1 Minetest Lua Modding API Reference 0.4.14
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
213 This will make Minetest to convert things called name to things called
216 This can be used for maintaining backwards compatibility.
218 This can be also used for setting quick access names for things, e.g. if
219 you have an item called `epiclylongmodname:stuff`, you could do
221 minetest.register_alias("stuff", "epiclylongmodname:stuff")
223 and be able to use `/giveme stuff`.
227 Mods should generally prefix their textures with `modname_`, e.g. given
228 the mod name `foomod`, a texture could be called:
232 Textures are referred to by their complete name, or alternatively by
233 stripping out the file extension:
235 * e.g. `foomod_foothing.png`
236 * e.g. `foomod_foothing`
240 There are various texture modifiers that can be used
241 to generate textures on-the-fly.
243 ### Texture overlaying
244 Textures can be overlaid by putting a `^` between them.
248 default_dirt.png^default_grass_side.png
250 `default_grass_side.png` is overlayed over `default_dirt.png`.
251 The texture with the lower resolution will be automatically upscaled to
252 the higher resolution texture.
255 Textures can be grouped together by enclosing them in `(` and `)`.
257 Example: `cobble.png^(thing1.png^thing2.png)`
259 A texture for `thing1.png^thing2.png` is created and the resulting
260 texture is overlaid over `cobble.png`.
262 ### Advanced texture modifiers
264 #### `[crack:<n>:<p>`
265 * `<n>` = animation frame count
266 * `<p>` = current animation frame
268 Draw a step of the crack animation on the texture.
272 default_cobble.png^[crack:10:1
274 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
279 * `<file>` = texture to combine
281 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
282 specified coordinates.
286 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
288 #### `[resize:<w>x<h>`
289 Resizes the texture to the given dimensions.
293 default_sandstone.png^[resize:16x16
296 Brightens the texture.
300 tnt_tnt_side.png^[brighten
303 Makes the texture completely opaque.
307 default_leaves.png^[noalpha
309 #### `[makealpha:<r>,<g>,<b>`
310 Convert one color to transparency.
314 default_cobble.png^[makealpha:128,128,128
317 * `<t>` = transformation(s) to apply
319 Rotates and/or flips the image.
321 `<t>` can be a number (between 0 and 7) or a transform name.
322 Rotations are counter-clockwise.
325 1 R90 rotate by 90 degrees
326 2 R180 rotate by 180 degrees
327 3 R270 rotate by 270 degrees
329 5 FXR90 flip X then rotate by 90 degrees
331 7 FYR90 flip Y then rotate by 90 degrees
335 default_stone.png^[transformFXR90
337 #### `[inventorycube{<top>{<left>{<right>`
338 `^` is replaced by `&` in texture names.
340 Create an inventory cube texture using the side textures.
344 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
346 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
347 `dirt.png^grass_side.png` textures
349 #### `[lowpart:<percent>:<file>`
350 Blit the lower `<percent>`% part of `<file>` on the texture.
354 base.png^[lowpart:25:overlay.png
356 #### `[verticalframe:<t>:<n>`
357 * `<t>` = animation frame count
358 * `<n>` = current animation frame
360 Crops the texture to a frame of a vertical animation.
364 default_torch_animated.png^[verticalframe:16:8
367 Apply a mask to the base image.
369 The mask is applied using binary AND.
371 #### `[colorize:<color>:<ratio>`
372 Colorize the textures with the given color.
373 `<color>` is specified as a `ColorString`.
374 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
375 it is an int, then it specifies how far to interpolate between the
376 colors where 0 is only the texture color and 255 is only `<color>`. If
377 omitted, the alpha of `<color>` will be used as the ratio. If it is
378 the word "`alpha`", then each texture pixel will contain the RGB of
379 `<color>` and the alpha of `<color>` multiplied by the alpha of the
384 Only Ogg Vorbis files are supported.
386 For positional playing of sounds, only single-channel (mono) files are
387 supported. Otherwise OpenAL will play them non-positionally.
389 Mods should generally prefix their sounds with `modname_`, e.g. given
390 the mod name "`foomod`", a sound could be called:
394 Sounds are referred to by their name with a dot, a single digit and the
395 file extension stripped out. When a sound is played, the actual sound file
396 is chosen randomly from the matching sounds.
398 When playing the sound `foomod_foosound`, the sound is chosen randomly
399 from the available ones of the following files:
401 * `foomod_foosound.ogg`
402 * `foomod_foosound.0.ogg`
403 * `foomod_foosound.1.ogg`
405 * `foomod_foosound.9.ogg`
407 Examples of sound parameter tables:
409 -- Play location-less on all clients
411 gain = 1.0, -- default
413 -- Play location-less to a player
416 gain = 1.0, -- default
418 -- Play in a location
421 gain = 1.0, -- default
422 max_hear_distance = 32, -- default, uses an euclidean metric
424 -- Play connected to an object, looped
426 object = <an ObjectRef>,
427 gain = 1.0, -- default
428 max_hear_distance = 32, -- default, uses an euclidean metric
429 loop = true, -- only sounds connected to objects can be looped
432 ### `SimpleSoundSpec`
434 * e.g. `"default_place_node"`
436 * e.g. `{name="default_place_node"}`
437 * e.g. `{name="default_place_node", gain=1.0}`
439 Registered definitions of stuff
440 -------------------------------
441 Anything added using certain `minetest.register_*` functions get added to
442 the global `minetest.registered_*` tables.
444 * `minetest.register_entity(name, prototype table)`
445 * added to `minetest.registered_entities[name]`
447 * `minetest.register_node(name, node definition)`
448 * added to `minetest.registered_items[name]`
449 * added to `minetest.registered_nodes[name]`
451 * `minetest.register_tool(name, item definition)`
452 * added to `minetest.registered_items[name]`
454 * `minetest.register_craftitem(name, item definition)`
455 * added to `minetest.registered_items[name]`
457 * `minetest.register_biome(biome definition)`
458 * returns an integer uniquely identifying the registered biome
459 * added to `minetest.registered_biome` with the key of `biome.name`
460 * if `biome.name` is nil, the key is the returned ID
462 * `minetest.register_ore(ore definition)`
463 * returns an integer uniquely identifying the registered ore
464 * added to `minetest.registered_ores` with the key of `ore.name`
465 * if `ore.name` is nil, the key is the returned ID
467 * `minetest.register_decoration(decoration definition)`
468 * returns an integer uniquely identifying the registered decoration
469 * added to `minetest.registered_decorations` with the key of `decoration.name`
470 * if `decoration.name` is nil, the key is the returned ID
472 * `minetest.register_schematic(schematic definition)`
473 * returns an integer uniquely identifying the registered schematic
474 * added to `minetest.registered_schematic` with the key of `schematic.name`
475 * if `schematic.name` is nil, the key is the returned ID
476 * if the schematic is loaded from a file, schematic.name is set to the filename
477 * if the function is called when loading the mod, and schematic.name is a relative
478 path, then the current mod path will be prepended to the schematic filename
480 * `minetest.clear_registered_biomes()`
481 * clears all biomes currently registered
483 * `minetest.clear_registered_ores()`
484 * clears all ores currently registered
486 * `minetest.clear_registered_decorations()`
487 * clears all decorations currently registered
489 * `minetest.clear_registered_schematics()`
490 * clears all schematics currently registered
492 Note that in some cases you will stumble upon things that are not contained
493 in these tables (e.g. when a mod has been removed). Always check for
494 existence before trying to access the fields.
496 Example: If you want to check the drawtype of a node, you could do:
498 local function get_nodedef_field(nodename, fieldname)
499 if not minetest.registered_nodes[nodename] then
502 return minetest.registered_nodes[nodename][fieldname]
504 local drawtype = get_nodedef_field(nodename, "drawtype")
506 Example: `minetest.get_item_group(name, group)` has been implemented as:
508 function minetest.get_item_group(name, group)
509 if not minetest.registered_items[name] or not
510 minetest.registered_items[name].groups[group] then
513 return minetest.registered_items[name].groups[group]
518 Nodes are the bulk data of the world: cubes and other things that take the
519 space of a cube. Huge amounts of them are handled efficiently, but they
522 The definition of a node is stored and can be accessed by name in
524 minetest.registered_nodes[node.name]
526 See "Registered definitions of stuff".
528 Nodes are passed by value between Lua and the engine.
529 They are represented by a table:
531 {name="name", param1=num, param2=num}
533 `param1` and `param2` are 8-bit integers. The engine uses them for certain
534 automated functions. If you don't use these functions, you can use them to
535 store arbitrary values.
537 The functions of `param1` and `param2` are determined by certain fields in the
540 `param1` is reserved for the engine when `paramtype != "none"`:
543 ^ The value stores light with and without sun in its upper and lower 4 bits
544 respectively. Allows light to propagate from or through the node with
545 light value falling by 1 per node. This is essential for a light source
546 node to spread its light.
548 `param2` is reserved for the engine when any of these are used:
550 liquidtype == "flowing"
551 ^ The level and some flags of the liquid is stored in param2
552 drawtype == "flowingliquid"
553 ^ The drawn liquid level is read from param2
554 drawtype == "torchlike"
555 drawtype == "signlike"
556 paramtype2 == "wallmounted"
557 ^ The rotation of the node is stored in param2. You can make this value
558 by using minetest.dir_to_wallmounted().
559 paramtype2 == "facedir"
560 ^ The rotation of the node is stored in param2. Furnaces and chests are
561 rotated this way. Can be made by using minetest.dir_to_facedir().
563 facedir / 4 = axis direction:
564 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
565 facedir modulo 4 = rotation around that axis
566 paramtype2 == "leveled"
567 paramtype2 == "degrotate"
568 ^ The rotation of this node is stored in param2. Plants are rotated this way.
569 Values range 0 - 179. The value stored in param2 is multiplied by two to
570 get the actual rotation of the node.
574 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
577 ^ defines list of collision boxes for the node. If empty, collision boxes
578 will be the same as nodeboxes, in case of any other nodes will be full cube
579 as in the example above.
581 Nodes can also contain extra data. See "Node Metadata".
585 There are a bunch of different looking node types.
587 Look for examples in `games/minimal` or `games/minetest_game`.
595 * `glasslike_framed_optional`
597 * `allfaces_optional`
604 * `nodebox` -- See below. (**Experimental!**)
605 * `mesh` -- use models for nodes
607 `*_optional` drawtypes need less rendering time if deactivated (always client side).
611 Node selection boxes are defined using "node boxes"
613 The `nodebox` node drawtype allows defining visual of nodes consisting of
614 arbitrary number of boxes. It allows defining stuff like stairs. Only the
615 `fixed` and `leveled` box type is supported for these.
617 Please note that this is still experimental, and may be incompatibly
618 changed in the future.
620 A nodebox is defined as any of:
623 -- A normal cube; the default in most things
627 -- A fixed box (facedir param2 is used, if applicable)
629 fixed = box OR {box1, box2, ...}
632 -- A box like the selection box for torches
633 -- (wallmounted param2 is used, if applicable)
634 type = "wallmounted",
640 -- A node that has optional boxes depending on neighbouring nodes'
641 -- presence and type. See also `connects_to`.
643 fixed = box OR {box1, box2, ...}
644 connect_top = box OR {box1, box2, ...}
645 connect_bottom = box OR {box1, box2, ...}
646 connect_front = box OR {box1, box2, ...}
647 connect_left = box OR {box1, box2, ...}
648 connect_back = box OR {box1, box2, ...}
649 connect_right = box OR {box1, box2, ...}
652 A `box` is defined as:
654 {x1, y1, z1, x2, y2, z2}
656 A box of a regular node would look like:
658 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
660 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
661 set to level from `param2`.
666 If drawtype `mesh` is used, tiles should hold model materials textures.
667 Only static meshes are implemented.
668 For supported model formats see Irrlicht engine documentation.
673 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
677 Offset that the noise is translated by (i.e. added) after calculation.
680 Factor that the noise is scaled by (i.e. multiplied) after calculation.
683 Vector containing values by which each coordinate is divided by before calculation.
684 Higher spread values result in larger noise features.
686 A value of `{x=250, y=250, z=250}` is common.
689 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
690 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
693 Number of times the noise gradient is accumulated into the noise.
695 Increase this number to increase the amount of detail in the resulting noise.
697 A value of `6` is common.
700 Factor by which the effect of the noise gradient function changes with each successive octave.
702 Values less than `1` make the details of successive octaves' noise diminish, while values
703 greater than `1` make successive octaves stronger.
705 A value of `0.6` is common.
708 Factor by which the noise feature sizes change with each successive octave.
710 A value of `2.0` is common.
713 Leave this field unset for no special handling.
715 Currently supported are `defaults`, `eased` and `absvalue`.
718 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
722 Maps noise gradient values onto a quintic S-curve before performing interpolation.
723 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
724 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
727 Accumulates the absolute value of each noise gradient result.
729 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
733 spread = {x=500, y=500, z=500},
738 flags = "defaults, absvalue"
740 ^ A single noise parameter table can be used to get 2D or 3D noise,
741 when getting 2D noise spread.z is ignored.
746 These tell in what manner the ore is generated.
748 All default ores are of the uniformly-distributed scatter type.
751 Randomly chooses a location and generates a cluster of ore.
753 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
754 that point is greater than the `noise_threshold`, giving the ability to create
755 a non-equal distribution of ore.
758 Creates a sheet of ore in a blob shape according to the 2D perlin noise
759 described by `noise_params` and `noise_threshold`. This is essentially an
760 improved version of the so-called "stratus" ore seen in some unofficial mods.
762 This sheet consists of vertical columns of uniform randomly distributed height,
763 varying between the inclusive range `column_height_min` and `column_height_max`.
764 If `column_height_min` is not specified, this parameter defaults to 1.
765 If `column_height_max` is not specified, this parameter defaults to `clust_size`
766 for reverse compatibility. New code should prefer `column_height_max`.
768 The `column_midpoint_factor` parameter controls the position of the column at which
769 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
770 columns grow equally starting from each direction. `column_midpoint_factor` is a
771 decimal number ranging in value from 0 to 1. If this parameter is not specified,
774 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
777 Creates a sheet of ore in a cloud-like puff shape.
779 As with the `sheet` ore type, the size and shape of puffs are described by
780 `noise_params` and `noise_threshold` and are placed at random vertical positions
781 within the currently generated chunk.
783 The vertical top and bottom displacement of each puff are determined by the noise
784 parameters `np_puff_top` and `np_puff_bottom`, respectively.
