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 mapgen settings are hidden for this game in the world creation
81 dialog and game start menu. Add `seed` to hide the seed input field.
82 * `disabled_settings = <comma-separated settings>`
83 e.g. `disabled_settings = enable_damage, creative_mode`
84 These settings are hidden for this game in the "Start game" tab
85 and will be initialized as `false` when the game is started.
86 Prepend a setting name with an exclamation mark to initialize it to `true`
87 (this does not work for `enable_server`).
88 Only these settings are supported:
89 `enable_damage`, `creative_mode`, `enable_server`.
90 * `author`: The author of the game. It only appears when downloaded from
92 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
93 an internal ID used to track versions.
95 Used to set default settings when running this game.
97 In the same format as the one in builtin.
98 This settingtypes.txt will be parsed by the menu and the settings will be
99 displayed in the "Games" category in the advanced settings tab.
100 * If the game contains a folder called `textures` the server will load it as a
101 texturepack, overriding mod textures.
102 Any server texturepack will override mod textures and the game texturepack.
107 Games can provide custom main menu images. They are put inside a `menu`
108 directory inside the game directory.
110 The images are named `$identifier.png`, where `$identifier` is one of
111 `overlay`, `background`, `footer`, `header`.
112 If you want to specify multiple images for one identifier, add additional
113 images named like `$identifier.$n.png`, with an ascending number $n starting
114 with 1, and a random image will be chosen from the provided ones.
119 Games can provide custom main menu music. They are put inside a `menu`
120 directory inside the game directory.
122 The music files are named `theme.ogg`.
123 If you want to specify multiple music files for one game, add additional
124 images named like `theme.$n.ogg`, with an ascending number $n starting
125 with 1 (max 10), and a random music file will be chosen from the provided ones.
133 Paths are relative to the directories listed in the [Paths] section above.
135 * `games/<gameid>/mods/`
137 * `worlds/<worldname>/worldmods/`
142 It is possible to include a game in a world; in this case, no mods or
143 games are loaded or checked from anywhere else.
145 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
148 Mods should then be placed in `<worldname>/game/mods/`.
153 Mods can be put in a subdirectory, if the parent directory, which otherwise
154 should be a mod, contains a file named `modpack.conf`.
155 The file is a key-value store of modpack details.
157 * `name`: The modpack name. Allows Minetest to determine the modpack name even
158 if the folder is wrongly named.
159 * `description`: Description of mod to be shown in the Mods tab of the main
161 * `author`: The author of the modpack. It only appears when downloaded from
163 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
164 internal ID used to track versions.
165 * `title`: A human-readable title to address the modpack.
167 Note: to support 0.4.x, please also create an empty modpack.txt file.
169 Mod directory structure
170 -----------------------
176 │ ├── settingtypes.txt
180 │ │ ├── modname_stuff.png
181 │ │ ├── modname_stuff_normal.png
182 │ │ ├── modname_something_else.png
183 │ │ ├── subfolder_foo
184 │ │ │ ├── modname_more_stuff.png
185 │ │ │ └── another_subfolder
186 │ │ └── bar_subfolder
195 The location of this directory can be fetched by using
196 `minetest.get_modpath(modname)`.
200 A `Settings` file that provides meta information about the mod.
202 * `name`: The mod name. Allows Minetest to determine the mod name even if the
203 folder is wrongly named.
204 * `description`: Description of mod to be shown in the Mods tab of the main
206 * `depends`: A comma separated list of dependencies. These are mods that must be
207 loaded before this mod.
208 * `optional_depends`: A comma separated list of optional dependencies.
209 Like a dependency, but no error if the mod doesn't exist.
210 * `author`: The author of the mod. It only appears when downloaded from
212 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
213 internal ID used to track versions.
214 * `title`: A human-readable title to address the mod.
216 Note: to support 0.4.x, please also provide depends.txt.
220 A screenshot shown in the mod manager within the main menu. It should
221 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
225 **Deprecated:** you should use mod.conf instead.
227 This file is used if there are no dependencies in mod.conf.
229 List of mods that have to be loaded before loading this mod.
231 A single line contains a single modname.
233 Optional dependencies can be defined by appending a question mark
234 to a single modname. This means that if the specified mod
235 is missing, it does not prevent this mod from being loaded.
237 ### `description.txt`
239 **Deprecated:** you should use mod.conf instead.
241 This file is used if there is no description in mod.conf.
243 A file containing a description to be shown in the Mods tab of the main menu.
245 ### `settingtypes.txt`
247 The format is documented in `builtin/settingtypes.txt`.
248 It is parsed by the main menu settings dialogue to list mod-specific
249 settings in the "Mods" category.
253 The main Lua script. Running this script should register everything it
254 wants to register. Subsequent execution depends on minetest calling the
255 registered callbacks.
257 `minetest.settings` can be used to read custom or existing settings at load
258 time, if necessary. (See [`Settings`])
260 ### `textures`, `sounds`, `media`, `models`, `locale`
262 Media files (textures, sounds, whatever) that will be transferred to the
263 client and will be available for use by the mod and translation files for
264 the clients (see [Translations]).
266 It is suggested to use the folders for the purpose they are thought for,
267 eg. put textures into `textures`, translation files into `locale`,
268 models for entities or meshnodes into `models` et cetera.
270 These folders and subfolders can contain subfolders.
271 Subfolders with names starting with `_` or `.` are ignored.
272 If a subfolder contains a media file with the same name as a media file
273 in one of its parents, the parent's file is used.
275 Although it is discouraged, a mod can overwrite a media file of any mod that it
276 depends on by supplying a file with an equal name.
281 Registered names should generally be in this format:
285 `<whatever>` can have these characters:
289 This is to prevent conflicting names from corrupting maps and is
290 enforced by the mod loader.
292 Registered names can be overridden by prefixing the name with `:`. This can
293 be used for overriding the registrations of some other mod.
295 The `:` prefix can also be used for maintaining backwards compatibility.
299 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
300 So the name should be `experimental:tnt`.
302 Any mod can redefine `experimental:tnt` by using the name
306 when registering it. That mod is required to have `experimental` as a
315 Aliases of itemnames can be added by using
316 `minetest.register_alias(alias, original_name)` or
317 `minetest.register_alias_force(alias, original_name)`.
319 This adds an alias `alias` for the item called `original_name`.
320 From now on, you can use `alias` to refer to the item `original_name`.
322 The only difference between `minetest.register_alias` and
323 `minetest.register_alias_force` is that if an item named `alias` already exists,
324 `minetest.register_alias` will do nothing while
325 `minetest.register_alias_force` will unregister it.
327 This can be used for maintaining backwards compatibility.
329 This can also set quick access names for things, e.g. if
330 you have an item called `epiclylongmodname:stuff`, you could do
332 minetest.register_alias("stuff", "epiclylongmodname:stuff")
334 and be able to use `/giveme stuff`.
339 In a game, a certain number of these must be set to tell core mapgens which
340 of the game's nodes are to be used for core mapgen generation. For example:
342 minetest.register_alias("mapgen_stone", "default:stone")
344 ### Aliases for non-V6 mapgens
346 #### Essential aliases
349 * mapgen_water_source
350 * mapgen_river_water_source
352 `mapgen_river_water_source` is required for mapgens with sloping rivers where
353 it is necessary to have a river liquid node with a short `liquid_range` and
354 `liquid_renewable = false` to avoid flooding.
356 #### Optional aliases
360 Fallback lava node used if cave liquids are not defined in biome definitions.
361 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
365 Fallback node used if dungeon nodes are not defined in biome definitions.
366 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
368 ### Aliases needed for Mapgen V6
371 * mapgen_water_source
374 * mapgen_dirt_with_grass
377 * mapgen_desert_stone
379 * mapgen_dirt_with_snow
388 * mapgen_jungleleaves
391 * mapgen_pine_needles
394 * mapgen_stair_cobble
396 * mapgen_stair_desert_stone
398 ### Setting the node used in Mapgen Singlenode
400 By default the world is filled with air nodes. To set a different node use, for
403 minetest.register_alias("mapgen_singlenode", "default:stone")
411 Mods should generally prefix their textures with `modname_`, e.g. given
412 the mod name `foomod`, a texture could be called:
416 Textures are referred to by their complete name, or alternatively by
417 stripping out the file extension:
419 * e.g. `foomod_foothing.png`
420 * e.g. `foomod_foothing`
426 There are various texture modifiers that can be used
427 to let the client generate textures on-the-fly.
428 The modifiers are applied directly in sRGB colorspace,
429 i.e. without gamma-correction.
431 ### Texture overlaying
433 Textures can be overlaid by putting a `^` between them.
437 default_dirt.png^default_grass_side.png
439 `default_grass_side.png` is overlaid over `default_dirt.png`.
440 The texture with the lower resolution will be automatically upscaled to
441 the higher resolution texture.
445 Textures can be grouped together by enclosing them in `(` and `)`.
447 Example: `cobble.png^(thing1.png^thing2.png)`
449 A texture for `thing1.png^thing2.png` is created and the resulting
450 texture is overlaid on top of `cobble.png`.
454 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
455 passing complex texture names as arguments. Escaping is done with backslash and
456 is required for `^` and `:`.
458 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
460 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
461 on top of `cobble.png`.
463 ### Advanced texture modifiers
469 * `[crack:<t>:<n>:<p>`
470 * `[cracko:<t>:<n>:<p>`
474 * `<t>`: tile count (in each direction)
475 * `<n>`: animation frame count
476 * `<p>`: current animation frame
478 Draw a step of the crack animation on the texture.
479 `crack` draws it normally, while `cracko` lays it over, keeping transparent
484 default_cobble.png^[crack:10:1
486 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
492 * `<file>`: texture to combine
494 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
495 specified coordinates.
499 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
501 #### `[resize:<w>x<h>`
503 Resizes the texture to the given dimensions.
507 default_sandstone.png^[resize:16x16
511 Makes the base image transparent according to the given ratio.
513 `r` must be between 0 (transparent) and 255 (opaque).
517 default_sandstone.png^[opacity:127
519 #### `[invert:<mode>`
521 Inverts the given channels of the base image.
522 Mode may contain the characters "r", "g", "b", "a".
523 Only the channels that are mentioned in the mode string will be inverted.
527 default_apple.png^[invert:rgb
531 Brightens the texture.
535 tnt_tnt_side.png^[brighten
539 Makes the texture completely opaque.
543 default_leaves.png^[noalpha
545 #### `[makealpha:<r>,<g>,<b>`
547 Convert one color to transparency.
551 default_cobble.png^[makealpha:128,128,128
555 * `<t>`: transformation(s) to apply
557 Rotates and/or flips the image.
559 `<t>` can be a number (between 0 and 7) or a transform name.
560 Rotations are counter-clockwise.
563 1 R90 rotate by 90 degrees
564 2 R180 rotate by 180 degrees
565 3 R270 rotate by 270 degrees
567 5 FXR90 flip X then rotate by 90 degrees
569 7 FYR90 flip Y then rotate by 90 degrees
573 default_stone.png^[transformFXR90
575 #### `[inventorycube{<top>{<left>{<right>`
577 Escaping does not apply here and `^` is replaced by `&` in texture names
580 Create an inventory cube texture using the side textures.
584 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
586 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
587 `dirt.png^grass_side.png` textures
589 #### `[lowpart:<percent>:<file>`
591 Blit the lower `<percent>`% part of `<file>` on the texture.
595 base.png^[lowpart:25:overlay.png
597 #### `[verticalframe:<t>:<n>`
599 * `<t>`: animation frame count
600 * `<n>`: current animation frame
602 Crops the texture to a frame of a vertical animation.
606 default_torch_animated.png^[verticalframe:16:8
610 Apply a mask to the base image.
612 The mask is applied using binary AND.
614 #### `[sheet:<w>x<h>:<x>,<y>`
616 Retrieves a tile at position x,y from the base image
617 which it assumes to be a tilesheet with dimensions w,h.
619 #### `[colorize:<color>:<ratio>`
621 Colorize the textures with the given color.
622 `<color>` is specified as a `ColorString`.
623 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
624 it is an int, then it specifies how far to interpolate between the
625 colors where 0 is only the texture color and 255 is only `<color>`. If
626 omitted, the alpha of `<color>` will be used as the ratio. If it is
627 the word "`alpha`", then each texture pixel will contain the RGB of
628 `<color>` and the alpha of `<color>` multiplied by the alpha of the
631 #### `[multiply:<color>`
633 Multiplies texture colors with the given color.
634 `<color>` is specified as a `ColorString`.
635 Result is more like what you'd expect if you put a color on top of another
636 color, meaning white surfaces get a lot of your new color while black parts
637 don't change very much.
641 Embed a base64 encoded PNG image in the texture string.
642 You can produce a valid string for this by calling
643 `minetest.encode_base64(minetest.encode_png(tex))`,
644 refer to the documentation of these functions for details.
645 You can use this to send disposable images such as captchas
646 to individual clients, or render things that would be too
647 expensive to compose with `[combine:`.
649 IMPORTANT: Avoid sending large images this way.
650 This is not a replacement for asset files, do not use it to do anything
651 that you could instead achieve by just using a file.
652 In particular consider `minetest.dynamic_add_media` and test whether
653 using other texture modifiers could result in a shorter string than
654 embedding a whole image, this may vary by use case.
659 The goal of hardware coloring is to simplify the creation of
660 colorful nodes. If your textures use the same pattern, and they only
661 differ in their color (like colored wool blocks), you can use hardware
662 coloring instead of creating and managing many texture files.
663 All of these methods use color multiplication (so a white-black texture
664 with red coloring will result in red-black color).
668 This method is useful if you wish to create nodes/items with
669 the same texture, in different colors, each in a new node/item definition.
673 When you register an item or node, set its `color` field (which accepts a
674 `ColorSpec`) to the desired color.
676 An `ItemStack`'s static color can be overwritten by the `color` metadata
677 field. If you set that field to a `ColorString`, that color will be used.
681 Each tile may have an individual static color, which overwrites every
682 other coloring method. To disable the coloring of a face,
683 set its color to white (because multiplying with white does nothing).
684 You can set the `color` property of the tiles in the node's definition
685 if the tile is in table format.
689 For nodes and items which can have many colors, a palette is more
690 suitable. A palette is a texture, which can contain up to 256 pixels.
691 Each pixel is one possible color for the node/item.
692 You can register one node/item, which can have up to 256 colors.
694 #### Palette indexing
696 When using palettes, you always provide a pixel index for the given
697 node or `ItemStack`. The palette is read from left to right and from
698 top to bottom. If the palette has less than 256 pixels, then it is
699 stretched to contain exactly 256 pixels (after arranging the pixels
700 to one line). The indexing starts from 0.
704 * 16x16 palette, index = 0: the top left corner
705 * 16x16 palette, index = 4: the fifth pixel in the first row
706 * 16x16 palette, index = 16: the pixel below the top left corner
707 * 16x16 palette, index = 255: the bottom right corner
708 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
709 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
710 to ensure the total 256 pixels.
711 * 2x4 palette, index = 32: the top right corner
712 * 2x4 palette, index = 63: the top right corner
713 * 2x4 palette, index = 64: the pixel below the top left corner
715 #### Using palettes with items
717 When registering an item, set the item definition's `palette` field to
718 a texture. You can also use texture modifiers.
720 The `ItemStack`'s color depends on the `palette_index` field of the
721 stack's metadata. `palette_index` is an integer, which specifies the
722 index of the pixel to use.
724 #### Linking palettes with nodes
726 When registering a node, set the item definition's `palette` field to
727 a texture. You can also use texture modifiers.
728 The node's color depends on its `param2`, so you also must set an
729 appropriate `paramtype2`:
731 * `paramtype2 = "color"` for nodes which use their full `param2` for
732 palette indexing. These nodes can have 256 different colors.
733 The palette should contain 256 pixels.
734 * `paramtype2 = "colorwallmounted"` for nodes which use the first
735 five bits (most significant) of `param2` for palette indexing.
736 The remaining three bits are describing rotation, as in `wallmounted`
737 paramtype2. Division by 8 yields the palette index (without stretching the
738 palette). These nodes can have 32 different colors, and the palette
739 should contain 32 pixels.
741 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
742 pixel will be picked from the palette.
743 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
744 pixel will be picked from the palette.
745 * `paramtype2 = "colorfacedir"` for nodes which use the first
746 three bits of `param2` for palette indexing. The remaining
747 five bits are describing rotation, as in `facedir` paramtype2.
748 Division by 32 yields the palette index (without stretching the
749 palette). These nodes can have 8 different colors, and the
750 palette should contain 8 pixels.
752 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
753 first (= 0 + 1) pixel will be picked from the palette.
754 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
755 second (= 1 + 1) pixel will be picked from the palette.
757 To colorize a node on the map, set its `param2` value (according
758 to the node's paramtype2).
760 ### Conversion between nodes in the inventory and on the map
762 Static coloring is the same for both cases, there is no need
765 If the `ItemStack`'s metadata contains the `color` field, it will be
766 lost on placement, because nodes on the map can only use palettes.
768 If the `ItemStack`'s metadata contains the `palette_index` field, it is
769 automatically transferred between node and item forms by the engine,
770 when a player digs or places a colored node.
771 You can disable this feature by setting the `drop` field of the node
772 to itself (without metadata).
773 To transfer the color to a special drop, you need a drop table.
777 minetest.register_node("mod:stone", {
778 description = "Stone",
779 tiles = {"default_stone.png"},
780 paramtype2 = "color",
781 palette = "palette.png",
784 -- assume that mod:cobblestone also has the same palette
785 {items = {"mod:cobblestone"}, inherit_color = true },
790 ### Colored items in craft recipes
792 Craft recipes only support item strings, but fortunately item strings
793 can also contain metadata. Example craft recipe registration:
795 minetest.register_craft({
796 output = minetest.itemstring_with_palette("wool:block", 3),
804 To set the `color` field, you can use `minetest.itemstring_with_color`.
806 Metadata field filtering in the `recipe` field are not supported yet,
807 so the craft output is independent of the color of the ingredients.
812 Sometimes hardware coloring is not enough, because it affects the
813 whole tile. Soft texture overlays were added to Minetest to allow
814 the dynamic coloring of only specific parts of the node's texture.
815 For example a grass block may have colored grass, while keeping the
818 These overlays are 'soft', because unlike texture modifiers, the layers
819 are not merged in the memory, but they are simply drawn on top of each
820 other. This allows different hardware coloring, but also means that
821 tiles with overlays are drawn slower. Using too much overlays might
824 For inventory and wield images you can specify overlays which
825 hardware coloring does not modify. You have to set `inventory_overlay`
826 and `wield_overlay` fields to an image name.
828 To define a node overlay, simply set the `overlay_tiles` field of the node
829 definition. These tiles are defined in the same way as plain tiles:
830 they can have a texture name, color etc.
831 To skip one face, set that overlay tile to an empty string.
833 Example (colored grass block):
835 minetest.register_node("default:dirt_with_grass", {
836 description = "Dirt with Grass",
837 -- Regular tiles, as usual
838 -- The dirt tile disables palette coloring
839 tiles = {{name = "default_grass.png"},
840 {name = "default_dirt.png", color = "white"}},
841 -- Overlay tiles: define them in the same style
842 -- The top and bottom tile does not have overlay
843 overlay_tiles = {"", "",
844 {name = "default_grass_side.png"}},
845 -- Global color, used in inventory
847 -- Palette in the world
848 paramtype2 = "color",
849 palette = "default_foilage.png",
858 Only Ogg Vorbis files are supported.
860 For positional playing of sounds, only single-channel (mono) files are
861 supported. Otherwise OpenAL will play them non-positionally.
863 Mods should generally prefix their sounds with `modname_`, e.g. given
864 the mod name "`foomod`", a sound could be called:
868 Sounds are referred to by their name with a dot, a single digit and the
869 file extension stripped out. When a sound is played, the actual sound file
870 is chosen randomly from the matching sounds.
872 When playing the sound `foomod_foosound`, the sound is chosen randomly
873 from the available ones of the following files:
875 * `foomod_foosound.ogg`
876 * `foomod_foosound.0.ogg`
877 * `foomod_foosound.1.ogg`
879 * `foomod_foosound.9.ogg`
881 Examples of sound parameter tables:
883 -- Play locationless on all clients
885 gain = 1.0, -- default
886 fade = 0.0, -- default, change to a value > 0 to fade the sound in
887 pitch = 1.0, -- default
889 -- Play locationless to one player
892 gain = 1.0, -- default
893 fade = 0.0, -- default, change to a value > 0 to fade the sound in
894 pitch = 1.0, -- default
896 -- Play locationless to one player, looped
899 gain = 1.0, -- default
902 -- Play at a location
904 pos = {x = 1, y = 2, z = 3},
905 gain = 1.0, -- default
906 max_hear_distance = 32, -- default, uses an euclidean metric
908 -- Play connected to an object, looped
910 object = <an ObjectRef>,
911 gain = 1.0, -- default
912 max_hear_distance = 32, -- default, uses an euclidean metric
915 -- Play at a location, heard by anyone *but* the given player
917 pos = {x = 32, y = 0, z = 100},
918 max_hear_distance = 40,
919 exclude_player = name,
922 Looped sounds must either be connected to an object or played locationless to
923 one player using `to_player = name`.
925 A positional sound will only be heard by players that are within
926 `max_hear_distance` of the sound position, at the start of the sound.
928 `exclude_player = name` can be applied to locationless, positional and object-
929 bound sounds to exclude a single player from hearing them.
934 Specifies a sound name, gain (=volume) and pitch.
935 This is either a string or a table.
937 In string form, you just specify the sound name or
938 the empty string for no sound.
940 Table form has the following fields:
943 * `gain`: Volume (`1.0` = 100%)
944 * `pitch`: Pitch (`1.0` = 100%)
946 `gain` and `pitch` are optional and default to `1.0`.
952 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
953 * `{name = "default_place_node"}`: Same as above
954 * `{name = "default_place_node", gain = 0.5}`: 50% volume
955 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
960 These sound files are played back by the engine if provided.
962 * `player_damage`: Played when the local player takes damage (gain = 0.5)
963 * `player_falling_damage`: Played when the local player takes
964 damage by falling (gain = 0.5)
965 * `player_jump`: Played when the local player jumps
966 * `default_dig_<groupname>`: Default node digging sound
967 (see node sound definition for details)
969 Registered definitions
970 ======================
972 Anything added using certain [Registration functions] gets added to one or more
973 of the global [Registered definition tables].
975 Note that in some cases you will stumble upon things that are not contained
976 in these tables (e.g. when a mod has been removed). Always check for
977 existence before trying to access the fields.
981 All nodes register with `minetest.register_node` get added to the table
982 `minetest.registered_nodes`.
984 If you want to check the drawtype of a node, you could do:
986 local function get_nodedef_field(nodename, fieldname)
987 if not minetest.registered_nodes[nodename] then
990 return minetest.registered_nodes[nodename][fieldname]
992 local drawtype = get_nodedef_field(nodename, "drawtype")
1000 Nodes are the bulk data of the world: cubes and other things that take the
1001 space of a cube. Huge amounts of them are handled efficiently, but they
1004 The definition of a node is stored and can be accessed by using
1006 minetest.registered_nodes[node.name]
1008 See [Registered definitions].
1010 Nodes are passed by value between Lua and the engine.
1011 They are represented by a table:
1013 {name="name", param1=num, param2=num}
1015 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1016 them for certain automated functions. If you don't use these functions, you can
1017 use them to store arbitrary values.
1022 The functions of `param1` and `param2` are determined by certain fields in the
1025 The function of `param1` is determined by `paramtype` in node definition.
1026 `param1` is reserved for the engine when `paramtype != "none"`.
1028 * `paramtype = "light"`
1029 * The value stores light with and without sun in its lower and upper 4 bits
1031 * Required by a light source node to enable spreading its light.
1032 * Required by the following drawtypes as they determine their visual
1033 brightness from their internal light value:
1043 * `paramtype = "none"`
1044 * `param1` will not be used by the engine and can be used to store
1047 The function of `param2` is determined by `paramtype2` in node definition.
1048 `param2` is reserved for the engine when `paramtype2 != "none"`.
1050 * `paramtype2 = "flowingliquid"`
1051 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1052 * The liquid level and a flag of the liquid are stored in `param2`
1053 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1054 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1055 to access/manipulate the content of this field
1056 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1057 * `paramtype2 = "wallmounted"`
1058 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1059 "plantlike_rooted", "normal", "nodebox", "mesh"
1060 * The rotation of the node is stored in `param2`
1061 * You can make this value by using `minetest.dir_to_wallmounted()`
1062 * Values range 0 - 5
1063 * The value denotes at which direction the node is "mounted":
1064 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1065 * `paramtype2 = "facedir"`
1066 * Supported drawtypes: "normal", "nodebox", "mesh"
1067 * The rotation of the node is stored in `param2`. Furnaces and chests are
1068 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1069 * Values range 0 - 23
1070 * facedir / 4 = axis direction:
1071 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1072 * facedir modulo 4 = rotation around that axis
1073 * `paramtype2 = "leveled"`
1074 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1076 * The level of the top face of the nodebox is stored in `param2`.
1077 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1079 * The nodebox height is (`param2` / 64) nodes.
1080 * The maximum accepted value of `param2` is 127.
1082 * The height of the 'plantlike' section is stored in `param2`.
1083 * The height is (`param2` / 16) nodes.
1084 * `paramtype2 = "degrotate"`
1085 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1087 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1088 get the actual rotation in degrees of the node.
1089 * `paramtype2 = "meshoptions"`
1090 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1091 optional modifiers of the "plant". `param2` is a bitfield.
1092 * Bits 0 to 2 select the shape.
1093 Use only one of the values below:
1094 * 0 = a "x" shaped plant (ordinary plant)
1095 * 1 = a "+" shaped plant (just rotated 45 degrees)
1096 * 2 = a "*" shaped plant with 3 faces instead of 2
1097 * 3 = a "#" shaped plant with 4 faces instead of 2
1098 * 4 = a "#" shaped plant with 4 faces that lean outwards
1099 * 5-7 are unused and reserved for future meshes.
1100 * Bits 3 to 7 are used to enable any number of optional modifiers.
1101 Just add the corresponding value(s) below to `param2`:
1102 * 8 - Makes the plant slightly vary placement horizontally
1103 * 16 - Makes the plant mesh 1.4x larger
1104 * 32 - Moves each face randomly a small bit down (1/8 max)
1105 * values 64 and 128 (bits 6-7) are reserved for future use.
1106 * Example: `param2 = 0` selects a normal "x" shaped plant
1107 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1108 * `paramtype2 = "color"`
1109 * `param2` tells which color is picked from the palette.
1110 The palette should have 256 pixels.
1111 * `paramtype2 = "colorfacedir"`
1112 * Same as `facedir`, but with colors.
1113 * The first three bits of `param2` tells which color is picked from the
1114 palette. The palette should have 8 pixels.
1115 * `paramtype2 = "colorwallmounted"`
1116 * Same as `wallmounted`, but with colors.
1117 * The first five bits of `param2` tells which color is picked from the
1118 palette. The palette should have 32 pixels.
1119 * `paramtype2 = "glasslikeliquidlevel"`
1120 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1121 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1122 "Connected Glass" setting is enabled.
1123 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1125 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1126 both of these values may be added to `param2`:
1127 * 64 - Makes the node not connect with neighbors above or below it.
1128 * 128 - Makes the node not connect with neighbors to its sides.
1129 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1130 * `paramtype2 = "colordegrotate"`
1131 * Same as `degrotate`, but with colors.
1132 * The first (most-significant) three bits of `param2` tells which color
1133 is picked from the palette. The palette should have 8 pixels.
1134 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1135 * `paramtype2 = "none"`
1136 * `param2` will not be used by the engine and can be used to store
1139 Nodes can also contain extra data. See [Node Metadata].
1144 There are a bunch of different looking node types.
1146 Look for examples in `games/devtest` or `games/minetest_game`.
1149 * A node-sized cube.
1151 * Invisible, uses no texture.
1153 * The cubic source node for a liquid.
1154 * Faces bordering to the same node are never rendered.
1155 * Connects to node specified in `liquid_alternative_flowing`.
1156 * Use `backface_culling = false` for the tiles you want to make
1157 visible when inside the node.
1159 * The flowing version of a liquid, appears with various heights and slopes.
1160 * Faces bordering to the same node are never rendered.
1161 * Connects to node specified in `liquid_alternative_source`.
1162 * Node textures are defined with `special_tiles` where the first tile
1163 is for the top and bottom faces and the second tile is for the side
1165 * `tiles` is used for the item/inventory/wield image rendering.
1166 * Use `backface_culling = false` for the special tiles you want to make
1167 visible when inside the node
1169 * Often used for partially-transparent nodes.
1170 * Only external sides of textures are visible.
1171 * `glasslike_framed`
1172 * All face-connected nodes are drawn as one volume within a surrounding
1174 * The frame appearance is generated from the edges of the first texture
1175 specified in `tiles`. The width of the edges used are 1/16th of texture
1176 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1177 * The glass 'shine' (or other desired detail) on each node face is supplied
1178 by the second texture specified in `tiles`.
1179 * `glasslike_framed_optional`
1180 * This switches between the above 2 drawtypes according to the menu setting
1183 * Often used for partially-transparent nodes.
1184 * External and internal sides of textures are visible.
1185 * `allfaces_optional`
1186 * Often used for leaves nodes.
1187 * This switches between `normal`, `glasslike` and `allfaces` according to
1188 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1189 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1190 is used instead, if present. This allows a visually thicker texture to be
1191 used to compensate for how `glasslike` reduces visual thickness.
1193 * A single vertical texture.
1194 * If `paramtype2="[color]wallmounted":
1195 * If placed on top of a node, uses the first texture specified in `tiles`.
1196 * If placed against the underside of a node, uses the second texture
1197 specified in `tiles`.
1198 * If placed on the side of a node, uses the third texture specified in
1199 `tiles` and is perpendicular to that node.
1200 * If `paramtype2="none"`:
1201 * Will be rendered as if placed on top of a node (see
1202 above) and only the first texture is used.
1204 * A single texture parallel to, and mounted against, the top, underside or
1206 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1207 * If `paramtype2="none"`, it will always be on the floor.
1209 * Two vertical and diagonal textures at right-angles to each other.
1210 * See `paramtype2 = "meshoptions"` above for other options.
1212 * When above a flat surface, appears as 6 textures, the central 2 as
1213 `plantlike` plus 4 more surrounding those.
1214 * If not above a surface the central 2 do not appear, but the texture
1215 appears against the faces of surrounding nodes if they are present.
1217 * A 3D model suitable for a wooden fence.
1218 * One placed node appears as a single vertical post.
1219 * Adjacently-placed nodes cause horizontal bars to appear between them.
1221 * Often used for tracks for mining carts.
1222 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1223 curved, t-junction, crossing.
1224 * Each placed node automatically switches to a suitable rotated texture
1225 determined by the adjacent `raillike` nodes, in order to create a
1226 continuous track network.
1227 * Becomes a sloping node if placed against stepped nodes.
1229 * Often used for stairs and slabs.
1230 * Allows defining nodes consisting of an arbitrary number of boxes.
1231 * See [Node boxes] below for more information.
1233 * Uses models for nodes.
1234 * Tiles should hold model materials textures.
1235 * Only static meshes are implemented.
1236 * For supported model formats see Irrlicht engine documentation.
1237 * `plantlike_rooted`
1238 * Enables underwater `plantlike` without air bubbles around the nodes.
1239 * Consists of a base cube at the co-ordinates of the node plus a
1240 `plantlike` extension above
1241 * If `paramtype2="leveled", the `plantlike` extension has a height
1242 of `param2 / 16` nodes, otherwise it's the height of 1 node
1243 * If `paramtype2="wallmounted"`, the `plantlike` extension
1244 will be at one of the corresponding 6 sides of the base cube.
1245 Also, the base cube rotates like a `normal` cube would
1246 * The `plantlike` extension visually passes through any nodes above the
1247 base cube without affecting them.
1248 * The base cube texture tiles are defined as normal, the `plantlike`
1249 extension uses the defined special tile, for example:
1250 `special_tiles = {{name = "default_papyrus.png"}},`
1252 `*_optional` drawtypes need less rendering time if deactivated
1253 (always client-side).
1258 Node selection boxes are defined using "node boxes".
1260 A nodebox is defined as any of:
1263 -- A normal cube; the default in most things
1267 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1269 fixed = box OR {box1, box2, ...}
1272 -- A variable height box (or boxes) with the top face position defined
1273 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1275 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1277 fixed = box OR {box1, box2, ...}
1280 -- A box like the selection box for torches
1281 -- (wallmounted param2 is used, if applicable)
1282 type = "wallmounted",
1288 -- A node that has optional boxes depending on neighbouring nodes'
1289 -- presence and type. See also `connects_to`.
1291 fixed = box OR {box1, box2, ...}
1292 connect_top = box OR {box1, box2, ...}
1293 connect_bottom = box OR {box1, box2, ...}
1294 connect_front = box OR {box1, box2, ...}
1295 connect_left = box OR {box1, box2, ...}
1296 connect_back = box OR {box1, box2, ...}
1297 connect_right = box OR {box1, box2, ...}
1298 -- The following `disconnected_*` boxes are the opposites of the
1299 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1300 -- on the respective side, the corresponding disconnected box is drawn.
1301 disconnected_top = box OR {box1, box2, ...}
1302 disconnected_bottom = box OR {box1, box2, ...}
1303 disconnected_front = box OR {box1, box2, ...}
1304 disconnected_left = box OR {box1, box2, ...}
1305 disconnected_back = box OR {box1, box2, ...}
1306 disconnected_right = box OR {box1, box2, ...}
1307 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1308 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1309 -- neighbours to the sides
1312 A `box` is defined as:
1314 {x1, y1, z1, x2, y2, z2}
1316 A box of a regular node would look like:
1318 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1320 To avoid collision issues, keep each value within the range of +/- 1.45.
