1 Minetest Lua Modding API Reference 0.4.15
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[sheet:<w>x<h>:<x>,<y>`
407 Retrieves a tile at position x,y from the base image
408 which it assumes to be a tilesheet with dimensions w,h.
411 #### `[colorize:<color>:<ratio>`
412 Colorize the textures with the given color.
413 `<color>` is specified as a `ColorString`.
414 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
415 it is an int, then it specifies how far to interpolate between the
416 colors where 0 is only the texture color and 255 is only `<color>`. If
417 omitted, the alpha of `<color>` will be used as the ratio. If it is
418 the word "`alpha`", then each texture pixel will contain the RGB of
419 `<color>` and the alpha of `<color>` multiplied by the alpha of the
422 #### `[multiply:<color>`
423 Multiplies texture colors with the given color.
424 `<color>` is specified as a `ColorString`.
425 Result is more like what you'd expect if you put a color on top of another
426 color. Meaning white surfaces get a lot of your new color while black parts don't
431 Only Ogg Vorbis files are supported.
433 For positional playing of sounds, only single-channel (mono) files are
434 supported. Otherwise OpenAL will play them non-positionally.
436 Mods should generally prefix their sounds with `modname_`, e.g. given
437 the mod name "`foomod`", a sound could be called:
441 Sounds are referred to by their name with a dot, a single digit and the
442 file extension stripped out. When a sound is played, the actual sound file
443 is chosen randomly from the matching sounds.
445 When playing the sound `foomod_foosound`, the sound is chosen randomly
446 from the available ones of the following files:
448 * `foomod_foosound.ogg`
449 * `foomod_foosound.0.ogg`
450 * `foomod_foosound.1.ogg`
452 * `foomod_foosound.9.ogg`
454 Examples of sound parameter tables:
456 -- Play locationless on all clients
458 gain = 1.0, -- default
460 -- Play locationless to one player
463 gain = 1.0, -- default
465 -- Play locationless to one player, looped
468 gain = 1.0, -- default
471 -- Play in a location
473 pos = {x = 1, y = 2, z = 3},
474 gain = 1.0, -- default
475 max_hear_distance = 32, -- default, uses an euclidean metric
477 -- Play connected to an object, looped
479 object = <an ObjectRef>,
480 gain = 1.0, -- default
481 max_hear_distance = 32, -- default, uses an euclidean metric
485 Looped sounds must either be connected to an object or played locationless to
486 one player using `to_player = name,`
488 ### `SimpleSoundSpec`
490 * e.g. `"default_place_node"`
492 * e.g. `{name = "default_place_node"}`
493 * e.g. `{name = "default_place_node", gain = 1.0}`
495 Registered definitions of stuff
496 -------------------------------
497 Anything added using certain `minetest.register_*` functions get added to
498 the global `minetest.registered_*` tables.
500 * `minetest.register_entity(name, prototype table)`
501 * added to `minetest.registered_entities[name]`
503 * `minetest.register_node(name, node definition)`
504 * added to `minetest.registered_items[name]`
505 * added to `minetest.registered_nodes[name]`
507 * `minetest.register_tool(name, item definition)`
508 * added to `minetest.registered_items[name]`
510 * `minetest.register_craftitem(name, item definition)`
511 * added to `minetest.registered_items[name]`
513 * `minetest.unregister_item(name)`
514 * Unregisters the item name from engine, and deletes the entry with key
515 * `name` from `minetest.registered_items` and from the associated item
516 * table according to its nature: minetest.registered_nodes[] etc
518 * `minetest.register_biome(biome definition)`
519 * returns an integer uniquely identifying the registered biome
520 * added to `minetest.registered_biome` with the key of `biome.name`
521 * if `biome.name` is nil, the key is the returned ID
523 * `minetest.register_ore(ore definition)`
524 * returns an integer uniquely identifying the registered ore
525 * added to `minetest.registered_ores` with the key of `ore.name`
526 * if `ore.name` is nil, the key is the returned ID
528 * `minetest.register_decoration(decoration definition)`
529 * returns an integer uniquely identifying the registered decoration
530 * added to `minetest.registered_decorations` with the key of `decoration.name`
531 * if `decoration.name` is nil, the key is the returned ID
533 * `minetest.register_schematic(schematic definition)`
534 * returns an integer uniquely identifying the registered schematic
535 * added to `minetest.registered_schematic` with the key of `schematic.name`
536 * if `schematic.name` is nil, the key is the returned ID
537 * if the schematic is loaded from a file, schematic.name is set to the filename
538 * if the function is called when loading the mod, and schematic.name is a relative
539 path, then the current mod path will be prepended to the schematic filename
541 * `minetest.clear_registered_biomes()`
542 * clears all biomes currently registered
544 * `minetest.clear_registered_ores()`
545 * clears all ores currently registered
547 * `minetest.clear_registered_decorations()`
548 * clears all decorations currently registered
550 * `minetest.clear_registered_schematics()`
551 * clears all schematics currently registered
553 Note that in some cases you will stumble upon things that are not contained
554 in these tables (e.g. when a mod has been removed). Always check for
555 existence before trying to access the fields.
