1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
66 * `name`: (Deprecated) same as title.
67 * `description`: Short description to be shown in the content tab
68 * `allowed_mapgens = <comma-separated mapgens>`
69 e.g. `allowed_mapgens = v5,v6,flat`
70 Mapgens not in this list are removed from the list of mapgens for the
72 If not specified, all mapgens are allowed.
73 * `disallowed_mapgens = <comma-separated mapgens>`
74 e.g. `disallowed_mapgens = v5,v6,flat`
75 These mapgens are removed from the list of mapgens for the game.
76 When both `allowed_mapgens` and `disallowed_mapgens` are
77 specified, `allowed_mapgens` is applied before
79 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
80 e.g. `disallowed_mapgen_settings = mgv5_spflags`
81 These mapgen settings are hidden for this game in the world creation
82 dialog and game start menu. Add `seed` to hide the seed input field.
83 * `disabled_settings = <comma-separated settings>`
84 e.g. `disabled_settings = enable_damage, creative_mode`
85 These settings are hidden for this game in the "Start game" tab
86 and will be initialized as `false` when the game is started.
87 Prepend a setting name with an exclamation mark to initialize it to `true`
88 (this does not work for `enable_server`).
89 Only these settings are supported:
90 `enable_damage`, `creative_mode`, `enable_server`.
91 * `author`: The author of the game. It only appears when downloaded from
93 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
94 an internal ID used to track versions.
96 Used to set default settings when running this game.
98 In the same format as the one in builtin.
99 This settingtypes.txt will be parsed by the menu and the settings will be
100 displayed in the "Games" category in the advanced settings tab.
101 * If the game contains a folder called `textures` the server will load it as a
102 texturepack, overriding mod textures.
103 Any server texturepack will override mod textures and the game texturepack.
108 Games can provide custom main menu images. They are put inside a `menu`
109 directory inside the game directory.
111 The images are named `$identifier.png`, where `$identifier` is one of
112 `overlay`, `background`, `footer`, `header`.
113 If you want to specify multiple images for one identifier, add additional
114 images named like `$identifier.$n.png`, with an ascending number $n starting
115 with 1, and a random image will be chosen from the provided ones.
120 Games can provide custom main menu music. They are put inside a `menu`
121 directory inside the game directory.
123 The music files are named `theme.ogg`.
124 If you want to specify multiple music files for one game, add additional
125 images named like `theme.$n.ogg`, with an ascending number $n starting
126 with 1 (max 10), and a random music file will be chosen from the provided ones.
134 Paths are relative to the directories listed in the [Paths] section above.
136 * `games/<gameid>/mods/`
138 * `worlds/<worldname>/worldmods/`
143 It is possible to include a game in a world; in this case, no mods or
144 games are loaded or checked from anywhere else.
146 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
149 Mods should then be placed in `<worldname>/game/mods/`.
154 Mods can be put in a subdirectory, if the parent directory, which otherwise
155 should be a mod, contains a file named `modpack.conf`.
156 The file is a key-value store of modpack details.
158 * `name`: The modpack name. Allows Minetest to determine the modpack name even
159 if the folder is wrongly named.
160 * `description`: Description of mod to be shown in the Mods tab of the main
162 * `author`: The author of the modpack. It only appears when downloaded from
164 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
165 internal ID used to track versions.
166 * `title`: A human-readable title to address the modpack.
168 Note: to support 0.4.x, please also create an empty modpack.txt file.
170 Mod directory structure
171 -----------------------
177 │ ├── settingtypes.txt
181 │ │ ├── modname_stuff.png
182 │ │ ├── modname_stuff_normal.png
183 │ │ ├── modname_something_else.png
184 │ │ ├── subfolder_foo
185 │ │ │ ├── modname_more_stuff.png
186 │ │ │ └── another_subfolder
187 │ │ └── bar_subfolder
196 The location of this directory can be fetched by using
197 `minetest.get_modpath(modname)`.
201 A `Settings` file that provides meta information about the mod.
203 * `name`: The mod name. Allows Minetest to determine the mod name even if the
204 folder is wrongly named.
205 * `description`: Description of mod to be shown in the Mods tab of the main
207 * `depends`: A comma separated list of dependencies. These are mods that must be
208 loaded before this mod.
209 * `optional_depends`: A comma separated list of optional dependencies.
210 Like a dependency, but no error if the mod doesn't exist.
211 * `author`: The author of the mod. It only appears when downloaded from
213 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
214 internal ID used to track versions.
215 * `title`: A human-readable title to address the mod.
217 Note: to support 0.4.x, please also provide depends.txt.
221 A screenshot shown in the mod manager within the main menu. It should
222 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
226 **Deprecated:** you should use mod.conf instead.
228 This file is used if there are no dependencies in mod.conf.
230 List of mods that have to be loaded before loading this mod.
232 A single line contains a single modname.
234 Optional dependencies can be defined by appending a question mark
235 to a single modname. This means that if the specified mod
236 is missing, it does not prevent this mod from being loaded.
238 ### `description.txt`
240 **Deprecated:** you should use mod.conf instead.
242 This file is used if there is no description in mod.conf.
244 A file containing a description to be shown in the Mods tab of the main menu.
246 ### `settingtypes.txt`
248 The format is documented in `builtin/settingtypes.txt`.
249 It is parsed by the main menu settings dialogue to list mod-specific
250 settings in the "Mods" category.
254 The main Lua script. Running this script should register everything it
255 wants to register. Subsequent execution depends on minetest calling the
256 registered callbacks.
258 `minetest.settings` can be used to read custom or existing settings at load
259 time, if necessary. (See [`Settings`])
261 ### `textures`, `sounds`, `media`, `models`, `locale`
263 Media files (textures, sounds, whatever) that will be transferred to the
264 client and will be available for use by the mod and translation files for
265 the clients (see [Translations]).
267 It is suggested to use the folders for the purpose they are thought for,
268 eg. put textures into `textures`, translation files into `locale`,
269 models for entities or meshnodes into `models` et cetera.
271 These folders and subfolders can contain subfolders.
272 Subfolders with names starting with `_` or `.` are ignored.
273 If a subfolder contains a media file with the same name as a media file
274 in one of its parents, the parent's file is used.
276 Although it is discouraged, a mod can overwrite a media file of any mod that it
277 depends on by supplying a file with an equal name.
282 Registered names should generally be in this format:
286 `<whatever>` can have these characters:
290 This is to prevent conflicting names from corrupting maps and is
291 enforced by the mod loader.
293 Registered names can be overridden by prefixing the name with `:`. This can
294 be used for overriding the registrations of some other mod.
296 The `:` prefix can also be used for maintaining backwards compatibility.
300 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
301 So the name should be `experimental:tnt`.
303 Any mod can redefine `experimental:tnt` by using the name
307 when registering it. That mod is required to have `experimental` as a
316 Aliases of itemnames can be added by using
317 `minetest.register_alias(alias, original_name)` or
318 `minetest.register_alias_force(alias, original_name)`.
320 This adds an alias `alias` for the item called `original_name`.
321 From now on, you can use `alias` to refer to the item `original_name`.
323 The only difference between `minetest.register_alias` and
324 `minetest.register_alias_force` is that if an item named `alias` already exists,
325 `minetest.register_alias` will do nothing while
326 `minetest.register_alias_force` will unregister it.
328 This can be used for maintaining backwards compatibility.
330 This can also set quick access names for things, e.g. if
331 you have an item called `epiclylongmodname:stuff`, you could do
333 minetest.register_alias("stuff", "epiclylongmodname:stuff")
335 and be able to use `/giveme stuff`.
340 In a game, a certain number of these must be set to tell core mapgens which
341 of the game's nodes are to be used for core mapgen generation. For example:
343 minetest.register_alias("mapgen_stone", "default:stone")
345 ### Aliases for non-V6 mapgens
347 #### Essential aliases
350 * mapgen_water_source
351 * mapgen_river_water_source
353 `mapgen_river_water_source` is required for mapgens with sloping rivers where
354 it is necessary to have a river liquid node with a short `liquid_range` and
355 `liquid_renewable = false` to avoid flooding.
357 #### Optional aliases
361 Fallback lava node used if cave liquids are not defined in biome definitions.
362 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
366 Fallback node used if dungeon nodes are not defined in biome definitions.
367 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
369 ### Aliases needed for Mapgen V6
372 * mapgen_water_source
375 * mapgen_dirt_with_grass
378 * mapgen_desert_stone
380 * mapgen_dirt_with_snow
389 * mapgen_jungleleaves
392 * mapgen_pine_needles
395 * mapgen_stair_cobble
397 * mapgen_stair_desert_stone
399 ### Setting the node used in Mapgen Singlenode
401 By default the world is filled with air nodes. To set a different node use, for
404 minetest.register_alias("mapgen_singlenode", "default:stone")
412 Mods should generally prefix their textures with `modname_`, e.g. given
413 the mod name `foomod`, a texture could be called:
417 Textures are referred to by their complete name, or alternatively by
418 stripping out the file extension:
420 * e.g. `foomod_foothing.png`
421 * e.g. `foomod_foothing`
427 There are various texture modifiers that can be used
428 to let the client generate textures on-the-fly.
429 The modifiers are applied directly in sRGB colorspace,
430 i.e. without gamma-correction.
432 ### Texture overlaying
434 Textures can be overlaid by putting a `^` between them.
438 default_dirt.png^default_grass_side.png
440 `default_grass_side.png` is overlaid over `default_dirt.png`.
441 The texture with the lower resolution will be automatically upscaled to
442 the higher resolution texture.
446 Textures can be grouped together by enclosing them in `(` and `)`.
448 Example: `cobble.png^(thing1.png^thing2.png)`
450 A texture for `thing1.png^thing2.png` is created and the resulting
451 texture is overlaid on top of `cobble.png`.
455 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
456 passing complex texture names as arguments. Escaping is done with backslash and
457 is required for `^` and `:`.
459 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
461 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
462 on top of `cobble.png`.
464 ### Advanced texture modifiers
470 * `[crack:<t>:<n>:<p>`
471 * `[cracko:<t>:<n>:<p>`
475 * `<t>`: tile count (in each direction)
476 * `<n>`: animation frame count
477 * `<p>`: current animation frame
479 Draw a step of the crack animation on the texture.
480 `crack` draws it normally, while `cracko` lays it over, keeping transparent
485 default_cobble.png^[crack:10:1
487 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
493 * `<file>`: texture to combine
495 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
496 specified coordinates.
500 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
502 #### `[resize:<w>x<h>`
504 Resizes the texture to the given dimensions.
508 default_sandstone.png^[resize:16x16
512 Makes the base image transparent according to the given ratio.
514 `r` must be between 0 (transparent) and 255 (opaque).
518 default_sandstone.png^[opacity:127
520 #### `[invert:<mode>`
522 Inverts the given channels of the base image.
523 Mode may contain the characters "r", "g", "b", "a".
524 Only the channels that are mentioned in the mode string will be inverted.
528 default_apple.png^[invert:rgb
532 Brightens the texture.
536 tnt_tnt_side.png^[brighten
540 Makes the texture completely opaque.
544 default_leaves.png^[noalpha
546 #### `[makealpha:<r>,<g>,<b>`
548 Convert one color to transparency.
552 default_cobble.png^[makealpha:128,128,128
556 * `<t>`: transformation(s) to apply
558 Rotates and/or flips the image.
560 `<t>` can be a number (between 0 and 7) or a transform name.
561 Rotations are counter-clockwise.
564 1 R90 rotate by 90 degrees
565 2 R180 rotate by 180 degrees
566 3 R270 rotate by 270 degrees
568 5 FXR90 flip X then rotate by 90 degrees
570 7 FYR90 flip Y then rotate by 90 degrees
574 default_stone.png^[transformFXR90
576 #### `[inventorycube{<top>{<left>{<right>`
578 Escaping does not apply here and `^` is replaced by `&` in texture names
581 Create an inventory cube texture using the side textures.
585 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
587 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
588 `dirt.png^grass_side.png` textures
590 #### `[lowpart:<percent>:<file>`
592 Blit the lower `<percent>`% part of `<file>` on the texture.
596 base.png^[lowpart:25:overlay.png
598 #### `[verticalframe:<t>:<n>`
600 * `<t>`: animation frame count
601 * `<n>`: current animation frame
603 Crops the texture to a frame of a vertical animation.
607 default_torch_animated.png^[verticalframe:16:8
611 Apply a mask to the base image.
613 The mask is applied using binary AND.
615 #### `[sheet:<w>x<h>:<x>,<y>`
617 Retrieves a tile at position x,y from the base image
618 which it assumes to be a tilesheet with dimensions w,h.
620 #### `[colorize:<color>:<ratio>`
622 Colorize the textures with the given color.
623 `<color>` is specified as a `ColorString`.
624 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
625 it is an int, then it specifies how far to interpolate between the
626 colors where 0 is only the texture color and 255 is only `<color>`. If
627 omitted, the alpha of `<color>` will be used as the ratio. If it is
628 the word "`alpha`", then each texture pixel will contain the RGB of
629 `<color>` and the alpha of `<color>` multiplied by the alpha of the
632 #### `[multiply:<color>`
634 Multiplies texture colors with the given color.
635 `<color>` is specified as a `ColorString`.
636 Result is more like what you'd expect if you put a color on top of another
637 color, meaning white surfaces get a lot of your new color while black parts
638 don't change very much.
642 Embed a base64 encoded PNG image in the texture string.
643 You can produce a valid string for this by calling
644 `minetest.encode_base64(minetest.encode_png(tex))`,
645 refer to the documentation of these functions for details.
646 You can use this to send disposable images such as captchas
647 to individual clients, or render things that would be too
648 expensive to compose with `[combine:`.
650 IMPORTANT: Avoid sending large images this way.
651 This is not a replacement for asset files, do not use it to do anything
652 that you could instead achieve by just using a file.
653 In particular consider `minetest.dynamic_add_media` and test whether
654 using other texture modifiers could result in a shorter string than
655 embedding a whole image, this may vary by use case.
660 The goal of hardware coloring is to simplify the creation of
661 colorful nodes. If your textures use the same pattern, and they only
662 differ in their color (like colored wool blocks), you can use hardware
663 coloring instead of creating and managing many texture files.
664 All of these methods use color multiplication (so a white-black texture
665 with red coloring will result in red-black color).
669 This method is useful if you wish to create nodes/items with
670 the same texture, in different colors, each in a new node/item definition.
674 When you register an item or node, set its `color` field (which accepts a
675 `ColorSpec`) to the desired color.
677 An `ItemStack`'s static color can be overwritten by the `color` metadata
678 field. If you set that field to a `ColorString`, that color will be used.
682 Each tile may have an individual static color, which overwrites every
683 other coloring method. To disable the coloring of a face,
684 set its color to white (because multiplying with white does nothing).
685 You can set the `color` property of the tiles in the node's definition
686 if the tile is in table format.
690 For nodes and items which can have many colors, a palette is more
691 suitable. A palette is a texture, which can contain up to 256 pixels.
692 Each pixel is one possible color for the node/item.
693 You can register one node/item, which can have up to 256 colors.
695 #### Palette indexing
697 When using palettes, you always provide a pixel index for the given
698 node or `ItemStack`. The palette is read from left to right and from
699 top to bottom. If the palette has less than 256 pixels, then it is
700 stretched to contain exactly 256 pixels (after arranging the pixels
701 to one line). The indexing starts from 0.
705 * 16x16 palette, index = 0: the top left corner
706 * 16x16 palette, index = 4: the fifth pixel in the first row
707 * 16x16 palette, index = 16: the pixel below the top left corner
708 * 16x16 palette, index = 255: the bottom right corner
709 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
710 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
711 to ensure the total 256 pixels.
712 * 2x4 palette, index = 32: the top right corner
713 * 2x4 palette, index = 63: the top right corner
714 * 2x4 palette, index = 64: the pixel below the top left corner
716 #### Using palettes with items
718 When registering an item, set the item definition's `palette` field to
719 a texture. You can also use texture modifiers.
721 The `ItemStack`'s color depends on the `palette_index` field of the
722 stack's metadata. `palette_index` is an integer, which specifies the
723 index of the pixel to use.
725 #### Linking palettes with nodes
727 When registering a node, set the item definition's `palette` field to
728 a texture. You can also use texture modifiers.
729 The node's color depends on its `param2`, so you also must set an
730 appropriate `paramtype2`:
732 * `paramtype2 = "color"` for nodes which use their full `param2` for
733 palette indexing. These nodes can have 256 different colors.
734 The palette should contain 256 pixels.
735 * `paramtype2 = "colorwallmounted"` for nodes which use the first
736 five bits (most significant) of `param2` for palette indexing.
737 The remaining three bits are describing rotation, as in `wallmounted`
738 paramtype2. Division by 8 yields the palette index (without stretching the
739 palette). These nodes can have 32 different colors, and the palette
740 should contain 32 pixels.
742 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
743 pixel will be picked from the palette.
744 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
745 pixel will be picked from the palette.
746 * `paramtype2 = "colorfacedir"` for nodes which use the first
747 three bits of `param2` for palette indexing. The remaining
748 five bits are describing rotation, as in `facedir` paramtype2.
749 Division by 32 yields the palette index (without stretching the
750 palette). These nodes can have 8 different colors, and the
751 palette should contain 8 pixels.
753 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
754 first (= 0 + 1) pixel will be picked from the palette.
755 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
756 second (= 1 + 1) pixel will be picked from the palette.
758 To colorize a node on the map, set its `param2` value (according
759 to the node's paramtype2).
761 ### Conversion between nodes in the inventory and on the map
763 Static coloring is the same for both cases, there is no need
766 If the `ItemStack`'s metadata contains the `color` field, it will be
767 lost on placement, because nodes on the map can only use palettes.
769 If the `ItemStack`'s metadata contains the `palette_index` field, it is
770 automatically transferred between node and item forms by the engine,
771 when a player digs or places a colored node.
772 You can disable this feature by setting the `drop` field of the node
773 to itself (without metadata).
774 To transfer the color to a special drop, you need a drop table.
778 minetest.register_node("mod:stone", {
779 description = "Stone",
780 tiles = {"default_stone.png"},
781 paramtype2 = "color",
782 palette = "palette.png",
785 -- assume that mod:cobblestone also has the same palette
786 {items = {"mod:cobblestone"}, inherit_color = true },
791 ### Colored items in craft recipes
793 Craft recipes only support item strings, but fortunately item strings
794 can also contain metadata. Example craft recipe registration:
796 minetest.register_craft({
797 output = minetest.itemstring_with_palette("wool:block", 3),
805 To set the `color` field, you can use `minetest.itemstring_with_color`.
807 Metadata field filtering in the `recipe` field are not supported yet,
808 so the craft output is independent of the color of the ingredients.
813 Sometimes hardware coloring is not enough, because it affects the
814 whole tile. Soft texture overlays were added to Minetest to allow
815 the dynamic coloring of only specific parts of the node's texture.
816 For example a grass block may have colored grass, while keeping the
819 These overlays are 'soft', because unlike texture modifiers, the layers
820 are not merged in the memory, but they are simply drawn on top of each
821 other. This allows different hardware coloring, but also means that
822 tiles with overlays are drawn slower. Using too much overlays might
825 For inventory and wield images you can specify overlays which
826 hardware coloring does not modify. You have to set `inventory_overlay`
827 and `wield_overlay` fields to an image name.
829 To define a node overlay, simply set the `overlay_tiles` field of the node
830 definition. These tiles are defined in the same way as plain tiles:
831 they can have a texture name, color etc.
832 To skip one face, set that overlay tile to an empty string.
834 Example (colored grass block):
836 minetest.register_node("default:dirt_with_grass", {
837 description = "Dirt with Grass",
838 -- Regular tiles, as usual
839 -- The dirt tile disables palette coloring
840 tiles = {{name = "default_grass.png"},
841 {name = "default_dirt.png", color = "white"}},
842 -- Overlay tiles: define them in the same style
843 -- The top and bottom tile does not have overlay
844 overlay_tiles = {"", "",
845 {name = "default_grass_side.png"}},
846 -- Global color, used in inventory
848 -- Palette in the world
849 paramtype2 = "color",
850 palette = "default_foilage.png",
859 Only Ogg Vorbis files are supported.
861 For positional playing of sounds, only single-channel (mono) files are
862 supported. Otherwise OpenAL will play them non-positionally.
864 Mods should generally prefix their sounds with `modname_`, e.g. given
865 the mod name "`foomod`", a sound could be called:
869 Sounds are referred to by their name with a dot, a single digit and the
870 file extension stripped out. When a sound is played, the actual sound file
871 is chosen randomly from the matching sounds.
873 When playing the sound `foomod_foosound`, the sound is chosen randomly
874 from the available ones of the following files:
876 * `foomod_foosound.ogg`
877 * `foomod_foosound.0.ogg`
878 * `foomod_foosound.1.ogg`
880 * `foomod_foosound.9.ogg`
882 Examples of sound parameter tables:
884 -- Play locationless on all clients
886 gain = 1.0, -- default
887 fade = 0.0, -- default, change to a value > 0 to fade the sound in
888 pitch = 1.0, -- default
890 -- Play locationless to one player
893 gain = 1.0, -- default
894 fade = 0.0, -- default, change to a value > 0 to fade the sound in
895 pitch = 1.0, -- default
897 -- Play locationless to one player, looped
900 gain = 1.0, -- default
903 -- Play at a location
905 pos = {x = 1, y = 2, z = 3},
906 gain = 1.0, -- default
907 max_hear_distance = 32, -- default, uses an euclidean metric
909 -- Play connected to an object, looped
911 object = <an ObjectRef>,
912 gain = 1.0, -- default
913 max_hear_distance = 32, -- default, uses an euclidean metric
916 -- Play at a location, heard by anyone *but* the given player
918 pos = {x = 32, y = 0, z = 100},
919 max_hear_distance = 40,
920 exclude_player = name,
923 Looped sounds must either be connected to an object or played locationless to
924 one player using `to_player = name`.
926 A positional sound will only be heard by players that are within
927 `max_hear_distance` of the sound position, at the start of the sound.
929 `exclude_player = name` can be applied to locationless, positional and object-
930 bound sounds to exclude a single player from hearing them.
935 Specifies a sound name, gain (=volume) and pitch.
936 This is either a string or a table.
938 In string form, you just specify the sound name or
939 the empty string for no sound.
941 Table form has the following fields:
944 * `gain`: Volume (`1.0` = 100%)
945 * `pitch`: Pitch (`1.0` = 100%)
947 `gain` and `pitch` are optional and default to `1.0`.
953 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
954 * `{name = "default_place_node"}`: Same as above
955 * `{name = "default_place_node", gain = 0.5}`: 50% volume
956 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
961 These sound files are played back by the engine if provided.
963 * `player_damage`: Played when the local player takes damage (gain = 0.5)
964 * `player_falling_damage`: Played when the local player takes
965 damage by falling (gain = 0.5)
966 * `player_jump`: Played when the local player jumps
967 * `default_dig_<groupname>`: Default node digging sound
968 (see node sound definition for details)
970 Registered definitions
971 ======================
973 Anything added using certain [Registration functions] gets added to one or more
974 of the global [Registered definition tables].
976 Note that in some cases you will stumble upon things that are not contained
977 in these tables (e.g. when a mod has been removed). Always check for
978 existence before trying to access the fields.
982 All nodes register with `minetest.register_node` get added to the table
983 `minetest.registered_nodes`.
985 If you want to check the drawtype of a node, you could do:
987 local function get_nodedef_field(nodename, fieldname)
988 if not minetest.registered_nodes[nodename] then
991 return minetest.registered_nodes[nodename][fieldname]
993 local drawtype = get_nodedef_field(nodename, "drawtype")
1001 Nodes are the bulk data of the world: cubes and other things that take the
1002 space of a cube. Huge amounts of them are handled efficiently, but they
1005 The definition of a node is stored and can be accessed by using
1007 minetest.registered_nodes[node.name]
1009 See [Registered definitions].
1011 Nodes are passed by value between Lua and the engine.
1012 They are represented by a table:
1014 {name="name", param1=num, param2=num}
1016 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1017 them for certain automated functions. If you don't use these functions, you can
1018 use them to store arbitrary values.
1023 The functions of `param1` and `param2` are determined by certain fields in the
1026 The function of `param1` is determined by `paramtype` in node definition.
1027 `param1` is reserved for the engine when `paramtype != "none"`.
1029 * `paramtype = "light"`
1030 * The value stores light with and without sun in its lower and upper 4 bits
1032 * Required by a light source node to enable spreading its light.
1033 * Required by the following drawtypes as they determine their visual
1034 brightness from their internal light value:
1044 * `paramtype = "none"`
1045 * `param1` will not be used by the engine and can be used to store
1048 The function of `param2` is determined by `paramtype2` in node definition.
1049 `param2` is reserved for the engine when `paramtype2 != "none"`.
1051 * `paramtype2 = "flowingliquid"`
1052 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1053 * The liquid level and a flag of the liquid are stored in `param2`
1054 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1055 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1056 to access/manipulate the content of this field
1057 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1058 * `paramtype2 = "wallmounted"`
1059 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1060 "plantlike_rooted", "normal", "nodebox", "mesh"
1061 * The rotation of the node is stored in `param2`
1062 * You can make this value by using `minetest.dir_to_wallmounted()`
1063 * Values range 0 - 5
1064 * The value denotes at which direction the node is "mounted":
1065 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1066 * `paramtype2 = "facedir"`
1067 * Supported drawtypes: "normal", "nodebox", "mesh"
1068 * The rotation of the node is stored in `param2`. Furnaces and chests are
1069 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1070 * Values range 0 - 23
1071 * facedir / 4 = axis direction:
1072 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1073 * facedir modulo 4 = rotation around that axis
1074 * `paramtype2 = "leveled"`
1075 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1077 * The level of the top face of the nodebox is stored in `param2`.
1078 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1080 * The nodebox height is (`param2` / 64) nodes.
1081 * The maximum accepted value of `param2` is 127.
1083 * The height of the 'plantlike' section is stored in `param2`.
1084 * The height is (`param2` / 16) nodes.
1085 * `paramtype2 = "degrotate"`
1086 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1088 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1089 get the actual rotation in degrees of the node.
1090 * `paramtype2 = "meshoptions"`
1091 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1092 optional modifiers of the "plant". `param2` is a bitfield.
1093 * Bits 0 to 2 select the shape.
1094 Use only one of the values below:
1095 * 0 = a "x" shaped plant (ordinary plant)
1096 * 1 = a "+" shaped plant (just rotated 45 degrees)
1097 * 2 = a "*" shaped plant with 3 faces instead of 2
1098 * 3 = a "#" shaped plant with 4 faces instead of 2
1099 * 4 = a "#" shaped plant with 4 faces that lean outwards
1100 * 5-7 are unused and reserved for future meshes.
1101 * Bits 3 to 7 are used to enable any number of optional modifiers.
1102 Just add the corresponding value(s) below to `param2`:
1103 * 8 - Makes the plant slightly vary placement horizontally
1104 * 16 - Makes the plant mesh 1.4x larger
1105 * 32 - Moves each face randomly a small bit down (1/8 max)
1106 * values 64 and 128 (bits 6-7) are reserved for future use.
1107 * Example: `param2 = 0` selects a normal "x" shaped plant
1108 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1109 * `paramtype2 = "color"`
1110 * `param2` tells which color is picked from the palette.
1111 The palette should have 256 pixels.
1112 * `paramtype2 = "colorfacedir"`
1113 * Same as `facedir`, but with colors.
1114 * The first three bits of `param2` tells which color is picked from the
1115 palette. The palette should have 8 pixels.
1116 * `paramtype2 = "colorwallmounted"`
1117 * Same as `wallmounted`, but with colors.
1118 * The first five bits of `param2` tells which color is picked from the
1119 palette. The palette should have 32 pixels.
1120 * `paramtype2 = "glasslikeliquidlevel"`
1121 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1122 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1123 "Connected Glass" setting is enabled.
1124 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1126 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1127 both of these values may be added to `param2`:
1128 * 64 - Makes the node not connect with neighbors above or below it.
1129 * 128 - Makes the node not connect with neighbors to its sides.
1130 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1131 * `paramtype2 = "colordegrotate"`
1132 * Same as `degrotate`, but with colors.
1133 * The first (most-significant) three bits of `param2` tells which color
1134 is picked from the palette. The palette should have 8 pixels.
1135 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1136 * `paramtype2 = "none"`
1137 * `param2` will not be used by the engine and can be used to store
1140 Nodes can also contain extra data. See [Node Metadata].
1145 There are a bunch of different looking node types.
1147 Look for examples in `games/devtest` or `games/minetest_game`.
1150 * A node-sized cube.
1152 * Invisible, uses no texture.
1154 * The cubic source node for a liquid.
1155 * Faces bordering to the same node are never rendered.
1156 * Connects to node specified in `liquid_alternative_flowing`.
1157 * Use `backface_culling = false` for the tiles you want to make
1158 visible when inside the node.
1160 * The flowing version of a liquid, appears with various heights and slopes.
1161 * Faces bordering to the same node are never rendered.
1162 * Connects to node specified in `liquid_alternative_source`.
1163 * Node textures are defined with `special_tiles` where the first tile
1164 is for the top and bottom faces and the second tile is for the side
1166 * `tiles` is used for the item/inventory/wield image rendering.
1167 * Use `backface_culling = false` for the special tiles you want to make
1168 visible when inside the node
1170 * Often used for partially-transparent nodes.
1171 * Only external sides of textures are visible.
1172 * `glasslike_framed`
1173 * All face-connected nodes are drawn as one volume within a surrounding
1175 * The frame appearance is generated from the edges of the first texture
1176 specified in `tiles`. The width of the edges used are 1/16th of texture
1177 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1178 * The glass 'shine' (or other desired detail) on each node face is supplied
1179 by the second texture specified in `tiles`.
1180 * `glasslike_framed_optional`
1181 * This switches between the above 2 drawtypes according to the menu setting
1184 * Often used for partially-transparent nodes.
1185 * External and internal sides of textures are visible.
1186 * `allfaces_optional`
1187 * Often used for leaves nodes.
1188 * This switches between `normal`, `glasslike` and `allfaces` according to
1189 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1190 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1191 is used instead, if present. This allows a visually thicker texture to be
1192 used to compensate for how `glasslike` reduces visual thickness.
1194 * A single vertical texture.
1195 * If `paramtype2="[color]wallmounted":
1196 * If placed on top of a node, uses the first texture specified in `tiles`.
1197 * If placed against the underside of a node, uses the second texture
1198 specified in `tiles`.
1199 * If placed on the side of a node, uses the third texture specified in
1200 `tiles` and is perpendicular to that node.
1201 * If `paramtype2="none"`:
1202 * Will be rendered as if placed on top of a node (see
1203 above) and only the first texture is used.
1205 * A single texture parallel to, and mounted against, the top, underside or
1207 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1208 * If `paramtype2="none"`, it will always be on the floor.
1210 * Two vertical and diagonal textures at right-angles to each other.
1211 * See `paramtype2 = "meshoptions"` above for other options.
1213 * When above a flat surface, appears as 6 textures, the central 2 as
1214 `plantlike` plus 4 more surrounding those.
1215 * If not above a surface the central 2 do not appear, but the texture
1216 appears against the faces of surrounding nodes if they are present.
1218 * A 3D model suitable for a wooden fence.
1219 * One placed node appears as a single vertical post.
1220 * Adjacently-placed nodes cause horizontal bars to appear between them.
1222 * Often used for tracks for mining carts.
1223 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1224 curved, t-junction, crossing.
1225 * Each placed node automatically switches to a suitable rotated texture
1226 determined by the adjacent `raillike` nodes, in order to create a
1227 continuous track network.
1228 * Becomes a sloping node if placed against stepped nodes.
1230 * Often used for stairs and slabs.
1231 * Allows defining nodes consisting of an arbitrary number of boxes.
1232 * See [Node boxes] below for more information.
1234 * Uses models for nodes.
1235 * Tiles should hold model materials textures.
1236 * Only static meshes are implemented.
1237 * For supported model formats see Irrlicht engine documentation.
1238 * `plantlike_rooted`
1239 * Enables underwater `plantlike` without air bubbles around the nodes.
1240 * Consists of a base cube at the co-ordinates of the node plus a
1241 `plantlike` extension above
1242 * If `paramtype2="leveled", the `plantlike` extension has a height
1243 of `param2 / 16` nodes, otherwise it's the height of 1 node
1244 * If `paramtype2="wallmounted"`, the `plantlike` extension
1245 will be at one of the corresponding 6 sides of the base cube.
1246 Also, the base cube rotates like a `normal` cube would
1247 * The `plantlike` extension visually passes through any nodes above the
1248 base cube without affecting them.
1249 * The base cube texture tiles are defined as normal, the `plantlike`
1250 extension uses the defined special tile, for example:
1251 `special_tiles = {{name = "default_papyrus.png"}},`
1253 `*_optional` drawtypes need less rendering time if deactivated
1254 (always client-side).
1259 Node selection boxes are defined using "node boxes".
1261 A nodebox is defined as any of:
1264 -- A normal cube; the default in most things
1268 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1270 fixed = box OR {box1, box2, ...}
1273 -- A variable height box (or boxes) with the top face position defined
1274 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1276 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1278 fixed = box OR {box1, box2, ...}
1281 -- A box like the selection box for torches
1282 -- (wallmounted param2 is used, if applicable)
1283 type = "wallmounted",
1289 -- A node that has optional boxes depending on neighbouring nodes'
1290 -- presence and type. See also `connects_to`.
1292 fixed = box OR {box1, box2, ...}
1293 connect_top = box OR {box1, box2, ...}
1294 connect_bottom = box OR {box1, box2, ...}
1295 connect_front = box OR {box1, box2, ...}
1296 connect_left = box OR {box1, box2, ...}
1297 connect_back = box OR {box1, box2, ...}
1298 connect_right = box OR {box1, box2, ...}
1299 -- The following `disconnected_*` boxes are the opposites of the
1300 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1301 -- on the respective side, the corresponding disconnected box is drawn.