1321 This also applies to leveled nodeboxes, where the final height shall not
1322 exceed this soft limit.
1326 Map terminology and coordinates
1327 ===============================
1329 Nodes, mapblocks, mapchunks
1330 ---------------------------
1332 A 'node' is the fundamental cubic unit of a world and appears to a player as
1333 roughly 1x1x1 meters in size.
1335 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1336 fundamental region of a world that is stored in the world database, sent to
1337 clients and handled by many parts of the engine.
1338 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1339 'node', however 'block' often appears in the API.
1341 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1342 (80x80x80 nodes) and is the volume of world generated in one operation by
1344 The size in mapblocks has been chosen to optimise map generation.
1349 ### Orientation of axes
1351 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1353 ### Node coordinates
1355 Almost all positions used in the API use node coordinates.
1357 ### Mapblock coordinates
1359 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1360 specify a particular mapblock.
1361 For example blockpos (0,0,0) specifies the mapblock that extends from
1362 node position (0,0,0) to node position (15,15,15).
1364 #### Converting node position to the containing blockpos
1366 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1369 * blockpos = math.floor(nodepos / 16)
1371 #### Converting blockpos to min/max node positions
1373 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1377 nodepos = blockpos * 16
1379 nodepos = blockpos * 16 + 15
1390 The position field is used for all element types.
1392 To account for differing resolutions, the position coordinates are the
1393 percentage of the screen, ranging in value from `0` to `1`.
1395 The name field is not yet used, but should contain a description of what the
1396 HUD element represents.
1398 The `direction` field is the direction in which something is drawn.
1399 `0` draws from left to right, `1` draws from right to left, `2` draws from
1400 top to bottom, and `3` draws from bottom to top.
1402 The `alignment` field specifies how the item will be aligned. It is a table
1403 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1404 moved to the left/up, and `1` is to the right/down. Fractional values can be
1407 The `offset` field specifies a pixel offset from the position. Contrary to
1408 position, the offset is not scaled to screen size. This allows for some
1409 precisely positioned items in the HUD.
1411 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1414 The `z_index` field specifies the order of HUD elements from back to front.
1415 Lower z-index elements are displayed behind higher z-index elements. Elements
1416 with same z-index are displayed in an arbitrary order. Default 0.
1417 Supports negative values. By convention, the following values are recommended:
1419 * -400: Graphical effects, such as vignette
1420 * -300: Name tags, waypoints
1422 * -100: Things that block the player's view, e.g. masks
1423 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1424 minimap, builtin statbars, etc.
1425 * 100: Temporary text messages or notification icons
1426 * 1000: Full-screen effects such as full-black screen or credits.
1427 This includes effects that cover the entire screen
1428 * Other: If your HUD element doesn't fit into any category, pick a number
1429 between the suggested values
1433 Below are the specific uses for fields in each type; fields not listed for that
1438 Displays an image on the HUD.
1440 * `scale`: The scale of the image, with 1 being the original texture size.
1441 Only the X coordinate scale is used (positive values).
1442 Negative values represent that percentage of the screen it
1443 should take; e.g. `x=-100` means 100% (width).
1444 * `text`: The name of the texture that is displayed.
1445 * `alignment`: The alignment of the image.
1446 * `offset`: offset in pixels from position.
1450 Displays text on the HUD.
1452 * `scale`: Defines the bounding rectangle of the text.
1453 A value such as `{x=100, y=100}` should work.
1454 * `text`: The text to be displayed in the HUD element.
1455 * `number`: An integer containing the RGB value of the color used to draw the
1456 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1457 * `alignment`: The alignment of the text.
1458 * `offset`: offset in pixels from position.
1459 * `size`: size of the text.
1460 The player-set font size is multiplied by size.x (y value isn't used).
1464 Displays a horizontal bar made up of half-images with an optional background.
1466 * `text`: The name of the texture to use.
1467 * `text2`: Optional texture name to enable a background / "off state"
1468 texture (useful to visualize the maximal value). Both textures
1469 must have the same size.
1470 * `number`: The number of half-textures that are displayed.
1471 If odd, will end with a vertically center-split texture.
1472 * `item`: Same as `number` but for the "off state" texture
1473 * `direction`: To which direction the images will extend to
1474 * `offset`: offset in pixels from position.
1475 * `size`: If used, will force full-image size to this value (override texture
1480 * `text`: The name of the inventory list to be displayed.
1481 * `number`: Number of items in the inventory to be displayed.
1482 * `item`: Position of item that is selected.
1484 * `offset`: offset in pixels from position.
1488 Displays distance to selected world position.
1490 * `name`: The name of the waypoint.
1491 * `text`: Distance suffix. Can be blank.
1492 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1493 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1494 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1495 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1496 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1497 `precision = n` will show multiples of `1/n`
1498 * `number:` An integer containing the RGB value of the color used to draw the
1500 * `world_pos`: World position of the waypoint.
1501 * `offset`: offset in pixels from position.
1502 * `alignment`: The alignment of the waypoint.
1504 ### `image_waypoint`
1506 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1508 * `scale`: The scale of the image, with 1 being the original texture size.
1509 Only the X coordinate scale is used (positive values).
1510 Negative values represent that percentage of the screen it
1511 should take; e.g. `x=-100` means 100% (width).
1512 * `text`: The name of the texture that is displayed.
1513 * `alignment`: The alignment of the image.
1514 * `world_pos`: World position of the waypoint.
1515 * `offset`: offset in pixels from position.
1519 Displays an image oriented or translated according to current heading direction.
1521 * `size`: The size of this element. Negative values represent percentage
1522 of the screen; e.g. `x=-100` means 100% (width).
1523 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1524 * `text`: The name of the texture to use.
1525 * `alignment`: The alignment of the image.
1526 * `offset`: Offset in pixels from position.
1527 * `dir`: How the image is rotated/translated:
1528 * 0 - Rotate as heading direction
1529 * 1 - Rotate in reverse direction
1530 * 2 - Translate as landscape direction
1531 * 3 - Translate in reverse direction
1533 If translation is chosen, texture is repeated horizontally to fill the whole element.
1537 Displays a minimap on the HUD.
1539 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1541 * `alignment`: The alignment of the minimap.
1542 * `offset`: offset in pixels from position.
1544 Representations of simple things
1545 ================================
1547 Vector (ie. a position)
1548 -----------------------
1552 See [Spatial Vectors] for details.
1557 * `{type="nothing"}`
1558 * `{type="node", under=pos, above=pos}`
1559 * Indicates a pointed node selection box.
1560 * `under` refers to the node position behind the pointed face.
1561 * `above` refers to the node position in front of the pointed face.
1562 * `{type="object", ref=ObjectRef}`
1564 Exact pointing location (currently only `Raycast` supports these fields):
1566 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1567 point on the selection box which is pointed at. May be in the selection box
1568 if the pointer is in the box too.
1569 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1571 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1572 selected selection box. This specifies which face is pointed at.
1573 Is a null vector `vector.zero()` when the pointer is inside the selection box.
1578 Flag Specifier Format
1579 =====================
1581 Flags using the standardized flag specifier format can be specified in either
1582 of two ways, by string or table.
1584 The string format is a comma-delimited set of flag names; whitespace and
1585 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1586 flag, and specifying a flag prefixed by the string `"no"` explicitly
1587 clears the flag from whatever the default may be.
1589 In addition to the standard string flag format, the schematic flags field can
1590 also be a table of flag names to boolean values representing whether or not the
1591 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1592 is present, mapped to a boolean of any value, the specified flag is unset.
1594 E.g. A flag field of value
1596 {place_center_x = true, place_center_y=false, place_center_z=true}
1600 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1602 which is equivalent to
1604 "place_center_x, noplace_center_y, place_center_z"
1608 "place_center_x, place_center_z"
1610 since, by default, no schematic attributes are set.
1618 Items are things that can be held by players, dropped in the map and
1619 stored in inventories.
1620 Items come in the form of item stacks, which are collections of equal
1621 items that occupy a single inventory slot.
1626 There are three kinds of items: nodes, tools and craftitems.
1628 * Node: Placeable item form of a node in the world's voxel grid
1629 * Tool: Has a changable wear property but cannot be stacked
1630 * Craftitem: Has no special properties
1632 Every registered node (the voxel in the world) has a corresponding
1633 item form (the thing in your inventory) that comes along with it.
1634 This item form can be placed which will create a node in the
1636 Both the 'actual' node and its item form share the same identifier.
1637 For all practical purposes, you can treat the node and its item form
1638 interchangeably. We usually just say 'node' to the item form of
1641 Note the definition of tools is purely technical. The only really
1642 unique thing about tools is their wear, and that's basically it.
1643 Beyond that, you can't make any gameplay-relevant assumptions
1644 about tools or non-tools. It is perfectly valid to register something
1645 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1647 Craftitems can be used for items that neither need to be a node
1653 All item stacks have an amount between 0 and 65535. It is 1 by
1654 default. Tool item stacks can not have an amount greater than 1.
1656 Tools use a wear (damage) value ranging from 0 to 65535. The
1657 value 0 is the default and is used for unworn tools. The values
1658 1 to 65535 are used for worn tools, where a higher value stands for
1659 a higher wear. Non-tools technically also have a wear property,
1660 but it is always 0. There is also a special 'toolrepair' crafting
1661 recipe that is only available to tools.
1666 Items and item stacks can exist in three formats: Serializes, table format
1669 When an item must be passed to a function, it can usually be in any of
1674 This is called "stackstring" or "itemstring". It is a simple string with
1675 1-3 components: the full item identifier, an optional amount and an optional
1678 <identifier> [<amount>[ <wear>]]
1682 * `"default:apple"`: 1 apple
1683 * `"default:dirt 5"`: 5 dirt
1684 * `"default:pick_stone"`: a new stone pickaxe
1685 * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
1693 {name="default:dirt", count=5, wear=0, metadata=""}
1695 A wooden pick about 1/3 worn out:
1697 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1701 {name="default:apple", count=1, wear=0, metadata=""}
1705 A native C++ format with many helper methods. Useful for converting
1706 between formats. See the [Class reference] section for details.
1714 In a number of places, there is a group table. Groups define the
1715 properties of a thing (item, node, armor of entity, tool capabilities)
1716 in such a way that the engine and other mods can can interact with
1717 the thing without actually knowing what the thing is.
1722 Groups are stored in a table, having the group names with keys and the
1723 group ratings as values. Group ratings are integer values within the
1724 range [-32767, 32767]. For example:
1727 groups = {crumbly=3, soil=1}
1729 -- A more special dirt-kind of thing
1730 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1732 Groups always have a rating associated with them. If there is no
1733 useful meaning for a rating for an enabled group, it shall be `1`.
1735 When not defined, the rating of a group defaults to `0`. Thus when you
1736 read groups, you must interpret `nil` and `0` as the same value, `0`.
1738 You can read the rating of a group for an item or a node by using
1740 minetest.get_item_group(itemname, groupname)
1745 Groups of items can define what kind of an item it is (e.g. wool).
1750 In addition to the general item things, groups are used to define whether
1751 a node is destroyable and how long it takes to destroy by a tool.
1756 For entities, groups are, as of now, used only for calculating damage.
1757 The rating is the percentage of damage caused by items with this damage group.
1758 See [Entity damage mechanism].
1760 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1761 object.set_armor_groups({fleshy=30, cracky=80})
1763 Groups of tool capabilities
1764 ---------------------------
1766 Groups in tool capabilities define which groups of nodes and entities they
1767 are effective towards.
1769 Groups in crafting recipes
1770 --------------------------
1772 An example: Make meat soup from any meat, any water and any bowl:
1775 output = "food:meat_soup_raw",
1781 -- preserve = {"group:bowl"}, -- Not implemented yet (TODO)
1784 Another example: Make red wool from white wool and red dye:
1788 output = "wool:red",
1789 recipe = {"wool:white", "group:dye,basecolor_red"},
1795 The asterisk `(*)` after a group name describes that there is no engine
1796 functionality bound to it, and implementation is left up as a suggestion
1799 ### Node and item groups
1801 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1802 that the item should be hidden in item lists.
1805 ### Node-only groups
1807 * `attached_node`: if the node under it is not a walkable block the node will be
1808 dropped as an item. If the node is wallmounted the wallmounted direction is
1810 * `bouncy`: value is bounce speed in percent
1811 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1812 connect to each other
1813 * `dig_immediate`: Player can always pick up node without reducing tool wear
1814 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1815 * `3`: the node always gets the digging time 0 seconds (torch)
1816 * `disable_jump`: Player (and possibly other things) cannot jump from node
1817 or if their feet are in the node. Note: not supported for `new_move = false`
1818 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1819 the top of this node. There's also an armor group with the same name.
1820 The final player damage is determined by the following formula:
1823 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1824 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1825 - (14) -- constant tolerance
1826 Negative damage values are discarded as no damage.
1827 * `falling_node`: if there is no walkable block under the node it will fall
1828 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1829 * `level`: Can be used to give an additional sense of progression in the game.
1830 * A larger level will cause e.g. a weapon of a lower level make much less
1831 damage, and get worn out much faster, or not be able to get drops
1832 from destroyed nodes.
1833 * `0` is something that is directly accessible at the start of gameplay
1834 * There is no upper limit
1835 * See also: `leveldiff` in [Tool Capabilities]
1836 * `slippery`: Players and items will slide on the node.
1837 Slipperiness rises steadily with `slippery` value, starting at 1.
1840 ### Tool-only groups
1842 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1843 `"toolrepair"` crafting recipe
1846 ### `ObjectRef` armor groups
1848 * `immortal`: Skips all damage and breath handling for an object. This group
1849 will also hide the integrated HUD status bars for players. It is
1850 automatically set to all players when damage is disabled on the server and
1851 cannot be reset (subject to change).
1852 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1853 when they hit the ground. It is analog to the node group with the same
1854 name. See the node group above for the exact calculation.
1855 * `punch_operable`: For entities; disables the regular damage mechanism for
1856 players punching it by hand or a non-tool item, so that it can do something
1857 else than take damage.
1861 Known damage and digging time defining groups
1862 ---------------------------------------------
1864 * `crumbly`: dirt, sand
1865 * `cracky`: tough but crackable stuff like stone.
1866 * `snappy`: something that can be cut using things like scissors, shears,
1867 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1868 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1869 * `fleshy`: Living things like animals and the player. This could imply
1870 some blood effects when hitting.
1871 * `explody`: Especially prone to explosions
1872 * `oddly_breakable_by_hand`:
1873 Can be added to nodes that shouldn't logically be breakable by the
1874 hand but are. Somewhat similar to `dig_immediate`, but times are more
1875 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1876 digging speed of an item if it can dig at a faster speed than this
1877 suggests for the hand.
1879 Examples of custom groups
1880 -------------------------
1882 Item groups are often used for defining, well, _groups of items_.
1884 * `meat`: any meat-kind of a thing (rating might define the size or healing
1885 ability or be irrelevant -- it is not defined as of yet)
1886 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1888 * `flammable`: can be set on fire. Rating might define the intensity of the
1889 fire, affecting e.g. the speed of the spreading of an open fire.
1890 * `wool`: any wool (any origin, any color)
1891 * `metal`: any metal
1892 * `weapon`: any weapon
1893 * `heavy`: anything considerably heavy
1895 Digging time calculation specifics
1896 ----------------------------------
1898 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1899 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1900 faster digging time.
1902 The `level` group is used to limit the toughness of nodes an item capable
1903 of digging can dig and to scale the digging times / damage to a greater extent.
1905 **Please do understand this**, otherwise you cannot use the system to it's
1908 Items define their properties by a list of parameters for groups. They
1909 cannot dig other groups; thus it is important to use a standard bunch of
1910 groups to enable interaction with items.
1918 'Tool capabilities' is a property of items that defines two things:
1920 1) Which nodes it can dig and how fast
1921 2) Which objects it can hurt by punching and by how much
1923 Tool capabilities are available for all items, not just tools.
1924 But only tools can receive wear from digging and punching.
1926 Missing or incomplete tool capabilities will default to the
1929 Tool capabilities definition
1930 ----------------------------
1932 Tool capabilities define:
1934 * Full punch interval
1935 * Maximum drop level
1936 * For an arbitrary list of node groups:
1937 * Uses (until the tool breaks)
1938 * Maximum level (usually `0`, `1`, `2` or `3`)
1941 * Punch attack uses (until the tool breaks)
1943 ### Full punch interval
1945 When used as a weapon, the item will do full damage if this time is spent
1946 between punches. If e.g. half the time is spent, the item will do half
1949 ### Maximum drop level
1951 Suggests the maximum level of node, when dug with the item, that will drop
1952 its useful item. (e.g. iron ore to drop a lump of iron).
1954 This is not automated; it is the responsibility of the node definition
1957 ### Uses (tools only)
1959 Determines how many uses the tool has when it is used for digging a node,
1960 of this group, of the maximum level. The maximum supported number of
1961 uses is 65535. The special number 0 is used for infinite uses.
1962 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
1963 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1964 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1966 * `uses=10, leveldiff=0`: actual uses: 10
1967 * `uses=10, leveldiff=1`: actual uses: 30
1968 * `uses=10, leveldiff=2`: actual uses: 90
1970 For non-tools, this has no effect.
1974 Tells what is the maximum level of a node of this group that the item will
1979 List of digging times for different ratings of the group, for nodes of the
1982 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1983 result in the item to be able to dig nodes that have a rating of `2` or `3`
1984 for this group, and unable to dig the rating `1`, which is the toughest.
1985 Unless there is a matching group that enables digging otherwise.
1987 If the result digging time is 0, a delay of 0.15 seconds is added between
1988 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1989 i.e. players can more quickly click the nodes away instead of holding LMB.
1993 List of damage for groups of entities. See [Entity damage mechanism].
1995 ### Punch attack uses (tools only)
1997 Determines how many uses (before breaking) the tool has when dealing damage
1998 to an object, when the full punch interval (see above) was always
2001 Wear received by the tool is proportional to the time spent, scaled by
2002 the full punch interval.
2004 For non-tools, this has no effect.
2006 Example definition of the capabilities of an item
2007 -------------------------------------------------
2009 tool_capabilities = {
2010 full_punch_interval=1.5,
2013 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2015 damage_groups = {fleshy=2},
2018 This makes the item capable of digging nodes that fulfil both of these:
2020 * Have the `crumbly` group
2021 * Have a `level` group less or equal to `2`
2023 Table of resulting digging times:
2025 crumbly 0 1 2 3 4 <- level
2027 1 0.80 1.60 1.60 - -
2028 2 0.60 1.20 1.20 - -
2029 3 0.40 0.80 0.80 - -
2031 level diff: 2 1 0 -1 -2
2033 Table of resulting tool uses:
2042 * At `crumbly==0`, the node is not diggable.
2043 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2044 easy nodes to be quickly breakable.
2045 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2050 Entity damage mechanism
2051 =======================
2056 foreach group in cap.damage_groups:
2057 damage += cap.damage_groups[group]
2058 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2059 * (object.armor_groups[group] / 100.0)
2060 -- Where object.armor_groups[group] is 0 for inexistent values
2063 Client predicts damage based on damage groups. Because of this, it is able to
2064 give an immediate response when an entity is damaged or dies; the response is
2065 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2067 Currently a smoke puff will appear when an entity dies.
2069 The group `immortal` completely disables normal damage.
2071 Entities can define a special armor group, which is `punch_operable`. This
2072 group disables the regular damage mechanism for players punching it by hand or
2073 a non-tool item, so that it can do something else than take damage.
2075 On the Lua side, every punch calls:
2077 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2080 This should never be called directly, because damage is usually not handled by
2083 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2084 accessed unless absolutely required, to encourage interoperability.
2085 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2086 * `tool_capabilities` can be `nil`.
2087 * `direction` is a unit vector, pointing from the source of the punch to
2089 * `damage` damage that will be done to entity
2090 Return value of this function will determine if damage is done by this function
2091 (retval true) or shall be done by engine (retval false)
2093 To punch an entity/object in Lua, call:
2095 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2097 * Return value is tool wear.
2098 * Parameters are equal to the above callback.
2099 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2100 will be automatically filled in based on the location of `puncher`.
2111 The instance of a node in the world normally only contains the three values
2112 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2113 It is called "node metadata"; See `NodeMetaRef`.
2115 Node metadata contains two things:
2120 Some of the values in the key-value store are handled specially:
2122 * `formspec`: Defines an inventory menu that is opened with the
2123 'place/use' key. Only works if no `on_rightclick` was
2124 defined for the node. See also [Formspec].
2125 * `infotext`: Text shown on the screen when the node is pointed at.
2126 Line-breaks will be applied automatically.
2127 If the infotext is very long, it will be truncated.
2131 local meta = minetest.get_meta(pos)
2132 meta:set_string("formspec",
2134 "list[context;main;0,0;8,4;]"..
2135 "list[current_player;main;0,5;8,4;]")
2136 meta:set_string("infotext", "Chest");
2137 local inv = meta:get_inventory()
2138 inv:set_size("main", 8*4)
2139 print(dump(meta:to_table()))
2142 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2143 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2144 [10] = "", [11] = "", [12] = "", [13] = "",
2145 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2146 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2147 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2148 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2152 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2160 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2162 Item metadata only contains a key-value store.
2164 Some of the values in the key-value store are handled specially:
2166 * `description`: Set the item stack's description.
2167 See also: `get_description` in [`ItemStack`]
2168 * `short_description`: Set the item stack's short description.
2169 See also: `get_short_description` in [`ItemStack`]
2170 * `color`: A `ColorString`, which sets the stack's color.
2171 * `palette_index`: If the item has a palette, this is used to get the
2172 current color from the palette.
2173 * `count_meta`: Replace the displayed count with any string.
2174 * `count_alignment`: Set the alignment of the displayed count value. This is an
2175 int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
2176 4th bit specify the alignment in y-direction:
2177 0 = default, 1 = left / up, 2 = middle, 3 = right / down
2178 The default currently is the same as right/down.
2179 Example: 6 = 2 + 1*4 = middle,up
2183 local meta = stack:get_meta()
2184 meta:set_string("key", "value")
2185 print(dump(meta:to_table()))
2187 Example manipulations of "description" and expected output behaviors:
2189 print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
2190 print(ItemStack("foobar"):get_description()) --> Unknown Item
2192 local stack = ItemStack("default:stone")
2193 stack:get_meta():set_string("description", "Custom description\nAnother line")
2194 print(stack:get_description()) --> Custom description\nAnother line
2195 print(stack:get_short_description()) --> Custom description
2197 stack:get_meta():set_string("short_description", "Short")
2198 print(stack:get_description()) --> Custom description\nAnother line
2199 print(stack:get_short_description()) --> Short
2201 print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
2208 Formspec defines a menu. This supports inventories and some of the
2209 typical widgets like buttons, checkboxes, text input fields, etc.
2210 It is a string, with a somewhat strange format.
2212 A formspec is made out of formspec elements, which includes widgets
2213 like buttons but also can be used to set stuff like background color.
2215 Many formspec elements have a `name`, which is a unique identifier which
2216 is used when the server receives user input. You must not use the name
2217 "quit" for formspec elements.
2219 Spaces and newlines can be inserted between the blocks, as is used in the
2222 Position and size units are inventory slots unless the new coordinate system
2223 is enabled. `X` and `Y` position the formspec element relative to the top left
2224 of the menu or container. `W` and `H` are its width and height values.
2226 If the new system is enabled, all elements have unified coordinates for all
2227 elements with no padding or spacing in between. This is highly recommended
2228 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2231 Inventories with a `player:<name>` inventory location are only sent to the
2232 player named `<name>`.
2234 When displaying text which can contain formspec code, e.g. text set by a player,
2235 use `minetest.formspec_escape`.
2236 For coloured text you can use `minetest.colorize`.
2238 Since formspec version 3, elements drawn in the order they are defined. All
2239 background elements are drawn before all other elements.
2241 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2242 reserved to pass key press events to formspec!
2244 **WARNING**: Minetest allows you to add elements to every single formspec instance
2245 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2246 appearing when you don't expect them to, or why things are styled differently
2247 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2255 list[context;main;0,0;8,4;]
2256 list[current_player;main;0,5;8,4;]
2261 list[context;fuel;2,3;1,1;]
2262 list[context;src;2,1;1,1;]
2263 list[context;dst;5,1;2,2;]
2264 list[current_player;main;0,5;8,4;]
2266 ### Minecraft-like player inventory
2269 image[1,0.6;1,2;player.png]
2270 list[current_player;main;0,3.5;8,4;]
2271 list[current_player;craft;3,0;3,3;]
2272 list[current_player;craftpreview;7,1;1,1;]
2277 * Formspec version 1 (pre-5.1.0):
2279 * Formspec version 2 (5.1.0):
2280 * Forced real coordinates
2281 * background9[]: 9-slice scaling parameters
2282 * Formspec version 3 (5.2.0):
2283 * Formspec elements are drawn in the order of definition
2284 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2285 * box[] and image[] elements enable clipping by default
2286 * new element: scroll_container[]
2287 * Formspec version 4 (5.4.0):
2288 * Allow dropdown indexing events
2289 * Formspec version 5 (5.5.0):
2290 * Added padding[] element
2295 ### `formspec_version[<version>]`
2297 * Set the formspec version to a certain number. If not specified,
2298 version 1 is assumed.
2299 * Must be specified before `size` element.
2300 * Clients older than this version can neither show newer elements nor display
2301 elements with new arguments correctly.
2302 * Available since feature `formspec_version_element`.
2303 * See also: [Version History]
2305 ### `size[<W>,<H>,<fixed_size>]`
2307 * Define the size of the menu in inventory slots
2308 * `fixed_size`: `true`/`false` (optional)
2309 * deprecated: `invsize[<W>,<H>;]`
2311 ### `position[<X>,<Y>]`
2313 * Must be used after `size` element.
2314 * Defines the position on the game window of the formspec's `anchor` point.
2315 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2317 * [0.0, 0.0] sets the position to the top left corner of the game window.
2318 * [1.0, 1.0] sets the position to the bottom right of the game window.
2319 * Defaults to the center of the game window [0.5, 0.5].
2321 ### `anchor[<X>,<Y>]`
2323 * Must be used after both `size` and `position` (if present) elements.
2324 * Defines the location of the anchor point within the formspec.
2325 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2327 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2328 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2329 * Defaults to the center of the formspec [0.5, 0.5].
2331 * `position` and `anchor` elements need suitable values to avoid a formspec
2332 extending off the game window due to particular game window sizes.
2334 ### `padding[<X>,<Y>]`
2336 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2337 * Defines how much space is padded around the formspec if the formspec tries to
2338 increase past the size of the screen and coordinates have to be shrunk.
2339 * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
2340 screen), and 0.5 represents half the screen (which forces the coordinate size
2341 to 0). If negative, the formspec can extend off the edge of the screen.
2342 * Defaults to [0.05, 0.05].
2346 * Must be used after the `size`, `position`, `anchor`, and `padding` elements
2348 * Disables player:set_formspec_prepend() from applying to this formspec.
2350 ### `real_coordinates[<bool>]`
2352 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2353 * When set to true, all following formspec elements will use the new coordinate system.
2354 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2355 (if present), the form size will use the new coordinate system.
2356 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2357 They must enable it explicitly.
2358 * For information on converting forms to the new coordinate system, see `Migrating
2359 to Real Coordinates`.
2361 ### `container[<X>,<Y>]`
2363 * Start of a container block, moves all physical elements in the container by
2365 * Must have matching `container_end`
2366 * Containers can be nested, in which case the offsets are added
2367 (child containers are relative to parent containers)
2369 ### `container_end[]`
2371 * End of a container, following elements are no longer relative to this
2374 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2376 * Start of a scroll_container block. All contained elements will ...
2377 * take the scroll_container coordinate as position origin,
2378 * be additionally moved by the current value of the scrollbar with the name
2379 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2380 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2381 * `orientation`: possible values are `vertical` and `horizontal`.
2382 * `scroll factor`: optional, defaults to `0.1`.
2383 * Nesting is possible.
2384 * Some elements might work a little different if they are in a scroll_container.
2385 * Note: If you want the scroll_container to actually work, you also need to add a
2386 scrollbar element with the specified name. Furthermore, it is highly recommended
2387 to use a scrollbaroptions element on this scrollbar.
2389 ### `scroll_container_end[]`
2391 * End of a scroll_container, following elements are no longer bound to this
2394 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2396 * Show an inventory list if it has been sent to the client.
2397 * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
2398 are moved) while the formspec is open, the formspec element may (but is not guaranteed
2399 to) adapt to the new inventory list.
2400 * Item slots are drawn in a grid from left to right, then up to down, ordered
2401 according to the slot index.
2402 * `W` and `H` are in inventory slots, not in coordinates.
2403 * `starting item index` (Optional): The index of the first (upper-left) item to draw.
2404 Indices start at `0`. Default is `0`.
2405 * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
2406 `starting item index`.
2407 * **Note**: With the new coordinate system, the spacing between inventory
2408 slots is one-fourth the size of an inventory slot by default. Also see
2409 [Styling Formspecs] for changing the size of slots and spacing.
2411 ### `listring[<inventory location>;<list name>]`
2413 * Allows to create a ring of inventory lists
2414 * Shift-clicking on items in one element of the ring
2415 will send them to the next inventory list inside the ring
2416 * The first occurrence of an element inside the ring will
2417 determine the inventory where items will be sent to
2421 * Shorthand for doing `listring[<inventory location>;<list name>]`
2422 for the last two inventory lists added by list[...]
2424 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2426 * Sets background color of slots as `ColorString`
2427 * Sets background color of slots on mouse hovering
2429 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2431 * Sets background color of slots as `ColorString`
2432 * Sets background color of slots on mouse hovering
2433 * Sets color of slots border
2435 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2437 * Sets background color of slots as `ColorString`
2438 * Sets background color of slots on mouse hovering
2439 * Sets color of slots border
2440 * Sets default background color of tooltips
2441 * Sets default font color of tooltips
2443 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2445 * Adds tooltip for an element
2446 * `bgcolor` tooltip background color as `ColorString` (optional)
2447 * `fontcolor` tooltip font color as `ColorString` (optional)
2449 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2451 * Adds tooltip for an area. Other tooltips will take priority when present.
2452 * `bgcolor` tooltip background color as `ColorString` (optional)
2453 * `fontcolor` tooltip font color as `ColorString` (optional)
2455 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2459 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2461 * Show an animated image. The image is drawn like a "vertical_frames" tile
2462 animation (See [Tile animation definition]), but uses a frame count/duration
2464 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2465 * `texture name`: The image to use.
2466 * `frame count`: The number of frames animating the image.
2467 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2468 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2470 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2472 * Show a mesh model.
2473 * `name`: Element name that can be used for styling
2474 * `mesh`: The mesh model to use.
2475 * `textures`: The mesh textures to use according to the mesh materials.
2476 Texture names must be separated by commas.
2477 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2478 The axes are euler angles in degrees.
2479 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2480 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2481 * `frame loop range` (Optional): Range of the animation frames.
2482 * Defaults to the full range of all available frames.
2483 * Syntax: `<begin>,<end>`
2484 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2486 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2488 * Show an inventory image of registered item/node
2490 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2492 * Sets background color of formspec.
2493 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2494 of the non-fullscreen and the fullscreen background.
2495 * `fullscreen` (optional) can be one of the following:
2496 * `false`: Only the non-fullscreen background color is drawn. (default)
2497 * `true`: Only the fullscreen background color is drawn.
2498 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2499 * `neither`: No background color is drawn.
2500 * Note: Leave a parameter empty to not modify the value.
2501 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2502 are not bools are only available since formspec version 3.
2504 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2506 * Example for formspec 8x4 in 16x resolution: image shall be sized
2507 8 times 16px times 4 times 16px.
2509 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2511 * Example for formspec 8x4 in 16x resolution:
2512 image shall be sized 8 times 16px times 4 times 16px
2513 * If `auto_clip` is `true`, the background is clipped to the formspec size
2514 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2516 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2518 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2519 * Middle is a rect which defines the middle of the 9-slice.
2520 * `x` - The middle will be x pixels from all sides.
2521 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2522 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2523 will be added to the width and height of the texture, allowing it to be used as the
2524 distance from the far end.
2525 * All numbers in middle are integers.
2526 * Example for formspec 8x4 in 16x resolution:
2527 image shall be sized 8 times 16px times 4 times 16px
2528 * If `auto_clip` is `true`, the background is clipped to the formspec size
2529 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2530 * Available since formspec version 2
2532 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2534 * Textual password style field; will be sent to server when a button is clicked
2535 * When enter is pressed in field, fields.key_enter_field will be sent with the
2537 * With the old coordinate system, fields are a set height, but will be vertically
2538 centred on `H`. With the new coordinate system, `H` will modify the height.
2539 * `name` is the name of the field as returned in fields to `on_receive_fields`
2540 * `label`, if not blank, will be text printed on the top left above the field
2541 * See `field_close_on_enter` to stop enter closing the formspec
2543 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2545 * Textual field; will be sent to server when a button is clicked
2546 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2547 the name of this field.
2548 * With the old coordinate system, fields are a set height, but will be vertically
2549 centred on `H`. With the new coordinate system, `H` will modify the height.
2550 * `name` is the name of the field as returned in fields to `on_receive_fields`
2551 * `label`, if not blank, will be text printed on the top left above the field
2552 * `default` is the default value of the field
2553 * `default` may contain variable references such as `${text}` which
2554 will fill the value from the metadata value `text`
2555 * **Note**: no extra text or more than a single variable is supported ATM.
2556 * See `field_close_on_enter` to stop enter closing the formspec
2558 ### `field[<name>;<label>;<default>]`
2560 * As above, but without position/size units
2561 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2562 the name of this field.