788 Creates a deformed sphere of ore according to 3d perlin noise described by
789 `noise_params`. The maximum size of the blob is `clust_size`, and
790 `clust_scarcity` has the same meaning as with the `scatter` type.
793 Creates veins of ore varying in density by according to the intersection of two
794 instances of 3d perlin noise with diffferent seeds, both described by
795 `noise_params`. `random_factor` varies the influence random chance has on
796 placement of an ore inside the vein, which is `1` by default. Note that
797 modifying this parameter may require adjusting `noise_threshold`.
798 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
799 by this ore type. This ore type is difficult to control since it is sensitive
800 to small changes. The following is a decent set of parameters to work from:
805 spread = {x=200, y=200, z=200},
811 noise_threshold = 1.6
813 WARNING: Use this ore type *very* sparingly since it is ~200x more
814 computationally expensive than any other ore.
818 See section "Flag Specifier Format".
820 Currently supported flags: `absheight`
823 Also produce this same ore between the height range of `-y_max` and `-y_min`.
825 Useful for having ore in sky realms without having to duplicate ore entries.
828 If set, puff ore generation will not taper down large differences in displacement
829 when approaching the edge of a puff. This flag has no effect for ore types other
832 ### `puff_additive_composition`
833 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
834 negative displacement, the sub-column at that point is not generated. With this
835 attribute set, puff ore generation will instead generate the absolute difference in
836 noise displacement values. This flag has no effect for ore types other than `puff`.
840 The varying types of decorations that can be placed.
843 Creates a 1 times `H` times 1 column of a specified node (or a random node from
844 a list, if a decoration list is specified). Can specify a certain node it must
845 spawn next to, such as water or lava, for example. Can also generate a
846 decoration of random height between a specified lower and upper bound.
847 This type of decoration is intended for placement of grass, flowers, cacti,
848 papyri, waterlilies and so on.
851 Copies a box of `MapNodes` from a specified schematic file (or raw description).
852 Can specify a probability of a node randomly appearing when placed.
853 This decoration type is intended to be used for multi-node sized discrete
854 structures, such as trees, cave spikes, rocks, and so on.
859 A schematic specifier identifies a schematic by either a filename to a
860 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
861 in the form of a table. This table specifies the following fields:
863 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
864 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
865 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
866 * The `data` field is a flat table of MapNode tables making up the schematic,
867 in the order of `[z [y [x]]]`. (required)
868 Each MapNode table contains:
869 * `name`: the name of the map node to place (required)
870 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
871 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
872 * `force_place`: boolean representing if the node should forcibly overwrite any
873 previous contents (default: false)
875 About probability values:
876 * A probability value of `0` or `1` means that node will never appear (0% chance).
877 * A probability value of `254` or `255` means the node will always appear (100% chance).
878 * If the probability value `p` is greater than `1`, then there is a
879 `(p / 256 * 100)` percent chance that node will appear when the schematic is
885 See section "Flag Specifier Format".
887 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
890 * `place_center_x`: Placement of this decoration is centered along the X axis.
891 * `place_center_y`: Placement of this decoration is centered along the Y axis.
892 * `place_center_z`: Placement of this decoration is centered along the Z axis.
893 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
898 The position field is used for all element types.
900 To account for differing resolutions, the position coordinates are the percentage
901 of the screen, ranging in value from `0` to `1`.
903 The name field is not yet used, but should contain a description of what the
904 HUD element represents. The direction field is the direction in which something
907 `0` draws from left to right, `1` draws from right to left, `2` draws from
908 top to bottom, and `3` draws from bottom to top.
910 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
911 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
912 Fractional values can be used.
914 The `offset` field specifies a pixel offset from the position. Contrary to position,
915 the offset is not scaled to screen size. This allows for some precisely-positioned
918 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
920 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
922 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
923 in the experimental stages.
926 Displays an image on the HUD.
928 * `scale`: The scale of the image, with 1 being the original texture size.
929 Only the X coordinate scale is used (positive values).
930 Negative values represent that percentage of the screen it
931 should take; e.g. `x=-100` means 100% (width).
932 * `text`: The name of the texture that is displayed.
933 * `alignment`: The alignment of the image.
934 * `offset`: offset in pixels from position.
937 Displays text on the HUD.
939 * `scale`: Defines the bounding rectangle of the text.
940 A value such as `{x=100, y=100}` should work.
941 * `text`: The text to be displayed in the HUD element.
942 * `number`: An integer containing the RGB value of the color used to draw the text.
943 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
944 * `alignment`: The alignment of the text.
945 * `offset`: offset in pixels from position.
948 Displays a horizontal bar made up of half-images.
950 * `text`: The name of the texture that is used.
951 * `number`: The number of half-textures that are displayed.
952 If odd, will end with a vertically center-split texture.
954 * `offset`: offset in pixels from position.
955 * `size`: If used, will force full-image size to this value (override texture pack image size)
958 * `text`: The name of the inventory list to be displayed.
959 * `number`: Number of items in the inventory to be displayed.
960 * `item`: Position of item that is selected.
962 * `offset`: offset in pixels from position.
965 Displays distance to selected world position.
967 * `name`: The name of the waypoint.
968 * `text`: Distance suffix. Can be blank.
969 * `number:` An integer containing the RGB value of the color used to draw the text.
970 * `world_pos`: World position of the waypoint.
972 Representations of simple things
973 --------------------------------
977 {x=num, y=num, z=num}
979 For helper functions see "Vector helpers".
983 * `{type="node", under=pos, above=pos}`
984 * `{type="object", ref=ObjectRef}`
986 Flag Specifier Format
987 ---------------------
988 Flags using the standardized flag specifier format can be specified in either of
989 two ways, by string or table.
991 The string format is a comma-delimited set of flag names; whitespace and
992 unrecognized flag fields are ignored. Specifying a flag in the string sets the
993 flag, and specifying a flag prefixed by the string `"no"` explicitly
994 clears the flag from whatever the default may be.
996 In addition to the standard string flag format, the schematic flags field can
997 also be a table of flag names to boolean values representing whether or not the
998 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
999 is present, mapped to a boolean of any value, the specified flag is unset.
1001 E.g. A flag field of value
1003 {place_center_x = true, place_center_y=false, place_center_z=true}
1007 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1009 which is equivalent to
1011 "place_center_x, noplace_center_y, place_center_z"
1015 "place_center_x, place_center_z"
1017 since, by default, no schematic attributes are set.
1023 There are three kinds of items: nodes, tools and craftitems.
1025 * Node (`register_node`): A node from the world.
1026 * Tool (`register_tool`): A tool/weapon that can dig and damage
1027 things according to `tool_capabilities`.
1028 * Craftitem (`register_craftitem`): A miscellaneous item.
1031 Items and item stacks can exist in three formats: Serializes, table format
1035 This is called "stackstring" or "itemstring":
1037 * e.g. `'default:dirt 5'`
1038 * e.g. `'default:pick_wood 21323'`
1039 * e.g. `'default:apple'`
1046 {name="default:dirt", count=5, wear=0, metadata=""}
1048 A wooden pick about 1/3 worn out:
1050 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1054 {name="default:apple", count=1, wear=0, metadata=""}
1057 A native C++ format with many helper methods. Useful for converting
1058 between formats. See the Class reference section for details.
1060 When an item must be passed to a function, it can usually be in any of
1066 In a number of places, there is a group table. Groups define the
1067 properties of a thing (item, node, armor of entity, capabilities of
1068 tool) in such a way that the engine and other mods can can interact with
1069 the thing without actually knowing what the thing is.
1072 Groups are stored in a table, having the group names with keys and the
1073 group ratings as values. For example:
1075 groups = {crumbly=3, soil=1}
1078 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1079 -- ^ A more special dirt-kind of thing
1081 Groups always have a rating associated with them. If there is no
1082 useful meaning for a rating for an enabled group, it shall be `1`.
1084 When not defined, the rating of a group defaults to `0`. Thus when you
1085 read groups, you must interpret `nil` and `0` as the same value, `0`.
1087 You can read the rating of a group for an item or a node by using
1089 minetest.get_item_group(itemname, groupname)
1092 Groups of items can define what kind of an item it is (e.g. wool).
1095 In addition to the general item things, groups are used to define whether
1096 a node is destroyable and how long it takes to destroy by a tool.
1098 ### Groups of entities
1099 For entities, groups are, as of now, used only for calculating damage.
1100 The rating is the percentage of damage caused by tools with this damage group.
1101 See "Entity damage mechanism".
1103 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1104 object.set_armor_groups({fleshy=30, cracky=80})
1107 Groups in tools define which groups of nodes and entities they are
1110 ### Groups in crafting recipes
1111 An example: Make meat soup from any meat, any water and any bowl:
1114 output = 'food:meat_soup_raw',
1120 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1123 Another example: Make red wool from white wool and red dye:
1127 output = 'wool:red',
1128 recipe = {'wool:white', 'group:dye,basecolor_red'},
1132 * `immortal`: Disables the group damage system for an entity
1133 * `level`: Can be used to give an additional sense of progression in the game.
1134 * A larger level will cause e.g. a weapon of a lower level make much less
1135 damage, and get worn out much faster, or not be able to get drops
1136 from destroyed nodes.
1137 * `0` is something that is directly accessible at the start of gameplay
1138 * There is no upper limit
1139 * `dig_immediate`: (player can always pick up node without tool wear)
1140 * `2`: node is removed without tool wear after 0.5 seconds or so
1142 * `3`: node is removed without tool wear immediately (torch)
1143 * `disable_jump`: Player (and possibly other things) cannot jump from node
1144 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1145 * `bouncy`: value is bounce speed in percent
1146 * `falling_node`: if there is no walkable block under the node it will fall
1147 * `attached_node`: if the node under it is not a walkable block the node will be
1148 dropped as an item. If the node is wallmounted the wallmounted direction is
1150 * `soil`: saplings will grow on nodes in this group
1151 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1152 connect to each other
1154 ### Known damage and digging time defining groups
1155 * `crumbly`: dirt, sand
1156 * `cracky`: tough but crackable stuff like stone.
1157 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1158 plants, wire, sheets of metal
1159 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1160 * `fleshy`: Living things like animals and the player. This could imply
1161 some blood effects when hitting.
1162 * `explody`: Especially prone to explosions
1163 * `oddly_breakable_by_hand`:
1164 Can be added to nodes that shouldn't logically be breakable by the
1165 hand but are. Somewhat similar to `dig_immediate`, but times are more
1166 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1167 speed of a tool if the tool can dig at a faster speed than this
1168 suggests for the hand.
1170 ### Examples of custom groups
1171 Item groups are often used for defining, well, _groups of items_.
1172 * `meat`: any meat-kind of a thing (rating might define the size or healing
1173 ability or be irrelevant -- it is not defined as of yet)
1174 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1176 * `flammable`: can be set on fire. Rating might define the intensity of the
1177 fire, affecting e.g. the speed of the spreading of an open fire.
1178 * `wool`: any wool (any origin, any color)
1179 * `metal`: any metal
1180 * `weapon`: any weapon
1181 * `heavy`: anything considerably heavy
1183 ### Digging time calculation specifics
1184 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1185 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1186 faster digging time.
1188 The `level` group is used to limit the toughness of nodes a tool can dig
1189 and to scale the digging times / damage to a greater extent.
1191 **Please do understand this**, otherwise you cannot use the system to it's
1194 Tools define their properties by a list of parameters for groups. They
1195 cannot dig other groups; thus it is important to use a standard bunch of
1196 groups to enable interaction with tools.
1198 #### Tools definition
1201 * Full punch interval
1202 * Maximum drop level
1203 * For an arbitrary list of groups:
1204 * Uses (until the tool breaks)
1205 * Maximum level (usually `0`, `1`, `2` or `3`)
1209 #### Full punch interval
1210 When used as a weapon, the tool will do full damage if this time is spent
1211 between punches. If e.g. half the time is spent, the tool will do half
1214 #### Maximum drop level
1215 Suggests the maximum level of node, when dug with the tool, that will drop
1216 it's useful item. (e.g. iron ore to drop a lump of iron).
1218 This is not automated; it is the responsibility of the node definition
1222 Determines how many uses the tool has when it is used for digging a node,
1223 of this group, of the maximum level. For lower leveled nodes, the use count
1224 is multiplied by `3^leveldiff`.
1226 * `uses=10, leveldiff=0`: actual uses: 10
1227 * `uses=10, leveldiff=1`: actual uses: 30
1228 * `uses=10, leveldiff=2`: actual uses: 90
1231 Tells what is the maximum level of a node of this group that the tool will
1235 List of digging times for different ratings of the group, for nodes of the
1238 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1239 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1240 for this group, and unable to dig the rating `1`, which is the toughest.
1241 Unless there is a matching group that enables digging otherwise.
1244 List of damage for groups of entities. See "Entity damage mechanism".
1246 #### Example definition of the capabilities of a tool
1248 tool_capabilities = {
1249 full_punch_interval=1.5,
1252 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1254 damage_groups = {fleshy=2},
1257 This makes the tool be able to dig nodes that fulfil both of these:
1259 * Have the `crumbly` group
1260 * Have a `level` group less or equal to `2`
1262 Table of resulting digging times:
1264 crumbly 0 1 2 3 4 <- level
1266 1 0.80 1.60 1.60 - -
1267 2 0.60 1.20 1.20 - -
1268 3 0.40 0.80 0.80 - -
1270 level diff: 2 1 0 -1 -2
1272 Table of resulting tool uses:
1281 * At `crumbly==0`, the node is not diggable.
1282 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1283 easy nodes to be quickly breakable.
1284 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1286 Entity damage mechanism
1287 -----------------------
1291 foreach group in cap.damage_groups:
1292 damage += cap.damage_groups[group] * limit(actual_interval /
1293 cap.full_punch_interval, 0.0, 1.0)
1294 * (object.armor_groups[group] / 100.0)
1295 -- Where object.armor_groups[group] is 0 for inexistent values
1298 Client predicts damage based on damage groups. Because of this, it is able to
1299 give an immediate response when an entity is damaged or dies; the response is
1300 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1302 Currently a smoke puff will appear when an entity dies.
1304 The group `immortal` completely disables normal damage.
1306 Entities can define a special armor group, which is `punch_operable`. This
1307 group disables the regular damage mechanism for players punching it by hand or
1308 a non-tool item, so that it can do something else than take damage.
1310 On the Lua side, every punch calls:
1312 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1314 This should never be called directly, because damage is usually not handled by
1317 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1318 accessed unless absolutely required, to encourage interoperability.
1319 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1320 * `tool_capabilities` can be `nil`.