1302 disconnected_top = box OR {box1, box2, ...}
1303 disconnected_bottom = box OR {box1, box2, ...}
1304 disconnected_front = box OR {box1, box2, ...}
1305 disconnected_left = box OR {box1, box2, ...}
1306 disconnected_back = box OR {box1, box2, ...}
1307 disconnected_right = box OR {box1, box2, ...}
1308 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1309 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1310 -- neighbours to the sides
1313 A `box` is defined as:
1315 {x1, y1, z1, x2, y2, z2}
1317 A box of a regular node would look like:
1319 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1321 To avoid collision issues, keep each value within the range of +/- 1.45.
1322 This also applies to leveled nodeboxes, where the final height shall not
1323 exceed this soft limit.
1327 Map terminology and coordinates
1328 ===============================
1330 Nodes, mapblocks, mapchunks
1331 ---------------------------
1333 A 'node' is the fundamental cubic unit of a world and appears to a player as
1334 roughly 1x1x1 meters in size.
1336 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1337 fundamental region of a world that is stored in the world database, sent to
1338 clients and handled by many parts of the engine.
1339 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1340 'node', however 'block' often appears in the API.
1342 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1343 (80x80x80 nodes) and is the volume of world generated in one operation by
1345 The size in mapblocks has been chosen to optimise map generation.
1350 ### Orientation of axes
1352 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1354 ### Node coordinates
1356 Almost all positions used in the API use node coordinates.
1358 ### Mapblock coordinates
1360 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1361 specify a particular mapblock.
1362 For example blockpos (0,0,0) specifies the mapblock that extends from
1363 node position (0,0,0) to node position (15,15,15).
1365 #### Converting node position to the containing blockpos
1367 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1370 * blockpos = math.floor(nodepos / 16)
1372 #### Converting blockpos to min/max node positions
1374 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1378 nodepos = blockpos * 16
1380 nodepos = blockpos * 16 + 15
1391 The position field is used for all element types.
1393 To account for differing resolutions, the position coordinates are the
1394 percentage of the screen, ranging in value from `0` to `1`.
1396 The name field is not yet used, but should contain a description of what the
1397 HUD element represents.
1399 The `direction` field is the direction in which something is drawn.
1400 `0` draws from left to right, `1` draws from right to left, `2` draws from
1401 top to bottom, and `3` draws from bottom to top.
1403 The `alignment` field specifies how the item will be aligned. It is a table
1404 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1405 moved to the left/up, and `1` is to the right/down. Fractional values can be
1408 The `offset` field specifies a pixel offset from the position. Contrary to
1409 position, the offset is not scaled to screen size. This allows for some
1410 precisely positioned items in the HUD.
1412 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1415 The `z_index` field specifies the order of HUD elements from back to front.
1416 Lower z-index elements are displayed behind higher z-index elements. Elements
1417 with same z-index are displayed in an arbitrary order. Default 0.
1418 Supports negative values. By convention, the following values are recommended:
1420 * -400: Graphical effects, such as vignette
1421 * -300: Name tags, waypoints
1423 * -100: Things that block the player's view, e.g. masks
1424 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1425 minimap, builtin statbars, etc.
1426 * 100: Temporary text messages or notification icons
1427 * 1000: Full-screen effects such as full-black screen or credits.
1428 This includes effects that cover the entire screen
1429 * Other: If your HUD element doesn't fit into any category, pick a number
1430 between the suggested values
1434 Below are the specific uses for fields in each type; fields not listed for that
1439 Displays an image on the HUD.
1441 * `scale`: The scale of the image, with 1 being the original texture size.
1442 Only the X coordinate scale is used (positive values).
1443 Negative values represent that percentage of the screen it
1444 should take; e.g. `x=-100` means 100% (width).
1445 * `text`: The name of the texture that is displayed.
1446 * `alignment`: The alignment of the image.
1447 * `offset`: offset in pixels from position.
1451 Displays text on the HUD.
1453 * `scale`: Defines the bounding rectangle of the text.
1454 A value such as `{x=100, y=100}` should work.
1455 * `text`: The text to be displayed in the HUD element.
1456 * `number`: An integer containing the RGB value of the color used to draw the
1457 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1458 * `alignment`: The alignment of the text.
1459 * `offset`: offset in pixels from position.
1460 * `size`: size of the text.
1461 The player-set font size is multiplied by size.x (y value isn't used).
1465 Displays a horizontal bar made up of half-images with an optional background.
1467 * `text`: The name of the texture to use.
1468 * `text2`: Optional texture name to enable a background / "off state"
1469 texture (useful to visualize the maximal value). Both textures
1470 must have the same size.
1471 * `number`: The number of half-textures that are displayed.
1472 If odd, will end with a vertically center-split texture.
1473 * `item`: Same as `number` but for the "off state" texture
1474 * `direction`: To which direction the images will extend to
1475 * `offset`: offset in pixels from position.
1476 * `size`: If used, will force full-image size to this value (override texture
1481 * `text`: The name of the inventory list to be displayed.
1482 * `number`: Number of items in the inventory to be displayed.
1483 * `item`: Position of item that is selected.
1485 * `offset`: offset in pixels from position.
1489 Displays distance to selected world position.
1491 * `name`: The name of the waypoint.
1492 * `text`: Distance suffix. Can be blank.
1493 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1494 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1495 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1496 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1497 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1498 `precision = n` will show multiples of `1/n`
1499 * `number:` An integer containing the RGB value of the color used to draw the
1501 * `world_pos`: World position of the waypoint.
1502 * `offset`: offset in pixels from position.
1503 * `alignment`: The alignment of the waypoint.
1505 ### `image_waypoint`
1507 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1509 * `scale`: The scale of the image, with 1 being the original texture size.
1510 Only the X coordinate scale is used (positive values).
1511 Negative values represent that percentage of the screen it
1512 should take; e.g. `x=-100` means 100% (width).
1513 * `text`: The name of the texture that is displayed.
1514 * `alignment`: The alignment of the image.
1515 * `world_pos`: World position of the waypoint.
1516 * `offset`: offset in pixels from position.
1520 Displays an image oriented or translated according to current heading direction.
1522 * `size`: The size of this element. Negative values represent percentage
1523 of the screen; e.g. `x=-100` means 100% (width).
1524 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1525 * `text`: The name of the texture to use.
1526 * `alignment`: The alignment of the image.
1527 * `offset`: Offset in pixels from position.
1528 * `dir`: How the image is rotated/translated:
1529 * 0 - Rotate as heading direction
1530 * 1 - Rotate in reverse direction
1531 * 2 - Translate as landscape direction
1532 * 3 - Translate in reverse direction
1534 If translation is chosen, texture is repeated horizontally to fill the whole element.
1538 Displays a minimap on the HUD.
1540 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1542 * `alignment`: The alignment of the minimap.
1543 * `offset`: offset in pixels from position.
1545 Representations of simple things
1546 ================================
1548 Vector (ie. a position)
1549 -----------------------
1553 See [Spatial Vectors] for details.
1558 * `{type="nothing"}`
1559 * `{type="node", under=pos, above=pos}`
1560 * Indicates a pointed node selection box.
1561 * `under` refers to the node position behind the pointed face.
1562 * `above` refers to the node position in front of the pointed face.
1563 * `{type="object", ref=ObjectRef}`
1565 Exact pointing location (currently only `Raycast` supports these fields):
1567 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1568 point on the selection box which is pointed at. May be in the selection box
1569 if the pointer is in the box too.
1570 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1572 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1573 selected selection box. This specifies which face is pointed at.
1574 Is a null vector `vector.zero()` when the pointer is inside the selection box.
1579 Flag Specifier Format
1580 =====================
1582 Flags using the standardized flag specifier format can be specified in either
1583 of two ways, by string or table.
1585 The string format is a comma-delimited set of flag names; whitespace and
1586 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1587 flag, and specifying a flag prefixed by the string `"no"` explicitly
1588 clears the flag from whatever the default may be.
1590 In addition to the standard string flag format, the schematic flags field can
1591 also be a table of flag names to boolean values representing whether or not the
1592 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1593 is present, mapped to a boolean of any value, the specified flag is unset.
1595 E.g. A flag field of value
1597 {place_center_x = true, place_center_y=false, place_center_z=true}
1601 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1603 which is equivalent to
1605 "place_center_x, noplace_center_y, place_center_z"
1609 "place_center_x, place_center_z"
1611 since, by default, no schematic attributes are set.
1619 Items are things that can be held by players, dropped in the map and
1620 stored in inventories.
1621 Items come in the form of item stacks, which are collections of equal
1622 items that occupy a single inventory slot.
1627 There are three kinds of items: nodes, tools and craftitems.
1629 * Node: Placeable item form of a node in the world's voxel grid
1630 * Tool: Has a changable wear property but cannot be stacked
1631 * Craftitem: Has no special properties
1633 Every registered node (the voxel in the world) has a corresponding
1634 item form (the thing in your inventory) that comes along with it.
1635 This item form can be placed which will create a node in the
1637 Both the 'actual' node and its item form share the same identifier.
1638 For all practical purposes, you can treat the node and its item form
1639 interchangeably. We usually just say 'node' to the item form of
1642 Note the definition of tools is purely technical. The only really
1643 unique thing about tools is their wear, and that's basically it.
1644 Beyond that, you can't make any gameplay-relevant assumptions
1645 about tools or non-tools. It is perfectly valid to register something
1646 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1648 Craftitems can be used for items that neither need to be a node
1654 All item stacks have an amount between 0 and 65535. It is 1 by
1655 default. Tool item stacks can not have an amount greater than 1.
1657 Tools use a wear (damage) value ranging from 0 to 65535. The
1658 value 0 is the default and is used for unworn tools. The values
1659 1 to 65535 are used for worn tools, where a higher value stands for
1660 a higher wear. Non-tools technically also have a wear property,
1661 but it is always 0. There is also a special 'toolrepair' crafting
1662 recipe that is only available to tools.
1667 Items and item stacks can exist in three formats: Serializes, table format
1670 When an item must be passed to a function, it can usually be in any of
1675 This is called "stackstring" or "itemstring". It is a simple string with
1676 1-3 components: the full item identifier, an optional amount and an optional
1679 <identifier> [<amount>[ <wear>]]
1683 * `"default:apple"`: 1 apple
1684 * `"default:dirt 5"`: 5 dirt
1685 * `"default:pick_stone"`: a new stone pickaxe
1686 * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
1694 {name="default:dirt", count=5, wear=0, metadata=""}
1696 A wooden pick about 1/3 worn out:
1698 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1702 {name="default:apple", count=1, wear=0, metadata=""}
1706 A native C++ format with many helper methods. Useful for converting
1707 between formats. See the [Class reference] section for details.
1715 In a number of places, there is a group table. Groups define the
1716 properties of a thing (item, node, armor of entity, tool capabilities)
1717 in such a way that the engine and other mods can can interact with
1718 the thing without actually knowing what the thing is.
1723 Groups are stored in a table, having the group names with keys and the
1724 group ratings as values. Group ratings are integer values within the
1725 range [-32767, 32767]. For example:
1728 groups = {crumbly=3, soil=1}
1730 -- A more special dirt-kind of thing
1731 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1733 Groups always have a rating associated with them. If there is no
1734 useful meaning for a rating for an enabled group, it shall be `1`.
1736 When not defined, the rating of a group defaults to `0`. Thus when you
1737 read groups, you must interpret `nil` and `0` as the same value, `0`.
1739 You can read the rating of a group for an item or a node by using
1741 minetest.get_item_group(itemname, groupname)
1746 Groups of items can define what kind of an item it is (e.g. wool).
1751 In addition to the general item things, groups are used to define whether
1752 a node is destroyable and how long it takes to destroy by a tool.
1757 For entities, groups are, as of now, used only for calculating damage.
1758 The rating is the percentage of damage caused by items with this damage group.
1759 See [Entity damage mechanism].
1761 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1762 object.set_armor_groups({fleshy=30, cracky=80})
1764 Groups of tool capabilities
1765 ---------------------------
1767 Groups in tool capabilities define which groups of nodes and entities they
1768 are effective towards.
1770 Groups in crafting recipes
1771 --------------------------
1773 An example: Make meat soup from any meat, any water and any bowl:
1776 output = "food:meat_soup_raw",
1782 -- preserve = {"group:bowl"}, -- Not implemented yet (TODO)
1785 Another example: Make red wool from white wool and red dye:
1789 output = "wool:red",
1790 recipe = {"wool:white", "group:dye,basecolor_red"},
1796 The asterisk `(*)` after a group name describes that there is no engine
1797 functionality bound to it, and implementation is left up as a suggestion
1800 ### Node and item groups
1802 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1803 that the item should be hidden in item lists.
1806 ### Node-only groups
1808 * `attached_node`: if the node under it is not a walkable block the node will be
1809 dropped as an item. If the node is wallmounted the wallmounted direction is
1811 * `bouncy`: value is bounce speed in percent
1812 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1813 connect to each other
1814 * `dig_immediate`: Player can always pick up node without reducing tool wear
1815 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1816 * `3`: the node always gets the digging time 0 seconds (torch)
1817 * `disable_jump`: Player (and possibly other things) cannot jump from node
1818 or if their feet are in the node. Note: not supported for `new_move = false`
1819 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1820 the top of this node. There's also an armor group with the same name.
1821 The final player damage is determined by the following formula:
1824 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1825 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1826 - (14) -- constant tolerance
1827 Negative damage values are discarded as no damage.
1828 * `falling_node`: if there is no walkable block under the node it will fall
1829 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1830 * `level`: Can be used to give an additional sense of progression in the game.
1831 * A larger level will cause e.g. a weapon of a lower level make much less
1832 damage, and get worn out much faster, or not be able to get drops
1833 from destroyed nodes.
1834 * `0` is something that is directly accessible at the start of gameplay
1835 * There is no upper limit
1836 * See also: `leveldiff` in [Tool Capabilities]
1837 * `slippery`: Players and items will slide on the node.
1838 Slipperiness rises steadily with `slippery` value, starting at 1.
1841 ### Tool-only groups
1843 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1844 `"toolrepair"` crafting recipe
1847 ### `ObjectRef` armor groups
1849 * `immortal`: Skips all damage and breath handling for an object. This group
1850 will also hide the integrated HUD status bars for players. It is
1851 automatically set to all players when damage is disabled on the server and
1852 cannot be reset (subject to change).
1853 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1854 when they hit the ground. It is analog to the node group with the same
1855 name. See the node group above for the exact calculation.
1856 * `punch_operable`: For entities; disables the regular damage mechanism for
1857 players punching it by hand or a non-tool item, so that it can do something
1858 else than take damage.
1862 Known damage and digging time defining groups
1863 ---------------------------------------------
1865 * `crumbly`: dirt, sand
1866 * `cracky`: tough but crackable stuff like stone.
1867 * `snappy`: something that can be cut using things like scissors, shears,
1868 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1869 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1870 * `fleshy`: Living things like animals and the player. This could imply
1871 some blood effects when hitting.
1872 * `explody`: Especially prone to explosions
1873 * `oddly_breakable_by_hand`:
1874 Can be added to nodes that shouldn't logically be breakable by the
1875 hand but are. Somewhat similar to `dig_immediate`, but times are more
1876 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1877 digging speed of an item if it can dig at a faster speed than this
1878 suggests for the hand.
1880 Examples of custom groups
1881 -------------------------
1883 Item groups are often used for defining, well, _groups of items_.
1885 * `meat`: any meat-kind of a thing (rating might define the size or healing
1886 ability or be irrelevant -- it is not defined as of yet)
1887 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1889 * `flammable`: can be set on fire. Rating might define the intensity of the
1890 fire, affecting e.g. the speed of the spreading of an open fire.
1891 * `wool`: any wool (any origin, any color)
1892 * `metal`: any metal
1893 * `weapon`: any weapon
1894 * `heavy`: anything considerably heavy
1896 Digging time calculation specifics
1897 ----------------------------------
1899 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1900 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1901 faster digging time.
1903 The `level` group is used to limit the toughness of nodes an item capable
1904 of digging can dig and to scale the digging times / damage to a greater extent.
1906 **Please do understand this**, otherwise you cannot use the system to it's
1909 Items define their properties by a list of parameters for groups. They
1910 cannot dig other groups; thus it is important to use a standard bunch of
1911 groups to enable interaction with items.
1919 'Tool capabilities' is a property of items that defines two things:
1921 1) Which nodes it can dig and how fast
1922 2) Which objects it can hurt by punching and by how much
1924 Tool capabilities are available for all items, not just tools.
1925 But only tools can receive wear from digging and punching.
1927 Missing or incomplete tool capabilities will default to the
1930 Tool capabilities definition
1931 ----------------------------
1933 Tool capabilities define:
1935 * Full punch interval
1936 * Maximum drop level
1937 * For an arbitrary list of node groups:
1938 * Uses (until the tool breaks)
1939 * Maximum level (usually `0`, `1`, `2` or `3`)
1942 * Punch attack uses (until the tool breaks)
1944 ### Full punch interval
1946 When used as a weapon, the item will do full damage if this time is spent
1947 between punches. If e.g. half the time is spent, the item will do half
1950 ### Maximum drop level
1952 Suggests the maximum level of node, when dug with the item, that will drop
1953 its useful item. (e.g. iron ore to drop a lump of iron).
1955 This is not automated; it is the responsibility of the node definition
1958 ### Uses (tools only)
1960 Determines how many uses the tool has when it is used for digging a node,
1961 of this group, of the maximum level. The maximum supported number of
1962 uses is 65535. The special number 0 is used for infinite uses.
1963 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
1964 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1965 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1967 * `uses=10, leveldiff=0`: actual uses: 10
1968 * `uses=10, leveldiff=1`: actual uses: 30
1969 * `uses=10, leveldiff=2`: actual uses: 90
1971 For non-tools, this has no effect.
1975 Tells what is the maximum level of a node of this group that the item will
1980 List of digging times for different ratings of the group, for nodes of the
1983 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1984 result in the item to be able to dig nodes that have a rating of `2` or `3`
1985 for this group, and unable to dig the rating `1`, which is the toughest.
1986 Unless there is a matching group that enables digging otherwise.
1988 If the result digging time is 0, a delay of 0.15 seconds is added between
1989 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1990 i.e. players can more quickly click the nodes away instead of holding LMB.
1994 List of damage for groups of entities. See [Entity damage mechanism].
1996 ### Punch attack uses (tools only)
1998 Determines how many uses (before breaking) the tool has when dealing damage
1999 to an object, when the full punch interval (see above) was always
2002 Wear received by the tool is proportional to the time spent, scaled by
2003 the full punch interval.
2005 For non-tools, this has no effect.
2007 Example definition of the capabilities of an item
2008 -------------------------------------------------
2010 tool_capabilities = {
2011 full_punch_interval=1.5,
2014 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2016 damage_groups = {fleshy=2},
2019 This makes the item capable of digging nodes that fulfil both of these:
2021 * Have the `crumbly` group
2022 * Have a `level` group less or equal to `2`
2024 Table of resulting digging times:
2026 crumbly 0 1 2 3 4 <- level
2028 1 0.80 1.60 1.60 - -
2029 2 0.60 1.20 1.20 - -
2030 3 0.40 0.80 0.80 - -
2032 level diff: 2 1 0 -1 -2
2034 Table of resulting tool uses:
2043 * At `crumbly==0`, the node is not diggable.
2044 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2045 easy nodes to be quickly breakable.
2046 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2051 Entity damage mechanism
2052 =======================
2057 foreach group in cap.damage_groups:
2058 damage += cap.damage_groups[group]
2059 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2060 * (object.armor_groups[group] / 100.0)
2061 -- Where object.armor_groups[group] is 0 for inexistent values
2064 Client predicts damage based on damage groups. Because of this, it is able to
2065 give an immediate response when an entity is damaged or dies; the response is
2066 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2068 Currently a smoke puff will appear when an entity dies.
2070 The group `immortal` completely disables normal damage.
2072 Entities can define a special armor group, which is `punch_operable`. This
2073 group disables the regular damage mechanism for players punching it by hand or
2074 a non-tool item, so that it can do something else than take damage.
2076 On the Lua side, every punch calls:
2078 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2081 This should never be called directly, because damage is usually not handled by
2084 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2085 accessed unless absolutely required, to encourage interoperability.
2086 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2087 * `tool_capabilities` can be `nil`.
2088 * `direction` is a unit vector, pointing from the source of the punch to
2090 * `damage` damage that will be done to entity
2091 Return value of this function will determine if damage is done by this function
2092 (retval true) or shall be done by engine (retval false)
2094 To punch an entity/object in Lua, call:
2096 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2098 * Return value is tool wear.
2099 * Parameters are equal to the above callback.
2100 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2101 will be automatically filled in based on the location of `puncher`.
2112 The instance of a node in the world normally only contains the three values
2113 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2114 It is called "node metadata"; See `NodeMetaRef`.
2116 Node metadata contains two things:
2121 Some of the values in the key-value store are handled specially:
2123 * `formspec`: Defines an inventory menu that is opened with the
2124 'place/use' key. Only works if no `on_rightclick` was
2125 defined for the node. See also [Formspec].
2126 * `infotext`: Text shown on the screen when the node is pointed at.
2127 Line-breaks will be applied automatically.
2128 If the infotext is very long, it will be truncated.
2132 local meta = minetest.get_meta(pos)
2133 meta:set_string("formspec",
2135 "list[context;main;0,0;8,4;]"..
2136 "list[current_player;main;0,5;8,4;]")
2137 meta:set_string("infotext", "Chest");
2138 local inv = meta:get_inventory()
2139 inv:set_size("main", 8*4)
2140 print(dump(meta:to_table()))
2143 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2144 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2145 [10] = "", [11] = "", [12] = "", [13] = "",
2146 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2147 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2148 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2149 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2153 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2161 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2163 Item metadata only contains a key-value store.
2165 Some of the values in the key-value store are handled specially:
2167 * `description`: Set the item stack's description.
2168 See also: `get_description` in [`ItemStack`]
2169 * `short_description`: Set the item stack's short description.
2170 See also: `get_short_description` in [`ItemStack`]
2171 * `color`: A `ColorString`, which sets the stack's color.
2172 * `palette_index`: If the item has a palette, this is used to get the
2173 current color from the palette.
2174 * `count_meta`: Replace the displayed count with any string.
2175 * `count_alignment`: Set the alignment of the displayed count value. This is an
2176 int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
2177 4th bit specify the alignment in y-direction:
2178 0 = default, 1 = left / up, 2 = middle, 3 = right / down
2179 The default currently is the same as right/down.
2180 Example: 6 = 2 + 1*4 = middle,up
2184 local meta = stack:get_meta()
2185 meta:set_string("key", "value")
2186 print(dump(meta:to_table()))
2188 Example manipulations of "description" and expected output behaviors:
2190 print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
2191 print(ItemStack("foobar"):get_description()) --> Unknown Item
2193 local stack = ItemStack("default:stone")
2194 stack:get_meta():set_string("description", "Custom description\nAnother line")
2195 print(stack:get_description()) --> Custom description\nAnother line
2196 print(stack:get_short_description()) --> Custom description
2198 stack:get_meta():set_string("short_description", "Short")
2199 print(stack:get_description()) --> Custom description\nAnother line
2200 print(stack:get_short_description()) --> Short
2202 print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
2209 Formspec defines a menu. This supports inventories and some of the
2210 typical widgets like buttons, checkboxes, text input fields, etc.
2211 It is a string, with a somewhat strange format.
2213 A formspec is made out of formspec elements, which includes widgets
2214 like buttons but also can be used to set stuff like background color.
2216 Many formspec elements have a `name`, which is a unique identifier which
2217 is used when the server receives user input. You must not use the name
2218 "quit" for formspec elements.
2220 Spaces and newlines can be inserted between the blocks, as is used in the
2223 Position and size units are inventory slots unless the new coordinate system
2224 is enabled. `X` and `Y` position the formspec element relative to the top left
2225 of the menu or container. `W` and `H` are its width and height values.
2227 If the new system is enabled, all elements have unified coordinates for all
2228 elements with no padding or spacing in between. This is highly recommended
2229 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2232 Inventories with a `player:<name>` inventory location are only sent to the
2233 player named `<name>`.
2235 When displaying text which can contain formspec code, e.g. text set by a player,
2236 use `minetest.formspec_escape`.
2237 For coloured text you can use `minetest.colorize`.
2239 Since formspec version 3, elements drawn in the order they are defined. All
2240 background elements are drawn before all other elements.
2242 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2243 reserved to pass key press events to formspec!
2245 **WARNING**: Minetest allows you to add elements to every single formspec instance
2246 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2247 appearing when you don't expect them to, or why things are styled differently
2248 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2256 list[context;main;0,0;8,4;]
2257 list[current_player;main;0,5;8,4;]
2262 list[context;fuel;2,3;1,1;]
2263 list[context;src;2,1;1,1;]
2264 list[context;dst;5,1;2,2;]
2265 list[current_player;main;0,5;8,4;]
2267 ### Minecraft-like player inventory
2270 image[1,0.6;1,2;player.png]
2271 list[current_player;main;0,3.5;8,4;]
2272 list[current_player;craft;3,0;3,3;]
2273 list[current_player;craftpreview;7,1;1,1;]
2278 * Formspec version 1 (pre-5.1.0):
2280 * Formspec version 2 (5.1.0):
2281 * Forced real coordinates
2282 * background9[]: 9-slice scaling parameters
2283 * Formspec version 3 (5.2.0):
2284 * Formspec elements are drawn in the order of definition
2285 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2286 * box[] and image[] elements enable clipping by default
2287 * new element: scroll_container[]
2288 * Formspec version 4 (5.4.0):
2289 * Allow dropdown indexing events
2290 * Formspec version 5 (5.5.0):
2291 * Added padding[] element
2296 ### `formspec_version[<version>]`
2298 * Set the formspec version to a certain number. If not specified,
2299 version 1 is assumed.
2300 * Must be specified before `size` element.
2301 * Clients older than this version can neither show newer elements nor display
2302 elements with new arguments correctly.
2303 * Available since feature `formspec_version_element`.
2304 * See also: [Version History]
2306 ### `size[<W>,<H>,<fixed_size>]`
2308 * Define the size of the menu in inventory slots
2309 * `fixed_size`: `true`/`false` (optional)
2310 * deprecated: `invsize[<W>,<H>;]`
2312 ### `position[<X>,<Y>]`
2314 * Must be used after `size` element.
2315 * Defines the position on the game window of the formspec's `anchor` point.
2316 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2318 * [0.0, 0.0] sets the position to the top left corner of the game window.
2319 * [1.0, 1.0] sets the position to the bottom right of the game window.
2320 * Defaults to the center of the game window [0.5, 0.5].
2322 ### `anchor[<X>,<Y>]`
2324 * Must be used after both `size` and `position` (if present) elements.
2325 * Defines the location of the anchor point within the formspec.
2326 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2328 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2329 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2330 * Defaults to the center of the formspec [0.5, 0.5].
2332 * `position` and `anchor` elements need suitable values to avoid a formspec
2333 extending off the game window due to particular game window sizes.
2335 ### `padding[<X>,<Y>]`
2337 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2338 * Defines how much space is padded around the formspec if the formspec tries to
2339 increase past the size of the screen and coordinates have to be shrunk.
2340 * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
2341 screen), and 0.5 represents half the screen (which forces the coordinate size
2342 to 0). If negative, the formspec can extend off the edge of the screen.
2343 * Defaults to [0.05, 0.05].
2347 * Must be used after the `size`, `position`, `anchor`, and `padding` elements
2349 * Disables player:set_formspec_prepend() from applying to this formspec.
2351 ### `real_coordinates[<bool>]`
2353 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2354 * When set to true, all following formspec elements will use the new coordinate system.
2355 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2356 (if present), the form size will use the new coordinate system.
2357 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2358 They must enable it explicitly.
2359 * For information on converting forms to the new coordinate system, see `Migrating
2360 to Real Coordinates`.
2362 ### `container[<X>,<Y>]`
2364 * Start of a container block, moves all physical elements in the container by
2366 * Must have matching `container_end`
2367 * Containers can be nested, in which case the offsets are added
2368 (child containers are relative to parent containers)
2370 ### `container_end[]`
2372 * End of a container, following elements are no longer relative to this
2375 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2377 * Start of a scroll_container block. All contained elements will ...
2378 * take the scroll_container coordinate as position origin,
2379 * be additionally moved by the current value of the scrollbar with the name
2380 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2381 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2382 * `orientation`: possible values are `vertical` and `horizontal`.
2383 * `scroll factor`: optional, defaults to `0.1`.
2384 * Nesting is possible.
2385 * Some elements might work a little different if they are in a scroll_container.
2386 * Note: If you want the scroll_container to actually work, you also need to add a
2387 scrollbar element with the specified name. Furthermore, it is highly recommended
2388 to use a scrollbaroptions element on this scrollbar.
2390 ### `scroll_container_end[]`
2392 * End of a scroll_container, following elements are no longer bound to this
2395 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2397 * Show an inventory list if it has been sent to the client.
2398 * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
2399 are moved) while the formspec is open, the formspec element may (but is not guaranteed
2400 to) adapt to the new inventory list.
2401 * Item slots are drawn in a grid from left to right, then up to down, ordered
2402 according to the slot index.
2403 * `W` and `H` are in inventory slots, not in coordinates.
2404 * `starting item index` (Optional): The index of the first (upper-left) item to draw.
2405 Indices start at `0`. Default is `0`.
2406 * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
2407 `starting item index`.
2408 * **Note**: With the new coordinate system, the spacing between inventory
2409 slots is one-fourth the size of an inventory slot by default. Also see
2410 [Styling Formspecs] for changing the size of slots and spacing.
2412 ### `listring[<inventory location>;<list name>]`
2414 * Allows to create a ring of inventory lists
2415 * Shift-clicking on items in one element of the ring
2416 will send them to the next inventory list inside the ring
2417 * The first occurrence of an element inside the ring will
2418 determine the inventory where items will be sent to
2422 * Shorthand for doing `listring[<inventory location>;<list name>]`
2423 for the last two inventory lists added by list[...]
2425 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2427 * Sets background color of slots as `ColorString`
2428 * Sets background color of slots on mouse hovering
2430 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2432 * Sets background color of slots as `ColorString`
2433 * Sets background color of slots on mouse hovering
2434 * Sets color of slots border
2436 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2438 * Sets background color of slots as `ColorString`
2439 * Sets background color of slots on mouse hovering
2440 * Sets color of slots border
2441 * Sets default background color of tooltips
2442 * Sets default font color of tooltips
2444 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2446 * Adds tooltip for an element
2447 * `bgcolor` tooltip background color as `ColorString` (optional)
2448 * `fontcolor` tooltip font color as `ColorString` (optional)
2450 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2452 * Adds tooltip for an area. Other tooltips will take priority when present.
2453 * `bgcolor` tooltip background color as `ColorString` (optional)
2454 * `fontcolor` tooltip font color as `ColorString` (optional)
2456 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2460 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2462 * Show an animated image. The image is drawn like a "vertical_frames" tile
2463 animation (See [Tile animation definition]), but uses a frame count/duration
2465 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2466 * `texture name`: The image to use.
2467 * `frame count`: The number of frames animating the image.
2468 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2469 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2471 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2473 * Show a mesh model.
2474 * `name`: Element name that can be used for styling
2475 * `mesh`: The mesh model to use.
2476 * `textures`: The mesh textures to use according to the mesh materials.
2477 Texture names must be separated by commas.
2478 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2479 The axes are euler angles in degrees.
2480 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2481 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2482 * `frame loop range` (Optional): Range of the animation frames.
2483 * Defaults to the full range of all available frames.
2484 * Syntax: `<begin>,<end>`
2485 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2487 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2489 * Show an inventory image of registered item/node
2491 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2493 * Sets background color of formspec.
2494 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2495 of the non-fullscreen and the fullscreen background.
2496 * `fullscreen` (optional) can be one of the following:
2497 * `false`: Only the non-fullscreen background color is drawn. (default)
2498 * `true`: Only the fullscreen background color is drawn.
2499 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2500 * `neither`: No background color is drawn.
2501 * Note: Leave a parameter empty to not modify the value.
2502 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2503 are not bools are only available since formspec version 3.
2505 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2507 * Example for formspec 8x4 in 16x resolution: image shall be sized
2508 8 times 16px times 4 times 16px.
2510 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2512 * Example for formspec 8x4 in 16x resolution:
2513 image shall be sized 8 times 16px times 4 times 16px
2514 * If `auto_clip` is `true`, the background is clipped to the formspec size
2515 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2517 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2519 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2520 * Middle is a rect which defines the middle of the 9-slice.
2521 * `x` - The middle will be x pixels from all sides.
2522 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2523 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2524 will be added to the width and height of the texture, allowing it to be used as the
2525 distance from the far end.
2526 * All numbers in middle are integers.
2527 * Example for formspec 8x4 in 16x resolution:
2528 image shall be sized 8 times 16px times 4 times 16px
2529 * If `auto_clip` is `true`, the background is clipped to the formspec size
2530 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2531 * Available since formspec version 2
2533 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2535 * Textual password style field; will be sent to server when a button is clicked
2536 * When enter is pressed in field, fields.key_enter_field will be sent with the
2538 * With the old coordinate system, fields are a set height, but will be vertically
2539 centred on `H`. With the new coordinate system, `H` will modify the height.
2540 * `name` is the name of the field as returned in fields to `on_receive_fields`
2541 * `label`, if not blank, will be text printed on the top left above the field
2542 * See `field_close_on_enter` to stop enter closing the formspec
2544 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2546 * Textual field; will be sent to server when a button is clicked
2547 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2548 the name of this field.
2549 * With the old coordinate system, fields are a set height, but will be vertically
2550 centred on `H`. With the new coordinate system, `H` will modify the height.
2551 * `name` is the name of the field as returned in fields to `on_receive_fields`
2552 * `label`, if not blank, will be text printed on the top left above the field
2553 * `default` is the default value of the field
2554 * `default` may contain variable references such as `${text}` which
2555 will fill the value from the metadata value `text`
2556 * **Note**: no extra text or more than a single variable is supported ATM.