2563 * Special field for creating simple forms, such as sign text input
2564 * Must be used without a `size[]` element
2565 * A "Proceed" button will be added automatically
2566 * See `field_close_on_enter` to stop enter closing the formspec
2568 ### `field_close_on_enter[<name>;<close_on_enter>]`
2570 * <name> is the name of the field
2571 * if <close_on_enter> is false, pressing enter in the field will submit the
2572 form but not close it.
2573 * defaults to true when not specified (ie: no tag for a field)
2575 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2577 * Same as fields above, but with multi-line input
2578 * If the text overflows, a vertical scrollbar is added.
2579 * If the name is empty, the textarea is read-only and
2580 the background is not shown, which corresponds to a multi-line label.
2582 ### `label[<X>,<Y>;<label>]`
2584 * The label formspec element displays the text set in `label`
2585 at the specified position.
2586 * **Note**: If the new coordinate system is enabled, labels are
2587 positioned from the center of the text, not the top.
2588 * The text is displayed directly without automatic line breaking,
2589 so label should not be used for big text chunks. Newlines can be
2590 used to make labels multiline.
2591 * **Note**: With the new coordinate system, newlines are spaced with
2592 half a coordinate. With the old system, newlines are spaced 2/5 of
2595 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2596 * Displays a static formatted text with hyperlinks.
2597 * **Note**: This element is currently unstable and subject to change.
2598 * `x`, `y`, `w` and `h` work as per field
2599 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2600 * `text` is the formatted text using `Markup Language` described below.
2602 ### `vertlabel[<X>,<Y>;<label>]`
2603 * Textual label drawn vertically
2604 * `label` is the text on the label
2605 * **Note**: If the new coordinate system is enabled, vertlabels are
2606 positioned from the center of the text, not the left.
2608 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2610 * Clickable button. When clicked, fields will be sent.
2611 * With the old coordinate system, buttons are a set height, but will be vertically
2612 centred on `H`. With the new coordinate system, `H` will modify the height.
2613 * `label` is the text on the button
2615 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2617 * `texture name` is the filename of an image
2618 * **Note**: Height is supported on both the old and new coordinate systems
2621 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2623 * `texture name` is the filename of an image
2624 * `noclip=true` means the image button doesn't need to be within specified
2626 * `drawborder`: draw button border or not
2627 * `pressed texture name` is the filename of an image on pressed state
2629 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2631 * `item name` is the registered name of an item/node
2632 * The item description will be used as the tooltip. This can be overridden with
2635 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2637 * When clicked, fields will be sent and the form will quit.
2638 * Same as `button` in all other respects.
2640 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2642 * When clicked, fields will be sent and the form will quit.
2643 * Same as `image_button` in all other respects.
2645 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2647 * Scrollable item list showing arbitrary text elements
2648 * `name` fieldname sent to server on doubleclick value is current selected
2650 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2652 * if you want a listelement to start with "#" write "##".
2654 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2656 * Scrollable itemlist showing arbitrary text elements
2657 * `name` fieldname sent to server on doubleclick value is current selected
2659 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2660 * if you want a listelement to start with "#" write "##"
2661 * Index to be selected within textlist
2662 * `true`/`false`: draw transparent background
2663 * See also `minetest.explode_textlist_event`
2664 (main menu: `core.explode_textlist_event`).
2666 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2668 * Show a tab**header** at specific position (ignores formsize)
2669 * `X` and `Y`: position of the tabheader
2670 * *Note*: Width and height are automatically chosen with this syntax
2671 * `name` fieldname data is transferred to Lua
2672 * `caption 1`...: name shown on top of tab
2673 * `current_tab`: index of selected tab 1...
2674 * `transparent` (optional): if true, tabs are semi-transparent
2675 * `draw_border` (optional): if true, draw a thin line at tab base
2677 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2679 * Show a tab**header** at specific position (ignores formsize)
2680 * **Important note**: This syntax for tabheaders can only be used with the
2681 new coordinate system.
2682 * `X` and `Y`: position of the tabheader
2683 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2684 * `name` fieldname data is transferred to Lua
2685 * `caption 1`...: name shown on top of tab
2686 * `current_tab`: index of selected tab 1...
2687 * `transparent` (optional): show transparent
2688 * `draw_border` (optional): draw border
2690 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2692 * Show a tab**header** at specific position (ignores formsize)
2693 * **Important note**: This syntax for tabheaders can only be used with the
2694 new coordinate system.
2695 * `X` and `Y`: position of the tabheader
2696 * `W` and `H`: width and height of the tabheader
2697 * `name` fieldname data is transferred to Lua
2698 * `caption 1`...: name shown on top of tab
2699 * `current_tab`: index of selected tab 1...
2700 * `transparent` (optional): show transparent
2701 * `draw_border` (optional): draw border
2703 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2705 * Simple colored box
2706 * `color` is color specified as a `ColorString`.
2707 If the alpha component is left blank, the box will be semitransparent.
2708 If the color is not specified, the box will use the options specified by
2709 its style. If the color is specified, all styling options will be ignored.
2711 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2713 * Show a dropdown field
2714 * **Important note**: There are two different operation modes:
2715 1. handle directly on change (only changed dropdown is submitted)
2716 2. read the value on pressing a button (all dropdown values are available)
2717 * `X` and `Y`: position of the dropdown
2718 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2719 * Fieldname data is transferred to Lua
2720 * Items to be shown in dropdown
2721 * Index of currently selected dropdown item
2722 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2723 event field value for selected items.
2724 * `true`: Selected item index
2725 * `false` (default): Selected item value
2727 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2729 * Show a dropdown field
2730 * **Important note**: This syntax for dropdowns can only be used with the
2731 new coordinate system.
2732 * **Important note**: There are two different operation modes:
2733 1. handle directly on change (only changed dropdown is submitted)
2734 2. read the value on pressing a button (all dropdown values are available)
2735 * `X` and `Y`: position of the dropdown
2736 * `W` and `H`: width and height of the dropdown
2737 * Fieldname data is transferred to Lua
2738 * Items to be shown in dropdown
2739 * Index of currently selected dropdown item
2740 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2741 event field value for selected items.
2742 * `true`: Selected item index
2743 * `false` (default): Selected item value
2745 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2748 * `name` fieldname data is transferred to Lua
2749 * `label` to be shown left of checkbox
2750 * `selected` (optional): `true`/`false`
2751 * **Note**: If the new coordinate system is enabled, checkboxes are
2752 positioned from the center of the checkbox, not the top.
2754 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2756 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2757 * There are two ways to use it:
2758 1. handle the changed event (only changed scrollbar is available)
2759 2. read the value on pressing a button (all scrollbars are available)
2760 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2761 * Fieldname data is transferred to Lua
2762 * Value of this trackbar is set to (`0`-`1000`) by default
2763 * See also `minetest.explode_scrollbar_event`
2764 (main menu: `core.explode_scrollbar_event`).
2766 ### `scrollbaroptions[opt1;opt2;...]`
2767 * Sets options for all following `scrollbar[]` elements
2769 * Sets scrollbar minimum value, defaults to `0`.
2771 * Sets scrollbar maximum value, defaults to `1000`.
2772 If the max is equal to the min, the scrollbar will be disabled.
2774 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2776 * If this is set to a negative number, the value will be reset to `10`.
2778 * Sets scrollbar step value used by page up and page down.
2779 * If this is set to a negative number, the value will be reset to `100`.
2781 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2782 units the thumb spans out of the range of the scrollbar values.
2783 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2784 would span a tenth of the scrollbar space.
2785 * If this is set to zero or less, the value will be reset to `1`.
2786 * `arrows=<show/hide/default>`
2787 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2788 when the scrollbar gets too small, but shows them otherwise.
2790 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2792 * Show scrollable table using options defined by the previous `tableoptions[]`
2793 * Displays cells as defined by the previous `tablecolumns[]`
2794 * `name`: fieldname sent to server on row select or doubleclick
2795 * `cell 1`...`cell n`: cell contents given in row-major order
2796 * `selected idx`: index of row to be selected within table (first row = `1`)
2797 * See also `minetest.explode_table_event`
2798 (main menu: `core.explode_table_event`).
2800 ### `tableoptions[<opt 1>;<opt 2>;...]`
2802 * Sets options for `table[]`
2804 * default text color (`ColorString`), defaults to `#FFFFFF`
2805 * `background=#RRGGBB`
2806 * table background color (`ColorString`), defaults to `#000000`
2807 * `border=<true/false>`
2808 * should the table be drawn with a border? (default: `true`)
2809 * `highlight=#RRGGBB`
2810 * highlight background color (`ColorString`), defaults to `#466432`
2811 * `highlight_text=#RRGGBB`
2812 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2813 * `opendepth=<value>`
2814 * all subtrees up to `depth < value` are open (default value = `0`)
2815 * only useful when there is a column of type "tree"
2817 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2819 * Sets columns for `table[]`
2820 * Types: `text`, `image`, `color`, `indent`, `tree`
2821 * `text`: show cell contents as text
2822 * `image`: cell contents are an image index, use column options to define
2824 * `color`: cell contents are a ColorString and define color of following
2826 * `indent`: cell contents are a number and define indentation of following
2828 * `tree`: same as indent, but user can open and close subtrees
2832 * for `text` and `image`: content alignment within cells.
2833 Available values: `left` (default), `center`, `right`, `inline`
2835 * for `text` and `image`: minimum width in em (default: `0`)
2836 * for `indent` and `tree`: indent width in em (default: `1.5`)
2837 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2838 Exception: defaults to 0 for indent columns
2839 * `tooltip=<value>`: tooltip text (default: empty)
2840 * `image` column options:
2841 * `0=<value>` sets image for image index 0
2842 * `1=<value>` sets image for image index 1
2843 * `2=<value>` sets image for image index 2
2844 * and so on; defined indices need not be contiguous empty or
2845 non-numeric cells are treated as `0`.
2846 * `color` column options:
2847 * `span=<value>`: number of following columns to affect
2848 (default: infinite).
2850 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2852 * Set the style for the element(s) matching `selector` by name.
2853 * `selector` can be one of:
2854 * `<name>` - An element name. Includes `*`, which represents every element.
2855 * `<name>:<state>` - An element name, a colon, and one or more states.
2856 * `state` is a list of states separated by the `+` character.
2857 * If a state is provided, the style will only take effect when the element is in that state.
2858 * All provided states must be active for the style to apply.
2859 * Note: this **must** be before the element is defined.
2860 * See [Styling Formspecs].
2863 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2865 * Set the style for the element(s) matching `selector` by type.
2866 * `selector` can be one of:
2867 * `<type>` - An element type. Includes `*`, which represents every element.
2868 * `<type>:<state>` - An element type, a colon, and one or more states.
2869 * `state` is a list of states separated by the `+` character.
2870 * If a state is provided, the style will only take effect when the element is in that state.
2871 * All provided states must be active for the style to apply.
2872 * See [Styling Formspecs].
2874 ### `set_focus[<name>;<force>]`
2876 * Sets the focus to the element with the same `name` parameter.
2877 * **Note**: This element must be placed before the element it focuses.
2878 * `force` (optional, default `false`): By default, focus is not applied for
2879 re-sent formspecs with the same name so that player-set focus is kept.
2880 `true` sets the focus to the specified element for every sent formspec.
2881 * The following elements have the ability to be focused:
2896 Migrating to Real Coordinates
2897 -----------------------------
2899 In the old system, positions included padding and spacing. Padding is a gap between
2900 the formspec window edges and content, and spacing is the gaps between items. For
2901 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2902 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2903 in the new coordinate system from scratch.
2905 To recreate an old layout with padding, you'll need to pass the positions and sizes
2906 through the following formula to re-introduce padding:
2909 pos = (oldpos + 1)*spacing + padding
2915 You'll need to change the `size[]` tag like this:
2918 size = (oldsize-1)*spacing + padding*2 + 1
2921 A few elements had random offsets in the old system. Here is a table which shows these
2922 offsets when migrating:
2924 | Element | Position | Size | Notes
2925 |---------|------------|---------|-------
2926 | box | +0.3, +0.1 | 0, -0.4 |
2927 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2928 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2929 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2934 Formspec elements can be themed using the style elements:
2936 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2937 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2938 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2939 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2943 property_name=property_value
2947 style_type[button;bgcolor=#006699]
2948 style[world_delete;bgcolor=red;textcolor=yellow]
2949 button[4,3.95;2.6,1;world_delete;Delete]
2951 A name/type can optionally be a comma separated list of names/types, like so:
2953 world_delete,world_create,world_configure
2956 A `*` type can be used to select every element in the formspec.
2958 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2960 world_delete:hovered+pressed
2963 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2965 Setting a property to nothing will reset it to the default value. For example:
2967 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2968 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2971 ### Supported Element Types
2973 Some types may inherit styles from parent types.
2975 * animated_image, inherits from image
2978 * button_exit, inherits from button
2988 * pwdfield, inherits from field
2994 * vertlabel, inherits from label
2997 ### Valid Properties
3000 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3002 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3003 * Defaults to false in formspec_version version 3 or higher
3004 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
3005 * Single value (e.g. `#FF0`): All corners/borders.
3006 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
3007 top and bottom,left and right.
3008 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
3009 * These work similarly to CSS borders.
3010 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
3011 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
3012 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
3013 negative, the border will extend inside the box, whereas positive extends outside
3014 the box. A width of zero results in no border; this is default.
3015 * button, button_exit, image_button, item_image_button
3016 * alpha - boolean, whether to draw alpha in bgimg. Default true.
3017 * bgcolor - color, sets button tint.
3018 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
3019 * This is deprecated, use states instead.
3020 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
3021 * This is deprecated, use states instead.
3022 * bgimg - standard background image. Defaults to none.
3023 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
3024 * This is deprecated, use states instead.
3025 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
3026 See background9[] documentation for more details. This property also pads the
3027 button's content when set.
3028 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
3029 * This is deprecated, use states instead.
3030 * font - Sets font type. This is a comma separated list of options. Valid options:
3031 * Main font type options. These cannot be combined with each other:
3032 * `normal`: Default font
3033 * `mono`: Monospaced font
3034 * Font modification options. If used without a main font type, `normal` is used:
3035 * `bold`: Makes font bold.
3036 * `italic`: Makes font italic.
3038 * font_size - Sets font size. Default is user-set. Can have multiple values:
3039 * `<number>`: Sets absolute font size to `number`.
3040 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3041 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3042 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3043 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3044 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3045 * padding - rect, adds space between the edges of the button and the content. This value is
3046 relative to bgimg_middle.
3047 * sound - a sound to be played when triggered.
3048 * textcolor - color, default white.
3050 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3051 * sound - a sound to be played when triggered.
3053 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3054 * sound - a sound to be played when the entry is changed.
3055 * field, pwdfield, textarea
3056 * border - set to false to hide the textbox background and border. Default true.
3057 * font - Sets font type. See button `font` property for more information.
3058 * font_size - Sets font size. See button `font_size` property for more information.
3059 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3060 * textcolor - color. Default white.
3062 * bgcolor - color, sets background color.
3063 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3064 * Default to false in formspec_version version 3 or higher
3066 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3067 * Default to false in formspec_version version 3 or higher
3069 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3071 * font - Sets font type. See button `font` property for more information.
3072 * font_size - Sets font size. See button `font_size` property for more information.
3073 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3075 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3076 * size - 2d vector, sets the size of inventory slots in coordinates.
3077 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3078 * image_button (additional properties)
3079 * fgimg - standard image. Defaults to none.
3080 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3081 * This is deprecated, use states instead.
3082 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3083 * This is deprecated, use states instead.
3084 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3085 * sound - a sound to be played when triggered.
3087 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3089 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3090 * sound - a sound to be played when a different tab is selected.
3091 * textcolor - color. Default white.
3093 * font - Sets font type. See button `font` property for more information.
3094 * font_size - Sets font size. See button `font_size` property for more information.
3095 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3100 * default - Equivalent to providing no states
3101 * button, button_exit, image_button, item_image_button
3102 * hovered - Active when the mouse is hovering over the element
3103 * pressed - Active when the button is pressed
3108 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3109 The markup language is currently unstable and subject to change. Use with caution.
3110 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3111 Tags can have attributes, in that case, attributes are in the opening tag in
3112 form of a key/value separated with equal signs. Attribute values should not be quoted.
3114 If you want to insert a literal greater-than sign or a backslash into the text,
3115 you must escape it by preceding it with a backslash.
3117 These are the technically basic tags but see below for usual tags. Base tags are:
3119 `<style color=... font=... size=...>...</style>`
3121 Changes the style of the text.
3123 * `color`: Text color. Given color is a `colorspec`.
3124 * `size`: Text size.
3125 * `font`: Text font (`mono` or `normal`).
3127 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3132 * `background`: Text background, a `colorspec` or `none`.
3133 * `margin`: Page margins in pixel.
3134 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3136 Inheriting styles (affects child elements):
3137 * `color`: Default text color. Given color is a `colorspec`.
3138 * `hovercolor`: Color of <action> tags when mouse is over.
3139 * `size`: Default text size.
3140 * `font`: Default text font (`mono` or `normal`).
3141 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3143 This tag needs to be placed only once as it changes the global settings of the
3144 text. Anyway, if several tags are placed, each changed will be made in the order
3147 `<tag name=... color=... hovercolor=... font=... size=...>`
3149 Defines or redefines tag style. This can be used to define new tags.
3150 * `name`: Name of the tag to define or change.
3151 * `color`: Text color. Given color is a `colorspec`.
3152 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3153 * `size`: Text size.
3154 * `font`: Text font (`mono` or `normal`).
3156 Following tags are the usual tags for text layout. They are defined by default.
3157 Other tags can be added using `<tag ...>` tag.
3159 `<normal>...</normal>`: Normal size text
3161 `<big>...</big>`: Big text
3163 `<bigger>...</bigger>`: Bigger text
3165 `<center>...</center>`: Centered text
3167 `<left>...</left>`: Left-aligned text
3169 `<right>...</right>`: Right-aligned text
3171 `<justify>...</justify>`: Justified text
3173 `<mono>...</mono>`: Monospaced font
3175 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3177 `<action name=...>...</action>`
3179 Make that text a clickable text triggering an action.
3181 * `name`: Name of the action (mandatory).
3183 When clicked, the formspec is send to the server. The value of the text field
3184 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3187 `<img name=... float=... width=... height=...>`
3189 Draws an image which is present in the client media cache.
3191 * `name`: Name of the texture (mandatory).
3192 * `float`: If present, makes the image floating (`left` or `right`).
3193 * `width`: Force image width instead of taking texture width.
3194 * `height`: Force image height instead of taking texture height.
3196 If only width or height given, texture aspect is kept.
3198 `<item name=... float=... width=... height=... rotate=...>`
3200 Draws an item image.
3202 * `name`: Item string of the item to draw (mandatory).
3203 * `float`: If present, makes the image floating (`left` or `right`).
3204 * `width`: Item image width.
3205 * `height`: Item image height.
3206 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3207 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3208 `inventory_items_animations` is set to true.
3209 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3210 X, Y and Z being angles around each three axes. Works only if
3211 `inventory_items_animations` is set to true.
3219 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3220 * `"current_player"`: Player to whom the menu is shown
3221 * `"player:<name>"`: Any player
3222 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3223 * `"detached:<name>"`: A detached inventory
3225 Player Inventory lists
3226 ----------------------
3228 * `main`: list containing the default inventory
3229 * `craft`: list containing the craft input
3230 * `craftpreview`: list containing the craft prediction
3231 * `craftresult`: list containing the crafted output
3232 * `hand`: list containing an override for the empty hand
3233 * Is not created automatically, use `InvRef:set_size`
3234 * Is only used to enhance the empty hand's tool capabilities
3242 `#RGB` defines a color in hexadecimal format.
3244 `#RGBA` defines a color in hexadecimal format and alpha channel.
3246 `#RRGGBB` defines a color in hexadecimal format.
3248 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3250 Named colors are also supported and are equivalent to
3251 [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
3252 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3253 the color name (e.g. `colorname#08`).
3258 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3261 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3262 * `colorspec = {a=255, r=0, g=255, b=0}`
3263 * numerical form: The raw integer value of an ARGB8 quad:
3264 * `colorspec = 0xFF00FF00`
3265 * string form: A ColorString (defined above):
3266 * `colorspec = "green"`
3274 Most text can contain escape sequences, that can for example color the text.
3275 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3276 The following functions provide escape sequences:
3278 * `minetest.get_color_escape_sequence(color)`:
3279 * `color` is a ColorString
3280 * The escape sequence sets the text color to `color`
3281 * `minetest.colorize(color, message)`:
3283 `minetest.get_color_escape_sequence(color) ..
3285 minetest.get_color_escape_sequence("#ffffff")`
3286 * `minetest.get_background_escape_sequence(color)`
3287 * `color` is a ColorString
3288 * The escape sequence sets the background of the whole text element to
3289 `color`. Only defined for item descriptions and tooltips.
3290 * `minetest.strip_foreground_colors(str)`
3291 * Removes foreground colors added by `get_color_escape_sequence`.
3292 * `minetest.strip_background_colors(str)`
3293 * Removes background colors added by `get_background_escape_sequence`.
3294 * `minetest.strip_colors(str)`
3295 * Removes all color escape sequences.
3303 Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
3304 and has a class to represent them (`vector.*`), which this chapter is about.
3305 For details on what a spatial vectors is, please refer to Wikipedia:
3306 https://en.wikipedia.org/wiki/Euclidean_vector.
3308 Spatial vectors are used for various things, including, but not limited to:
3310 * any 3D spatial vector (x/y/z-directions)
3311 * Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
3312 meaning here. Therefore, most vector operations make no sense in this use case.)
3314 Note that they are *not* used for:
3316 * n-dimensional vectors where n is not 3 (ie. n=2)
3317 * arrays of the form `{num, num, num}`
3319 The API documentation may refer to spatial vectors, as produced by `vector.new`,
3320 by any of the following notations:
3322 * `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
3323 * `vector.new(x, y, z)`
3324 * `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
3329 Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
3330 Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
3331 Note: Those old-style vectors can still be found in old mod code. Hence, mod and
3332 engine APIs still need to be able to cope with them in many places.
3334 Manually constructed tables are deprecated and highly discouraged. This interface
3335 should be used to ensure seamless compatibility between mods and the Minetest API.
3336 This is especially important to callback function parameters and functions overwritten
3338 Also, though not likely, the internal implementation of a vector might change in
3340 In your own code, or if you define your own API, you can, of course, still use
3341 other representations of vectors.
3343 Vectors provided by API functions will provide an instance of this class if not
3344 stated otherwise. Mods should adapt this for convenience reasons.
3346 Special properties of the class
3347 -------------------------------
3349 Vectors can be indexed with numbers and allow method and operator syntax.
3351 All these forms of addressing a vector `v` are valid:
3352 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3353 Note: Prefer letter over number indexing for performance and compatibility reasons.
3355 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3356 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3358 `tostring` is defined for vectors, see `vector.to_string`.
3360 The metatable that is used for vectors can be accessed via `vector.metatable`.
3363 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3364 Returned vectors always have a metatable set.
3366 Common functions and methods
3367 ----------------------------
3369 For the following functions (and subchapters),
3370 `v`, `v1`, `v2` are vectors,
3371 `p1`, `p2` are position vectors,
3372 `s` is a scalar (a number),
3373 vectors are written like this: `(x, y, z)`:
3375 * `vector.new([a[, b, c]])`:
3376 * Returns a new vector `(a, b, c)`.
3377 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3378 `vector.new(v)` does the same as `vector.copy(v)`
3380 * Returns a new vector `(0, 0, 0)`.
3382 * Returns a copy of the vector `v`.
3383 * `vector.from_string(s[, init])`:
3384 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3385 `np` is the next position in the string after the vector.
3386 * Returns `nil` on failure.
3387 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3388 spaces, leaving away commas and adding an additional comma to the end
3390 * `init`: If given starts looking for the vector at this string index.
3391 * `vector.to_string(v)`:
3392 * Returns a string of the form `"(x, y, z)"`.
3393 * `tostring(v)` does the same.
3394 * `vector.direction(p1, p2)`:
3395 * Returns a vector of length 1 with direction `p1` to `p2`.
3396 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3397 * `vector.distance(p1, p2)`:
3398 * Returns zero or a positive number, the distance between `p1` and `p2`.
3399 * `vector.length(v)`:
3400 * Returns zero or a positive number, the length of vector `v`.
3401 * `vector.normalize(v)`:
3402 * Returns a vector of length 1 with direction of vector `v`.
3403 * If `v` has zero length, returns `(0, 0, 0)`.
3404 * `vector.floor(v)`:
3405 * Returns a vector, each dimension rounded down.
3406 * `vector.round(v)`:
3407 * Returns a vector, each dimension rounded to nearest integer.
3408 * At a multiple of 0.5, rounds away from zero.
3409 * `vector.apply(v, func)`:
3410 * Returns a vector where the function `func` has been applied to each
3412 * `vector.combine(v, w, func)`:
3413 * Returns a vector where the function `func` has combined both components of `v` and `w`
3415 * `vector.equals(v1, v2)`:
3416 * Returns a boolean, `true` if the vectors are identical.
3417 * `vector.sort(v1, v2)`:
3418 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3419 * `vector.angle(v1, v2)`:
3420 * Returns the angle between `v1` and `v2` in radians.
3421 * `vector.dot(v1, v2)`:
3422 * Returns the dot product of `v1` and `v2`.
3423 * `vector.cross(v1, v2)`:
3424 * Returns the cross product of `v1` and `v2`.
3425 * `vector.offset(v, x, y, z)`:
3426 * Returns the sum of the vectors `v` and `(x, y, z)`.
3427 * `vector.check(v)`:
3428 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3429 by a `vector.*` function.
3430 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3432 For the following functions `x` can be either a vector or a number:
3434 * `vector.add(v, x)`:
3436 * If `x` is a vector: Returns the sum of `v` and `x`.
3437 * If `x` is a number: Adds `x` to each component of `v`.
3438 * `vector.subtract(v, x)`:
3440 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3441 * If `x` is a number: Subtracts `x` from each component of `v`.
3442 * `vector.multiply(v, s)`:
3443 * Returns a scaled vector.
3444 * Deprecated: If `s` is a vector: Returns the Schur product.
3445 * `vector.divide(v, s)`:
3446 * Returns a scaled vector.
3447 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3452 Operators can be used if all of the involved vectors have metatables:
3454 * Returns whether `v1` and `v2` are identical.
3456 * Returns the additive inverse of v.
3458 * Returns the sum of both vectors.
3459 * Note: `+` can not be used together with scalars.
3461 * Returns the difference of `v1` subtracted by `v2`.
3462 * Note: `-` can not be used together with scalars.
3463 * `v * s` or `s * v`:
3464 * Returns `v` scaled by `s`.
3466 * Returns `v` scaled by `1 / s`.
3468 Rotation-related functions
3469 --------------------------
3471 For the following functions `a` is an angle in radians and `r` is a rotation
3472 vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
3475 * `vector.rotate(v, r)`:
3476 * Applies the rotation `r` to `v` and returns the result.
3477 * `vector.rotate(vector.new(0, 0, 1), r)` and
3478 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3479 forward and up relative to an entity's rotation `r`.
3480 * `vector.rotate_around_axis(v1, v2, a)`:
3481 * Returns `v1` rotated around axis `v2` by `a` radians according to
3482 the right hand rule.
3483 * `vector.dir_to_rotation(direction[, up])`:
3484 * Returns a rotation vector for `direction` pointing forward using `up`
3486 * If `up` is omitted, the roll of the returned vector defaults to zero.
3487 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3492 There are more helper functions involving vectors, but they are listed elsewhere
3493 because they only work on specific sorts of vectors or involve things that are not
3498 * `minetest.hash_node_position` (Only works on node positions.)
3499 * `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
3507 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3508 human-readable, handles reference loops.
3509 * `obj`: arbitrary variable
3510 * `name`: string, default: `"_"`
3511 * `dumped`: table, default: `{}`
3512 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3513 * `obj`: arbitrary variable
3514 * `dumped`: table, default: `{}`
3515 * `math.hypot(x, y)`
3516 * Get the hypotenuse of a triangle with legs x and y.
3517 Useful for distance calculation.
3518 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3519 * Get the sign of a number.
3520 * tolerance: number, default: `0.0`
3521 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3523 * `math.factorial(x)`: returns the factorial of `x`
3524 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3525 * At a multiple of 0.5, rounds away from zero.
3526 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3527 * `separator`: string, default: `","`
3528 * `include_empty`: boolean, default: `false`
3529 * `max_splits`: number, if it's negative, splits aren't limited,
3531 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3532 string or a pattern (regex), default: `false`
3533 * e.g. `"a,b":split","` returns `{"a","b"}`
3534 * `string:trim()`: returns the string without whitespace pre- and suffixes
3535 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3536 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3537 * Adds newlines to the string to keep it within the specified character
3539 * Note that the returned lines may be longer than the limit since it only
3540 splits at word borders.
3541 * `limit`: number, maximal amount of characters in one line
3542 * `as_table`: boolean, if set to true, a table of lines instead of a string
3543 is returned, default: `false`
3544 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3545 * `pos`: table {x=X, y=Y, z=Z}
3546 * Converts the position `pos` to a human-readable, printable string
3547 * `decimal_places`: number, if specified, the x, y and z values of
3548 the position are rounded to the given decimal place.
3549 * `minetest.string_to_pos(string)`: returns a position or `nil`
3550 * Same but in reverse.
3551 * If the string can't be parsed to a position, nothing is returned.
3552 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3553 * Converts a string representing an area box into two positions
3554 * `minetest.formspec_escape(string)`: returns a string
3555 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3557 * `minetest.is_yes(arg)`
3558 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3559 * `minetest.is_nan(arg)`
3560 * returns true when the passed number represents NaN.
3561 * `minetest.get_us_time()`
3562 * returns time with microsecond precision. May not return wall time.
3563 * `table.copy(table)`: returns a table
3564 * returns a deep copy of `table`
3565 * `table.indexof(list, val)`: returns the smallest numerical index containing
3566 the value `val` in the table `list`. Non-numerical indices are ignored.
3567 If `val` could not be found, `-1` is returned. `list` must not have
3569 * `table.insert_all(table, other_table)`:
3570 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3572 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3573 * If multiple keys in `t` map to the same value, it is unspecified which
3574 value maps to that key.
3575 * `table.shuffle(table, [from], [to], [random_func])`:
3576 * Shuffles elements `from` to `to` in `table` in place
3577 * `from` defaults to `1`
3578 * `to` defaults to `#table`
3579 * `random_func` defaults to `math.random`. This function receives two
3580 integers as arguments and should return a random integer inclusively
3582 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3584 * returns the exact position on the surface of a pointed node
3585 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3586 Simulates an item that digs a node.
3587 Returns a table with the following fields:
3588 * `diggable`: `true` if node can be dug, `false` otherwise.
3589 * `time`: Time it would take to dig the node.
3590 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3591 `time` and `wear` are meaningless if node's not diggable
3593 * `groups`: Table of the node groups of the node that would be dug
3594 * `tool_capabilities`: Tool capabilities table of the item
3595 * `wear`: Amount of wear the tool starts with (default: 0)
3596 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3597 Simulates an item that punches an object.
3598 Returns a table with the following fields:
3599 * `hp`: How much damage the punch would cause (between -65535 and 65535).
3600 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3602 * `groups`: Damage groups of the object
3603 * `tool_capabilities`: Tool capabilities table of the item
3604 * `time_from_last_punch`: time in seconds since last punch action
3605 * `wear`: Amount of wear the item starts with (default: 0)
3613 Texts can be translated client-side with the help of `minetest.translate` and
3616 Translating a string
3617 --------------------
3619 Two functions are provided to translate strings: `minetest.translate` and
3620 `minetest.get_translator`.
3622 * `minetest.get_translator(textdomain)` is a simple wrapper around
3623 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3624 equivalent to `minetest.translate(textdomain, str, ...)`.
3625 It is intended to be used in the following way, so that it avoids verbose
3626 repetitions of `minetest.translate`:
3628 local S = minetest.get_translator(textdomain)
3631 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3633 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3634 the given `textdomain` for disambiguation. The textdomain must match the
3635 textdomain specified in the translation file in order to get the string
3636 translated. This can be used so that a string is translated differently in
3638 It is advised to use the name of the mod as textdomain whenever possible, to
3639 avoid clashes with other mods.
3640 This function must be given a number of arguments equal to the number of
3641 arguments the translated string expects.
3642 Arguments are literal strings -- they will not be translated, so if you want
3643 them to be, they need to come as outputs of `minetest.translate` as well.
3645 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3646 by the translation of "Red". We can do the following:
3648 local S = minetest.get_translator()
3649 S("@1 Wool", S("Red"))
3651 This will be displayed as "Red Wool" on old clients and on clients that do
3652 not have localization enabled. However, if we have for instance a translation
3653 file named `wool.fr.tr` containing the following:
3658 this will be displayed as "Laine Rouge" on clients with a French locale.
3660 Operations on translated strings
3661 --------------------------------
3663 The output of `minetest.translate` is a string, with escape sequences adding
3664 additional information to that string so that it can be translated on the
3665 different clients. In particular, you can't expect operations like string.length
3666 to work on them like you would expect them to, or string.gsub to work in the
3667 expected manner. However, string concatenation will still work as expected
3668 (note that you should only use this for things like formspecs; do not translate
3669 sentences by breaking them into parts; arguments should be used instead), and
3670 operations such as `minetest.colorize` which are also concatenation.
3672 Translation file format
3673 -----------------------
3675 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3676 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3677 The file should be a text file, with the following format:
3679 * Lines beginning with `# textdomain:` (the space is significant) can be used
3680 to specify the text domain of all following translations in the file.
3681 * All other empty lines or lines beginning with `#` are ignored.
3682 * Other lines should be in the format `original=translated`. Both `original`
3683 and `translated` can contain escape sequences beginning with `@` to insert
3684 arguments, literal `@`, `=` or newline (See [Escapes] below).