1321 * `direction` is a unit vector, pointing from the source of the punch to
1324 To punch an entity/object in Lua, call:
1326 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1328 * Return value is tool wear.
1329 * Parameters are equal to the above callback.
1330 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1331 `direction` will be automatically filled in based on the location of `puncher`.
1335 The instance of a node in the world normally only contains the three values
1336 mentioned in "Nodes". However, it is possible to insert extra data into a
1337 node. It is called "node metadata"; See "`NodeMetaRef`".
1339 Metadata contains two things:
1344 Some of the values in the key-value store are handled specially:
1346 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1347 * `infotext`: Text shown on the screen when the node is pointed at
1351 local meta = minetest.get_meta(pos)
1352 meta:set_string("formspec",
1354 "list[context;main;0,0;8,4;]"..
1355 "list[current_player;main;0,5;8,4;]")
1356 meta:set_string("infotext", "Chest");
1357 local inv = meta:get_inventory()
1358 inv:set_size("main", 8*4)
1359 print(dump(meta:to_table()))
1362 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1363 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1364 [10] = "", [11] = "", [12] = "", [13] = "",
1365 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1366 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1367 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1368 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1372 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1379 Formspec defines a menu. Currently not much else than inventories are
1380 supported. It is a string, with a somewhat strange format.
1382 Spaces and newlines can be inserted between the blocks, as is used in the
1390 list[context;main;0,0;8,4;]
1391 list[current_player;main;0,5;8,4;]
1396 list[context;fuel;2,3;1,1;]
1397 list[context;src;2,1;1,1;]
1398 list[context;dst;5,1;2,2;]
1399 list[current_player;main;0,5;8,4;]
1401 #### Minecraft-like player inventory
1404 image[1,0.6;1,2;player.png]
1405 list[current_player;main;0,3.5;8,4;]
1406 list[current_player;craft;3,0;3,3;]
1407 list[current_player;craftpreview;7,1;1,1;]
1411 #### `size[<W>,<H>,<fixed_size>]`
1412 * Define the size of the menu in inventory slots
1413 * `fixed_size`: `true`/`false` (optional)
1414 * deprecated: `invsize[<W>,<H>;]`
1416 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1417 * Show an inventory list
1419 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1420 * Show an inventory list
1422 #### `listring[<inventory location>;<list name>]`
1423 * Allows to create a ring of inventory lists
1424 * Shift-clicking on items in one element of the ring
1425 will send them to the next inventory list inside the ring
1426 * The first occurrence of an element inside the ring will
1427 determine the inventory where items will be sent to
1430 * Shorthand for doing `listring[<inventory location>;<list name>]`
1431 for the last two inventory lists added by list[...]
1433 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1434 * Sets background color of slots as `ColorString`
1435 * Sets background color of slots on mouse hovering
1437 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1438 * Sets background color of slots as `ColorString`
1439 * Sets background color of slots on mouse hovering
1440 * Sets color of slots border
1442 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1443 * Sets background color of slots as `ColorString`
1444 * Sets background color of slots on mouse hovering
1445 * Sets color of slots border
1446 * Sets default background color of tooltips
1447 * Sets default font color of tooltips
1449 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1450 * Adds tooltip for an element
1451 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1452 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1454 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1456 * Position and size units are inventory slots
1458 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1459 * Show an inventory image of registered item/node
1460 * Position and size units are inventory slots
1462 #### `bgcolor[<color>;<fullscreen>]`
1463 * Sets background color of formspec as `ColorString`
1464 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1466 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1467 * Use a background. Inventory rectangles are not drawn then.
1468 * Position and size units are inventory slots
1469 * Example for formspec 8x4 in 16x resolution: image shall be sized
1470 8 times 16px times 4 times 16px.
1472 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1473 * Use a background. Inventory rectangles are not drawn then.
1474 * Position and size units are inventory slots
1475 * Example for formspec 8x4 in 16x resolution:
1476 image shall be sized 8 times 16px times 4 times 16px
1477 * If `true` the background is clipped to formspec size
1478 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1480 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1481 * Textual password style field; will be sent to server when a button is clicked
1482 * `x` and `y` position the field relative to the top left of the menu
1483 * `w` and `h` are the size of the field
1484 * Fields are a set height, but will be vertically centred on `h`
1485 * Position and size units are inventory slots
1486 * `name` is the name of the field as returned in fields to `on_receive_fields`
1487 * `label`, if not blank, will be text printed on the top left above the field
1489 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1490 * Textual field; will be sent to server when a button is clicked
1491 * `x` and `y` position the field relative to the top left of the menu
1492 * `w` and `h` are the size of the field
1493 * Fields are a set height, but will be vertically centred on `h`
1494 * Position and size units are inventory slots
1495 * `name` is the name of the field as returned in fields to `on_receive_fields`
1496 * `label`, if not blank, will be text printed on the top left above the field
1497 * `default` is the default value of the field
1498 * `default` may contain variable references such as `${text}'` which
1499 will fill the value from the metadata value `text`
1500 * **Note**: no extra text or more than a single variable is supported ATM.
1502 #### `field[<name>;<label>;<default>]`
1503 * As above, but without position/size units
1504 * Special field for creating simple forms, such as sign text input
1505 * Must be used without a `size[]` element
1506 * A "Proceed" button will be added automatically
1508 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1509 * Same as fields above, but with multi-line input
1511 #### `label[<X>,<Y>;<label>]`
1512 * `x` and `y` work as per field
1513 * `label` is the text on the label
1514 * Position and size units are inventory slots
1516 #### `vertlabel[<X>,<Y>;<label>]`
1517 * Textual label drawn vertically
1518 * `x` and `y` work as per field
1519 * `label` is the text on the label
1520 * Position and size units are inventory slots
1522 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1523 * Clickable button. When clicked, fields will be sent.
1524 * `x`, `y` and `name` work as per field
1525 * `w` and `h` are the size of the button
1526 * `label` is the text on the button
1527 * Position and size units are inventory slots
1529 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1530 * `x`, `y`, `w`, `h`, and `name` work as per button
1531 * `texture name` is the filename of an image
1532 * Position and size units are inventory slots
1534 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1535 * `x`, `y`, `w`, `h`, and `name` work as per button
1536 * `texture name` is the filename of an image
1537 * Position and size units are inventory slots
1538 * `noclip=true` means the image button doesn't need to be within specified formsize
1539 * `drawborder`: draw button border or not
1540 * `pressed texture name` is the filename of an image on pressed state
1542 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1543 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1544 * `item name` is the registered name of an item/node,
1545 tooltip will be made out of its description
1546 to override it use tooltip element
1547 * Position and size units are inventory slots
1549 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1550 * When clicked, fields will be sent and the form will quit.
1552 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1553 * When clicked, fields will be sent and the form will quit.
1555 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1556 * Scrollable item list showing arbitrary text elements
1557 * `x` and `y` position the itemlist relative to the top left of the menu
1558 * `w` and `h` are the size of the itemlist
1559 * `name` fieldname sent to server on doubleclick value is current selected element
1560 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1561 * if you want a listelement to start with "#" write "##".
1563 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1564 * Scrollable itemlist showing arbitrary text elements
1565 * `x` and `y` position the item list relative to the top left of the menu
1566 * `w` and `h` are the size of the item list
1567 * `name` fieldname sent to server on doubleclick value is current selected element
1568 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1569 * if you want a listelement to start with "#" write "##"
1570 * Index to be selected within textlist
1571 * `true`/`false`: draw transparent background
1572 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1574 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1575 * Show a tab**header** at specific position (ignores formsize)
1576 * `x` and `y` position the itemlist relative to the top left of the menu
1577 * `name` fieldname data is transferred to Lua
1578 * `caption 1`...: name shown on top of tab
1579 * `current_tab`: index of selected tab 1...
1580 * `transparent` (optional): show transparent
1581 * `draw_border` (optional): draw border
1583 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1584 * Simple colored semitransparent box
1585 * `x` and `y` position the box relative to the top left of the menu
1586 * `w` and `h` are the size of box
1587 * `color` is color specified as a `ColorString`
1589 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1590 * Show a dropdown field
1591 * **Important note**: There are two different operation modes:
1592 1. handle directly on change (only changed dropdown is submitted)
1593 2. read the value on pressing a button (all dropdown values are available)
1594 * `x` and `y` position of dropdown
1596 * Fieldname data is transferred to Lua
1597 * Items to be shown in dropdown
1598 * Index of currently selected dropdown item
1600 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1602 * `x` and `y`: position of checkbox
1603 * `name` fieldname data is transferred to Lua
1604 * `label` to be shown left of checkbox
1605 * `selected` (optional): `true`/`false`
1607 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1609 * There are two ways to use it:
1610 1. handle the changed event (only changed scrollbar is available)
1611 2. read the value on pressing a button (all scrollbars are available)
1612 * `x` and `y`: position of trackbar
1613 * `w` and `h`: width and height
1614 * `orientation`: `vertical`/`horizontal`
1615 * Fieldname data is transferred to Lua
1616 * Value this trackbar is set to (`0`-`1000`)
1617 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1619 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1620 * Show scrollable table using options defined by the previous `tableoptions[]`
1621 * Displays cells as defined by the previous `tablecolumns[]`
1622 * `x` and `y`: position the itemlist relative to the top left of the menu
1623 * `w` and `h` are the size of the itemlist
1624 * `name`: fieldname sent to server on row select or doubleclick
1625 * `cell 1`...`cell n`: cell contents given in row-major order
1626 * `selected idx`: index of row to be selected within table (first row = `1`)
1627 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1629 #### `tableoptions[<opt 1>;<opt 2>;...]`
1630 * Sets options for `table[]`
1632 * default text color (`ColorString`), defaults to `#FFFFFF`
1633 * `background=#RRGGBB`
1634 * table background color (`ColorString`), defaults to `#000000`
1635 * `border=<true/false>`
1636 * should the table be drawn with a border? (default: `true`)
1637 * `highlight=#RRGGBB`
1638 * highlight background color (`ColorString`), defaults to `#466432`
1639 * `highlight_text=#RRGGBB`
1640 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1641 * `opendepth=<value>`
1642 * all subtrees up to `depth < value` are open (default value = `0`)
1643 * only useful when there is a column of type "tree"
1645 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1646 * Sets columns for `table[]`
1647 * Types: `text`, `image`, `color`, `indent`, `tree`
1648 * `text`: show cell contents as text
1649 * `image`: cell contents are an image index, use column options to define images
1650 * `color`: cell contents are a ColorString and define color of following cell
1651 * `indent`: cell contents are a number and define indentation of following cell
1652 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1655 * for `text` and `image`: content alignment within cells.
1656 Available values: `left` (default), `center`, `right`, `inline`
1658 * for `text` and `image`: minimum width in em (default: `0`)
1659 * for `indent` and `tree`: indent width in em (default: `1.5`)
1660 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1661 Exception: defaults to 0 for indent columns
1662 * `tooltip=<value>`: tooltip text (default: empty)
1663 * `image` column options:
1664 * `0=<value>` sets image for image index 0
1665 * `1=<value>` sets image for image index 1
1666 * `2=<value>` sets image for image index 2
1667 * and so on; defined indices need not be contiguous empty or
1668 non-numeric cells are treated as `0`.
1669 * `color` column options:
1670 * `span=<value>`: number of following columns to affect (default: infinite)
1672 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1673 pass key press events to formspec!
1677 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1678 * `"current_player"`: Player to whom the menu is shown
1679 * `"player:<name>"`: Any player
1680 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1681 * `"detached:<name>"`: A detached inventory
1685 `#RGB` defines a color in hexadecimal format.
1687 `#RGBA` defines a color in hexadecimal format and alpha channel.
1689 `#RRGGBB` defines a color in hexadecimal format.
1691 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1693 Named colors are also supported and are equivalent to
1694 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1695 To specify the value of the alpha channel, append `#AA` to the end of the color name
1696 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1697 value must (always) be two hexadecimal digits.
1701 A ColorSpec specifies a 32-bit color. It can be written in either:
1702 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1703 `colorspec = {a=255, r=0, g=255, b=0}`
1704 numerical form, the raw integer value of an ARGB8 quad:
1705 `colorspec = 0xFF00FF00`
1706 or string form, a ColorString (defined above):
1707 `colorspec = "green"`
1711 Most text can contain escape sequences, that can for example color the text.
1712 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1713 The following functions provide escape sequences:
1714 * `core.get_color_escape_sequence(color)`:
1715 * `color` is a ColorString
1716 * The escape sequence sets the text color to `color`
1717 * `core.colorize(color, message)`:
1719 `core.get_color_escape_sequence(color) ..
1721 core.get_color_escape_sequence("#ffffff")`
1722 * `color.get_background_escape_sequence(color)`
1723 * `color` is a ColorString
1724 * The escape sequence sets the background of the whole text element to
1725 `color`. Only defined for item descriptions and tooltips.
1729 * `vector.new(a[, b, c])`: returns a vector:
1730 * A copy of `a` if `a` is a vector.
1731 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1732 * `vector.direction(p1, p2)`: returns a vector
1733 * `vector.distance(p1, p2)`: returns a number
1734 * `vector.length(v)`: returns a number
1735 * `vector.normalize(v)`: returns a vector
1736 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1737 * `vector.apply(v, func)`: returns a vector
1738 * `vector.equals(v1, v2)`: returns a boolean
1740 For the following functions `x` can be either a vector or a number:
1742 * `vector.add(v, x)`: returns a vector
1743 * `vector.subtract(v, x)`: returns a vector
1744 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1745 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1749 * `dump2(obj, name="_", dumped={})`
1750 * Return object serialized as a string, handles reference loops
1751 * `dump(obj, dumped={})`
1752 * Return object serialized as a string
1753 * `math.hypot(x, y)`
1754 * Get the hypotenuse of a triangle with legs x and y.
1755 Useful for distance calculation.
1756 * `math.sign(x, tolerance)`
1757 * Get the sign of a number.
1758 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1759 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1760 * sep_is_pattern=false)`
1761 * If `max_splits` is negative, do not limit splits.
1762 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1763 * e.g. `string:split("a,b", ",") == {"a","b"}`
1765 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1766 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1767 * Convert position to a printable string
1768 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1769 * `minetest.string_to_pos(string)`: returns a position
1770 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1771 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1772 * Converts a string representing an area box into two positions
1773 * `minetest.formspec_escape(string)`: returns a string
1774 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1775 * `minetest.is_yes(arg)`
1776 * returns whether `arg` can be interpreted as yes
1777 * `minetest.get_us_time()`
1778 * returns time with microsecond precision. May not return wall time.
