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6460 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6461 * `get_look_dir()`: get camera direction as a unit vector
6462 * `get_look_vertical()`: pitch in radians
6463 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6465 * `get_look_horizontal()`: yaw in radians
6466 * Angle is counter-clockwise from the +z direction.
6467 * `set_look_vertical(radians)`: sets look pitch
6468 * radians: Angle from looking forward, where positive is downwards.
6469 * `set_look_horizontal(radians)`: sets look yaw
6470 * radians: Angle from the +z direction, where positive is counter-clockwise.
6471 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6472 `get_look_vertical`.
6473 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6475 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6476 `get_look_horizontal`.
6477 * Angle is counter-clockwise from the +x direction.
6478 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6479 `set_look_vertical`.
6480 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6481 `set_look_horizontal`.
6482 * `get_breath()`: returns player's breath
6483 * `set_breath(value)`: sets player's breath
6485 * `0`: player is drowning
6486 * max: bubbles bar is not shown
6487 * See [Object properties] for more information
6488 * Is limited to range 0 ... 65535 (2^16 - 1)
6489 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6491 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6492 Defaults to `false`.
6493 * `transition_time`: If defined, enables smooth FOV transition.
6494 Interpreted as the time (in seconds) to reach target FOV.
6495 If set to 0, FOV change is instantaneous. Defaults to 0.
6496 * Set `fov` to 0 to clear FOV override.
6497 * `get_fov()`: Returns the following:
6498 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6499 * Boolean indicating whether the FOV value is a multiplier.
6500 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6501 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6502 * Sets an extra attribute with value on player.
6503 * `value` must be a string, or a number which will be converted to a
6505 * If `value` is `nil`, remove attribute from player.
6506 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6507 * Returns value (a string) for extra attribute.
6508 * Returns `nil` if no attribute found.
6509 * `get_meta()`: Returns a PlayerMetaRef.
6510 * `set_inventory_formspec(formspec)`
6511 * Redefine player's inventory form
6512 * Should usually be called in `on_joinplayer`
6513 * `get_inventory_formspec()`: returns a formspec string
6514 * `set_formspec_prepend(formspec)`:
6515 * the formspec string will be added to every formspec shown to the user,
6516 except for those with a no_prepend[] tag.
6517 * This should be used to set style elements such as background[] and
6518 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6519 * Only affects formspecs shown after this is called.
6520 * `get_formspec_prepend(formspec)`: returns a formspec string.
6521 * `get_player_control()`: returns table with player pressed keys
6522 * The table consists of fields with the following boolean values
6523 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6524 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6525 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6526 and exist only to preserve backwards compatibility.
6527 * `get_player_control_bits()`: returns integer with bit packed player pressed
6539 * `set_physics_override(override_table)`
6540 * `override_table` is a table with the following fields:
6541 * `speed`: multiplier to default walking speed value (default: `1`)
6542 * `jump`: multiplier to default jump value (default: `1`)
6543 * `gravity`: multiplier to default gravity value (default: `1`)
6544 * `sneak`: whether player can sneak (default: `true`)
6545 * `sneak_glitch`: whether player can use the new move code replications
6546 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6548 * `new_move`: use new move/sneak code. When `false` the exact old code
6549 is used for the specific old sneak behaviour (default: `true`)
6550 * `get_physics_override()`: returns the table given to `set_physics_override`
6551 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6553 * `hud_remove(id)`: remove the HUD element of the specified id
6554 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6556 * element `stat` values:
6557 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6558 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6559 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6560 * `flags`: A table with the following fields set to boolean values
6568 * If a flag equals `nil`, the flag is not modified
6569 * `minimap`: Modifies the client's permission to view the minimap.
6570 The client may locally elect to not view the minimap.
6571 * `minimap_radar` is only usable when `minimap` is true
6572 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6573 * See `hud_set_flags` for a list of flags that can be toggled.
6574 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6575 * `count`: number of items, must be between `1` and `32`
6576 * `hud_get_hotbar_itemcount`: returns number of visible items
6577 * `hud_set_hotbar_image(texturename)`
6578 * sets background image for hotbar
6579 * `hud_get_hotbar_image`: returns texturename
6580 * `hud_set_hotbar_selected_image(texturename)`
6581 * sets image for selected item of hotbar
6582 * `hud_get_hotbar_selected_image`: returns texturename
6583 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6584 * Overrides the available minimap modes (and toggle order), and changes the
6586 * `mode` is a table consisting of up to four fields:
6587 * `type`: Available type:
6588 * `off`: Minimap off
6589 * `surface`: Minimap in surface mode
6590 * `radar`: Minimap in radar mode
6591 * `texture`: Texture to be displayed instead of terrain map
6592 (texture is centered around 0,0 and can be scaled).
6593 Texture size is limited to 512 x 512 pixel.
6594 * `label`: Optional label to display on minimap mode toggle
6595 The translation must be handled within the mod.
6596 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6597 displayed in minimap
6598 * `texture`: Only for texture type, name of the texture to display
6599 * `scale`: Only for texture type, scale of the texture map in nodes per
6600 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6602 * `selected_mode` is the mode index to be selected after modes have been changed
6603 (0 is the first mode).
6604 * `set_sky(sky_parameters)`
6605 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6606 whether `set_sky` accepts this format. Check the legacy format otherwise.
6607 * `sky_parameters` is a table with the following optional fields:
6608 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6609 * `type`: Available types:
6610 * `"regular"`: Uses 0 textures, `base_color` ignored
6611 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6612 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6613 * `textures`: A table containing up to six textures in the following
6614 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6615 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6616 * `sky_color`: A table containing the following values, alpha is ignored:
6617 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6618 sky during the day. (default: `#8cbafa`)
6619 * `day_horizon`: ColorSpec, for the bottom half of the
6620 `"regular"` sky during the day. (default: `#9bc1f0`)
6621 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6622 sky during dawn/sunset. (default: `#b4bafa`)
6623 The resulting sky color will be a darkened version of the ColorSpec.
6624 Warning: The darkening of the ColorSpec is subject to change.
6625 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6626 sky during dawn/sunset. (default: `#bac1f0`)
6627 The resulting sky color will be a darkened version of the ColorSpec.
6628 Warning: The darkening of the ColorSpec is subject to change.
6629 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6630 sky during the night. (default: `#006aff`)
6631 The resulting sky color will be a dark version of the ColorSpec.
6632 Warning: The darkening of the ColorSpec is subject to change.
6633 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6634 sky during the night. (default: `#4090ff`)
6635 The resulting sky color will be a dark version of the ColorSpec.
6636 Warning: The darkening of the ColorSpec is subject to change.
6637 * `indoors`: ColorSpec, for when you're either indoors or
6638 underground. Only applies to the `"regular"` sky.
6639 (default: `#646464`)
6640 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6641 at sunrise and sunset.
6642 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6643 at sunrise and sunset.
6644 * `fog_tint_type`: string, changes which mode the directional fog
6645 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6646 `"default"` uses the classic Minetest sun and moon tinting.
6647 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6648 * `set_sky(base_color, type, {texture names}, clouds)`
6649 * Deprecated. Use `set_sky(sky_parameters)`
6650 * `base_color`: ColorSpec, defaults to white
6651 * `type`: Available types:
6652 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6653 * `"skybox"`: Uses 6 textures, `bgcolor` used
6654 * `"plain"`: Uses 0 textures, `bgcolor` used
6655 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6656 `"plain"` custom skyboxes (default: `true`)
6657 * `get_sky()`: returns base_color, type, table of textures, clouds.
6658 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6660 * `set_sun(sun_parameters)`:
6661 * `sun_parameters` is a table with the following optional fields:
6662 * `visible`: Boolean for whether the sun is visible.