3685 There must be no extraneous whitespace around the `=` or at the beginning or
3686 the end of the line.
3691 Strings that need to be translated can contain several escapes, preceded by `@`.
3693 * `@@` acts as a literal `@`.
3694 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3695 string that will be inlined when translated. Due to how translations are
3696 implemented, the original translation string **must** have its arguments in
3697 increasing order, without gaps or repetitions, starting from 1.
3698 * `@=` acts as a literal `=`. It is not required in strings given to
3699 `minetest.translate`, but is in translation files to avoid being confused
3700 with the `=` separating the original from the translation.
3701 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3702 As with `@=`, this escape is not required in strings given to
3703 `minetest.translate`, but is in translation files.
3704 * `@n` acts as a literal newline as well.
3706 Server side translations
3707 ------------------------
3709 On some specific cases, server translation could be useful. For example, filter
3710 a list on labels and send results to client. A method is supplied to achieve
3713 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3714 translations for `lang_code` language. It gives the same result as if the string
3715 was translated by the client.
3717 The `lang_code` to use for a given player can be retrieved from
3718 the table returned by `minetest.get_player_information(name)`.
3720 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3721 You do not need to use this to get translated strings to show up on the client.
3726 Perlin noise creates a continuously-varying value depending on the input values.
3727 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3728 The result is used during map generation to create the terrain shape, vary heat
3729 and humidity to distribute biomes, vary the density of decorations or vary the
3732 Structure of perlin noise
3733 -------------------------
3735 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3736 The smooth wavy noise it generates has a single characteristic scale, almost
3737 like a 'wavelength', so on its own does not create fine detail.
3738 Due to this perlin noise combines several octaves to create variation on
3739 multiple scales. Each additional octave has a smaller 'wavelength' than the
3742 This combination results in noise varying very roughly between -2.0 and 2.0 and
3743 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3744 and offset the noise variation.
3746 The final perlin noise variation is created as follows:
3748 noise = offset + scale * (octave1 +
3749 octave2 * persistence +
3750 octave3 * persistence ^ 2 +
3751 octave4 * persistence ^ 3 +
3757 Noise Parameters are commonly called `NoiseParams`.
3761 After the multiplication by `scale` this is added to the result and is the final
3762 step in creating the noise value.
3763 Can be positive or negative.
3767 Once all octaves have been combined, the result is multiplied by this.
3768 Can be positive or negative.
3772 For octave1, this is roughly the change of input value needed for a very large
3773 variation in the noise value generated by octave1. It is almost like a
3774 'wavelength' for the wavy noise variation.
3775 Each additional octave has a 'wavelength' that is smaller than the previous
3776 octave, to create finer detail. `spread` will therefore roughly be the typical
3777 size of the largest structures in the final noise variation.
3779 `spread` is a vector with values for x, y, z to allow the noise variation to be
3780 stretched or compressed in the desired axes.
3781 Values are positive numbers.
3785 This is a whole number that determines the entire pattern of the noise
3786 variation. Altering it enables different noise patterns to be created.
3787 With other parameters equal, different seeds produce different noise patterns
3788 and identical seeds produce identical noise patterns.
3790 For this parameter you can randomly choose any whole number. Usually it is
3791 preferable for this to be different from other seeds, but sometimes it is useful
3792 to be able to create identical noise patterns.
3794 In some noise APIs the world seed is added to the seed specified in noise
3795 parameters. This is done to make the resulting noise pattern vary in different
3796 worlds, and be 'world-specific'.
3800 The number of simple noise generators that are combined.
3801 A whole number, 1 or more.
3802 Each additional octave adds finer detail to the noise but also increases the
3803 noise calculation load.
3804 3 is a typical minimum for a high quality, complex and natural-looking noise
3805 variation. 1 octave has a slight 'gridlike' appearance.
3807 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3808 size of the finest detail you require. For example:
3809 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3810 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3811 512, 256, 128, 64, 32, 16 nodes.
3812 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3816 Each additional octave has an amplitude that is the amplitude of the previous
3817 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3818 as is often helpful and natural to do so.
3819 Since this controls the balance of fine detail to large-scale detail
3820 `persistence` can be thought of as the 'roughness' of the noise.
3822 A positive or negative non-zero number, often between 0.3 and 1.0.
3823 A common medium value is 0.5, such that each octave has half the amplitude of
3824 the previous octave.
3825 This may need to be tuned when altering `lacunarity`; when doing so consider
3826 that a common medium value is 1 / lacunarity.
3830 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3831 previous octave multiplied by 1 / lacunarity, to create finer detail.
3832 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3834 A positive number no smaller than 1.0.
3835 Values below 2.0 create higher quality noise at the expense of requiring more
3836 octaves to cover a paticular range of 'wavelengths'.
3840 Leave this field unset for no special handling.
3841 Currently supported are `defaults`, `eased` and `absvalue`:
3845 Specify this if you would like to keep auto-selection of eased/not-eased while
3846 specifying some other flags.
3850 Maps noise gradient values onto a quintic S-curve before performing
3851 interpolation. This results in smooth, rolling noise.
3852 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3854 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3856 Easing a 3D noise significantly increases the noise calculation load, so use
3861 The absolute value of each octave's noise variation is used when combining the
3862 octaves. The final perlin noise variation is created as follows:
3864 noise = offset + scale * (abs(octave1) +
3865 abs(octave2) * persistence +
3866 abs(octave3) * persistence ^ 2 +
3867 abs(octave4) * persistence ^ 3 +
3872 For 2D or 3D perlin noise or perlin noise maps:
3877 spread = {x = 500, y = 500, z = 500},
3882 flags = "defaults, absvalue",
3885 For 2D noise the Z component of `spread` is still defined but is ignored.
3886 A single noise parameter table can be used for 2D or 3D noise.
3897 These tell in what manner the ore is generated.
3899 All default ores are of the uniformly-distributed scatter type.
3903 Randomly chooses a location and generates a cluster of ore.
3905 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3906 at that point is greater than the `noise_threshold`, giving the ability to
3907 create a non-equal distribution of ore.
3911 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3912 described by `noise_params` and `noise_threshold`. This is essentially an
3913 improved version of the so-called "stratus" ore seen in some unofficial mods.
3915 This sheet consists of vertical columns of uniform randomly distributed height,
3916 varying between the inclusive range `column_height_min` and `column_height_max`.
3917 If `column_height_min` is not specified, this parameter defaults to 1.
3918 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3919 for reverse compatibility. New code should prefer `column_height_max`.
3921 The `column_midpoint_factor` parameter controls the position of the column at
3922 which ore emanates from.
3923 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3924 equally starting from each direction.
3925 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3926 this parameter is not specified, the default is 0.5.
3928 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3933 Creates a sheet of ore in a cloud-like puff shape.
3935 As with the `sheet` ore type, the size and shape of puffs are described by
3936 `noise_params` and `noise_threshold` and are placed at random vertical
3937 positions within the currently generated chunk.
3939 The vertical top and bottom displacement of each puff are determined by the
3940 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3944 Creates a deformed sphere of ore according to 3d perlin noise described by
3945 `noise_params`. The maximum size of the blob is `clust_size`, and
3946 `clust_scarcity` has the same meaning as with the `scatter` type.
3950 Creates veins of ore varying in density by according to the intersection of two
3951 instances of 3d perlin noise with different seeds, both described by
3954 `random_factor` varies the influence random chance has on placement of an ore
3955 inside the vein, which is `1` by default. Note that modifying this parameter
3956 may require adjusting `noise_threshold`.
3958 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3961 This ore type is difficult to control since it is sensitive to small changes.
3962 The following is a decent set of parameters to work from:
3967 spread = {x=200, y=200, z=200},
3974 noise_threshold = 1.6
3976 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3977 computationally expensive than any other ore.
3981 Creates a single undulating ore stratum that is continuous across mapchunk
3982 borders and horizontally spans the world.
3984 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3985 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3986 defines the stratum's vertical thickness (in units of nodes). Due to being
3987 continuous across mapchunk borders the stratum's vertical thickness is
3990 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3991 to y_max in a simple horizontal stratum.
3993 A parameter `stratum_thickness` can be provided instead of the noise parameter
3994 `np_stratum_thickness`, to create a constant thickness.
3996 Leaving out one or both noise parameters makes the ore generation less
3997 intensive, useful when adding multiple strata.
3999 `y_min` and `y_max` define the limits of the ore generation and for performance
4000 reasons should be set as close together as possible but without clipping the
4001 stratum's Y variation.
4003 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
4004 solid-ore stratum would require a `clust_scarcity` of 1.
4006 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
4007 `random_factor` are ignored by this ore type.
4012 See section [Flag Specifier Format].
4014 Currently supported flags:
4015 `puff_cliffs`, `puff_additive_composition`.
4019 If set, puff ore generation will not taper down large differences in
4020 displacement when approaching the edge of a puff. This flag has no effect for
4021 ore types other than `puff`.
4023 ### `puff_additive_composition`
4025 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
4026 in a negative displacement, the sub-column at that point is not generated. With
4027 this attribute set, puff ore generation will instead generate the absolute
4028 difference in noise displacement values. This flag has no effect for ore types
4037 The varying types of decorations that can be placed.
4042 Creates a 1 times `H` times 1 column of a specified node (or a random node from
4043 a list, if a decoration list is specified). Can specify a certain node it must
4044 spawn next to, such as water or lava, for example. Can also generate a
4045 decoration of random height between a specified lower and upper bound.
4046 This type of decoration is intended for placement of grass, flowers, cacti,
4047 papyri, waterlilies and so on.
4052 Copies a box of `MapNodes` from a specified schematic file (or raw description).
4053 Can specify a probability of a node randomly appearing when placed.
4054 This decoration type is intended to be used for multi-node sized discrete
4055 structures, such as trees, cave spikes, rocks, and so on.
4064 --------------------
4066 A schematic specifier identifies a schematic by either a filename to a
4067 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
4068 in the form of a table. This table specifies the following fields:
4070 * The `size` field is a 3D vector containing the dimensions of the provided
4071 schematic. (required field)
4072 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
4073 sets the probability of a particular horizontal slice of the schematic being
4074 placed. (optional field)
4075 `ypos` = 0 for the lowest horizontal slice of a schematic.
4076 The default of `prob` is 255.
4077 * The `data` field is a flat table of MapNode tables making up the schematic,
4078 in the order of `[z [y [x]]]`. (required field)
4079 Each MapNode table contains:
4080 * `name`: the name of the map node to place (required)
4081 * `prob` (alias `param1`): the probability of this node being placed
4083 * `param2`: the raw param2 value of the node being placed onto the map
4085 * `force_place`: boolean representing if the node should forcibly overwrite
4086 any previous contents (default: false)
4088 About probability values:
4090 * A probability value of `0` or `1` means that node will never appear
4092 * A probability value of `254` or `255` means the node will always appear
4094 * If the probability value `p` is greater than `1`, then there is a
4095 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4098 Schematic attributes
4099 --------------------
4101 See section [Flag Specifier Format].
4103 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4106 * `place_center_x`: Placement of this decoration is centered along the X axis.
4107 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4108 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4109 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4115 Lua Voxel Manipulator
4116 =====================
4121 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4122 facility. The purpose of this object is for fast, low-level, bulk access to
4123 reading and writing Map content. As such, setting map nodes through VoxelManip
4124 will lack many of the higher level features and concepts you may be used to
4125 with other methods of setting nodes. For example, nodes will not have their
4126 construction and destruction callbacks run, and no rollback information is
4129 It is important to note that VoxelManip is designed for speed, and *not* ease
4130 of use or flexibility. If your mod requires a map manipulation facility that
4131 will handle 100% of all edge cases, or the use of high level node placement
4132 features, perhaps `minetest.set_node()` is better suited for the job.
4134 In addition, VoxelManip might not be faster, or could even be slower, for your
4135 specific use case. VoxelManip is most effective when setting large areas of map
4136 at once - for example, if only setting a 3x3x3 node area, a
4137 `minetest.set_node()` loop may be more optimal. Always profile code using both
4138 methods of map manipulation to determine which is most appropriate for your
4141 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4142 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4147 A VoxelManip object can be created any time using either:
4148 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4150 If the optional position parameters are present for either of these routines,
4151 the specified region will be pre-loaded into the VoxelManip object on creation.
4152 Otherwise, the area of map you wish to manipulate must first be loaded into the
4153 VoxelManip object using `VoxelManip:read_from_map()`.
4155 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4156 formed by these positions indicate the minimum and maximum (respectively)
4157 positions of the area actually loaded in the VoxelManip, which may be larger
4158 than the area requested. For convenience, the loaded area coordinates can also
4159 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4161 Now that the VoxelManip object is populated with map data, your mod can fetch a
4162 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4163 which retrieves an individual node in a MapNode formatted table at the position
4164 requested is the simplest method to use, but also the slowest.
4166 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4169 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4171 * `VoxelManip:get_light_data()` for node light levels, and
4172 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4174 See section [Flat array format] for more details.
4176 It is very important to understand that the tables returned by any of the above
4177 three functions represent a snapshot of the VoxelManip's internal state at the
4178 time of the call. This copy of the data will not magically update itself if
4179 another function modifies the internal VoxelManip state.
4180 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4181 internal state unless otherwise explicitly stated.
4183 Once the bulk data has been edited to your liking, the internal VoxelManip
4184 state can be set using:
4186 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4188 * `VoxelManip:set_light_data()` for node light levels, and
4189 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4191 The parameter to each of the above three functions can use any table at all in
4192 the same flat array format as produced by `get_data()` etc. and is not required
4193 to be a table retrieved from `get_data()`.
4195 Once the internal VoxelManip state has been modified to your liking, the
4196 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4198 ### Flat array format
4201 `Nx = p2.X - p1.X + 1`,
4202 `Ny = p2.Y - p1.Y + 1`, and
4203 `Nz = p2.Z - p1.Z + 1`.
4205 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4206 including the value of the expression `Nx * Ny * Nz`.
4208 Positions offset from p1 are present in the array with the format of:
4211 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4212 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4214 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4215 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4217 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4219 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4222 and the array index for a position p contained completely in p1..p2 is:
4224 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4226 Note that this is the same "flat 3D array" format as
4227 `PerlinNoiseMap:get3dMap_flat()`.
4228 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4229 of the index for a single point in a flat VoxelManip array.
4233 A Content ID is a unique integer identifier for a specific node type.
4234 These IDs are used by VoxelManip in place of the node name string for
4235 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4236 `minetest.get_content_id()` to look up the Content ID for the specified node
4237 name, and `minetest.get_name_from_content_id()` to look up the node name string
4238 for a given Content ID.
4239 After registration of a node, its Content ID will remain the same throughout
4240 execution of the mod.
4241 Note that the node being queried needs to have already been been registered.
4243 The following builtin node types have their Content IDs defined as constants:
4245 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4246 * `minetest.CONTENT_AIR`: ID for "air" nodes
4247 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4249 ### Mapgen VoxelManip objects
4251 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4252 VoxelManip object used by the core's Map Generator (commonly abbreviated
4253 Mapgen). Most of the rules previously described still apply but with a few
4256 * The Mapgen VoxelManip object is retrieved using:
4257 `minetest.get_mapgen_object("voxelmanip")`
4258 * This VoxelManip object already has the region of map just generated loaded
4259 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4260 a Mapgen VoxelManip.
4261 * The `on_generated()` callbacks of some mods may place individual nodes in the
4262 generated area using non-VoxelManip map modification methods. Because the
4263 same Mapgen VoxelManip object is passed through each `on_generated()`
4264 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4265 consistency with the current map state. For this reason, calling any of the
4266 following functions:
4267 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4268 will also update the Mapgen VoxelManip object's internal state active on the
4270 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4271 necessary to update lighting information using either:
4272 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4274 ### Other API functions operating on a VoxelManip
4276 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4277 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4278 flowing. It is recommended to call this function only after having written all
4279 buffered data back to the VoxelManip object, save for special situations where
4280 the modder desires to only have certain liquid nodes begin flowing.
4282 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4283 will generate all registered decorations and ores throughout the full area
4284 inside of the specified VoxelManip object.
4286 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4287 `minetest.place_schematic()`, except instead of placing the specified schematic
4288 directly on the map at the specified position, it will place the schematic
4289 inside the VoxelManip.
4293 * Attempting to read data from a VoxelManip object before map is read will
4294 result in a zero-length array table for `VoxelManip:get_data()`, and an
4295 "ignore" node at any position for `VoxelManip:get_node_at()`.
4296 * If either a region of map has not yet been generated or is out-of-bounds of
4297 the map, that region is filled with "ignore" nodes.
4298 * Other mods, or the core itself, could possibly modify the area of map
4299 currently loaded into a VoxelManip object. With the exception of Mapgen
4300 VoxelManips (see above section), the internal buffers are not updated. For
4301 this reason, it is strongly encouraged to complete the usage of a particular
4302 VoxelManip object in the same callback it had been created.
4303 * If a VoxelManip object will be used often, such as in an `on_generated()`
4304 callback, consider passing a file-scoped table as the optional parameter to
4305 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4306 to write map data to instead of returning a new table each call. This greatly
4307 enhances performance by avoiding unnecessary memory allocations.
4312 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4313 containing the region formed by `p1` and `p2`.
4314 * returns actual emerged `pmin`, actual emerged `pmax`
4315 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4317 * **important**: data must be set using `VoxelManip:set_data()` before
4319 * if `light` is true, then lighting is automatically recalculated.
4320 The default value is true.
4321 If `light` is false, no light calculations happen, and you should correct
4322 all modified blocks with `minetest.fix_light()` as soon as possible.
4323 Keep in mind that modifying the map where light is incorrect can cause
4325 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4326 the `VoxelManip` at that position
4327 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4329 * `get_data([buffer])`: Retrieves the node content data loaded into the
4330 `VoxelManip` object.
4331 * returns raw node data in the form of an array of node content IDs
4332 * if the param `buffer` is present, this table will be used to store the
4334 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4335 * `update_map()`: Does nothing, kept for compatibility.
4336 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4338 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4339 * To be used only by a `VoxelManip` object from
4340 `minetest.get_mapgen_object`.
4341 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4343 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4344 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4346 * Each value is the bitwise combination of day and night light values
4348 * `light = day + (night * 16)`
4349 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4350 in the `VoxelManip`.
4351 * expects lighting data in the same format that `get_light_data()` returns
4352 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4353 `VoxelManip` object.
4354 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4356 * If the param `buffer` is present, this table will be used to store the
4358 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4360 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4362 * To be used only by a `VoxelManip` object from
4363 `minetest.get_mapgen_object`.
4364 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4365 area if left out or nil. For almost all uses these should be left out
4366 or nil to use the default.
4367 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4368 generated mapchunk above are propagated down into the mapchunk, defaults
4369 to `true` if left out.
4370 * `update_liquids()`: Update liquid flow
4371 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4372 manipulator had been modified since the last read from map, due to a call to
4373 `minetest.set_data()` on the loaded area elsewhere.
4374 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4379 A helper class for voxel areas.
4380 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4381 The coordinates are *inclusive*, like most other things in Minetest.
4385 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4386 `MinEdge` and `MaxEdge`.
4387 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4389 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4391 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4392 * The position (x, y, z) is not checked for being inside the area volume,
4393 being outside can cause an incorrect index result.
4394 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4395 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4396 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4397 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4398 is not checked for being inside the area volume.
4399 * `position(i)`: returns the absolute position vector corresponding to index
4401 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4402 `MinEdge` and `MaxEdge`.
4403 * `containsp(p)`: same as above, except takes a vector
4404 * `containsi(i)`: same as above, except takes an index `i`
4405 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4407 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4409 * `iterp(minp, maxp)`: same as above, except takes a vector
4411 ### Y stride and z stride of a flat array
4413 For a particular position in a voxel area, whose flat array index is known,
4414 it is often useful to know the index of a neighboring or nearby position.
4415 The table below shows the changes of index required for 1 node movements along
4416 the axes in a voxel area:
4418 Movement Change of index
4428 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4430 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4439 A mapgen object is a construct used in map generation. Mapgen objects can be
4440 used by an `on_generate` callback to speed up operations by avoiding
4441 unnecessary recalculations, these can be retrieved using the
4442 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4443 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4444 callback, `nil` is returned.
4446 The following Mapgen objects are currently available:
4450 This returns three values; the `VoxelManip` object to be used, minimum and
4451 maximum emerged position, in that order. All mapgens support this object.
4455 Returns an array containing the y coordinates of the ground levels of nodes in
4456 the most recently generated chunk by the current mapgen.
4460 Returns an array containing the biome IDs of nodes in the most recently
4461 generated chunk by the current mapgen.
4465 Returns an array containing the temperature values of nodes in the most
4466 recently generated chunk by the current mapgen.
4470 Returns an array containing the humidity values of nodes in the most recently
4471 generated chunk by the current mapgen.
4475 Returns a table mapping requested generation notification types to arrays of
4476 positions at which the corresponding generated structures are located within
4477 the current chunk. To set the capture of positions of interest to be recorded
4478 on generate, use `minetest.set_gen_notify()`.
4479 For decorations, the returned positions are the ground surface 'place_on'
4480 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4481 node above the returned position and possibly displaced by 'place_offset_y'.
4483 Possible fields of the table returned are:
4489 * `large_cave_begin`
4493 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4494 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4502 Functions receive a "luaentity" as `self`:
4504 * It has the member `.name`, which is the registered name `("mod:thing")`
4505 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4506 * The original prototype stuff is visible directly via a metatable
4510 * `on_activate(self, staticdata, dtime_s)`
4511 * Called when the object is instantiated.
4512 * `dtime_s` is the time passed since the object was unloaded, which can be
4513 used for updating the entity state.
4514 * `on_deactivate(self)
4515 * Called when the object is about to get removed or unloaded.
4516 * `on_step(self, dtime)`
4517 * Called on every server tick, after movement and collision processing.
4518 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4520 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4521 * Called when somebody punches the object.
4522 * Note that you probably want to handle most punches using the automatic
4524 * `puncher`: an `ObjectRef` (can be `nil`)
4525 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4527 * `tool_capabilities`: capability table of used item (can be `nil`)
4528 * `dir`: unit vector of direction of punch. Always defined. Points from the
4529 puncher to the punched.
4530 * `damage`: damage that will be done to entity.
4531 * Can return `true` to prevent the default damage mechanism.
4532 * `on_death(self, killer)`
4533 * Called when the object dies.
4534 * `killer`: an `ObjectRef` (can be `nil`)
4535 * `on_rightclick(self, clicker)`
4536 * Called when `clicker` pressed the 'place/use' key while pointing
4537 to the object (not neccessarily an actual rightclick)
4538 * `clicker`: an `ObjectRef` (may or may not be a player)
4539 * `on_attach_child(self, child)`
4540 * `child`: an `ObjectRef` of the child that attaches
4541 * `on_detach_child(self, child)`
4542 * `child`: an `ObjectRef` of the child that detaches
4543 * `on_detach(self, parent)`
4544 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4545 * This happens before the parent object is removed from the world
4546 * `get_staticdata(self)`
4547 * Should return a string that will be passed to `on_activate` when the
4548 object is instantiated the next time.
4560 axiom, --string initial tree axiom
4561 rules_a, --string rules set A
4562 rules_b, --string rules set B
4563 rules_c, --string rules set C
4564 rules_d, --string rules set D
4565 trunk, --string trunk node name
4566 leaves, --string leaves node name
4567 leaves2, --string secondary leaves node name
4568 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4569 angle, --num angle in deg
4570 iterations, --num max # of iterations, usually 2 -5
4571 random_level, --num factor to lower nr of iterations, usually 0 - 3
4572 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4573 -- 2x2 nodes or 3x3 in cross shape
4574 thin_branches, --boolean true -> use thin (1 node) branches
4575 fruit, --string fruit node name
4576 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4577 seed, --num random seed, if no seed is provided, the engine
4581 Key for special L-System symbols used in axioms
4582 -----------------------------------------------
4584 * `G`: move forward one unit with the pen up
4585 * `F`: move forward one unit with the pen down drawing trunks and branches
4586 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4587 * `T`: move forward one unit with the pen down drawing trunks only
4588 * `R`: move forward one unit with the pen down placing fruit
4589 * `A`: replace with rules set A
4590 * `B`: replace with rules set B
4591 * `C`: replace with rules set C
4592 * `D`: replace with rules set D
4593 * `a`: replace with rules set A, chance 90%
4594 * `b`: replace with rules set B, chance 80%
4595 * `c`: replace with rules set C, chance 70%
4596 * `d`: replace with rules set D, chance 60%
4597 * `+`: yaw the turtle right by `angle` parameter
4598 * `-`: yaw the turtle left by `angle` parameter
4599 * `&`: pitch the turtle down by `angle` parameter
4600 * `^`: pitch the turtle up by `angle` parameter
4601 * `/`: roll the turtle to the right by `angle` parameter
4602 * `*`: roll the turtle to the left by `angle` parameter
4603 * `[`: save in stack current state info
4604 * `]`: recover from stack state info
4609 Spawn a small apple tree:
4611 pos = {x=230,y=20,z=4}
4614 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4615 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4616 trunk="default:tree",
4617 leaves="default:leaves",
4621 trunk_type="single",
4624 fruit="default:apple"
4626 minetest.spawn_tree(pos,apple_tree)
4631 'minetest' namespace reference
4632 ==============================
4637 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4639 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4640 e.g. `"/home/user/.minetest/usermods/modname"`.
4641 * Returns nil if the mod is not enabled or does not exist (not installed).
4642 * Works regardless of whether the mod has been loaded yet.
4643 * Useful for loading additional `.lua` modules or static data from a mod,
4644 or checking if a mod is enabled.
4645 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4646 * Does not include disabled mods, even if they are installed.
4647 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4648 * Useful for storing custom data
4649 * `minetest.is_singleplayer()`
4650 * `minetest.features`: Table containing API feature flags
4653 glasslike_framed = true, -- 0.4.7
4654 nodebox_as_selectionbox = true, -- 0.4.7
4655 get_all_craft_recipes_works = true, -- 0.4.7
4656 -- The transparency channel of textures can optionally be used on
4658 use_texture_alpha = true,
4659 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4660 no_legacy_abms = true,
4661 -- Texture grouping is possible using parentheses (0.4.11)
4662 texture_names_parens = true,
4663 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4664 area_store_custom_ids = true,
4665 -- add_entity supports passing initial staticdata to on_activate
4667 add_entity_with_staticdata = true,
4668 -- Chat messages are no longer predicted (0.4.16)
4669 no_chat_message_prediction = true,
4670 -- The transparency channel of textures can optionally be used on
4671 -- objects (ie: players and lua entities) (5.0.0)
4672 object_use_texture_alpha = true,
4673 -- Object selectionbox is settable independently from collisionbox
4675 object_independent_selectionbox = true,
4676 -- Specifies whether binary data can be uploaded or downloaded using
4677 -- the HTTP API (5.1.0)
4678 httpfetch_binary_data = true,
4679 -- Whether formspec_version[<version>] may be used (5.1.0)
4680 formspec_version_element = true,
4681 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4682 area_store_persistent_ids = true,
4683 -- Whether minetest.find_path is functional (5.2.0)
4684 pathfinder_works = true,
4685 -- Whether Collision info is available to an objects' on_step (5.3.0)
4686 object_step_has_moveresult = true,
4687 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4688 direct_velocity_on_players = true,
4689 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4690 use_texture_alpha_string_modes = true,
4691 -- degrotate param2 rotates in units of 1.5° instead of 2°
4692 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4693 degrotate_240_steps = true,
4694 -- ABM supports min_y and max_y fields in definition (5.5.0)
4695 abm_min_max_y = true,
4696 -- dynamic_add_media supports passing a table with options (5.5.0)
4697 dynamic_add_media_table = true,
4698 -- allows get_sky to return a table instead of separate values (5.6.0)
4699 get_sky_as_table = true,
4702 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4703 * `arg`: string or table in format `{foo=true, bar=true}`
4704 * `missing_features`: `{foo=true, bar=true}`
4705 * `minetest.get_player_information(player_name)`: Table containing information
4706 about a player. Example return value:
4709 address = "127.0.0.1", -- IP address of client
4710 ip_version = 4, -- IPv4 / IPv6
4711 connection_uptime = 200, -- seconds since client connected
4712 protocol_version = 32, -- protocol version used by client
4713 formspec_version = 2, -- supported formspec version
4714 lang_code = "fr" -- Language code used for translation
4715 -- the following keys can be missing if no stats have been collected yet
4716 min_rtt = 0.01, -- minimum round trip time
4717 max_rtt = 0.2, -- maximum round trip time
4718 avg_rtt = 0.02, -- average round trip time
4719 min_jitter = 0.01, -- minimum packet time jitter
4720 max_jitter = 0.5, -- maximum packet time jitter
4721 avg_jitter = 0.03, -- average packet time jitter
4722 -- the following information is available in a debug build only!!!
4723 -- DO NOT USE IN MODS
4724 --ser_vers = 26, -- serialization version used by client
4725 --major = 0, -- major version number
4726 --minor = 4, -- minor version number
4727 --patch = 10, -- patch version number
4728 --vers_string = "0.4.9-git", -- full version string
4729 --state = "Active" -- current client state
4732 * `minetest.mkdir(path)`: returns success.
4733 * Creates a directory specified by `path`, creating parent directories
4734 if they don't exist.
4735 * `minetest.rmdir(path, recursive)`: returns success.
4736 * Removes a directory specified by `path`.
4737 * If `recursive` is set to `true`, the directory is recursively removed.
4738 Otherwise, the directory will only be removed if it is empty.
4739 * Returns true on success, false on failure.
4740 * `minetest.cpdir(source, destination)`: returns success.
4741 * Copies a directory specified by `path` to `destination`
4742 * Any files in `destination` will be overwritten if they already exist.
4743 * Returns true on success, false on failure.
4744 * `minetest.mvdir(source, destination)`: returns success.
4745 * Moves a directory specified by `path` to `destination`.
4746 * If the `destination` is a non-empty directory, then the move will fail.
4747 * Returns true on success, false on failure.
4748 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4750 * nil: return all entries,
4751 * true: return only subdirectory names, or
4752 * false: return only file names.
4753 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4754 * Replaces contents of file at path with new contents in a safe (atomic)
4755 way. Use this instead of below code when writing e.g. database files:
4756 `local f = io.open(path, "wb"); f:write(content); f:close()`
4757 * `minetest.get_version()`: returns a table containing components of the
4758 engine version. Components:
4759 * `project`: Name of the project, eg, "Minetest"
4760 * `string`: Simple version, eg, "1.2.3-dev"
4761 * `hash`: Full git version (only set if available),
4762 eg, "1.2.3-dev-01234567-dirty".
4763 Use this for informational purposes only. The information in the returned
4764 table does not represent the capabilities of the engine, nor is it
4765 reliable or verifiable. Compatible forks will have a different name and
4766 version entirely. To check for the presence of engine features, test
4767 whether the functions exported by the wanted features exist. For example:
4768 `if minetest.check_for_falling then ... end`.
4769 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4770 * `data`: string of data to hash
4771 * `raw`: return raw bytes instead of hex digits, default: false
4772 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4773 ColorString. If the ColorSpec is invalid, returns `nil`.
4774 * `colorspec`: The ColorSpec to convert
4775 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4776 string of four bytes in an RGBA layout, returned as a string.
4777 * `colorspec`: The ColorSpec to convert
4778 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4779 image and return it in string form.
4780 * `width`: Width of the image
4781 * `height`: Height of the image
4782 * `data`: Image data, one of:
4783 * array table of ColorSpec, length must be width*height
4784 * string with raw RGBA pixels, length must be width*height*4
4785 * `compression`: Optional zlib compression level, number in range 0 to 9.
4786 The data is one-dimensional, starting in the upper left corner of the image
4787 and laid out in scanlines going from left to right, then top to bottom.
4788 Please note that it's not safe to use string.char to generate raw data,
4789 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4790 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4791 You may use this to procedurally generate textures during server init.
4796 * `minetest.debug(...)`
4797 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4798 * `minetest.log([level,] text)`
4799 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4800 `"info"`, or `"verbose"`. Default is `"none"`.
4802 Registration functions
4803 ----------------------
4805 Call these functions only at load time!
4809 * `minetest.register_node(name, node definition)`
4810 * `minetest.register_craftitem(name, item definition)`
4811 * `minetest.register_tool(name, item definition)`
4812 * `minetest.override_item(name, redefinition)`
4813 * Overrides fields of an item registered with register_node/tool/craftitem.
4814 * Note: Item must already be defined, (opt)depend on the mod defining it.
4815 * Example: `minetest.override_item("default:mese",
4816 {light_source=minetest.LIGHT_MAX})`
4817 * `minetest.unregister_item(name)`
4818 * Unregisters the item from the engine, and deletes the entry with key
4819 `name` from `minetest.registered_items` and from the associated item table
4820 according to its nature: `minetest.registered_nodes`, etc.
4821 * `minetest.register_entity(name, entity definition)`
4822 * `minetest.register_abm(abm definition)`
4823 * `minetest.register_lbm(lbm definition)`
4824 * `minetest.register_alias(alias, original_name)`
4825 * Also use this to set the 'mapgen aliases' needed in a game for the core
4826 mapgens. See [Mapgen aliases] section above.
4827 * `minetest.register_alias_force(alias, original_name)`
4828 * `minetest.register_ore(ore definition)`
4829 * Returns an integer object handle uniquely identifying the registered
4831 * The order of ore registrations determines the order of ore generation.
4832 * `minetest.register_biome(biome definition)`
4833 * Returns an integer object handle uniquely identifying the registered
4834 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4835 * `minetest.unregister_biome(name)`
4836 * Unregisters the biome from the engine, and deletes the entry with key
4837 `name` from `minetest.registered_biomes`.