2557 * See `field_close_on_enter` to stop enter closing the formspec
2559 ### `field[<name>;<label>;<default>]`
2561 * As above, but without position/size units
2562 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2563 the name of this field.
2564 * Special field for creating simple forms, such as sign text input
2565 * Must be used without a `size[]` element
2566 * A "Proceed" button will be added automatically
2567 * See `field_close_on_enter` to stop enter closing the formspec
2569 ### `field_close_on_enter[<name>;<close_on_enter>]`
2571 * <name> is the name of the field
2572 * if <close_on_enter> is false, pressing enter in the field will submit the
2573 form but not close it.
2574 * defaults to true when not specified (ie: no tag for a field)
2576 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2578 * Same as fields above, but with multi-line input
2579 * If the text overflows, a vertical scrollbar is added.
2580 * If the name is empty, the textarea is read-only and
2581 the background is not shown, which corresponds to a multi-line label.
2583 ### `label[<X>,<Y>;<label>]`
2585 * The label formspec element displays the text set in `label`
2586 at the specified position.
2587 * **Note**: If the new coordinate system is enabled, labels are
2588 positioned from the center of the text, not the top.
2589 * The text is displayed directly without automatic line breaking,
2590 so label should not be used for big text chunks. Newlines can be
2591 used to make labels multiline.
2592 * **Note**: With the new coordinate system, newlines are spaced with
2593 half a coordinate. With the old system, newlines are spaced 2/5 of
2596 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2597 * Displays a static formatted text with hyperlinks.
2598 * **Note**: This element is currently unstable and subject to change.
2599 * `x`, `y`, `w` and `h` work as per field
2600 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2601 * `text` is the formatted text using `Markup Language` described below.
2603 ### `vertlabel[<X>,<Y>;<label>]`
2604 * Textual label drawn vertically
2605 * `label` is the text on the label
2606 * **Note**: If the new coordinate system is enabled, vertlabels are
2607 positioned from the center of the text, not the left.
2609 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2611 * Clickable button. When clicked, fields will be sent.
2612 * With the old coordinate system, buttons are a set height, but will be vertically
2613 centred on `H`. With the new coordinate system, `H` will modify the height.
2614 * `label` is the text on the button
2616 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2618 * `texture name` is the filename of an image
2619 * **Note**: Height is supported on both the old and new coordinate systems
2622 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2624 * `texture name` is the filename of an image
2625 * `noclip=true` means the image button doesn't need to be within specified
2627 * `drawborder`: draw button border or not
2628 * `pressed texture name` is the filename of an image on pressed state
2630 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2632 * `item name` is the registered name of an item/node
2633 * The item description will be used as the tooltip. This can be overridden with
2636 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2638 * When clicked, fields will be sent and the form will quit.
2639 * Same as `button` in all other respects.
2641 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2643 * When clicked, fields will be sent and the form will quit.
2644 * Same as `image_button` in all other respects.
2646 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2648 * Scrollable item list showing arbitrary text elements
2649 * `name` fieldname sent to server on doubleclick value is current selected
2651 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2653 * if you want a listelement to start with "#" write "##".
2655 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2657 * Scrollable itemlist showing arbitrary text elements
2658 * `name` fieldname sent to server on doubleclick value is current selected
2660 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2661 * if you want a listelement to start with "#" write "##"
2662 * Index to be selected within textlist
2663 * `true`/`false`: draw transparent background
2664 * See also `minetest.explode_textlist_event`
2665 (main menu: `core.explode_textlist_event`).
2667 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2669 * Show a tab**header** at specific position (ignores formsize)
2670 * `X` and `Y`: position of the tabheader
2671 * *Note*: Width and height are automatically chosen with this syntax
2672 * `name` fieldname data is transferred to Lua
2673 * `caption 1`...: name shown on top of tab
2674 * `current_tab`: index of selected tab 1...
2675 * `transparent` (optional): if true, tabs are semi-transparent
2676 * `draw_border` (optional): if true, draw a thin line at tab base
2678 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2680 * Show a tab**header** at specific position (ignores formsize)
2681 * **Important note**: This syntax for tabheaders can only be used with the
2682 new coordinate system.
2683 * `X` and `Y`: position of the tabheader
2684 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2685 * `name` fieldname data is transferred to Lua
2686 * `caption 1`...: name shown on top of tab
2687 * `current_tab`: index of selected tab 1...
2688 * `transparent` (optional): show transparent
2689 * `draw_border` (optional): draw border
2691 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2693 * Show a tab**header** at specific position (ignores formsize)
2694 * **Important note**: This syntax for tabheaders can only be used with the
2695 new coordinate system.
2696 * `X` and `Y`: position of the tabheader
2697 * `W` and `H`: width and height of the tabheader
2698 * `name` fieldname data is transferred to Lua
2699 * `caption 1`...: name shown on top of tab
2700 * `current_tab`: index of selected tab 1...
2701 * `transparent` (optional): show transparent
2702 * `draw_border` (optional): draw border
2704 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2706 * Simple colored box
2707 * `color` is color specified as a `ColorString`.
2708 If the alpha component is left blank, the box will be semitransparent.
2709 If the color is not specified, the box will use the options specified by
2710 its style. If the color is specified, all styling options will be ignored.
2712 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2714 * Show a dropdown field
2715 * **Important note**: There are two different operation modes:
2716 1. handle directly on change (only changed dropdown is submitted)
2717 2. read the value on pressing a button (all dropdown values are available)
2718 * `X` and `Y`: position of the dropdown
2719 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2720 * Fieldname data is transferred to Lua
2721 * Items to be shown in dropdown
2722 * Index of currently selected dropdown item
2723 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2724 event field value for selected items.
2725 * `true`: Selected item index
2726 * `false` (default): Selected item value
2728 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2730 * Show a dropdown field
2731 * **Important note**: This syntax for dropdowns can only be used with the
2732 new coordinate system.
2733 * **Important note**: There are two different operation modes:
2734 1. handle directly on change (only changed dropdown is submitted)
2735 2. read the value on pressing a button (all dropdown values are available)
2736 * `X` and `Y`: position of the dropdown
2737 * `W` and `H`: width and height of the dropdown
2738 * Fieldname data is transferred to Lua
2739 * Items to be shown in dropdown
2740 * Index of currently selected dropdown item
2741 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2742 event field value for selected items.
2743 * `true`: Selected item index
2744 * `false` (default): Selected item value
2746 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2749 * `name` fieldname data is transferred to Lua
2750 * `label` to be shown left of checkbox
2751 * `selected` (optional): `true`/`false`
2752 * **Note**: If the new coordinate system is enabled, checkboxes are
2753 positioned from the center of the checkbox, not the top.
2755 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2757 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2758 * There are two ways to use it:
2759 1. handle the changed event (only changed scrollbar is available)
2760 2. read the value on pressing a button (all scrollbars are available)
2761 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2762 * Fieldname data is transferred to Lua
2763 * Value of this trackbar is set to (`0`-`1000`) by default
2764 * See also `minetest.explode_scrollbar_event`
2765 (main menu: `core.explode_scrollbar_event`).
2767 ### `scrollbaroptions[opt1;opt2;...]`
2768 * Sets options for all following `scrollbar[]` elements
2770 * Sets scrollbar minimum value, defaults to `0`.
2772 * Sets scrollbar maximum value, defaults to `1000`.
2773 If the max is equal to the min, the scrollbar will be disabled.
2775 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2777 * If this is set to a negative number, the value will be reset to `10`.
2779 * Sets scrollbar step value used by page up and page down.
2780 * If this is set to a negative number, the value will be reset to `100`.
2782 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2783 units the thumb spans out of the range of the scrollbar values.
2784 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2785 would span a tenth of the scrollbar space.
2786 * If this is set to zero or less, the value will be reset to `1`.
2787 * `arrows=<show/hide/default>`
2788 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2789 when the scrollbar gets too small, but shows them otherwise.
2791 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2793 * Show scrollable table using options defined by the previous `tableoptions[]`
2794 * Displays cells as defined by the previous `tablecolumns[]`
2795 * `name`: fieldname sent to server on row select or doubleclick
2796 * `cell 1`...`cell n`: cell contents given in row-major order
2797 * `selected idx`: index of row to be selected within table (first row = `1`)
2798 * See also `minetest.explode_table_event`
2799 (main menu: `core.explode_table_event`).
2801 ### `tableoptions[<opt 1>;<opt 2>;...]`
2803 * Sets options for `table[]`
2805 * default text color (`ColorString`), defaults to `#FFFFFF`
2806 * `background=#RRGGBB`
2807 * table background color (`ColorString`), defaults to `#000000`
2808 * `border=<true/false>`
2809 * should the table be drawn with a border? (default: `true`)
2810 * `highlight=#RRGGBB`
2811 * highlight background color (`ColorString`), defaults to `#466432`
2812 * `highlight_text=#RRGGBB`
2813 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2814 * `opendepth=<value>`
2815 * all subtrees up to `depth < value` are open (default value = `0`)
2816 * only useful when there is a column of type "tree"
2818 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2820 * Sets columns for `table[]`
2821 * Types: `text`, `image`, `color`, `indent`, `tree`
2822 * `text`: show cell contents as text
2823 * `image`: cell contents are an image index, use column options to define
2825 * `color`: cell contents are a ColorString and define color of following
2827 * `indent`: cell contents are a number and define indentation of following
2829 * `tree`: same as indent, but user can open and close subtrees
2833 * for `text` and `image`: content alignment within cells.
2834 Available values: `left` (default), `center`, `right`, `inline`
2836 * for `text` and `image`: minimum width in em (default: `0`)
2837 * for `indent` and `tree`: indent width in em (default: `1.5`)
2838 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2839 Exception: defaults to 0 for indent columns
2840 * `tooltip=<value>`: tooltip text (default: empty)
2841 * `image` column options:
2842 * `0=<value>` sets image for image index 0
2843 * `1=<value>` sets image for image index 1
2844 * `2=<value>` sets image for image index 2
2845 * and so on; defined indices need not be contiguous empty or
2846 non-numeric cells are treated as `0`.
2847 * `color` column options:
2848 * `span=<value>`: number of following columns to affect
2849 (default: infinite).
2851 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2853 * Set the style for the element(s) matching `selector` by name.
2854 * `selector` can be one of:
2855 * `<name>` - An element name. Includes `*`, which represents every element.
2856 * `<name>:<state>` - An element name, a colon, and one or more states.
2857 * `state` is a list of states separated by the `+` character.
2858 * If a state is provided, the style will only take effect when the element is in that state.
2859 * All provided states must be active for the style to apply.
2860 * Note: this **must** be before the element is defined.
2861 * See [Styling Formspecs].
2864 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2866 * Set the style for the element(s) matching `selector` by type.
2867 * `selector` can be one of:
2868 * `<type>` - An element type. Includes `*`, which represents every element.
2869 * `<type>:<state>` - An element type, a colon, and one or more states.
2870 * `state` is a list of states separated by the `+` character.
2871 * If a state is provided, the style will only take effect when the element is in that state.
2872 * All provided states must be active for the style to apply.
2873 * See [Styling Formspecs].
2875 ### `set_focus[<name>;<force>]`
2877 * Sets the focus to the element with the same `name` parameter.
2878 * **Note**: This element must be placed before the element it focuses.
2879 * `force` (optional, default `false`): By default, focus is not applied for
2880 re-sent formspecs with the same name so that player-set focus is kept.
2881 `true` sets the focus to the specified element for every sent formspec.
2882 * The following elements have the ability to be focused:
2897 Migrating to Real Coordinates
2898 -----------------------------
2900 In the old system, positions included padding and spacing. Padding is a gap between
2901 the formspec window edges and content, and spacing is the gaps between items. For
2902 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2903 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2904 in the new coordinate system from scratch.
2906 To recreate an old layout with padding, you'll need to pass the positions and sizes
2907 through the following formula to re-introduce padding:
2910 pos = (oldpos + 1)*spacing + padding
2916 You'll need to change the `size[]` tag like this:
2919 size = (oldsize-1)*spacing + padding*2 + 1
2922 A few elements had random offsets in the old system. Here is a table which shows these
2923 offsets when migrating:
2925 | Element | Position | Size | Notes
2926 |---------|------------|---------|-------
2927 | box | +0.3, +0.1 | 0, -0.4 |
2928 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2929 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2930 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2935 Formspec elements can be themed using the style elements:
2937 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2938 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2939 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2940 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2944 property_name=property_value
2948 style_type[button;bgcolor=#006699]
2949 style[world_delete;bgcolor=red;textcolor=yellow]
2950 button[4,3.95;2.6,1;world_delete;Delete]
2952 A name/type can optionally be a comma separated list of names/types, like so:
2954 world_delete,world_create,world_configure
2957 A `*` type can be used to select every element in the formspec.
2959 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2961 world_delete:hovered+pressed
2964 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2966 Setting a property to nothing will reset it to the default value. For example:
2968 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2969 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2972 ### Supported Element Types
2974 Some types may inherit styles from parent types.
2976 * animated_image, inherits from image
2979 * button_exit, inherits from button
2989 * pwdfield, inherits from field
2995 * vertlabel, inherits from label
2998 ### Valid Properties
3001 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3003 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3004 * Defaults to false in formspec_version version 3 or higher
3005 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
3006 * Single value (e.g. `#FF0`): All corners/borders.
3007 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
3008 top and bottom,left and right.
3009 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
3010 * These work similarly to CSS borders.
3011 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
3012 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
3013 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
3014 negative, the border will extend inside the box, whereas positive extends outside
3015 the box. A width of zero results in no border; this is default.
3016 * button, button_exit, image_button, item_image_button
3017 * alpha - boolean, whether to draw alpha in bgimg. Default true.
3018 * bgcolor - color, sets button tint.
3019 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
3020 * This is deprecated, use states instead.
3021 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
3022 * This is deprecated, use states instead.
3023 * bgimg - standard background image. Defaults to none.
3024 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
3025 * This is deprecated, use states instead.
3026 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
3027 See background9[] documentation for more details. This property also pads the
3028 button's content when set.
3029 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
3030 * This is deprecated, use states instead.
3031 * font - Sets font type. This is a comma separated list of options. Valid options:
3032 * Main font type options. These cannot be combined with each other:
3033 * `normal`: Default font
3034 * `mono`: Monospaced font
3035 * Font modification options. If used without a main font type, `normal` is used:
3036 * `bold`: Makes font bold.
3037 * `italic`: Makes font italic.
3039 * font_size - Sets font size. Default is user-set. Can have multiple values:
3040 * `<number>`: Sets absolute font size to `number`.
3041 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3042 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3043 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3044 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3045 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3046 * padding - rect, adds space between the edges of the button and the content. This value is
3047 relative to bgimg_middle.
3048 * sound - a sound to be played when triggered.
3049 * textcolor - color, default white.
3051 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3052 * sound - a sound to be played when triggered.
3054 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3055 * sound - a sound to be played when the entry is changed.
3056 * field, pwdfield, textarea
3057 * border - set to false to hide the textbox background and border. Default true.
3058 * font - Sets font type. See button `font` property for more information.
3059 * font_size - Sets font size. See button `font_size` property for more information.
3060 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3061 * textcolor - color. Default white.
3063 * bgcolor - color, sets background color.
3064 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3065 * Default to false in formspec_version version 3 or higher
3067 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3068 * Default to false in formspec_version version 3 or higher
3070 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3072 * font - Sets font type. See button `font` property for more information.
3073 * font_size - Sets font size. See button `font_size` property for more information.
3074 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3076 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3077 * size - 2d vector, sets the size of inventory slots in coordinates.
3078 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3079 * image_button (additional properties)
3080 * fgimg - standard image. Defaults to none.
3081 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3082 * This is deprecated, use states instead.
3083 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3084 * This is deprecated, use states instead.
3085 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3086 * sound - a sound to be played when triggered.
3088 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3090 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3091 * sound - a sound to be played when a different tab is selected.
3092 * textcolor - color. Default white.
3094 * font - Sets font type. See button `font` property for more information.
3095 * font_size - Sets font size. See button `font_size` property for more information.
3096 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3101 * default - Equivalent to providing no states
3102 * button, button_exit, image_button, item_image_button
3103 * hovered - Active when the mouse is hovering over the element
3104 * pressed - Active when the button is pressed
3109 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3110 The markup language is currently unstable and subject to change. Use with caution.
3111 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3112 Tags can have attributes, in that case, attributes are in the opening tag in
3113 form of a key/value separated with equal signs. Attribute values should not be quoted.
3115 If you want to insert a literal greater-than sign or a backslash into the text,
3116 you must escape it by preceding it with a backslash.
3118 These are the technically basic tags but see below for usual tags. Base tags are:
3120 `<style color=... font=... size=...>...</style>`
3122 Changes the style of the text.
3124 * `color`: Text color. Given color is a `colorspec`.
3125 * `size`: Text size.
3126 * `font`: Text font (`mono` or `normal`).
3128 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3133 * `background`: Text background, a `colorspec` or `none`.
3134 * `margin`: Page margins in pixel.
3135 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3137 Inheriting styles (affects child elements):
3138 * `color`: Default text color. Given color is a `colorspec`.
3139 * `hovercolor`: Color of <action> tags when mouse is over.
3140 * `size`: Default text size.
3141 * `font`: Default text font (`mono` or `normal`).
3142 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3144 This tag needs to be placed only once as it changes the global settings of the
3145 text. Anyway, if several tags are placed, each changed will be made in the order
3148 `<tag name=... color=... hovercolor=... font=... size=...>`
3150 Defines or redefines tag style. This can be used to define new tags.
3151 * `name`: Name of the tag to define or change.
3152 * `color`: Text color. Given color is a `colorspec`.
3153 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3154 * `size`: Text size.
3155 * `font`: Text font (`mono` or `normal`).
3157 Following tags are the usual tags for text layout. They are defined by default.
3158 Other tags can be added using `<tag ...>` tag.
3160 `<normal>...</normal>`: Normal size text
3162 `<big>...</big>`: Big text
3164 `<bigger>...</bigger>`: Bigger text
3166 `<center>...</center>`: Centered text
3168 `<left>...</left>`: Left-aligned text
3170 `<right>...</right>`: Right-aligned text
3172 `<justify>...</justify>`: Justified text
3174 `<mono>...</mono>`: Monospaced font
3176 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3178 `<action name=...>...</action>`
3180 Make that text a clickable text triggering an action.
3182 * `name`: Name of the action (mandatory).
3184 When clicked, the formspec is send to the server. The value of the text field
3185 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3188 `<img name=... float=... width=... height=...>`
3190 Draws an image which is present in the client media cache.
3192 * `name`: Name of the texture (mandatory).
3193 * `float`: If present, makes the image floating (`left` or `right`).
3194 * `width`: Force image width instead of taking texture width.
3195 * `height`: Force image height instead of taking texture height.
3197 If only width or height given, texture aspect is kept.
3199 `<item name=... float=... width=... height=... rotate=...>`
3201 Draws an item image.
3203 * `name`: Item string of the item to draw (mandatory).
3204 * `float`: If present, makes the image floating (`left` or `right`).
3205 * `width`: Item image width.
3206 * `height`: Item image height.
3207 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3208 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3209 `inventory_items_animations` is set to true.
3210 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3211 X, Y and Z being angles around each three axes. Works only if
3212 `inventory_items_animations` is set to true.
3220 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3221 * `"current_player"`: Player to whom the menu is shown
3222 * `"player:<name>"`: Any player
3223 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3224 * `"detached:<name>"`: A detached inventory
3226 Player Inventory lists
3227 ----------------------
3229 * `main`: list containing the default inventory
3230 * `craft`: list containing the craft input
3231 * `craftpreview`: list containing the craft prediction
3232 * `craftresult`: list containing the crafted output
3233 * `hand`: list containing an override for the empty hand
3234 * Is not created automatically, use `InvRef:set_size`
3235 * Is only used to enhance the empty hand's tool capabilities
3243 `#RGB` defines a color in hexadecimal format.
3245 `#RGBA` defines a color in hexadecimal format and alpha channel.
3247 `#RRGGBB` defines a color in hexadecimal format.
3249 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3251 Named colors are also supported and are equivalent to
3252 [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
3253 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3254 the color name (e.g. `colorname#08`).
3259 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3262 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3263 * `colorspec = {a=255, r=0, g=255, b=0}`
3264 * numerical form: The raw integer value of an ARGB8 quad:
3265 * `colorspec = 0xFF00FF00`
3266 * string form: A ColorString (defined above):
3267 * `colorspec = "green"`
3275 Most text can contain escape sequences, that can for example color the text.
3276 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3277 The following functions provide escape sequences:
3279 * `minetest.get_color_escape_sequence(color)`:
3280 * `color` is a ColorString
3281 * The escape sequence sets the text color to `color`
3282 * `minetest.colorize(color, message)`:
3284 `minetest.get_color_escape_sequence(color) ..
3286 minetest.get_color_escape_sequence("#ffffff")`
3287 * `minetest.rainbow(message)`:
3288 * Rainbow colorizes the message.
3289 * `minetest.get_background_escape_sequence(color)`
3290 * `color` is a ColorString
3291 * The escape sequence sets the background of the whole text element to
3292 `color`. Only defined for item descriptions and tooltips.
3293 * `minetest.strip_foreground_colors(str)`
3294 * Removes foreground colors added by `get_color_escape_sequence`.
3295 * `minetest.strip_background_colors(str)`
3296 * Removes background colors added by `get_background_escape_sequence`.
3297 * `minetest.strip_colors(str)`
3298 * Removes all color escape sequences.
3306 Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
3307 and has a class to represent them (`vector.*`), which this chapter is about.
3308 For details on what a spatial vectors is, please refer to Wikipedia:
3309 https://en.wikipedia.org/wiki/Euclidean_vector.
3311 Spatial vectors are used for various things, including, but not limited to:
3313 * any 3D spatial vector (x/y/z-directions)
3314 * Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
3315 meaning here. Therefore, most vector operations make no sense in this use case.)
3317 Note that they are *not* used for:
3319 * n-dimensional vectors where n is not 3 (ie. n=2)
3320 * arrays of the form `{num, num, num}`
3322 The API documentation may refer to spatial vectors, as produced by `vector.new`,
3323 by any of the following notations:
3325 * `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
3326 * `vector.new(x, y, z)`
3327 * `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
3332 Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
3333 Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
3334 Note: Those old-style vectors can still be found in old mod code. Hence, mod and
3335 engine APIs still need to be able to cope with them in many places.
3337 Manually constructed tables are deprecated and highly discouraged. This interface
3338 should be used to ensure seamless compatibility between mods and the Minetest API.
3339 This is especially important to callback function parameters and functions overwritten
3341 Also, though not likely, the internal implementation of a vector might change in
3343 In your own code, or if you define your own API, you can, of course, still use
3344 other representations of vectors.
3346 Vectors provided by API functions will provide an instance of this class if not
3347 stated otherwise. Mods should adapt this for convenience reasons.
3349 Special properties of the class
3350 -------------------------------
3352 Vectors can be indexed with numbers and allow method and operator syntax.
3354 All these forms of addressing a vector `v` are valid:
3355 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3356 Note: Prefer letter over number indexing for performance and compatibility reasons.
3358 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3359 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3361 `tostring` is defined for vectors, see `vector.to_string`.
3363 The metatable that is used for vectors can be accessed via `vector.metatable`.
3366 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3367 Returned vectors always have a metatable set.
3369 Common functions and methods
3370 ----------------------------
3372 For the following functions (and subchapters),
3373 `v`, `v1`, `v2` are vectors,
3374 `p1`, `p2` are position vectors,
3375 `s` is a scalar (a number),
3376 vectors are written like this: `(x, y, z)`:
3378 * `vector.new([a[, b, c]])`:
3379 * Returns a new vector `(a, b, c)`.
3380 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3381 `vector.new(v)` does the same as `vector.copy(v)`
3383 * Returns a new vector `(0, 0, 0)`.
3385 * Returns a copy of the vector `v`.
3386 * `vector.from_string(s[, init])`:
3387 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3388 `np` is the next position in the string after the vector.
3389 * Returns `nil` on failure.
3390 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3391 spaces, leaving away commas and adding an additional comma to the end
3393 * `init`: If given starts looking for the vector at this string index.
3394 * `vector.to_string(v)`:
3395 * Returns a string of the form `"(x, y, z)"`.
3396 * `tostring(v)` does the same.
3397 * `vector.direction(p1, p2)`:
3398 * Returns a vector of length 1 with direction `p1` to `p2`.
3399 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3400 * `vector.distance(p1, p2)`:
3401 * Returns zero or a positive number, the distance between `p1` and `p2`.
3402 * `vector.length(v)`:
3403 * Returns zero or a positive number, the length of vector `v`.
3404 * `vector.normalize(v)`:
3405 * Returns a vector of length 1 with direction of vector `v`.
3406 * If `v` has zero length, returns `(0, 0, 0)`.
3407 * `vector.floor(v)`:
3408 * Returns a vector, each dimension rounded down.
3409 * `vector.round(v)`:
3410 * Returns a vector, each dimension rounded to nearest integer.
3411 * At a multiple of 0.5, rounds away from zero.
3412 * `vector.apply(v, func)`:
3413 * Returns a vector where the function `func` has been applied to each
3415 * `vector.combine(v, w, func)`:
3416 * Returns a vector where the function `func` has combined both components of `v` and `w`
3418 * `vector.equals(v1, v2)`:
3419 * Returns a boolean, `true` if the vectors are identical.
3420 * `vector.sort(v1, v2)`:
3421 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3422 * `vector.angle(v1, v2)`:
3423 * Returns the angle between `v1` and `v2` in radians.
3424 * `vector.dot(v1, v2)`:
3425 * Returns the dot product of `v1` and `v2`.
3426 * `vector.cross(v1, v2)`:
3427 * Returns the cross product of `v1` and `v2`.
3428 * `vector.offset(v, x, y, z)`:
3429 * Returns the sum of the vectors `v` and `(x, y, z)`.
3430 * `vector.check(v)`:
3431 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3432 by a `vector.*` function.
3433 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3435 For the following functions `x` can be either a vector or a number:
3437 * `vector.add(v, x)`:
3439 * If `x` is a vector: Returns the sum of `v` and `x`.
3440 * If `x` is a number: Adds `x` to each component of `v`.
3441 * `vector.subtract(v, x)`:
3443 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3444 * If `x` is a number: Subtracts `x` from each component of `v`.
3445 * `vector.multiply(v, s)`:
3446 * Returns a scaled vector.
3447 * Deprecated: If `s` is a vector: Returns the Schur product.
3448 * `vector.divide(v, s)`:
3449 * Returns a scaled vector.
3450 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3455 Operators can be used if all of the involved vectors have metatables:
3457 * Returns whether `v1` and `v2` are identical.
3459 * Returns the additive inverse of v.
3461 * Returns the sum of both vectors.
3462 * Note: `+` can not be used together with scalars.
3464 * Returns the difference of `v1` subtracted by `v2`.
3465 * Note: `-` can not be used together with scalars.
3466 * `v * s` or `s * v`:
3467 * Returns `v` scaled by `s`.
3469 * Returns `v` scaled by `1 / s`.
3471 Rotation-related functions
3472 --------------------------
3474 For the following functions `a` is an angle in radians and `r` is a rotation
3475 vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
3478 * `vector.rotate(v, r)`:
3479 * Applies the rotation `r` to `v` and returns the result.
3480 * `vector.rotate(vector.new(0, 0, 1), r)` and
3481 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3482 forward and up relative to an entity's rotation `r`.
3483 * `vector.rotate_around_axis(v1, v2, a)`:
3484 * Returns `v1` rotated around axis `v2` by `a` radians according to
3485 the right hand rule.
3486 * `vector.dir_to_rotation(direction[, up])`:
3487 * Returns a rotation vector for `direction` pointing forward using `up`
3489 * If `up` is omitted, the roll of the returned vector defaults to zero.
3490 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3495 There are more helper functions involving vectors, but they are listed elsewhere
3496 because they only work on specific sorts of vectors or involve things that are not
3501 * `minetest.hash_node_position` (Only works on node positions.)
3502 * `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
3510 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3511 human-readable, handles reference loops.
3512 * `obj`: arbitrary variable
3513 * `name`: string, default: `"_"`
3514 * `dumped`: table, default: `{}`
3515 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3516 * `obj`: arbitrary variable
3517 * `dumped`: table, default: `{}`
3518 * `math.hypot(x, y)`
3519 * Get the hypotenuse of a triangle with legs x and y.
3520 Useful for distance calculation.
3521 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3522 * Get the sign of a number.
3523 * tolerance: number, default: `0.0`
3524 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3526 * `math.factorial(x)`: returns the factorial of `x`
3527 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3528 * At a multiple of 0.5, rounds away from zero.
3529 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3530 * `separator`: string, default: `","`
3531 * `include_empty`: boolean, default: `false`
3532 * `max_splits`: number, if it's negative, splits aren't limited,
3534 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3535 string or a pattern (regex), default: `false`
3536 * e.g. `"a,b":split","` returns `{"a","b"}`
3537 * `string:trim()`: returns the string without whitespace pre- and suffixes
3538 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3539 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3540 * Adds newlines to the string to keep it within the specified character
3542 * Note that the returned lines may be longer than the limit since it only
3543 splits at word borders.
3544 * `limit`: number, maximal amount of characters in one line
3545 * `as_table`: boolean, if set to true, a table of lines instead of a string
3546 is returned, default: `false`
3547 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3548 * `pos`: table {x=X, y=Y, z=Z}
3549 * Converts the position `pos` to a human-readable, printable string
3550 * `decimal_places`: number, if specified, the x, y and z values of
3551 the position are rounded to the given decimal place.
3552 * `minetest.string_to_pos(string)`: returns a position or `nil`
3553 * Same but in reverse.
3554 * If the string can't be parsed to a position, nothing is returned.
3555 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)`:
3556 * returns two positions
3557 * Converts a string representing an area box into two positions
3558 * X1, Y1, ... Z2 are coordinates
3559 * `relative_to`: Optional. If set to a position, each coordinate
3560 can use the tilde notation for relative positions
3561 * Tilde notation: "~": Relative coordinate
3562 "~<number>": Relative coordinate plus <number>
3563 * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
3564 returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
3565 * `minetest.formspec_escape(string)`: returns a string
3566 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3568 * `minetest.is_yes(arg)`
3569 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3570 * `minetest.is_nan(arg)`
3571 * returns true when the passed number represents NaN.
3572 * `minetest.get_us_time()`
3573 * returns time with microsecond precision. May not return wall time.
3574 * `table.copy(table)`: returns a table
3575 * returns a deep copy of `table`
3576 * `table.indexof(list, val)`: returns the smallest numerical index containing
3577 the value `val` in the table `list`. Non-numerical indices are ignored.
3578 If `val` could not be found, `-1` is returned. `list` must not have
3580 * `table.insert_all(table, other_table)`:
3581 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3583 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3584 * If multiple keys in `t` map to the same value, it is unspecified which
3585 value maps to that key.
3586 * `table.shuffle(table, [from], [to], [random_func])`:
3587 * Shuffles elements `from` to `to` in `table` in place
3588 * `from` defaults to `1`
3589 * `to` defaults to `#table`
3590 * `random_func` defaults to `math.random`. This function receives two
3591 integers as arguments and should return a random integer inclusively
3593 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3595 * returns the exact position on the surface of a pointed node
3596 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3597 Simulates an item that digs a node.
3598 Returns a table with the following fields:
3599 * `diggable`: `true` if node can be dug, `false` otherwise.
3600 * `time`: Time it would take to dig the node.
3601 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3602 `time` and `wear` are meaningless if node's not diggable
3604 * `groups`: Table of the node groups of the node that would be dug
3605 * `tool_capabilities`: Tool capabilities table of the item
3606 * `wear`: Amount of wear the tool starts with (default: 0)
3607 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3608 Simulates an item that punches an object.
3609 Returns a table with the following fields:
3610 * `hp`: How much damage the punch would cause (between -65535 and 65535).
3611 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3613 * `groups`: Damage groups of the object
3614 * `tool_capabilities`: Tool capabilities table of the item
3615 * `time_from_last_punch`: time in seconds since last punch action
3616 * `wear`: Amount of wear the item starts with (default: 0)
3624 Texts can be translated client-side with the help of `minetest.translate` and
3627 Translating a string
3628 --------------------
3630 Two functions are provided to translate strings: `minetest.translate` and
3631 `minetest.get_translator`.
3633 * `minetest.get_translator(textdomain)` is a simple wrapper around
3634 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3635 equivalent to `minetest.translate(textdomain, str, ...)`.
3636 It is intended to be used in the following way, so that it avoids verbose
3637 repetitions of `minetest.translate`:
3639 local S = minetest.get_translator(textdomain)
3642 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3644 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3645 the given `textdomain` for disambiguation. The textdomain must match the
3646 textdomain specified in the translation file in order to get the string
3647 translated. This can be used so that a string is translated differently in
3649 It is advised to use the name of the mod as textdomain whenever possible, to
3650 avoid clashes with other mods.
3651 This function must be given a number of arguments equal to the number of
3652 arguments the translated string expects.
3653 Arguments are literal strings -- they will not be translated, so if you want
3654 them to be, they need to come as outputs of `minetest.translate` as well.
3656 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3657 by the translation of "Red". We can do the following:
3659 local S = minetest.get_translator()
3660 S("@1 Wool", S("Red"))
3662 This will be displayed as "Red Wool" on old clients and on clients that do
3663 not have localization enabled. However, if we have for instance a translation
3664 file named `wool.fr.tr` containing the following:
3669 this will be displayed as "Laine Rouge" on clients with a French locale.
3671 Operations on translated strings
3672 --------------------------------
3674 The output of `minetest.translate` is a string, with escape sequences adding
3675 additional information to that string so that it can be translated on the
3676 different clients. In particular, you can't expect operations like string.length
3677 to work on them like you would expect them to, or string.gsub to work in the
3678 expected manner. However, string concatenation will still work as expected
3679 (note that you should only use this for things like formspecs; do not translate
3680 sentences by breaking them into parts; arguments should be used instead), and
3681 operations such as `minetest.colorize` which are also concatenation.