6664 * `texture`: A regular texture for the sun. Setting to `""`
6665 will re-enable the mesh sun. (default: `"sun.png"`)
6666 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6667 (default: `"sun_tonemap.png"`)
6668 * `sunrise`: A regular texture for the sunrise texture.
6669 (default: `"sunrisebg.png"`)
6670 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6672 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6673 * `get_sun()`: returns a table with the current sun parameters as in
6675 * `set_moon(moon_parameters)`:
6676 * `moon_parameters` is a table with the following optional fields:
6677 * `visible`: Boolean for whether the moon is visible.
6679 * `texture`: A regular texture for the moon. Setting to `""`
6680 will re-enable the mesh moon. (default: `"moon.png"`)
6681 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6682 (default: `"moon_tonemap.png"`)
6683 * `scale`: Float controlling the overall size of the moon (default: `1`)
6684 * `get_moon()`: returns a table with the current moon parameters as in
6686 * `set_stars(star_parameters)`:
6687 * `star_parameters` is a table with the following optional fields:
6688 * `visible`: Boolean for whether the stars are visible.
6690 * `count`: Integer number to set the number of stars in
6691 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6693 * `star_color`: ColorSpec, sets the colors of the stars,
6694 alpha channel is used to set overall star brightness.
6695 (default: `#ebebff69`)
6696 * `scale`: Float controlling the overall size of the stars (default: `1`)
6697 * `get_stars()`: returns a table with the current stars parameters as in
6699 * `set_clouds(cloud_parameters)`: set cloud parameters
6700 * `cloud_parameters` is a table with the following optional fields:
6701 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6702 * `color`: basic cloud color with alpha channel, ColorSpec
6703 (default `#fff0f0e5`).
6704 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6705 ColorSpec (alpha ignored, default `#000000`)
6706 * `height`: cloud height, i.e. y of cloud base (default per conf,
6708 * `thickness`: cloud thickness in nodes (default `16`)
6709 * `speed`: 2D cloud speed + direction in nodes per second
6710 (default `{x=0, z=-2}`).
6711 * `get_clouds()`: returns a table with the current cloud parameters as in
6713 * `override_day_night_ratio(ratio or nil)`
6714 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6716 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6717 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6718 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6719 set animation for player model in third person view.
6720 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6721 * `frame_speed` sets the animations frame speed. Default is 30.
6722 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6724 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6725 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6726 * in first person view
6727 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6728 * `get_eye_offset()`: returns first and third person offsets.
6729 * `send_mapblock(blockpos)`:
6730 * Sends a server-side loaded mapblock to the player.
6731 * Returns `false` if failed.
6732 * Resource intensive - use sparsely
6733 * To get blockpos, integer divide pos by 16
6738 A 32-bit pseudorandom number generator.
6739 Uses PCG32, an algorithm of the permuted congruential generator family,
6740 offering very strong randomness.
6742 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6746 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6747 * `next(min, max)`: return next integer random number [`min`...`max`]
6748 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6749 random number [`min`...`max`].
6750 * This is only a rough approximation of a normal distribution with:
6751 * `mean = (max - min) / 2`, and
6752 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6753 * Increasing `num_trials` improves accuracy of the approximation
6758 A perlin noise generator.
6759 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6760 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6761 plus the world seed, to create world-specific noise.
6763 `PerlinNoise(noiseparams)`
6764 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6766 `minetest.get_perlin(noiseparams)`
6767 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6771 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6772 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6777 A fast, bulk perlin noise generator.
6779 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6780 `minetest.get_perlin_map(noiseparams, size)`.
6781 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6782 plus the world seed, to create world-specific noise.
6784 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6785 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6788 For each of the functions with an optional `buffer` parameter: If `buffer` is
6789 not nil, this table will be used to store the result instead of creating a new
6794 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6795 with values starting at `pos={x=,y=}`
6796 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6797 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6798 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6799 array of 2D noise with values starting at `pos={x=,y=}`
6800 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6801 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6802 is stored internally.
6803 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6804 is stored internally.
6805 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6806 returns a slice of the most recently computed noise results. The result slice
6807 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6808 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6810 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6811 It is important to note that `slice_offset` offset coordinates begin at 1,
6812 and are relative to the starting position of the most recently calculated
6814 To grab a single vertical column of noise starting at map coordinates
6815 x = 1023, y=1000, z = 1000:
6816 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6817 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6823 Uses the same method of storage as the deprecated player attribute API, so
6824 data there will also be in player meta.
6825 Can be obtained using `player:get_meta()`.
6829 * All methods in MetaDataRef
6834 A 16-bit pseudorandom number generator.
6835 Uses a well-known LCG algorithm introduced by K&R.
6837 It can be created via `PseudoRandom(seed)`.
6841 * `next()`: return next integer random number [`0`...`32767`]
6842 * `next(min, max)`: return next integer random number [`min`...`max`]
6843 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6844 due to the simple implementation making bad distribution otherwise.
6849 A raycast on the map. It works with selection boxes.
6850 Can be used as an iterator in a for loop as:
6852 local ray = Raycast(...)
6853 for pointed_thing in ray do
6857 The map is loaded as the ray advances. If the map is modified after the
6858 `Raycast` is created, the changes may or may not have an effect on the object.
6860 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6861 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6863 * `pos1`: start of the ray
6864 * `pos2`: end of the ray
6865 * `objects`: if false, only nodes will be returned. Default is true.
6866 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6870 * `next()`: returns a `pointed_thing` with exact pointing location
6871 * Returns the next thing pointed by the ray or nil.
6876 Interface for the operating system's crypto-secure PRNG.
6878 It can be created via `SecureRandom()`. The constructor returns nil if a
6879 secure random device cannot be found on the system.
6883 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6884 random bytes, as a string.
6889 An interface to read config files in the format of `minetest.conf`.
6891 It can be created via `Settings(filename)`.
6895 * `get(key)`: returns a value
6896 * `get_bool(key, [default])`: returns a boolean
6897 * `default` is the value returned if `key` is not found.
6898 * Returns `nil` if `key` is not found and `default` not specified.
6899 * `get_np_group(key)`: returns a NoiseParams table
6901 * Returns `{flag = true/false, ...}` according to the set flags.
6902 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6903 flags like `mgv5_spflags`.
6905 * Setting names can't contain whitespace or any of `="{}#`.
6906 * Setting values can't contain the sequence `\n"""`.
6907 * Setting names starting with "secure." can't be set on the main settings
6908 object (`minetest.settings`).
6909 * `set_bool(key, value)`
6910 * See documentation for set() above.
6911 * `set_np_group(key, value)`
6912 * `value` is a NoiseParams table.
6913 * Also, see documentation for set() above.
6914 * `remove(key)`: returns a boolean (`true` for success)
6915 * `get_names()`: returns `{key1,...}`
6916 * `write()`: returns a boolean (`true` for success)
6917 * Writes changes to file.
6918 * `to_table()`: returns `{[key1]=value1,...}`
6922 The settings have the format `key = value`. Example:
6934 Mod metadata: per mod metadata, saved automatically.
6935 Can be obtained via `minetest.get_mod_storage()` during load time.
6937 WARNING: This storage backend is incaptable to save raw binary data due
6938 to restrictions of JSON.
6942 * All methods in MetaDataRef
6953 Used by `ObjectRef` methods. Part of an Entity definition.
6954 These properties are not persistent, but are applied automatically to the
6955 corresponding Lua entity using the given registration fields.
6956 Player properties need to be saved manually.
6960 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6963 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6966 -- For players only. Zoom FOV in degrees.