4838 * Warning: This alters the biome to biome ID correspondences, so any
4839 decorations or ores using the 'biomes' field must afterwards be cleared
4841 * `minetest.register_decoration(decoration definition)`
4842 * Returns an integer object handle uniquely identifying the registered
4843 decoration on success. To get the decoration ID, use
4844 `minetest.get_decoration_id`.
4845 * The order of decoration registrations determines the order of decoration
4847 * `minetest.register_schematic(schematic definition)`
4848 * Returns an integer object handle uniquely identifying the registered
4849 schematic on success.
4850 * If the schematic is loaded from a file, the `name` field is set to the
4852 * If the function is called when loading the mod, and `name` is a relative
4853 path, then the current mod path will be prepended to the schematic
4855 * `minetest.clear_registered_biomes()`
4856 * Clears all biomes currently registered.
4857 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4858 correspondences, so any decorations or ores using the 'biomes' field must
4859 afterwards be cleared and re-registered.
4860 * `minetest.clear_registered_decorations()`
4861 * Clears all decorations currently registered.
4862 * `minetest.clear_registered_ores()`
4863 * Clears all ores currently registered.
4864 * `minetest.clear_registered_schematics()`
4865 * Clears all schematics currently registered.
4869 * `minetest.register_craft(recipe)`
4870 * Check recipe table syntax for different types below.
4871 * `minetest.clear_craft(recipe)`
4872 * Will erase existing craft based either on output item or on input recipe.
4873 * Specify either output or input only. If you specify both, input will be
4874 ignored. For input use the same recipe table syntax as for
4875 `minetest.register_craft(recipe)`. For output specify only the item,
4877 * Returns false if no erase candidate could be found, otherwise returns true.
4878 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4879 ignored if the recipe contains output. Erasing is then done independently
4880 from the crafting method.
4881 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4882 * `minetest.override_chatcommand(name, redefinition)`
4883 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4884 * `minetest.unregister_chatcommand(name)`
4885 * Unregisters a chatcommands registered with `register_chatcommand`.
4886 * `minetest.register_privilege(name, definition)`
4887 * `definition` can be a description or a definition table (see [Privilege
4889 * If it is a description, the priv will be granted to singleplayer and admin
4891 * To allow players with `basic_privs` to grant, see the `basic_privs`
4892 minetest.conf setting.
4893 * `minetest.register_authentication_handler(authentication handler definition)`
4894 * Registers an auth handler that overrides the builtin one.
4895 * This function can be called by a single mod once only.
4897 Global callback registration functions
4898 --------------------------------------
4900 Call these functions only at load time!
4902 * `minetest.register_globalstep(function(dtime))`
4903 * Called every server step, usually interval of 0.1s
4904 * `minetest.register_on_mods_loaded(function())`
4905 * Called after mods have finished loading and before the media is cached or the
4907 * `minetest.register_on_shutdown(function())`
4908 * Called before server shutdown
4909 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4910 registered callbacks **will likely not be run**. Data should be saved at
4911 semi-frequent intervals as well as on server shutdown.
4912 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4913 * Called when a node has been placed
4914 * If return `true` no item is taken from `itemstack`
4915 * `placer` may be any valid ObjectRef or nil.
4916 * **Not recommended**; use `on_construct` or `after_place_node` in node
4917 definition whenever possible.
4918 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4919 * Called when a node has been dug.
4920 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4921 definition whenever possible.
4922 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4923 * Called when a node is punched
4924 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4925 * Called after generating a piece of world. Modifying nodes inside the area
4926 is a bit faster than usually.
4927 * `minetest.register_on_newplayer(function(ObjectRef))`
4928 * Called when a new player enters the world for the first time
4929 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4930 * Called when a player is punched
4931 * Note: This callback is invoked even if the punched player is dead.
4932 * `player`: ObjectRef - Player that was punched
4933 * `hitter`: ObjectRef - Player that hit
4934 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4936 * `tool_capabilities`: Capability table of used item (can be nil)
4937 * `dir`: Unit vector of direction of punch. Always defined. Points from
4938 the puncher to the punched.
4939 * `damage`: Number that represents the damage calculated by the engine
4940 * should return `true` to prevent the default damage mechanism
4941 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4942 * Called when the 'place/use' key was used while pointing a player
4943 (not neccessarily an actual rightclick)
4944 * `player`: ObjectRef - Player that is acted upon
4945 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
4946 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4947 * Called when the player gets damaged or healed
4948 * `player`: ObjectRef of the player
4949 * `hp_change`: the amount of change. Negative when it is damage.
4950 * `reason`: a PlayerHPChangeReason table.
4951 * The `type` field will have one of the following values:
4952 * `set_hp`: A mod or the engine called `set_hp` without
4953 giving a type - use this for custom damage types.
4954 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4956 * `node_damage`: `damage_per_second` from a neighbouring node.
4957 `reason.node` will hold the node name or nil.
4960 * Any of the above types may have additional fields from mods.
4961 * `reason.from` will be `mod` or `engine`.
4962 * `modifier`: when true, the function should return the actual `hp_change`.
4963 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4964 Modifiers can return true as a second argument to stop the execution of further functions.
4965 Non-modifiers receive the final HP change calculated by the modifiers.
4966 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4967 * Called when a player dies
4968 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4969 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4970 * Called when player is to be respawned
4971 * Called _before_ repositioning of player occurs
4972 * return true in func to disable regular player placement
4973 * `minetest.register_on_prejoinplayer(function(name, ip))`
4974 * Called when a client connects to the server, prior to authentication
4975 * If it returns a string, the client is disconnected with that string as
4977 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4978 * Called when a player joins the game
4979 * `last_login`: The timestamp of the previous login, or nil if player is new
4980 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4981 * Called when a player leaves the game
4982 * `timed_out`: True for timeout, false for other reasons.
4983 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4984 * Called when a client attempts to log into an account.
4985 * `name`: The name of the account being authenticated.
4986 * `ip`: The IP address of the client
4987 * `is_success`: Whether the client was successfully authenticated
4988 * For newly registered accounts, `is_success` will always be true
4989 * `minetest.register_on_auth_fail(function(name, ip))`
4990 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4991 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4992 * Called when a player cheats
4993 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4995 * `interacted_too_far`
4996 * `interacted_with_self`
4997 * `interacted_while_dead`
4998 * `finished_unknown_dig`
5001 * `minetest.register_on_chat_message(function(name, message))`
5002 * Called always when a player says something
5003 * Return `true` to mark the message as handled, which means that it will
5004 not be sent to other players.
5005 * `minetest.register_on_chatcommand(function(name, command, params))`
5006 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
5007 is checked to see if the command exists, but after the input is parsed.
5008 * Return `true` to mark the command as handled, which means that the default
5009 handlers will be prevented.
5010 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
5011 * Called when the server received input from `player` in a formspec with
5012 the given `formname`. Specifically, this is called on any of the
5014 * a button was pressed,
5015 * Enter was pressed while the focus was on a text field
5016 * a checkbox was toggled,
5017 * something was selected in a dropdown list,
5018 * a different tab was selected,
5019 * selection was changed in a textlist or table,
5020 * an entry was double-clicked in a textlist or table,
5021 * a scrollbar was moved, or
5022 * the form was actively closed by the player.
5023 * Fields are sent for formspec elements which define a field. `fields`
5024 is a table containing each formspecs element value (as string), with
5025 the `name` parameter as index for each. The value depends on the
5026 formspec element type:
5027 * `animated_image`: Returns the index of the current frame.
5028 * `button` and variants: If pressed, contains the user-facing button
5029 text as value. If not pressed, is `nil`
5030 * `field`, `textarea` and variants: Text in the field
5031 * `dropdown`: Either the index or value, depending on the `index event`
5033 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
5034 * `checkbox`: `"true"` if checked, `"false"` if unchecked
5035 * `textlist`: See `minetest.explode_textlist_event`
5036 * `table`: See `minetest.explode_table_event`
5037 * `scrollbar`: See `minetest.explode_scrollbar_event`
5038 * Special case: `["quit"]="true"` is sent when the user actively
5039 closed the form by mouse click, keypress or through a button_exit[]
5041 * Special case: `["key_enter"]="true"` is sent when the user pressed
5042 the Enter key and the focus was either nowhere (causing the formspec
5043 to be closed) or on a button. If the focus was on a text field,
5044 additionally, the index `key_enter_field` contains the name of the
5045 text field. See also: `field_close_on_enter`.
5046 * Newest functions are called first
5047 * If function returns `true`, remaining functions are not called
5048 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
5049 * Called when `player` crafts something
5050 * `itemstack` is the output
5051 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
5053 * `craft_inv` is the inventory with the crafting grid
5054 * Return either an `ItemStack`, to replace the output, or `nil`, to not
5056 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
5057 * The same as before, except that it is called before the player crafts, to
5058 make craft prediction, and it should not change anything.
5059 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
5060 * Determines how much of a stack may be taken, put or moved to a
5062 * `player` (type `ObjectRef`) is the player who modified the inventory
5063 `inventory` (type `InvRef`).
5064 * List of possible `action` (string) values and their
5065 `inventory_info` (table) contents:
5066 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
5067 * `put`: `{listname=string, index=number, stack=ItemStack}`
5068 * `take`: Same as `put`
5069 * Return a numeric value to limit the amount of items to be taken, put or
5070 moved. A value of `-1` for `take` will make the source stack infinite.
5071 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
5072 * Called after a take, put or move event from/to/in a player inventory
5073 * Function arguments: see `minetest.register_allow_player_inventory_action`
5074 * Does not accept or handle any return value.
5075 * `minetest.register_on_protection_violation(function(pos, name))`
5076 * Called by `builtin` and mods when a player violates protection at a
5077 position (eg, digs a node or punches a protected entity).
5078 * The registered functions can be called using
5079 `minetest.record_protection_violation`.
5080 * The provided function should check that the position is protected by the
5081 mod calling this function before it prints a message, if it does, to
5082 allow for multiple protection mods.
5083 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
5084 * Called when an item is eaten, by `minetest.item_eat`
5085 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
5086 * `minetest.register_on_priv_grant(function(name, granter, priv))`
5087 * Called when `granter` grants the priv `priv` to `name`.
5088 * Note that the callback will be called twice if it's done by a player,
5089 once with granter being the player name, and again with granter being nil.
5090 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
5091 * Called when `revoker` revokes the priv `priv` from `name`.
5092 * Note that the callback will be called twice if it's done by a player,
5093 once with revoker being the player name, and again with revoker being nil.
5094 * `minetest.register_can_bypass_userlimit(function(name, ip))`
5095 * Called when `name` user connects with `ip`.
5096 * Return `true` to by pass the player limit
5097 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
5098 * Called when an incoming mod channel message is received
5099 * You should have joined some channels to receive events.
5100 * If message comes from a server mod, `sender` field is an empty string.
5101 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5102 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5103 engine's liquid transformation process.
5104 * `pos_list` is an array of all modified positions.
5105 * `node_list` is an array of the old node that was previously at the position
5106 with the corresponding index in pos_list.
5111 * `minetest.settings`: Settings object containing all of the settings from the
5112 main config file (`minetest.conf`).
5113 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5114 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5119 * `minetest.string_to_privs(str[, delim])`:
5120 * Converts string representation of privs into table form
5121 * `delim`: String separating the privs. Defaults to `","`.
5122 * Returns `{ priv1 = true, ... }`
5123 * `minetest.privs_to_string(privs[, delim])`:
5124 * Returns the string representation of `privs`
5125 * `delim`: String to delimit privs. Defaults to `","`.
5126 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5127 * `minetest.check_player_privs(player_or_name, ...)`:
5128 returns `bool, missing_privs`
5129 * A quickhand for checking privileges.
5130 * `player_or_name`: Either a Player object or the name of a player.
5131 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5132 a table, e.g. `{ priva = true, privb = true }`.
5134 * `minetest.check_password_entry(name, entry, password)`
5135 * Returns true if the "password entry" for a player with name matches given
5136 password, false otherwise.
5137 * The "password entry" is the password representation generated by the
5138 engine as returned as part of a `get_auth()` call on the auth handler.
5139 * Only use this function for making it possible to log in via password from
5140 external protocols such as IRC, other uses are frowned upon.
5141 * `minetest.get_password_hash(name, raw_password)`
5142 * Convert a name-password pair to a password hash that Minetest can use.
5143 * The returned value alone is not a good basis for password checks based
5144 on comparing the password hash in the database with the password hash
5145 from the function, with an externally provided password, as the hash
5146 in the db might use the new SRP verifier format.
5147 * For this purpose, use `minetest.check_password_entry` instead.
5148 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5150 * The player needs to be online for this to be successful.
5152 * `minetest.get_auth_handler()`: Return the currently active auth handler
5153 * See the [Authentication handler definition]
5154 * Use this to e.g. get the authentication data for a player:
5155 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5156 * `minetest.notify_authentication_modified(name)`
5157 * Must be called by the authentication handler for privilege changes.
5158 * `name`: string; if omitted, all auth data should be considered modified
5159 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5161 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5163 * `minetest.auth_reload()`
5164 * See `reload()` in authentication handler definition
5166 `minetest.set_player_password`, `minetest.set_player_privs`,
5167 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5173 * `minetest.chat_send_all(text)`
5174 * `minetest.chat_send_player(name, text)`
5175 * `minetest.format_chat_message(name, message)`
5176 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5177 Refer to the documentation of the setting for a list of valid placeholders.
5178 * Takes player name and message, and returns the formatted string to be sent to players.
5179 * Can be redefined by mods if required, for things like colored names or messages.
5180 * **Only** the first occurrence of each placeholder will be replaced.
5185 * `minetest.set_node(pos, node)`
5186 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5187 * Set node at position `pos`
5188 * `node`: table `{name=string, param1=number, param2=number}`
5189 * If param1 or param2 is omitted, it's set to `0`.
5190 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5191 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5192 * Set node on all positions set in the first argument.
5193 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5194 * For node specification or position syntax see `minetest.set_node` call
5195 * Faster than set_node due to single call, but still considerably slower
5196 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5197 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5198 in spread out positions which would cause LVMs to waste memory.
5199 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5201 * `minetest.swap_node(pos, node)`
5202 * Set node at position, but don't remove metadata
5203 * `minetest.remove_node(pos)`
5204 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5205 * `minetest.get_node(pos)`
5206 * Returns the node at the given position as table in the format
5207 `{name="node_name", param1=0, param2=0}`,
5208 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5209 * `minetest.get_node_or_nil(pos)`
5210 * Same as `get_node` but returns `nil` for unloaded areas.
5211 * `minetest.get_node_light(pos, timeofday)`
5212 * Gets the light value at the given position. Note that the light value
5213 "inside" the node at the given position is returned, so you usually want
5214 to get the light value of a neighbor.
5215 * `pos`: The position where to measure the light.
5216 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5217 * Returns a number between `0` and `15` or `nil`
5218 * `nil` is returned e.g. when the map isn't loaded at `pos`
5219 * `minetest.get_natural_light(pos[, timeofday])`
5220 * Figures out the sunlight (or moonlight) value at pos at the given time of
5222 * `pos`: The position of the node
5223 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5224 * Returns a number between `0` and `15` or `nil`
5225 * This function tests 203 nodes in the worst case, which happens very
5227 * `minetest.get_artificial_light(param1)`
5228 * Calculates the artificial light (light from e.g. torches) value from the
5230 * `param1`: The param1 value of a `paramtype = "light"` node.
5231 * Returns a number between `0` and `15`
5232 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5233 ensures compatibility.
5234 * `minetest.place_node(pos, node)`
5235 * Place node with the same effects that a player would cause
5236 * `minetest.dig_node(pos)`
5237 * Dig node with the same effects that a player would cause
5238 * Returns `true` if successful, `false` on failure (e.g. protected location)
5239 * `minetest.punch_node(pos)`
5240 * Punch node with the same effects that a player would cause
5241 * `minetest.spawn_falling_node(pos)`
5242 * Change node into falling node
5243 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5245 * `minetest.find_nodes_with_meta(pos1, pos2)`
5246 * Get a table of positions of nodes that have metadata within a region
5248 * `minetest.get_meta(pos)`
5249 * Get a `NodeMetaRef` at that position
5250 * `minetest.get_node_timer(pos)`
5251 * Get `NodeTimerRef`
5253 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5255 * Returns `ObjectRef`, or `nil` if failed
5256 * `minetest.add_item(pos, item)`: Spawn item
5257 * Returns `ObjectRef`, or `nil` if failed
5258 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5259 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5261 * `radius`: using an euclidean metric
5262 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5264 * `pos1` and `pos2` are the min and max positions of the area to search.
5265 * `minetest.set_timeofday(val)`
5266 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5267 * `minetest.get_timeofday()`
5268 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5270 * `minetest.get_day_count()`: returns number days elapsed since world was
5272 * accounts for time changes.
5273 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5275 * `radius`: using a maximum metric
5276 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5277 * `search_center` is an optional boolean (default: `false`)
5278 If true `pos` is also checked for the nodes
5279 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5280 * `pos1` and `pos2` are the min and max positions of the area to search.
5281 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5282 * If `grouped` is true the return value is a table indexed by node name
5283 which contains lists of positions.
5284 * If `grouped` is false or absent the return values are as follows:
5285 first value: Table with all node positions
5286 second value: Table with the count of each node with the node name
5288 * Area volume is limited to 4,096,000 nodes
5289 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5291 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5292 * Return value: Table with all node positions with a node air above
5293 * Area volume is limited to 4,096,000 nodes
5294 * `minetest.get_perlin(noiseparams)`
5295 * Return world-specific perlin noise.
5296 * The actual seed used is the noiseparams seed plus the world seed.
5297 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5298 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5299 * Return world-specific perlin noise.
5300 * `minetest.get_voxel_manip([pos1, pos2])`
5301 * Return voxel manipulator object.
5302 * Loads the manipulator from the map if positions are passed.
5303 * `minetest.set_gen_notify(flags, {deco_ids})`
5304 * Set the types of on-generate notifications that should be collected.
5305 * `flags` is a flag field with the available flags:
5313 * The second parameter is a list of IDs of decorations which notification
5315 * `minetest.get_gen_notify()`
5316 * Returns a flagstring and a table with the `deco_id`s.
5317 * `minetest.get_decoration_id(decoration_name)`
5318 * Returns the decoration ID number for the provided decoration name string,
5319 or `nil` on failure.
5320 * `minetest.get_mapgen_object(objectname)`
5321 * Return requested mapgen object if available (see [Mapgen objects])
5322 * `minetest.get_heat(pos)`
5323 * Returns the heat at the position, or `nil` on failure.
5324 * `minetest.get_humidity(pos)`
5325 * Returns the humidity at the position, or `nil` on failure.
5326 * `minetest.get_biome_data(pos)`
5327 * Returns a table containing:
5328 * `biome` the biome id of the biome at that position
5329 * `heat` the heat at the position
5330 * `humidity` the humidity at the position
5331 * Or returns `nil` on failure.
5332 * `minetest.get_biome_id(biome_name)`
5333 * Returns the biome id, as used in the biomemap Mapgen object and returned
5334 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5335 * `minetest.get_biome_name(biome_id)`
5336 * Returns the biome name string for the provided biome id, or `nil` on
5338 * If no biomes have been registered, such as in mgv6, returns `default`.
5339 * `minetest.get_mapgen_params()`
5340 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5341 * Returns a table containing:
5347 * `minetest.set_mapgen_params(MapgenParams)`
5348 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5350 * Set map generation parameters.
5351 * Function cannot be called after the registration period; only
5352 initialization and `on_mapgen_init`.
5353 * Takes a table as an argument with the fields:
5359 * Leave field unset to leave that parameter unchanged.
5360 * `flags` contains a comma-delimited string of flags to set, or if the
5361 prefix `"no"` is attached, clears instead.
5362 * `flags` is in the same format and has the same options as `mg_flags` in
5364 * `minetest.get_mapgen_setting(name)`
5365 * Gets the *active* mapgen setting (or nil if none exists) in string
5366 format with the following order of precedence:
5367 1) Settings loaded from map_meta.txt or overrides set during mod
5369 2) Settings set by mods without a metafile override
5370 3) Settings explicitly set in the user config file, minetest.conf
5371 4) Settings set as the user config default
5372 * `minetest.get_mapgen_setting_noiseparams(name)`
5373 * Same as above, but returns the value as a NoiseParams table if the
5374 setting `name` exists and is a valid NoiseParams.
5375 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5376 * Sets a mapgen param to `value`, and will take effect if the corresponding
5377 mapgen setting is not already present in map_meta.txt.
5378 * `override_meta` is an optional boolean (default: `false`). If this is set
5379 to true, the setting will become the active setting regardless of the map
5381 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5382 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5383 * Same as above, except value is a NoiseParams table.
5384 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5385 * Sets the noiseparams setting of `name` to the noiseparams table specified
5387 * `set_default` is an optional boolean (default: `true`) that specifies
5388 whether the setting should be applied to the default config or current
5390 * `minetest.get_noiseparams(name)`
5391 * Returns a table of the noiseparams for name.
5392 * `minetest.generate_ores(vm, pos1, pos2)`
5393 * Generate all registered ores within the VoxelManip `vm` and in the area
5394 from `pos1` to `pos2`.
5395 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5396 * `minetest.generate_decorations(vm, pos1, pos2)`
5397 * Generate all registered decorations within the VoxelManip `vm` and in the
5398 area from `pos1` to `pos2`.
5399 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5400 * `minetest.clear_objects([options])`
5401 * Clear all objects in the environment
5402 * Takes an optional table as an argument with the field `mode`.
5403 * mode = `"full"` : Load and go through every mapblock, clearing
5405 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5406 clear objects in unloaded mapblocks only when the
5407 mapblocks are next activated.
5408 * `minetest.load_area(pos1[, pos2])`
5409 * Load the mapblocks containing the area from `pos1` to `pos2`.
5410 `pos2` defaults to `pos1` if not specified.
5411 * This function does not trigger map generation.
5412 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5413 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5414 asynchronously fetched from memory, loaded from disk, or if inexistent,
5416 * If `callback` is a valid Lua function, this will be called for each block
5418 * The function signature of callback is:
5419 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5420 * `blockpos` is the *block* coordinates of the block that had been
5422 * `action` could be one of the following constant values:
5423 * `minetest.EMERGE_CANCELLED`
5424 * `minetest.EMERGE_ERRORED`
5425 * `minetest.EMERGE_FROM_MEMORY`
5426 * `minetest.EMERGE_FROM_DISK`
5427 * `minetest.EMERGE_GENERATED`
5428 * `calls_remaining` is the number of callbacks to be expected after
5430 * `param` is the user-defined parameter passed to emerge_area (or
5431 nil if the parameter was absent).
5432 * `minetest.delete_area(pos1, pos2)`
5433 * delete all mapblocks in the area from pos1 to pos2, inclusive
5434 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5435 * Checks if there is anything other than air between pos1 and pos2.
5436 * Returns false if something is blocking the sight.
5437 * Returns the position of the blocking node when `false`
5438 * `pos1`: First position
5439 * `pos2`: Second position
5440 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5441 * Creates a `Raycast` object.
5442 * `pos1`: start of the ray
5443 * `pos2`: end of the ray
5444 * `objects`: if false, only nodes will be returned. Default is `true`.
5445 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5446 returned. Default is `false`.
5447 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5448 * returns table containing path that can be walked on
5449 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5451 * Reasons for failure:
5452 * No path exists at all
5453 * No path exists within `searchdistance` (see below)
5454 * Start or end pos is buried in land
5455 * `pos1`: start position
5456 * `pos2`: end position
5457 * `searchdistance`: maximum distance from the search positions to search in.
5458 In detail: Path must be completely inside a cuboid. The minimum
5459 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5460 Larger values will increase the size of this cuboid in all directions
5461 * `max_jump`: maximum height difference to consider walkable
5462 * `max_drop`: maximum height difference to consider droppable
5463 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5464 Difference between `"A*"` and `"A*_noprefetch"` is that
5465 `"A*"` will pre-calculate the cost-data, the other will calculate it
5467 * `minetest.spawn_tree (pos, {treedef})`
5468 * spawns L-system tree at given `pos` with definition in `treedef` table
5469 * `minetest.transforming_liquid_add(pos)`
5470 * add node to liquid flow update queue
5471 * `minetest.get_node_max_level(pos)`
5472 * get max available level for leveled node
5473 * `minetest.get_node_level(pos)`
5474 * get level of leveled node (water, snow)
5475 * `minetest.set_node_level(pos, level)`
5476 * set level of leveled node, default `level` equals `1`
5477 * if `totallevel > maxlevel`, returns rest (`total-max`).
5478 * `minetest.add_node_level(pos, level)`
5479 * increase level of leveled node by level, default `level` equals `1`
5480 * if `totallevel > maxlevel`, returns rest (`total-max`)
5481 * `level` must be between -127 and 127
5482 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5483 * resets the light in a cuboid-shaped part of
5484 the map and removes lighting bugs.
5485 * Loads the area if it is not loaded.
5486 * `pos1` is the corner of the cuboid with the least coordinates
5487 (in node coordinates), inclusive.
5488 * `pos2` is the opposite corner of the cuboid, inclusive.
5489 * The actual updated cuboid might be larger than the specified one,
5490 because only whole map blocks can be updated.
5491 The actual updated area consists of those map blocks that intersect
5492 with the given cuboid.
5493 * However, the neighborhood of the updated area might change
5494 as well, as light can spread out of the cuboid, also light
5496 * returns `false` if the area is not fully generated,
5498 * `minetest.check_single_for_falling(pos)`
5499 * causes an unsupported `group:falling_node` node to fall and causes an
5500 unattached `group:attached_node` node to fall.
5501 * does not spread these updates to neighbours.
5502 * `minetest.check_for_falling(pos)`
5503 * causes an unsupported `group:falling_node` node to fall and causes an
5504 unattached `group:attached_node` node to fall.
5505 * spread these updates to neighbours and can cause a cascade
5507 * `minetest.get_spawn_level(x, z)`
5508 * Returns a player spawn y co-ordinate for the provided (x, z)
5509 co-ordinates, or `nil` for an unsuitable spawn point.
5510 * For most mapgens a 'suitable spawn point' is one with y between
5511 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5512 so `nil` will be returned for many (x, z) co-ordinates.
5513 * The spawn level returned is for a player spawn in unmodified terrain.
5514 * The spawn level is intentionally above terrain level to cope with
5515 full-node biome 'dust' nodes.
5520 You can find mod channels communication scheme in `doc/mod_channels.png`.
5522 * `minetest.mod_channel_join(channel_name)`
5523 * Server joins channel `channel_name`, and creates it if necessary. You
5524 should listen for incoming messages with
5525 `minetest.register_on_modchannel_message`
5530 `minetest.get_inventory(location)`: returns an `InvRef`
5533 * `{type="player", name="celeron55"}`
5534 * `{type="node", pos={x=, y=, z=}}`
5535 * `{type="detached", name="creative"}`
5536 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5538 * `callbacks`: See [Detached inventory callbacks]
5539 * `player_name`: Make detached inventory available to one player
5540 exclusively, by default they will be sent to every player (even if not
5542 Note that this parameter is mostly just a workaround and will be removed
5544 * Creates a detached inventory. If it already exists, it is cleared.
5545 * `minetest.remove_detached_inventory(name)`
5546 * Returns a `boolean` indicating whether the removal succeeded.
5547 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5548 returns leftover ItemStack or nil to indicate no inventory change
5549 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5554 * `minetest.show_formspec(playername, formname, formspec)`
5555 * `playername`: name of player to show formspec
5556 * `formname`: name passed to `on_player_receive_fields` callbacks.
5557 It should follow the `"modname:<whatever>"` naming convention
5558 * `formspec`: formspec to display
5559 * `minetest.close_formspec(playername, formname)`
5560 * `playername`: name of player to close formspec
5561 * `formname`: has to exactly match the one given in `show_formspec`, or the
5562 formspec will not close.
5563 * calling `show_formspec(playername, formname, "")` is equal to this
5565 * to close a formspec regardless of the formname, call
5566 `minetest.close_formspec(playername, "")`.
5567 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5568 * `minetest.formspec_escape(string)`: returns a string
5569 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5571 * `minetest.explode_table_event(string)`: returns a table
5572 * returns e.g. `{type="CHG", row=1, column=2}`
5574 * `"INV"`: no row selected
5576 * `"DCL"`: double-click
5577 * `minetest.explode_textlist_event(string)`: returns a table
5578 * returns e.g. `{type="CHG", index=1}`
5580 * `"INV"`: no row selected
5582 * `"DCL"`: double-click
5583 * `minetest.explode_scrollbar_event(string)`: returns a table
5584 * returns e.g. `{type="CHG", value=500}`
5586 * `"INV"`: something failed
5587 * `"CHG"`: has been changed
5588 * `"VAL"`: not changed
5593 * `minetest.inventorycube(img1, img2, img3)`
5594 * Returns a string for making an image of a cube (useful as an item image)
5595 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5596 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5597 does not refer to a node or entity.
5598 * If the optional `above` parameter is true and the `pointed_thing` refers
5599 to a node, then it will return the `above` position of the `pointed_thing`.
5600 * `minetest.dir_to_facedir(dir, is6d)`
5601 * Convert a vector to a facedir value, used in `param2` for
5602 `paramtype2="facedir"`.
5603 * passing something non-`nil`/`false` for the optional second parameter
5604 causes it to take the y component into account.
5605 * `minetest.facedir_to_dir(facedir)`
5606 * Convert a facedir back into a vector aimed directly out the "back" of a
5608 * `minetest.dir_to_wallmounted(dir)`
5609 * Convert a vector to a wallmounted value, used for
5610 `paramtype2="wallmounted"`.
5611 * `minetest.wallmounted_to_dir(wallmounted)`
5612 * Convert a wallmounted value back into a vector aimed directly out the
5614 * `minetest.dir_to_yaw(dir)`
5615 * Convert a vector into a yaw (angle)
5616 * `minetest.yaw_to_dir(yaw)`
5617 * Convert yaw (angle) to a vector
5618 * `minetest.is_colored_paramtype(ptype)`
5619 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5620 color information (`color`, `colorwallmounted` or `colorfacedir`).
5621 * `minetest.strip_param2_color(param2, paramtype2)`
5622 * Removes everything but the color information from the
5623 given `param2` value.
5624 * Returns `nil` if the given `paramtype2` does not contain color
5626 * `minetest.get_node_drops(node, toolname)`
5627 * Returns list of itemstrings that are dropped by `node` when dug
5628 with the item `toolname` (not limited to tools).
5629 * `node`: node as table or node name
5630 * `toolname`: name of the item used to dig (can be `nil`)
5631 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5632 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5633 * `input.width` = for example `3`
5634 * `input.items` = for example
5635 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5636 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5637 * `output.time` = a number, if unsuccessful: `0`
5638 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5639 placed in `decremented_input.items`. Replacements can be placed in
5640 `decremented_input` if the stack of the replaced item has a count of 1.
5641 * `decremented_input` = like `input`
5642 * `minetest.get_craft_recipe(output)`: returns input
5643 * returns last registered recipe for output item (node)
5644 * `output` is a node or item type such as `"default:torch"`
5645 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5646 * `input.width` = for example `3`
5647 * `input.items` = for example
5648 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5649 * `input.items` = `nil` if no recipe found
5650 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5651 * returns indexed table with all registered recipes for query item (node)
5652 or `nil` if no recipe was found.
5653 * recipe entry table:
5654 * `method`: 'normal' or 'cooking' or 'fuel'
5655 * `width`: 0-3, 0 means shapeless recipe
5656 * `items`: indexed [1-9] table with recipe items
5657 * `output`: string with item name and quantity
5658 * Example query for `"default:gold_ingot"` will return table:
5661 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5662 items = {1 = "default:gold_lump"}},
5663 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5664 items = {1 = "default:goldblock"}}
5666 * `minetest.handle_node_drops(pos, drops, digger)`
5667 * `drops`: list of itemstrings
5668 * Handles drops from nodes after digging: Default action is to put them
5669 into digger's inventory.
5670 * Can be overridden to get different functionality (e.g. dropping items on
5672 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5674 * Creates an item string which contains palette index information
5675 for hardware colorization. You can use the returned string
5676 as an output in a craft recipe.
5677 * `item`: the item stack which becomes colored. Can be in string,
5678 table and native form.
5679 * `palette_index`: this index is added to the item stack
5680 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5681 * Creates an item string which contains static color information
5682 for hardware colorization. Use this method if you wish to colorize
5683 an item that does not own a palette. You can use the returned string
5684 as an output in a craft recipe.
5685 * `item`: the item stack which becomes colored. Can be in string,
5686 table and native form.
5687 * `colorstring`: the new color of the item stack
5692 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5693 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5694 * Find who has done something to a node, or near a node
5695 * `actor`: `"player:<name>"`, also `"liquid"`.
5696 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5697 `boolean, log_messages`.
5698 * Revert latest actions of someone
5699 * `actor`: `"player:<name>"`, also `"liquid"`.
5701 Defaults for the `on_place` and `on_drop` item definition functions
5702 -------------------------------------------------------------------
5704 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5705 * Place item as a node
5706 * `param2` overrides `facedir` and wallmounted `param2`
5707 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5708 for the newly placed node to prevent a callback and placement loop
5709 * returns `itemstack, position`
5710 * `position`: the location the node was placed to. `nil` if nothing was placed.
5711 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5713 * returns the leftover itemstack
5714 * **Note**: This function is deprecated and will never be called.
5715 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5716 * Wrapper that calls `minetest.item_place_node` if appropriate
5717 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5718 * **Note**: is not called when wielded item overrides `on_place`
5719 * `param2` overrides facedir and wallmounted `param2`
5720 * returns `itemstack, position`
5721 * `position`: the location the node was placed to. `nil` if nothing was placed.
5722 * `minetest.item_drop(itemstack, dropper, pos)`
5724 * returns the leftover itemstack
5725 * `minetest.item_eat(hp_change[, replace_with_item])`
5726 * Returns `function(itemstack, user, pointed_thing)` as a
5727 function wrapper for `minetest.do_item_eat`.