1779 * `table.copy(table)`: returns a table
1780 * returns a deep copy of `table`
1782 `minetest` namespace reference
1783 ------------------------------
1787 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1788 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1789 * Useful for loading additional `.lua` modules or static data from mod
1790 * `minetest.get_modnames()`: returns a list of installed mods
1791 * Return a list of installed mods, sorted alphabetically
1792 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1793 * Useful for storing custom data
1794 * `minetest.is_singleplayer()`
1795 * `minetest.features`
1796 * Table containing API feature flags: `{foo=true, bar=true}`
1797 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1798 * `arg`: string or table in format `{foo=true, bar=true}`
1799 * `missing_features`: `{foo=true, bar=true}`
1800 * `minetest.get_player_information(player_name)`: returns a table containing
1801 information about player. Example return value:
1803 address = "127.0.0.1", -- IP address of client
1804 ip_version = 4, -- IPv4 / IPv6
1805 min_rtt = 0.01, -- minimum round trip time
1806 max_rtt = 0.2, -- maximum round trip time
1807 avg_rtt = 0.02, -- average round trip time
1808 min_jitter = 0.01, -- minimum packet time jitter
1809 max_jitter = 0.5, -- maximum packet time jitter
1810 avg_jitter = 0.03, -- average packet time jitter
1811 connection_uptime = 200, -- seconds since client connected
1813 -- following information is available on debug build only!!!
1814 -- DO NOT USE IN MODS
1815 --ser_vers = 26, -- serialization version used by client
1816 --prot_vers = 23, -- protocol version used by client
1817 --major = 0, -- major version number
1818 --minor = 4, -- minor version number
1819 --patch = 10, -- patch version number
1820 --vers_string = "0.4.9-git", -- full version string
1821 --state = "Active" -- current client state
1823 * `minetest.mkdir(path)`: returns success.
1824 * Creates a directory specified by `path`, creating parent directories
1825 if they don't exist.
1826 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1828 * nil: return all entries,
1829 * true: return only subdirectory names, or
1830 * false: return only file names.
1833 * `minetest.debug(...)`
1834 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1835 * `minetest.log([level,] text)`
1836 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1837 `"info"`, or `"verbose"`. Default is `"none"`.
1839 ### Registration functions
1840 Call these functions only at load time!
1842 * `minetest.register_entity(name, prototype table)`
1843 * `minetest.register_abm(abm definition)`
1844 * `minetest.register_lbm(lbm definition)`
1845 * `minetest.register_node(name, node definition)`
1846 * `minetest.register_tool(name, item definition)`
1847 * `minetest.register_craftitem(name, item definition)`
1848 * `minetest.register_alias(name, convert_to)`
1849 * `minetest.register_craft(recipe)`
1850 * Check recipe table syntax for different types below.
1851 * `minetest.clear_craft(recipe)`
1852 * Will erase existing craft based either on output item or on input recipe.
1853 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1854 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1855 * If no erase candidate could be found, Lua exception will be thrown.
1856 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1857 contains output. Erasing is then done independently from the crafting method.
1858 * `minetest.register_ore(ore definition)`
1859 * `minetest.register_decoration(decoration definition)`
1860 * `minetest.override_item(name, redefinition)`
1861 * Overrides fields of an item registered with register_node/tool/craftitem.
1862 * Note: Item must already be defined, (opt)depend on the mod defining it.
1863 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1865 * `minetest.clear_registered_ores()`
1866 * `minetest.clear_registered_decorations()`
1868 ### Global callback registration functions
1869 Call these functions only at load time!
1871 * `minetest.register_globalstep(func(dtime))`
1872 * Called every server step, usually interval of 0.1s
1873 * `minetest.register_on_shutdown(func())`
1874 * Called before server shutdown
1875 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1876 callbacks **will likely not be run**. Data should be saved at
1877 semi-frequent intervals as well as on server shutdown.
1878 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1879 * Called when a node has been placed
1880 * If return `true` no item is taken from `itemstack`
1881 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1883 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1884 * Called when a node has been dug.
1885 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1887 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1888 * Called when a node is punched
1889 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1890 * Called after generating a piece of world. Modifying nodes inside the area
1891 is a bit faster than usually.
1892 * `minetest.register_on_newplayer(func(ObjectRef))`
1893 * Called after a new player has been created
1894 * `minetest.register_on_dieplayer(func(ObjectRef))`
1895 * Called when a player dies
1896 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1897 * Called when a player is punched
1898 * `player` - ObjectRef - Player that was punched
1899 * `hitter` - ObjectRef - Player that hit
1900 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1901 * `tool_capabilities`: capability table of used tool (can be nil)
1902 * `dir`: unit vector of direction of punch. Always defined. Points from
1903 the puncher to the punched.
1904 * `damage` - number that represents the damage calculated by the engine
1905 * should return `true` to prevent the default damage mechanism
1906 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1907 * Called when the player gets damaged or healed
1908 * `player`: ObjectRef of the player
1909 * `hp_change`: the amount of change. Negative when it is damage.
1910 * `modifier`: when true, the function should return the actual hp_change.
1911 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1912 modifiers can return true as a second argument to stop the execution of further functions.
1913 Non-modifiers receive the final hp change calculated by the modifiers.
1914 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1915 * Called when player is to be respawned
1916 * Called _before_ repositioning of player occurs
1917 * return true in func to disable regular player placement
1918 * `minetest.register_on_prejoinplayer(func(name, ip))`
1919 * Called before a player joins the game
1920 * If it returns a string, the player is disconnected with that string as reason
1921 * `minetest.register_on_joinplayer(func(ObjectRef))`
1922 * Called when a player joins the game
1923 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
1924 * Called when a player leaves the game
1925 * `timed_out`: True for timeout, false for other reasons.
1926 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1927 * Called when a player cheats
1928 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1929 * `"moved_too_fast"`
1930 * `"interacted_too_far"`
1931 * `"finished_unknown_dig"`
1934 * `minetest.register_on_chat_message(func(name, message))`
1935 * Called always when a player says something
1936 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1937 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1938 * Called when a button is pressed in player's inventory form
1939 * Newest functions are called first
1940 * If function returns `true`, remaining functions are not called
1941 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1942 * Called when `player` crafts something
1943 * `itemstack` is the output
1944 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1945 * `craft_inv` is the inventory with the crafting grid
1946 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1947 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1948 * The same as before, except that it is called before the player crafts, to make
1949 craft prediction, and it should not change anything.
1950 * `minetest.register_on_protection_violation(func(pos, name))`
1951 * Called by `builtin` and mods when a player violates protection at a position
1952 (eg, digs a node or punches a protected entity).
1953 * The registered functions can be called using `minetest.record_protection_violation`
1954 * The provided function should check that the position is protected by the mod
1955 calling this function before it prints a message, if it does, to allow for
1956 multiple protection mods.
1957 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1958 * Called when an item is eaten, by `minetest.item_eat`
1959 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1961 ### Other registration functions
1962 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1963 * `minetest.register_privilege(name, definition)`
1964 * `definition`: `"description text"`
1965 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
1966 the default of `give_to_singleplayer` is true
1967 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
1968 * `minetest.register_authentication_handler(handler)`
1969 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1972 * `minetest.setting_set(name, value)`
1973 * Setting names can't contain whitespace or any of `="{}#`.
1974 * Setting values can't contain the sequence `\n"""`.
1975 * Setting names starting with "secure." can't be set.
1976 * `minetest.setting_get(name)`: returns string or `nil`
1977 * `minetest.setting_setbool(name, value)`
1978 * See documentation on `setting_set` for restrictions.
1979 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1980 * `minetest.setting_get_pos(name)`: returns position or nil
1981 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1984 * `minetest.notify_authentication_modified(name)`
1985 * Should be called by the authentication handler if privileges changes.
1986 * To report everybody, set `name=nil`.
1987 * `minetest.check_password_entry(name, entry, password)`
1988 * Returns true if the "db entry" for a player with name matches given
1989 * password, false otherwise.
1990 * The "db entry" is the usually player-individual value that is derived
1991 * from the player's chosen password and stored on the server in order to allow
1992 * authentication whenever the player desires to log in.
1993 * Only use this function for making it possible to log in via the password from
1994 * via protocols like IRC, other uses for inside the game are frowned upon.
1995 * `minetest.get_password_hash(name, raw_password)`
1996 * Convert a name-password pair to a password hash that Minetest can use.
1997 * The returned value alone is not a good basis for password checks based
1998 * on comparing the password hash in the database with the password hash
1999 * from the function, with an externally provided password, as the hash
2000 * in the db might use the new SRP verifier format.
2001 * For this purpose, use minetest.check_password_entry instead.
2002 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2003 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2004 * Convert between two privilege representations
2005 * `minetest.set_player_password(name, password_hash)`
2006 * `minetest.set_player_privs(name, {priv1=true,...})`
2007 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2008 * `minetest.auth_reload()`
2009 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2010 * A quickhand for checking privileges.
2011 * `player_or_name`: Either a Player object or the name of a player.
2012 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2013 a table, e.g. `{ priva = true, privb = true }`.
2014 * `minetest.get_player_ip(name)`: returns an IP address string
2016 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2017 and `minetest.auth_reload` call the authetification handler.
2020 * `minetest.chat_send_all(text)`
2021 * `minetest.chat_send_player(name, text)`
2023 ### Environment access
2024 * `minetest.set_node(pos, node)`
2025 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2026 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2027 * `minetest.swap_node(pos, node`
2028 * Set node at position, but don't remove metadata
2029 * `minetest.remove_node(pos)`
2030 * Equivalent to `set_node(pos, "air")`
2031 * `minetest.get_node(pos)`
2032 * Returns the node at the given position as table in the format
2033 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2035 * `minetest.get_node_or_nil(pos)`
2036 * Same as `get_node` but returns `nil` for unloaded areas.
2037 * `minetest.get_node_light(pos, timeofday)`
2038 * Gets the light value at the given position. Note that the light value
2039 "inside" the node at the given position is returned, so you usually want
2040 to get the light value of a neighbor.
2041 * `pos`: The position where to measure the light.
2042 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2043 * Returns a number between `0` and `15` or `nil`
2044 * `minetest.place_node(pos, node)`
2045 * Place node with the same effects that a player would cause
2046 * `minetest.dig_node(pos)`
2047 * Dig node with the same effects that a player would cause
2048 * Returns `true` if successful, `false` on failure (e.g. protected location)
2049 * `minetest.punch_node(pos)`
2050 * Punch node with the same effects that a player would cause
2052 * `minetest.find_nodes_with_meta(pos1, pos2)`
2053 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2054 * `minetest.get_meta(pos)`
2055 * Get a `NodeMetaRef` at that position
2056 * `minetest.get_node_timer(pos)`
2057 * Get `NodeTimerRef`
2059 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2060 * Returns `ObjectRef`, or `nil` if failed
2061 * `minetest.add_item(pos, item)`: Spawn item
2062 * Returns `ObjectRef`, or `nil` if failed
2063 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2064 * `minetest.get_objects_inside_radius(pos, radius)`
2065 * `radius`: using an euclidean metric
2066 * `minetest.set_timeofday(val)`
2067 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2068 * `minetest.get_timeofday()`
2069 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2070 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2071 * accounting for time changes.
2072 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2073 * `radius`: using a maximum metric
2074 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2075 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2076 * returns as second value a table with the count of the individual nodes found
2077 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2078 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2079 * returned positions are nodes with a node air above
2080 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2081 * `minetest.get_perlin(noiseparams)`
2082 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2083 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2084 * `minetest.get_voxel_manip([pos1, pos2])`
2085 * Return voxel manipulator object.
2086 * Loads the manipulator from the map if positions are passed.
2087 * `minetest.set_gen_notify(flags, {deco_ids})`
2088 * Set the types of on-generate notifications that should be collected
2089 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2090 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2091 * The second parameter is a list of IDS of decorations which notification is requested for
2092 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2093 * `minetest.get_mapgen_object(objectname)`
2094 * Return requested mapgen object if available (see "Mapgen objects")
2095 * `minetest.get_biome_id(biome_name)`
2096 * Returns the biome id, as used in the biomemap Mapgen object, for a
2097 given biome_name string.
2098 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2099 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2100 * Deprecated: use minetest.get_mapgen_setting(name) instead
2101 * `minetest.set_mapgen_params(MapgenParams)`
2102 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2103 * Set map generation parameters
2104 * Function cannot be called after the registration period; only initialization
2105 and `on_mapgen_init`
2106 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2108 * Leave field unset to leave that parameter unchanged
2109 * `flags` contains a comma-delimited string of flags to set,
2110 or if the prefix `"no"` is attached, clears instead.
2111 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2112 * `minetest.get_mapgen_setting(name)`
2113 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2114 order of precedence:
2115 1) Settings loaded from map_meta.txt or overrides set during mod execution
2116 2) Settings set by mods without a metafile override
2117 3) Settings explicitly set in the user config file, minetest.conf
2118 4) Settings set as the user config default
2119 * `minetest.get_mapgen_setting_noiseparams(name)`
2120 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2121 and is a valid NoiseParams
2122 * `minetest.set_mapgen_setting(name, value, [override_meta=false])`
2123 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2124 is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
2125 this setting will become the active setting regardless of the map metafile contents.
2126 * Note: to set the seed, use "seed", not "fixed_map_seed"
2127 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
2128 * Same as above, except value is a NoiseParams table
2129 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2130 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2131 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2132 should be applied to the default config or current active config
2133 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2134 * `minetest.generate_ores(vm, pos1, pos2)`
2135 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2136 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2137 * `minetest.generate_decorations(vm, pos1, pos2)`
2138 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2139 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2140 * `minetest.clear_objects([options])`
2141 * Clear all objects in the environment
2142 * Takes an optional table as an argument with the field `mode`.
2143 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2144 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2145 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2146 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2147 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2148 * fetched from memory, loaded from disk, or if inexistent, generates them.
2149 * If `callback` is a valid Lua function, this will be called for each block emerged.
2150 * The function signature of callback is:
2151 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2152 * - `blockpos` is the *block* coordinates of the block that had been emerged
2153 * - `action` could be one of the following constant values:
2154 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2155 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2156 * - `calls_remaining` is the number of callbacks to be expected after this one
2157 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2158 * parameter was absent)
2159 * `minetest.delete_area(pos1, pos2)`
2160 * delete all mapblocks in the area from pos1 to pos2, inclusive
2161 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2162 * Check if there is a direct line of sight between `pos1` and `pos2`
2163 * Returns the position of the blocking node when `false`
2164 * `pos1`: First position
2165 * `pos2`: Second position
2166 * `stepsize`: smaller gives more accurate results but requires more computing
2167 time. Default is `1`.