6967 -- Note that zoom loads and/or generates world beyond the server's
6968 -- maximum send and generate distances, so acts like a telescope.
6969 -- Smaller zoom_fov values increase the distance loaded/generated.
6970 -- Defaults to 15 in creative mode, 0 in survival mode.
6971 -- zoom_fov = 0 disables zooming for the player.
6974 -- For players only. Camera height above feet position in nodes.
6975 -- Defaults to 1.625.
6978 -- Collide with `walkable` nodes.
6980 collide_with_objects = true,
6981 -- Collide with other objects if physical = true
6983 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6984 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6985 -- Selection box uses collision box dimensions when not set.
6986 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6990 -- Overrides selection box when false
6992 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6993 -- "cube" is a node-sized cube.
6994 -- "sprite" is a flat texture always facing the player.
6995 -- "upright_sprite" is a vertical flat texture.
6996 -- "mesh" uses the defined mesh model.
6997 -- "wielditem" is used for dropped items.
6998 -- (see builtin/game/item_entity.lua).
6999 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7000 -- If the item has a 'wield_image' the object will be an extrusion of
7002 -- If 'itemname' is a cubic node or nodebox the object will appear
7003 -- identical to 'itemname'.
7004 -- If 'itemname' is a plantlike node the object will be an extrusion
7006 -- Otherwise for non-node items, the object will be an extrusion of
7007 -- 'inventory_image'.
7008 -- If 'itemname' contains a ColorString or palette index (e.g. from
7009 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7010 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7012 visual_size = {x = 1, y = 1, z = 1},
7013 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7014 -- to scale the entity along both horizontal axes.
7017 -- File name of mesh when using "mesh" visual
7020 -- Number of required textures depends on visual.
7021 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7022 -- "sprite" uses 1 texture.
7023 -- "upright_sprite" uses 2 textures: {front, back}.
7024 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7027 -- Number of required colors depends on visual
7029 use_texture_alpha = false,
7030 -- Use texture's alpha channel.
7031 -- Excludes "upright_sprite" and "wielditem".
7032 -- Note: currently causes visual issues when viewed through other
7033 -- semi-transparent materials such as water.
7035 spritediv = {x = 1, y = 1},
7036 -- Used with spritesheet textures for animation and/or frame selection
7037 -- according to position relative to player.
7038 -- Defines the number of columns and rows in the spritesheet:
7041 initial_sprite_basepos = {x = 0, y = 0},
7042 -- Used with spritesheet textures.
7043 -- Defines the {column, row} position of the initially used frame in the
7047 -- If false, object is invisible and can't be pointed.
7049 makes_footstep_sound = false,
7050 -- If true, is able to make footstep sounds of nodes
7051 -- (see node sound definition for details).
7053 automatic_rotate = 0,
7054 -- Set constant rotation in radians per second, positive or negative.
7055 -- Object rotates along the local Y-axis, and works with set_rotation.
7056 -- Set to 0 to disable constant rotation.
7059 -- If positive number, object will climb upwards when it moves
7060 -- horizontally against a `walkable` node, if the height difference
7061 -- is within `stepheight`.
7063 automatic_face_movement_dir = 0.0,
7064 -- Automatically set yaw to movement direction, offset in degrees.
7065 -- 'false' to disable.
7067 automatic_face_movement_max_rotation_per_sec = -1,
7068 -- Limit automatic rotation to this value in degrees per second.
7069 -- No limit if value <= 0.
7071 backface_culling = true,
7072 -- Set to false to disable backface_culling for model
7075 -- Add this much extra lighting when calculating texture color.
7076 -- Value < 0 disables light's effect on texture color.
7077 -- For faking self-lighting, UI style entities, or programmatic coloring
7081 -- The name to display on the head of the object. By default empty.
7082 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7083 -- For all other objects, a nil or empty string removes the nametag.
7084 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7086 nametag_color = <ColorSpec>,
7087 -- Sets text color of nametag
7089 nametag_bgcolor = <ColorSpec>,
7090 -- Sets background color of nametag
7091 -- `false` will cause the background to be set automatically based on user settings.
7095 -- By default empty, text to be shown when pointed at object
7098 -- If false, never save this object statically. It will simply be
7099 -- deleted when the block gets unloaded.
7100 -- The get_staticdata() callback is never called then.
7101 -- Defaults to 'true'.
7103 damage_texture_modifier = "^[brighten",
7104 -- Texture modifier to be applied for a short duration when object is hit
7107 -- Setting this to 'false' disables diffuse lighting of entity
7109 show_on_minimap = false,
7110 -- Defaults to true for players, false for other entities.
7111 -- If set to true the entity will show as a marker on the minimap.
7117 Used by `minetest.register_entity`.
7120 initial_properties = {
7122 mesh = "boats_boat.obj",
7125 -- A table of object properties, see the `Object properties` section.
7126 -- Object properties being read directly from the entity definition
7127 -- table is deprecated. Define object properties in this
7128 -- `initial_properties` table instead.
7130 on_activate = function(self, staticdata, dtime_s),
7132 on_step = function(self, dtime, moveresult),
7133 -- Called every server step
7134 -- dtime: Elapsed time
7135 -- moveresult: Table with collision info (only available if physical=true)
7137 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7139 on_rightclick = function(self, clicker),
7141 get_staticdata = function(self),
7142 -- Called sometimes; the string returned is passed to on_activate when
7143 -- the entity is re-activated from static state
7145 _custom_field = whatever,
7146 -- You can define arbitrary member variables here (see Item definition
7147 -- for more info) by using a '_' prefix
7150 Collision info passed to `on_step`:
7153 touching_ground = boolean,
7155 standing_on_object = boolean,
7158 type = string, -- "node" or "object",
7159 axis = string, -- "x", "y" or "z"
7160 node_pos = vector, -- if type is "node"
7161 object = ObjectRef, -- if type is "object"
7162 old_velocity = vector,
7163 new_velocity = vector,
7169 ABM (ActiveBlockModifier) definition
7170 ------------------------------------
7172 Used by `minetest.register_abm`.
7175 label = "Lava cooling",
7176 -- Descriptive label for profiling purposes (optional).
7177 -- Definitions with identical labels will be listed as one.
7179 nodenames = {"default:lava_source"},
7180 -- Apply `action` function to these nodes.
7181 -- `group:groupname` can also be used here.
7183 neighbors = {"default:water_source", "default:water_flowing"},
7184 -- Only apply `action` to nodes that have one of, or any
7185 -- combination of, these neighbors.
7186 -- If left out or empty, any neighbor will do.
7187 -- `group:groupname` can also be used here.
7190 -- Operation interval in seconds
7193 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7198 -- min and max height levels where ABM will be processed
7199 -- can be used to reduce CPU usage
7202 -- If true, catch-up behaviour is enabled: The `chance` value is
7203 -- temporarily reduced when returning to an area to simulate time lost
7204 -- by the area being unattended. Note that the `chance` value can often
7207 action = function(pos, node, active_object_count, active_object_count_wider),
7208 -- Function triggered for each qualifying node.
7209 -- `active_object_count` is number of active objects in the node's
7211 -- `active_object_count_wider` is number of active objects in the node's
7212 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7213 -- mapblocks are unloaded an estmate is calculated for them based on
7214 -- loaded mapblocks.
7217 LBM (LoadingBlockModifier) definition
7218 -------------------------------------
7220 Used by `minetest.register_lbm`.
7222 A loading block modifier (LBM) is used to define a function that is called for
7223 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7227 label = "Upgrade legacy doors",
7228 -- Descriptive label for profiling purposes (optional).
7229 -- Definitions with identical labels will be listed as one.