3683 Translation file format
3684 -----------------------
3686 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3687 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3688 The file should be a text file, with the following format:
3690 * Lines beginning with `# textdomain:` (the space is significant) can be used
3691 to specify the text domain of all following translations in the file.
3692 * All other empty lines or lines beginning with `#` are ignored.
3693 * Other lines should be in the format `original=translated`. Both `original`
3694 and `translated` can contain escape sequences beginning with `@` to insert
3695 arguments, literal `@`, `=` or newline (See [Escapes] below).
3696 There must be no extraneous whitespace around the `=` or at the beginning or
3697 the end of the line.
3702 Strings that need to be translated can contain several escapes, preceded by `@`.
3704 * `@@` acts as a literal `@`.
3705 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3706 string that will be inlined when translated. Due to how translations are
3707 implemented, the original translation string **must** have its arguments in
3708 increasing order, without gaps or repetitions, starting from 1.
3709 * `@=` acts as a literal `=`. It is not required in strings given to
3710 `minetest.translate`, but is in translation files to avoid being confused
3711 with the `=` separating the original from the translation.
3712 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3713 As with `@=`, this escape is not required in strings given to
3714 `minetest.translate`, but is in translation files.
3715 * `@n` acts as a literal newline as well.
3717 Server side translations
3718 ------------------------
3720 On some specific cases, server translation could be useful. For example, filter
3721 a list on labels and send results to client. A method is supplied to achieve
3724 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3725 translations for `lang_code` language. It gives the same result as if the string
3726 was translated by the client.
3728 The `lang_code` to use for a given player can be retrieved from
3729 the table returned by `minetest.get_player_information(name)`.
3731 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3732 You do not need to use this to get translated strings to show up on the client.
3737 Perlin noise creates a continuously-varying value depending on the input values.
3738 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3739 The result is used during map generation to create the terrain shape, vary heat
3740 and humidity to distribute biomes, vary the density of decorations or vary the
3743 Structure of perlin noise
3744 -------------------------
3746 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3747 The smooth wavy noise it generates has a single characteristic scale, almost
3748 like a 'wavelength', so on its own does not create fine detail.
3749 Due to this perlin noise combines several octaves to create variation on
3750 multiple scales. Each additional octave has a smaller 'wavelength' than the
3753 This combination results in noise varying very roughly between -2.0 and 2.0 and
3754 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3755 and offset the noise variation.
3757 The final perlin noise variation is created as follows:
3759 noise = offset + scale * (octave1 +
3760 octave2 * persistence +
3761 octave3 * persistence ^ 2 +
3762 octave4 * persistence ^ 3 +
3768 Noise Parameters are commonly called `NoiseParams`.
3772 After the multiplication by `scale` this is added to the result and is the final
3773 step in creating the noise value.
3774 Can be positive or negative.
3778 Once all octaves have been combined, the result is multiplied by this.
3779 Can be positive or negative.
3783 For octave1, this is roughly the change of input value needed for a very large
3784 variation in the noise value generated by octave1. It is almost like a
3785 'wavelength' for the wavy noise variation.
3786 Each additional octave has a 'wavelength' that is smaller than the previous
3787 octave, to create finer detail. `spread` will therefore roughly be the typical
3788 size of the largest structures in the final noise variation.
3790 `spread` is a vector with values for x, y, z to allow the noise variation to be
3791 stretched or compressed in the desired axes.
3792 Values are positive numbers.
3796 This is a whole number that determines the entire pattern of the noise
3797 variation. Altering it enables different noise patterns to be created.
3798 With other parameters equal, different seeds produce different noise patterns
3799 and identical seeds produce identical noise patterns.
3801 For this parameter you can randomly choose any whole number. Usually it is
3802 preferable for this to be different from other seeds, but sometimes it is useful
3803 to be able to create identical noise patterns.
3805 In some noise APIs the world seed is added to the seed specified in noise
3806 parameters. This is done to make the resulting noise pattern vary in different
3807 worlds, and be 'world-specific'.
3811 The number of simple noise generators that are combined.
3812 A whole number, 1 or more.
3813 Each additional octave adds finer detail to the noise but also increases the
3814 noise calculation load.
3815 3 is a typical minimum for a high quality, complex and natural-looking noise
3816 variation. 1 octave has a slight 'gridlike' appearance.
3818 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3819 size of the finest detail you require. For example:
3820 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3821 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3822 512, 256, 128, 64, 32, 16 nodes.
3823 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3827 Each additional octave has an amplitude that is the amplitude of the previous
3828 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3829 as is often helpful and natural to do so.
3830 Since this controls the balance of fine detail to large-scale detail
3831 `persistence` can be thought of as the 'roughness' of the noise.
3833 A positive or negative non-zero number, often between 0.3 and 1.0.
3834 A common medium value is 0.5, such that each octave has half the amplitude of
3835 the previous octave.
3836 This may need to be tuned when altering `lacunarity`; when doing so consider
3837 that a common medium value is 1 / lacunarity.
3841 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3842 previous octave multiplied by 1 / lacunarity, to create finer detail.
3843 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3845 A positive number no smaller than 1.0.
3846 Values below 2.0 create higher quality noise at the expense of requiring more
3847 octaves to cover a paticular range of 'wavelengths'.
3851 Leave this field unset for no special handling.
3852 Currently supported are `defaults`, `eased` and `absvalue`:
3856 Specify this if you would like to keep auto-selection of eased/not-eased while
3857 specifying some other flags.
3861 Maps noise gradient values onto a quintic S-curve before performing
3862 interpolation. This results in smooth, rolling noise.
3863 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3865 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3867 Easing a 3D noise significantly increases the noise calculation load, so use
3872 The absolute value of each octave's noise variation is used when combining the
3873 octaves. The final perlin noise variation is created as follows:
3875 noise = offset + scale * (abs(octave1) +
3876 abs(octave2) * persistence +
3877 abs(octave3) * persistence ^ 2 +
3878 abs(octave4) * persistence ^ 3 +
3883 For 2D or 3D perlin noise or perlin noise maps:
3888 spread = {x = 500, y = 500, z = 500},
3893 flags = "defaults, absvalue",
3896 For 2D noise the Z component of `spread` is still defined but is ignored.
3897 A single noise parameter table can be used for 2D or 3D noise.
3908 These tell in what manner the ore is generated.
3910 All default ores are of the uniformly-distributed scatter type.
3914 Randomly chooses a location and generates a cluster of ore.
3916 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3917 at that point is greater than the `noise_threshold`, giving the ability to
3918 create a non-equal distribution of ore.
3922 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3923 described by `noise_params` and `noise_threshold`. This is essentially an
3924 improved version of the so-called "stratus" ore seen in some unofficial mods.
3926 This sheet consists of vertical columns of uniform randomly distributed height,
3927 varying between the inclusive range `column_height_min` and `column_height_max`.
3928 If `column_height_min` is not specified, this parameter defaults to 1.
3929 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3930 for reverse compatibility. New code should prefer `column_height_max`.
3932 The `column_midpoint_factor` parameter controls the position of the column at
3933 which ore emanates from.
3934 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3935 equally starting from each direction.
3936 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3937 this parameter is not specified, the default is 0.5.
3939 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3944 Creates a sheet of ore in a cloud-like puff shape.
3946 As with the `sheet` ore type, the size and shape of puffs are described by
3947 `noise_params` and `noise_threshold` and are placed at random vertical
3948 positions within the currently generated chunk.
3950 The vertical top and bottom displacement of each puff are determined by the
3951 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3955 Creates a deformed sphere of ore according to 3d perlin noise described by
3956 `noise_params`. The maximum size of the blob is `clust_size`, and
3957 `clust_scarcity` has the same meaning as with the `scatter` type.
3961 Creates veins of ore varying in density by according to the intersection of two
3962 instances of 3d perlin noise with different seeds, both described by
3965 `random_factor` varies the influence random chance has on placement of an ore
3966 inside the vein, which is `1` by default. Note that modifying this parameter
3967 may require adjusting `noise_threshold`.
3969 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3972 This ore type is difficult to control since it is sensitive to small changes.
3973 The following is a decent set of parameters to work from:
3978 spread = {x=200, y=200, z=200},
3985 noise_threshold = 1.6
3987 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3988 computationally expensive than any other ore.
3992 Creates a single undulating ore stratum that is continuous across mapchunk
3993 borders and horizontally spans the world.
3995 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3996 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3997 defines the stratum's vertical thickness (in units of nodes). Due to being
3998 continuous across mapchunk borders the stratum's vertical thickness is
4001 If the noise parameter `noise_params` is omitted the ore will occur from y_min
4002 to y_max in a simple horizontal stratum.
4004 A parameter `stratum_thickness` can be provided instead of the noise parameter
4005 `np_stratum_thickness`, to create a constant thickness.
4007 Leaving out one or both noise parameters makes the ore generation less
4008 intensive, useful when adding multiple strata.
4010 `y_min` and `y_max` define the limits of the ore generation and for performance
4011 reasons should be set as close together as possible but without clipping the
4012 stratum's Y variation.
4014 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
4015 solid-ore stratum would require a `clust_scarcity` of 1.
4017 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
4018 `random_factor` are ignored by this ore type.
4023 See section [Flag Specifier Format].
4025 Currently supported flags:
4026 `puff_cliffs`, `puff_additive_composition`.
4030 If set, puff ore generation will not taper down large differences in
4031 displacement when approaching the edge of a puff. This flag has no effect for
4032 ore types other than `puff`.
4034 ### `puff_additive_composition`
4036 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
4037 in a negative displacement, the sub-column at that point is not generated. With
4038 this attribute set, puff ore generation will instead generate the absolute
4039 difference in noise displacement values. This flag has no effect for ore types
4048 The varying types of decorations that can be placed.
4053 Creates a 1 times `H` times 1 column of a specified node (or a random node from
4054 a list, if a decoration list is specified). Can specify a certain node it must
4055 spawn next to, such as water or lava, for example. Can also generate a
4056 decoration of random height between a specified lower and upper bound.
4057 This type of decoration is intended for placement of grass, flowers, cacti,
4058 papyri, waterlilies and so on.
4063 Copies a box of `MapNodes` from a specified schematic file (or raw description).
4064 Can specify a probability of a node randomly appearing when placed.
4065 This decoration type is intended to be used for multi-node sized discrete
4066 structures, such as trees, cave spikes, rocks, and so on.
4075 --------------------
4077 A schematic specifier identifies a schematic by either a filename to a
4078 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
4079 in the form of a table. This table specifies the following fields:
4081 * The `size` field is a 3D vector containing the dimensions of the provided
4082 schematic. (required field)
4083 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
4084 sets the probability of a particular horizontal slice of the schematic being
4085 placed. (optional field)
4086 `ypos` = 0 for the lowest horizontal slice of a schematic.
4087 The default of `prob` is 255.
4088 * The `data` field is a flat table of MapNode tables making up the schematic,
4089 in the order of `[z [y [x]]]`. (required field)
4090 Each MapNode table contains:
4091 * `name`: the name of the map node to place (required)
4092 * `prob` (alias `param1`): the probability of this node being placed
4094 * `param2`: the raw param2 value of the node being placed onto the map
4096 * `force_place`: boolean representing if the node should forcibly overwrite
4097 any previous contents (default: false)
4099 About probability values:
4101 * A probability value of `0` or `1` means that node will never appear
4103 * A probability value of `254` or `255` means the node will always appear
4105 * If the probability value `p` is greater than `1`, then there is a
4106 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4109 Schematic attributes
4110 --------------------
4112 See section [Flag Specifier Format].
4114 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4117 * `place_center_x`: Placement of this decoration is centered along the X axis.
4118 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4119 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4120 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4126 Lua Voxel Manipulator
4127 =====================
4132 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4133 facility. The purpose of this object is for fast, low-level, bulk access to
4134 reading and writing Map content. As such, setting map nodes through VoxelManip
4135 will lack many of the higher level features and concepts you may be used to
4136 with other methods of setting nodes. For example, nodes will not have their
4137 construction and destruction callbacks run, and no rollback information is
4140 It is important to note that VoxelManip is designed for speed, and *not* ease
4141 of use or flexibility. If your mod requires a map manipulation facility that
4142 will handle 100% of all edge cases, or the use of high level node placement
4143 features, perhaps `minetest.set_node()` is better suited for the job.
4145 In addition, VoxelManip might not be faster, or could even be slower, for your
4146 specific use case. VoxelManip is most effective when setting large areas of map
4147 at once - for example, if only setting a 3x3x3 node area, a
4148 `minetest.set_node()` loop may be more optimal. Always profile code using both
4149 methods of map manipulation to determine which is most appropriate for your
4152 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4153 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4158 A VoxelManip object can be created any time using either:
4159 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4161 If the optional position parameters are present for either of these routines,
4162 the specified region will be pre-loaded into the VoxelManip object on creation.
4163 Otherwise, the area of map you wish to manipulate must first be loaded into the
4164 VoxelManip object using `VoxelManip:read_from_map()`.
4166 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4167 formed by these positions indicate the minimum and maximum (respectively)
4168 positions of the area actually loaded in the VoxelManip, which may be larger
4169 than the area requested. For convenience, the loaded area coordinates can also
4170 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4172 Now that the VoxelManip object is populated with map data, your mod can fetch a
4173 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4174 which retrieves an individual node in a MapNode formatted table at the position
4175 requested is the simplest method to use, but also the slowest.
4177 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4180 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4182 * `VoxelManip:get_light_data()` for node light levels, and
4183 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4185 See section [Flat array format] for more details.
4187 It is very important to understand that the tables returned by any of the above
4188 three functions represent a snapshot of the VoxelManip's internal state at the
4189 time of the call. This copy of the data will not magically update itself if
4190 another function modifies the internal VoxelManip state.
4191 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4192 internal state unless otherwise explicitly stated.
4194 Once the bulk data has been edited to your liking, the internal VoxelManip
4195 state can be set using:
4197 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4199 * `VoxelManip:set_light_data()` for node light levels, and
4200 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4202 The parameter to each of the above three functions can use any table at all in
4203 the same flat array format as produced by `get_data()` etc. and is not required
4204 to be a table retrieved from `get_data()`.
4206 Once the internal VoxelManip state has been modified to your liking, the
4207 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4209 ### Flat array format
4212 `Nx = p2.X - p1.X + 1`,
4213 `Ny = p2.Y - p1.Y + 1`, and
4214 `Nz = p2.Z - p1.Z + 1`.
4216 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4217 including the value of the expression `Nx * Ny * Nz`.
4219 Positions offset from p1 are present in the array with the format of:
4222 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4223 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4225 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4226 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4228 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4230 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4233 and the array index for a position p contained completely in p1..p2 is:
4235 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4237 Note that this is the same "flat 3D array" format as
4238 `PerlinNoiseMap:get3dMap_flat()`.
4239 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4240 of the index for a single point in a flat VoxelManip array.
4244 A Content ID is a unique integer identifier for a specific node type.
4245 These IDs are used by VoxelManip in place of the node name string for
4246 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4247 `minetest.get_content_id()` to look up the Content ID for the specified node
4248 name, and `minetest.get_name_from_content_id()` to look up the node name string
4249 for a given Content ID.
4250 After registration of a node, its Content ID will remain the same throughout
4251 execution of the mod.
4252 Note that the node being queried needs to have already been been registered.
4254 The following builtin node types have their Content IDs defined as constants:
4256 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4257 * `minetest.CONTENT_AIR`: ID for "air" nodes
4258 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4260 ### Mapgen VoxelManip objects
4262 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4263 VoxelManip object used by the core's Map Generator (commonly abbreviated
4264 Mapgen). Most of the rules previously described still apply but with a few
4267 * The Mapgen VoxelManip object is retrieved using:
4268 `minetest.get_mapgen_object("voxelmanip")`
4269 * This VoxelManip object already has the region of map just generated loaded
4270 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4271 a Mapgen VoxelManip.
4272 * The `on_generated()` callbacks of some mods may place individual nodes in the
4273 generated area using non-VoxelManip map modification methods. Because the
4274 same Mapgen VoxelManip object is passed through each `on_generated()`
4275 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4276 consistency with the current map state. For this reason, calling any of the
4277 following functions:
4278 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4279 will also update the Mapgen VoxelManip object's internal state active on the
4281 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4282 necessary to update lighting information using either:
4283 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4285 ### Other API functions operating on a VoxelManip
4287 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4288 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4289 flowing. It is recommended to call this function only after having written all
4290 buffered data back to the VoxelManip object, save for special situations where
4291 the modder desires to only have certain liquid nodes begin flowing.
4293 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4294 will generate all registered decorations and ores throughout the full area
4295 inside of the specified VoxelManip object.
4297 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4298 `minetest.place_schematic()`, except instead of placing the specified schematic
4299 directly on the map at the specified position, it will place the schematic
4300 inside the VoxelManip.
4304 * Attempting to read data from a VoxelManip object before map is read will
4305 result in a zero-length array table for `VoxelManip:get_data()`, and an
4306 "ignore" node at any position for `VoxelManip:get_node_at()`.
4307 * If either a region of map has not yet been generated or is out-of-bounds of
4308 the map, that region is filled with "ignore" nodes.
4309 * Other mods, or the core itself, could possibly modify the area of map
4310 currently loaded into a VoxelManip object. With the exception of Mapgen
4311 VoxelManips (see above section), the internal buffers are not updated. For
4312 this reason, it is strongly encouraged to complete the usage of a particular
4313 VoxelManip object in the same callback it had been created.
4314 * If a VoxelManip object will be used often, such as in an `on_generated()`
4315 callback, consider passing a file-scoped table as the optional parameter to
4316 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4317 to write map data to instead of returning a new table each call. This greatly
4318 enhances performance by avoiding unnecessary memory allocations.
4323 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4324 containing the region formed by `p1` and `p2`.
4325 * returns actual emerged `pmin`, actual emerged `pmax`
4326 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4328 * **important**: data must be set using `VoxelManip:set_data()` before
4330 * if `light` is true, then lighting is automatically recalculated.
4331 The default value is true.
4332 If `light` is false, no light calculations happen, and you should correct
4333 all modified blocks with `minetest.fix_light()` as soon as possible.
4334 Keep in mind that modifying the map where light is incorrect can cause
4336 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4337 the `VoxelManip` at that position
4338 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4340 * `get_data([buffer])`: Retrieves the node content data loaded into the
4341 `VoxelManip` object.
4342 * returns raw node data in the form of an array of node content IDs
4343 * if the param `buffer` is present, this table will be used to store the
4345 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4346 * `update_map()`: Does nothing, kept for compatibility.
4347 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4349 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4350 * To be used only by a `VoxelManip` object from
4351 `minetest.get_mapgen_object`.
4352 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4354 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4355 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4357 * Each value is the bitwise combination of day and night light values
4359 * `light = day + (night * 16)`
4360 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4361 in the `VoxelManip`.
4362 * expects lighting data in the same format that `get_light_data()` returns
4363 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4364 `VoxelManip` object.
4365 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4367 * If the param `buffer` is present, this table will be used to store the
4369 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4371 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4373 * To be used only by a `VoxelManip` object from
4374 `minetest.get_mapgen_object`.
4375 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4376 area if left out or nil. For almost all uses these should be left out
4377 or nil to use the default.
4378 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4379 generated mapchunk above are propagated down into the mapchunk, defaults
4380 to `true` if left out.
4381 * `update_liquids()`: Update liquid flow
4382 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4383 manipulator had been modified since the last read from map, due to a call to
4384 `minetest.set_data()` on the loaded area elsewhere.
4385 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4390 A helper class for voxel areas.
4391 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4392 The coordinates are *inclusive*, like most other things in Minetest.
4396 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4397 `MinEdge` and `MaxEdge`.
4398 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4400 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4402 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4403 * The position (x, y, z) is not checked for being inside the area volume,
4404 being outside can cause an incorrect index result.
4405 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4406 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4407 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4408 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4409 is not checked for being inside the area volume.
4410 * `position(i)`: returns the absolute position vector corresponding to index
4412 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4413 `MinEdge` and `MaxEdge`.
4414 * `containsp(p)`: same as above, except takes a vector
4415 * `containsi(i)`: same as above, except takes an index `i`
4416 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4418 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4420 * `iterp(minp, maxp)`: same as above, except takes a vector
4422 ### Y stride and z stride of a flat array
4424 For a particular position in a voxel area, whose flat array index is known,
4425 it is often useful to know the index of a neighboring or nearby position.
4426 The table below shows the changes of index required for 1 node movements along
4427 the axes in a voxel area:
4429 Movement Change of index
4439 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4441 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4450 A mapgen object is a construct used in map generation. Mapgen objects can be
4451 used by an `on_generate` callback to speed up operations by avoiding
4452 unnecessary recalculations, these can be retrieved using the
4453 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4454 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4455 callback, `nil` is returned.
4457 The following Mapgen objects are currently available:
4461 This returns three values; the `VoxelManip` object to be used, minimum and
4462 maximum emerged position, in that order. All mapgens support this object.
4466 Returns an array containing the y coordinates of the ground levels of nodes in
4467 the most recently generated chunk by the current mapgen.
4471 Returns an array containing the biome IDs of nodes in the most recently
4472 generated chunk by the current mapgen.
4476 Returns an array containing the temperature values of nodes in the most
4477 recently generated chunk by the current mapgen.
4481 Returns an array containing the humidity values of nodes in the most recently
4482 generated chunk by the current mapgen.
4486 Returns a table mapping requested generation notification types to arrays of
4487 positions at which the corresponding generated structures are located within
4488 the current chunk. To set the capture of positions of interest to be recorded
4489 on generate, use `minetest.set_gen_notify()`.
4490 For decorations, the returned positions are the ground surface 'place_on'
4491 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4492 node above the returned position and possibly displaced by 'place_offset_y'.
4494 Possible fields of the table returned are:
4500 * `large_cave_begin`
4504 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4505 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4513 Functions receive a "luaentity" as `self`:
4515 * It has the member `.name`, which is the registered name `("mod:thing")`
4516 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4517 * The original prototype stuff is visible directly via a metatable
4521 * `on_activate(self, staticdata, dtime_s)`
4522 * Called when the object is instantiated.
4523 * `dtime_s` is the time passed since the object was unloaded, which can be
4524 used for updating the entity state.
4525 * `on_deactivate(self)
4526 * Called when the object is about to get removed or unloaded.
4527 * `on_step(self, dtime)`
4528 * Called on every server tick, after movement and collision processing.
4529 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4531 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4532 * Called when somebody punches the object.
4533 * Note that you probably want to handle most punches using the automatic
4535 * `puncher`: an `ObjectRef` (can be `nil`)
4536 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4538 * `tool_capabilities`: capability table of used item (can be `nil`)
4539 * `dir`: unit vector of direction of punch. Always defined. Points from the
4540 puncher to the punched.
4541 * `damage`: damage that will be done to entity.
4542 * Can return `true` to prevent the default damage mechanism.
4543 * `on_death(self, killer)`
4544 * Called when the object dies.
4545 * `killer`: an `ObjectRef` (can be `nil`)
4546 * `on_rightclick(self, clicker)`
4547 * Called when `clicker` pressed the 'place/use' key while pointing
4548 to the object (not neccessarily an actual rightclick)
4549 * `clicker`: an `ObjectRef` (may or may not be a player)
4550 * `on_attach_child(self, child)`
4551 * `child`: an `ObjectRef` of the child that attaches
4552 * `on_detach_child(self, child)`
4553 * `child`: an `ObjectRef` of the child that detaches
4554 * `on_detach(self, parent)`
4555 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4556 * This happens before the parent object is removed from the world
4557 * `get_staticdata(self)`
4558 * Should return a string that will be passed to `on_activate` when the
4559 object is instantiated the next time.
4571 axiom, --string initial tree axiom
4572 rules_a, --string rules set A
4573 rules_b, --string rules set B
4574 rules_c, --string rules set C
4575 rules_d, --string rules set D
4576 trunk, --string trunk node name
4577 leaves, --string leaves node name
4578 leaves2, --string secondary leaves node name
4579 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4580 angle, --num angle in deg
4581 iterations, --num max # of iterations, usually 2 -5
4582 random_level, --num factor to lower nr of iterations, usually 0 - 3
4583 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4584 -- 2x2 nodes or 3x3 in cross shape
4585 thin_branches, --boolean true -> use thin (1 node) branches
4586 fruit, --string fruit node name
4587 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4588 seed, --num random seed, if no seed is provided, the engine
4592 Key for special L-System symbols used in axioms
4593 -----------------------------------------------
4595 * `G`: move forward one unit with the pen up
4596 * `F`: move forward one unit with the pen down drawing trunks and branches
4597 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4598 * `T`: move forward one unit with the pen down drawing trunks only
4599 * `R`: move forward one unit with the pen down placing fruit
4600 * `A`: replace with rules set A
4601 * `B`: replace with rules set B
4602 * `C`: replace with rules set C
4603 * `D`: replace with rules set D
4604 * `a`: replace with rules set A, chance 90%
4605 * `b`: replace with rules set B, chance 80%
4606 * `c`: replace with rules set C, chance 70%
4607 * `d`: replace with rules set D, chance 60%
4608 * `+`: yaw the turtle right by `angle` parameter
4609 * `-`: yaw the turtle left by `angle` parameter
4610 * `&`: pitch the turtle down by `angle` parameter
4611 * `^`: pitch the turtle up by `angle` parameter
4612 * `/`: roll the turtle to the right by `angle` parameter
4613 * `*`: roll the turtle to the left by `angle` parameter
4614 * `[`: save in stack current state info
4615 * `]`: recover from stack state info
4620 Spawn a small apple tree:
4622 pos = {x=230,y=20,z=4}
4625 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4626 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4627 trunk="default:tree",
4628 leaves="default:leaves",
4632 trunk_type="single",
4635 fruit="default:apple"
4637 minetest.spawn_tree(pos,apple_tree)
4642 'minetest' namespace reference
4643 ==============================
4648 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4650 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4651 e.g. `"/home/user/.minetest/usermods/modname"`.
4652 * Returns nil if the mod is not enabled or does not exist (not installed).
4653 * Works regardless of whether the mod has been loaded yet.
4654 * Useful for loading additional `.lua` modules or static data from a mod,
4655 or checking if a mod is enabled.
4656 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4657 * Does not include disabled mods, even if they are installed.
4658 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4659 * Useful for storing custom data
4660 * `minetest.is_singleplayer()`
4661 * `minetest.features`: Table containing API feature flags
4664 glasslike_framed = true, -- 0.4.7
4665 nodebox_as_selectionbox = true, -- 0.4.7
4666 get_all_craft_recipes_works = true, -- 0.4.7
4667 -- The transparency channel of textures can optionally be used on
4669 use_texture_alpha = true,
4670 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4671 no_legacy_abms = true,
4672 -- Texture grouping is possible using parentheses (0.4.11)
4673 texture_names_parens = true,
4674 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4675 area_store_custom_ids = true,
4676 -- add_entity supports passing initial staticdata to on_activate
4678 add_entity_with_staticdata = true,
4679 -- Chat messages are no longer predicted (0.4.16)
4680 no_chat_message_prediction = true,
4681 -- The transparency channel of textures can optionally be used on
4682 -- objects (ie: players and lua entities) (5.0.0)
4683 object_use_texture_alpha = true,
4684 -- Object selectionbox is settable independently from collisionbox
4686 object_independent_selectionbox = true,
4687 -- Specifies whether binary data can be uploaded or downloaded using
4688 -- the HTTP API (5.1.0)
4689 httpfetch_binary_data = true,
4690 -- Whether formspec_version[<version>] may be used (5.1.0)
4691 formspec_version_element = true,
4692 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4693 area_store_persistent_ids = true,
4694 -- Whether minetest.find_path is functional (5.2.0)
4695 pathfinder_works = true,
4696 -- Whether Collision info is available to an objects' on_step (5.3.0)
4697 object_step_has_moveresult = true,
4698 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4699 direct_velocity_on_players = true,
4700 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4701 use_texture_alpha_string_modes = true,
4702 -- degrotate param2 rotates in units of 1.5° instead of 2°
4703 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4704 degrotate_240_steps = true,
4705 -- ABM supports min_y and max_y fields in definition (5.5.0)
4706 abm_min_max_y = true,
4707 -- dynamic_add_media supports passing a table with options (5.5.0)
4708 dynamic_add_media_table = true,
4709 -- allows get_sky to return a table instead of separate values (5.6.0)
4710 get_sky_as_table = true,
4713 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4714 * `arg`: string or table in format `{foo=true, bar=true}`
4715 * `missing_features`: `{foo=true, bar=true}`
4716 * `minetest.get_player_information(player_name)`: Table containing information
4717 about a player. Example return value:
4720 address = "127.0.0.1", -- IP address of client
4721 ip_version = 4, -- IPv4 / IPv6
4722 connection_uptime = 200, -- seconds since client connected
4723 protocol_version = 32, -- protocol version used by client
4724 formspec_version = 2, -- supported formspec version
4725 lang_code = "fr" -- Language code used for translation
4726 -- the following keys can be missing if no stats have been collected yet
4727 min_rtt = 0.01, -- minimum round trip time
4728 max_rtt = 0.2, -- maximum round trip time
4729 avg_rtt = 0.02, -- average round trip time
4730 min_jitter = 0.01, -- minimum packet time jitter
4731 max_jitter = 0.5, -- maximum packet time jitter
4732 avg_jitter = 0.03, -- average packet time jitter
4733 -- the following information is available in a debug build only!!!
4734 -- DO NOT USE IN MODS
4735 --ser_vers = 26, -- serialization version used by client
4736 --major = 0, -- major version number
4737 --minor = 4, -- minor version number
4738 --patch = 10, -- patch version number
4739 --vers_string = "0.4.9-git", -- full version string
4740 --state = "Active" -- current client state
4743 * `minetest.mkdir(path)`: returns success.
4744 * Creates a directory specified by `path`, creating parent directories
4745 if they don't exist.
4746 * `minetest.rmdir(path, recursive)`: returns success.
4747 * Removes a directory specified by `path`.
4748 * If `recursive` is set to `true`, the directory is recursively removed.
4749 Otherwise, the directory will only be removed if it is empty.
4750 * Returns true on success, false on failure.
4751 * `minetest.cpdir(source, destination)`: returns success.
4752 * Copies a directory specified by `path` to `destination`
4753 * Any files in `destination` will be overwritten if they already exist.
4754 * Returns true on success, false on failure.
4755 * `minetest.mvdir(source, destination)`: returns success.
4756 * Moves a directory specified by `path` to `destination`.
4757 * If the `destination` is a non-empty directory, then the move will fail.
4758 * Returns true on success, false on failure.
4759 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4761 * nil: return all entries,
4762 * true: return only subdirectory names, or
4763 * false: return only file names.
4764 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4765 * Replaces contents of file at path with new contents in a safe (atomic)
4766 way. Use this instead of below code when writing e.g. database files:
4767 `local f = io.open(path, "wb"); f:write(content); f:close()`
4768 * `minetest.get_version()`: returns a table containing components of the
4769 engine version. Components:
4770 * `project`: Name of the project, eg, "Minetest"
4771 * `string`: Simple version, eg, "1.2.3-dev"
4772 * `hash`: Full git version (only set if available),
4773 eg, "1.2.3-dev-01234567-dirty".
4774 Use this for informational purposes only. The information in the returned
4775 table does not represent the capabilities of the engine, nor is it
4776 reliable or verifiable. Compatible forks will have a different name and
4777 version entirely. To check for the presence of engine features, test
4778 whether the functions exported by the wanted features exist. For example:
4779 `if minetest.check_for_falling then ... end`.
4780 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4781 * `data`: string of data to hash
4782 * `raw`: return raw bytes instead of hex digits, default: false
4783 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4784 ColorString. If the ColorSpec is invalid, returns `nil`.
4785 * `colorspec`: The ColorSpec to convert
4786 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4787 string of four bytes in an RGBA layout, returned as a string.
4788 * `colorspec`: The ColorSpec to convert
4789 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4790 image and return it in string form.
4791 * `width`: Width of the image
4792 * `height`: Height of the image
4793 * `data`: Image data, one of:
4794 * array table of ColorSpec, length must be width*height
4795 * string with raw RGBA pixels, length must be width*height*4
4796 * `compression`: Optional zlib compression level, number in range 0 to 9.
4797 The data is one-dimensional, starting in the upper left corner of the image
4798 and laid out in scanlines going from left to right, then top to bottom.
4799 Please note that it's not safe to use string.char to generate raw data,
4800 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4801 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4802 You may use this to procedurally generate textures during server init.
4807 * `minetest.debug(...)`
4808 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4809 * `minetest.log([level,] text)`
4810 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4811 `"info"`, or `"verbose"`. Default is `"none"`.
4813 Registration functions
4814 ----------------------
4816 Call these functions only at load time!
4820 * `minetest.register_node(name, node definition)`
4821 * `minetest.register_craftitem(name, item definition)`
4822 * `minetest.register_tool(name, item definition)`
4823 * `minetest.override_item(name, redefinition)`
4824 * Overrides fields of an item registered with register_node/tool/craftitem.
4825 * Note: Item must already be defined, (opt)depend on the mod defining it.
4826 * Example: `minetest.override_item("default:mese",
4827 {light_source=minetest.LIGHT_MAX})`
4828 * `minetest.unregister_item(name)`
4829 * Unregisters the item from the engine, and deletes the entry with key
4830 `name` from `minetest.registered_items` and from the associated item table
4831 according to its nature: `minetest.registered_nodes`, etc.
4832 * `minetest.register_entity(name, entity definition)`
4833 * `minetest.register_abm(abm definition)`
4834 * `minetest.register_lbm(lbm definition)`
4835 * `minetest.register_alias(alias, original_name)`
4836 * Also use this to set the 'mapgen aliases' needed in a game for the core
4837 mapgens. See [Mapgen aliases] section above.
4838 * `minetest.register_alias_force(alias, original_name)`
4839 * `minetest.register_ore(ore definition)`
4840 * Returns an integer object handle uniquely identifying the registered
4842 * The order of ore registrations determines the order of ore generation.