2168 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2169 * returns table containing path
2170 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2171 * `pos1`: start position
2172 * `pos2`: end position
2173 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2174 * `max_jump`: maximum height difference to consider walkable
2175 * `max_drop`: maximum height difference to consider droppable
2176 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2177 * `minetest.spawn_tree (pos, {treedef})`
2178 * spawns L-system tree at given `pos` with definition in `treedef` table
2179 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2180 Often these bugs appear as subtle shadows in water.
2181 * `minetest.transforming_liquid_add(pos)`
2182 * add node to liquid update queue
2183 * `minetest.get_node_max_level(pos)`
2184 * get max available level for leveled node
2185 * `minetest.get_node_level(pos)`
2186 * get level of leveled node (water, snow)
2187 * `minetest.set_node_level(pos, level)`
2188 * set level of leveled node, default `level` equals `1`
2189 * if `totallevel > maxlevel`, returns rest (`total-max`).
2190 * `minetest.add_node_level(pos, level)`
2191 * increase level of leveled node by level, default `level` equals `1`
2192 * if `totallevel > maxlevel`, returns rest (`total-max`)
2193 * can be negative for decreasing
2196 `minetest.get_inventory(location)`: returns an `InvRef`
2199 * `{type="player", name="celeron55"}`
2200 * `{type="node", pos={x=, y=, z=}}`
2201 * `{type="detached", name="creative"}`
2202 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2203 * callbacks: See "Detached inventory callbacks"
2204 * Creates a detached inventory. If it already exists, it is cleared.
2205 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2206 returns left over ItemStack
2207 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2210 * `minetest.show_formspec(playername, formname, formspec)`
2211 * `playername`: name of player to show formspec
2212 * `formname`: name passed to `on_player_receive_fields` callbacks.
2213 It should follow the `"modname:<whatever>"` naming convention
2214 * `formspec`: formspec to display
2215 * `minetest.formspec_escape(string)`: returns a string
2216 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2217 * `minetest.explode_table_event(string)`: returns a table
2218 * returns e.g. `{type="CHG", row=1, column=2}`
2220 * `"INV"`: no row selected)
2221 * `"CHG"`: selected)
2222 * `"DCL"`: double-click
2223 * `minetest.explode_textlist_event(string)`: returns a table
2224 * returns e.g. `{type="CHG", index=1}`
2226 * `"INV"`: no row selected)
2227 * `"CHG"`: selected)
2228 * `"DCL"`: double-click
2229 * `minetest.explode_scrollbar_event(string)`: returns a table
2230 * returns e.g. `{type="CHG", value=500}`
2232 * `"INV"`: something failed
2233 * `"CHG"`: has been changed
2234 * `"VAL"`: not changed
2237 * `minetest.inventorycube(img1, img2, img3)`
2238 * Returns a string for making an image of a cube (useful as an item image)
2239 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2240 * Get position of a `pointed_thing` (that you can get from somewhere)
2241 * `minetest.dir_to_facedir(dir, is6d)`
2242 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2243 * passing something non-`nil`/`false` for the optional second parameter causes it to
2244 take the y component into account
2245 * `minetest.facedir_to_dir(facedir)`
2246 * Convert a facedir back into a vector aimed directly out the "back" of a node
2247 * `minetest.dir_to_wallmounted(dir)`
2248 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2249 * `minetest.wallmounted_to_dir(wallmounted)`
2250 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2251 * `minetest.get_node_drops(nodename, toolname)`
2252 * Returns list of item names.
2253 * **Note**: This will be removed or modified in a future version.
2254 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2255 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2256 * `input.width` = for example `3`
2257 * `input.items` = for example
2258 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2259 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2260 * `output.time` = a number, if unsuccessful: `0`
2261 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2262 `decremented_input.items`
2263 * `decremented_input` = like `input`
2264 * `minetest.get_craft_recipe(output)`: returns input
2265 * returns last registered recipe for output item (node)
2266 * `output` is a node or item type such as `"default:torch"`
2267 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2268 * `input.width` = for example `3`
2269 * `input.items` = for example
2270 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2271 * `input.items` = `nil` if no recipe found
2272 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2273 * returns indexed table with all registered recipes for query item (node)
2274 or `nil` if no recipe was found
2275 * recipe entry table:
2277 method = 'normal' or 'cooking' or 'fuel'
2278 width = 0-3, 0 means shapeless recipe
2279 items = indexed [1-9] table with recipe items
2280 output = string with item name and quantity
2282 * Example query for `"default:gold_ingot"` will return table:
2284 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2285 items = {1 = "default:gold_lump"}},
2286 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2287 items = {1 = "default:goldblock"}}
2289 * `minetest.handle_node_drops(pos, drops, digger)`
2290 * `drops`: list of itemstrings
2291 * Handles drops from nodes after digging: Default action is to put them into
2293 * Can be overridden to get different functionality (e.g. dropping items on
2297 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2298 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2299 * Find who has done something to a node, or near a node
2300 * `actor`: `"player:<name>"`, also `"liquid"`.
2301 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2302 * Revert latest actions of someone
2303 * `actor`: `"player:<name>"`, also `"liquid"`.
2305 ### Defaults for the `on_*` item definition functions
2306 These functions return the leftover itemstack.
2308 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2309 * Place item as a node
2310 * `param2` overrides `facedir` and wallmounted `param2`
2311 * returns `itemstack, success`
2312 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2314 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2315 * Use one of the above based on what the item is.
2316 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2317 * **Note**: is not called when wielded item overrides `on_place`
2318 * `param2` overrides `facedir` and wallmounted `param2`
2319 * returns `itemstack, success`
2320 * `minetest.item_drop(itemstack, dropper, pos)`
2322 * `minetest.item_eat(hp_change, replace_with_item)`
2324 * `replace_with_item` is the itemstring which is added to the inventory.
2325 If the player is eating a stack, then replace_with_item goes to a
2326 different spot. Can be `nil`
2327 * See `minetest.do_item_eat`
2329 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2330 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2331 * Calls functions registered by `minetest.register_on_punchnode()`
2332 * `minetest.node_dig(pos, node, digger)`
2333 * Checks if node can be dug, puts item into inventory, removes node
2334 * Calls functions registered by `minetest.registered_on_dignodes()`
2337 * `minetest.sound_play(spec, parameters)`: returns a handle
2338 * `spec` is a `SimpleSoundSpec`
2339 * `parameters` is a sound parameter table
2340 * `minetest.sound_stop(handle)`
2343 * `minetest.after(time, func, ...)`
2344 * Call the function `func` after `time` seconds, may be fractional
2345 * Optional: Variable number of arguments that are passed to `func`
2348 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2349 and `reconnect` == true displays a reconnect button.
2350 * `minetest.get_server_status()`: returns server status string
2353 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2354 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2355 * `minetest.ban_player(name)`: ban a player
2356 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2357 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2360 * `minetest.add_particle(particle definition)`
2361 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2362 size, collisiondetection, texture, playername)`
2364 * `minetest.add_particlespawner(particlespawner definition)`
2365 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2366 * Returns an `id`, and -1 if adding didn't succeed
2367 * `Deprecated: minetest.add_particlespawner(amount, time,
2371 minexptime, maxexptime,
2373 collisiondetection, texture, playername)`
2375 * `minetest.delete_particlespawner(id, player)``
2376 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2377 * If playername is specified, only deletes on the player's client,
2378 * otherwise on all clients
2381 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2382 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2383 * Apply the specified probability values to the specified nodes in `probability_list`.
2384 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2385 * `pos` is the 3D vector specifying the absolute coordinates of the
2386 node being modified,
2387 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2388 * If there are two or more entries with the same pos value, the
2390 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2391 * If `probability_list` equals `nil`, no probabilities are applied.
2392 * Slice probability works in the same manner, except takes a field
2393 called `ypos` instead which
2394 indicates the y position of the slice with a probability applied.
2395 * If slice probability list equals `nil`, no slice probabilities are applied.
2396 * Saves schematic in the Minetest Schematic format to filename.
2398 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2399 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2400 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2401 * If the `rotation` parameter is omitted, the schematic is not rotated.
2402 * `replacements` = `{["old_name"] = "convert_to", ...}`
2403 * `force_placement` is a boolean indicating whether nodes other than `air` and
2404 `ignore` are replaced by the schematic
2405 * Returns nil if the schematic could not be loaded.
2407 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2408 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2409 specified VoxelManip object `vmanip` instead of the whole map.
2410 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2411 containing the full area required, and true if the whole schematic was able to fit.
2412 * Returns nil if the schematic could not be loaded.
2413 * After execution, any external copies of the VoxelManip contents are invalidated.
2415 * `minetest.serialize_schematic(schematic, format, options)`
2416 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2417 * in the `format` of either "mts" or "lua".
2418 * "mts" - a string containing the binary MTS data used in the MTS file format
2419 * "lua" - a string containing Lua code representing the schematic in table format
2420 * `options` is a table containing the following optional parameters:
2421 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2422 * position comments for every X row generated in the schematic data for easier reading.
2423 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2424 * will use that number of spaces as indentation instead of a tab character.
2427 * `minetest.request_http_api()`:
2428 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2429 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2430 otherwise returns `nil`.
2431 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2433 * Only works at init time and must be called from the mod's main scope (not from a function).
2434 * Function only exists if minetest server was built with cURL support.
2435 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2437 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2438 * Performs given request asynchronously and calls callback upon completion
2439 * callback: `function(HTTPRequestResult res)`
2440 * Use this HTTP function if you are unsure, the others are for advanced use.
2441 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2442 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2443 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2444 * Return response data for given asynchronous HTTP request
2447 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2448 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2449 * Gives a unique hash number for a node position (16+16+16=48bit)
2450 * `minetest.get_position_from_hash(hash)`: returns a position
2451 * Inverse transform of `minetest.hash_node_position`
2452 * `minetest.get_item_group(name, group)`: returns a rating
2453 * Get rating of a group of an item. (`0` means: not in group)
2454 * `minetest.get_node_group(name, group)`: returns a rating
2455 * Deprecated: An alias for the former.
2456 * `minetest.raillike_group(name)`: returns a rating
2457 * Returns rating of the connect_to_raillike group corresponding to name
2458 * If name is not yet the name of a connect_to_raillike group, a new group id
2459 * is created, with that name
2460 * `minetest.get_content_id(name)`: returns an integer
2461 * Gets the internal content ID of `name`
2462 * `minetest.get_name_from_content_id(content_id)`: returns a string
2463 * Gets the name of the content with that content ID
2464 * `minetest.parse_json(string[, nullvalue])`: returns something
2465 * Convert a string containing JSON data into the Lua equivalent
2466 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2467 * On success returns a table, a string, a number, a boolean or `nullvalue`
2468 * On failure outputs an error message and returns `nil`
2469 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2470 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2471 * Convert a Lua table into a JSON string
2472 * styled: Outputs in a human-readable format if this is set, defaults to false
2473 * Unserializable things like functions and userdata are saved as null.
2474 * **Warning**: JSON is more strict than the Lua table format.
2475 1. You can only use strings and positive integers of at least one as keys.
2476 2. You can not mix string and integer keys.
2477 This is due to the fact that JSON has two distinct array and object values.
2478 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2479 * `minetest.serialize(table)`: returns a string
2480 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2481 into string form readable by `minetest.deserialize`
2482 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2483 * `minetest.deserialize(string)`: returns a table
2484 * Convert a string returned by `minetest.deserialize` into a table
2485 * `string` is loaded in an empty sandbox environment.
2486 * Will load functions, but they cannot access the global environment.
2487 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2488 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2489 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2490 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2491 * Compress a string of data.
2492 * `method` is a string identifying the compression method to be used.
2493 * Supported compression methods:
2494 * Deflate (zlib): `"deflate"`
2495 * `...` indicates method-specific arguments. Currently defined arguments are:
2496 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2497 * `minetest.decompress(compressed_data, method, ...)`: returns data
2498 * Decompress a string of data (using ZLib).
2499 * See documentation on `minetest.compress()` for supported compression methods.
2500 * currently supported.
2501 * `...` indicates method-specific arguments. Currently, no methods use this.
2502 * `minetest.encode_base64(string)`: returns string encoded in base64
2503 * Encodes a string in base64.
2504 * `minetest.decode_base64(string)`: returns string
2505 * Decodes a string encoded in base64.
2506 * `minetest.is_protected(pos, name)`: returns boolean
2507 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2508 actions, defineable by mods, due to some mod-defined ownership-like concept.
2509 Returns false or nil, if the player is allowed to do such actions.
2510 * This function should be overridden by protection mods and should be used to
2511 check if a player can interact at a position.
2512 * This function should call the old version of itself if the position is not
2513 protected by the mod.
2516 local old_is_protected = minetest.is_protected
2517 function minetest.is_protected(pos, name)
2518 if mymod:position_protected_from(pos, name) then
2521 return old_is_protected(pos, name)
2523 * `minetest.record_protection_violation(pos, name)`
2524 * This function calls functions registered with
2525 `minetest.register_on_protection_violation`.
2526 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2527 * Attempt to predict the desired orientation of the facedir-capable node
2528 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2529 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2530 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2531 is an optional table containing extra tweaks to the placement code:
2532 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2533 orientation on the wall.
2534 * `force_wall` : if `true`, always place the node in wall orientation.
2535 * `force_ceiling`: if `true`, always place on the ceiling.
2536 * `force_floor`: if `true`, always place the node on the floor.
2537 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2538 the floor or ceiling
2539 * The first four options are mutually-exclusive; the last in the list takes
2540 precedence over the first.
2541 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2542 * calls `rotate_and_place()` with infinitestacks set according to the state of
2543 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2546 * `minetest.forceload_block(pos)`
2547 * forceloads the position `pos`.
2548 * returns `true` if area could be forceloaded
2549 * Please note that forceloaded areas are saved when the server restarts.
2551 * `minetest.forceload_free_block(pos)`
2552 * stops forceloading the position `pos`
2554 * `minetest.request_insecure_environment()`: returns an environment containing
2555 insecure functions if the calling mod has been listed as trusted in the
2556 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2557 * Only works at init time and must be called from the mod's main scope (not from a function).
2558 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2561 * `minetest.global_exists(name)`
2562 * Checks if a global variable has been set, without triggering a warning.
2565 * `minetest.env`: `EnvRef` of the server environment and world.