7231 name = "modname:replace_legacy_door",
7233 nodenames = {"default:lava_source"},
7234 -- List of node names to trigger the LBM on.
7235 -- Also non-registered nodes will work.
7236 -- Groups (as of group:groupname) will work as well.
7238 run_at_every_load = false,
7239 -- Whether to run the LBM's action every time a block gets loaded,
7240 -- and not only the first time the block gets loaded after the LBM
7243 action = function(pos, node),
7250 * `{name="image.png", animation={Tile Animation definition}}`
7251 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7252 * backface culling enabled by default for most nodes
7253 * align style determines whether the texture will be rotated with the node
7254 or kept aligned with its surroundings. "user" means that client
7255 setting will be used, similar to `glasslike_framed_optional`.
7256 Note: supported by solid nodes and nodeboxes only.
7257 * scale is used to make texture span several (exactly `scale`) nodes,
7258 instead of just one, in each direction. Works for world-aligned
7260 Note that as the effect is applied on per-mapblock basis, `16` should
7261 be equally divisible by `scale` or you may get wrong results.
7262 * `{name="image.png", color=ColorSpec}`
7263 * the texture's color will be multiplied with this color.
7264 * the tile's color overrides the owning node's color in all cases.
7265 * deprecated, yet still supported field names:
7268 Tile animation definition
7269 -------------------------
7272 type = "vertical_frames",
7275 -- Width of a frame in pixels
7278 -- Height of a frame in pixels
7288 -- Width in number of frames
7291 -- Height in number of frames
7294 -- Length of a single frame
7300 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7301 `minetest.register_tool`.
7304 description = "Steel Axe",
7305 -- Can contain new lines. "\n" has to be used as new line character.
7306 -- See also: `get_description` in [`ItemStack`]
7308 short_description = "Steel Axe",
7309 -- Must not contain new lines.
7311 -- Use an [`ItemStack`] to get the short description, eg:
7312 -- ItemStack(itemname):get_short_description()
7315 -- key = name, value = rating; rating = 1..3.
7316 -- If rating not applicable, use 1.
7317 -- e.g. {wool = 1, fluffy = 3}
7318 -- {soil = 2, outerspace = 1, crumbly = 1}
7319 -- {bendy = 2, snappy = 1},
7320 -- {hard = 1, metal = 1, spikes = 1}
7322 inventory_image = "default_tool_steelaxe.png",
7324 inventory_overlay = "overlay.png",
7325 -- An overlay which does not get colorized
7332 -- An image file containing the palette of a node.
7333 -- You can set the currently used color as the "palette_index" field of
7334 -- the item stack metadata.
7335 -- The palette is always stretched to fit indices between 0 and 255, to
7336 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7338 color = "0xFFFFFFFF",
7339 -- The color of the item. The palette overrides this.
7341 wield_scale = {x = 1, y = 1, z = 1},
7343 -- The default value of 99 may be configured by
7344 -- users using the setting "default_stack_max"
7349 liquids_pointable = false,
7352 -- When used for nodes: Defines amount of light emitted by node.
7353 -- Otherwise: Defines texture glow when viewed as a dropped item
7354 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7355 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7358 -- See "Tools" section for an example including explanation
7359 tool_capabilities = {
7360 full_punch_interval = 1.0,
7364 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7365 uses = 20, maxlevel = 2},
7367 damage_groups = {groupname = damage},
7368 -- Damage values must be between -32768 and 32767 (2^15)
7370 punch_attack_uses = nil,
7371 -- Amount of uses this tool has for attacking players and entities
7372 -- by punching them (0 = infinite uses).
7373 -- For compatibility, this is automatically set from the first
7374 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7375 -- It is recommend to set this explicitly instead of relying on the
7376 -- fallback behavior.
7379 node_placement_prediction = nil,
7380 -- If nil and item is node, prediction is made automatically.
7381 -- If nil and item is not a node, no prediction is made.
7382 -- If "" and item is anything, no prediction is made.
7383 -- Otherwise should be name of node which the client immediately places
7384 -- on ground when the player places the item. Server will always update
7385 -- actual result to client in a short moment.
7387 node_dig_prediction = "air",
7388 -- if "", no prediction is made.
7389 -- if "air", node is removed.
7390 -- Otherwise should be name of node which the client immediately places
7391 -- upon digging. Server will always update actual result shortly.
7394 -- Definition of items sounds to be played at various events.
7395 -- All fields in this table are optional.
7397 breaks = <SimpleSoundSpec>,
7398 -- When tool breaks due to wear. Ignored for non-tools
7400 eat = <SimpleSoundSpec>,
7401 -- When item is eaten with `minetest.do_item_eat`
7404 on_place = function(itemstack, placer, pointed_thing),
7405 -- Shall place item and return the leftover itemstack.
7406 -- The placer may be any ObjectRef or nil.
7407 -- default: minetest.item_place
7409 on_secondary_use = function(itemstack, user, pointed_thing),
7410 -- Same as on_place but called when not pointing at a node.
7411 -- The user may be any ObjectRef or nil.
7414 on_drop = function(itemstack, dropper, pos),
7415 -- Shall drop item and return the leftover itemstack.
7416 -- The dropper may be any ObjectRef or nil.
7417 -- default: minetest.item_drop
7419 on_use = function(itemstack, user, pointed_thing),
7421 -- Function must return either nil if no item shall be removed from
7422 -- inventory, or an itemstack to replace the original itemstack.
7423 -- e.g. itemstack:take_item(); return itemstack
7424 -- Otherwise, the function is free to do what it wants.
7425 -- The user may be any ObjectRef or nil.
7426 -- The default functions handle regular use cases.
7428 after_use = function(itemstack, user, node, digparams),
7430 -- If defined, should return an itemstack and will be called instead of
7431 -- wearing out the tool. If returns nil, does nothing.
7432 -- If after_use doesn't exist, it is the same as:
7433 -- function(itemstack, user, node, digparams)
7434 -- itemstack:add_wear(digparams.wear)
7437 -- The user may be any ObjectRef or nil.
7439 _custom_field = whatever,
7440 -- Add your own custom fields. By convention, all custom field names
7441 -- should start with `_` to avoid naming collisions with future engine
7448 Used by `minetest.register_node`.
7451 -- <all fields allowed in item definitions>,
7453 drawtype = "normal", -- See "Node drawtypes"
7456 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7457 -- "firelike", "mesh", "nodebox", "allfaces".
7458 -- For plantlike and firelike, the image will start at the bottom of the
7459 -- node. For torchlike, the image will start at the surface to which the
7460 -- node "attaches". For the other drawtypes the image will be centered
7463 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7464 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7465 -- Old field name was 'tile_images'.
7466 -- List can be shortened to needed length.
7468 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7469 -- Same as `tiles`, but these textures are drawn on top of the base
7470 -- tiles. You can use this to colorize only specific parts of your
7471 -- texture. If the texture name is an empty string, that overlay is not
7472 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7473 -- overlays on very common nodes.
7475 special_tiles = {tile definition 1, Tile definition 2},
7476 -- Special textures of node; used rarely.
7477 -- Old field name was 'special_materials'.
7478 -- List can be shortened to needed length.
7481 -- The node's original color will be multiplied with this color.
7482 -- If the node has a palette, then this setting only has an effect in
7483 -- the inventory and on the wield item.
7485 use_texture_alpha = ...,
7486 -- Specifies how the texture's alpha channel will be used for rendering.
7488 -- * "opaque": Node is rendered opaque regardless of alpha channel
7489 -- * "clip": A given pixel is either fully see-through or opaque
7490 -- depending on the alpha channel being below/above 50% in value
7491 -- * "blend": The alpha channel specifies how transparent a given pixel
7492 -- of the rendered node is
7493 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7494 -- "clip" otherwise.