4843 * `minetest.register_biome(biome definition)`
4844 * Returns an integer object handle uniquely identifying the registered
4845 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4846 * `minetest.unregister_biome(name)`
4847 * Unregisters the biome from the engine, and deletes the entry with key
4848 `name` from `minetest.registered_biomes`.
4849 * Warning: This alters the biome to biome ID correspondences, so any
4850 decorations or ores using the 'biomes' field must afterwards be cleared
4852 * `minetest.register_decoration(decoration definition)`
4853 * Returns an integer object handle uniquely identifying the registered
4854 decoration on success. To get the decoration ID, use
4855 `minetest.get_decoration_id`.
4856 * The order of decoration registrations determines the order of decoration
4858 * `minetest.register_schematic(schematic definition)`
4859 * Returns an integer object handle uniquely identifying the registered
4860 schematic on success.
4861 * If the schematic is loaded from a file, the `name` field is set to the
4863 * If the function is called when loading the mod, and `name` is a relative
4864 path, then the current mod path will be prepended to the schematic
4866 * `minetest.clear_registered_biomes()`
4867 * Clears all biomes currently registered.
4868 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4869 correspondences, so any decorations or ores using the 'biomes' field must
4870 afterwards be cleared and re-registered.
4871 * `minetest.clear_registered_decorations()`
4872 * Clears all decorations currently registered.
4873 * `minetest.clear_registered_ores()`
4874 * Clears all ores currently registered.
4875 * `minetest.clear_registered_schematics()`
4876 * Clears all schematics currently registered.
4880 * `minetest.register_craft(recipe)`
4881 * Check recipe table syntax for different types below.
4882 * `minetest.clear_craft(recipe)`
4883 * Will erase existing craft based either on output item or on input recipe.
4884 * Specify either output or input only. If you specify both, input will be
4885 ignored. For input use the same recipe table syntax as for
4886 `minetest.register_craft(recipe)`. For output specify only the item,
4888 * Returns false if no erase candidate could be found, otherwise returns true.
4889 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4890 ignored if the recipe contains output. Erasing is then done independently
4891 from the crafting method.
4892 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4893 * `minetest.override_chatcommand(name, redefinition)`
4894 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4895 * `minetest.unregister_chatcommand(name)`
4896 * Unregisters a chatcommands registered with `register_chatcommand`.
4897 * `minetest.register_privilege(name, definition)`
4898 * `definition` can be a description or a definition table (see [Privilege
4900 * If it is a description, the priv will be granted to singleplayer and admin
4902 * To allow players with `basic_privs` to grant, see the `basic_privs`
4903 minetest.conf setting.
4904 * `minetest.register_authentication_handler(authentication handler definition)`
4905 * Registers an auth handler that overrides the builtin one.
4906 * This function can be called by a single mod once only.
4908 Global callback registration functions
4909 --------------------------------------
4911 Call these functions only at load time!
4913 * `minetest.register_globalstep(function(dtime))`
4914 * Called every server step, usually interval of 0.1s
4915 * `minetest.register_on_mods_loaded(function())`
4916 * Called after mods have finished loading and before the media is cached or the
4918 * `minetest.register_on_shutdown(function())`
4919 * Called before server shutdown
4920 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4921 registered callbacks **will likely not be run**. Data should be saved at
4922 semi-frequent intervals as well as on server shutdown.
4923 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4924 * Called when a node has been placed
4925 * If return `true` no item is taken from `itemstack`
4926 * `placer` may be any valid ObjectRef or nil.
4927 * **Not recommended**; use `on_construct` or `after_place_node` in node
4928 definition whenever possible.
4929 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4930 * Called when a node has been dug.
4931 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4932 definition whenever possible.
4933 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4934 * Called when a node is punched
4935 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4936 * Called after generating a piece of world. Modifying nodes inside the area
4937 is a bit faster than usually.
4938 * `minetest.register_on_newplayer(function(ObjectRef))`
4939 * Called when a new player enters the world for the first time
4940 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4941 * Called when a player is punched
4942 * Note: This callback is invoked even if the punched player is dead.
4943 * `player`: ObjectRef - Player that was punched
4944 * `hitter`: ObjectRef - Player that hit
4945 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4947 * `tool_capabilities`: Capability table of used item (can be nil)
4948 * `dir`: Unit vector of direction of punch. Always defined. Points from
4949 the puncher to the punched.
4950 * `damage`: Number that represents the damage calculated by the engine
4951 * should return `true` to prevent the default damage mechanism
4952 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4953 * Called when the 'place/use' key was used while pointing a player
4954 (not neccessarily an actual rightclick)
4955 * `player`: ObjectRef - Player that is acted upon
4956 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
4957 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4958 * Called when the player gets damaged or healed
4959 * `player`: ObjectRef of the player
4960 * `hp_change`: the amount of change. Negative when it is damage.
4961 * `reason`: a PlayerHPChangeReason table.
4962 * The `type` field will have one of the following values:
4963 * `set_hp`: A mod or the engine called `set_hp` without
4964 giving a type - use this for custom damage types.
4965 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4967 * `node_damage`: `damage_per_second` from a neighbouring node.
4968 `reason.node` will hold the node name or nil.
4971 * Any of the above types may have additional fields from mods.
4972 * `reason.from` will be `mod` or `engine`.
4973 * `modifier`: when true, the function should return the actual `hp_change`.
4974 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4975 Modifiers can return true as a second argument to stop the execution of further functions.
4976 Non-modifiers receive the final HP change calculated by the modifiers.
4977 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4978 * Called when a player dies
4979 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4980 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4981 * Called when player is to be respawned
4982 * Called _before_ repositioning of player occurs
4983 * return true in func to disable regular player placement
4984 * `minetest.register_on_prejoinplayer(function(name, ip))`
4985 * Called when a client connects to the server, prior to authentication
4986 * If it returns a string, the client is disconnected with that string as
4988 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4989 * Called when a player joins the game
4990 * `last_login`: The timestamp of the previous login, or nil if player is new
4991 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4992 * Called when a player leaves the game
4993 * `timed_out`: True for timeout, false for other reasons.
4994 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4995 * Called when a client attempts to log into an account.
4996 * `name`: The name of the account being authenticated.
4997 * `ip`: The IP address of the client
4998 * `is_success`: Whether the client was successfully authenticated
4999 * For newly registered accounts, `is_success` will always be true
5000 * `minetest.register_on_auth_fail(function(name, ip))`
5001 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
5002 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
5003 * Called when a player cheats
5004 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
5006 * `interacted_too_far`
5007 * `interacted_with_self`
5008 * `interacted_while_dead`
5009 * `finished_unknown_dig`
5012 * `minetest.register_on_chat_message(function(name, message))`
5013 * Called always when a player says something
5014 * Return `true` to mark the message as handled, which means that it will
5015 not be sent to other players.
5016 * `minetest.register_on_chatcommand(function(name, command, params))`
5017 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
5018 is checked to see if the command exists, but after the input is parsed.
5019 * Return `true` to mark the command as handled, which means that the default
5020 handlers will be prevented.
5021 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
5022 * Called when the server received input from `player` in a formspec with
5023 the given `formname`. Specifically, this is called on any of the
5025 * a button was pressed,
5026 * Enter was pressed while the focus was on a text field
5027 * a checkbox was toggled,
5028 * something was selected in a dropdown list,
5029 * a different tab was selected,
5030 * selection was changed in a textlist or table,
5031 * an entry was double-clicked in a textlist or table,
5032 * a scrollbar was moved, or
5033 * the form was actively closed by the player.
5034 * Fields are sent for formspec elements which define a field. `fields`
5035 is a table containing each formspecs element value (as string), with
5036 the `name` parameter as index for each. The value depends on the
5037 formspec element type:
5038 * `animated_image`: Returns the index of the current frame.
5039 * `button` and variants: If pressed, contains the user-facing button
5040 text as value. If not pressed, is `nil`
5041 * `field`, `textarea` and variants: Text in the field
5042 * `dropdown`: Either the index or value, depending on the `index event`
5044 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
5045 * `checkbox`: `"true"` if checked, `"false"` if unchecked
5046 * `textlist`: See `minetest.explode_textlist_event`
5047 * `table`: See `minetest.explode_table_event`
5048 * `scrollbar`: See `minetest.explode_scrollbar_event`
5049 * Special case: `["quit"]="true"` is sent when the user actively
5050 closed the form by mouse click, keypress or through a button_exit[]
5052 * Special case: `["key_enter"]="true"` is sent when the user pressed
5053 the Enter key and the focus was either nowhere (causing the formspec
5054 to be closed) or on a button. If the focus was on a text field,
5055 additionally, the index `key_enter_field` contains the name of the
5056 text field. See also: `field_close_on_enter`.
5057 * Newest functions are called first
5058 * If function returns `true`, remaining functions are not called
5059 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
5060 * Called when `player` crafts something
5061 * `itemstack` is the output
5062 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
5064 * `craft_inv` is the inventory with the crafting grid
5065 * Return either an `ItemStack`, to replace the output, or `nil`, to not
5067 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
5068 * The same as before, except that it is called before the player crafts, to
5069 make craft prediction, and it should not change anything.
5070 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
5071 * Determines how much of a stack may be taken, put or moved to a
5073 * `player` (type `ObjectRef`) is the player who modified the inventory
5074 `inventory` (type `InvRef`).
5075 * List of possible `action` (string) values and their
5076 `inventory_info` (table) contents:
5077 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
5078 * `put`: `{listname=string, index=number, stack=ItemStack}`
5079 * `take`: Same as `put`
5080 * Return a numeric value to limit the amount of items to be taken, put or
5081 moved. A value of `-1` for `take` will make the source stack infinite.
5082 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
5083 * Called after a take, put or move event from/to/in a player inventory
5084 * Function arguments: see `minetest.register_allow_player_inventory_action`
5085 * Does not accept or handle any return value.
5086 * `minetest.register_on_protection_violation(function(pos, name))`
5087 * Called by `builtin` and mods when a player violates protection at a
5088 position (eg, digs a node or punches a protected entity).
5089 * The registered functions can be called using
5090 `minetest.record_protection_violation`.
5091 * The provided function should check that the position is protected by the
5092 mod calling this function before it prints a message, if it does, to
5093 allow for multiple protection mods.
5094 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
5095 * Called when an item is eaten, by `minetest.item_eat`
5096 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
5097 * `minetest.register_on_priv_grant(function(name, granter, priv))`
5098 * Called when `granter` grants the priv `priv` to `name`.
5099 * Note that the callback will be called twice if it's done by a player,
5100 once with granter being the player name, and again with granter being nil.
5101 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
5102 * Called when `revoker` revokes the priv `priv` from `name`.
5103 * Note that the callback will be called twice if it's done by a player,
5104 once with revoker being the player name, and again with revoker being nil.
5105 * `minetest.register_can_bypass_userlimit(function(name, ip))`
5106 * Called when `name` user connects with `ip`.
5107 * Return `true` to by pass the player limit
5108 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
5109 * Called when an incoming mod channel message is received
5110 * You should have joined some channels to receive events.
5111 * If message comes from a server mod, `sender` field is an empty string.
5112 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5113 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5114 engine's liquid transformation process.
5115 * `pos_list` is an array of all modified positions.
5116 * `node_list` is an array of the old node that was previously at the position
5117 with the corresponding index in pos_list.
5122 * `minetest.settings`: Settings object containing all of the settings from the
5123 main config file (`minetest.conf`).
5124 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5125 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5130 * `minetest.string_to_privs(str[, delim])`:
5131 * Converts string representation of privs into table form
5132 * `delim`: String separating the privs. Defaults to `","`.
5133 * Returns `{ priv1 = true, ... }`
5134 * `minetest.privs_to_string(privs[, delim])`:
5135 * Returns the string representation of `privs`
5136 * `delim`: String to delimit privs. Defaults to `","`.
5137 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5138 * `minetest.check_player_privs(player_or_name, ...)`:
5139 returns `bool, missing_privs`
5140 * A quickhand for checking privileges.
5141 * `player_or_name`: Either a Player object or the name of a player.
5142 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5143 a table, e.g. `{ priva = true, privb = true }`.
5145 * `minetest.check_password_entry(name, entry, password)`
5146 * Returns true if the "password entry" for a player with name matches given
5147 password, false otherwise.
5148 * The "password entry" is the password representation generated by the
5149 engine as returned as part of a `get_auth()` call on the auth handler.
5150 * Only use this function for making it possible to log in via password from
5151 external protocols such as IRC, other uses are frowned upon.
5152 * `minetest.get_password_hash(name, raw_password)`
5153 * Convert a name-password pair to a password hash that Minetest can use.
5154 * The returned value alone is not a good basis for password checks based
5155 on comparing the password hash in the database with the password hash
5156 from the function, with an externally provided password, as the hash
5157 in the db might use the new SRP verifier format.
5158 * For this purpose, use `minetest.check_password_entry` instead.
5159 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5161 * The player needs to be online for this to be successful.
5163 * `minetest.get_auth_handler()`: Return the currently active auth handler
5164 * See the [Authentication handler definition]
5165 * Use this to e.g. get the authentication data for a player:
5166 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5167 * `minetest.notify_authentication_modified(name)`
5168 * Must be called by the authentication handler for privilege changes.
5169 * `name`: string; if omitted, all auth data should be considered modified
5170 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5172 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5174 * `minetest.auth_reload()`
5175 * See `reload()` in authentication handler definition
5177 `minetest.set_player_password`, `minetest.set_player_privs`,
5178 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5184 * `minetest.chat_send_all(text)`
5185 * `minetest.chat_send_player(name, text)`
5186 * `minetest.format_chat_message(name, message)`
5187 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5188 Refer to the documentation of the setting for a list of valid placeholders.
5189 * Takes player name and message, and returns the formatted string to be sent to players.
5190 * Can be redefined by mods if required, for things like colored names or messages.
5191 * **Only** the first occurrence of each placeholder will be replaced.
5196 * `minetest.set_node(pos, node)`
5197 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5198 * Set node at position `pos`
5199 * `node`: table `{name=string, param1=number, param2=number}`
5200 * If param1 or param2 is omitted, it's set to `0`.
5201 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5202 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5203 * Set node on all positions set in the first argument.
5204 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5205 * For node specification or position syntax see `minetest.set_node` call
5206 * Faster than set_node due to single call, but still considerably slower
5207 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5208 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5209 in spread out positions which would cause LVMs to waste memory.
5210 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5212 * `minetest.swap_node(pos, node)`
5213 * Set node at position, but don't remove metadata
5214 * `minetest.remove_node(pos)`
5215 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5216 * `minetest.get_node(pos)`
5217 * Returns the node at the given position as table in the format
5218 `{name="node_name", param1=0, param2=0}`,
5219 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5220 * `minetest.get_node_or_nil(pos)`
5221 * Same as `get_node` but returns `nil` for unloaded areas.
5222 * `minetest.get_node_light(pos, timeofday)`
5223 * Gets the light value at the given position. Note that the light value
5224 "inside" the node at the given position is returned, so you usually want
5225 to get the light value of a neighbor.
5226 * `pos`: The position where to measure the light.
5227 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5228 * Returns a number between `0` and `15` or `nil`
5229 * `nil` is returned e.g. when the map isn't loaded at `pos`
5230 * `minetest.get_natural_light(pos[, timeofday])`
5231 * Figures out the sunlight (or moonlight) value at pos at the given time of
5233 * `pos`: The position of the node
5234 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5235 * Returns a number between `0` and `15` or `nil`
5236 * This function tests 203 nodes in the worst case, which happens very
5238 * `minetest.get_artificial_light(param1)`
5239 * Calculates the artificial light (light from e.g. torches) value from the
5241 * `param1`: The param1 value of a `paramtype = "light"` node.
5242 * Returns a number between `0` and `15`
5243 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5244 ensures compatibility.
5245 * `minetest.place_node(pos, node)`
5246 * Place node with the same effects that a player would cause
5247 * `minetest.dig_node(pos)`
5248 * Dig node with the same effects that a player would cause
5249 * Returns `true` if successful, `false` on failure (e.g. protected location)
5250 * `minetest.punch_node(pos)`
5251 * Punch node with the same effects that a player would cause
5252 * `minetest.spawn_falling_node(pos)`
5253 * Change node into falling node
5254 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5256 * `minetest.find_nodes_with_meta(pos1, pos2)`
5257 * Get a table of positions of nodes that have metadata within a region
5259 * `minetest.get_meta(pos)`
5260 * Get a `NodeMetaRef` at that position
5261 * `minetest.get_node_timer(pos)`
5262 * Get `NodeTimerRef`
5264 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5266 * Returns `ObjectRef`, or `nil` if failed
5267 * `minetest.add_item(pos, item)`: Spawn item
5268 * Returns `ObjectRef`, or `nil` if failed
5269 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5270 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5272 * `radius`: using an euclidean metric
5273 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5275 * `pos1` and `pos2` are the min and max positions of the area to search.
5276 * `minetest.set_timeofday(val)`
5277 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5278 * `minetest.get_timeofday()`
5279 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5281 * `minetest.get_day_count()`: returns number days elapsed since world was
5283 * accounts for time changes.
5284 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5286 * `radius`: using a maximum metric
5287 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5288 * `search_center` is an optional boolean (default: `false`)
5289 If true `pos` is also checked for the nodes
5290 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5291 * `pos1` and `pos2` are the min and max positions of the area to search.
5292 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5293 * If `grouped` is true the return value is a table indexed by node name
5294 which contains lists of positions.
5295 * If `grouped` is false or absent the return values are as follows:
5296 first value: Table with all node positions
5297 second value: Table with the count of each node with the node name
5299 * Area volume is limited to 4,096,000 nodes
5300 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5302 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5303 * Return value: Table with all node positions with a node air above
5304 * Area volume is limited to 4,096,000 nodes
5305 * `minetest.get_perlin(noiseparams)`
5306 * Return world-specific perlin noise.
5307 * The actual seed used is the noiseparams seed plus the world seed.
5308 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5309 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5310 * Return world-specific perlin noise.
5311 * `minetest.get_voxel_manip([pos1, pos2])`
5312 * Return voxel manipulator object.
5313 * Loads the manipulator from the map if positions are passed.
5314 * `minetest.set_gen_notify(flags, {deco_ids})`
5315 * Set the types of on-generate notifications that should be collected.
5316 * `flags` is a flag field with the available flags:
5324 * The second parameter is a list of IDs of decorations which notification
5326 * `minetest.get_gen_notify()`
5327 * Returns a flagstring and a table with the `deco_id`s.
5328 * `minetest.get_decoration_id(decoration_name)`
5329 * Returns the decoration ID number for the provided decoration name string,
5330 or `nil` on failure.
5331 * `minetest.get_mapgen_object(objectname)`
5332 * Return requested mapgen object if available (see [Mapgen objects])
5333 * `minetest.get_heat(pos)`
5334 * Returns the heat at the position, or `nil` on failure.
5335 * `minetest.get_humidity(pos)`
5336 * Returns the humidity at the position, or `nil` on failure.
5337 * `minetest.get_biome_data(pos)`
5338 * Returns a table containing:
5339 * `biome` the biome id of the biome at that position
5340 * `heat` the heat at the position
5341 * `humidity` the humidity at the position
5342 * Or returns `nil` on failure.
5343 * `minetest.get_biome_id(biome_name)`
5344 * Returns the biome id, as used in the biomemap Mapgen object and returned
5345 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5346 * `minetest.get_biome_name(biome_id)`
5347 * Returns the biome name string for the provided biome id, or `nil` on
5349 * If no biomes have been registered, such as in mgv6, returns `default`.
5350 * `minetest.get_mapgen_params()`
5351 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5352 * Returns a table containing:
5358 * `minetest.set_mapgen_params(MapgenParams)`
5359 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5361 * Set map generation parameters.
5362 * Function cannot be called after the registration period; only
5363 initialization and `on_mapgen_init`.
5364 * Takes a table as an argument with the fields:
5370 * Leave field unset to leave that parameter unchanged.
5371 * `flags` contains a comma-delimited string of flags to set, or if the
5372 prefix `"no"` is attached, clears instead.
5373 * `flags` is in the same format and has the same options as `mg_flags` in
5375 * `minetest.get_mapgen_setting(name)`
5376 * Gets the *active* mapgen setting (or nil if none exists) in string
5377 format with the following order of precedence:
5378 1) Settings loaded from map_meta.txt or overrides set during mod
5380 2) Settings set by mods without a metafile override
5381 3) Settings explicitly set in the user config file, minetest.conf
5382 4) Settings set as the user config default
5383 * `minetest.get_mapgen_setting_noiseparams(name)`
5384 * Same as above, but returns the value as a NoiseParams table if the
5385 setting `name` exists and is a valid NoiseParams.
5386 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5387 * Sets a mapgen param to `value`, and will take effect if the corresponding
5388 mapgen setting is not already present in map_meta.txt.
5389 * `override_meta` is an optional boolean (default: `false`). If this is set
5390 to true, the setting will become the active setting regardless of the map
5392 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5393 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5394 * Same as above, except value is a NoiseParams table.
5395 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5396 * Sets the noiseparams setting of `name` to the noiseparams table specified
5398 * `set_default` is an optional boolean (default: `true`) that specifies
5399 whether the setting should be applied to the default config or current
5401 * `minetest.get_noiseparams(name)`
5402 * Returns a table of the noiseparams for name.
5403 * `minetest.generate_ores(vm, pos1, pos2)`
5404 * Generate all registered ores within the VoxelManip `vm` and in the area
5405 from `pos1` to `pos2`.
5406 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5407 * `minetest.generate_decorations(vm, pos1, pos2)`
5408 * Generate all registered decorations within the VoxelManip `vm` and in the
5409 area from `pos1` to `pos2`.
5410 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5411 * `minetest.clear_objects([options])`
5412 * Clear all objects in the environment
5413 * Takes an optional table as an argument with the field `mode`.
5414 * mode = `"full"` : Load and go through every mapblock, clearing
5416 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5417 clear objects in unloaded mapblocks only when the
5418 mapblocks are next activated.
5419 * `minetest.load_area(pos1[, pos2])`
5420 * Load the mapblocks containing the area from `pos1` to `pos2`.
5421 `pos2` defaults to `pos1` if not specified.
5422 * This function does not trigger map generation.
5423 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5424 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5425 asynchronously fetched from memory, loaded from disk, or if inexistent,
5427 * If `callback` is a valid Lua function, this will be called for each block
5429 * The function signature of callback is:
5430 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5431 * `blockpos` is the *block* coordinates of the block that had been
5433 * `action` could be one of the following constant values:
5434 * `minetest.EMERGE_CANCELLED`
5435 * `minetest.EMERGE_ERRORED`
5436 * `minetest.EMERGE_FROM_MEMORY`
5437 * `minetest.EMERGE_FROM_DISK`
5438 * `minetest.EMERGE_GENERATED`
5439 * `calls_remaining` is the number of callbacks to be expected after
5441 * `param` is the user-defined parameter passed to emerge_area (or
5442 nil if the parameter was absent).
5443 * `minetest.delete_area(pos1, pos2)`
5444 * delete all mapblocks in the area from pos1 to pos2, inclusive
5445 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5446 * Checks if there is anything other than air between pos1 and pos2.
5447 * Returns false if something is blocking the sight.
5448 * Returns the position of the blocking node when `false`
5449 * `pos1`: First position
5450 * `pos2`: Second position
5451 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5452 * Creates a `Raycast` object.
5453 * `pos1`: start of the ray
5454 * `pos2`: end of the ray
5455 * `objects`: if false, only nodes will be returned. Default is `true`.
5456 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5457 returned. Default is `false`.
5458 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5459 * returns table containing path that can be walked on
5460 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5462 * Reasons for failure:
5463 * No path exists at all
5464 * No path exists within `searchdistance` (see below)
5465 * Start or end pos is buried in land
5466 * `pos1`: start position
5467 * `pos2`: end position
5468 * `searchdistance`: maximum distance from the search positions to search in.
5469 In detail: Path must be completely inside a cuboid. The minimum
5470 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5471 Larger values will increase the size of this cuboid in all directions
5472 * `max_jump`: maximum height difference to consider walkable
5473 * `max_drop`: maximum height difference to consider droppable
5474 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5475 Difference between `"A*"` and `"A*_noprefetch"` is that
5476 `"A*"` will pre-calculate the cost-data, the other will calculate it
5478 * `minetest.spawn_tree (pos, {treedef})`
5479 * spawns L-system tree at given `pos` with definition in `treedef` table
5480 * `minetest.transforming_liquid_add(pos)`
5481 * add node to liquid flow update queue
5482 * `minetest.get_node_max_level(pos)`
5483 * get max available level for leveled node
5484 * `minetest.get_node_level(pos)`
5485 * get level of leveled node (water, snow)
5486 * `minetest.set_node_level(pos, level)`
5487 * set level of leveled node, default `level` equals `1`
5488 * if `totallevel > maxlevel`, returns rest (`total-max`).
5489 * `minetest.add_node_level(pos, level)`
5490 * increase level of leveled node by level, default `level` equals `1`
5491 * if `totallevel > maxlevel`, returns rest (`total-max`)
5492 * `level` must be between -127 and 127
5493 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5494 * resets the light in a cuboid-shaped part of
5495 the map and removes lighting bugs.
5496 * Loads the area if it is not loaded.
5497 * `pos1` is the corner of the cuboid with the least coordinates
5498 (in node coordinates), inclusive.
5499 * `pos2` is the opposite corner of the cuboid, inclusive.
5500 * The actual updated cuboid might be larger than the specified one,
5501 because only whole map blocks can be updated.
5502 The actual updated area consists of those map blocks that intersect
5503 with the given cuboid.
5504 * However, the neighborhood of the updated area might change
5505 as well, as light can spread out of the cuboid, also light
5507 * returns `false` if the area is not fully generated,
5509 * `minetest.check_single_for_falling(pos)`
5510 * causes an unsupported `group:falling_node` node to fall and causes an
5511 unattached `group:attached_node` node to fall.
5512 * does not spread these updates to neighbours.
5513 * `minetest.check_for_falling(pos)`
5514 * causes an unsupported `group:falling_node` node to fall and causes an
5515 unattached `group:attached_node` node to fall.
5516 * spread these updates to neighbours and can cause a cascade
5518 * `minetest.get_spawn_level(x, z)`
5519 * Returns a player spawn y co-ordinate for the provided (x, z)
5520 co-ordinates, or `nil` for an unsuitable spawn point.
5521 * For most mapgens a 'suitable spawn point' is one with y between
5522 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5523 so `nil` will be returned for many (x, z) co-ordinates.
5524 * The spawn level returned is for a player spawn in unmodified terrain.
5525 * The spawn level is intentionally above terrain level to cope with
5526 full-node biome 'dust' nodes.
5531 You can find mod channels communication scheme in `doc/mod_channels.png`.
5533 * `minetest.mod_channel_join(channel_name)`
5534 * Server joins channel `channel_name`, and creates it if necessary. You
5535 should listen for incoming messages with
5536 `minetest.register_on_modchannel_message`
5541 `minetest.get_inventory(location)`: returns an `InvRef`
5544 * `{type="player", name="celeron55"}`
5545 * `{type="node", pos={x=, y=, z=}}`
5546 * `{type="detached", name="creative"}`
5547 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5549 * `callbacks`: See [Detached inventory callbacks]
5550 * `player_name`: Make detached inventory available to one player
5551 exclusively, by default they will be sent to every player (even if not
5553 Note that this parameter is mostly just a workaround and will be removed
5555 * Creates a detached inventory. If it already exists, it is cleared.
5556 * `minetest.remove_detached_inventory(name)`
5557 * Returns a `boolean` indicating whether the removal succeeded.
5558 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5559 returns leftover ItemStack or nil to indicate no inventory change
5560 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5565 * `minetest.show_formspec(playername, formname, formspec)`
5566 * `playername`: name of player to show formspec
5567 * `formname`: name passed to `on_player_receive_fields` callbacks.
5568 It should follow the `"modname:<whatever>"` naming convention
5569 * `formspec`: formspec to display
5570 * `minetest.close_formspec(playername, formname)`
5571 * `playername`: name of player to close formspec
5572 * `formname`: has to exactly match the one given in `show_formspec`, or the
5573 formspec will not close.
5574 * calling `show_formspec(playername, formname, "")` is equal to this
5576 * to close a formspec regardless of the formname, call
5577 `minetest.close_formspec(playername, "")`.
5578 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5579 * `minetest.formspec_escape(string)`: returns a string
5580 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5582 * `minetest.explode_table_event(string)`: returns a table
5583 * returns e.g. `{type="CHG", row=1, column=2}`
5585 * `"INV"`: no row selected
5587 * `"DCL"`: double-click
5588 * `minetest.explode_textlist_event(string)`: returns a table
5589 * returns e.g. `{type="CHG", index=1}`
5591 * `"INV"`: no row selected
5593 * `"DCL"`: double-click
5594 * `minetest.explode_scrollbar_event(string)`: returns a table
5595 * returns e.g. `{type="CHG", value=500}`
5597 * `"INV"`: something failed
5598 * `"CHG"`: has been changed
5599 * `"VAL"`: not changed
5604 * `minetest.inventorycube(img1, img2, img3)`
5605 * Returns a string for making an image of a cube (useful as an item image)
5606 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5607 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5608 does not refer to a node or entity.
5609 * If the optional `above` parameter is true and the `pointed_thing` refers
5610 to a node, then it will return the `above` position of the `pointed_thing`.
5611 * `minetest.dir_to_facedir(dir, is6d)`
5612 * Convert a vector to a facedir value, used in `param2` for
5613 `paramtype2="facedir"`.
5614 * passing something non-`nil`/`false` for the optional second parameter
5615 causes it to take the y component into account.
5616 * `minetest.facedir_to_dir(facedir)`
5617 * Convert a facedir back into a vector aimed directly out the "back" of a
5619 * `minetest.dir_to_wallmounted(dir)`
5620 * Convert a vector to a wallmounted value, used for
5621 `paramtype2="wallmounted"`.
5622 * `minetest.wallmounted_to_dir(wallmounted)`
5623 * Convert a wallmounted value back into a vector aimed directly out the
5625 * `minetest.dir_to_yaw(dir)`
5626 * Convert a vector into a yaw (angle)
5627 * `minetest.yaw_to_dir(yaw)`
5628 * Convert yaw (angle) to a vector
5629 * `minetest.is_colored_paramtype(ptype)`
5630 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5631 color information (`color`, `colorwallmounted` or `colorfacedir`).
5632 * `minetest.strip_param2_color(param2, paramtype2)`
5633 * Removes everything but the color information from the
5634 given `param2` value.
5635 * Returns `nil` if the given `paramtype2` does not contain color
5637 * `minetest.get_node_drops(node, toolname)`
5638 * Returns list of itemstrings that are dropped by `node` when dug
5639 with the item `toolname` (not limited to tools).
5640 * `node`: node as table or node name
5641 * `toolname`: name of the item used to dig (can be `nil`)
5642 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5643 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5644 * `input.width` = for example `3`
5645 * `input.items` = for example
5646 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5647 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5648 * `output.time` = a number, if unsuccessful: `0`
5649 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5650 placed in `decremented_input.items`. Replacements can be placed in
5651 `decremented_input` if the stack of the replaced item has a count of 1.
5652 * `decremented_input` = like `input`
5653 * `minetest.get_craft_recipe(output)`: returns input
5654 * returns last registered recipe for output item (node)
5655 * `output` is a node or item type such as `"default:torch"`
5656 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5657 * `input.width` = for example `3`
5658 * `input.items` = for example
5659 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5660 * `input.items` = `nil` if no recipe found
5661 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5662 * returns indexed table with all registered recipes for query item (node)
5663 or `nil` if no recipe was found.
5664 * recipe entry table:
5665 * `method`: 'normal' or 'cooking' or 'fuel'
5666 * `width`: 0-3, 0 means shapeless recipe
5667 * `items`: indexed [1-9] table with recipe items
5668 * `output`: string with item name and quantity
5669 * Example query for `"default:gold_ingot"` will return table:
5672 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5673 items = {1 = "default:gold_lump"}},
5674 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5675 items = {1 = "default:goldblock"}}
5677 * `minetest.handle_node_drops(pos, drops, digger)`
5678 * `drops`: list of itemstrings
5679 * Handles drops from nodes after digging: Default action is to put them
5680 into digger's inventory.
5681 * Can be overridden to get different functionality (e.g. dropping items on
5683 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5685 * Creates an item string which contains palette index information
5686 for hardware colorization. You can use the returned string
5687 as an output in a craft recipe.
5688 * `item`: the item stack which becomes colored. Can be in string,
5689 table and native form.
5690 * `palette_index`: this index is added to the item stack
5691 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5692 * Creates an item string which contains static color information
5693 for hardware colorization. Use this method if you wish to colorize
5694 an item that does not own a palette. You can use the returned string
5695 as an output in a craft recipe.
5696 * `item`: the item stack which becomes colored. Can be in string,
5697 table and native form.
5698 * `colorstring`: the new color of the item stack
5703 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5704 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5705 * Find who has done something to a node, or near a node
5706 * `actor`: `"player:<name>"`, also `"liquid"`.
5707 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5708 `boolean, log_messages`.
5709 * Revert latest actions of someone
5710 * `actor`: `"player:<name>"`, also `"liquid"`.
5712 Defaults for the `on_place` and `on_drop` item definition functions
5713 -------------------------------------------------------------------
5715 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5716 * Place item as a node
5717 * `param2` overrides `facedir` and wallmounted `param2`
5718 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5719 for the newly placed node to prevent a callback and placement loop
5720 * returns `itemstack, position`
5721 * `position`: the location the node was placed to. `nil` if nothing was placed.
5722 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5724 * returns the leftover itemstack
5725 * **Note**: This function is deprecated and will never be called.
5726 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5727 * Wrapper that calls `minetest.item_place_node` if appropriate
5728 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5729 * **Note**: is not called when wielded item overrides `on_place`
5730 * `param2` overrides facedir and wallmounted `param2`
5731 * returns `itemstack, position`
5732 * `position`: the location the node was placed to. `nil` if nothing was placed.