2566 * Any function in the minetest namespace can be called using the syntax
2567 `minetest.env:somefunction(somearguments)`
2568 instead of `minetest.somefunction(somearguments)`
2569 * Deprecated, but support is not to be dropped soon
2572 * `minetest.registered_items`
2573 * Map of registered items, indexed by name
2574 * `minetest.registered_nodes`
2575 * Map of registered node definitions, indexed by name
2576 * `minetest.registered_craftitems`
2577 * Map of registered craft item definitions, indexed by name
2578 * `minetest.registered_tools`
2579 * Map of registered tool definitions, indexed by name
2580 * `minetest.registered_entities`
2581 * Map of registered entity prototypes, indexed by name
2582 * `minetest.object_refs`
2583 * Map of object references, indexed by active object id
2584 * `minetest.luaentities`
2585 * Map of Lua entities, indexed by active object id
2586 * `minetest.registered_ores`
2587 * List of registered ore definitions.
2588 * `minetest.registered_biomes`
2589 * List of registered biome definitions.
2590 * `minetest.registered_decorations`
2591 * List of registered decoration definitions.
2597 Node metadata: reference extra data and functionality stored in a node.
2598 Can be gotten via `minetest.get_meta(pos)`.
2601 * `set_string(name, value)`
2602 * `get_string(name)`
2603 * `set_int(name, value)`
2605 * `set_float(name, value)`
2607 * `get_inventory()`: returns `InvRef`
2608 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2609 * `from_table(nil or {})`
2610 * to clear metadata, use from_table(nil)
2611 * See "Node Metadata"
2614 Node Timers: a high resolution persistent per-node timer.
2615 Can be gotten via `minetest.get_node_timer(pos)`.
2618 * `set(timeout,elapsed)`
2619 * set a timer's state
2620 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2621 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2622 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2625 * equivalent to `set(timeout,0)`
2628 * `get_timeout()`: returns current timeout in seconds
2629 * if `timeout` equals `0`, timer is inactive
2630 * `get_elapsed()`: returns current elapsed time in seconds
2631 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2632 * `is_started()`: returns boolean state of timer
2633 * returns `true` if timer is started, otherwise `false`
2636 Moving things in the game are generally these.
2638 This is basically a reference to a C++ `ServerActiveObject`
2641 * `remove()`: remove object (after returning from Lua)
2642 * Note: Doesn't work on players, use minetest.kick_player instead
2643 * `getpos()`: returns `{x=num, y=num, z=num}`
2644 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2645 * `moveto(pos, continuous=false)`: interpolated move
2646 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2647 * `puncher` = another `ObjectRef`,
2648 * `time_from_last_punch` = time since last punch action of the puncher
2649 * `direction`: can be `nil`
2650 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2651 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2652 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2653 * `get_inventory()`: returns an `InvRef`
2654 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2655 * `get_wield_index()`: returns the index of the wielded item
2656 * `get_wielded_item()`: returns an `ItemStack`
2657 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2658 * `set_armor_groups({group1=rating, group2=rating, ...})`
2659 * `get_armor_groups()`: returns a table with the armor group ratings
2660 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2661 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2662 * `set_attach(parent, bone, position, rotation)`
2664 * `position`: `{x=num, y=num, z=num}` (relative)
2665 * `rotation`: `{x=num, y=num, z=num}`
2666 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2668 * `set_bone_position(bone, position, rotation)`
2670 * `position`: `{x=num, y=num, z=num}` (relative)
2671 * `rotation`: `{x=num, y=num, z=num}`
2672 * `get_bone_position(bone)`: returns position and rotation of the bone
2673 * `set_properties(object property table)`
2674 * `get_properties()`: returns object property table
2675 * `is_player()`: returns true for players, false otherwise
2676 * `get_nametag_attributes()`
2677 * returns a table with the attributes of the nametag of an object
2679 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2682 * `set_nametag_attributes(attributes)`
2683 * sets the attributes of the nametag of an object
2687 text = "My Nametag",
2690 ##### LuaEntitySAO-only (no-op for other objects)
2691 * `setvelocity({x=num, y=num, z=num})`
2692 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2693 * `setacceleration({x=num, y=num, z=num})`
2694 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2696 * `getyaw()`: returns number in radians
2697 * `settexturemod(mod)`
2698 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2699 select_horiz_by_yawpitch=false)`
2700 * Select sprite from spritesheet with optional animation and DM-style
2701 texture selection based on yaw relative to camera
2702 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2705 ##### Player-only (no-op for other objects)
2706 * `get_player_name()`: returns `""` if is not a player
2707 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2708 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2709 * `get_look_dir()`: get camera direction as a unit vector
2710 * `get_look_vertical()`: pitch in radians
2711 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2712 * `get_look_horizontal()`: yaw in radians
2713 * Angle is counter-clockwise from the +z direction.
2714 * `set_look_vertical(radians)`: sets look pitch
2715 * radians - Angle from looking forward, where positive is downwards.
2716 * `set_look_horizontal(radians)`: sets look yaw
2717 * radians - Angle from the +z direction, where positive is counter-clockwise.
2718 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2719 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2720 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2721 * Angle is counter-clockwise from the +x direction.
2722 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2723 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2724 * `get_breath()`: returns players breath
2725 * `set_breath(value)`: sets players breath
2727 * `0`: player is drowning,
2728 * `1`-`10`: remaining number of bubbles
2729 * `11`: bubbles bar is not shown
2730 * `set_inventory_formspec(formspec)`
2731 * Redefine player's inventory form
2732 * Should usually be called in on_joinplayer
2733 * `get_inventory_formspec()`: returns a formspec string
2734 * `get_player_control()`: returns table with player pressed keys
2735 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2736 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2737 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2738 * `set_physics_override(override_table)`
2739 * `override_table` is a table with the following fields:
2740 * `speed`: multiplier to default walking speed value (default: `1`)
2741 * `jump`: multiplier to default jump value (default: `1`)
2742 * `gravity`: multiplier to default gravity value (default: `1`)
2743 * `sneak`: whether player can sneak (default: `true`)
2744 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2745 * `get_physics_override()`: returns the table given to set_physics_override
2746 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2748 * `hud_remove(id)`: remove the HUD element of the specified id
2749 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2750 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2751 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2752 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2753 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2754 * pass a table containing a `true`/`false` value of each flag to be set or unset
2755 * if a flag equals `nil`, the flag is not modified
2756 * note that setting `minimap` modifies the client's permission to view the minimap -
2757 * the client may locally elect to not view the minimap
2758 * `hud_get_flags()`: returns a table containing status of hud flags
2759 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2760 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2761 * `count`: number of items, must be between `1` and `23`
2762 * `hud_get_hotbar_itemcount`: returns number of visible items
2763 * `hud_set_hotbar_image(texturename)`
2764 * sets background image for hotbar
2765 * `hud_get_hotbar_image`: returns texturename
2766 * `hud_set_hotbar_selected_image(texturename)`
2767 * sets image for selected item of hotbar
2768 * `hud_get_hotbar_selected_image`: returns texturename
2769 * `hud_replace_builtin(name, hud_definition)`
2770 * replace definition of a builtin hud element
2771 * `name`: `"breath"` or `"health"`
2772 * `hud_definition`: definition to replace builtin definition
2773 * `set_sky(bgcolor, type, {texture names})`
2774 * `bgcolor`: ColorSpec, defaults to white
2776 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2777 * `"skybox"`: Uses 6 textures, `bgcolor` used
2778 * `"plain"`: Uses 0 textures, `bgcolor` used
2779 * `get_sky()`: returns bgcolor, type and a table with the textures
2780 * `override_day_night_ratio(ratio or nil)`
2781 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2782 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2783 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2784 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2786 set animation for player model in third person view
2788 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2789 {x=168, y=187}, -- < walk animation key frames
2790 {x=189, y=198}, -- < dig animation key frames
2791 {x=200, y=219}, -- < walk+dig animation key frames
2792 frame_speed=30): -- < animation frame speed
2793 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2794 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2795 * in first person view
2796 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2797 * `get_eye_offset()`: returns offset_first and offset_third
2800 An `InvRef` is a reference to an inventory.
2803 * `is_empty(listname)`: return `true` if list is empty
2804 * `get_size(listname)`: get size of a list
2805 * `set_size(listname, size)`: set size of a list
2806 * returns `false` on error (e.g. invalid `listname` or `size`)
2807 * `get_width(listname)`: get width of a list
2808 * `set_width(listname, width)`: set width of list; currently used for crafting
2809 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2810 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2811 * `get_list(listname)`: return full list
2812 * `set_list(listname, list)`: set full list (size will not change)
2813 * `get_lists()`: returns list of inventory lists
2814 * `set_lists(lists)`: sets inventory lists (size will not change)
2815 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2816 * `room_for_item(listname, stack):` returns `true` if the stack of items
2817 can be fully added to the list
2818 * `contains_item(listname, stack)`: returns `true` if the stack of items
2819 can be fully taken from the list
2820 * `remove_item(listname, stack)`: take as many items as specified from the list,
2821 returns the items that were actually removed (as an `ItemStack`) -- note that
2822 any item metadata is ignored, so attempting to remove a specific unique
2823 item this way will likely remove the wrong one -- to do that use `set_stack`
2824 with an empty `ItemStack`
2825 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2826 * returns `{type="undefined"}` in case location is not known
2829 A fast access data structure to store areas, and find areas near a given position or area.
2830 Every area has a `data` string attribute to store additional information.
2831 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2832 If you chose the parameter-less constructor, a fast implementation will be automatically
2836 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2837 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2838 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2839 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2841 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2842 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2843 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2844 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2845 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2846 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2847 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2848 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2849 or insertions are likely to fail due to conflicts.
2850 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2851 Only needed for efficiency, and only some implementations profit.
2852 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2853 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2854 Calling invalidates the cache, so that its elements have to be newly generated.
2857 enabled = boolean, -- whether to enable, default true
2858 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2859 prefiltered lists for, minimum 16, default 64
2860 limit = number, -- the cache's size, minimum 20, default 1000
2862 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2863 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2864 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2865 Returns success and, optionally, an error message.
2866 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2869 An `ItemStack` is a stack of items.
2871 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2872 an itemstring, a table or `nil`.
2875 * `is_empty()`: Returns `true` if stack is empty.
2876 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2877 * `set_name(item_name)`: Returns boolean success.
2878 Clears item on failure.
2879 * `get_count()`: Returns number of items on the stack.
2880 * `set_count(count)`
2881 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2882 * `set_wear(wear)`: Returns boolean success.
2883 Clears item on failure.
2884 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2885 * `set_metadata(metadata)`: Returns true.
2886 * `clear()`: removes all items from the stack, making it empty.
2887 * `replace(item)`: replace the contents of this stack.
2888 * `item` can also be an itemstring or table.
2889 * `to_string()`: Returns the stack in itemstring form.
2890 * `to_table()`: Returns the stack in Lua table form.
2891 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2892 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2893 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2894 * `get_definition()`: Returns the item definition table.
2895 * `get_tool_capabilities()`: Returns the digging properties of the item,
2896 or those of the hand if none are defined for this item type
2897 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2898 * `add_item(item)`: Put some item or stack onto this stack.
2899 Returns leftover `ItemStack`.
2900 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2902 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2903 Returns taken `ItemStack`.
2904 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2905 Returns taken `ItemStack`.
2908 A 16-bit pseudorandom number generator.
2909 Uses a well-known LCG algorithm introduced by K&R.
2911 It can be created via `PseudoRandom(seed)`.
2914 * `next()`: return next integer random number [`0`...`32767`]
2915 * `next(min, max)`: return next integer random number [`min`...`max`]
2916 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2917 due to the simple implementation making bad distribution otherwise.
2920 A 32-bit pseudorandom number generator.
2921 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2923 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2926 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2927 * `next(min, max)`: return next integer random number [`min`...`max`]
2928 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2929 * This is only a rough approximation of a normal distribution with:
2930 * mean = (max - min) / 2, and
2931 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
2932 * Increasing num_trials improves accuracy of the approximation
2935 Interface for the operating system's crypto-secure PRNG.
2937 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
2938 be found on the system.
2941 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
2944 A perlin noise generator.
2945 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2946 or `PerlinNoise(noiseparams)`.
2947 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2948 or `minetest.get_perlin(noiseparams)`.
2951 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2952 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2954 ### `PerlinNoiseMap`
2955 A fast, bulk perlin noise generator.
2957 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2958 `minetest.get_perlin_map(noiseparams, size)`.
2960 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2961 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2964 For each of the functions with an optional `buffer` parameter: If `buffer` is not
2965 nil, this table will be used to store the result instead of creating a new table.
2969 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2970 with values starting at `pos={x=,y=}`
2971 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2972 of 3D noise with values starting at `pos={x=,y=,z=}`
2973 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
2974 with values starting at `pos={x=,y=}`
2975 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
2976 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
2977 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
2978 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
2979 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
2980 takes a chunk of `slice_size`.
2981 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
2982 `noisevals = noise:getMapSlice({y=20}, {y=2})`
2983 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
2984 the starting position of the most recently calculated noise.
2985 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
2986 `noise:calc3dMap({x=1000, y=1000, z=1000})`
2987 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
2991 #### About VoxelManip
2992 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
2993 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
2994 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
2995 to with other methods of setting nodes. For example, nodes will not have their construction and
2996 destruction callbacks run, and no rollback information is logged.
2998 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
2999 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3000 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3002 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3003 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3004 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3005 using both methods of map manipulation to determine which is most appropriate for your usage.
3007 #### Using VoxelManip
3008 A VoxelManip object can be created any time using either:
3009 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3011 If the optional position parameters are present for either of these routines, the specified region
3012 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3013 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3015 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3016 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3017 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3018 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3020 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3021 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3022 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3024 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3025 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3026 `VoxelManip:get_light_data()` for node light levels, and
3027 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3029 See section 'Flat array format' for more details.
3031 It is very important to understand that the tables returned by any of the above three functions
3032 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3033 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3034 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3035 otherwise explicitly stated.
3037 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3038 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3039 `VoxelManip:set_light_data()` for node light levels, and
3040 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3042 The parameter to each of the above three functions can use any table at all in the same flat array
3043 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3045 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3046 to the map by calling `VoxelManip:write_to_map()`.
3048 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3049 as being modified so that connected clients are sent the updated parts of map.
3052 ##### Flat array format
3054 `Nx = p2.X - p1.X + 1`,
3055 `Ny = p2.Y - p1.Y + 1`, and
3056 `Nz = p2.Z - p1.Z + 1`.