7495 -- If set to a boolean value (deprecated): true either sets it to blend
7496 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7498 palette = "palette.png",
7499 -- The node's `param2` is used to select a pixel from the image.
7500 -- Pixels are arranged from left to right and from top to bottom.
7501 -- The node's color will be multiplied with the selected pixel's color.
7502 -- Tiles can override this behavior.
7503 -- Only when `paramtype2` supports palettes.
7505 post_effect_color = "green#0F",
7506 -- Screen tint if player is inside node, see "ColorSpec"
7508 paramtype = "none", -- See "Nodes"
7510 paramtype2 = "none", -- See "Nodes"
7512 place_param2 = nil, -- Force value for param2 when player places node
7514 is_ground_content = true,
7515 -- If false, the cave generator and dungeon generator will not carve
7516 -- through this node.
7517 -- Specifically, this stops mod-added nodes being removed by caves and
7518 -- dungeons when those generate in a neighbor mapchunk and extend out
7519 -- beyond the edge of that mapchunk.
7521 sunlight_propagates = false,
7522 -- If true, sunlight will go infinitely through this node
7524 walkable = true, -- If true, objects collide with node
7526 pointable = true, -- If true, can be pointed at
7528 diggable = true, -- If false, can never be dug
7530 climbable = false, -- If true, can be climbed on (ladder)
7532 buildable_to = false, -- If true, placed nodes can replace this node
7535 -- If true, liquids flow into and replace this node.
7536 -- Warning: making a liquid node 'floodable' will cause problems.
7538 liquidtype = "none", -- specifies liquid physics
7539 -- * "none": no liquid physics
7540 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7541 -- recommended drawtype: "liquid".
7542 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7543 -- around it until `liquid_range` is reached;
7544 -- will drain out without a source;
7545 -- recommended drawtype: "flowingliquid".
7546 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7547 -- both `liquid_alternative_*` fields must be specified
7549 liquid_alternative_flowing = "", -- Flowing version of source liquid
7551 liquid_alternative_source = "", -- Source version of flowing liquid
7553 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7555 liquid_renewable = true,
7556 -- If true, a new liquid source can be created by placing two or more
7560 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7561 -- Allows defining the nodebox height without using param2.
7562 -- The nodebox height is 'leveled' / 64 nodes.
7563 -- The maximum value of 'leveled' is `leveled_max`.
7566 -- Maximum value for `leveled` (0-127), enforced in
7567 -- `minetest.set_node_level` and `minetest.add_node_level`.
7568 -- Values above 124 might causes collision detection issues.
7571 -- Maximum distance that flowing liquid nodes can spread around
7572 -- source on flat land;
7573 -- maximum = 8; set to 0 to disable liquid flow
7576 -- Player will take this amount of damage if no bubbles are left
7578 damage_per_second = 0,
7579 -- If player is inside node, this damage is caused
7581 node_box = {type="regular"}, -- See "Node boxes"
7583 connects_to = nodenames,
7584 -- Used for nodebox nodes with the type == "connected".
7585 -- Specifies to what neighboring nodes connections will be drawn.
7586 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7588 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7589 -- Tells connected nodebox nodes to connect only to these sides of this
7593 -- File name of mesh when using "mesh" drawtype
7598 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7599 -- Node box format: see [Node boxes]
7602 -- Custom selection box definition. Multiple boxes can be defined.
7603 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7604 -- definition is used for the selection box.
7609 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7610 -- Node box format: see [Node boxes]
7613 -- Custom collision box definition. Multiple boxes can be defined.
7614 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7615 -- definition is used for the collision box.
7617 -- Support maps made in and before January 2012
7618 legacy_facedir_simple = false,
7619 legacy_wallmounted = false,
7622 -- Valid for drawtypes:
7623 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7624 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7625 -- 2 - wave node like leaves (whole node moves side-to-side)
7626 -- 3 - wave node like liquids (whole node moves up and down)
7627 -- Not all models will properly wave.
7628 -- plantlike drawtype can only wave like plants.
7629 -- allfaces_optional drawtype can only wave like leaves.
7630 -- liquid, flowingliquid drawtypes can only wave like liquids.
7633 -- Definition of node sounds to be played at various events.
7634 -- All fields in this table are optional.
7636 footstep = <SimpleSoundSpec>,
7637 -- If walkable, played when object walks on it. If node is
7638 -- climbable or a liquid, played when object moves through it
7640 dig = <SimpleSoundSpec> or "__group",
7641 -- While digging node.
7642 -- If `"__group"`, then the sound will be
7643 -- `default_dig_<groupname>`, where `<groupname>` is the
7644 -- name of the tool's digging group with the fastest digging time.
7645 -- In case of a tie, one of the sounds will be played (but we
7646 -- cannot predict which one)
7647 -- Default value: `"__group"`
7649 dug = <SimpleSoundSpec>,
7652 place = <SimpleSoundSpec>,
7653 -- Node was placed. Also played after falling
7655 place_failed = <SimpleSoundSpec>,
7656 -- When node placement failed.
7657 -- Note: This happens if the _built-in_ node placement failed.
7658 -- This sound will still be played if the node is placed in the
7659 -- `on_place` callback manually.
7661 fall = <SimpleSoundSpec>,
7662 -- When node starts to fall or is detached
7666 -- Name of dropped item when dug.
7667 -- Default dropped item is the node itself.
7668 -- Using a table allows multiple items, drop chances and tool filtering.
7669 -- Tool filtering was undocumented until recently, tool filtering by string
7670 -- matching is deprecated.
7673 -- Maximum number of item lists to drop.
7674 -- The entries in 'items' are processed in order. For each:
7675 -- Tool filtering is applied, chance of drop is applied, if both are
7676 -- successful the entire item list is dropped.
7677 -- Entry processing continues until the number of dropped item lists
7678 -- equals 'max_items'.
7679 -- Therefore, entries should progress from low to high drop chance.
7683 -- 1 in 1000 chance of dropping a diamond.
7684 -- Default rarity is '1'.
7686 items = {"default:diamond"},
7689 -- Only drop if using a tool whose name is identical to one
7691 tools = {"default:shovel_mese", "default:shovel_diamond"},
7693 items = {"default:dirt"},
7694 -- Whether all items in the dropped item list inherit the
7695 -- hardware coloring palette color from the dug node.
7696 -- Default is 'false'.
7697 inherit_color = true,
7700 -- Only drop if using a tool whose name contains
7701 -- "default:shovel_" (this tool filtering by string matching
7703 tools = {"~default:shovel_"},
7705 -- The item list dropped.
7706 items = {"default:sand", "default:desert_sand"},
7711 on_construct = function(pos),
7712 -- Node constructor; called after adding node.
7713 -- Can set up metadata and stuff like that.
7714 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7717 on_destruct = function(pos),
7718 -- Node destructor; called before removing node.
7719 -- Not called for bulk node placement.
7722 after_destruct = function(pos, oldnode),
7723 -- Node destructor; called after removing node.
7724 -- Not called for bulk node placement.
7727 on_flood = function(pos, oldnode, newnode),
7728 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7729 -- `floodable = true` in the nodedef. Not called for bulk node placement
7730 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7731 -- node is not flooded, but on_flood callback will most likely be called
7732 -- over and over again every liquid update interval.
7734 -- Warning: making a liquid node 'floodable' will cause problems.
7736 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7737 -- Called when oldnode is about be converted to an item, but before the
7738 -- node is deleted from the world or the drops are added. This is
7739 -- generally the result of either the node being dug or an attached node
7740 -- becoming detached.