557 Example: If you want to check the drawtype of a node, you could do:
559 local function get_nodedef_field(nodename, fieldname)
560 if not minetest.registered_nodes[nodename] then
563 return minetest.registered_nodes[nodename][fieldname]
565 local drawtype = get_nodedef_field(nodename, "drawtype")
567 Example: `minetest.get_item_group(name, group)` has been implemented as:
569 function minetest.get_item_group(name, group)
570 if not minetest.registered_items[name] or not
571 minetest.registered_items[name].groups[group] then
574 return minetest.registered_items[name].groups[group]
579 Nodes are the bulk data of the world: cubes and other things that take the
580 space of a cube. Huge amounts of them are handled efficiently, but they
583 The definition of a node is stored and can be accessed by name in
585 minetest.registered_nodes[node.name]
587 See "Registered definitions of stuff".
589 Nodes are passed by value between Lua and the engine.
590 They are represented by a table:
592 {name="name", param1=num, param2=num}
594 `param1` and `param2` are 8-bit integers. The engine uses them for certain
595 automated functions. If you don't use these functions, you can use them to
596 store arbitrary values.
598 The functions of `param1` and `param2` are determined by certain fields in the
601 `param1` is reserved for the engine when `paramtype != "none"`:
604 ^ The value stores light with and without sun in its upper and lower 4 bits
605 respectively. Allows light to propagate from or through the node with
606 light value falling by 1 per node. This is essential for a light source
607 node to spread its light.
609 `param2` is reserved for the engine when any of these are used:
611 liquidtype == "flowing"
612 ^ The level and some flags of the liquid is stored in param2
613 drawtype == "flowingliquid"
614 ^ The drawn liquid level is read from param2
615 drawtype == "torchlike"
616 drawtype == "signlike"
617 paramtype2 == "wallmounted"
618 ^ The rotation of the node is stored in param2. You can make this value
619 by using minetest.dir_to_wallmounted().
620 paramtype2 == "facedir"
621 ^ The rotation of the node is stored in param2. Furnaces and chests are
622 rotated this way. Can be made by using minetest.dir_to_facedir().
624 facedir / 4 = axis direction:
625 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
626 facedir modulo 4 = rotation around that axis
627 paramtype2 == "leveled"
628 paramtype2 == "degrotate"
629 ^ The rotation of this node is stored in param2. Plants are rotated this way.
630 Values range 0 - 179. The value stored in param2 is multiplied by two to
631 get the actual rotation of the node.
632 paramtype2 == "meshoptions"
633 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
634 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
635 a mesh selector. Currently the following meshes are choosable:
636 0 = a "x" shaped plant (ordinary plant)
637 1 = a "+" shaped plant (just rotated 45 degrees)
638 2 = a "*" shaped plant with 3 faces instead of 2
639 3 = a "#" shaped plant with 4 faces instead of 2
640 4 = a "#" shaped plant with 4 faces that lean outwards
641 5-7 are unused and reserved for future meshes.
642 Bits 3 through 7 are optional flags that can be combined and give these
644 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
645 bit 4 (0x10) - Makes the plant mesh 1.4x larger
646 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
647 bits 6-7 are reserved for future use.
648 paramtype2 == "color"
649 ^ `param2` tells which color is picked from the palette.
650 The palette should have 256 pixels.
651 paramtype2 == "colorfacedir"
652 ^ Same as `facedir`, but with colors.
653 The first three bits of `param2` tells which color
654 is picked from the palette.
655 The palette should have 8 pixels.
656 paramtype2 == "colorwallmounted"
657 ^ Same as `wallmounted`, but with colors.
658 The first five bits of `param2` tells which color
659 is picked from the palette.
660 The palette should have 32 pixels.
661 paramtype2 == "glasslikeliquidlevel"
662 ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
663 param2 defines 64 levels of internal liquid.
664 Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
668 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
671 ^ defines list of collision boxes for the node. If empty, collision boxes
672 will be the same as nodeboxes, in case of any other nodes will be full cube
673 as in the example above.
675 Nodes can also contain extra data. See "Node Metadata".
679 There are a bunch of different looking node types.
681 Look for examples in `games/minimal` or `games/minetest_game`.
689 * `glasslike_framed_optional`
691 * `allfaces_optional`
698 * `nodebox` -- See below. (**Experimental!**)
699 * `mesh` -- use models for nodes
701 `*_optional` drawtypes need less rendering time if deactivated (always client side).
705 Node selection boxes are defined using "node boxes"
707 The `nodebox` node drawtype allows defining visual of nodes consisting of
708 arbitrary number of boxes. It allows defining stuff like stairs. Only the
709 `fixed` and `leveled` box type is supported for these.