3058 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3059 the expression `Nx * Ny * Nz`.
3061 Positions offset from p1 are present in the array with the format of:
3064 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3065 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3067 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3068 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3070 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3072 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3076 and the array index for a position p contained completely in p1..p2 is:
3078 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3080 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3081 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3082 for a single point in a flat VoxelManip array.
3085 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3086 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3087 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3088 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3089 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3090 Note that the node being queried needs to have already been been registered.
3092 The following builtin node types have their Content IDs defined as constants:
3094 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3095 core.CONTENT_AIR (ID for "air" nodes)
3096 core.CONTENT_IGNORE (ID for "ignore" nodes)
3099 ##### Mapgen VoxelManip objects
3100 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3101 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3102 but with a few differences:
3104 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3105 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3106 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3107 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3108 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3109 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3110 consistency with the current map state. For this reason, calling any of the following functions:
3111 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3112 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3113 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3114 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3115 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3116 automatically after all on_generated callbacks have been run for that generated block.
3118 ##### Other API functions operating on a VoxelManip
3119 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3120 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3121 written all buffered data back to the VoxelManip object, save for special situations where the modder
3122 desires to only have certain liquid nodes begin flowing.
3124 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3125 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3127 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3128 except instead of placing the specified schematic directly on the map at the specified position, it
3129 will place the schematic inside of the VoxelManip.
3132 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3133 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3134 `VoxelManip:get_node_at()`.
3135 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3136 filled with "ignore" nodes.
3137 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3138 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3139 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3140 object in the same callback it had been created.
3141 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3142 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3143 buffer the function can use to write map data to instead of returning a new table each call. This
3144 greatly enhances performance by avoiding unnecessary memory allocations.
3147 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3148 the region formed by `p1` and `p2`.
3149 * returns actual emerged `pmin`, actual emerged `pmax`
3150 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3151 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3152 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3153 the `VoxelManip` at that position
3154 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3155 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3156 * returns raw node data in the form of an array of node content IDs
3157 * if the param `buffer` is present, this table will be used to store the result instead
3158 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3159 * `update_map()`: Update map after writing chunk back to map.
3160 * To be used only by `VoxelManip` objects created by the mod itself;
3161 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3162 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3163 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3164 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3165 * (`p1`, `p2`) is the area in which lighting is set;
3166 defaults to the whole area if left out
3167 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3168 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3169 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3170 * `light = day + (night * 16)`
3171 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3173 * expects lighting data in the same format that `get_light_data()` returns
3174 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3175 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3176 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3177 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3178 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3180 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3181 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3182 * `update_liquids()`: Update liquid flow
3183 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3184 had been modified since the last read from map, due to a call to
3185 `minetest.set_data()` on the loaded area elsewhere
3186 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3189 A helper class for voxel areas.
3190 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3191 The coordinates are *inclusive*, like most other things in Minetest.
3194 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3195 `MinEdge` and `MaxEdge`
3196 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3197 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3198 * useful for things like `VoxelManip`, raw Schematic specifiers,
3199 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3200 * `indexp(p)`: same as above, except takes a vector
3201 * `position(i)`: returns the absolute position vector corresponding to index `i`
3202 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3203 * `containsp(p)`: same as above, except takes a vector
3204 * `containsi(i)`: same as above, except takes an index `i`
3205 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3206 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3207 * `iterp(minp, maxp)`: same as above, except takes a vector
3210 An interface to read config files in the format of `minetest.conf`.
3212 It can be created via `Settings(filename)`.
3215 * `get(key)`: returns a value
3216 * `get_bool(key)`: returns a boolean
3218 * `remove(key)`: returns a boolean (`true` for success)
3219 * `get_names()`: returns `{key1,...}`
3220 * `write()`: returns a boolean (`true` for success)
3221 * write changes to file
3222 * `to_table()`: returns `{[key1]=value1,...}`
3226 A mapgen object is a construct used in map generation. Mapgen objects can be used
3227 by an `on_generate` callback to speed up operations by avoiding unnecessary
3228 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3229 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3230 was called outside of an `on_generate()` callback, `nil` is returned.
3232 The following Mapgen objects are currently available:
3235 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3236 emerged position, in that order. All mapgens support this object.
3239 Returns an array containing the y coordinates of the ground levels of nodes in
3240 the most recently generated chunk by the current mapgen.
3243 Returns an array containing the biome IDs of nodes in the most recently
3244 generated chunk by the current mapgen.
3247 Returns an array containing the temperature values of nodes in the most
3248 recently generated chunk by the current mapgen.
3251 Returns an array containing the humidity values of nodes in the most recently
3252 generated chunk by the current mapgen.
3255 Returns a table mapping requested generation notification types to arrays of
3256 positions at which the corresponding generated structures are located at within
3257 the current chunk. To set the capture of positions of interest to be recorded
3258 on generate, use `minetest.set_gen_notify()`.
3260 Possible fields of the table returned are:
3266 * `large_cave_begin`
3270 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3271 numeric unique decoration ID.
3275 * Functions receive a "luaentity" as `self`:
3276 * It has the member `.name`, which is the registered name `("mod:thing")`
3277 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3278 * The original prototype stuff is visible directly via a metatable
3280 * `on_activate(self, staticdata)`
3281 * Called when the object is instantiated.
3282 * `on_step(self, dtime)`
3283 * Called on every server tick, after movement and collision processing.
3284 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3286 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
3287 * Called when somebody punches the object.
3288 * Note that you probably want to handle most punches using the
3289 automatic armor group system.
3290 * `puncher`: an `ObjectRef` (can be `nil`)
3291 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3292 * `tool_capabilities`: capability table of used tool (can be `nil`)
3293 * `dir`: unit vector of direction of punch. Always defined. Points from
3294 the puncher to the punched.
3295 * `on_rightclick(self, clicker)`
3296 * `get_staticdata(self)`
3297 * Should return a string that will be passed to `on_activate` when
3298 the object is instantiated the next time.
3303 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3304 Often these bugs appear as subtle shadows in water.
3309 axiom, --string initial tree axiom
3310 rules_a, --string rules set A
3311 rules_b, --string rules set B
3312 rules_c, --string rules set C
3313 rules_d, --string rules set D
3314 trunk, --string trunk node name
3315 leaves, --string leaves node name
3316 leaves2, --string secondary leaves node name
3317 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3318 angle, --num angle in deg
3319 iterations, --num max # of iterations, usually 2 -5
3320 random_level, --num factor to lower nr of iterations, usually 0 - 3
3321 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3322 -- 2x2 nodes or 3x3 in cross shape
3323 thin_branches, --boolean true -> use thin (1 node) branches
3324 fruit, --string fruit node name
3325 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3326 seed, --num random seed; if no seed is provided, the engine will create one
3329 ### Key for Special L-System Symbols used in Axioms
3331 * `G`: move forward one unit with the pen up
3332 * `F`: move forward one unit with the pen down drawing trunks and branches
3333 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3334 * `T`: move forward one unit with the pen down drawing trunks only
3335 * `R`: move forward one unit with the pen down placing fruit
3336 * `A`: replace with rules set A
3337 * `B`: replace with rules set B
3338 * `C`: replace with rules set C
3339 * `D`: replace with rules set D
3340 * `a`: replace with rules set A, chance 90%
3341 * `b`: replace with rules set B, chance 80%
3342 * `c`: replace with rules set C, chance 70%
3343 * `d`: replace with rules set D, chance 60%
3344 * `+`: yaw the turtle right by `angle` parameter
3345 * `-`: yaw the turtle left by `angle` parameter
3346 * `&`: pitch the turtle down by `angle` parameter
3347 * `^`: pitch the turtle up by `angle` parameter
3348 * `/`: roll the turtle to the right by `angle` parameter
3349 * `*`: roll the turtle to the left by `angle` parameter
3350 * `[`: save in stack current state info
3351 * `]`: recover from stack state info
3354 Spawn a small apple tree:
3356 pos = {x=230,y=20,z=4}
3359 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3360 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3361 trunk="default:tree",
3362 leaves="default:leaves",
3366 trunk_type="single",
3369 fruit="default:apple"
3371 minetest.spawn_tree(pos,apple_tree)
3376 ### Object Properties
3381 collide_with_objects = true, -- collide with other objects if physical=true
3383 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3384 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3385 visual_size = {x=1, y=1},
3387 textures = {}, -- number of required textures depends on visual
3388 colors = {}, -- number of required colors depends on visual
3389 spritediv = {x=1, y=1},
3390 initial_sprite_basepos = {x=0, y=0},
3392 makes_footstep_sound = false,
3393 automatic_rotate = false,
3395 automatic_face_movement_dir = 0.0,
3396 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3397 automatic_face_movement_max_rotation_per_sec = -1,
3398 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3399 backface_culling = true, -- false to disable backface_culling for model
3400 nametag = "", -- by default empty, for players their name is shown if empty
3401 nametag_color = <color>, -- sets color of nametag as ColorSpec
3402 infotext = "", -- by default empty, text to be shown when pointed at object
3405 ### Entity definition (`register_entity`)
3408 -- Deprecated: Everything in object properties is read directly from here
3410 initial_properties = --[[<initial object properties>]],
3412 on_activate = function(self, staticdata, dtime_s),
3413 on_step = function(self, dtime),
3414 on_punch = function(self, hitter),
3415 on_rightclick = function(self, clicker),
3416 get_staticdata = function(self),
3417 -- ^ Called sometimes; the string returned is passed to on_activate when
3418 -- the entity is re-activated from static state
3420 -- Also you can define arbitrary member variables here
3421 myvariable = whatever,
3424 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3427 label = "Lava cooling",
3428 -- ^ Descriptive label for profiling purposes (optional).
3429 -- Definitions with identical labels will be listed as one.
3430 -- In the following two fields, also group:groupname will work.
3431 nodenames = {"default:lava_source"},
3432 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3433 ^ If left out or empty, any neighbor will do ]]
3434 interval = 1.0, -- Operation interval in seconds
3435 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3436 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3437 ^ The chance value is temporarily reduced when returning to
3438 an area to simulate time lost by the area being unattended.
3439 ^ Note chance value can often be reduced to 1 ]]
3440 action = func(pos, node, active_object_count, active_object_count_wider),
3443 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3446 label = "Upgrade legacy doors",
3447 -- ^ Descriptive label for profiling purposes (optional).
3448 -- Definitions with identical labels will be listed as one.
3449 name = "modname:replace_legacy_door",
3450 nodenames = {"default:lava_source"},
3451 -- ^ List of node names to trigger the LBM on.
3452 -- Also non-registered nodes will work.
3453 -- Groups (as of group:groupname) will work as well.
3454 run_at_every_load = false,
3455 -- ^ Whether to run the LBM's action every time a block gets loaded,
3456 -- and not just for blocks that were saved last time before LBMs were
3457 -- introduced to the world.
3458 action = func(pos, node),
3461 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3464 description = "Steel Axe",
3465 groups = {}, -- key=name, value=rating; rating=1..3.
3466 if rating not applicable, use 1.
3467 e.g. {wool=1, fluffy=3}
3468 {soil=2, outerspace=1, crumbly=1}
3469 {bendy=2, snappy=1},
3470 {hard=1, metal=1, spikes=1}
3471 inventory_image = "default_tool_steelaxe.png",
3473 wield_scale = {x=1,y=1,z=1},
3476 liquids_pointable = false,
3477 tool_capabilities = {
3478 full_punch_interval = 1.0,
3482 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
3483 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
3485 damage_groups = {groupname=damage},
3487 node_placement_prediction = nil,
3489 ^ If nil and item is node, prediction is made automatically
3490 ^ If nil and item is not a node, no prediction is made
3491 ^ If "" and item is anything, no prediction is made
3492 ^ Otherwise should be name of node which the client immediately places
3493 on ground when the player places the item. Server will always update
3494 actual result to client in a short moment.
3497 place = --[[<SimpleSoundSpec>]],
3500 on_place = func(itemstack, placer, pointed_thing),
3502 ^ Shall place item and return the leftover itemstack
3503 ^ default: minetest.item_place ]]
3504 on_secondary_use = func(itemstack, user, pointed_thing),
3506 ^ Same as on_place but called when pointing at nothing.
3507 ^ pointed_thing : always { type = "nothing" }
3509 on_drop = func(itemstack, dropper, pos),
3511 ^ Shall drop item and return the leftover itemstack
3512 ^ default: minetest.item_drop ]]
3513 on_use = func(itemstack, user, pointed_thing),
3516 ^ Function must return either nil if no item shall be removed from
3517 inventory, or an itemstack to replace the original itemstack.
3518 e.g. itemstack:take_item(); return itemstack
3519 ^ Otherwise, the function is free to do what it wants.
3520 ^ The default functions handle regular use cases.
3522 after_use = func(itemstack, user, node, digparams),
3525 ^ If defined, should return an itemstack and will be called instead of
3526 wearing out the tool. If returns nil, does nothing.
3527 If after_use doesn't exist, it is the same as:
3528 function(itemstack, user, node, digparams)
3529 itemstack:add_wear(digparams.wear)
3537 * `{name="image.png", animation={Tile Animation definition}}`
3538 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3539 tileable_horizontal=bool}`
3540 * backface culling enabled by default for most nodes
3541 * tileable flags are info for shaders, how they should treat texture
3542 when displacement mapping is used
3543 Directions are from the point of view of the tile texture,
3544 not the node it's on
3545 * deprecated, yet still supported field names:
3548 ### Tile animation definition
3549 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3551 ### Node definition (`register_node`)
3554 -- <all fields allowed in item definitions>,
3556 drawtype = "normal", -- See "Node drawtypes"
3557 visual_scale = 1.0, --[[
3558 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3559 ^ For plantlike, the image will start at the bottom of the node; for the
3560 ^ other drawtypes, the image will be centered on the node.