7741 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7742 -- drops is a table of ItemStacks, so any metadata to be preserved can
7743 -- be added directly to one or more of the dropped items. See
7744 -- "ItemStackMetaRef".
7747 after_place_node = function(pos, placer, itemstack, pointed_thing),
7748 -- Called after constructing node when node was placed using
7749 -- minetest.item_place_node / minetest.place_node.
7750 -- If return true no item is taken from itemstack.
7751 -- `placer` may be any valid ObjectRef or nil.
7754 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7755 -- oldmetadata is in table format.
7756 -- Called after destructing node when node was dug using
7757 -- minetest.node_dig / minetest.dig_node.
7760 can_dig = function(pos, [player]),
7761 -- Returns true if node can be dug, or false if not.
7764 on_punch = function(pos, node, puncher, pointed_thing),
7765 -- default: minetest.node_punch
7766 -- Called when puncher (an ObjectRef) punches the node at pos.
7767 -- By default calls minetest.register_on_punchnode callbacks.
7769 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7771 -- Called when clicker (an ObjectRef) "rightclicks"
7772 -- ("rightclick" here stands for the placement key) while pointing at
7773 -- the node at pos with 'node' being the node table.
7774 -- itemstack will hold clicker's wielded item.
7775 -- Shall return the leftover itemstack.
7776 -- Note: pointed_thing can be nil, if a mod calls this function.
7777 -- This function does not get triggered by clients <=0.4.16 if the
7778 -- "formspec" node metadata field is set.
7780 on_dig = function(pos, node, digger),
7781 -- default: minetest.node_dig
7782 -- By default checks privileges, wears out tool and removes node.
7783 -- return true if the node was dug successfully, false otherwise.
7784 -- Deprecated: returning nil is the same as returning true.
7786 on_timer = function(pos, elapsed),
7788 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7789 -- elapsed is the total time passed since the timer was started.
7790 -- return true to run the timer for another cycle with the same timeout
7793 on_receive_fields = function(pos, formname, fields, sender),
7794 -- fields = {name1 = value1, name2 = value2, ...}
7795 -- Called when an UI form (e.g. sign text input) returns data.
7796 -- See minetest.register_on_player_receive_fields for more info.
7799 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7800 -- Called when a player wants to move items inside the inventory.
7801 -- Return value: number of items allowed to move.
7803 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7804 -- Called when a player wants to put something into the inventory.
7805 -- Return value: number of items allowed to put.
7806 -- Return value -1: Allow and don't modify item count in inventory.
7808 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7809 -- Called when a player wants to take something out of the inventory.
7810 -- Return value: number of items allowed to take.
7811 -- Return value -1: Allow and don't modify item count in inventory.
7813 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7814 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7815 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7816 -- Called after the actual action has happened, according to what was
7820 on_blast = function(pos, intensity),
7821 -- intensity: 1.0 = mid range of regular TNT.
7822 -- If defined, called when an explosion touches the node, instead of
7823 -- removing the node.
7825 mod_origin = "modname",
7826 -- stores which mod actually registered a node
7827 -- if it can not find a source, returns "??"
7828 -- useful for getting what mod truly registered something
7829 -- example: if a node is registered as ":othermodname:nodename",
7830 -- nodename will show "othermodname", but mod_orgin will say "modname"
7836 Used by `minetest.register_craft`.
7841 output = 'default:pick_stone',
7843 {'default:cobble', 'default:cobble', 'default:cobble'},
7844 {'', 'default:stick', ''},
7845 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7847 replacements = <list of item pairs>,
7848 -- replacements: replace one input item with another item on crafting
7856 output = 'mushrooms:mushroom_stew',
7859 "mushrooms:mushroom_brown",
7860 "mushrooms:mushroom_red",
7862 replacements = <list of item pairs>,
7868 type = "toolrepair",
7869 additional_wear = -0.02,
7872 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7878 output = "default:glass",
7879 recipe = "default:sand",
7887 recipe = "bucket:bucket_lava",
7889 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7895 Used by `minetest.register_ore`.
7897 See [Ores] section above for essential information.
7900 ore_type = "scatter",
7902 ore = "default:stone_with_coal",
7905 -- Facedir rotation. Default is 0 (unchanged rotation)
7907 wherein = "default:stone",
7908 -- A list of nodenames is supported too
7910 clust_scarcity = 8 * 8 * 8,
7911 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7912 -- If the desired average distance between ores is 'd', set this to
7916 -- Number of ores in a cluster
7919 -- Size of the bounding box of the cluster.
7920 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7921 -- nodes are coal ore.
7925 -- Lower and upper limits for ore
7928 -- Attributes for the ore generation, see 'Ore attributes' section above
7930 noise_threshold = 0.5,
7931 -- If noise is above this threshold, ore is placed. Not needed for a
7932 -- uniform distribution.
7937 spread = {x = 100, y = 100, z = 100},
7942 -- NoiseParams structure describing one of the perlin noises used for
7943 -- ore distribution.
7944 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7945 -- Omit from "scatter" ore for a uniform ore distribution.
7946 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7949 biomes = {"desert", "rainforest"},
7950 -- List of biomes in which this ore occurs.
7951 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7952 -- being used does not support biomes.
7953 -- Can be a list of (or a single) biome names, IDs, or definitions.
7955 -- Type-specific parameters
7958 column_height_min = 1,
7959 column_height_max = 16,
7960 column_midpoint_factor = 0.5,
7966 spread = {x = 100, y = 100, z = 100},
7974 spread = {x = 100, y = 100, z = 100},
7981 random_factor = 1.0,
7984 np_stratum_thickness = {
7987 spread = {x = 100, y = 100, z = 100},
7992 stratum_thickness = 8,
7998 Used by `minetest.register_biome`.
8000 The maximum number of biomes that can be used is 65535. However, using an
8001 excessive number of biomes will slow down map generation. Depending on desired
8002 performance and computing power the practical limit is much lower.
8007 node_dust = "default:snow",
8008 -- Node dropped onto upper surface after all else is generated
8010 node_top = "default:dirt_with_snow",
8012 -- Node forming surface layer of biome and thickness of this layer
8014 node_filler = "default:permafrost",
8016 -- Node forming lower layer of biome and thickness of this layer
8018 node_stone = "default:bluestone",
8019 -- Node that replaces all stone nodes between roughly y_min and y_max.
8021 node_water_top = "default:ice",
8022 depth_water_top = 10,
8023 -- Node forming a surface layer in seawater with the defined thickness
8026 -- Node that replaces all seawater nodes not in the surface layer
8028 node_river_water = "default:ice",
8029 -- Node that replaces river water in mapgens that use
8030 -- default:river_water
8032 node_riverbed = "default:gravel",
8034 -- Node placed under river water and thickness of this layer
8036 node_cave_liquid = "default:lava_source",
8037 node_cave_liquid = {"default:water_source", "default:lava_source"},
8038 -- Nodes placed inside 50% of the medium size caves.
8039 -- Multiple nodes can be specified, each cave will use a randomly
8040 -- chosen node from the list.
8041 -- If this field is left out or 'nil', cave liquids fall back to
8042 -- classic behaviour of lava and water distributed using 3D noise.
8043 -- For no cave liquid, specify "air".
8045 node_dungeon = "default:cobble",
8046 -- Node used for primary dungeon structure.
8047 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8048 -- alias, if that is also absent, dungeon nodes fall back to the biome
8050 -- If present, the following two nodes are also used.
8052 node_dungeon_alt = "default:mossycobble",
8053 -- Node used for randomly-distributed alternative structure nodes.
8054 -- If alternative structure nodes are not wanted leave this absent for
8055 -- performance reasons.
8057 node_dungeon_stair = "stairs:stair_cobble",
8058 -- Node used for dungeon stairs.