5733 * `minetest.item_drop(itemstack, dropper, pos)`
5735 * returns the leftover itemstack
5736 * `minetest.item_eat(hp_change[, replace_with_item])`
5737 * Returns `function(itemstack, user, pointed_thing)` as a
5738 function wrapper for `minetest.do_item_eat`.
5739 * `replace_with_item` is the itemstring which is added to the inventory.
5740 If the player is eating a stack, then replace_with_item goes to a
5743 Defaults for the `on_punch` and `on_dig` node definition callbacks
5744 ------------------------------------------------------------------
5746 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5747 * Calls functions registered by `minetest.register_on_punchnode()`
5748 * `minetest.node_dig(pos, node, digger)`
5749 * Checks if node can be dug, puts item into inventory, removes node
5750 * Calls functions registered by `minetest.registered_on_dignodes()`
5755 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5756 * `spec` is a `SimpleSoundSpec`
5757 * `parameters` is a sound parameter table
5758 * `ephemeral` is a boolean (default: false)
5759 Ephemeral sounds will not return a handle and can't be stopped or faded.
5760 It is recommend to use this for short sounds that happen in response to
5761 player actions (e.g. door closing).
5762 * `minetest.sound_stop(handle)`
5763 * `handle` is a handle returned by `minetest.sound_play`
5764 * `minetest.sound_fade(handle, step, gain)`
5765 * `handle` is a handle returned by `minetest.sound_play`
5766 * `step` determines how fast a sound will fade.
5767 The gain will change by this much per second,
5768 until it reaches the target gain.
5769 Note: Older versions used a signed step. This is deprecated, but old
5770 code will still work. (the client uses abs(step) to correct it)
5771 * `gain` the target gain for the fade.
5772 Fading to zero will delete the sound.
5777 * `minetest.after(time, func, ...)` : returns job table to use as below.
5778 * Call the function `func` after `time` seconds, may be fractional
5779 * Optional: Variable number of arguments that are passed to `func`
5782 * Cancels the job function from being called
5787 The engine allows you to submit jobs to be ran in an isolated environment
5788 concurrently with normal server operation.
5789 A job consists of a function to be ran in the async environment, any amount of
5790 arguments (will be serialized) and a callback that will be called with the return
5791 value of the job function once it is finished.
5793 The async environment does *not* have access to the map, entities, players or any
5794 globals defined in the 'usual' environment. Consequently, functions like
5795 `minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
5797 Arguments and return values passed through this can contain certain userdata
5798 objects that will be seamlessly copied (not shared) to the async environment.
5799 This allows you easy interoperability for delegating work to jobs.
5801 * `minetest.handle_async(func, callback, ...)`:
5802 * Queue the function `func` to be ran in an async environment.
5803 Note that there are multiple persistent workers and any of them may
5804 end up running a given job. The engine will scale the amount of
5805 worker threads automatically.
5806 * When `func` returns the callback is called (in the normal environment)
5807 with all of the return values as arguments.
5808 * Optional: Variable number of arguments that are passed to `func`
5809 * `minetest.register_async_dofile(path)`:
5810 * Register a path to a Lua file to be imported when an async environment
5811 is initialized. You can use this to preload code which you can then call
5812 later using `minetest.handle_async()`.
5814 ### List of APIs available in an async environment
5825 * only if transferred into environment; can't read/write to map
5828 Class instances that can be transferred between environments:
5835 * Standalone helpers such as logging, filesystem, encoding,
5836 hashing or compression APIs
5837 * `minetest.request_insecure_environment` (same restrictions apply)
5840 * `minetest.settings`
5841 * `minetest.registered_items`, `registered_nodes`, `registered_tools`,
5842 `registered_craftitems` and `registered_aliases`
5843 * with all functions and userdata values replaced by `true`, calling any
5844 callbacks here is obviously not possible
5849 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5850 server shutdown. Will display `message` to clients.
5851 * `reconnect` == true displays a reconnect button
5852 * `delay` adds an optional delay (in seconds) before shutdown.
5853 Negative delay cancels the current active shutdown.
5854 Zero delay triggers an immediate shutdown.
5855 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5856 * `minetest.get_server_status(name, joined)`
5857 * Returns the server status string when a player joins or when the command
5858 `/status` is called. Returns `nil` or an empty string when the message is
5860 * `joined`: Boolean value, indicates whether the function was called when
5862 * This function may be overwritten by mods to customize the status message.
5863 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5864 * `minetest.get_server_max_lag()`: returns the current maximum lag
5865 of the server in seconds or nil if server is not fully loaded yet
5866 * `minetest.remove_player(name)`: remove player from database (if they are not
5868 * As auth data is not removed, minetest.player_exists will continue to
5869 return true. Call the below method as well if you want to remove auth
5871 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5872 * `minetest.remove_player_auth(name)`: remove player authentication data
5873 * Returns boolean indicating success (false if player nonexistant)
5874 * `minetest.dynamic_add_media(options, callback)`
5875 * `options`: table containing the following parameters
5876 * `filepath`: path to a media file on the filesystem
5877 * `to_player`: name of the player the media should be sent to instead of
5878 all players (optional)
5879 * `ephemeral`: boolean that marks the media as ephemeral,
5880 it will not be cached on the client (optional, default false)
5881 * `callback`: function with arguments `name`, which is a player name
5882 * Pushes the specified media file to client(s). (details below)
5883 The file must be a supported image, sound or model format.
5884 Dynamically added media is not persisted between server restarts.
5885 * Returns false on error, true if the request was accepted
5886 * The given callback will be called for every player as soon as the
5887 media is available on the client.
5889 * If `ephemeral`=false and `to_player` is unset the file is added to the media
5890 sent to clients on startup, this means the media will appear even on
5891 old clients if they rejoin the server.
5892 * If `ephemeral`=false the file must not be modified, deleted, moved or
5893 renamed after calling this function.
5894 * Regardless of any use of `ephemeral`, adding media files with the same
5895 name twice is not possible/guaranteed to work. An exception to this is the
5896 use of `to_player` to send the same, already existent file to multiple
5898 * Clients will attempt to fetch files added this way via remote media,
5899 this can make transfer of bigger files painless (if set up). Nevertheless
5900 it is advised not to use dynamic media for big media files.
5905 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5906 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5907 IP address or name formatted as string
5908 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5909 * Returns boolean indicating success
5910 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5912 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5914 * Returns boolean indicating success (false if player nonexistant)
5915 * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
5916 optional reason, this will not prefix with 'Kicked: ' like kick_player.
5917 If no reason is given, it will default to 'Disconnected.'
5918 * Returns boolean indicating success (false if player nonexistant)
5923 * `minetest.add_particle(particle definition)`
5924 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5925 expirationtime, size, collisiondetection, texture, playername)`
5927 * `minetest.add_particlespawner(particlespawner definition)`
5928 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5929 over `time` seconds.
5930 * Returns an `id`, and -1 if adding didn't succeed
5931 * Deprecated: `minetest.add_particlespawner(amount, time,
5935 minexptime, maxexptime,
5937 collisiondetection, texture, playername)`
5939 * `minetest.delete_particlespawner(id, player)`
5940 * Delete `ParticleSpawner` with `id` (return value from
5941 `minetest.add_particlespawner`).
5942 * If playername is specified, only deletes on the player's client,
5943 otherwise on all clients.
5948 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5949 * Create a schematic from the volume of map specified by the box formed by
5951 * Apply the specified probability and per-node force-place to the specified
5952 nodes according to the `probability_list`.
5953 * `probability_list` is an array of tables containing two fields, `pos`
5955 * `pos` is the 3D vector specifying the absolute coordinates of the
5956 node being modified,
5957 * `prob` is an integer value from `0` to `255` that encodes
5958 probability and per-node force-place. Probability has levels
5959 0-127, then 128 may be added to encode per-node force-place.
5960 For probability stated as 0-255, divide by 2 and round down to
5961 get values 0-127, then add 128 to apply per-node force-place.
5962 * If there are two or more entries with the same pos value, the
5964 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5966 * If `probability_list` equals `nil`, no probabilities are applied.
5967 * Apply the specified probability to the specified horizontal slices
5968 according to the `slice_prob_list`.
5969 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5971 * `ypos` indicates the y position of the slice with a probability
5972 applied, the lowest slice being `ypos = 0`.
5973 * If slice probability list equals `nil`, no slice probabilities
5975 * Saves schematic in the Minetest Schematic format to filename.
5977 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5978 * Place the schematic specified by schematic (see [Schematic specifier]) at
5980 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5981 * If the `rotation` parameter is omitted, the schematic is not rotated.
5982 * `replacements` = `{["old_name"] = "convert_to", ...}`
5983 * `force_placement` is a boolean indicating whether nodes other than `air`
5984 and `ignore` are replaced by the schematic.
5985 * Returns nil if the schematic could not be loaded.
5986 * **Warning**: Once you have loaded a schematic from a file, it will be
5987 cached. Future calls will always use the cached version and the
5988 replacement list defined for it, regardless of whether the file or the
5989 replacement list parameter have changed. The only way to load the file
5990 anew is to restart the server.
5991 * `flags` is a flag field with the available flags:
5996 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5997 * This function is analogous to minetest.place_schematic, but places a
5998 schematic onto the specified VoxelManip object `vmanip` instead of the
6000 * Returns false if any part of the schematic was cut-off due to the
6001 VoxelManip not containing the full area required, and true if the whole
6002 schematic was able to fit.
6003 * Returns nil if the schematic could not be loaded.
6004 * After execution, any external copies of the VoxelManip contents are
6006 * `flags` is a flag field with the available flags:
6011 * `minetest.serialize_schematic(schematic, format, options)`
6012 * Return the serialized schematic specified by schematic
6013 (see [Schematic specifier])
6014 * in the `format` of either "mts" or "lua".
6015 * "mts" - a string containing the binary MTS data used in the MTS file
6017 * "lua" - a string containing Lua code representing the schematic in table
6019 * `options` is a table containing the following optional parameters:
6020 * If `lua_use_comments` is true and `format` is "lua", the Lua code
6021 generated will have (X, Z) position comments for every X row
6022 generated in the schematic data for easier reading.
6023 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
6024 the Lua code generated will use that number of spaces as indentation
6025 instead of a tab character.
6027 * `minetest.read_schematic(schematic, options)`
6028 * Returns a Lua table representing the schematic (see: [Schematic specifier])
6029 * `schematic` is the schematic to read (see: [Schematic specifier])
6030 * `options` is a table containing the following optional parameters:
6031 * `write_yslice_prob`: string value:
6032 * `none`: no `write_yslice_prob` table is inserted,
6033 * `low`: only probabilities that are not 254 or 255 are written in
6034 the `write_ylisce_prob` table,
6035 * `all`: write all probabilities to the `write_yslice_prob` table.
6036 * The default for this option is `all`.
6037 * Any invalid value will be interpreted as `all`.
6042 * `minetest.request_http_api()`:
6043 * returns `HTTPApiTable` containing http functions if the calling mod has
6044 been granted access by being listed in the `secure.http_mods` or
6045 `secure.trusted_mods` setting, otherwise returns `nil`.
6046 * The returned table contains the functions `fetch`, `fetch_async` and
6047 `fetch_async_get` described below.
6048 * Only works at init time and must be called from the mod's main scope
6049 (not from a function).
6050 * Function only exists if minetest server was built with cURL support.
6051 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
6053 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
6054 * Performs given request asynchronously and calls callback upon completion
6055 * callback: `function(HTTPRequestResult res)`
6056 * Use this HTTP function if you are unsure, the others are for advanced use
6057 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
6058 * Performs given request asynchronously and returns handle for
6059 `HTTPApiTable.fetch_async_get`
6060 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
6061 * Return response data for given asynchronous HTTP request
6066 * `minetest.get_mod_storage()`:
6067 * returns reference to mod private `StorageRef`
6068 * must be called during mod load time
6073 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
6074 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
6075 * `minetest.player_exists(name)`: boolean, whether player exists
6076 (regardless of online status)
6077 * `minetest.hud_replace_builtin(name, hud_definition)`
6078 * Replaces definition of a builtin hud element
6079 * `name`: `"breath"` or `"health"`
6080 * `hud_definition`: definition to replace builtin definition
6081 * `minetest.send_join_message(player_name)`
6082 * This function can be overridden by mods to change the join message.
6083 * `minetest.send_leave_message(player_name, timed_out)`
6084 * This function can be overridden by mods to change the leave message.
6085 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
6086 * `pos`: table {x=number, y=number, z=number},
6087 * Gives a unique hash number for a node position (16+16+16=48bit)
6088 * `minetest.get_position_from_hash(hash)`: returns a position
6089 * Inverse transform of `minetest.hash_node_position`
6090 * `minetest.get_item_group(name, group)`: returns a rating
6091 * Get rating of a group of an item. (`0` means: not in group)
6092 * `minetest.get_node_group(name, group)`: returns a rating
6093 * Deprecated: An alias for the former.
6094 * `minetest.raillike_group(name)`: returns a rating
6095 * Returns rating of the connect_to_raillike group corresponding to name
6096 * If name is not yet the name of a connect_to_raillike group, a new group
6097 id is created, with that name.
6098 * `minetest.get_content_id(name)`: returns an integer
6099 * Gets the internal content ID of `name`
6100 * `minetest.get_name_from_content_id(content_id)`: returns a string
6101 * Gets the name of the content with that content ID
6102 * `minetest.parse_json(string[, nullvalue])`: returns something
6103 * Convert a string containing JSON data into the Lua equivalent
6104 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
6105 * On success returns a table, a string, a number, a boolean or `nullvalue`
6106 * On failure outputs an error message and returns `nil`
6107 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
6108 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
6110 * Convert a Lua table into a JSON string
6111 * styled: Outputs in a human-readable format if this is set, defaults to
6113 * Unserializable things like functions and userdata will cause an error.
6114 * **Warning**: JSON is more strict than the Lua table format.
6115 1. You can only use strings and positive integers of at least one as
6117 2. You can not mix string and integer keys.
6118 This is due to the fact that JSON has two distinct array and object
6120 * Example: `write_json({10, {a = false}})`,
6121 returns `'[10, {"a": false}]'`
6122 * `minetest.serialize(table)`: returns a string
6123 * Convert a table containing tables, strings, numbers, booleans and `nil`s
6124 into string form readable by `minetest.deserialize`
6125 * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
6126 * `minetest.deserialize(string[, safe])`: returns a table
6127 * Convert a string returned by `minetest.serialize` into a table
6128 * `string` is loaded in an empty sandbox environment.
6129 * Will load functions if safe is false or omitted. Although these functions
6130 cannot directly access the global environment, they could bypass this
6131 restriction with maliciously crafted Lua bytecode if mod security is
6133 * This function should not be used on untrusted data, regardless of the
6134 value of `safe`. It is fine to serialize then deserialize user-provided
6135 data, but directly providing user input to deserialize is always unsafe.
6136 * Example: `deserialize('return { ["foo"] = "bar" }')`,
6137 returns `{foo="bar"}`
6138 * Example: `deserialize('print("foo")')`, returns `nil`
6139 (function call fails), returns
6140 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
6141 * `minetest.compress(data, method, ...)`: returns `compressed_data`
6142 * Compress a string of data.
6143 * `method` is a string identifying the compression method to be used.
6144 * Supported compression methods:
6145 * Deflate (zlib): `"deflate"`
6146 * `...` indicates method-specific arguments. Currently defined arguments
6148 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
6149 * `minetest.decompress(compressed_data, method, ...)`: returns data
6150 * Decompress a string of data (using ZLib).
6151 * See documentation on `minetest.compress()` for supported compression
6153 * `...` indicates method-specific arguments. Currently, no methods use this
6154 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
6155 * Each argument is a 8 Bit unsigned integer
6156 * Returns the ColorString from rgb or rgba values
6157 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
6158 * `minetest.encode_base64(string)`: returns string encoded in base64
6159 * Encodes a string in base64.
6160 * `minetest.decode_base64(string)`: returns string or nil on failure
6161 * Padding characters are only supported starting at version 5.4.0, where
6162 5.5.0 and newer perform proper checks.
6163 * Decodes a string encoded in base64.
6164 * `minetest.is_protected(pos, name)`: returns boolean
6165 * Returning `true` restricts the player `name` from modifying (i.e. digging,
6166 placing) the node at position `pos`.
6167 * `name` will be `""` for non-players or unknown players.
6168 * This function should be overridden by protection mods. It is highly
6169 recommended to grant access to players with the `protection_bypass` privilege.
6170 * Cache and call the old version of this function if the position is
6171 not protected by the mod. This will allow using multiple protection mods.
6174 local old_is_protected = minetest.is_protected
6175 function minetest.is_protected(pos, name)
6176 if mymod:position_protected_from(pos, name) then
6179 return old_is_protected(pos, name)
6181 * `minetest.record_protection_violation(pos, name)`
6182 * This function calls functions registered with
6183 `minetest.register_on_protection_violation`.
6184 * `minetest.is_creative_enabled(name)`: returns boolean
6185 * Returning `true` means that Creative Mode is enabled for player `name`.
6186 * `name` will be `""` for non-players or if the player is unknown.
6187 * This function should be overridden by Creative Mode-related mods to
6188 implement a per-player Creative Mode.
6189 * By default, this function returns `true` if the setting
6190 `creative_mode` is `true` and `false` otherwise.
6191 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6192 * Returns the position of the first node that `player_name` may not modify
6193 in the specified cuboid between `pos1` and `pos2`.
6194 * Returns `false` if no protections were found.
6195 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6196 The points are spaced evenly throughout the volume and have a spacing
6197 similar to, but no larger than, `interval`.
6198 * All corners and edges of the defined volume are checked.
6199 * `interval` defaults to 4.
6200 * `interval` should be carefully chosen and maximised to avoid an excessive
6201 number of points being checked.
6202 * Like `minetest.is_protected`, this function may be extended or
6203 overwritten by mods to provide a faster implementation to check the
6204 cuboid for intersections.
6205 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6206 orient_flags, prevent_after_place])`
6207 * Attempt to predict the desired orientation of the facedir-capable node
6208 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6209 or hanging from the ceiling).
6210 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6211 stacks are handled normally.
6212 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6213 * `invert_wall`: if `true`, place wall-orientation on the ground and
6214 ground-orientation on the wall.
6215 * `force_wall` : if `true`, always place the node in wall orientation.
6216 * `force_ceiling`: if `true`, always place on the ceiling.
6217 * `force_floor`: if `true`, always place the node on the floor.
6218 * `force_facedir`: if `true`, forcefully reset the facedir to north
6219 when placing on the floor or ceiling.
6220 * The first four options are mutually-exclusive; the last in the list
6221 takes precedence over the first.
6222 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6223 * Returns the new itemstack after placement
6224 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6225 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6226 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6227 parameter and `prevent_after_place` set to `true`.
6229 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6230 tool_capabilities, dir, distance, damage)`
6231 * Returns the amount of knockback applied on the punched player.
6232 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6233 * `distance`: distance between puncher and punched player
6234 * This function can be overriden by mods that wish to modify this behaviour.
6235 * You may want to cache and call the old function to allow multiple mods to
6236 change knockback behaviour.
6238 * `minetest.forceload_block(pos[, transient])`
6239 * forceloads the position `pos`.
6240 * returns `true` if area could be forceloaded
6241 * If `transient` is `false` or absent, the forceload will be persistent
6242 (saved between server runs). If `true`, the forceload will be transient
6243 (not saved between server runs).
6245 * `minetest.forceload_free_block(pos[, transient])`
6246 * stops forceloading the position `pos`
6247 * If `transient` is `false` or absent, frees a persistent forceload.
6248 If `true`, frees a transient forceload.
6250 * `minetest.compare_block_status(pos, condition)`
6251 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6252 * `condition` may be one of the following values:
6253 * `"unknown"`: not in memory
6254 * `"emerging"`: in the queue for loading from disk or generating
6255 * `"loaded"`: in memory but inactive (no ABMs are executed)
6256 * `"active"`: in memory and active
6257 * Other values are reserved for future functionality extensions
6258 * Return value, the comparison status:
6259 * `false`: Mapblock does not fulfil the wanted condition
6260 * `true`: Mapblock meets the requirement
6261 * `nil`: Unsupported `condition` value
6263 * `minetest.request_insecure_environment()`: returns an environment containing
6264 insecure functions if the calling mod has been listed as trusted in the
6265 `secure.trusted_mods` setting or security is disabled, otherwise returns
6267 * Only works at init time and must be called from the mod's main scope
6268 (ie: the init.lua of the mod, not from another Lua file or within a function).
6269 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6270 IT IN A LOCAL VARIABLE!**
6272 * `minetest.global_exists(name)`
6273 * Checks if a global variable has been set, without triggering a warning.
6278 * `minetest.env`: `EnvRef` of the server environment and world.
6279 * Any function in the minetest namespace can be called using the syntax
6280 `minetest.env:somefunction(somearguments)`
6281 instead of `minetest.somefunction(somearguments)`
6282 * Deprecated, but support is not to be dropped soon
6287 ### Registered definition tables
6289 * `minetest.registered_items`
6290 * Map of registered items, indexed by name
6291 * `minetest.registered_nodes`
6292 * Map of registered node definitions, indexed by name
6293 * `minetest.registered_craftitems`
6294 * Map of registered craft item definitions, indexed by name
6295 * `minetest.registered_tools`
6296 * Map of registered tool definitions, indexed by name
6297 * `minetest.registered_entities`
6298 * Map of registered entity prototypes, indexed by name
6299 * Values in this table may be modified directly.
6300 Note: changes to initial properties will only affect entities spawned afterwards,
6301 as they are only read when spawning.
6302 * `minetest.object_refs`
6303 * Map of object references, indexed by active object id
6304 * `minetest.luaentities`
6305 * Map of Lua entities, indexed by active object id
6306 * `minetest.registered_abms`
6307 * List of ABM definitions
6308 * `minetest.registered_lbms`
6309 * List of LBM definitions
6310 * `minetest.registered_aliases`
6311 * Map of registered aliases, indexed by name
6312 * `minetest.registered_ores`
6313 * Map of registered ore definitions, indexed by the `name` field.
6314 * If `name` is nil, the key is the object handle returned by
6315 `minetest.register_ore`.
6316 * `minetest.registered_biomes`
6317 * Map of registered biome definitions, indexed by the `name` field.
6318 * If `name` is nil, the key is the object handle returned by
6319 `minetest.register_biome`.
6320 * `minetest.registered_decorations`
6321 * Map of registered decoration definitions, indexed by the `name` field.
6322 * If `name` is nil, the key is the object handle returned by
6323 `minetest.register_decoration`.
6324 * `minetest.registered_schematics`
6325 * Map of registered schematic definitions, indexed by the `name` field.
6326 * If `name` is nil, the key is the object handle returned by
6327 `minetest.register_schematic`.
6328 * `minetest.registered_chatcommands`
6329 * Map of registered chat command definitions, indexed by name
6330 * `minetest.registered_privileges`
6331 * Map of registered privilege definitions, indexed by name
6332 * Registered privileges can be modified directly in this table.
6334 ### Registered callback tables
6336 All callbacks registered with [Global callback registration functions] are added
6337 to corresponding `minetest.registered_*` tables.
6345 Sorted alphabetically.
6350 AreaStore is a data structure to calculate intersections of 3D cuboid volumes
6351 and points. The `data` field (string) may be used to store and retrieve any
6352 mod-relevant information to the specified area.
6354 Despite its name, mods must take care of persisting AreaStore data. They may
6355 use the provided load and write functions for this.
6360 * `AreaStore(type_name)`
6361 * Returns a new AreaStore instance
6362 * `type_name`: optional, forces the internally used API.
6363 * Possible values: `"LibSpatial"` (default).
6364 * When other values are specified, or SpatialIndex is not available,
6365 the custom Minetest functions are used.
6366 * `get_area(id, include_corners, include_data)`
6367 * Returns the area information about the specified ID.
6368 * Returned values are either of these:
6370 nil -- Area not found
6371 true -- Without `include_corners` and `include_data`
6373 min = pos, max = pos -- `include_corners == true`
6374 data = string -- `include_data == true`
6377 * `get_areas_for_pos(pos, include_corners, include_data)`
6378 * Returns all areas as table, indexed by the area ID.
6379 * Table values: see `get_area`.
6380 * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
6381 * Returns all areas that contain all nodes inside the area specified by`
6382 `corner1 and `corner2` (inclusive).
6383 * `accept_overlap`: if `true`, areas are returned that have nodes in
6384 common (intersect) with the specified area.
6385 * Returns the same values as `get_areas_for_pos`.
6386 * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
6387 * Returns the new area's ID, or nil if the insertion failed.
6388 * The (inclusive) positions `corner1` and `corner2` describe the area.
6389 * `data` is a string stored with the area.
6390 * `id` (optional): will be used as the internal area ID if it is an unique
6391 number between 0 and 2^32-2.
6393 * Requires SpatialIndex, no-op function otherwise.
6394 * Reserves resources for `count` many contained areas to improve
6395 efficiency when working with many area entries. Additional areas can still
6396 be inserted afterwards at the usual complexity.
6397 * `remove_area(id)`: removes the area with the given id from the store, returns
6399 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6400 Calling invalidates the cache, so that its elements have to be newly
6402 * `params` is a table with the following fields:
6404 enabled = boolean, -- Whether to enable, default true
6405 block_radius = int, -- The radius (in nodes) of the areas the cache
6406 -- generates prefiltered lists for, minimum 16,
6408 limit = int, -- The cache size, minimum 20, default 1000
6409 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6411 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6413 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6415 Returns success and, optionally, an error message.
6416 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6422 An `InvRef` is a reference to an inventory.
6426 * `is_empty(listname)`: return `true` if list is empty
6427 * `get_size(listname)`: get size of a list
6428 * `set_size(listname, size)`: set size of a list
6429 * returns `false` on error (e.g. invalid `listname` or `size`)
6430 * `get_width(listname)`: get width of a list
6431 * `set_width(listname, width)`: set width of list; currently used for crafting
6432 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6433 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6434 * `get_list(listname)`: return full list (list of `ItemStack`s)
6435 * `set_list(listname, list)`: set full list (size will not change)
6436 * `get_lists()`: returns table that maps listnames to inventory lists
6437 * `set_lists(lists)`: sets inventory lists (size will not change)
6438 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6440 * `room_for_item(listname, stack):` returns `true` if the stack of items
6441 can be fully added to the list
6442 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6443 the stack of items can be fully taken from the list.
6444 If `match_meta` is false, only the items' names are compared
6446 * `remove_item(listname, stack)`: take as many items as specified from the
6447 list, returns the items that were actually removed (as an `ItemStack`)
6448 -- note that any item metadata is ignored, so attempting to remove a specific
6449 unique item this way will likely remove the wrong one -- to do that use
6450 `set_stack` with an empty `ItemStack`.
6451 * `get_location()`: returns a location compatible to
6452 `minetest.get_inventory(location)`.
6453 * returns `{type="undefined"}` in case location is not known
6457 Detached & nodemeta inventories provide the following callbacks for move actions:
6461 The `allow_*` callbacks return how many items can be moved.
6463 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6464 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6465 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6469 The `on_*` callbacks are called after the items have been placed in the inventories.
6471 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6472 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6473 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6477 When a player tries to put an item to a place where another item is, the items are *swapped*.
6478 This means that all callbacks will be called twice (once for each action).
6483 An `ItemStack` is a stack of items.
6485 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6486 an itemstring, a table or `nil`.
6490 * `is_empty()`: returns `true` if stack is empty.
6491 * `get_name()`: returns item name (e.g. `"default:stone"`).
6492 * `set_name(item_name)`: returns a boolean indicating whether the item was
6494 * `get_count()`: Returns number of items on the stack.
6495 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6496 * `count`: number, unsigned 16 bit integer
6497 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6498 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6499 * `wear`: number, unsigned 16 bit integer
6500 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6501 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6503 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6504 * `get_description()`: returns the description shown in inventory list tooltips.
6505 * The engine uses this when showing item descriptions in tooltips.
6506 * Fields for finding the description, in order:
6507 * `description` in item metadata (See [Item Metadata].)
6508 * `description` in item definition
6510 * `get_short_description()`: returns the short description or nil.
6511 * Unlike the description, this does not include new lines.
6512 * Fields for finding the short description, in order:
6513 * `short_description` in item metadata (See [Item Metadata].)
6514 * `short_description` in item definition
6515 * first line of the description (From item meta or def, see `get_description()`.)
6516 * Returns nil if none of the above are set
6517 * `clear()`: removes all items from the stack, making it empty.
6518 * `replace(item)`: replace the contents of this stack.
6519 * `item` can also be an itemstring or table.
6520 * `to_string()`: returns the stack in itemstring form.
6521 * `to_table()`: returns the stack in Lua table form.
6522 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6524 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6525 * `is_known()`: returns `true` if the item name refers to a defined item type.
6526 * `get_definition()`: returns the item definition table.
6527 * `get_tool_capabilities()`: returns the digging properties of the item,
6528 or those of the hand if none are defined for this item type
6529 * `add_wear(amount)`
6530 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6531 * `amount`: number, integer
6532 * `add_item(item)`: returns leftover `ItemStack`
6533 * Put some item or stack onto this stack
6534 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6536 * `take_item(n)`: returns taken `ItemStack`
6537 * Take (and remove) up to `n` items from this stack
6538 * `n`: number, default: `1`
6539 * `peek_item(n)`: returns taken `ItemStack`
6540 * Copy (don't remove) up to `n` items from this stack
6541 * `n`: number, default: `1`
6546 ItemStack metadata: reference extra data and functionality stored in a stack.
6547 Can be obtained via `item:get_meta()`.
6551 * All methods in MetaDataRef
6552 * `set_tool_capabilities([tool_capabilities])`
6553 * Overrides the item's tool capabilities
6554 * A nil value will clear the override data and restore the original
6560 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6561 and [`PlayerMetaRef`].
6565 * `contains(key)`: Returns true if key present, otherwise false.
6566 * Returns `nil` when the MetaData is inexistent.
6567 * `get(key)`: Returns `nil` if key not present, else the stored string.
6568 * `set_string(key, value)`: Value of `""` will delete the key.
6569 * `get_string(key)`: Returns `""` if key not present.
6570 * `set_int(key, value)`
6571 * `get_int(key)`: Returns `0` if key not present.
6572 * `set_float(key, value)`
6573 * `get_float(key)`: Returns `0` if key not present.
6574 * `to_table()`: returns `nil` or a table with keys:
6575 * `fields`: key-value storage
6576 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6577 * `from_table(nil or {})`
6578 * Any non-table value will clear the metadata
6579 * See [Node Metadata] for an example
6580 * returns `true` on success
6582 * returns `true` if this metadata has the same key-value pairs as `other`
6587 An interface to use mod channels on client and server
6591 * `leave()`: leave the mod channel.
6592 * Server leaves channel `channel_name`.
6593 * No more incoming or outgoing messages can be sent to this channel from
6595 * This invalidate all future object usage.
6596 * Ensure you set mod_channel to nil after that to free Lua resources.
6597 * `is_writeable()`: returns true if channel is writeable and mod can send over
6599 * `send_all(message)`: Send `message` though the mod channel.
6600 * If mod channel is not writeable or invalid, message will be dropped.
6601 * Message size is limited to 65535 characters by protocol.
6606 Node metadata: reference extra data and functionality stored in a node.
6607 Can be obtained via `minetest.get_meta(pos)`.
6611 * All methods in MetaDataRef
6612 * `get_inventory()`: returns `InvRef`
6613 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6614 This will prevent them from being sent to the client. Note that the "private"
6615 status will only be remembered if an associated key-value pair exists,
6616 meaning it's best to call this when initializing all other meta (e.g.
6622 Node Timers: a high resolution persistent per-node timer.
6623 Can be gotten via `minetest.get_node_timer(pos)`.
6627 * `set(timeout,elapsed)`
6628 * set a timer's state
6629 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6630 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6631 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6635 * equivalent to `set(timeout,0)`
6638 * `get_timeout()`: returns current timeout in seconds
6639 * if `timeout` equals `0`, timer is inactive
6640 * `get_elapsed()`: returns current elapsed time in seconds
6641 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6643 * `is_started()`: returns boolean state of timer
6644 * returns `true` if timer is started, otherwise `false`
6649 Moving things in the game are generally these.
6650 This is basically a reference to a C++ `ServerActiveObject`.
6652 ### Advice on handling `ObjectRefs`
6654 When you receive an `ObjectRef` as a callback argument or from another API
6655 function, it is possible to store the reference somewhere and keep it around.
6656 It will keep functioning until the object is unloaded or removed.
6658 However, doing this is **NOT** recommended as there is (intentionally) no method
6659 to test if a previously acquired `ObjectRef` is still valid.
6660 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6661 Lua back to the engine.
6662 Doing so is much less error-prone and you will never need to wonder if the
6663 object you are working with still exists.
6668 * `get_pos()`: returns `{x=num, y=num, z=num}`
6669 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6670 * `get_velocity()`: returns the velocity, a vector.
6671 * `add_velocity(vel)`
6672 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6673 * In comparison to using get_velocity, adding the velocity and then using
6674 set_velocity, add_velocity is supposed to avoid synchronization problems.
6675 Additionally, players also do not support set_velocity.
6677 * Does not apply during free_move.
6678 * Note that since the player speed is normalized at each move step,
6679 increasing e.g. Y velocity beyond what would usually be achieved
6680 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6681 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6682 pressing the jump key (assuming default settings)
6683 * `move_to(pos, continuous=false)`
6684 * Does an interpolated move for Lua entities for visually smooth transitions.
6685 * If `continuous` is true, the Lua entity will not be moved to the current
6686 position before starting the interpolated move.
6687 * For players this does the same as `set_pos`,`continuous` is ignored.