3561 ^ Note that positioning for "torchlike" may still change. ]]
3562 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3563 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3564 ^ List can be shortened to needed length ]]
3565 special_tiles = {tile definition 1, Tile definition 2}, --[[
3566 ^ Special textures of node; used rarely (old field name: special_materials)
3567 ^ List can be shortened to needed length ]]
3569 use_texture_alpha = false, -- Use texture's alpha channel
3570 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3571 paramtype = "none", -- See "Nodes" --[[
3572 ^ paramtype = "light" allows light to propagate from or through the node with light value
3573 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3574 paramtype2 = "none", -- See "Nodes"
3575 place_param2 = nil, -- Force value for param2 when player places node
3576 is_ground_content = true, -- If false, the cave generator will not carve through this
3577 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3578 walkable = true, -- If true, objects collide with node
3579 pointable = true, -- If true, can be pointed at
3580 diggable = true, -- If false, can never be dug
3581 climbable = false, -- If true, can be climbed on (ladder)
3582 buildable_to = false, -- If true, placed nodes can replace this node
3583 floodable = false, -- If true, liquids flow into and replace this node
3584 liquidtype = "none", -- "none"/"source"/"flowing"
3585 liquid_alternative_flowing = "", -- Flowing version of source liquid
3586 liquid_alternative_source = "", -- Source version of flowing liquid
3587 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3588 liquid_renewable = true, --[[
3589 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3591 ^ Block contains level in param2. Value is default level, used for snow.
3592 ^ Don't forget to use "leveled" type nodebox. ]]
3593 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3594 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3595 light_source = 0, -- Amount of light emitted by node
3596 damage_per_second = 0, -- If player is inside node, this damage is caused
3597 node_box = {type="regular"}, -- See "Node boxes"
3598 connects_to = nodenames, --[[
3599 * Used for nodebox nodes with the type == "connected"
3600 * Specifies to what neighboring nodes connections will be drawn
3601 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3602 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3603 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3605 selection_box = {type="regular"}, -- See "Node boxes" --[[
3606 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3607 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3608 legacy_wallmounted = false, -- Support maps made in and before January 2012
3610 footstep = <SimpleSoundSpec>,
3611 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3612 dug = <SimpleSoundSpec>,
3613 place = <SimpleSoundSpec>,
3614 place_failed = <SimpleSoundSpec>,
3616 drop = "", -- Name of dropped node when dug. Default is the node itself.
3619 max_items = 1, -- Maximum number of items to drop.
3620 items = { -- Choose max_items randomly from this list.
3622 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3623 rarity = 1, -- Probability of dropping is 1 / rarity.
3628 on_construct = func(pos), --[[
3629 ^ Node constructor; called after adding node
3630 ^ Can set up metadata and stuff like that
3631 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3633 on_destruct = func(pos), --[[
3634 ^ Node destructor; called before removing node
3635 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3637 after_destruct = func(pos, oldnode), --[[
3638 ^ Node destructor; called after removing node
3639 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3642 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3643 ^ Called after constructing node when node was placed using
3644 minetest.item_place_node / minetest.place_node
3645 ^ If return true no item is taken from itemstack
3647 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3648 ^ oldmetadata is in table format
3649 ^ Called after destructing node when node was dug using
3650 minetest.node_dig / minetest.dig_node
3652 can_dig = function(pos, [player]) --[[
3653 ^ returns true if node can be dug, or false if not
3656 on_punch = func(pos, node, puncher, pointed_thing), --[[
3657 ^ default: minetest.node_punch
3658 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3659 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3661 ^ if defined, itemstack will hold clicker's wielded item
3662 ^ Shall return the leftover itemstack
3663 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3665 on_dig = func(pos, node, digger), --[[
3666 ^ default: minetest.node_dig
3667 ^ By default: checks privileges, wears out tool and removes node ]]
3669 on_timer = function(pos,elapsed), --[[
3671 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3672 ^ elapsed is the total time passed since the timer was started
3673 ^ return true to run the timer for another cycle with the same timeout value ]]
3675 on_receive_fields = func(pos, formname, fields, sender), --[[
3676 ^ fields = {name1 = value1, name2 = value2, ...}
3677 ^ Called when an UI form (e.g. sign text input) returns data
3680 allow_metadata_inventory_move = func(pos, from_list, from_index,
3681 to_list, to_index, count, player), --[[
3682 ^ Called when a player wants to move items inside the inventory
3683 ^ Return value: number of items allowed to move ]]
3685 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3686 ^ Called when a player wants to put something into the inventory
3687 ^ Return value: number of items allowed to put
3688 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3690 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3691 ^ Called when a player wants to take something out of the inventory
3692 ^ Return value: number of items allowed to take
3693 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3695 on_metadata_inventory_move = func(pos, from_list, from_index,
3696 to_list, to_index, count, player),
3697 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3698 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3699 ^ Called after the actual action has happened, according to what was allowed.
3700 ^ No return value ]]
3702 on_blast = func(pos, intensity), --[[
3703 ^ intensity: 1.0 = mid range of regular TNT
3704 ^ If defined, called when an explosion touches the node, instead of
3705 removing the node ]]
3708 ### Recipe for `register_craft` (shaped)
3711 output = 'default:pick_stone',
3713 {'default:cobble', 'default:cobble', 'default:cobble'},
3714 {'', 'default:stick', ''},
3715 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3717 replacements = --[[<optional list of item pairs,
3718 replace one input item with another item on crafting>]]
3721 ### Recipe for `register_craft` (shapeless)
3725 output = 'mushrooms:mushroom_stew',
3728 "mushrooms:mushroom_brown",
3729 "mushrooms:mushroom_red",
3731 replacements = --[[<optional list of item pairs,
3732 replace one input item with another item on crafting>]]
3735 ### Recipe for `register_craft` (tool repair)
3738 type = "toolrepair",
3739 additional_wear = -0.02,
3742 ### Recipe for `register_craft` (cooking)
3746 output = "default:glass",
3747 recipe = "default:sand",
3751 ### Recipe for `register_craft` (furnace fuel)
3755 recipe = "default:leaves",
3759 ### Ore definition (`register_ore`)
3762 ore_type = "scatter", -- See "Ore types"
3763 ore = "default:stone_with_coal",
3764 wherein = "default:stone",
3765 -- ^ a list of nodenames is supported too
3766 clust_scarcity = 8*8*8,
3767 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3768 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3770 -- ^ Number of ores in a cluster
3772 -- ^ Size of the bounding box of the cluster
3773 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3777 -- ^ Attributes for this ore generation
3778 noise_threshold = 0.5,
3779 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3780 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3781 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3782 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3783 random_factor = 1.0,
3784 -- ^ Multiplier of the randomness contribution to the noise value at any
3785 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3786 -- ^ This parameter is only valid for ore_type == "vein".
3787 biomes = {"desert", "rainforest"}
3788 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3789 -- ^ and ignored if the Mapgen being used does not support biomes.
3790 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3793 ### Biome definition (`register_biome`)
3796 The Biome API is still in an experimental phase and subject to change.
3800 node_dust = "default:snow",
3801 -- ^ Node dropped onto upper surface after all else is generated.
3802 node_top = "default:dirt_with_snow",
3804 -- ^ Node forming surface layer of biome and thickness of this layer.
3805 node_filler = "default:permafrost",
3807 -- ^ Node forming lower layer of biome and thickness of this layer.
3808 node_stone = "default:bluestone",
3809 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3810 node_water_top = "default:ice",
3811 depth_water_top = 10,
3812 -- ^ Node forming a surface layer in seawater with the defined thickness.
3814 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3815 node_river_water = "default:ice",
3816 -- ^ Node that replaces river water in mapgens that use default:river_water.
3817 node_riverbed = "default:gravel",
3819 -- ^ Node placed under river water and thickness of this layer.
3822 -- ^ Lower and upper limits for biome.
3823 -- ^ Because biome is not recalculated for every node in a node column
3824 -- ^ some biome materials can exceed their limits, especially stone.
3825 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3826 -- ^ top and at each of these surfaces:
3827 -- ^ Ground below air, water below air, ground below water.
3828 -- ^ The selected biome then stays in effect for all nodes below until
3829 -- ^ column base or the next biome recalculation.
3831 humidity_point = 50,
3832 -- ^ Characteristic average temperature and humidity for the biome.
3833 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3834 -- ^ and humidity as axes. The resulting voronoi cells determine which
3835 -- ^ heat/humidity points belong to which biome, and therefore determine
3836 -- ^ the area and location of each biome in the world.
3837 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3838 -- ^ diagram to result in roughly equal size biomes.
3839 -- ^ Heat and humidity have average values of 50, vary mostly between
3840 -- ^ 0 and 100 but also often exceed these values.
3841 -- ^ Heat is not in degrees celcius, both values are abstract.
3844 ### Decoration definition (`register_decoration`)
3847 deco_type = "simple", -- See "Decoration types"
3848 place_on = "default:dirt_with_grass",
3849 -- ^ Node that decoration can be placed on
3851 -- ^ Size of divisions made in the chunk being generated.
3852 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3854 -- ^ Ratio of the area to be uniformly filled by the decoration.
3855 -- ^ Used only if noise_params is not specified.
3856 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3857 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3858 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3859 biomes = {"Oceanside", "Hills", "Plains"},
3860 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3861 -- ^ and ignored if the Mapgen being used does not support biomes.
3862 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3865 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3866 -- ^ This parameter refers to the `y` position of the decoration base, so
3867 -- the actual maximum height would be `height_max + size.Y`.
3868 flags = "liquid_surface, force_placement",
3869 -- ^ Flags for all decoration types.
3870 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3871 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3872 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3873 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3875 ----- Simple-type parameters
3876 decoration = "default:grass",
3877 -- ^ The node name used as the decoration.
3878 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3880 -- ^ Number of nodes high the decoration is made.
3881 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3883 -- ^ Number of nodes the decoration can be at maximum.
3884 -- ^ If absent, the parameter 'height' is used as a constant.
3885 spawn_by = "default:water",
3886 -- ^ Node that the decoration only spawns next to.
3887 -- ^ The neighbours checked are the 8 nodes horizontally surrounding the lowest node of the
3888 -- ^ decoration, and the 8 nodes horizontally surrounding the ground node below the decoration.
3890 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3891 -- ^ If absent or -1, decorations occur next to any nodes.
3893 ----- Schematic-type parameters
3894 schematic = "foobar.mts",
3895 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3896 -- ^ specified Minetest schematic file.
3897 -- ^ - OR -, could be the ID of a previously registered schematic
3898 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3899 -- ^ and an optional table yslice_prob:
3901 size = {x=4, y=6, z=4},
3903 {name="default:cobble", param1=255, param2=0},
3904 {name="default:dirt_with_grass", param1=255, param2=0},
3905 {name="ignore", param1=255, param2=0},
3906 {name="air", param1=255, param2=0},
3915 -- ^ See 'Schematic specifier' for details.
3916 replacements = {["oldname"] = "convert_to", ...},
3917 flags = "place_center_x, place_center_y, place_center_z",
3918 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3919 rotation = "90" -- rotate schematic 90 degrees on placement
3920 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3923 ### Chat command definition (`register_chatcommand`)
3926 params = "<name> <privilege>", -- Short parameter description
3927 description = "Remove privilege from player", -- Full description
3928 privs = {privs=true}, -- Require the "privs" privilege to run
3929 func = function(name, param), -- Called when command is run.
3930 -- Returns boolean success and text output.
3933 ### Detached inventory callbacks
3936 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3937 -- ^ Called when a player wants to move items inside the inventory
3938 -- ^ Return value: number of items allowed to move
3940 allow_put = func(inv, listname, index, stack, player),
3941 -- ^ Called when a player wants to put something into the inventory
3942 -- ^ Return value: number of items allowed to put
3943 -- ^ Return value: -1: Allow and don't modify item count in inventory
3945 allow_take = func(inv, listname, index, stack, player),
3946 -- ^ Called when a player wants to take something out of the inventory
3947 -- ^ Return value: number of items allowed to take
3948 -- ^ Return value: -1: Allow and don't modify item count in inventory
3950 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3951 on_put = func(inv, listname, index, stack, player),
3952 on_take = func(inv, listname, index, stack, player),
3953 -- ^ Called after the actual action has happened, according to what was allowed.
3954 -- ^ No return value
3957 ### HUD Definition (`hud_add`, `hud_get`)
3960 hud_elem_type = "image", -- see HUD element types
3961 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3962 position = {x=0.5, y=0.5},
3963 -- ^ Left corner position of element
3969 -- ^ Selected item in inventory. 0 for no item selected.
3971 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3972 alignment = {x=0, y=0},
3973 -- ^ See "HUD Element Types"
3974 offset = {x=0, y=0},
3975 -- ^ See "HUD Element Types"
3976 size = { x=100, y=100 },
3977 -- ^ Size of element in pixels
3980 ### Particle definition (`add_particle`)
3983 pos = {x=0, y=0, z=0},
3984 velocity = {x=0, y=0, z=0},
3985 acceleration = {x=0, y=0, z=0},
3986 -- ^ Spawn particle at pos with velocity and acceleration
3988 -- ^ Disappears after expirationtime seconds
3990 collisiondetection = false,
3991 -- ^ collisiondetection: if true collides with physical objects
3992 collision_removal = false,
3993 -- ^ collision_removal: if true then particle is removed when it collides,
3994 -- ^ requires collisiondetection = true to have any effect
3996 -- ^ vertical: if true faces player using y axis only
3997 texture = "image.png",
3998 -- ^ Uses texture (string)
3999 playername = "singleplayer"
4000 -- ^ optional, if specified spawns particle only on the player's client
4003 ### `ParticleSpawner` definition (`add_particlespawner`)
4008 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4009 minpos = {x=0, y=0, z=0},
4010 maxpos = {x=0, y=0, z=0},
4011 minvel = {x=0, y=0, z=0},
4012 maxvel = {x=0, y=0, z=0},
4013 minacc = {x=0, y=0, z=0},
4014 maxacc = {x=0, y=0, z=0},
4019 -- ^ The particle's properties are random values in between the bounds:
4020 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4021 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4022 collisiondetection = false,
4023 -- ^ collisiondetection: if true uses collision detection
4024 collision_removal = false,
4025 -- ^ collision_removal: if true then particle is removed when it collides,
4026 -- ^ requires collisiondetection = true to have any effect
4028 -- ^ vertical: if true faces player using y axis only
4029 texture = "image.png",
4030 -- ^ Uses texture (string)
4031 playername = "singleplayer"
4032 -- ^ Playername is optional, if specified spawns particle only on the player's client
4035 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4038 url = "http://example.org",
4040 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4041 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4042 -- ^ Optional, if specified a POST request with post_data is performed.
4043 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4044 -- ^ as x-www-form-urlencoded key-value pairs.
4045 -- ^ If post_data ist not specified, a GET request is performed instead.
4046 user_agent = "ExampleUserAgent",
4047 -- ^ Optional, if specified replaces the default minetest user agent with given string
4048 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4049 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4050 -- ^ that the header strings follow HTTP specification ("Key: Value").
4052 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4055 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4059 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4061 -- ^ If true, the request was succesful
4063 -- ^ If true, the request timed out
4065 -- ^ HTTP status code