8059 -- If absent, stairs fall back to 'node_dungeon'.
8063 -- Upper and lower limits for biome.
8064 -- Alternatively you can use xyz limits as shown below.
8066 max_pos = {x = 31000, y = 128, z = 31000},
8067 min_pos = {x = -31000, y = 9, z = -31000},
8068 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8069 -- Biome is limited to a cuboid defined by these positions.
8070 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8071 -- 31000 in 'max_pos'.
8074 -- Vertical distance in nodes above 'y_max' over which the biome will
8075 -- blend with the biome above.
8076 -- Set to 0 for no vertical blend. Defaults to 0.
8079 humidity_point = 50,
8080 -- Characteristic temperature and humidity for the biome.
8081 -- These values create 'biome points' on a voronoi diagram with heat and
8082 -- humidity as axes. The resulting voronoi cells determine the
8083 -- distribution of the biomes.
8084 -- Heat and humidity have average values of 50, vary mostly between
8085 -- 0 and 100 but can exceed these values.
8088 Decoration definition
8089 ---------------------
8091 See [Decoration types]. Used by `minetest.register_decoration`.
8094 deco_type = "simple",
8096 place_on = "default:dirt_with_grass",
8097 -- Node (or list of nodes) that the decoration can be placed on
8100 -- Size of the square divisions of the mapchunk being generated.
8101 -- Determines the resolution of noise variation if used.
8102 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8103 -- equal to the chunk size.
8106 -- The value determines 'decorations per surface node'.
8107 -- Used only if noise_params is not specified.
8108 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8109 -- a different and much faster method.
8114 spread = {x = 100, y = 100, z = 100},
8121 -- NoiseParams structure describing the perlin noise used for decoration
8123 -- A noise value is calculated for each square division and determines
8124 -- 'decorations per surface node' within each division.
8125 -- If the noise value >= 10.0 complete coverage is enabled and
8126 -- decoration placement uses a different and much faster method.
8128 biomes = {"Oceanside", "Hills", "Plains"},
8129 -- List of biomes in which this decoration occurs. Occurs in all biomes
8130 -- if this is omitted, and ignored if the Mapgen being used does not
8132 -- Can be a list of (or a single) biome names, IDs, or definitions.
8136 -- Lower and upper limits for decoration.
8137 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8139 spawn_by = "default:water",
8140 -- Node (or list of nodes) that the decoration only spawns next to.
8141 -- Checks two horizontal planes of 8 neighbouring nodes (including
8142 -- diagonal neighbours), one plane level with the 'place_on' node and a
8143 -- plane one node above that.
8146 -- Number of spawn_by nodes that must be surrounding the decoration
8147 -- position to occur.
8148 -- If absent or -1, decorations occur next to any nodes.
8150 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8151 -- Flags for all decoration types.
8152 -- "liquid_surface": Instead of placement on the highest solid surface
8153 -- in a mapchunk column, placement is on the highest liquid surface.
8154 -- Placement is disabled if solid nodes are found above the liquid
8156 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8157 -- by the decoration.
8158 -- "all_floors", "all_ceilings": Instead of placement on the highest
8159 -- surface in a mapchunk the decoration is placed on all floor and/or
8160 -- ceiling surfaces, for example in caves and dungeons.
8161 -- Ceiling decorations act as an inversion of floor decorations so the
8162 -- effect of 'place_offset_y' is inverted.
8163 -- Y-slice probabilities do not function correctly for ceiling
8164 -- schematic decorations as the behaviour is unchanged.
8165 -- If a single decoration registration has both flags the floor and
8166 -- ceiling decorations will be aligned vertically.
8168 ----- Simple-type parameters
8170 decoration = "default:grass",
8171 -- The node name used as the decoration.
8172 -- If instead a list of strings, a randomly selected node from the list
8173 -- is placed as the decoration.
8176 -- Decoration height in nodes.
8177 -- If height_max is not 0, this is the lower limit of a randomly
8181 -- Upper limit of the randomly selected height.
8182 -- If absent, the parameter 'height' is used as a constant.
8185 -- Param2 value of decoration nodes.
8186 -- If param2_max is not 0, this is the lower limit of a randomly
8190 -- Upper limit of the randomly selected param2.
8191 -- If absent, the parameter 'param2' is used as a constant.
8194 -- Y offset of the decoration base node relative to the standard base
8196 -- Can be positive or negative. Default is 0.
8197 -- Effect is inverted for "all_ceilings" decorations.
8198 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8199 -- to the 'place_on' node.
8201 ----- Schematic-type parameters
8203 schematic = "foobar.mts",
8204 -- If schematic is a string, it is the filepath relative to the current
8205 -- working directory of the specified Minetest schematic file.
8206 -- Could also be the ID of a previously registered schematic.
8209 size = {x = 4, y = 6, z = 4},
8211 {name = "default:cobble", param1 = 255, param2 = 0},
8212 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8213 {name = "air", param1 = 255, param2 = 0},
8217 {ypos = 2, prob = 128},
8218 {ypos = 5, prob = 64},
8222 -- Alternative schematic specification by supplying a table. The fields
8223 -- size and data are mandatory whereas yslice_prob is optional.
8224 -- See 'Schematic specifier' for details.
8226 replacements = {["oldname"] = "convert_to", ...},
8228 flags = "place_center_x, place_center_y, place_center_z",
8229 -- Flags for schematic decorations. See 'Schematic attributes'.
8232 -- Rotation can be "0", "90", "180", "270", or "random"
8235 -- If the flag 'place_center_y' is set this parameter is ignored.
8236 -- Y offset of the schematic base node layer relative to the 'place_on'
8238 -- Can be positive or negative. Default is 0.
8239 -- Effect is inverted for "all_ceilings" decorations.
8240 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8241 -- to the 'place_on' node.
8244 Chat command definition
8245 -----------------------
8247 Used by `minetest.register_chatcommand`.
8250 params = "<name> <privilege>", -- Short parameter description
8252 description = "Remove privilege from player", -- Full description
8254 privs = {privs=true}, -- Require the "privs" privilege to run
8256 func = function(name, param),
8257 -- Called when command is run. Returns boolean success and text output.
8258 -- Special case: The help message is shown to the player if `func`
8259 -- returns false without a text output.
8262 Note that in params, use of symbols is as follows:
8264 * `<>` signifies a placeholder to be replaced when the command is used. For
8265 example, when a player name is needed: `<name>`
8266 * `[]` signifies param is optional and not required when the command is used.
8267 For example, if you require param1 but param2 is optional:
8268 `<param1> [<param2>]`
8269 * `|` signifies exclusive or. The command requires one param from the options
8270 provided. For example: `<param1> | <param2>`
8271 * `()` signifies grouping. For example, when param1 and param2 are both
8272 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8274 Privilege definition
8275 --------------------
8277 Used by `minetest.register_privilege`.
8281 -- Privilege description
8283 give_to_singleplayer = true,
8284 -- Whether to grant the privilege to singleplayer.
8286 give_to_admin = true,
8287 -- Whether to grant the privilege to the server admin.
8288 -- Uses value of 'give_to_singleplayer' by default.
8290 on_grant = function(name, granter_name),
8291 -- Called when given to player 'name' by 'granter_name'.
8292 -- 'granter_name' will be nil if the priv was granted by a mod.
8294 on_revoke = function(name, revoker_name),
8295 -- Called when taken from player 'name' by 'revoker_name'.
8296 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8298 -- Note that the above two callbacks will be called twice if a player is
8299 -- responsible, once with the player name, and then with a nil player
8301 -- Return true in the above callbacks to stop register_on_priv_grant or
8302 -- revoke being called.