6688 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6689 * `puncher` = another `ObjectRef`,
6690 * `time_from_last_punch` = time since last punch action of the puncher
6691 * `direction`: can be `nil`
6692 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6693 * `get_hp()`: returns number of health points
6694 * `set_hp(hp, reason)`: set number of health points
6695 * See reason in register_on_player_hpchange
6696 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6697 * For players: HP are also limited by `hp_max` specified in the player's
6699 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6700 * `get_wield_list()`: returns the name of the inventory list the wielded item
6702 * `get_wield_index()`: returns the index of the wielded item
6703 * `get_wielded_item()`: returns an `ItemStack`
6704 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6706 * `set_armor_groups({group1=rating, group2=rating, ...})`
6707 * `get_armor_groups()`: returns a table with the armor group ratings
6708 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6709 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6710 * `frame_speed`: number, default: `15.0`
6711 * `frame_blend`: number, default: `0.0`
6712 * `frame_loop`: boolean, default: `true`
6713 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6715 * `set_animation_frame_speed(frame_speed)`
6716 * `frame_speed`: number, default: `15.0`
6717 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6718 * `bone`: string. Default is `""`, the root bone
6719 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6720 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6721 Default `{x=0, y=0, z=0}`
6722 * `forced_visible`: Boolean to control whether the attached entity
6723 should appear in first person. Default `false`.
6724 * This command may fail silently (do nothing) when it would result
6725 in circular attachments.
6726 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6727 or nil if it isn't attached.
6728 * `get_children()`: returns a list of ObjectRefs that are attached to the
6731 * `set_bone_position([bone, position, rotation])`
6732 * `bone`: string. Default is `""`, the root bone
6733 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6734 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6735 * `get_bone_position(bone)`: returns position and rotation of the bone
6736 * `set_properties(object property table)`
6737 * `get_properties()`: returns object property table
6738 * `is_player()`: returns true for players, false otherwise
6739 * `get_nametag_attributes()`
6740 * returns a table with the attributes of the nametag of an object
6743 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6744 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6746 * `set_nametag_attributes(attributes)`
6747 * sets the attributes of the nametag of an object
6750 text = "My Nametag",
6753 bgcolor = ColorSpec or false,
6754 -- ^ Sets background color of nametag
6755 -- `false` will cause the background to be set automatically based on user settings
6759 #### Lua entity only (no-op for other objects)
6761 * `remove()`: remove object
6762 * The object is removed after returning from Lua. However the `ObjectRef`
6763 itself instantly becomes unusable with all further method calls having
6764 no effect and returning `nil`.
6765 * `set_velocity(vel)`
6766 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6767 * `set_acceleration(acc)`
6769 * `get_acceleration()`: returns the acceleration, a vector
6770 * `set_rotation(rot)`
6771 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6772 and Z is roll (bank).
6773 * `get_rotation()`: returns the rotation, a vector (radians)
6774 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6775 * `get_yaw()`: returns number in radians
6776 * `set_texture_mod(mod)`
6777 * Set a texture modifier to the base texture, for sprites and meshes.
6778 * When calling `set_texture_mod` again, the previous one is discarded.
6779 * `mod` the texture modifier. See [Texture modifiers].
6780 * `get_texture_mod()` returns current texture modifier
6781 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6782 * Specifies and starts a sprite animation
6783 * Animations iterate along the frame `y` position.
6784 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6785 first frame, default: `{x=0, y=0}`
6786 * `num_frames`: Total frames in the texture, default: `1`
6787 * `framelength`: Time per animated frame in seconds, default: `0.2`
6788 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6789 position according to the view direction. default: `false`.
6790 * First column: subject facing the camera
6791 * Second column: subject looking to the left
6792 * Third column: subject backing the camera
6793 * Fourth column: subject looking to the right
6794 * Fifth column: subject viewed from above
6795 * Sixth column: subject viewed from below
6796 * `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
6799 #### Player only (no-op for other objects)
6801 * `get_player_name()`: returns `""` if is not a player
6802 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6803 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6804 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6805 * `get_look_dir()`: get camera direction as a unit vector
6806 * `get_look_vertical()`: pitch in radians
6807 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6809 * `get_look_horizontal()`: yaw in radians
6810 * Angle is counter-clockwise from the +z direction.
6811 * `set_look_vertical(radians)`: sets look pitch
6812 * radians: Angle from looking forward, where positive is downwards.
6813 * `set_look_horizontal(radians)`: sets look yaw
6814 * radians: Angle from the +z direction, where positive is counter-clockwise.
6815 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6816 `get_look_vertical`.
6817 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6819 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6820 `get_look_horizontal`.
6821 * Angle is counter-clockwise from the +x direction.
6822 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6823 `set_look_vertical`.
6824 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6825 `set_look_horizontal`.
6826 * `get_breath()`: returns player's breath
6827 * `set_breath(value)`: sets player's breath
6829 * `0`: player is drowning
6830 * max: bubbles bar is not shown
6831 * See [Object properties] for more information
6832 * Is limited to range 0 ... 65535 (2^16 - 1)
6833 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6835 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6836 Defaults to `false`.
6837 * `transition_time`: If defined, enables smooth FOV transition.
6838 Interpreted as the time (in seconds) to reach target FOV.
6839 If set to 0, FOV change is instantaneous. Defaults to 0.
6840 * Set `fov` to 0 to clear FOV override.
6841 * `get_fov()`: Returns the following:
6842 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6843 * Boolean indicating whether the FOV value is a multiplier.
6844 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6845 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6846 * Sets an extra attribute with value on player.
6847 * `value` must be a string, or a number which will be converted to a
6849 * If `value` is `nil`, remove attribute from player.
6850 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6851 * Returns value (a string) for extra attribute.
6852 * Returns `nil` if no attribute found.
6853 * `get_meta()`: Returns a PlayerMetaRef.
6854 * `set_inventory_formspec(formspec)`
6855 * Redefine player's inventory form
6856 * Should usually be called in `on_joinplayer`
6857 * If `formspec` is `""`, the player's inventory is disabled.
6858 * `get_inventory_formspec()`: returns a formspec string
6859 * `set_formspec_prepend(formspec)`:
6860 * the formspec string will be added to every formspec shown to the user,
6861 except for those with a no_prepend[] tag.
6862 * This should be used to set style elements such as background[] and
6863 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6864 * Only affects formspecs shown after this is called.
6865 * `get_formspec_prepend(formspec)`: returns a formspec string.
6866 * `get_player_control()`: returns table with player pressed keys
6867 * The table consists of fields with the following boolean values
6868 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6869 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6870 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6871 and exist only to preserve backwards compatibility.
6872 * Returns an empty table `{}` if the object is not a player.
6873 * `get_player_control_bits()`: returns integer with bit packed player pressed
6886 * Returns `0` (no bits set) if the object is not a player.
6887 * `set_physics_override(override_table)`
6888 * `override_table` is a table with the following fields:
6889 * `speed`: multiplier to default walking speed value (default: `1`)
6890 * `jump`: multiplier to default jump value (default: `1`)
6891 * `gravity`: multiplier to default gravity value (default: `1`)
6892 * `sneak`: whether player can sneak (default: `true`)
6893 * `sneak_glitch`: whether player can use the new move code replications
6894 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6896 * `new_move`: use new move/sneak code. When `false` the exact old code
6897 is used for the specific old sneak behaviour (default: `true`)
6898 * `get_physics_override()`: returns the table given to `set_physics_override`
6899 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6901 * `hud_remove(id)`: remove the HUD element of the specified id
6902 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6904 * element `stat` values:
6905 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6906 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6907 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6908 * `flags`: A table with the following fields set to boolean values
6914 * `minimap`: Modifies the client's permission to view the minimap.
6915 The client may locally elect to not view the minimap.
6916 * `minimap_radar`: is only usable when `minimap` is true
6917 * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
6918 This includes map seed, player position, look direction, the pointed node and block bounds.
6919 Does not affect players with the `debug` privilege.
6920 * If a flag equals `nil`, the flag is not modified
6921 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6922 * See `hud_set_flags` for a list of flags that can be toggled.
6923 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6924 * `count`: number of items, must be between `1` and `32`
6925 * `hud_get_hotbar_itemcount`: returns number of visible items
6926 * `hud_set_hotbar_image(texturename)`
6927 * sets background image for hotbar
6928 * `hud_get_hotbar_image`: returns texturename
6929 * `hud_set_hotbar_selected_image(texturename)`
6930 * sets image for selected item of hotbar
6931 * `hud_get_hotbar_selected_image`: returns texturename
6932 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6933 * Overrides the available minimap modes (and toggle order), and changes the
6935 * `mode` is a table consisting of up to four fields:
6936 * `type`: Available type:
6937 * `off`: Minimap off
6938 * `surface`: Minimap in surface mode
6939 * `radar`: Minimap in radar mode
6940 * `texture`: Texture to be displayed instead of terrain map
6941 (texture is centered around 0,0 and can be scaled).
6942 Texture size is limited to 512 x 512 pixel.
6943 * `label`: Optional label to display on minimap mode toggle
6944 The translation must be handled within the mod.
6945 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6946 displayed in minimap
6947 * `texture`: Only for texture type, name of the texture to display
6948 * `scale`: Only for texture type, scale of the texture map in nodes per
6949 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6951 * `selected_mode` is the mode index to be selected after modes have been changed
6952 (0 is the first mode).
6953 * `set_sky(sky_parameters)`
6954 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6955 whether `set_sky` accepts this format. Check the legacy format otherwise.
6956 * Passing no arguments resets the sky to its default values.
6957 * `sky_parameters` is a table with the following optional fields:
6958 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6959 (default: `#ffffff`)
6960 * `type`: Available types:
6961 * `"regular"`: Uses 0 textures, `base_color` ignored
6962 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6963 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6964 (default: `"regular"`)
6965 * `textures`: A table containing up to six textures in the following
6966 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6967 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6968 * `sky_color`: A table used in `"regular"` type only, containing the
6969 following values (alpha is ignored):
6970 * `day_sky`: ColorSpec, for the top half of the sky during the day.
6971 (default: `#61b5f5`)
6972 * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
6973 (default: `#90d3f6`)
6974 * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
6975 (default: `#b4bafa`)
6976 The resulting sky color will be a darkened version of the ColorSpec.
6977 Warning: The darkening of the ColorSpec is subject to change.
6978 * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
6979 (default: `#bac1f0`)
6980 The resulting sky color will be a darkened version of the ColorSpec.
6981 Warning: The darkening of the ColorSpec is subject to change.
6982 * `night_sky`: ColorSpec, for the top half of the sky during the night.
6983 (default: `#006bff`)
6984 The resulting sky color will be a dark version of the ColorSpec.
6985 Warning: The darkening of the ColorSpec is subject to change.
6986 * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
6987 (default: `#4090ff`)
6988 The resulting sky color will be a dark version of the ColorSpec.
6989 Warning: The darkening of the ColorSpec is subject to change.
6990 * `indoors`: ColorSpec, for when you're either indoors or underground.
6991 (default: `#646464`)
6992 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6993 at sunrise and sunset. (default: `#f47d1d`)
6994 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6995 at sunrise and sunset. (default: `#7f99cc`)
6996 * `fog_tint_type`: string, changes which mode the directional fog
6997 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6998 `"default"` uses the classic Minetest sun and moon tinting.
6999 Will use tonemaps, if set to `"default"`. (default: `"default"`)
7000 * `set_sky(base_color, type, {texture names}, clouds)`
7001 * Deprecated. Use `set_sky(sky_parameters)`
7002 * `base_color`: ColorSpec, defaults to white
7003 * `type`: Available types:
7004 * `"regular"`: Uses 0 textures, `bgcolor` ignored
7005 * `"skybox"`: Uses 6 textures, `bgcolor` used
7006 * `"plain"`: Uses 0 textures, `bgcolor` used
7007 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
7008 `"plain"` custom skyboxes (default: `true`)
7009 * `get_sky(as_table)`:
7010 * `as_table`: boolean that determines whether the deprecated version of this
7011 function is being used.
7012 * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
7013 * Deprecated: `false` or `nil` returns base_color, type, table of textures,
7015 * `get_sky_color()`:
7016 * Deprecated: Use `get_sky(as_table)` instead.
7017 * returns a table with the `sky_color` parameters as in `set_sky`.
7018 * `set_sun(sun_parameters)`:
7019 * Passing no arguments resets the sun to its default values.
7020 * `sun_parameters` is a table with the following optional fields:
7021 * `visible`: Boolean for whether the sun is visible.
7023 * `texture`: A regular texture for the sun. Setting to `""`
7024 will re-enable the mesh sun. (default: "sun.png", if it exists)
7025 * `tonemap`: A 512x1 texture containing the tonemap for the sun
7026 (default: `"sun_tonemap.png"`)
7027 * `sunrise`: A regular texture for the sunrise texture.
7028 (default: `"sunrisebg.png"`)
7029 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
7031 * `scale`: Float controlling the overall size of the sun. (default: `1`)
7032 * `get_sun()`: returns a table with the current sun parameters as in
7034 * `set_moon(moon_parameters)`:
7035 * Passing no arguments resets the moon to its default values.
7036 * `moon_parameters` is a table with the following optional fields:
7037 * `visible`: Boolean for whether the moon is visible.
7039 * `texture`: A regular texture for the moon. Setting to `""`
7040 will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
7041 Note: Relative to the sun, the moon texture is rotated by 180°.
7042 You can use the `^[transformR180` texture modifier to achieve the same orientation.
7043 * `tonemap`: A 512x1 texture containing the tonemap for the moon
7044 (default: `"moon_tonemap.png"`)
7045 * `scale`: Float controlling the overall size of the moon (default: `1`)
7046 * `get_moon()`: returns a table with the current moon parameters as in
7048 * `set_stars(star_parameters)`:
7049 * Passing no arguments resets stars to their default values.
7050 * `star_parameters` is a table with the following optional fields:
7051 * `visible`: Boolean for whether the stars are visible.
7053 * `count`: Integer number to set the number of stars in
7054 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
7056 * `star_color`: ColorSpec, sets the colors of the stars,
7057 alpha channel is used to set overall star brightness.
7058 (default: `#ebebff69`)
7059 * `scale`: Float controlling the overall size of the stars (default: `1`)
7060 * `get_stars()`: returns a table with the current stars parameters as in
7062 * `set_clouds(cloud_parameters)`: set cloud parameters
7063 * Passing no arguments resets clouds to their default values.
7064 * `cloud_parameters` is a table with the following optional fields:
7065 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
7066 * `color`: basic cloud color with alpha channel, ColorSpec
7067 (default `#fff0f0e5`).
7068 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
7069 ColorSpec (alpha ignored, default `#000000`)
7070 * `height`: cloud height, i.e. y of cloud base (default per conf,
7072 * `thickness`: cloud thickness in nodes (default `16`)
7073 * `speed`: 2D cloud speed + direction in nodes per second
7074 (default `{x=0, z=-2}`).
7075 * `get_clouds()`: returns a table with the current cloud parameters as in
7077 * `override_day_night_ratio(ratio or nil)`
7078 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
7080 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
7081 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
7082 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
7083 set animation for player model in third person view.
7084 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
7085 * `frame_speed` sets the animations frame speed. Default is 30.
7086 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
7088 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
7089 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
7090 * in first person view
7091 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
7092 * `get_eye_offset()`: returns first and third person offsets.
7093 * `send_mapblock(blockpos)`:
7094 * Sends a server-side loaded mapblock to the player.
7095 * Returns `false` if failed.
7096 * Resource intensive - use sparsely
7097 * To get blockpos, integer divide pos by 16
7098 * `set_lighting(light_definition)`: sets lighting for the player
7099 * `light_definition` is a table with the following optional fields:
7100 * `shadows` is a table that controls ambient shadows
7101 * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
7102 * `get_lighting()`: returns the current state of lighting for the player.
7103 * Result is a table with the same fields as `light_definition` in `set_lighting`.
7104 * `respawn()`: Respawns the player using the same mechanism as the death screen,
7105 including calling on_respawnplayer callbacks.
7110 A 32-bit pseudorandom number generator.
7111 Uses PCG32, an algorithm of the permuted congruential generator family,
7112 offering very strong randomness.
7114 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
7118 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
7119 * `next(min, max)`: return next integer random number [`min`...`max`]
7120 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
7121 random number [`min`...`max`].
7122 * This is only a rough approximation of a normal distribution with:
7123 * `mean = (max - min) / 2`, and
7124 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
7125 * Increasing `num_trials` improves accuracy of the approximation
7130 A perlin noise generator.
7131 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
7132 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
7133 plus the world seed, to create world-specific noise.
7135 `PerlinNoise(noiseparams)`
7136 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
7138 `minetest.get_perlin(noiseparams)`
7139 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
7143 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
7144 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
7149 A fast, bulk perlin noise generator.
7151 It can be created via `PerlinNoiseMap(noiseparams, size)` or
7152 `minetest.get_perlin_map(noiseparams, size)`.
7153 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
7154 plus the world seed, to create world-specific noise.
7156 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
7157 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
7160 For each of the functions with an optional `buffer` parameter: If `buffer` is
7161 not nil, this table will be used to store the result instead of creating a new
7166 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
7167 with values starting at `pos={x=,y=}`
7168 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
7169 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
7170 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
7171 array of 2D noise with values starting at `pos={x=,y=}`
7172 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
7173 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
7174 is stored internally.
7175 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
7176 is stored internally.
7177 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
7178 returns a slice of the most recently computed noise results. The result slice
7179 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
7180 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
7182 `noisevals = noise:get_map_slice({y=20}, {y=2})`
7183 It is important to note that `slice_offset` offset coordinates begin at 1,
7184 and are relative to the starting position of the most recently calculated
7186 To grab a single vertical column of noise starting at map coordinates
7187 x = 1023, y=1000, z = 1000:
7188 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
7189 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
7195 Uses the same method of storage as the deprecated player attribute API, so
7196 data there will also be in player meta.
7197 Can be obtained using `player:get_meta()`.
7201 * All methods in MetaDataRef
7206 A 16-bit pseudorandom number generator.
7207 Uses a well-known LCG algorithm introduced by K&R.
7209 It can be created via `PseudoRandom(seed)`.
7213 * `next()`: return next integer random number [`0`...`32767`]
7214 * `next(min, max)`: return next integer random number [`min`...`max`]
7215 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7216 due to the simple implementation making bad distribution otherwise.
7221 A raycast on the map. It works with selection boxes.
7222 Can be used as an iterator in a for loop as:
7224 local ray = Raycast(...)
7225 for pointed_thing in ray do
7229 The map is loaded as the ray advances. If the map is modified after the
7230 `Raycast` is created, the changes may or may not have an effect on the object.
7232 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7233 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7235 * `pos1`: start of the ray
7236 * `pos2`: end of the ray
7237 * `objects`: if false, only nodes will be returned. Default is true.
7238 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7239 returned. Default is false.
7243 * `next()`: returns a `pointed_thing` with exact pointing location
7244 * Returns the next thing pointed by the ray or nil.
7249 Interface for the operating system's crypto-secure PRNG.
7251 It can be created via `SecureRandom()`. The constructor returns nil if a
7252 secure random device cannot be found on the system.
7256 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7257 random bytes, as a string.
7262 An interface to read config files in the format of `minetest.conf`.
7264 It can be created via `Settings(filename)`.
7268 * `get(key)`: returns a value
7269 * `get_bool(key, [default])`: returns a boolean
7270 * `default` is the value returned if `key` is not found.
7271 * Returns `nil` if `key` is not found and `default` not specified.
7272 * `get_np_group(key)`: returns a NoiseParams table
7274 * Returns `{flag = true/false, ...}` according to the set flags.
7275 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7276 flags like `mgv5_spflags`.
7278 * Setting names can't contain whitespace or any of `="{}#`.
7279 * Setting values can't contain the sequence `\n"""`.
7280 * Setting names starting with "secure." can't be set on the main settings
7281 object (`minetest.settings`).
7282 * `set_bool(key, value)`
7283 * See documentation for set() above.
7284 * `set_np_group(key, value)`
7285 * `value` is a NoiseParams table.
7286 * Also, see documentation for set() above.
7287 * `remove(key)`: returns a boolean (`true` for success)
7288 * `get_names()`: returns `{key1,...}`
7289 * `write()`: returns a boolean (`true` for success)
7290 * Writes changes to file.
7291 * `to_table()`: returns `{[key1]=value1,...}`
7295 The settings have the format `key = value`. Example:
7307 Mod metadata: per mod metadata, saved automatically.
7308 Can be obtained via `minetest.get_mod_storage()` during load time.
7310 WARNING: This storage backend is incaptable to save raw binary data due
7311 to restrictions of JSON.
7315 * All methods in MetaDataRef
7326 Used by `ObjectRef` methods. Part of an Entity definition.
7327 These properties are not persistent, but are applied automatically to the
7328 corresponding Lua entity using the given registration fields.
7329 Player properties need to be saved manually.
7333 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7336 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7339 -- For players only. Zoom FOV in degrees.
7340 -- Note that zoom loads and/or generates world beyond the server's
7341 -- maximum send and generate distances, so acts like a telescope.
7342 -- Smaller zoom_fov values increase the distance loaded/generated.
7343 -- Defaults to 15 in creative mode, 0 in survival mode.
7344 -- zoom_fov = 0 disables zooming for the player.
7347 -- For players only. Camera height above feet position in nodes.
7348 -- Defaults to 1.625.
7351 -- Collide with `walkable` nodes.
7353 collide_with_objects = true,
7354 -- Collide with other objects if physical = true
7356 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7357 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7358 -- Selection box uses collision box dimensions when not set.
7359 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7363 -- Overrides selection box when false
7365 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7366 -- "cube" is a node-sized cube.
7367 -- "sprite" is a flat texture always facing the player.
7368 -- "upright_sprite" is a vertical flat texture.
7369 -- "mesh" uses the defined mesh model.
7370 -- "wielditem" is used for dropped items.
7371 -- (see builtin/game/item_entity.lua).
7372 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7373 -- If the item has a 'wield_image' the object will be an extrusion of
7375 -- If 'itemname' is a cubic node or nodebox the object will appear
7376 -- identical to 'itemname'.
7377 -- If 'itemname' is a plantlike node the object will be an extrusion
7379 -- Otherwise for non-node items, the object will be an extrusion of
7380 -- 'inventory_image'.
7381 -- If 'itemname' contains a ColorString or palette index (e.g. from
7382 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7383 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7385 visual_size = {x = 1, y = 1, z = 1},
7386 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7387 -- to scale the entity along both horizontal axes.
7390 -- File name of mesh when using "mesh" visual
7393 -- Number of required textures depends on visual.
7394 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7395 -- "sprite" uses 1 texture.
7396 -- "upright_sprite" uses 2 textures: {front, back}.
7397 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7398 -- "mesh" requires one texture for each mesh buffer/material (in order)
7401 -- Number of required colors depends on visual
7403 use_texture_alpha = false,
7404 -- Use texture's alpha channel.
7405 -- Excludes "upright_sprite" and "wielditem".
7406 -- Note: currently causes visual issues when viewed through other
7407 -- semi-transparent materials such as water.
7409 spritediv = {x = 1, y = 1},
7410 -- Used with spritesheet textures for animation and/or frame selection
7411 -- according to position relative to player.
7412 -- Defines the number of columns and rows in the spritesheet:
7415 initial_sprite_basepos = {x = 0, y = 0},
7416 -- Used with spritesheet textures.
7417 -- Defines the {column, row} position of the initially used frame in the
7421 -- If false, object is invisible and can't be pointed.
7423 makes_footstep_sound = false,
7424 -- If true, is able to make footstep sounds of nodes
7425 -- (see node sound definition for details).
7427 automatic_rotate = 0,
7428 -- Set constant rotation in radians per second, positive or negative.
7429 -- Object rotates along the local Y-axis, and works with set_rotation.
7430 -- Set to 0 to disable constant rotation.
7433 -- If positive number, object will climb upwards when it moves
7434 -- horizontally against a `walkable` node, if the height difference
7435 -- is within `stepheight`.
7437 automatic_face_movement_dir = 0.0,
7438 -- Automatically set yaw to movement direction, offset in degrees.
7439 -- 'false' to disable.
7441 automatic_face_movement_max_rotation_per_sec = -1,
7442 -- Limit automatic rotation to this value in degrees per second.
7443 -- No limit if value <= 0.
7445 backface_culling = true,
7446 -- Set to false to disable backface_culling for model
7449 -- Add this much extra lighting when calculating texture color.
7450 -- Value < 0 disables light's effect on texture color.
7451 -- For faking self-lighting, UI style entities, or programmatic coloring
7455 -- The name to display on the head of the object. By default empty.
7456 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7457 -- For all other objects, a nil or empty string removes the nametag.
7458 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7460 nametag_color = <ColorSpec>,
7461 -- Sets text color of nametag
7463 nametag_bgcolor = <ColorSpec>,
7464 -- Sets background color of nametag
7465 -- `false` will cause the background to be set automatically based on user settings.
7469 -- Same as infotext for nodes. Empty by default
7472 -- If false, never save this object statically. It will simply be
7473 -- deleted when the block gets unloaded.
7474 -- The get_staticdata() callback is never called then.
7475 -- Defaults to 'true'.
7477 damage_texture_modifier = "^[brighten",
7478 -- Texture modifier to be applied for a short duration when object is hit
7481 -- Setting this to 'false' disables diffuse lighting of entity
7483 show_on_minimap = false,
7484 -- Defaults to true for players, false for other entities.
7485 -- If set to true the entity will show as a marker on the minimap.
7491 Used by `minetest.register_entity`.
7494 initial_properties = {
7496 mesh = "boats_boat.obj",
7499 -- A table of object properties, see the `Object properties` section.
7500 -- Object properties being read directly from the entity definition
7501 -- table is deprecated. Define object properties in this
7502 -- `initial_properties` table instead.
7504 on_activate = function(self, staticdata, dtime_s),
7506 on_step = function(self, dtime, moveresult),
7507 -- Called every server step
7508 -- dtime: Elapsed time
7509 -- moveresult: Table with collision info (only available if physical=true)
7511 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7513 on_rightclick = function(self, clicker),
7515 get_staticdata = function(self),
7516 -- Called sometimes; the string returned is passed to on_activate when
7517 -- the entity is re-activated from static state
7519 _custom_field = whatever,
7520 -- You can define arbitrary member variables here (see Item definition
7521 -- for more info) by using a '_' prefix
7524 Collision info passed to `on_step` (`moveresult` argument):
7527 touching_ground = boolean,
7529 standing_on_object = boolean,
7532 type = string, -- "node" or "object",
7533 axis = string, -- "x", "y" or "z"
7534 node_pos = vector, -- if type is "node"
7535 object = ObjectRef, -- if type is "object"
7536 old_velocity = vector,
7537 new_velocity = vector,
7541 -- `collisions` does not contain data of unloaded mapblock collisions
7542 -- or when the velocity changes are negligibly small
7545 ABM (ActiveBlockModifier) definition
7546 ------------------------------------
7548 Used by `minetest.register_abm`.
7551 label = "Lava cooling",
7552 -- Descriptive label for profiling purposes (optional).
7553 -- Definitions with identical labels will be listed as one.
7555 nodenames = {"default:lava_source"},
7556 -- Apply `action` function to these nodes.
7557 -- `group:groupname` can also be used here.
7559 neighbors = {"default:water_source", "default:water_flowing"},
7560 -- Only apply `action` to nodes that have one of, or any
7561 -- combination of, these neighbors.
7562 -- If left out or empty, any neighbor will do.
7563 -- `group:groupname` can also be used here.
7566 -- Operation interval in seconds
7569 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7574 -- min and max height levels where ABM will be processed
7575 -- can be used to reduce CPU usage
7578 -- If true, catch-up behaviour is enabled: The `chance` value is
7579 -- temporarily reduced when returning to an area to simulate time lost
7580 -- by the area being unattended. Note that the `chance` value can often
7583 action = function(pos, node, active_object_count, active_object_count_wider),
7584 -- Function triggered for each qualifying node.
7585 -- `active_object_count` is number of active objects in the node's
7587 -- `active_object_count_wider` is number of active objects in the node's
7588 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7589 -- mapblocks are unloaded an estmate is calculated for them based on
7590 -- loaded mapblocks.
7593 LBM (LoadingBlockModifier) definition
7594 -------------------------------------
7596 Used by `minetest.register_lbm`.
7598 A loading block modifier (LBM) is used to define a function that is called for
7599 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7603 label = "Upgrade legacy doors",
7604 -- Descriptive label for profiling purposes (optional).
7605 -- Definitions with identical labels will be listed as one.
7607 name = "modname:replace_legacy_door",
7609 nodenames = {"default:lava_source"},
7610 -- List of node names to trigger the LBM on.
7611 -- Also non-registered nodes will work.
7612 -- Groups (as of group:groupname) will work as well.
7614 run_at_every_load = false,
7615 -- Whether to run the LBM's action every time a block gets loaded,
7616 -- and not only the first time the block gets loaded after the LBM
7619 action = function(pos, node),
7626 * `{name="image.png", animation={Tile Animation definition}}`
7627 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7628 * backface culling enabled by default for most nodes
7629 * align style determines whether the texture will be rotated with the node
7630 or kept aligned with its surroundings. "user" means that client
7631 setting will be used, similar to `glasslike_framed_optional`.
7632 Note: supported by solid nodes and nodeboxes only.
7633 * scale is used to make texture span several (exactly `scale`) nodes,
7634 instead of just one, in each direction. Works for world-aligned
7636 Note that as the effect is applied on per-mapblock basis, `16` should
7637 be equally divisible by `scale` or you may get wrong results.
7638 * `{name="image.png", color=ColorSpec}`
7639 * the texture's color will be multiplied with this color.
7640 * the tile's color overrides the owning node's color in all cases.
7641 * deprecated, yet still supported field names:
7644 Tile animation definition
7645 -------------------------
7648 type = "vertical_frames",
7651 -- Width of a frame in pixels
7654 -- Height of a frame in pixels
7664 -- Width in number of frames
7667 -- Height in number of frames
7670 -- Length of a single frame
7676 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7677 `minetest.register_tool`.
7680 description = "Steel Axe",
7681 -- Can contain new lines. "\n" has to be used as new line character.
7682 -- See also: `get_description` in [`ItemStack`]
7684 short_description = "Steel Axe",
7685 -- Must not contain new lines.
7687 -- Use an [`ItemStack`] to get the short description, eg:
7688 -- ItemStack(itemname):get_short_description()
7691 -- key = name, value = rating; rating = 1..3.
7692 -- If rating not applicable, use 1.
7693 -- e.g. {wool = 1, fluffy = 3}
7694 -- {soil = 2, outerspace = 1, crumbly = 1}
7695 -- {bendy = 2, snappy = 1},
7696 -- {hard = 1, metal = 1, spikes = 1}
7698 inventory_image = "default_tool_steelaxe.png",
7700 inventory_overlay = "overlay.png",
7701 -- An overlay which does not get colorized
7708 -- An image file containing the palette of a node.
7709 -- You can set the currently used color as the "palette_index" field of
7710 -- the item stack metadata.
7711 -- The palette is always stretched to fit indices between 0 and 255, to
7712 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7714 color = "0xFFFFFFFF",
7715 -- The color of the item. The palette overrides this.
7717 wield_scale = {x = 1, y = 1, z = 1},
7719 -- The default value of 99 may be configured by
7720 -- users using the setting "default_stack_max"
7725 liquids_pointable = false,
7726 -- If true, item points to all liquid nodes (`liquidtype ~= "none"`),
7727 -- even those for which `pointable = false`
7730 -- When used for nodes: Defines amount of light emitted by node.
7731 -- Otherwise: Defines texture glow when viewed as a dropped item
7732 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7733 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7736 -- See "Tool Capabilities" section for an example including explanation
7737 tool_capabilities = {
7738 full_punch_interval = 1.0,
7742 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7743 uses = 20, maxlevel = 2},
7745 damage_groups = {groupname = damage},
7746 -- Damage values must be between -32768 and 32767 (2^15)
7748 punch_attack_uses = nil,
7749 -- Amount of uses this tool has for attacking players and entities
7750 -- by punching them (0 = infinite uses).
7751 -- For compatibility, this is automatically set from the first
7752 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7753 -- It is recommend to set this explicitly instead of relying on the
7754 -- fallback behavior.
7757 node_placement_prediction = nil,
7758 -- If nil and item is node, prediction is made automatically.
7759 -- If nil and item is not a node, no prediction is made.
7760 -- If "" and item is anything, no prediction is made.
7761 -- Otherwise should be name of node which the client immediately places
7762 -- on ground when the player places the item. Server will always update
7763 -- actual result to client in a short moment.
7765 node_dig_prediction = "air",
7766 -- if "", no prediction is made.
7767 -- if "air", node is removed.
7768 -- Otherwise should be name of node which the client immediately places
7769 -- upon digging. Server will always update actual result shortly.
7772 -- Definition of items sounds to be played at various events.
7773 -- All fields in this table are optional.
7775 breaks = <SimpleSoundSpec>,
7776 -- When tool breaks due to wear. Ignored for non-tools
7778 eat = <SimpleSoundSpec>,
7779 -- When item is eaten with `minetest.do_item_eat`
7782 on_place = function(itemstack, placer, pointed_thing),
7783 -- When the 'place' key was pressed with the item in hand
7784 -- and a node was pointed at.
7785 -- Shall place item and return the leftover itemstack
7786 -- or nil to not modify the inventory.
7787 -- The placer may be any ObjectRef or nil.
7788 -- default: minetest.item_place
7790 on_secondary_use = function(itemstack, user, pointed_thing),
7791 -- Same as on_place but called when not pointing at a node.
7792 -- Function must return either nil if inventory shall not be modified,
7793 -- or an itemstack to replace the original itemstack.
7794 -- The user may be any ObjectRef or nil.
7797 on_drop = function(itemstack, dropper, pos),
7798 -- Shall drop item and return the leftover itemstack.
7799 -- The dropper may be any ObjectRef or nil.
7800 -- default: minetest.item_drop
7802 on_use = function(itemstack, user, pointed_thing),
7804 -- When user pressed the 'punch/mine' key with the item in hand.
7805 -- Function must return either nil if inventory shall not be modified,
7806 -- or an itemstack to replace the original itemstack.