5728 * `replace_with_item` is the itemstring which is added to the inventory.
5729 If the player is eating a stack, then replace_with_item goes to a
5732 Defaults for the `on_punch` and `on_dig` node definition callbacks
5733 ------------------------------------------------------------------
5735 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5736 * Calls functions registered by `minetest.register_on_punchnode()`
5737 * `minetest.node_dig(pos, node, digger)`
5738 * Checks if node can be dug, puts item into inventory, removes node
5739 * Calls functions registered by `minetest.registered_on_dignodes()`
5744 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5745 * `spec` is a `SimpleSoundSpec`
5746 * `parameters` is a sound parameter table
5747 * `ephemeral` is a boolean (default: false)
5748 Ephemeral sounds will not return a handle and can't be stopped or faded.
5749 It is recommend to use this for short sounds that happen in response to
5750 player actions (e.g. door closing).
5751 * `minetest.sound_stop(handle)`
5752 * `handle` is a handle returned by `minetest.sound_play`
5753 * `minetest.sound_fade(handle, step, gain)`
5754 * `handle` is a handle returned by `minetest.sound_play`
5755 * `step` determines how fast a sound will fade.
5756 The gain will change by this much per second,
5757 until it reaches the target gain.
5758 Note: Older versions used a signed step. This is deprecated, but old
5759 code will still work. (the client uses abs(step) to correct it)
5760 * `gain` the target gain for the fade.
5761 Fading to zero will delete the sound.
5766 * `minetest.after(time, func, ...)` : returns job table to use as below.
5767 * Call the function `func` after `time` seconds, may be fractional
5768 * Optional: Variable number of arguments that are passed to `func`
5771 * Cancels the job function from being called
5776 The engine allows you to submit jobs to be ran in an isolated environment
5777 concurrently with normal server operation.
5778 A job consists of a function to be ran in the async environment, any amount of
5779 arguments (will be serialized) and a callback that will be called with the return
5780 value of the job function once it is finished.
5782 The async environment does *not* have access to the map, entities, players or any
5783 globals defined in the 'usual' environment. Consequently, functions like
5784 `minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
5786 Arguments and return values passed through this can contain certain userdata
5787 objects that will be seamlessly copied (not shared) to the async environment.
5788 This allows you easy interoperability for delegating work to jobs.
5790 * `minetest.handle_async(func, callback, ...)`:
5791 * Queue the function `func` to be ran in an async environment.
5792 Note that there are multiple persistent workers and any of them may
5793 end up running a given job. The engine will scale the amount of
5794 worker threads automatically.
5795 * When `func` returns the callback is called (in the normal environment)
5796 with all of the return values as arguments.
5797 * Optional: Variable number of arguments that are passed to `func`
5798 * `minetest.register_async_dofile(path)`:
5799 * Register a path to a Lua file to be imported when an async environment
5800 is initialized. You can use this to preload code which you can then call
5801 later using `minetest.handle_async()`.
5803 ### List of APIs available in an async environment
5814 * only if transferred into environment; can't read/write to map
5817 Class instances that can be transferred between environments:
5824 * Standalone helpers such as logging, filesystem, encoding,
5825 hashing or compression APIs
5826 * `minetest.request_insecure_environment` (same restrictions apply)
5829 * `minetest.settings`
5830 * `minetest.registered_items`, `registered_nodes`, `registered_tools`,
5831 `registered_craftitems` and `registered_aliases`
5832 * with all functions and userdata values replaced by `true`, calling any
5833 callbacks here is obviously not possible
5838 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5839 server shutdown. Will display `message` to clients.
5840 * `reconnect` == true displays a reconnect button
5841 * `delay` adds an optional delay (in seconds) before shutdown.
5842 Negative delay cancels the current active shutdown.
5843 Zero delay triggers an immediate shutdown.
5844 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5845 * `minetest.get_server_status(name, joined)`
5846 * Returns the server status string when a player joins or when the command
5847 `/status` is called. Returns `nil` or an empty string when the message is
5849 * `joined`: Boolean value, indicates whether the function was called when
5851 * This function may be overwritten by mods to customize the status message.
5852 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5853 * `minetest.get_server_max_lag()`: returns the current maximum lag
5854 of the server in seconds or nil if server is not fully loaded yet
5855 * `minetest.remove_player(name)`: remove player from database (if they are not
5857 * As auth data is not removed, minetest.player_exists will continue to
5858 return true. Call the below method as well if you want to remove auth
5860 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5861 * `minetest.remove_player_auth(name)`: remove player authentication data
5862 * Returns boolean indicating success (false if player nonexistant)
5863 * `minetest.dynamic_add_media(options, callback)`
5864 * `options`: table containing the following parameters
5865 * `filepath`: path to a media file on the filesystem
5866 * `to_player`: name of the player the media should be sent to instead of
5867 all players (optional)
5868 * `ephemeral`: boolean that marks the media as ephemeral,
5869 it will not be cached on the client (optional, default false)
5870 * `callback`: function with arguments `name`, which is a player name
5871 * Pushes the specified media file to client(s). (details below)
5872 The file must be a supported image, sound or model format.
5873 Dynamically added media is not persisted between server restarts.
5874 * Returns false on error, true if the request was accepted
5875 * The given callback will be called for every player as soon as the
5876 media is available on the client.
5878 * If `ephemeral`=false and `to_player` is unset the file is added to the media
5879 sent to clients on startup, this means the media will appear even on
5880 old clients if they rejoin the server.
5881 * If `ephemeral`=false the file must not be modified, deleted, moved or
5882 renamed after calling this function.
5883 * Regardless of any use of `ephemeral`, adding media files with the same
5884 name twice is not possible/guaranteed to work. An exception to this is the
5885 use of `to_player` to send the same, already existent file to multiple
5887 * Clients will attempt to fetch files added this way via remote media,
5888 this can make transfer of bigger files painless (if set up). Nevertheless
5889 it is advised not to use dynamic media for big media files.
5894 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5895 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5896 IP address or name formatted as string
5897 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5898 * Returns boolean indicating success
5899 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5901 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5903 * Returns boolean indicating success (false if player nonexistant)
5904 * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
5905 optional reason, this will not prefix with 'Kicked: ' like kick_player.
5906 If no reason is given, it will default to 'Disconnected.'
5907 * Returns boolean indicating success (false if player nonexistant)
5912 * `minetest.add_particle(particle definition)`
5913 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5914 expirationtime, size, collisiondetection, texture, playername)`
5916 * `minetest.add_particlespawner(particlespawner definition)`
5917 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5918 over `time` seconds.
5919 * Returns an `id`, and -1 if adding didn't succeed
5920 * Deprecated: `minetest.add_particlespawner(amount, time,
5924 minexptime, maxexptime,
5926 collisiondetection, texture, playername)`
5928 * `minetest.delete_particlespawner(id, player)`
5929 * Delete `ParticleSpawner` with `id` (return value from
5930 `minetest.add_particlespawner`).
5931 * If playername is specified, only deletes on the player's client,
5932 otherwise on all clients.
5937 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5938 * Create a schematic from the volume of map specified by the box formed by
5940 * Apply the specified probability and per-node force-place to the specified
5941 nodes according to the `probability_list`.
5942 * `probability_list` is an array of tables containing two fields, `pos`
5944 * `pos` is the 3D vector specifying the absolute coordinates of the
5945 node being modified,
5946 * `prob` is an integer value from `0` to `255` that encodes
5947 probability and per-node force-place. Probability has levels
5948 0-127, then 128 may be added to encode per-node force-place.
5949 For probability stated as 0-255, divide by 2 and round down to
5950 get values 0-127, then add 128 to apply per-node force-place.
5951 * If there are two or more entries with the same pos value, the
5953 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5955 * If `probability_list` equals `nil`, no probabilities are applied.
5956 * Apply the specified probability to the specified horizontal slices
5957 according to the `slice_prob_list`.
5958 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5960 * `ypos` indicates the y position of the slice with a probability
5961 applied, the lowest slice being `ypos = 0`.
5962 * If slice probability list equals `nil`, no slice probabilities
5964 * Saves schematic in the Minetest Schematic format to filename.
5966 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5967 * Place the schematic specified by schematic (see [Schematic specifier]) at
5969 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5970 * If the `rotation` parameter is omitted, the schematic is not rotated.
5971 * `replacements` = `{["old_name"] = "convert_to", ...}`
5972 * `force_placement` is a boolean indicating whether nodes other than `air`
5973 and `ignore` are replaced by the schematic.
5974 * Returns nil if the schematic could not be loaded.
5975 * **Warning**: Once you have loaded a schematic from a file, it will be
5976 cached. Future calls will always use the cached version and the
5977 replacement list defined for it, regardless of whether the file or the
5978 replacement list parameter have changed. The only way to load the file
5979 anew is to restart the server.
5980 * `flags` is a flag field with the available flags:
5985 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5986 * This function is analogous to minetest.place_schematic, but places a
5987 schematic onto the specified VoxelManip object `vmanip` instead of the
5989 * Returns false if any part of the schematic was cut-off due to the
5990 VoxelManip not containing the full area required, and true if the whole
5991 schematic was able to fit.
5992 * Returns nil if the schematic could not be loaded.
5993 * After execution, any external copies of the VoxelManip contents are
5995 * `flags` is a flag field with the available flags:
6000 * `minetest.serialize_schematic(schematic, format, options)`
6001 * Return the serialized schematic specified by schematic
6002 (see [Schematic specifier])
6003 * in the `format` of either "mts" or "lua".
6004 * "mts" - a string containing the binary MTS data used in the MTS file
6006 * "lua" - a string containing Lua code representing the schematic in table
6008 * `options` is a table containing the following optional parameters:
6009 * If `lua_use_comments` is true and `format` is "lua", the Lua code
6010 generated will have (X, Z) position comments for every X row
6011 generated in the schematic data for easier reading.
6012 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
6013 the Lua code generated will use that number of spaces as indentation
6014 instead of a tab character.
6016 * `minetest.read_schematic(schematic, options)`
6017 * Returns a Lua table representing the schematic (see: [Schematic specifier])
6018 * `schematic` is the schematic to read (see: [Schematic specifier])
6019 * `options` is a table containing the following optional parameters:
6020 * `write_yslice_prob`: string value:
6021 * `none`: no `write_yslice_prob` table is inserted,
6022 * `low`: only probabilities that are not 254 or 255 are written in
6023 the `write_ylisce_prob` table,
6024 * `all`: write all probabilities to the `write_yslice_prob` table.
6025 * The default for this option is `all`.
6026 * Any invalid value will be interpreted as `all`.
6031 * `minetest.request_http_api()`:
6032 * returns `HTTPApiTable` containing http functions if the calling mod has
6033 been granted access by being listed in the `secure.http_mods` or
6034 `secure.trusted_mods` setting, otherwise returns `nil`.
6035 * The returned table contains the functions `fetch`, `fetch_async` and
6036 `fetch_async_get` described below.
6037 * Only works at init time and must be called from the mod's main scope
6038 (not from a function).
6039 * Function only exists if minetest server was built with cURL support.
6040 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
6042 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
6043 * Performs given request asynchronously and calls callback upon completion
6044 * callback: `function(HTTPRequestResult res)`
6045 * Use this HTTP function if you are unsure, the others are for advanced use
6046 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
6047 * Performs given request asynchronously and returns handle for
6048 `HTTPApiTable.fetch_async_get`
6049 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
6050 * Return response data for given asynchronous HTTP request
6055 * `minetest.get_mod_storage()`:
6056 * returns reference to mod private `StorageRef`
6057 * must be called during mod load time
6062 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
6063 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
6064 * `minetest.player_exists(name)`: boolean, whether player exists
6065 (regardless of online status)
6066 * `minetest.hud_replace_builtin(name, hud_definition)`
6067 * Replaces definition of a builtin hud element
6068 * `name`: `"breath"` or `"health"`
6069 * `hud_definition`: definition to replace builtin definition
6070 * `minetest.send_join_message(player_name)`
6071 * This function can be overridden by mods to change the join message.
6072 * `minetest.send_leave_message(player_name, timed_out)`
6073 * This function can be overridden by mods to change the leave message.
6074 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
6075 * `pos`: table {x=number, y=number, z=number},
6076 * Gives a unique hash number for a node position (16+16+16=48bit)
6077 * `minetest.get_position_from_hash(hash)`: returns a position
6078 * Inverse transform of `minetest.hash_node_position`
6079 * `minetest.get_item_group(name, group)`: returns a rating
6080 * Get rating of a group of an item. (`0` means: not in group)
6081 * `minetest.get_node_group(name, group)`: returns a rating
6082 * Deprecated: An alias for the former.
6083 * `minetest.raillike_group(name)`: returns a rating
6084 * Returns rating of the connect_to_raillike group corresponding to name
6085 * If name is not yet the name of a connect_to_raillike group, a new group
6086 id is created, with that name.
6087 * `minetest.get_content_id(name)`: returns an integer
6088 * Gets the internal content ID of `name`
6089 * `minetest.get_name_from_content_id(content_id)`: returns a string
6090 * Gets the name of the content with that content ID
6091 * `minetest.parse_json(string[, nullvalue])`: returns something
6092 * Convert a string containing JSON data into the Lua equivalent
6093 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
6094 * On success returns a table, a string, a number, a boolean or `nullvalue`
6095 * On failure outputs an error message and returns `nil`
6096 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
6097 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
6099 * Convert a Lua table into a JSON string
6100 * styled: Outputs in a human-readable format if this is set, defaults to
6102 * Unserializable things like functions and userdata will cause an error.
6103 * **Warning**: JSON is more strict than the Lua table format.
6104 1. You can only use strings and positive integers of at least one as
6106 2. You can not mix string and integer keys.
6107 This is due to the fact that JSON has two distinct array and object
6109 * Example: `write_json({10, {a = false}})`,
6110 returns `'[10, {"a": false}]'`
6111 * `minetest.serialize(table)`: returns a string
6112 * Convert a table containing tables, strings, numbers, booleans and `nil`s
6113 into string form readable by `minetest.deserialize`
6114 * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
6115 * `minetest.deserialize(string[, safe])`: returns a table
6116 * Convert a string returned by `minetest.serialize` into a table
6117 * `string` is loaded in an empty sandbox environment.
6118 * Will load functions if safe is false or omitted. Although these functions
6119 cannot directly access the global environment, they could bypass this
6120 restriction with maliciously crafted Lua bytecode if mod security is
6122 * This function should not be used on untrusted data, regardless of the
6123 value of `safe`. It is fine to serialize then deserialize user-provided
6124 data, but directly providing user input to deserialize is always unsafe.
6125 * Example: `deserialize('return { ["foo"] = "bar" }')`,
6126 returns `{foo="bar"}`
6127 * Example: `deserialize('print("foo")')`, returns `nil`
6128 (function call fails), returns
6129 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
6130 * `minetest.compress(data, method, ...)`: returns `compressed_data`
6131 * Compress a string of data.
6132 * `method` is a string identifying the compression method to be used.
6133 * Supported compression methods:
6134 * Deflate (zlib): `"deflate"`
6135 * `...` indicates method-specific arguments. Currently defined arguments
6137 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
6138 * `minetest.decompress(compressed_data, method, ...)`: returns data
6139 * Decompress a string of data (using ZLib).
6140 * See documentation on `minetest.compress()` for supported compression
6142 * `...` indicates method-specific arguments. Currently, no methods use this
6143 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
6144 * Each argument is a 8 Bit unsigned integer
6145 * Returns the ColorString from rgb or rgba values
6146 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
6147 * `minetest.encode_base64(string)`: returns string encoded in base64
6148 * Encodes a string in base64.
6149 * `minetest.decode_base64(string)`: returns string or nil on failure
6150 * Padding characters are only supported starting at version 5.4.0, where
6151 5.5.0 and newer perform proper checks.
6152 * Decodes a string encoded in base64.
6153 * `minetest.is_protected(pos, name)`: returns boolean
6154 * Returning `true` restricts the player `name` from modifying (i.e. digging,
6155 placing) the node at position `pos`.
6156 * `name` will be `""` for non-players or unknown players.
6157 * This function should be overridden by protection mods. It is highly
6158 recommended to grant access to players with the `protection_bypass` privilege.
6159 * Cache and call the old version of this function if the position is
6160 not protected by the mod. This will allow using multiple protection mods.
6163 local old_is_protected = minetest.is_protected
6164 function minetest.is_protected(pos, name)
6165 if mymod:position_protected_from(pos, name) then
6168 return old_is_protected(pos, name)
6170 * `minetest.record_protection_violation(pos, name)`
6171 * This function calls functions registered with
6172 `minetest.register_on_protection_violation`.
6173 * `minetest.is_creative_enabled(name)`: returns boolean
6174 * Returning `true` means that Creative Mode is enabled for player `name`.
6175 * `name` will be `""` for non-players or if the player is unknown.
6176 * This function should be overridden by Creative Mode-related mods to
6177 implement a per-player Creative Mode.
6178 * By default, this function returns `true` if the setting
6179 `creative_mode` is `true` and `false` otherwise.
6180 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6181 * Returns the position of the first node that `player_name` may not modify
6182 in the specified cuboid between `pos1` and `pos2`.
6183 * Returns `false` if no protections were found.
6184 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6185 The points are spaced evenly throughout the volume and have a spacing
6186 similar to, but no larger than, `interval`.
6187 * All corners and edges of the defined volume are checked.
6188 * `interval` defaults to 4.
6189 * `interval` should be carefully chosen and maximised to avoid an excessive
6190 number of points being checked.
6191 * Like `minetest.is_protected`, this function may be extended or
6192 overwritten by mods to provide a faster implementation to check the
6193 cuboid for intersections.
6194 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6195 orient_flags, prevent_after_place])`
6196 * Attempt to predict the desired orientation of the facedir-capable node
6197 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6198 or hanging from the ceiling).
6199 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6200 stacks are handled normally.
6201 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6202 * `invert_wall`: if `true`, place wall-orientation on the ground and
6203 ground-orientation on the wall.
6204 * `force_wall` : if `true`, always place the node in wall orientation.
6205 * `force_ceiling`: if `true`, always place on the ceiling.
6206 * `force_floor`: if `true`, always place the node on the floor.
6207 * `force_facedir`: if `true`, forcefully reset the facedir to north
6208 when placing on the floor or ceiling.
6209 * The first four options are mutually-exclusive; the last in the list
6210 takes precedence over the first.
6211 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6212 * Returns the new itemstack after placement
6213 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6214 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6215 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6216 parameter and `prevent_after_place` set to `true`.
6218 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6219 tool_capabilities, dir, distance, damage)`
6220 * Returns the amount of knockback applied on the punched player.
6221 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6222 * `distance`: distance between puncher and punched player
6223 * This function can be overriden by mods that wish to modify this behaviour.
6224 * You may want to cache and call the old function to allow multiple mods to
6225 change knockback behaviour.
6227 * `minetest.forceload_block(pos[, transient])`
6228 * forceloads the position `pos`.
6229 * returns `true` if area could be forceloaded
6230 * If `transient` is `false` or absent, the forceload will be persistent
6231 (saved between server runs). If `true`, the forceload will be transient
6232 (not saved between server runs).
6234 * `minetest.forceload_free_block(pos[, transient])`
6235 * stops forceloading the position `pos`
6236 * If `transient` is `false` or absent, frees a persistent forceload.
6237 If `true`, frees a transient forceload.
6239 * `minetest.compare_block_status(pos, condition)`
6240 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6241 * `condition` may be one of the following values:
6242 * `"unknown"`: not in memory
6243 * `"emerging"`: in the queue for loading from disk or generating
6244 * `"loaded"`: in memory but inactive (no ABMs are executed)
6245 * `"active"`: in memory and active
6246 * Other values are reserved for future functionality extensions
6247 * Return value, the comparison status:
6248 * `false`: Mapblock does not fulfil the wanted condition
6249 * `true`: Mapblock meets the requirement
6250 * `nil`: Unsupported `condition` value
6252 * `minetest.request_insecure_environment()`: returns an environment containing
6253 insecure functions if the calling mod has been listed as trusted in the
6254 `secure.trusted_mods` setting or security is disabled, otherwise returns
6256 * Only works at init time and must be called from the mod's main scope
6257 (ie: the init.lua of the mod, not from another Lua file or within a function).
6258 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6259 IT IN A LOCAL VARIABLE!**
6261 * `minetest.global_exists(name)`
6262 * Checks if a global variable has been set, without triggering a warning.
6267 * `minetest.env`: `EnvRef` of the server environment and world.
6268 * Any function in the minetest namespace can be called using the syntax
6269 `minetest.env:somefunction(somearguments)`
6270 instead of `minetest.somefunction(somearguments)`
6271 * Deprecated, but support is not to be dropped soon
6276 ### Registered definition tables
6278 * `minetest.registered_items`
6279 * Map of registered items, indexed by name
6280 * `minetest.registered_nodes`
6281 * Map of registered node definitions, indexed by name
6282 * `minetest.registered_craftitems`
6283 * Map of registered craft item definitions, indexed by name
6284 * `minetest.registered_tools`
6285 * Map of registered tool definitions, indexed by name
6286 * `minetest.registered_entities`
6287 * Map of registered entity prototypes, indexed by name
6288 * Values in this table may be modified directly.
6289 Note: changes to initial properties will only affect entities spawned afterwards,
6290 as they are only read when spawning.
6291 * `minetest.object_refs`
6292 * Map of object references, indexed by active object id
6293 * `minetest.luaentities`
6294 * Map of Lua entities, indexed by active object id
6295 * `minetest.registered_abms`
6296 * List of ABM definitions
6297 * `minetest.registered_lbms`
6298 * List of LBM definitions
6299 * `minetest.registered_aliases`
6300 * Map of registered aliases, indexed by name
6301 * `minetest.registered_ores`
6302 * Map of registered ore definitions, indexed by the `name` field.
6303 * If `name` is nil, the key is the object handle returned by
6304 `minetest.register_ore`.
6305 * `minetest.registered_biomes`
6306 * Map of registered biome definitions, indexed by the `name` field.
6307 * If `name` is nil, the key is the object handle returned by
6308 `minetest.register_biome`.
6309 * `minetest.registered_decorations`
6310 * Map of registered decoration definitions, indexed by the `name` field.
6311 * If `name` is nil, the key is the object handle returned by
6312 `minetest.register_decoration`.
6313 * `minetest.registered_schematics`
6314 * Map of registered schematic definitions, indexed by the `name` field.
6315 * If `name` is nil, the key is the object handle returned by
6316 `minetest.register_schematic`.
6317 * `minetest.registered_chatcommands`
6318 * Map of registered chat command definitions, indexed by name
6319 * `minetest.registered_privileges`
6320 * Map of registered privilege definitions, indexed by name
6321 * Registered privileges can be modified directly in this table.
6323 ### Registered callback tables
6325 All callbacks registered with [Global callback registration functions] are added
6326 to corresponding `minetest.registered_*` tables.
6334 Sorted alphabetically.
6339 AreaStore is a data structure to calculate intersections of 3D cuboid volumes
6340 and points. The `data` field (string) may be used to store and retrieve any
6341 mod-relevant information to the specified area.
6343 Despite its name, mods must take care of persisting AreaStore data. They may
6344 use the provided load and write functions for this.
6349 * `AreaStore(type_name)`
6350 * Returns a new AreaStore instance
6351 * `type_name`: optional, forces the internally used API.
6352 * Possible values: `"LibSpatial"` (default).
6353 * When other values are specified, or SpatialIndex is not available,
6354 the custom Minetest functions are used.
6355 * `get_area(id, include_corners, include_data)`
6356 * Returns the area information about the specified ID.
6357 * Returned values are either of these:
6359 nil -- Area not found
6360 true -- Without `include_corners` and `include_data`
6362 min = pos, max = pos -- `include_corners == true`
6363 data = string -- `include_data == true`
6366 * `get_areas_for_pos(pos, include_corners, include_data)`
6367 * Returns all areas as table, indexed by the area ID.
6368 * Table values: see `get_area`.
6369 * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
6370 * Returns all areas that contain all nodes inside the area specified by`
6371 `corner1 and `corner2` (inclusive).
6372 * `accept_overlap`: if `true`, areas are returned that have nodes in
6373 common (intersect) with the specified area.
6374 * Returns the same values as `get_areas_for_pos`.
6375 * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
6376 * Returns the new area's ID, or nil if the insertion failed.
6377 * The (inclusive) positions `corner1` and `corner2` describe the area.
6378 * `data` is a string stored with the area.
6379 * `id` (optional): will be used as the internal area ID if it is an unique
6380 number between 0 and 2^32-2.
6382 * Requires SpatialIndex, no-op function otherwise.
6383 * Reserves resources for `count` many contained areas to improve
6384 efficiency when working with many area entries. Additional areas can still
6385 be inserted afterwards at the usual complexity.
6386 * `remove_area(id)`: removes the area with the given id from the store, returns
6388 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6389 Calling invalidates the cache, so that its elements have to be newly
6391 * `params` is a table with the following fields:
6393 enabled = boolean, -- Whether to enable, default true
6394 block_radius = int, -- The radius (in nodes) of the areas the cache
6395 -- generates prefiltered lists for, minimum 16,
6397 limit = int, -- The cache size, minimum 20, default 1000
6398 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6400 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6402 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6404 Returns success and, optionally, an error message.
6405 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6411 An `InvRef` is a reference to an inventory.
6415 * `is_empty(listname)`: return `true` if list is empty
6416 * `get_size(listname)`: get size of a list
6417 * `set_size(listname, size)`: set size of a list
6418 * returns `false` on error (e.g. invalid `listname` or `size`)
6419 * `get_width(listname)`: get width of a list
6420 * `set_width(listname, width)`: set width of list; currently used for crafting
6421 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6422 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6423 * `get_list(listname)`: return full list (list of `ItemStack`s)
6424 * `set_list(listname, list)`: set full list (size will not change)
6425 * `get_lists()`: returns table that maps listnames to inventory lists
6426 * `set_lists(lists)`: sets inventory lists (size will not change)
6427 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6429 * `room_for_item(listname, stack):` returns `true` if the stack of items
6430 can be fully added to the list
6431 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6432 the stack of items can be fully taken from the list.
6433 If `match_meta` is false, only the items' names are compared
6435 * `remove_item(listname, stack)`: take as many items as specified from the
6436 list, returns the items that were actually removed (as an `ItemStack`)
6437 -- note that any item metadata is ignored, so attempting to remove a specific
6438 unique item this way will likely remove the wrong one -- to do that use
6439 `set_stack` with an empty `ItemStack`.
6440 * `get_location()`: returns a location compatible to
6441 `minetest.get_inventory(location)`.
6442 * returns `{type="undefined"}` in case location is not known
6446 Detached & nodemeta inventories provide the following callbacks for move actions:
6450 The `allow_*` callbacks return how many items can be moved.
6452 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6453 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6454 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6458 The `on_*` callbacks are called after the items have been placed in the inventories.
6460 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6461 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6462 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6466 When a player tries to put an item to a place where another item is, the items are *swapped*.
6467 This means that all callbacks will be called twice (once for each action).
6472 An `ItemStack` is a stack of items.
6474 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6475 an itemstring, a table or `nil`.
6479 * `is_empty()`: returns `true` if stack is empty.
6480 * `get_name()`: returns item name (e.g. `"default:stone"`).
6481 * `set_name(item_name)`: returns a boolean indicating whether the item was
6483 * `get_count()`: Returns number of items on the stack.
6484 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6485 * `count`: number, unsigned 16 bit integer
6486 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6487 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6488 * `wear`: number, unsigned 16 bit integer
6489 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6490 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6492 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6493 * `get_description()`: returns the description shown in inventory list tooltips.
6494 * The engine uses this when showing item descriptions in tooltips.
6495 * Fields for finding the description, in order:
6496 * `description` in item metadata (See [Item Metadata].)
6497 * `description` in item definition
6499 * `get_short_description()`: returns the short description or nil.
6500 * Unlike the description, this does not include new lines.
6501 * Fields for finding the short description, in order:
6502 * `short_description` in item metadata (See [Item Metadata].)
6503 * `short_description` in item definition
6504 * first line of the description (From item meta or def, see `get_description()`.)
6505 * Returns nil if none of the above are set
6506 * `clear()`: removes all items from the stack, making it empty.
6507 * `replace(item)`: replace the contents of this stack.
6508 * `item` can also be an itemstring or table.
6509 * `to_string()`: returns the stack in itemstring form.
6510 * `to_table()`: returns the stack in Lua table form.
6511 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6513 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6514 * `is_known()`: returns `true` if the item name refers to a defined item type.
6515 * `get_definition()`: returns the item definition table.
6516 * `get_tool_capabilities()`: returns the digging properties of the item,
6517 or those of the hand if none are defined for this item type
6518 * `add_wear(amount)`
6519 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6520 * `amount`: number, integer
6521 * `add_item(item)`: returns leftover `ItemStack`
6522 * Put some item or stack onto this stack
6523 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6525 * `take_item(n)`: returns taken `ItemStack`
6526 * Take (and remove) up to `n` items from this stack
6527 * `n`: number, default: `1`
6528 * `peek_item(n)`: returns taken `ItemStack`
6529 * Copy (don't remove) up to `n` items from this stack
6530 * `n`: number, default: `1`
6535 ItemStack metadata: reference extra data and functionality stored in a stack.
6536 Can be obtained via `item:get_meta()`.
6540 * All methods in MetaDataRef
6541 * `set_tool_capabilities([tool_capabilities])`
6542 * Overrides the item's tool capabilities
6543 * A nil value will clear the override data and restore the original
6549 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6550 and [`PlayerMetaRef`].
6554 * `contains(key)`: Returns true if key present, otherwise false.
6555 * Returns `nil` when the MetaData is inexistent.
6556 * `get(key)`: Returns `nil` if key not present, else the stored string.
6557 * `set_string(key, value)`: Value of `""` will delete the key.
6558 * `get_string(key)`: Returns `""` if key not present.
6559 * `set_int(key, value)`
6560 * `get_int(key)`: Returns `0` if key not present.
6561 * `set_float(key, value)`
6562 * `get_float(key)`: Returns `0` if key not present.
6563 * `to_table()`: returns `nil` or a table with keys:
6564 * `fields`: key-value storage
6565 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6566 * `from_table(nil or {})`
6567 * Any non-table value will clear the metadata
6568 * See [Node Metadata] for an example
6569 * returns `true` on success
6571 * returns `true` if this metadata has the same key-value pairs as `other`
6576 An interface to use mod channels on client and server
6580 * `leave()`: leave the mod channel.
6581 * Server leaves channel `channel_name`.
6582 * No more incoming or outgoing messages can be sent to this channel from
6584 * This invalidate all future object usage.
6585 * Ensure you set mod_channel to nil after that to free Lua resources.
6586 * `is_writeable()`: returns true if channel is writeable and mod can send over
6588 * `send_all(message)`: Send `message` though the mod channel.
6589 * If mod channel is not writeable or invalid, message will be dropped.
6590 * Message size is limited to 65535 characters by protocol.
6595 Node metadata: reference extra data and functionality stored in a node.
6596 Can be obtained via `minetest.get_meta(pos)`.
6600 * All methods in MetaDataRef
6601 * `get_inventory()`: returns `InvRef`
6602 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6603 This will prevent them from being sent to the client. Note that the "private"
6604 status will only be remembered if an associated key-value pair exists,
6605 meaning it's best to call this when initializing all other meta (e.g.
6611 Node Timers: a high resolution persistent per-node timer.
6612 Can be gotten via `minetest.get_node_timer(pos)`.
6616 * `set(timeout,elapsed)`
6617 * set a timer's state
6618 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6619 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6620 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6624 * equivalent to `set(timeout,0)`
6627 * `get_timeout()`: returns current timeout in seconds
6628 * if `timeout` equals `0`, timer is inactive
6629 * `get_elapsed()`: returns current elapsed time in seconds
6630 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6632 * `is_started()`: returns boolean state of timer
6633 * returns `true` if timer is started, otherwise `false`
6638 Moving things in the game are generally these.
6639 This is basically a reference to a C++ `ServerActiveObject`.
6641 ### Advice on handling `ObjectRefs`
6643 When you receive an `ObjectRef` as a callback argument or from another API
6644 function, it is possible to store the reference somewhere and keep it around.
6645 It will keep functioning until the object is unloaded or removed.
6647 However, doing this is **NOT** recommended as there is (intentionally) no method
6648 to test if a previously acquired `ObjectRef` is still valid.
6649 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6650 Lua back to the engine.
6651 Doing so is much less error-prone and you will never need to wonder if the
6652 object you are working with still exists.
6657 * `get_pos()`: returns `{x=num, y=num, z=num}`
6658 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6659 * `get_velocity()`: returns the velocity, a vector.
6660 * `add_velocity(vel)`
6661 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6662 * In comparison to using get_velocity, adding the velocity and then using
6663 set_velocity, add_velocity is supposed to avoid synchronization problems.
6664 Additionally, players also do not support set_velocity.
6666 * Does not apply during free_move.
6667 * Note that since the player speed is normalized at each move step,
6668 increasing e.g. Y velocity beyond what would usually be achieved
6669 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6670 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6671 pressing the jump key (assuming default settings)
6672 * `move_to(pos, continuous=false)`
6673 * Does an interpolated move for Lua entities for visually smooth transitions.
6674 * If `continuous` is true, the Lua entity will not be moved to the current
6675 position before starting the interpolated move.
6676 * For players this does the same as `set_pos`,`continuous` is ignored.