8305 Detached inventory callbacks
8306 ----------------------------
8308 Used by `minetest.create_detached_inventory`.
8311 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8312 -- Called when a player wants to move items inside the inventory.
8313 -- Return value: number of items allowed to move.
8315 allow_put = function(inv, listname, index, stack, player),
8316 -- Called when a player wants to put something into the inventory.
8317 -- Return value: number of items allowed to put.
8318 -- Return value -1: Allow and don't modify item count in inventory.
8320 allow_take = function(inv, listname, index, stack, player),
8321 -- Called when a player wants to take something out of the inventory.
8322 -- Return value: number of items allowed to take.
8323 -- Return value -1: Allow and don't modify item count in inventory.
8325 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8326 on_put = function(inv, listname, index, stack, player),
8327 on_take = function(inv, listname, index, stack, player),
8328 -- Called after the actual action has happened, according to what was
8338 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8341 hud_elem_type = "image", -- See HUD element types
8342 -- Type of element, can be "image", "text", "statbar", "inventory",
8343 -- "compass" or "minimap"
8345 position = {x=0.5, y=0.5},
8346 -- Left corner position of element
8350 scale = {x = 2, y = 2},
8359 -- Selected item in inventory. 0 for no item selected.
8362 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8364 alignment = {x=0, y=0},
8366 offset = {x=0, y=0},
8368 size = { x=100, y=100 },
8369 -- Size of element in pixels
8372 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8378 Used by `minetest.add_particle`.
8381 pos = {x=0, y=0, z=0},
8382 velocity = {x=0, y=0, z=0},
8383 acceleration = {x=0, y=0, z=0},
8384 -- Spawn particle at pos with velocity and acceleration
8387 -- Disappears after expirationtime seconds
8390 -- Scales the visual size of the particle texture.
8391 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8392 -- particle (just like actual node dig particles).
8394 collisiondetection = false,
8395 -- If true collides with `walkable` nodes and, depending on the
8396 -- `object_collision` field, objects too.
8398 collision_removal = false,
8399 -- If true particle is removed when it collides.
8400 -- Requires collisiondetection = true to have any effect.
8402 object_collision = false,
8403 -- If true particle collides with objects that are defined as
8404 -- `physical = true,` and `collide_with_objects = true,`.
8405 -- Requires collisiondetection = true to have any effect.
8408 -- If true faces player using y axis only
8410 texture = "image.png",
8411 -- The texture of the particle
8413 playername = "singleplayer",
8414 -- Optional, if specified spawns particle only on the player's client
8416 animation = {Tile Animation definition},
8417 -- Optional, specifies how to animate the particle texture
8420 -- Optional, specify particle self-luminescence in darkness.
8423 node = {name = "ignore", param2 = 0},
8424 -- Optional, if specified the particle will have the same appearance as
8425 -- node dig particles for the given node.
8426 -- `texture` and `animation` will be ignored if this is set.
8429 -- Optional, only valid in combination with `node`
8430 -- If set to a valid number 1-6, specifies the tile from which the
8431 -- particle texture is picked.
8432 -- Otherwise, the default behavior is used. (currently: any random tile)
8436 `ParticleSpawner` definition
8437 ----------------------------
8439 Used by `minetest.add_particlespawner`.
8443 -- Number of particles spawned over the time period `time`.
8446 -- Lifespan of spawner in seconds.
8447 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8448 -- a per-second basis.
8450 minpos = {x=0, y=0, z=0},
8451 maxpos = {x=0, y=0, z=0},
8452 minvel = {x=0, y=0, z=0},
8453 maxvel = {x=0, y=0, z=0},
8454 minacc = {x=0, y=0, z=0},
8455 maxacc = {x=0, y=0, z=0},
8460 -- The particles' properties are random values between the min and max
8462 -- applies to: pos, velocity, acceleration, expirationtime, size
8463 -- If `node` is set, min and maxsize can be set to 0 to spawn
8464 -- randomly-sized particles (just like actual node dig particles).
8466 collisiondetection = false,
8467 -- If true collide with `walkable` nodes and, depending on the
8468 -- `object_collision` field, objects too.
8470 collision_removal = false,
8471 -- If true particles are removed when they collide.
8472 -- Requires collisiondetection = true to have any effect.
8474 object_collision = false,
8475 -- If true particles collide with objects that are defined as
8476 -- `physical = true,` and `collide_with_objects = true,`.
8477 -- Requires collisiondetection = true to have any effect.
8479 attached = ObjectRef,
8480 -- If defined, particle positions, velocities and accelerations are
8481 -- relative to this object's position and yaw
8484 -- If true face player using y axis only
8486 texture = "image.png",
8487 -- The texture of the particle
8489 playername = "singleplayer",
8490 -- Optional, if specified spawns particles only on the player's client
8492 animation = {Tile Animation definition},
8493 -- Optional, specifies how to animate the particles' texture
8496 -- Optional, specify particle self-luminescence in darkness.
8499 node = {name = "ignore", param2 = 0},
8500 -- Optional, if specified the particles will have the same appearance as
8501 -- node dig particles for the given node.
8502 -- `texture` and `animation` will be ignored if this is set.
8505 -- Optional, only valid in combination with `node`
8506 -- If set to a valid number 1-6, specifies the tile from which the
8507 -- particle texture is picked.
8508 -- Otherwise, the default behavior is used. (currently: any random tile)
8511 `HTTPRequest` definition
8512 ------------------------
8514 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8517 url = "http://example.org",
8520 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8522 method = "GET", "POST", "PUT" or "DELETE"
8523 -- The http method to use. Defaults to "GET".
8525 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8526 -- Data for the POST, PUT or DELETE request.
8527 -- Accepts both a string and a table. If a table is specified, encodes
8528 -- table as x-www-form-urlencoded key-value pairs.
8530 user_agent = "ExampleUserAgent",
8531 -- Optional, if specified replaces the default minetest user agent with
8534 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8535 -- Optional, if specified adds additional headers to the HTTP request.
8536 -- You must make sure that the header strings follow HTTP specification
8540 -- Optional, if true performs a multipart HTTP request.
8541 -- Default is false.
8542 -- Post only, data must be array
8544 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8545 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8548 `HTTPRequestResult` definition
8549 ------------------------------
8551 Passed to `HTTPApiTable.fetch` callback. Returned by
8552 `HTTPApiTable.fetch_async_get`.
8556 -- If true, the request has finished (either succeeded, failed or timed
8560 -- If true, the request was successful
8563 -- If true, the request timed out
8571 Authentication handler definition
8572 ---------------------------------
8574 Used by `minetest.register_authentication_handler`.
8577 get_auth = function(name),
8578 -- Get authentication data for existing player `name` (`nil` if player
8580 -- Returns following structure:
8581 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8583 create_auth = function(name, password),
8584 -- Create new auth data for player `name`.
8585 -- Note that `password` is not plain-text but an arbitrary
8586 -- representation decided by the engine.
8588 delete_auth = function(name),
8589 -- Delete auth data of player `name`.
8590 -- Returns boolean indicating success (false if player is nonexistent).
8592 set_password = function(name, password),
8593 -- Set password of player `name` to `password`.
8594 -- Auth data should be created if not present.
8596 set_privileges = function(name, privileges),
8597 -- Set privileges of player `name`.
8598 -- `privileges` is in table form, auth data should be created if not
8601 reload = function(),
8602 -- Reload authentication data from the storage location.
8603 -- Returns boolean indicating success.
8605 record_login = function(name),
8606 -- Called when player joins, used for keeping track of last_login
8608 iterate = function(),
8609 -- Returns an iterator (use with `for` loops) for all player names
8610 -- currently in the auth database