7807 -- e.g. itemstack:take_item(); return itemstack
7808 -- Otherwise, the function is free to do what it wants.
7809 -- The user may be any ObjectRef or nil.
7810 -- The default functions handle regular use cases.
7812 after_use = function(itemstack, user, node, digparams),
7814 -- If defined, should return an itemstack and will be called instead of
7815 -- wearing out the item (if tool). If returns nil, does nothing.
7816 -- If after_use doesn't exist, it is the same as:
7817 -- function(itemstack, user, node, digparams)
7818 -- itemstack:add_wear(digparams.wear)
7821 -- The user may be any ObjectRef or nil.
7823 _custom_field = whatever,
7824 -- Add your own custom fields. By convention, all custom field names
7825 -- should start with `_` to avoid naming collisions with future engine
7832 Used by `minetest.register_node`.
7835 -- <all fields allowed in item definitions>,
7837 drawtype = "normal", -- See "Node drawtypes"
7840 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7841 -- "firelike", "mesh", "nodebox", "allfaces".
7842 -- For plantlike and firelike, the image will start at the bottom of the
7843 -- node. For torchlike, the image will start at the surface to which the
7844 -- node "attaches". For the other drawtypes the image will be centered
7847 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7848 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7849 -- Old field name was 'tile_images'.
7850 -- List can be shortened to needed length.
7852 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7853 -- Same as `tiles`, but these textures are drawn on top of the base
7854 -- tiles. You can use this to colorize only specific parts of your
7855 -- texture. If the texture name is an empty string, that overlay is not
7856 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7857 -- overlays on very common nodes.
7859 special_tiles = {tile definition 1, Tile definition 2},
7860 -- Special textures of node; used rarely.
7861 -- Old field name was 'special_materials'.
7862 -- List can be shortened to needed length.
7865 -- The node's original color will be multiplied with this color.
7866 -- If the node has a palette, then this setting only has an effect in
7867 -- the inventory and on the wield item.
7869 use_texture_alpha = ...,
7870 -- Specifies how the texture's alpha channel will be used for rendering.
7872 -- * "opaque": Node is rendered opaque regardless of alpha channel
7873 -- * "clip": A given pixel is either fully see-through or opaque
7874 -- depending on the alpha channel being below/above 50% in value
7875 -- * "blend": The alpha channel specifies how transparent a given pixel
7876 -- of the rendered node is
7877 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7878 -- "clip" otherwise.
7879 -- If set to a boolean value (deprecated): true either sets it to blend
7880 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7882 palette = "palette.png",
7883 -- The node's `param2` is used to select a pixel from the image.
7884 -- Pixels are arranged from left to right and from top to bottom.
7885 -- The node's color will be multiplied with the selected pixel's color.
7886 -- Tiles can override this behavior.
7887 -- Only when `paramtype2` supports palettes.
7889 post_effect_color = "green#0F",
7890 -- Screen tint if player is inside node, see "ColorSpec"
7892 paramtype = "none", -- See "Nodes"
7894 paramtype2 = "none", -- See "Nodes"
7896 place_param2 = nil, -- Force value for param2 when player places node
7898 is_ground_content = true,
7899 -- If false, the cave generator and dungeon generator will not carve
7900 -- through this node.
7901 -- Specifically, this stops mod-added nodes being removed by caves and
7902 -- dungeons when those generate in a neighbor mapchunk and extend out
7903 -- beyond the edge of that mapchunk.
7905 sunlight_propagates = false,
7906 -- If true, sunlight will go infinitely through this node
7908 walkable = true, -- If true, objects collide with node
7910 pointable = true, -- If true, can be pointed at
7912 diggable = true, -- If false, can never be dug
7914 climbable = false, -- If true, can be climbed on (ladder)
7916 move_resistance = 0,
7917 -- Slows down movement of players through this node (max. 7).
7918 -- If this is nil, it will be equal to liquid_viscosity.
7919 -- Note: If liquid movement physics apply to the node
7920 -- (see `liquid_move_physics`), the movement speed will also be
7921 -- affected by the `movement_liquid_*` settings.
7923 buildable_to = false, -- If true, placed nodes can replace this node
7926 -- If true, liquids flow into and replace this node.
7927 -- Warning: making a liquid node 'floodable' will cause problems.
7929 liquidtype = "none", -- specifies liquid flowing physics
7930 -- * "none": no liquid flowing physics
7931 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7932 -- recommended drawtype: "liquid".
7933 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7934 -- around it until `liquid_range` is reached;
7935 -- will drain out without a source;
7936 -- recommended drawtype: "flowingliquid".
7937 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7938 -- both `liquid_alternative_*` fields must be specified
7940 liquid_alternative_flowing = "", -- Flowing version of source liquid
7942 liquid_alternative_source = "", -- Source version of flowing liquid
7944 liquid_viscosity = 0,
7945 -- Controls speed at which the liquid spreads/flows (max. 7).
7946 -- 0 is fastest, 7 is slowest.
7947 -- By default, this also slows down movement of players inside the node
7948 -- (can be overridden using `move_resistance`)
7950 liquid_renewable = true,
7951 -- If true, a new liquid source can be created by placing two or more
7954 liquid_move_physics = nil, -- specifies movement physics if inside node
7955 -- * false: No liquid movement physics apply.
7956 -- * true: Enables liquid movement physics. Enables things like
7957 -- ability to "swim" up/down, sinking slowly if not moving,
7958 -- smoother speed change when falling into, etc. The `movement_liquid_*`
7960 -- * nil: Will be treated as true if `liquidype ~= "none"`
7961 -- and as false otherwise.
7965 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7966 -- Allows defining the nodebox height without using param2.
7967 -- The nodebox height is 'leveled' / 64 nodes.
7968 -- The maximum value of 'leveled' is `leveled_max`.
7971 -- Maximum value for `leveled` (0-127), enforced in
7972 -- `minetest.set_node_level` and `minetest.add_node_level`.
7973 -- Values above 124 might causes collision detection issues.
7976 -- Maximum distance that flowing liquid nodes can spread around
7977 -- source on flat land;
7978 -- maximum = 8; set to 0 to disable liquid flow
7981 -- Player will take this amount of damage if no bubbles are left
7983 damage_per_second = 0,
7984 -- If player is inside node, this damage is caused
7986 node_box = {type="regular"}, -- See "Node boxes"
7988 connects_to = nodenames,
7989 -- Used for nodebox nodes with the type == "connected".
7990 -- Specifies to what neighboring nodes connections will be drawn.
7991 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7993 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7994 -- Tells connected nodebox nodes to connect only to these sides of this
7998 -- File name of mesh when using "mesh" drawtype
8003 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
8004 -- Node box format: see [Node boxes]
8007 -- Custom selection box definition. Multiple boxes can be defined.
8008 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
8009 -- definition is used for the selection box.
8014 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
8015 -- Node box format: see [Node boxes]
8018 -- Custom collision box definition. Multiple boxes can be defined.
8019 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
8020 -- definition is used for the collision box.
8022 -- Support maps made in and before January 2012
8023 legacy_facedir_simple = false,
8024 legacy_wallmounted = false,
8027 -- Valid for drawtypes:
8028 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
8029 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
8030 -- 2 - wave node like leaves (whole node moves side-to-side)
8031 -- 3 - wave node like liquids (whole node moves up and down)
8032 -- Not all models will properly wave.
8033 -- plantlike drawtype can only wave like plants.
8034 -- allfaces_optional drawtype can only wave like leaves.
8035 -- liquid, flowingliquid drawtypes can only wave like liquids.
8038 -- Definition of node sounds to be played at various events.
8039 -- All fields in this table are optional.
8041 footstep = <SimpleSoundSpec>,
8042 -- If walkable, played when object walks on it. If node is
8043 -- climbable or a liquid, played when object moves through it
8045 dig = <SimpleSoundSpec> or "__group",
8046 -- While digging node.
8047 -- If `"__group"`, then the sound will be
8048 -- `default_dig_<groupname>`, where `<groupname>` is the
8049 -- name of the item's digging group with the fastest digging time.
8050 -- In case of a tie, one of the sounds will be played (but we
8051 -- cannot predict which one)
8052 -- Default value: `"__group"`
8054 dug = <SimpleSoundSpec>,
8057 place = <SimpleSoundSpec>,
8058 -- Node was placed. Also played after falling
8060 place_failed = <SimpleSoundSpec>,
8061 -- When node placement failed.
8062 -- Note: This happens if the _built-in_ node placement failed.
8063 -- This sound will still be played if the node is placed in the
8064 -- `on_place` callback manually.
8066 fall = <SimpleSoundSpec>,
8067 -- When node starts to fall or is detached
8071 -- Name of dropped item when dug.
8072 -- Default dropped item is the node itself.
8073 -- Using a table allows multiple items, drop chances and item filtering.
8074 -- Item filtering by string matching is deprecated.
8077 -- Maximum number of item lists to drop.
8078 -- The entries in 'items' are processed in order. For each:
8079 -- Item filtering is applied, chance of drop is applied, if both are
8080 -- successful the entire item list is dropped.
8081 -- Entry processing continues until the number of dropped item lists
8082 -- equals 'max_items'.
8083 -- Therefore, entries should progress from low to high drop chance.
8087 -- 1 in 1000 chance of dropping a diamond.
8088 -- Default rarity is '1'.
8090 items = {"default:diamond"},
8093 -- Only drop if using an item whose name is identical to one
8095 tools = {"default:shovel_mese", "default:shovel_diamond"},
8097 items = {"default:dirt"},
8098 -- Whether all items in the dropped item list inherit the
8099 -- hardware coloring palette color from the dug node.
8100 -- Default is 'false'.
8101 inherit_color = true,
8104 -- Only drop if using an item whose name contains
8105 -- "default:shovel_" (this item filtering by string matching
8106 -- is deprecated, use tool_groups instead).
8107 tools = {"~default:shovel_"},
8109 -- The item list dropped.
8110 items = {"default:sand", "default:desert_sand"},
8113 -- Only drop if using an item in the "magicwand" group, or
8114 -- an item that is in both the "pickaxe" and the "lucky"
8118 {"pickaxe", "lucky"}
8120 items = {"default:coal_lump"},
8125 on_construct = function(pos),
8126 -- Node constructor; called after adding node.
8127 -- Can set up metadata and stuff like that.
8128 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
8131 on_destruct = function(pos),
8132 -- Node destructor; called before removing node.
8133 -- Not called for bulk node placement.
8136 after_destruct = function(pos, oldnode),
8137 -- Node destructor; called after removing node.
8138 -- Not called for bulk node placement.
8141 on_flood = function(pos, oldnode, newnode),
8142 -- Called when a liquid (newnode) is about to flood oldnode, if it has
8143 -- `floodable = true` in the nodedef. Not called for bulk node placement
8144 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
8145 -- node is not flooded, but on_flood callback will most likely be called
8146 -- over and over again every liquid update interval.
8148 -- Warning: making a liquid node 'floodable' will cause problems.
8150 preserve_metadata = function(pos, oldnode, oldmeta, drops),
8151 -- Called when oldnode is about be converted to an item, but before the
8152 -- node is deleted from the world or the drops are added. This is
8153 -- generally the result of either the node being dug or an attached node
8154 -- becoming detached.
8155 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
8156 -- drops is a table of ItemStacks, so any metadata to be preserved can
8157 -- be added directly to one or more of the dropped items. See
8158 -- "ItemStackMetaRef".
8161 after_place_node = function(pos, placer, itemstack, pointed_thing),
8162 -- Called after constructing node when node was placed using
8163 -- minetest.item_place_node / minetest.place_node.
8164 -- If return true no item is taken from itemstack.
8165 -- `placer` may be any valid ObjectRef or nil.
8168 after_dig_node = function(pos, oldnode, oldmetadata, digger),
8169 -- oldmetadata is in table format.
8170 -- Called after destructing node when node was dug using
8171 -- minetest.node_dig / minetest.dig_node.
8174 can_dig = function(pos, [player]),
8175 -- Returns true if node can be dug, or false if not.
8178 on_punch = function(pos, node, puncher, pointed_thing),
8179 -- default: minetest.node_punch
8180 -- Called when puncher (an ObjectRef) punches the node at pos.
8181 -- By default calls minetest.register_on_punchnode callbacks.
8183 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
8185 -- Called when clicker (an ObjectRef) used the 'place/build' key
8186 -- (not neccessarily an actual rightclick)
8187 -- while pointing at the node at pos with 'node' being the node table.
8188 -- itemstack will hold clicker's wielded item.
8189 -- Shall return the leftover itemstack.
8190 -- Note: pointed_thing can be nil, if a mod calls this function.
8191 -- This function does not get triggered by clients <=0.4.16 if the
8192 -- "formspec" node metadata field is set.
8194 on_dig = function(pos, node, digger),
8195 -- default: minetest.node_dig
8196 -- By default checks privileges, wears out item (if tool) and removes node.
8197 -- return true if the node was dug successfully, false otherwise.
8198 -- Deprecated: returning nil is the same as returning true.
8200 on_timer = function(pos, elapsed),
8202 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
8203 -- elapsed is the total time passed since the timer was started.
8204 -- return true to run the timer for another cycle with the same timeout
8207 on_receive_fields = function(pos, formname, fields, sender),
8208 -- fields = {name1 = value1, name2 = value2, ...}
8209 -- Called when an UI form (e.g. sign text input) returns data.
8210 -- See minetest.register_on_player_receive_fields for more info.
8213 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8214 -- Called when a player wants to move items inside the inventory.
8215 -- Return value: number of items allowed to move.
8217 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8218 -- Called when a player wants to put something into the inventory.
8219 -- Return value: number of items allowed to put.
8220 -- Return value -1: Allow and don't modify item count in inventory.
8222 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8223 -- Called when a player wants to take something out of the inventory.
8224 -- Return value: number of items allowed to take.
8225 -- Return value -1: Allow and don't modify item count in inventory.
8227 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8228 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8229 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8230 -- Called after the actual action has happened, according to what was
8234 on_blast = function(pos, intensity),
8235 -- intensity: 1.0 = mid range of regular TNT.
8236 -- If defined, called when an explosion touches the node, instead of
8237 -- removing the node.
8239 mod_origin = "modname",
8240 -- stores which mod actually registered a node
8241 -- if it can not find a source, returns "??"
8242 -- useful for getting what mod truly registered something
8243 -- example: if a node is registered as ":othermodname:nodename",
8244 -- nodename will show "othermodname", but mod_orgin will say "modname"
8250 Used by `minetest.register_craft`.
8255 output = "default:pick_stone",
8257 {"default:cobble", "default:cobble", "default:cobble"},
8258 {"", "default:stick", ""},
8259 {"", "default:stick", ""}, -- Also groups; e.g. "group:crumbly"
8261 replacements = <list of item pairs>,
8262 -- replacements: replace one input item with another item on crafting
8270 output = "mushrooms:mushroom_stew",
8273 "mushrooms:mushroom_brown",
8274 "mushrooms:mushroom_red",
8276 replacements = <list of item pairs>,
8282 type = "toolrepair",
8283 additional_wear = -0.02, -- multiplier of 65536
8286 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8287 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
8289 The wear of the output is determined by the wear of both tools, plus a
8290 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8291 you want `additional_wear` to be negative.
8293 The formula used to calculate the resulting wear is:
8295 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
8297 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8298 no crafting is possible.
8304 output = "default:glass",
8305 recipe = "default:sand",
8313 recipe = "bucket:bucket_lava",
8315 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8321 Used by `minetest.register_ore`.
8323 See [Ores] section above for essential information.
8326 ore_type = "scatter",
8328 ore = "default:stone_with_coal",
8331 -- Facedir rotation. Default is 0 (unchanged rotation)
8333 wherein = "default:stone",
8334 -- A list of nodenames is supported too
8336 clust_scarcity = 8 * 8 * 8,
8337 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8338 -- If the desired average distance between ores is 'd', set this to
8342 -- Number of ores in a cluster
8345 -- Size of the bounding box of the cluster.
8346 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8347 -- nodes are coal ore.
8351 -- Lower and upper limits for ore
8354 -- Attributes for the ore generation, see 'Ore attributes' section above
8356 noise_threshold = 0.5,
8357 -- If noise is above this threshold, ore is placed. Not needed for a
8358 -- uniform distribution.
8363 spread = {x = 100, y = 100, z = 100},
8368 -- NoiseParams structure describing one of the perlin noises used for
8369 -- ore distribution.
8370 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8371 -- Omit from "scatter" ore for a uniform ore distribution.
8372 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8375 biomes = {"desert", "rainforest"},
8376 -- List of biomes in which this ore occurs.
8377 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8378 -- being used does not support biomes.
8379 -- Can be a list of (or a single) biome names, IDs, or definitions.
8381 -- Type-specific parameters
8384 column_height_min = 1,
8385 column_height_max = 16,
8386 column_midpoint_factor = 0.5,
8392 spread = {x = 100, y = 100, z = 100},
8400 spread = {x = 100, y = 100, z = 100},
8407 random_factor = 1.0,
8410 np_stratum_thickness = {
8413 spread = {x = 100, y = 100, z = 100},
8418 stratum_thickness = 8,
8424 Used by `minetest.register_biome`.
8426 The maximum number of biomes that can be used is 65535. However, using an
8427 excessive number of biomes will slow down map generation. Depending on desired
8428 performance and computing power the practical limit is much lower.
8433 node_dust = "default:snow",
8434 -- Node dropped onto upper surface after all else is generated
8436 node_top = "default:dirt_with_snow",
8438 -- Node forming surface layer of biome and thickness of this layer
8440 node_filler = "default:permafrost",
8442 -- Node forming lower layer of biome and thickness of this layer
8444 node_stone = "default:bluestone",
8445 -- Node that replaces all stone nodes between roughly y_min and y_max.
8447 node_water_top = "default:ice",
8448 depth_water_top = 10,
8449 -- Node forming a surface layer in seawater with the defined thickness
8452 -- Node that replaces all seawater nodes not in the surface layer
8454 node_river_water = "default:ice",
8455 -- Node that replaces river water in mapgens that use
8456 -- default:river_water
8458 node_riverbed = "default:gravel",
8460 -- Node placed under river water and thickness of this layer
8462 node_cave_liquid = "default:lava_source",
8463 node_cave_liquid = {"default:water_source", "default:lava_source"},
8464 -- Nodes placed inside 50% of the medium size caves.
8465 -- Multiple nodes can be specified, each cave will use a randomly
8466 -- chosen node from the list.
8467 -- If this field is left out or 'nil', cave liquids fall back to
8468 -- classic behaviour of lava and water distributed using 3D noise.
8469 -- For no cave liquid, specify "air".
8471 node_dungeon = "default:cobble",
8472 -- Node used for primary dungeon structure.
8473 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8474 -- alias, if that is also absent, dungeon nodes fall back to the biome
8476 -- If present, the following two nodes are also used.
8478 node_dungeon_alt = "default:mossycobble",
8479 -- Node used for randomly-distributed alternative structure nodes.
8480 -- If alternative structure nodes are not wanted leave this absent for
8481 -- performance reasons.
8483 node_dungeon_stair = "stairs:stair_cobble",
8484 -- Node used for dungeon stairs.
8485 -- If absent, stairs fall back to 'node_dungeon'.
8489 -- Upper and lower limits for biome.
8490 -- Alternatively you can use xyz limits as shown below.
8492 max_pos = {x = 31000, y = 128, z = 31000},
8493 min_pos = {x = -31000, y = 9, z = -31000},
8494 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8495 -- Biome is limited to a cuboid defined by these positions.
8496 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8497 -- 31000 in 'max_pos'.
8500 -- Vertical distance in nodes above 'y_max' over which the biome will
8501 -- blend with the biome above.
8502 -- Set to 0 for no vertical blend. Defaults to 0.
8505 humidity_point = 50,
8506 -- Characteristic temperature and humidity for the biome.
8507 -- These values create 'biome points' on a voronoi diagram with heat and
8508 -- humidity as axes. The resulting voronoi cells determine the
8509 -- distribution of the biomes.
8510 -- Heat and humidity have average values of 50, vary mostly between
8511 -- 0 and 100 but can exceed these values.
8514 Decoration definition
8515 ---------------------
8517 See [Decoration types]. Used by `minetest.register_decoration`.
8520 deco_type = "simple",
8522 place_on = "default:dirt_with_grass",
8523 -- Node (or list of nodes) that the decoration can be placed on
8526 -- Size of the square divisions of the mapchunk being generated.
8527 -- Determines the resolution of noise variation if used.
8528 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8529 -- equal to the chunk size.
8532 -- The value determines 'decorations per surface node'.
8533 -- Used only if noise_params is not specified.
8534 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8535 -- a different and much faster method.
8540 spread = {x = 100, y = 100, z = 100},
8547 -- NoiseParams structure describing the perlin noise used for decoration
8549 -- A noise value is calculated for each square division and determines
8550 -- 'decorations per surface node' within each division.
8551 -- If the noise value >= 10.0 complete coverage is enabled and
8552 -- decoration placement uses a different and much faster method.
8554 biomes = {"Oceanside", "Hills", "Plains"},
8555 -- List of biomes in which this decoration occurs. Occurs in all biomes
8556 -- if this is omitted, and ignored if the Mapgen being used does not
8558 -- Can be a list of (or a single) biome names, IDs, or definitions.
8562 -- Lower and upper limits for decoration.
8563 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8565 spawn_by = "default:water",
8566 -- Node (or list of nodes) that the decoration only spawns next to.
8567 -- Checks the 8 neighbouring nodes on the same Y, and also the ones
8568 -- at Y+1, excluding both center nodes.
8571 -- Number of spawn_by nodes that must be surrounding the decoration
8572 -- position to occur.
8573 -- If absent or -1, decorations occur next to any nodes.
8575 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8576 -- Flags for all decoration types.
8577 -- "liquid_surface": Instead of placement on the highest solid surface
8578 -- in a mapchunk column, placement is on the highest liquid surface.
8579 -- Placement is disabled if solid nodes are found above the liquid
8581 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8582 -- by the decoration.
8583 -- "all_floors", "all_ceilings": Instead of placement on the highest
8584 -- surface in a mapchunk the decoration is placed on all floor and/or
8585 -- ceiling surfaces, for example in caves and dungeons.
8586 -- Ceiling decorations act as an inversion of floor decorations so the
8587 -- effect of 'place_offset_y' is inverted.
8588 -- Y-slice probabilities do not function correctly for ceiling
8589 -- schematic decorations as the behaviour is unchanged.
8590 -- If a single decoration registration has both flags the floor and
8591 -- ceiling decorations will be aligned vertically.
8593 ----- Simple-type parameters
8595 decoration = "default:grass",
8596 -- The node name used as the decoration.
8597 -- If instead a list of strings, a randomly selected node from the list
8598 -- is placed as the decoration.
8601 -- Decoration height in nodes.
8602 -- If height_max is not 0, this is the lower limit of a randomly
8606 -- Upper limit of the randomly selected height.
8607 -- If absent, the parameter 'height' is used as a constant.
8610 -- Param2 value of decoration nodes.
8611 -- If param2_max is not 0, this is the lower limit of a randomly
8615 -- Upper limit of the randomly selected param2.
8616 -- If absent, the parameter 'param2' is used as a constant.
8619 -- Y offset of the decoration base node relative to the standard base
8621 -- Can be positive or negative. Default is 0.
8622 -- Effect is inverted for "all_ceilings" decorations.
8623 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8624 -- to the 'place_on' node.
8626 ----- Schematic-type parameters
8628 schematic = "foobar.mts",
8629 -- If schematic is a string, it is the filepath relative to the current
8630 -- working directory of the specified Minetest schematic file.
8631 -- Could also be the ID of a previously registered schematic.
8634 size = {x = 4, y = 6, z = 4},
8636 {name = "default:cobble", param1 = 255, param2 = 0},
8637 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8638 {name = "air", param1 = 255, param2 = 0},
8642 {ypos = 2, prob = 128},
8643 {ypos = 5, prob = 64},
8647 -- Alternative schematic specification by supplying a table. The fields
8648 -- size and data are mandatory whereas yslice_prob is optional.
8649 -- See 'Schematic specifier' for details.
8651 replacements = {["oldname"] = "convert_to", ...},
8653 flags = "place_center_x, place_center_y, place_center_z",
8654 -- Flags for schematic decorations. See 'Schematic attributes'.
8657 -- Rotation can be "0", "90", "180", "270", or "random"
8660 -- If the flag 'place_center_y' is set this parameter is ignored.
8661 -- Y offset of the schematic base node layer relative to the 'place_on'
8663 -- Can be positive or negative. Default is 0.
8664 -- Effect is inverted for "all_ceilings" decorations.
8665 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8666 -- to the 'place_on' node.
8669 Chat command definition
8670 -----------------------
8672 Used by `minetest.register_chatcommand`.
8675 params = "<name> <privilege>", -- Short parameter description
8677 description = "Remove privilege from player", -- Full description
8679 privs = {privs=true}, -- Require the "privs" privilege to run
8681 func = function(name, param),
8682 -- Called when command is run. Returns boolean success and text output.
8683 -- Special case: The help message is shown to the player if `func`
8684 -- returns false without a text output.
8687 Note that in params, use of symbols is as follows:
8689 * `<>` signifies a placeholder to be replaced when the command is used. For
8690 example, when a player name is needed: `<name>`
8691 * `[]` signifies param is optional and not required when the command is used.
8692 For example, if you require param1 but param2 is optional:
8693 `<param1> [<param2>]`
8694 * `|` signifies exclusive or. The command requires one param from the options
8695 provided. For example: `<param1> | <param2>`
8696 * `()` signifies grouping. For example, when param1 and param2 are both
8697 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8699 Privilege definition
8700 --------------------
8702 Used by `minetest.register_privilege`.
8706 -- Privilege description
8708 give_to_singleplayer = true,
8709 -- Whether to grant the privilege to singleplayer.
8711 give_to_admin = true,
8712 -- Whether to grant the privilege to the server admin.
8713 -- Uses value of 'give_to_singleplayer' by default.
8715 on_grant = function(name, granter_name),
8716 -- Called when given to player 'name' by 'granter_name'.
8717 -- 'granter_name' will be nil if the priv was granted by a mod.
8719 on_revoke = function(name, revoker_name),
8720 -- Called when taken from player 'name' by 'revoker_name'.
8721 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8723 -- Note that the above two callbacks will be called twice if a player is
8724 -- responsible, once with the player name, and then with a nil player
8726 -- Return true in the above callbacks to stop register_on_priv_grant or
8727 -- revoke being called.
8730 Detached inventory callbacks
8731 ----------------------------
8733 Used by `minetest.create_detached_inventory`.
8736 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8737 -- Called when a player wants to move items inside the inventory.
8738 -- Return value: number of items allowed to move.
8740 allow_put = function(inv, listname, index, stack, player),
8741 -- Called when a player wants to put something into the inventory.
8742 -- Return value: number of items allowed to put.
8743 -- Return value -1: Allow and don't modify item count in inventory.
8745 allow_take = function(inv, listname, index, stack, player),
8746 -- Called when a player wants to take something out of the inventory.
8747 -- Return value: number of items allowed to take.
8748 -- Return value -1: Allow and don't modify item count in inventory.
8750 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8751 on_put = function(inv, listname, index, stack, player),
8752 on_take = function(inv, listname, index, stack, player),
8753 -- Called after the actual action has happened, according to what was
8763 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8766 hud_elem_type = "image", -- See HUD element types
8767 -- Type of element, can be "image", "text", "statbar", "inventory",
8768 -- "compass" or "minimap"
8770 position = {x=0.5, y=0.5},
8771 -- Left corner position of element
8775 scale = {x = 2, y = 2},
8784 -- Selected item in inventory. 0 for no item selected.
8787 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8789 alignment = {x=0, y=0},
8791 offset = {x=0, y=0},
8793 size = { x=100, y=100 },
8794 -- Size of element in pixels
8797 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8800 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8806 Used by `minetest.add_particle`.
8809 pos = {x=0, y=0, z=0},
8810 velocity = {x=0, y=0, z=0},
8811 acceleration = {x=0, y=0, z=0},
8812 -- Spawn particle at pos with velocity and acceleration
8815 -- Disappears after expirationtime seconds
8818 -- Scales the visual size of the particle texture.
8819 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8820 -- particle (just like actual node dig particles).
8822 collisiondetection = false,
8823 -- If true collides with `walkable` nodes and, depending on the
8824 -- `object_collision` field, objects too.
8826 collision_removal = false,
8827 -- If true particle is removed when it collides.
8828 -- Requires collisiondetection = true to have any effect.
8830 object_collision = false,
8831 -- If true particle collides with objects that are defined as
8832 -- `physical = true,` and `collide_with_objects = true,`.
8833 -- Requires collisiondetection = true to have any effect.
8836 -- If true faces player using y axis only
8838 texture = "image.png",
8839 -- The texture of the particle
8841 playername = "singleplayer",
8842 -- Optional, if specified spawns particle only on the player's client
8844 animation = {Tile Animation definition},
8845 -- Optional, specifies how to animate the particle texture
8848 -- Optional, specify particle self-luminescence in darkness.
8851 node = {name = "ignore", param2 = 0},
8852 -- Optional, if specified the particle will have the same appearance as
8853 -- node dig particles for the given node.
8854 -- `texture` and `animation` will be ignored if this is set.
8857 -- Optional, only valid in combination with `node`
8858 -- If set to a valid number 1-6, specifies the tile from which the
8859 -- particle texture is picked.
8860 -- Otherwise, the default behavior is used. (currently: any random tile)
8864 `ParticleSpawner` definition
8865 ----------------------------
8867 Used by `minetest.add_particlespawner`.
8871 -- Number of particles spawned over the time period `time`.
8874 -- Lifespan of spawner in seconds.
8875 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8876 -- a per-second basis.
8878 minpos = {x=0, y=0, z=0},
8879 maxpos = {x=0, y=0, z=0},
8880 minvel = {x=0, y=0, z=0},
8881 maxvel = {x=0, y=0, z=0},
8882 minacc = {x=0, y=0, z=0},
8883 maxacc = {x=0, y=0, z=0},
8888 -- The particles' properties are random values between the min and max
8890 -- applies to: pos, velocity, acceleration, expirationtime, size
8891 -- If `node` is set, min and maxsize can be set to 0 to spawn
8892 -- randomly-sized particles (just like actual node dig particles).
8894 collisiondetection = false,
8895 -- If true collide with `walkable` nodes and, depending on the
8896 -- `object_collision` field, objects too.
8898 collision_removal = false,
8899 -- If true particles are removed when they collide.
8900 -- Requires collisiondetection = true to have any effect.
8902 object_collision = false,
8903 -- If true particles collide with objects that are defined as
8904 -- `physical = true,` and `collide_with_objects = true,`.
8905 -- Requires collisiondetection = true to have any effect.
8907 attached = ObjectRef,
8908 -- If defined, particle positions, velocities and accelerations are
8909 -- relative to this object's position and yaw
8912 -- If true face player using y axis only
8914 texture = "image.png",
8915 -- The texture of the particle
8917 playername = "singleplayer",
8918 -- Optional, if specified spawns particles only on the player's client
8920 animation = {Tile Animation definition},
8921 -- Optional, specifies how to animate the particles' texture
8924 -- Optional, specify particle self-luminescence in darkness.
8927 node = {name = "ignore", param2 = 0},
8928 -- Optional, if specified the particles will have the same appearance as
8929 -- node dig particles for the given node.
8930 -- `texture` and `animation` will be ignored if this is set.
8933 -- Optional, only valid in combination with `node`
8934 -- If set to a valid number 1-6, specifies the tile from which the
8935 -- particle texture is picked.
8936 -- Otherwise, the default behavior is used. (currently: any random tile)
8939 `HTTPRequest` definition
8940 ------------------------
8942 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8945 url = "http://example.org",
8948 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8950 method = "GET", "POST", "PUT" or "DELETE"
8951 -- The http method to use. Defaults to "GET".
8953 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8954 -- Data for the POST, PUT or DELETE request.
8955 -- Accepts both a string and a table. If a table is specified, encodes
8956 -- table as x-www-form-urlencoded key-value pairs.
8958 user_agent = "ExampleUserAgent",
8959 -- Optional, if specified replaces the default minetest user agent with
8962 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8963 -- Optional, if specified adds additional headers to the HTTP request.
8964 -- You must make sure that the header strings follow HTTP specification
8968 -- Optional, if true performs a multipart HTTP request.
8969 -- Default is false.
8970 -- Post only, data must be array
8972 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8973 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8976 `HTTPRequestResult` definition
8977 ------------------------------
8979 Passed to `HTTPApiTable.fetch` callback. Returned by
8980 `HTTPApiTable.fetch_async_get`.
8984 -- If true, the request has finished (either succeeded, failed or timed
8988 -- If true, the request was successful
8991 -- If true, the request timed out
8999 Authentication handler definition
9000 ---------------------------------
9002 Used by `minetest.register_authentication_handler`.
9005 get_auth = function(name),
9006 -- Get authentication data for existing player `name` (`nil` if player
9008 -- Returns following structure:
9009 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
9011 create_auth = function(name, password),
9012 -- Create new auth data for player `name`.
9013 -- Note that `password` is not plain-text but an arbitrary
9014 -- representation decided by the engine.
9016 delete_auth = function(name),
9017 -- Delete auth data of player `name`.
9018 -- Returns boolean indicating success (false if player is nonexistent).
9020 set_password = function(name, password),
9021 -- Set password of player `name` to `password`.
9022 -- Auth data should be created if not present.
9024 set_privileges = function(name, privileges),
9025 -- Set privileges of player `name`.
9026 -- `privileges` is in table form, auth data should be created if not
9029 reload = function(),
9030 -- Reload authentication data from the storage location.
9031 -- Returns boolean indicating success.
9033 record_login = function(name),
9034 -- Called when player joins, used for keeping track of last_login
9036 iterate = function(),
9037 -- Returns an iterator (use with `for` loops) for all player names
9038 -- currently in the auth database
9044 Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
9046 See http://bitop.luajit.org/ for advanced information.