6677 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6678 * `puncher` = another `ObjectRef`,
6679 * `time_from_last_punch` = time since last punch action of the puncher
6680 * `direction`: can be `nil`
6681 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6682 * `get_hp()`: returns number of health points
6683 * `set_hp(hp, reason)`: set number of health points
6684 * See reason in register_on_player_hpchange
6685 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6686 * For players: HP are also limited by `hp_max` specified in the player's
6688 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6689 * `get_wield_list()`: returns the name of the inventory list the wielded item
6691 * `get_wield_index()`: returns the index of the wielded item
6692 * `get_wielded_item()`: returns an `ItemStack`
6693 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6695 * `set_armor_groups({group1=rating, group2=rating, ...})`
6696 * `get_armor_groups()`: returns a table with the armor group ratings
6697 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6698 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6699 * `frame_speed`: number, default: `15.0`
6700 * `frame_blend`: number, default: `0.0`
6701 * `frame_loop`: boolean, default: `true`
6702 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6704 * `set_animation_frame_speed(frame_speed)`
6705 * `frame_speed`: number, default: `15.0`
6706 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6707 * `bone`: string. Default is `""`, the root bone
6708 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6709 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6710 Default `{x=0, y=0, z=0}`
6711 * `forced_visible`: Boolean to control whether the attached entity
6712 should appear in first person. Default `false`.
6713 * This command may fail silently (do nothing) when it would result
6714 in circular attachments.
6715 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6716 or nil if it isn't attached.
6717 * `get_children()`: returns a list of ObjectRefs that are attached to the
6720 * `set_bone_position([bone, position, rotation])`
6721 * `bone`: string. Default is `""`, the root bone
6722 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6723 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6724 * `get_bone_position(bone)`: returns position and rotation of the bone
6725 * `set_properties(object property table)`
6726 * `get_properties()`: returns object property table
6727 * `is_player()`: returns true for players, false otherwise
6728 * `get_nametag_attributes()`
6729 * returns a table with the attributes of the nametag of an object
6732 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6733 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6735 * `set_nametag_attributes(attributes)`
6736 * sets the attributes of the nametag of an object
6739 text = "My Nametag",
6742 bgcolor = ColorSpec or false,
6743 -- ^ Sets background color of nametag
6744 -- `false` will cause the background to be set automatically based on user settings
6748 #### Lua entity only (no-op for other objects)
6750 * `remove()`: remove object
6751 * The object is removed after returning from Lua. However the `ObjectRef`
6752 itself instantly becomes unusable with all further method calls having
6753 no effect and returning `nil`.
6754 * `set_velocity(vel)`
6755 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6756 * `set_acceleration(acc)`
6758 * `get_acceleration()`: returns the acceleration, a vector
6759 * `set_rotation(rot)`
6760 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6761 and Z is roll (bank).
6762 * `get_rotation()`: returns the rotation, a vector (radians)
6763 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6764 * `get_yaw()`: returns number in radians
6765 * `set_texture_mod(mod)`
6766 * Set a texture modifier to the base texture, for sprites and meshes.
6767 * When calling `set_texture_mod` again, the previous one is discarded.
6768 * `mod` the texture modifier. See [Texture modifiers].
6769 * `get_texture_mod()` returns current texture modifier
6770 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6771 * Specifies and starts a sprite animation
6772 * Animations iterate along the frame `y` position.
6773 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6774 first frame, default: `{x=0, y=0}`
6775 * `num_frames`: Total frames in the texture, default: `1`
6776 * `framelength`: Time per animated frame in seconds, default: `0.2`
6777 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6778 position according to the view direction. default: `false`.
6779 * First column: subject facing the camera
6780 * Second column: subject looking to the left
6781 * Third column: subject backing the camera
6782 * Fourth column: subject looking to the right
6783 * Fifth column: subject viewed from above
6784 * Sixth column: subject viewed from below
6785 * `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
6788 #### Player only (no-op for other objects)
6790 * `get_player_name()`: returns `""` if is not a player
6791 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6792 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6793 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6794 * `get_look_dir()`: get camera direction as a unit vector
6795 * `get_look_vertical()`: pitch in radians
6796 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6798 * `get_look_horizontal()`: yaw in radians
6799 * Angle is counter-clockwise from the +z direction.
6800 * `set_look_vertical(radians)`: sets look pitch
6801 * radians: Angle from looking forward, where positive is downwards.
6802 * `set_look_horizontal(radians)`: sets look yaw
6803 * radians: Angle from the +z direction, where positive is counter-clockwise.
6804 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6805 `get_look_vertical`.
6806 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6808 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6809 `get_look_horizontal`.
6810 * Angle is counter-clockwise from the +x direction.
6811 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6812 `set_look_vertical`.
6813 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6814 `set_look_horizontal`.
6815 * `get_breath()`: returns player's breath
6816 * `set_breath(value)`: sets player's breath
6818 * `0`: player is drowning
6819 * max: bubbles bar is not shown
6820 * See [Object properties] for more information
6821 * Is limited to range 0 ... 65535 (2^16 - 1)
6822 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6824 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6825 Defaults to `false`.
6826 * `transition_time`: If defined, enables smooth FOV transition.
6827 Interpreted as the time (in seconds) to reach target FOV.
6828 If set to 0, FOV change is instantaneous. Defaults to 0.
6829 * Set `fov` to 0 to clear FOV override.
6830 * `get_fov()`: Returns the following:
6831 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6832 * Boolean indicating whether the FOV value is a multiplier.
6833 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6834 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6835 * Sets an extra attribute with value on player.
6836 * `value` must be a string, or a number which will be converted to a
6838 * If `value` is `nil`, remove attribute from player.
6839 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6840 * Returns value (a string) for extra attribute.
6841 * Returns `nil` if no attribute found.
6842 * `get_meta()`: Returns a PlayerMetaRef.
6843 * `set_inventory_formspec(formspec)`
6844 * Redefine player's inventory form
6845 * Should usually be called in `on_joinplayer`
6846 * If `formspec` is `""`, the player's inventory is disabled.
6847 * `get_inventory_formspec()`: returns a formspec string
6848 * `set_formspec_prepend(formspec)`:
6849 * the formspec string will be added to every formspec shown to the user,
6850 except for those with a no_prepend[] tag.
6851 * This should be used to set style elements such as background[] and
6852 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6853 * Only affects formspecs shown after this is called.
6854 * `get_formspec_prepend(formspec)`: returns a formspec string.
6855 * `get_player_control()`: returns table with player pressed keys
6856 * The table consists of fields with the following boolean values
6857 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6858 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6859 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6860 and exist only to preserve backwards compatibility.
6861 * Returns an empty table `{}` if the object is not a player.
6862 * `get_player_control_bits()`: returns integer with bit packed player pressed
6875 * Returns `0` (no bits set) if the object is not a player.
6876 * `set_physics_override(override_table)`
6877 * `override_table` is a table with the following fields:
6878 * `speed`: multiplier to default walking speed value (default: `1`)
6879 * `jump`: multiplier to default jump value (default: `1`)
6880 * `gravity`: multiplier to default gravity value (default: `1`)
6881 * `sneak`: whether player can sneak (default: `true`)
6882 * `sneak_glitch`: whether player can use the new move code replications
6883 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6885 * `new_move`: use new move/sneak code. When `false` the exact old code
6886 is used for the specific old sneak behaviour (default: `true`)
6887 * `get_physics_override()`: returns the table given to `set_physics_override`
6888 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6890 * `hud_remove(id)`: remove the HUD element of the specified id
6891 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6893 * element `stat` values:
6894 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6895 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6896 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6897 * `flags`: A table with the following fields set to boolean values
6903 * `minimap`: Modifies the client's permission to view the minimap.
6904 The client may locally elect to not view the minimap.
6905 * `minimap_radar`: is only usable when `minimap` is true
6906 * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
6907 This includes map seed, player position, look direction, the pointed node and block bounds.
6908 Does not affect players with the `debug` privilege.
6909 * If a flag equals `nil`, the flag is not modified
6910 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6911 * See `hud_set_flags` for a list of flags that can be toggled.
6912 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6913 * `count`: number of items, must be between `1` and `32`
6914 * `hud_get_hotbar_itemcount`: returns number of visible items
6915 * `hud_set_hotbar_image(texturename)`
6916 * sets background image for hotbar
6917 * `hud_get_hotbar_image`: returns texturename
6918 * `hud_set_hotbar_selected_image(texturename)`
6919 * sets image for selected item of hotbar
6920 * `hud_get_hotbar_selected_image`: returns texturename
6921 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6922 * Overrides the available minimap modes (and toggle order), and changes the
6924 * `mode` is a table consisting of up to four fields:
6925 * `type`: Available type:
6926 * `off`: Minimap off
6927 * `surface`: Minimap in surface mode
6928 * `radar`: Minimap in radar mode
6929 * `texture`: Texture to be displayed instead of terrain map
6930 (texture is centered around 0,0 and can be scaled).
6931 Texture size is limited to 512 x 512 pixel.
6932 * `label`: Optional label to display on minimap mode toggle
6933 The translation must be handled within the mod.
6934 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6935 displayed in minimap
6936 * `texture`: Only for texture type, name of the texture to display
6937 * `scale`: Only for texture type, scale of the texture map in nodes per
6938 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6940 * `selected_mode` is the mode index to be selected after modes have been changed
6941 (0 is the first mode).
6942 * `set_sky(sky_parameters)`
6943 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6944 whether `set_sky` accepts this format. Check the legacy format otherwise.
6945 * Passing no arguments resets the sky to its default values.
6946 * `sky_parameters` is a table with the following optional fields:
6947 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6948 (default: `#ffffff`)
6949 * `type`: Available types:
6950 * `"regular"`: Uses 0 textures, `base_color` ignored
6951 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6952 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6953 (default: `"regular"`)
6954 * `textures`: A table containing up to six textures in the following
6955 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6956 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6957 * `sky_color`: A table used in `"regular"` type only, containing the
6958 following values (alpha is ignored):
6959 * `day_sky`: ColorSpec, for the top half of the sky during the day.
6960 (default: `#61b5f5`)
6961 * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
6962 (default: `#90d3f6`)
6963 * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
6964 (default: `#b4bafa`)
6965 The resulting sky color will be a darkened version of the ColorSpec.
6966 Warning: The darkening of the ColorSpec is subject to change.
6967 * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
6968 (default: `#bac1f0`)
6969 The resulting sky color will be a darkened version of the ColorSpec.
6970 Warning: The darkening of the ColorSpec is subject to change.
6971 * `night_sky`: ColorSpec, for the top half of the sky during the night.
6972 (default: `#006bff`)
6973 The resulting sky color will be a dark version of the ColorSpec.
6974 Warning: The darkening of the ColorSpec is subject to change.
6975 * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
6976 (default: `#4090ff`)
6977 The resulting sky color will be a dark version of the ColorSpec.
6978 Warning: The darkening of the ColorSpec is subject to change.
6979 * `indoors`: ColorSpec, for when you're either indoors or underground.
6980 (default: `#646464`)
6981 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6982 at sunrise and sunset. (default: `#f47d1d`)
6983 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6984 at sunrise and sunset. (default: `#7f99cc`)
6985 * `fog_tint_type`: string, changes which mode the directional fog
6986 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6987 `"default"` uses the classic Minetest sun and moon tinting.
6988 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6989 * `set_sky(base_color, type, {texture names}, clouds)`
6990 * Deprecated. Use `set_sky(sky_parameters)`
6991 * `base_color`: ColorSpec, defaults to white
6992 * `type`: Available types:
6993 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6994 * `"skybox"`: Uses 6 textures, `bgcolor` used
6995 * `"plain"`: Uses 0 textures, `bgcolor` used
6996 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6997 `"plain"` custom skyboxes (default: `true`)
6998 * `get_sky(as_table)`:
6999 * `as_table`: boolean that determines whether the deprecated version of this
7000 function is being used.
7001 * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
7002 * Deprecated: `false` or `nil` returns base_color, type, table of textures,
7004 * `get_sky_color()`:
7005 * Deprecated: Use `get_sky(as_table)` instead.
7006 * returns a table with the `sky_color` parameters as in `set_sky`.
7007 * `set_sun(sun_parameters)`:
7008 * Passing no arguments resets the sun to its default values.
7009 * `sun_parameters` is a table with the following optional fields:
7010 * `visible`: Boolean for whether the sun is visible.
7012 * `texture`: A regular texture for the sun. Setting to `""`
7013 will re-enable the mesh sun. (default: "sun.png", if it exists)
7014 * `tonemap`: A 512x1 texture containing the tonemap for the sun
7015 (default: `"sun_tonemap.png"`)
7016 * `sunrise`: A regular texture for the sunrise texture.
7017 (default: `"sunrisebg.png"`)
7018 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
7020 * `scale`: Float controlling the overall size of the sun. (default: `1`)
7021 * `get_sun()`: returns a table with the current sun parameters as in
7023 * `set_moon(moon_parameters)`:
7024 * Passing no arguments resets the moon to its default values.
7025 * `moon_parameters` is a table with the following optional fields:
7026 * `visible`: Boolean for whether the moon is visible.
7028 * `texture`: A regular texture for the moon. Setting to `""`
7029 will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
7030 Note: Relative to the sun, the moon texture is rotated by 180°.
7031 You can use the `^[transformR180` texture modifier to achieve the same orientation.
7032 * `tonemap`: A 512x1 texture containing the tonemap for the moon
7033 (default: `"moon_tonemap.png"`)
7034 * `scale`: Float controlling the overall size of the moon (default: `1`)
7035 * `get_moon()`: returns a table with the current moon parameters as in
7037 * `set_stars(star_parameters)`:
7038 * Passing no arguments resets stars to their default values.
7039 * `star_parameters` is a table with the following optional fields:
7040 * `visible`: Boolean for whether the stars are visible.
7042 * `count`: Integer number to set the number of stars in
7043 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
7045 * `star_color`: ColorSpec, sets the colors of the stars,
7046 alpha channel is used to set overall star brightness.
7047 (default: `#ebebff69`)
7048 * `scale`: Float controlling the overall size of the stars (default: `1`)
7049 * `get_stars()`: returns a table with the current stars parameters as in
7051 * `set_clouds(cloud_parameters)`: set cloud parameters
7052 * Passing no arguments resets clouds to their default values.
7053 * `cloud_parameters` is a table with the following optional fields:
7054 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
7055 * `color`: basic cloud color with alpha channel, ColorSpec
7056 (default `#fff0f0e5`).
7057 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
7058 ColorSpec (alpha ignored, default `#000000`)
7059 * `height`: cloud height, i.e. y of cloud base (default per conf,
7061 * `thickness`: cloud thickness in nodes (default `16`)
7062 * `speed`: 2D cloud speed + direction in nodes per second
7063 (default `{x=0, z=-2}`).
7064 * `get_clouds()`: returns a table with the current cloud parameters as in
7066 * `override_day_night_ratio(ratio or nil)`
7067 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
7069 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
7070 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
7071 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
7072 set animation for player model in third person view.
7073 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
7074 * `frame_speed` sets the animations frame speed. Default is 30.
7075 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
7077 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
7078 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
7079 * in first person view
7080 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
7081 * `get_eye_offset()`: returns first and third person offsets.
7082 * `send_mapblock(blockpos)`:
7083 * Sends a server-side loaded mapblock to the player.
7084 * Returns `false` if failed.
7085 * Resource intensive - use sparsely
7086 * To get blockpos, integer divide pos by 16
7087 * `set_lighting(light_definition)`: sets lighting for the player
7088 * `light_definition` is a table with the following optional fields:
7089 * `shadows` is a table that controls ambient shadows
7090 * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
7091 * `get_lighting()`: returns the current state of lighting for the player.
7092 * Result is a table with the same fields as `light_definition` in `set_lighting`.
7097 A 32-bit pseudorandom number generator.
7098 Uses PCG32, an algorithm of the permuted congruential generator family,
7099 offering very strong randomness.
7101 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
7105 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
7106 * `next(min, max)`: return next integer random number [`min`...`max`]
7107 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
7108 random number [`min`...`max`].
7109 * This is only a rough approximation of a normal distribution with:
7110 * `mean = (max - min) / 2`, and
7111 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
7112 * Increasing `num_trials` improves accuracy of the approximation
7117 A perlin noise generator.
7118 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
7119 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
7120 plus the world seed, to create world-specific noise.
7122 `PerlinNoise(noiseparams)`
7123 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
7125 `minetest.get_perlin(noiseparams)`
7126 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
7130 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
7131 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
7136 A fast, bulk perlin noise generator.
7138 It can be created via `PerlinNoiseMap(noiseparams, size)` or
7139 `minetest.get_perlin_map(noiseparams, size)`.
7140 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
7141 plus the world seed, to create world-specific noise.
7143 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
7144 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
7147 For each of the functions with an optional `buffer` parameter: If `buffer` is
7148 not nil, this table will be used to store the result instead of creating a new
7153 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
7154 with values starting at `pos={x=,y=}`
7155 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
7156 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
7157 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
7158 array of 2D noise with values starting at `pos={x=,y=}`
7159 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
7160 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
7161 is stored internally.
7162 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
7163 is stored internally.
7164 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
7165 returns a slice of the most recently computed noise results. The result slice
7166 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
7167 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
7169 `noisevals = noise:get_map_slice({y=20}, {y=2})`
7170 It is important to note that `slice_offset` offset coordinates begin at 1,
7171 and are relative to the starting position of the most recently calculated
7173 To grab a single vertical column of noise starting at map coordinates
7174 x = 1023, y=1000, z = 1000:
7175 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
7176 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
7182 Uses the same method of storage as the deprecated player attribute API, so
7183 data there will also be in player meta.
7184 Can be obtained using `player:get_meta()`.
7188 * All methods in MetaDataRef
7193 A 16-bit pseudorandom number generator.
7194 Uses a well-known LCG algorithm introduced by K&R.
7196 It can be created via `PseudoRandom(seed)`.
7200 * `next()`: return next integer random number [`0`...`32767`]
7201 * `next(min, max)`: return next integer random number [`min`...`max`]
7202 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7203 due to the simple implementation making bad distribution otherwise.
7208 A raycast on the map. It works with selection boxes.
7209 Can be used as an iterator in a for loop as:
7211 local ray = Raycast(...)
7212 for pointed_thing in ray do
7216 The map is loaded as the ray advances. If the map is modified after the
7217 `Raycast` is created, the changes may or may not have an effect on the object.
7219 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7220 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7222 * `pos1`: start of the ray
7223 * `pos2`: end of the ray
7224 * `objects`: if false, only nodes will be returned. Default is true.
7225 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7226 returned. Default is false.
7230 * `next()`: returns a `pointed_thing` with exact pointing location
7231 * Returns the next thing pointed by the ray or nil.
7236 Interface for the operating system's crypto-secure PRNG.
7238 It can be created via `SecureRandom()`. The constructor returns nil if a
7239 secure random device cannot be found on the system.
7243 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7244 random bytes, as a string.
7249 An interface to read config files in the format of `minetest.conf`.
7251 It can be created via `Settings(filename)`.
7255 * `get(key)`: returns a value
7256 * `get_bool(key, [default])`: returns a boolean
7257 * `default` is the value returned if `key` is not found.
7258 * Returns `nil` if `key` is not found and `default` not specified.
7259 * `get_np_group(key)`: returns a NoiseParams table
7261 * Returns `{flag = true/false, ...}` according to the set flags.
7262 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7263 flags like `mgv5_spflags`.
7265 * Setting names can't contain whitespace or any of `="{}#`.
7266 * Setting values can't contain the sequence `\n"""`.
7267 * Setting names starting with "secure." can't be set on the main settings
7268 object (`minetest.settings`).
7269 * `set_bool(key, value)`
7270 * See documentation for set() above.
7271 * `set_np_group(key, value)`
7272 * `value` is a NoiseParams table.
7273 * Also, see documentation for set() above.
7274 * `remove(key)`: returns a boolean (`true` for success)
7275 * `get_names()`: returns `{key1,...}`
7276 * `write()`: returns a boolean (`true` for success)
7277 * Writes changes to file.
7278 * `to_table()`: returns `{[key1]=value1,...}`
7282 The settings have the format `key = value`. Example:
7294 Mod metadata: per mod metadata, saved automatically.
7295 Can be obtained via `minetest.get_mod_storage()` during load time.
7297 WARNING: This storage backend is incaptable to save raw binary data due
7298 to restrictions of JSON.
7302 * All methods in MetaDataRef
7313 Used by `ObjectRef` methods. Part of an Entity definition.
7314 These properties are not persistent, but are applied automatically to the
7315 corresponding Lua entity using the given registration fields.
7316 Player properties need to be saved manually.
7320 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7323 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7326 -- For players only. Zoom FOV in degrees.
7327 -- Note that zoom loads and/or generates world beyond the server's
7328 -- maximum send and generate distances, so acts like a telescope.
7329 -- Smaller zoom_fov values increase the distance loaded/generated.
7330 -- Defaults to 15 in creative mode, 0 in survival mode.
7331 -- zoom_fov = 0 disables zooming for the player.
7334 -- For players only. Camera height above feet position in nodes.
7335 -- Defaults to 1.625.
7338 -- Collide with `walkable` nodes.
7340 collide_with_objects = true,
7341 -- Collide with other objects if physical = true
7343 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7344 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7345 -- Selection box uses collision box dimensions when not set.
7346 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7350 -- Overrides selection box when false
7352 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7353 -- "cube" is a node-sized cube.
7354 -- "sprite" is a flat texture always facing the player.
7355 -- "upright_sprite" is a vertical flat texture.
7356 -- "mesh" uses the defined mesh model.
7357 -- "wielditem" is used for dropped items.
7358 -- (see builtin/game/item_entity.lua).
7359 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7360 -- If the item has a 'wield_image' the object will be an extrusion of
7362 -- If 'itemname' is a cubic node or nodebox the object will appear
7363 -- identical to 'itemname'.
7364 -- If 'itemname' is a plantlike node the object will be an extrusion
7366 -- Otherwise for non-node items, the object will be an extrusion of
7367 -- 'inventory_image'.
7368 -- If 'itemname' contains a ColorString or palette index (e.g. from
7369 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7370 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7372 visual_size = {x = 1, y = 1, z = 1},
7373 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7374 -- to scale the entity along both horizontal axes.
7377 -- File name of mesh when using "mesh" visual
7380 -- Number of required textures depends on visual.
7381 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7382 -- "sprite" uses 1 texture.
7383 -- "upright_sprite" uses 2 textures: {front, back}.
7384 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7385 -- "mesh" requires one texture for each mesh buffer/material (in order)
7388 -- Number of required colors depends on visual
7390 use_texture_alpha = false,
7391 -- Use texture's alpha channel.
7392 -- Excludes "upright_sprite" and "wielditem".
7393 -- Note: currently causes visual issues when viewed through other
7394 -- semi-transparent materials such as water.
7396 spritediv = {x = 1, y = 1},
7397 -- Used with spritesheet textures for animation and/or frame selection
7398 -- according to position relative to player.
7399 -- Defines the number of columns and rows in the spritesheet:
7402 initial_sprite_basepos = {x = 0, y = 0},
7403 -- Used with spritesheet textures.
7404 -- Defines the {column, row} position of the initially used frame in the
7408 -- If false, object is invisible and can't be pointed.
7410 makes_footstep_sound = false,
7411 -- If true, is able to make footstep sounds of nodes
7412 -- (see node sound definition for details).
7414 automatic_rotate = 0,
7415 -- Set constant rotation in radians per second, positive or negative.
7416 -- Object rotates along the local Y-axis, and works with set_rotation.
7417 -- Set to 0 to disable constant rotation.
7420 -- If positive number, object will climb upwards when it moves
7421 -- horizontally against a `walkable` node, if the height difference
7422 -- is within `stepheight`.
7424 automatic_face_movement_dir = 0.0,
7425 -- Automatically set yaw to movement direction, offset in degrees.
7426 -- 'false' to disable.
7428 automatic_face_movement_max_rotation_per_sec = -1,
7429 -- Limit automatic rotation to this value in degrees per second.
7430 -- No limit if value <= 0.
7432 backface_culling = true,
7433 -- Set to false to disable backface_culling for model
7436 -- Add this much extra lighting when calculating texture color.
7437 -- Value < 0 disables light's effect on texture color.
7438 -- For faking self-lighting, UI style entities, or programmatic coloring
7442 -- The name to display on the head of the object. By default empty.
7443 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7444 -- For all other objects, a nil or empty string removes the nametag.
7445 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7447 nametag_color = <ColorSpec>,
7448 -- Sets text color of nametag
7450 nametag_bgcolor = <ColorSpec>,
7451 -- Sets background color of nametag
7452 -- `false` will cause the background to be set automatically based on user settings.
7456 -- Same as infotext for nodes. Empty by default
7459 -- If false, never save this object statically. It will simply be
7460 -- deleted when the block gets unloaded.
7461 -- The get_staticdata() callback is never called then.
7462 -- Defaults to 'true'.
7464 damage_texture_modifier = "^[brighten",
7465 -- Texture modifier to be applied for a short duration when object is hit
7468 -- Setting this to 'false' disables diffuse lighting of entity
7470 show_on_minimap = false,
7471 -- Defaults to true for players, false for other entities.
7472 -- If set to true the entity will show as a marker on the minimap.
7478 Used by `minetest.register_entity`.
7481 initial_properties = {
7483 mesh = "boats_boat.obj",
7486 -- A table of object properties, see the `Object properties` section.
7487 -- Object properties being read directly from the entity definition
7488 -- table is deprecated. Define object properties in this
7489 -- `initial_properties` table instead.
7491 on_activate = function(self, staticdata, dtime_s),
7493 on_step = function(self, dtime, moveresult),
7494 -- Called every server step
7495 -- dtime: Elapsed time
7496 -- moveresult: Table with collision info (only available if physical=true)
7498 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7500 on_rightclick = function(self, clicker),
7502 get_staticdata = function(self),
7503 -- Called sometimes; the string returned is passed to on_activate when
7504 -- the entity is re-activated from static state
7506 _custom_field = whatever,
7507 -- You can define arbitrary member variables here (see Item definition
7508 -- for more info) by using a '_' prefix
7511 Collision info passed to `on_step` (`moveresult` argument):
7514 touching_ground = boolean,
7516 standing_on_object = boolean,
7519 type = string, -- "node" or "object",
7520 axis = string, -- "x", "y" or "z"
7521 node_pos = vector, -- if type is "node"
7522 object = ObjectRef, -- if type is "object"
7523 old_velocity = vector,
7524 new_velocity = vector,
7528 -- `collisions` does not contain data of unloaded mapblock collisions
7529 -- or when the velocity changes are negligibly small
7532 ABM (ActiveBlockModifier) definition
7533 ------------------------------------
7535 Used by `minetest.register_abm`.
7538 label = "Lava cooling",
7539 -- Descriptive label for profiling purposes (optional).
7540 -- Definitions with identical labels will be listed as one.
7542 nodenames = {"default:lava_source"},
7543 -- Apply `action` function to these nodes.
7544 -- `group:groupname` can also be used here.
7546 neighbors = {"default:water_source", "default:water_flowing"},
7547 -- Only apply `action` to nodes that have one of, or any
7548 -- combination of, these neighbors.
7549 -- If left out or empty, any neighbor will do.
7550 -- `group:groupname` can also be used here.
7553 -- Operation interval in seconds
7556 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7561 -- min and max height levels where ABM will be processed
7562 -- can be used to reduce CPU usage
7565 -- If true, catch-up behaviour is enabled: The `chance` value is
7566 -- temporarily reduced when returning to an area to simulate time lost
7567 -- by the area being unattended. Note that the `chance` value can often
7570 action = function(pos, node, active_object_count, active_object_count_wider),
7571 -- Function triggered for each qualifying node.
7572 -- `active_object_count` is number of active objects in the node's
7574 -- `active_object_count_wider` is number of active objects in the node's
7575 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7576 -- mapblocks are unloaded an estmate is calculated for them based on
7577 -- loaded mapblocks.
7580 LBM (LoadingBlockModifier) definition
7581 -------------------------------------
7583 Used by `minetest.register_lbm`.
7585 A loading block modifier (LBM) is used to define a function that is called for
7586 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7590 label = "Upgrade legacy doors",
7591 -- Descriptive label for profiling purposes (optional).
7592 -- Definitions with identical labels will be listed as one.
7594 name = "modname:replace_legacy_door",
7596 nodenames = {"default:lava_source"},
7597 -- List of node names to trigger the LBM on.
7598 -- Also non-registered nodes will work.
7599 -- Groups (as of group:groupname) will work as well.
7601 run_at_every_load = false,
7602 -- Whether to run the LBM's action every time a block gets loaded,
7603 -- and not only the first time the block gets loaded after the LBM
7606 action = function(pos, node),
7613 * `{name="image.png", animation={Tile Animation definition}}`
7614 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7615 * backface culling enabled by default for most nodes
7616 * align style determines whether the texture will be rotated with the node
7617 or kept aligned with its surroundings. "user" means that client
7618 setting will be used, similar to `glasslike_framed_optional`.
7619 Note: supported by solid nodes and nodeboxes only.
7620 * scale is used to make texture span several (exactly `scale`) nodes,
7621 instead of just one, in each direction. Works for world-aligned
7623 Note that as the effect is applied on per-mapblock basis, `16` should
7624 be equally divisible by `scale` or you may get wrong results.
7625 * `{name="image.png", color=ColorSpec}`
7626 * the texture's color will be multiplied with this color.
7627 * the tile's color overrides the owning node's color in all cases.
7628 * deprecated, yet still supported field names:
7631 Tile animation definition
7632 -------------------------
7635 type = "vertical_frames",
7638 -- Width of a frame in pixels
7641 -- Height of a frame in pixels
7651 -- Width in number of frames
7654 -- Height in number of frames
7657 -- Length of a single frame
7663 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7664 `minetest.register_tool`.
7667 description = "Steel Axe",
7668 -- Can contain new lines. "\n" has to be used as new line character.
7669 -- See also: `get_description` in [`ItemStack`]
7671 short_description = "Steel Axe",
7672 -- Must not contain new lines.
7674 -- Use an [`ItemStack`] to get the short description, eg:
7675 -- ItemStack(itemname):get_short_description()
7678 -- key = name, value = rating; rating = 1..3.
7679 -- If rating not applicable, use 1.
7680 -- e.g. {wool = 1, fluffy = 3}
7681 -- {soil = 2, outerspace = 1, crumbly = 1}
7682 -- {bendy = 2, snappy = 1},
7683 -- {hard = 1, metal = 1, spikes = 1}
7685 inventory_image = "default_tool_steelaxe.png",
7687 inventory_overlay = "overlay.png",
7688 -- An overlay which does not get colorized
7695 -- An image file containing the palette of a node.
7696 -- You can set the currently used color as the "palette_index" field of
7697 -- the item stack metadata.
7698 -- The palette is always stretched to fit indices between 0 and 255, to
7699 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7701 color = "0xFFFFFFFF",
7702 -- The color of the item. The palette overrides this.
7704 wield_scale = {x = 1, y = 1, z = 1},
7706 -- The default value of 99 may be configured by
7707 -- users using the setting "default_stack_max"
7712 liquids_pointable = false,
7713 -- If true, item points to all liquid nodes (`liquidtype ~= "none"`),
7714 -- even those for which `pointable = false`
7717 -- When used for nodes: Defines amount of light emitted by node.
7718 -- Otherwise: Defines texture glow when viewed as a dropped item
7719 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7720 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7723 -- See "Tool Capabilities" section for an example including explanation
7724 tool_capabilities = {
7725 full_punch_interval = 1.0,
7729 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7730 uses = 20, maxlevel = 2},
7732 damage_groups = {groupname = damage},
7733 -- Damage values must be between -32768 and 32767 (2^15)
7735 punch_attack_uses = nil,
7736 -- Amount of uses this tool has for attacking players and entities
7737 -- by punching them (0 = infinite uses).
7738 -- For compatibility, this is automatically set from the first
7739 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7740 -- It is recommend to set this explicitly instead of relying on the
7741 -- fallback behavior.
7744 node_placement_prediction = nil,
7745 -- If nil and item is node, prediction is made automatically.
7746 -- If nil and item is not a node, no prediction is made.
7747 -- If "" and item is anything, no prediction is made.
7748 -- Otherwise should be name of node which the client immediately places
7749 -- on ground when the player places the item. Server will always update
7750 -- actual result to client in a short moment.
7752 node_dig_prediction = "air",
7753 -- if "", no prediction is made.
7754 -- if "air", node is removed.
7755 -- Otherwise should be name of node which the client immediately places
7756 -- upon digging. Server will always update actual result shortly.
7759 -- Definition of items sounds to be played at various events.
7760 -- All fields in this table are optional.
7762 breaks = <SimpleSoundSpec>,
7763 -- When tool breaks due to wear. Ignored for non-tools
7765 eat = <SimpleSoundSpec>,
7766 -- When item is eaten with `minetest.do_item_eat`
7769 on_place = function(itemstack, placer, pointed_thing),
7770 -- When the 'place' key was pressed with the item in hand
7771 -- and a node was pointed at.
7772 -- Shall place item and return the leftover itemstack
7773 -- or nil to not modify the inventory.
7774 -- The placer may be any ObjectRef or nil.
7775 -- default: minetest.item_place
7777 on_secondary_use = function(itemstack, user, pointed_thing),
7778 -- Same as on_place but called when not pointing at a node.
7779 -- Function must return either nil if inventory shall not be modified,
7780 -- or an itemstack to replace the original itemstack.
7781 -- The user may be any ObjectRef or nil.
7784 on_drop = function(itemstack, dropper, pos),
7785 -- Shall drop item and return the leftover itemstack.
7786 -- The dropper may be any ObjectRef or nil.
7787 -- default: minetest.item_drop
7789 on_use = function(itemstack, user, pointed_thing),
7791 -- When user pressed the 'punch/mine' key with the item in hand.
7792 -- Function must return either nil if inventory shall not be modified,
7793 -- or an itemstack to replace the original itemstack.
7794 -- e.g. itemstack:take_item(); return itemstack
7795 -- Otherwise, the function is free to do what it wants.
7796 -- The user may be any ObjectRef or nil.
7797 -- The default functions handle regular use cases.
7799 after_use = function(itemstack, user, node, digparams),
7801 -- If defined, should return an itemstack and will be called instead of
7802 -- wearing out the item (if tool). If returns nil, does nothing.
7803 -- If after_use doesn't exist, it is the same as:
7804 -- function(itemstack, user, node, digparams)
7805 -- itemstack:add_wear(digparams.wear)
7808 -- The user may be any ObjectRef or nil.
7810 _custom_field = whatever,
7811 -- Add your own custom fields. By convention, all custom field names
7812 -- should start with `_` to avoid naming collisions with future engine
7819 Used by `minetest.register_node`.
7822 -- <all fields allowed in item definitions>,
7824 drawtype = "normal", -- See "Node drawtypes"
7827 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7828 -- "firelike", "mesh", "nodebox", "allfaces".
7829 -- For plantlike and firelike, the image will start at the bottom of the
7830 -- node. For torchlike, the image will start at the surface to which the
7831 -- node "attaches". For the other drawtypes the image will be centered
7834 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7835 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7836 -- Old field name was 'tile_images'.
7837 -- List can be shortened to needed length.
7839 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7840 -- Same as `tiles`, but these textures are drawn on top of the base
7841 -- tiles. You can use this to colorize only specific parts of your
7842 -- texture. If the texture name is an empty string, that overlay is not
7843 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7844 -- overlays on very common nodes.
7846 special_tiles = {tile definition 1, Tile definition 2},
7847 -- Special textures of node; used rarely.
7848 -- Old field name was 'special_materials'.
7849 -- List can be shortened to needed length.
7852 -- The node's original color will be multiplied with this color.
7853 -- If the node has a palette, then this setting only has an effect in
7854 -- the inventory and on the wield item.
7856 use_texture_alpha = ...,
7857 -- Specifies how the texture's alpha channel will be used for rendering.
7859 -- * "opaque": Node is rendered opaque regardless of alpha channel
7860 -- * "clip": A given pixel is either fully see-through or opaque
7861 -- depending on the alpha channel being below/above 50% in value
7862 -- * "blend": The alpha channel specifies how transparent a given pixel
7863 -- of the rendered node is
7864 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7865 -- "clip" otherwise.
7866 -- If set to a boolean value (deprecated): true either sets it to blend
7867 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7869 palette = "palette.png",
7870 -- The node's `param2` is used to select a pixel from the image.
7871 -- Pixels are arranged from left to right and from top to bottom.
7872 -- The node's color will be multiplied with the selected pixel's color.
7873 -- Tiles can override this behavior.
7874 -- Only when `paramtype2` supports palettes.
7876 post_effect_color = "green#0F",
7877 -- Screen tint if player is inside node, see "ColorSpec"
7879 paramtype = "none", -- See "Nodes"
7881 paramtype2 = "none", -- See "Nodes"
7883 place_param2 = nil, -- Force value for param2 when player places node
7885 is_ground_content = true,
7886 -- If false, the cave generator and dungeon generator will not carve
7887 -- through this node.
7888 -- Specifically, this stops mod-added nodes being removed by caves and
7889 -- dungeons when those generate in a neighbor mapchunk and extend out
7890 -- beyond the edge of that mapchunk.
7892 sunlight_propagates = false,
7893 -- If true, sunlight will go infinitely through this node
7895 walkable = true, -- If true, objects collide with node
7897 pointable = true, -- If true, can be pointed at
7899 diggable = true, -- If false, can never be dug
7901 climbable = false, -- If true, can be climbed on (ladder)
7903 move_resistance = 0,
7904 -- Slows down movement of players through this node (max. 7).
7905 -- If this is nil, it will be equal to liquid_viscosity.
7906 -- Note: If liquid movement physics apply to the node
7907 -- (see `liquid_move_physics`), the movement speed will also be
7908 -- affected by the `movement_liquid_*` settings.
7910 buildable_to = false, -- If true, placed nodes can replace this node
7913 -- If true, liquids flow into and replace this node.
7914 -- Warning: making a liquid node 'floodable' will cause problems.
7916 liquidtype = "none", -- specifies liquid flowing physics
7917 -- * "none": no liquid flowing physics
7918 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7919 -- recommended drawtype: "liquid".
7920 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7921 -- around it until `liquid_range` is reached;
7922 -- will drain out without a source;
7923 -- recommended drawtype: "flowingliquid".
7924 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7925 -- both `liquid_alternative_*` fields must be specified
7927 liquid_alternative_flowing = "", -- Flowing version of source liquid
7929 liquid_alternative_source = "", -- Source version of flowing liquid
7931 liquid_viscosity = 0,
7932 -- Controls speed at which the liquid spreads/flows (max. 7).
7933 -- 0 is fastest, 7 is slowest.
7934 -- By default, this also slows down movement of players inside the node
7935 -- (can be overridden using `move_resistance`)
7937 liquid_renewable = true,
7938 -- If true, a new liquid source can be created by placing two or more
7941 liquid_move_physics = nil, -- specifies movement physics if inside node
7942 -- * false: No liquid movement physics apply.
7943 -- * true: Enables liquid movement physics. Enables things like
7944 -- ability to "swim" up/down, sinking slowly if not moving,
7945 -- smoother speed change when falling into, etc. The `movement_liquid_*`
7947 -- * nil: Will be treated as true if `liquidype ~= "none"`
7948 -- and as false otherwise.
7952 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7953 -- Allows defining the nodebox height without using param2.
7954 -- The nodebox height is 'leveled' / 64 nodes.
7955 -- The maximum value of 'leveled' is `leveled_max`.
7958 -- Maximum value for `leveled` (0-127), enforced in
7959 -- `minetest.set_node_level` and `minetest.add_node_level`.
7960 -- Values above 124 might causes collision detection issues.
7963 -- Maximum distance that flowing liquid nodes can spread around
7964 -- source on flat land;
7965 -- maximum = 8; set to 0 to disable liquid flow
7968 -- Player will take this amount of damage if no bubbles are left
7970 damage_per_second = 0,
7971 -- If player is inside node, this damage is caused
7973 node_box = {type="regular"}, -- See "Node boxes"
7975 connects_to = nodenames,
7976 -- Used for nodebox nodes with the type == "connected".
7977 -- Specifies to what neighboring nodes connections will be drawn.
7978 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7980 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7981 -- Tells connected nodebox nodes to connect only to these sides of this
7985 -- File name of mesh when using "mesh" drawtype
7990 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7991 -- Node box format: see [Node boxes]
7994 -- Custom selection box definition. Multiple boxes can be defined.
7995 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7996 -- definition is used for the selection box.
8001 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
8002 -- Node box format: see [Node boxes]
8005 -- Custom collision box definition. Multiple boxes can be defined.
8006 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
8007 -- definition is used for the collision box.
8009 -- Support maps made in and before January 2012
8010 legacy_facedir_simple = false,
8011 legacy_wallmounted = false,
8014 -- Valid for drawtypes:
8015 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
8016 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
8017 -- 2 - wave node like leaves (whole node moves side-to-side)
8018 -- 3 - wave node like liquids (whole node moves up and down)
8019 -- Not all models will properly wave.
8020 -- plantlike drawtype can only wave like plants.
8021 -- allfaces_optional drawtype can only wave like leaves.
8022 -- liquid, flowingliquid drawtypes can only wave like liquids.
8025 -- Definition of node sounds to be played at various events.
8026 -- All fields in this table are optional.
8028 footstep = <SimpleSoundSpec>,
8029 -- If walkable, played when object walks on it. If node is
8030 -- climbable or a liquid, played when object moves through it
8032 dig = <SimpleSoundSpec> or "__group",
8033 -- While digging node.
8034 -- If `"__group"`, then the sound will be
8035 -- `default_dig_<groupname>`, where `<groupname>` is the
8036 -- name of the item's digging group with the fastest digging time.
8037 -- In case of a tie, one of the sounds will be played (but we
8038 -- cannot predict which one)
8039 -- Default value: `"__group"`
8041 dug = <SimpleSoundSpec>,
8044 place = <SimpleSoundSpec>,
8045 -- Node was placed. Also played after falling
8047 place_failed = <SimpleSoundSpec>,
8048 -- When node placement failed.
8049 -- Note: This happens if the _built-in_ node placement failed.
8050 -- This sound will still be played if the node is placed in the
8051 -- `on_place` callback manually.
8053 fall = <SimpleSoundSpec>,
8054 -- When node starts to fall or is detached
8058 -- Name of dropped item when dug.
8059 -- Default dropped item is the node itself.
8060 -- Using a table allows multiple items, drop chances and item filtering.
8061 -- Item filtering by string matching is deprecated.
8064 -- Maximum number of item lists to drop.
8065 -- The entries in 'items' are processed in order. For each:
8066 -- Item filtering is applied, chance of drop is applied, if both are
8067 -- successful the entire item list is dropped.
8068 -- Entry processing continues until the number of dropped item lists
8069 -- equals 'max_items'.
8070 -- Therefore, entries should progress from low to high drop chance.
8074 -- 1 in 1000 chance of dropping a diamond.
8075 -- Default rarity is '1'.
8077 items = {"default:diamond"},
8080 -- Only drop if using an item whose name is identical to one
8082 tools = {"default:shovel_mese", "default:shovel_diamond"},
8084 items = {"default:dirt"},
8085 -- Whether all items in the dropped item list inherit the
8086 -- hardware coloring palette color from the dug node.
8087 -- Default is 'false'.
8088 inherit_color = true,
8091 -- Only drop if using an item whose name contains
8092 -- "default:shovel_" (this item filtering by string matching
8093 -- is deprecated, use tool_groups instead).
8094 tools = {"~default:shovel_"},
8096 -- The item list dropped.
8097 items = {"default:sand", "default:desert_sand"},
8100 -- Only drop if using an item in the "magicwand" group, or
8101 -- an item that is in both the "pickaxe" and the "lucky"
8105 {"pickaxe", "lucky"}
8107 items = {"default:coal_lump"},
8112 on_construct = function(pos),
8113 -- Node constructor; called after adding node.
8114 -- Can set up metadata and stuff like that.
8115 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
8118 on_destruct = function(pos),
8119 -- Node destructor; called before removing node.
8120 -- Not called for bulk node placement.
8123 after_destruct = function(pos, oldnode),
8124 -- Node destructor; called after removing node.
8125 -- Not called for bulk node placement.
8128 on_flood = function(pos, oldnode, newnode),
8129 -- Called when a liquid (newnode) is about to flood oldnode, if it has
8130 -- `floodable = true` in the nodedef. Not called for bulk node placement
8131 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
8132 -- node is not flooded, but on_flood callback will most likely be called
8133 -- over and over again every liquid update interval.
8135 -- Warning: making a liquid node 'floodable' will cause problems.
8137 preserve_metadata = function(pos, oldnode, oldmeta, drops),
8138 -- Called when oldnode is about be converted to an item, but before the
8139 -- node is deleted from the world or the drops are added. This is
8140 -- generally the result of either the node being dug or an attached node
8141 -- becoming detached.
8142 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
8143 -- drops is a table of ItemStacks, so any metadata to be preserved can
8144 -- be added directly to one or more of the dropped items. See
8145 -- "ItemStackMetaRef".
8148 after_place_node = function(pos, placer, itemstack, pointed_thing),
8149 -- Called after constructing node when node was placed using
8150 -- minetest.item_place_node / minetest.place_node.
8151 -- If return true no item is taken from itemstack.
8152 -- `placer` may be any valid ObjectRef or nil.
8155 after_dig_node = function(pos, oldnode, oldmetadata, digger),
8156 -- oldmetadata is in table format.
8157 -- Called after destructing node when node was dug using
8158 -- minetest.node_dig / minetest.dig_node.
8161 can_dig = function(pos, [player]),
8162 -- Returns true if node can be dug, or false if not.
8165 on_punch = function(pos, node, puncher, pointed_thing),
8166 -- default: minetest.node_punch
8167 -- Called when puncher (an ObjectRef) punches the node at pos.
8168 -- By default calls minetest.register_on_punchnode callbacks.
8170 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
8172 -- Called when clicker (an ObjectRef) used the 'place/build' key
8173 -- (not neccessarily an actual rightclick)
8174 -- while pointing at the node at pos with 'node' being the node table.
8175 -- itemstack will hold clicker's wielded item.
8176 -- Shall return the leftover itemstack.
8177 -- Note: pointed_thing can be nil, if a mod calls this function.
8178 -- This function does not get triggered by clients <=0.4.16 if the
8179 -- "formspec" node metadata field is set.
8181 on_dig = function(pos, node, digger),
8182 -- default: minetest.node_dig
8183 -- By default checks privileges, wears out item (if tool) and removes node.
8184 -- return true if the node was dug successfully, false otherwise.
8185 -- Deprecated: returning nil is the same as returning true.
8187 on_timer = function(pos, elapsed),
8189 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
8190 -- elapsed is the total time passed since the timer was started.
8191 -- return true to run the timer for another cycle with the same timeout
8194 on_receive_fields = function(pos, formname, fields, sender),
8195 -- fields = {name1 = value1, name2 = value2, ...}
8196 -- Called when an UI form (e.g. sign text input) returns data.
8197 -- See minetest.register_on_player_receive_fields for more info.
8200 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8201 -- Called when a player wants to move items inside the inventory.
8202 -- Return value: number of items allowed to move.
8204 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8205 -- Called when a player wants to put something into the inventory.
8206 -- Return value: number of items allowed to put.
8207 -- Return value -1: Allow and don't modify item count in inventory.
8209 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8210 -- Called when a player wants to take something out of the inventory.
8211 -- Return value: number of items allowed to take.
8212 -- Return value -1: Allow and don't modify item count in inventory.
8214 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8215 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8216 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8217 -- Called after the actual action has happened, according to what was
8221 on_blast = function(pos, intensity),
8222 -- intensity: 1.0 = mid range of regular TNT.
8223 -- If defined, called when an explosion touches the node, instead of
8224 -- removing the node.
8226 mod_origin = "modname",
8227 -- stores which mod actually registered a node
8228 -- if it can not find a source, returns "??"
8229 -- useful for getting what mod truly registered something
8230 -- example: if a node is registered as ":othermodname:nodename",
8231 -- nodename will show "othermodname", but mod_orgin will say "modname"
8237 Used by `minetest.register_craft`.
8242 output = "default:pick_stone",
8244 {"default:cobble", "default:cobble", "default:cobble"},
8245 {"", "default:stick", ""},
8246 {"", "default:stick", ""}, -- Also groups; e.g. "group:crumbly"
8248 replacements = <list of item pairs>,
8249 -- replacements: replace one input item with another item on crafting
8257 output = "mushrooms:mushroom_stew",
8260 "mushrooms:mushroom_brown",
8261 "mushrooms:mushroom_red",
8263 replacements = <list of item pairs>,
8269 type = "toolrepair",
8270 additional_wear = -0.02, -- multiplier of 65536
8273 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8274 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
8276 The wear of the output is determined by the wear of both tools, plus a
8277 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8278 you want `additional_wear` to be negative.
8280 The formula used to calculate the resulting wear is:
8282 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
8284 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8285 no crafting is possible.
8291 output = "default:glass",
8292 recipe = "default:sand",
8300 recipe = "bucket:bucket_lava",
8302 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8308 Used by `minetest.register_ore`.
8310 See [Ores] section above for essential information.
8313 ore_type = "scatter",
8315 ore = "default:stone_with_coal",
8318 -- Facedir rotation. Default is 0 (unchanged rotation)
8320 wherein = "default:stone",
8321 -- A list of nodenames is supported too
8323 clust_scarcity = 8 * 8 * 8,
8324 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8325 -- If the desired average distance between ores is 'd', set this to
8329 -- Number of ores in a cluster
8332 -- Size of the bounding box of the cluster.
8333 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8334 -- nodes are coal ore.
8338 -- Lower and upper limits for ore
8341 -- Attributes for the ore generation, see 'Ore attributes' section above
8343 noise_threshold = 0.5,
8344 -- If noise is above this threshold, ore is placed. Not needed for a
8345 -- uniform distribution.
8350 spread = {x = 100, y = 100, z = 100},
8355 -- NoiseParams structure describing one of the perlin noises used for
8356 -- ore distribution.
8357 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8358 -- Omit from "scatter" ore for a uniform ore distribution.
8359 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8362 biomes = {"desert", "rainforest"},
8363 -- List of biomes in which this ore occurs.
8364 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8365 -- being used does not support biomes.
8366 -- Can be a list of (or a single) biome names, IDs, or definitions.
8368 -- Type-specific parameters
8371 column_height_min = 1,
8372 column_height_max = 16,
8373 column_midpoint_factor = 0.5,
8379 spread = {x = 100, y = 100, z = 100},
8387 spread = {x = 100, y = 100, z = 100},
8394 random_factor = 1.0,
8397 np_stratum_thickness = {
8400 spread = {x = 100, y = 100, z = 100},
8405 stratum_thickness = 8,
8411 Used by `minetest.register_biome`.
8413 The maximum number of biomes that can be used is 65535. However, using an
8414 excessive number of biomes will slow down map generation. Depending on desired
8415 performance and computing power the practical limit is much lower.
8420 node_dust = "default:snow",
8421 -- Node dropped onto upper surface after all else is generated
8423 node_top = "default:dirt_with_snow",
8425 -- Node forming surface layer of biome and thickness of this layer
8427 node_filler = "default:permafrost",
8429 -- Node forming lower layer of biome and thickness of this layer
8431 node_stone = "default:bluestone",
8432 -- Node that replaces all stone nodes between roughly y_min and y_max.
8434 node_water_top = "default:ice",
8435 depth_water_top = 10,
8436 -- Node forming a surface layer in seawater with the defined thickness
8439 -- Node that replaces all seawater nodes not in the surface layer
8441 node_river_water = "default:ice",
8442 -- Node that replaces river water in mapgens that use
8443 -- default:river_water
8445 node_riverbed = "default:gravel",
8447 -- Node placed under river water and thickness of this layer
8449 node_cave_liquid = "default:lava_source",
8450 node_cave_liquid = {"default:water_source", "default:lava_source"},
8451 -- Nodes placed inside 50% of the medium size caves.
8452 -- Multiple nodes can be specified, each cave will use a randomly
8453 -- chosen node from the list.
8454 -- If this field is left out or 'nil', cave liquids fall back to
8455 -- classic behaviour of lava and water distributed using 3D noise.
8456 -- For no cave liquid, specify "air".
8458 node_dungeon = "default:cobble",
8459 -- Node used for primary dungeon structure.
8460 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8461 -- alias, if that is also absent, dungeon nodes fall back to the biome
8463 -- If present, the following two nodes are also used.
8465 node_dungeon_alt = "default:mossycobble",
8466 -- Node used for randomly-distributed alternative structure nodes.
8467 -- If alternative structure nodes are not wanted leave this absent for
8468 -- performance reasons.
8470 node_dungeon_stair = "stairs:stair_cobble",
8471 -- Node used for dungeon stairs.
8472 -- If absent, stairs fall back to 'node_dungeon'.
8476 -- Upper and lower limits for biome.
8477 -- Alternatively you can use xyz limits as shown below.
8479 max_pos = {x = 31000, y = 128, z = 31000},
8480 min_pos = {x = -31000, y = 9, z = -31000},
8481 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8482 -- Biome is limited to a cuboid defined by these positions.
8483 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8484 -- 31000 in 'max_pos'.
8487 -- Vertical distance in nodes above 'y_max' over which the biome will
8488 -- blend with the biome above.
8489 -- Set to 0 for no vertical blend. Defaults to 0.
8492 humidity_point = 50,
8493 -- Characteristic temperature and humidity for the biome.
8494 -- These values create 'biome points' on a voronoi diagram with heat and
8495 -- humidity as axes. The resulting voronoi cells determine the
8496 -- distribution of the biomes.
8497 -- Heat and humidity have average values of 50, vary mostly between
8498 -- 0 and 100 but can exceed these values.
8501 Decoration definition
8502 ---------------------
8504 See [Decoration types]. Used by `minetest.register_decoration`.
8507 deco_type = "simple",
8509 place_on = "default:dirt_with_grass",
8510 -- Node (or list of nodes) that the decoration can be placed on
8513 -- Size of the square divisions of the mapchunk being generated.
8514 -- Determines the resolution of noise variation if used.
8515 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8516 -- equal to the chunk size.
8519 -- The value determines 'decorations per surface node'.
8520 -- Used only if noise_params is not specified.
8521 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8522 -- a different and much faster method.
8527 spread = {x = 100, y = 100, z = 100},
8534 -- NoiseParams structure describing the perlin noise used for decoration
8536 -- A noise value is calculated for each square division and determines
8537 -- 'decorations per surface node' within each division.
8538 -- If the noise value >= 10.0 complete coverage is enabled and
8539 -- decoration placement uses a different and much faster method.
8541 biomes = {"Oceanside", "Hills", "Plains"},
8542 -- List of biomes in which this decoration occurs. Occurs in all biomes
8543 -- if this is omitted, and ignored if the Mapgen being used does not
8545 -- Can be a list of (or a single) biome names, IDs, or definitions.
8549 -- Lower and upper limits for decoration.
8550 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8552 spawn_by = "default:water",
8553 -- Node (or list of nodes) that the decoration only spawns next to.
8554 -- Checks two horizontal planes of 8 neighbouring nodes (including
8555 -- diagonal neighbours), one plane level with the 'place_on' node and a
8556 -- plane one node above that.
8559 -- Number of spawn_by nodes that must be surrounding the decoration
8560 -- position to occur.
8561 -- If absent or -1, decorations occur next to any nodes.
8563 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8564 -- Flags for all decoration types.
8565 -- "liquid_surface": Instead of placement on the highest solid surface
8566 -- in a mapchunk column, placement is on the highest liquid surface.
8567 -- Placement is disabled if solid nodes are found above the liquid
8569 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8570 -- by the decoration.
8571 -- "all_floors", "all_ceilings": Instead of placement on the highest
8572 -- surface in a mapchunk the decoration is placed on all floor and/or
8573 -- ceiling surfaces, for example in caves and dungeons.
8574 -- Ceiling decorations act as an inversion of floor decorations so the
8575 -- effect of 'place_offset_y' is inverted.
8576 -- Y-slice probabilities do not function correctly for ceiling
8577 -- schematic decorations as the behaviour is unchanged.
8578 -- If a single decoration registration has both flags the floor and
8579 -- ceiling decorations will be aligned vertically.
8581 ----- Simple-type parameters
8583 decoration = "default:grass",
8584 -- The node name used as the decoration.
8585 -- If instead a list of strings, a randomly selected node from the list
8586 -- is placed as the decoration.
8589 -- Decoration height in nodes.
8590 -- If height_max is not 0, this is the lower limit of a randomly
8594 -- Upper limit of the randomly selected height.
8595 -- If absent, the parameter 'height' is used as a constant.
8598 -- Param2 value of decoration nodes.
8599 -- If param2_max is not 0, this is the lower limit of a randomly
8603 -- Upper limit of the randomly selected param2.
8604 -- If absent, the parameter 'param2' is used as a constant.
8607 -- Y offset of the decoration base node relative to the standard base
8609 -- Can be positive or negative. Default is 0.
8610 -- Effect is inverted for "all_ceilings" decorations.
8611 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8612 -- to the 'place_on' node.
8614 ----- Schematic-type parameters
8616 schematic = "foobar.mts",
8617 -- If schematic is a string, it is the filepath relative to the current
8618 -- working directory of the specified Minetest schematic file.
8619 -- Could also be the ID of a previously registered schematic.
8622 size = {x = 4, y = 6, z = 4},
8624 {name = "default:cobble", param1 = 255, param2 = 0},
8625 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8626 {name = "air", param1 = 255, param2 = 0},
8630 {ypos = 2, prob = 128},
8631 {ypos = 5, prob = 64},
8635 -- Alternative schematic specification by supplying a table. The fields
8636 -- size and data are mandatory whereas yslice_prob is optional.
8637 -- See 'Schematic specifier' for details.
8639 replacements = {["oldname"] = "convert_to", ...},
8641 flags = "place_center_x, place_center_y, place_center_z",
8642 -- Flags for schematic decorations. See 'Schematic attributes'.
8645 -- Rotation can be "0", "90", "180", "270", or "random"
8648 -- If the flag 'place_center_y' is set this parameter is ignored.
8649 -- Y offset of the schematic base node layer relative to the 'place_on'
8651 -- Can be positive or negative. Default is 0.
8652 -- Effect is inverted for "all_ceilings" decorations.
8653 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8654 -- to the 'place_on' node.
8657 Chat command definition
8658 -----------------------
8660 Used by `minetest.register_chatcommand`.
8663 params = "<name> <privilege>", -- Short parameter description
8665 description = "Remove privilege from player", -- Full description
8667 privs = {privs=true}, -- Require the "privs" privilege to run
8669 func = function(name, param),
8670 -- Called when command is run. Returns boolean success and text output.
8671 -- Special case: The help message is shown to the player if `func`
8672 -- returns false without a text output.
8675 Note that in params, use of symbols is as follows:
8677 * `<>` signifies a placeholder to be replaced when the command is used. For
8678 example, when a player name is needed: `<name>`
8679 * `[]` signifies param is optional and not required when the command is used.
8680 For example, if you require param1 but param2 is optional:
8681 `<param1> [<param2>]`
8682 * `|` signifies exclusive or. The command requires one param from the options
8683 provided. For example: `<param1> | <param2>`
8684 * `()` signifies grouping. For example, when param1 and param2 are both
8685 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8687 Privilege definition
8688 --------------------
8690 Used by `minetest.register_privilege`.
8694 -- Privilege description
8696 give_to_singleplayer = true,
8697 -- Whether to grant the privilege to singleplayer.
8699 give_to_admin = true,
8700 -- Whether to grant the privilege to the server admin.
8701 -- Uses value of 'give_to_singleplayer' by default.
8703 on_grant = function(name, granter_name),
8704 -- Called when given to player 'name' by 'granter_name'.
8705 -- 'granter_name' will be nil if the priv was granted by a mod.
8707 on_revoke = function(name, revoker_name),
8708 -- Called when taken from player 'name' by 'revoker_name'.
8709 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8711 -- Note that the above two callbacks will be called twice if a player is
8712 -- responsible, once with the player name, and then with a nil player
8714 -- Return true in the above callbacks to stop register_on_priv_grant or
8715 -- revoke being called.
8718 Detached inventory callbacks
8719 ----------------------------
8721 Used by `minetest.create_detached_inventory`.
8724 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8725 -- Called when a player wants to move items inside the inventory.
8726 -- Return value: number of items allowed to move.
8728 allow_put = function(inv, listname, index, stack, player),
8729 -- Called when a player wants to put something into the inventory.
8730 -- Return value: number of items allowed to put.
8731 -- Return value -1: Allow and don't modify item count in inventory.
8733 allow_take = function(inv, listname, index, stack, player),
8734 -- Called when a player wants to take something out of the inventory.
8735 -- Return value: number of items allowed to take.
8736 -- Return value -1: Allow and don't modify item count in inventory.
8738 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8739 on_put = function(inv, listname, index, stack, player),
8740 on_take = function(inv, listname, index, stack, player),
8741 -- Called after the actual action has happened, according to what was
8751 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8754 hud_elem_type = "image", -- See HUD element types
8755 -- Type of element, can be "image", "text", "statbar", "inventory",
8756 -- "compass" or "minimap"
8758 position = {x=0.5, y=0.5},
8759 -- Left corner position of element
8763 scale = {x = 2, y = 2},
8772 -- Selected item in inventory. 0 for no item selected.
8775 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8777 alignment = {x=0, y=0},
8779 offset = {x=0, y=0},
8781 size = { x=100, y=100 },
8782 -- Size of element in pixels
8785 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8788 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8794 Used by `minetest.add_particle`.
8797 pos = {x=0, y=0, z=0},
8798 velocity = {x=0, y=0, z=0},
8799 acceleration = {x=0, y=0, z=0},
8800 -- Spawn particle at pos with velocity and acceleration
8803 -- Disappears after expirationtime seconds
8806 -- Scales the visual size of the particle texture.
8807 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8808 -- particle (just like actual node dig particles).
8810 collisiondetection = false,
8811 -- If true collides with `walkable` nodes and, depending on the
8812 -- `object_collision` field, objects too.
8814 collision_removal = false,
8815 -- If true particle is removed when it collides.
8816 -- Requires collisiondetection = true to have any effect.
8818 object_collision = false,
8819 -- If true particle collides with objects that are defined as
8820 -- `physical = true,` and `collide_with_objects = true,`.
8821 -- Requires collisiondetection = true to have any effect.
8824 -- If true faces player using y axis only
8826 texture = "image.png",
8827 -- The texture of the particle
8829 playername = "singleplayer",
8830 -- Optional, if specified spawns particle only on the player's client
8832 animation = {Tile Animation definition},
8833 -- Optional, specifies how to animate the particle texture
8836 -- Optional, specify particle self-luminescence in darkness.
8839 node = {name = "ignore", param2 = 0},
8840 -- Optional, if specified the particle will have the same appearance as
8841 -- node dig particles for the given node.
8842 -- `texture` and `animation` will be ignored if this is set.
8845 -- Optional, only valid in combination with `node`
8846 -- If set to a valid number 1-6, specifies the tile from which the
8847 -- particle texture is picked.
8848 -- Otherwise, the default behavior is used. (currently: any random tile)
8852 `ParticleSpawner` definition
8853 ----------------------------
8855 Used by `minetest.add_particlespawner`.
8859 -- Number of particles spawned over the time period `time`.
8862 -- Lifespan of spawner in seconds.
8863 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8864 -- a per-second basis.
8866 minpos = {x=0, y=0, z=0},
8867 maxpos = {x=0, y=0, z=0},
8868 minvel = {x=0, y=0, z=0},
8869 maxvel = {x=0, y=0, z=0},
8870 minacc = {x=0, y=0, z=0},
8871 maxacc = {x=0, y=0, z=0},
8876 -- The particles' properties are random values between the min and max
8878 -- applies to: pos, velocity, acceleration, expirationtime, size
8879 -- If `node` is set, min and maxsize can be set to 0 to spawn
8880 -- randomly-sized particles (just like actual node dig particles).
8882 collisiondetection = false,
8883 -- If true collide with `walkable` nodes and, depending on the
8884 -- `object_collision` field, objects too.
8886 collision_removal = false,
8887 -- If true particles are removed when they collide.
8888 -- Requires collisiondetection = true to have any effect.
8890 object_collision = false,
8891 -- If true particles collide with objects that are defined as
8892 -- `physical = true,` and `collide_with_objects = true,`.
8893 -- Requires collisiondetection = true to have any effect.
8895 attached = ObjectRef,
8896 -- If defined, particle positions, velocities and accelerations are
8897 -- relative to this object's position and yaw
8900 -- If true face player using y axis only
8902 texture = "image.png",
8903 -- The texture of the particle
8905 playername = "singleplayer",
8906 -- Optional, if specified spawns particles only on the player's client
8908 animation = {Tile Animation definition},
8909 -- Optional, specifies how to animate the particles' texture
8912 -- Optional, specify particle self-luminescence in darkness.
8915 node = {name = "ignore", param2 = 0},
8916 -- Optional, if specified the particles will have the same appearance as
8917 -- node dig particles for the given node.
8918 -- `texture` and `animation` will be ignored if this is set.
8921 -- Optional, only valid in combination with `node`
8922 -- If set to a valid number 1-6, specifies the tile from which the
8923 -- particle texture is picked.
8924 -- Otherwise, the default behavior is used. (currently: any random tile)
8927 `HTTPRequest` definition
8928 ------------------------
8930 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8933 url = "http://example.org",
8936 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8938 method = "GET", "POST", "PUT" or "DELETE"
8939 -- The http method to use. Defaults to "GET".
8941 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8942 -- Data for the POST, PUT or DELETE request.
8943 -- Accepts both a string and a table. If a table is specified, encodes
8944 -- table as x-www-form-urlencoded key-value pairs.
8946 user_agent = "ExampleUserAgent",
8947 -- Optional, if specified replaces the default minetest user agent with
8950 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8951 -- Optional, if specified adds additional headers to the HTTP request.
8952 -- You must make sure that the header strings follow HTTP specification
8956 -- Optional, if true performs a multipart HTTP request.
8957 -- Default is false.
8958 -- Post only, data must be array
8960 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8961 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8964 `HTTPRequestResult` definition
8965 ------------------------------
8967 Passed to `HTTPApiTable.fetch` callback. Returned by
8968 `HTTPApiTable.fetch_async_get`.
8972 -- If true, the request has finished (either succeeded, failed or timed
8976 -- If true, the request was successful
8979 -- If true, the request timed out
8987 Authentication handler definition
8988 ---------------------------------
8990 Used by `minetest.register_authentication_handler`.
8993 get_auth = function(name),
8994 -- Get authentication data for existing player `name` (`nil` if player
8996 -- Returns following structure:
8997 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8999 create_auth = function(name, password),
9000 -- Create new auth data for player `name`.
9001 -- Note that `password` is not plain-text but an arbitrary
9002 -- representation decided by the engine.
9004 delete_auth = function(name),
9005 -- Delete auth data of player `name`.
9006 -- Returns boolean indicating success (false if player is nonexistent).
9008 set_password = function(name, password),
9009 -- Set password of player `name` to `password`.
9010 -- Auth data should be created if not present.
9012 set_privileges = function(name, privileges),
9013 -- Set privileges of player `name`.
9014 -- `privileges` is in table form, auth data should be created if not
9017 reload = function(),
9018 -- Reload authentication data from the storage location.
9019 -- Returns boolean indicating success.
9021 record_login = function(name),
9022 -- Called when player joins, used for keeping track of last_login
9024 iterate = function(),
9025 -- Returns an iterator (use with `for` loops) for all player names
9026 -- currently in the auth database
9032 Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
9034 See http://bitop.luajit.org/ for advanced information.