711 Please note that this is still experimental, and may be incompatibly
712 changed in the future.
714 A nodebox is defined as any of:
717 -- A normal cube; the default in most things
721 -- A fixed box (facedir param2 is used, if applicable)
723 fixed = box OR {box1, box2, ...}
726 -- A box like the selection box for torches
727 -- (wallmounted param2 is used, if applicable)
728 type = "wallmounted",
734 -- A node that has optional boxes depending on neighbouring nodes'
735 -- presence and type. See also `connects_to`.
737 fixed = box OR {box1, box2, ...}
738 connect_top = box OR {box1, box2, ...}
739 connect_bottom = box OR {box1, box2, ...}
740 connect_front = box OR {box1, box2, ...}
741 connect_left = box OR {box1, box2, ...}
742 connect_back = box OR {box1, box2, ...}
743 connect_right = box OR {box1, box2, ...}
746 A `box` is defined as:
748 {x1, y1, z1, x2, y2, z2}
750 A box of a regular node would look like:
752 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
754 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
755 set to level from `param2`.
760 If drawtype `mesh` is used, tiles should hold model materials textures.
761 Only static meshes are implemented.
762 For supported model formats see Irrlicht engine documentation.
767 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
771 Offset that the noise is translated by (i.e. added) after calculation.
774 Factor that the noise is scaled by (i.e. multiplied) after calculation.
777 Vector containing values by which each coordinate is divided by before calculation.
778 Higher spread values result in larger noise features.
780 A value of `{x=250, y=250, z=250}` is common.
783 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
784 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
787 Number of times the noise gradient is accumulated into the noise.
789 Increase this number to increase the amount of detail in the resulting noise.
791 A value of `6` is common.
794 Factor by which the effect of the noise gradient function changes with each successive octave.
796 Values less than `1` make the details of successive octaves' noise diminish, while values
797 greater than `1` make successive octaves stronger.
799 A value of `0.6` is common.
802 Factor by which the noise feature sizes change with each successive octave.
804 A value of `2.0` is common.
807 Leave this field unset for no special handling.
809 Currently supported are `defaults`, `eased` and `absvalue`.
812 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
816 Maps noise gradient values onto a quintic S-curve before performing interpolation.
817 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
818 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
821 Accumulates the absolute value of each noise gradient result.
823 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
827 spread = {x=500, y=500, z=500},
832 flags = "defaults, absvalue"
834 ^ A single noise parameter table can be used to get 2D or 3D noise,
835 when getting 2D noise spread.z is ignored.
840 These tell in what manner the ore is generated.
842 All default ores are of the uniformly-distributed scatter type.
845 Randomly chooses a location and generates a cluster of ore.
847 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
848 that point is greater than the `noise_threshold`, giving the ability to create
849 a non-equal distribution of ore.
852 Creates a sheet of ore in a blob shape according to the 2D perlin noise
853 described by `noise_params` and `noise_threshold`. This is essentially an
854 improved version of the so-called "stratus" ore seen in some unofficial mods.
856 This sheet consists of vertical columns of uniform randomly distributed height,
857 varying between the inclusive range `column_height_min` and `column_height_max`.
858 If `column_height_min` is not specified, this parameter defaults to 1.
859 If `column_height_max` is not specified, this parameter defaults to `clust_size`
860 for reverse compatibility. New code should prefer `column_height_max`.
862 The `column_midpoint_factor` parameter controls the position of the column at which
863 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
864 columns grow equally starting from each direction. `column_midpoint_factor` is a
865 decimal number ranging in value from 0 to 1. If this parameter is not specified,
868 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
871 Creates a sheet of ore in a cloud-like puff shape.
873 As with the `sheet` ore type, the size and shape of puffs are described by
874 `noise_params` and `noise_threshold` and are placed at random vertical positions
875 within the currently generated chunk.
877 The vertical top and bottom displacement of each puff are determined by the noise
878 parameters `np_puff_top` and `np_puff_bottom`, respectively.
882 Creates a deformed sphere of ore according to 3d perlin noise described by
883 `noise_params`. The maximum size of the blob is `clust_size`, and
884 `clust_scarcity` has the same meaning as with the `scatter` type.
887 Creates veins of ore varying in density by according to the intersection of two
888 instances of 3d perlin noise with diffferent seeds, both described by
889 `noise_params`. `random_factor` varies the influence random chance has on
890 placement of an ore inside the vein, which is `1` by default. Note that
891 modifying this parameter may require adjusting `noise_threshold`.
892 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
893 by this ore type. This ore type is difficult to control since it is sensitive
894 to small changes. The following is a decent set of parameters to work from:
899 spread = {x=200, y=200, z=200},
905 noise_threshold = 1.6
907 WARNING: Use this ore type *very* sparingly since it is ~200x more
908 computationally expensive than any other ore.
912 See section "Flag Specifier Format".
914 Currently supported flags: `absheight`
917 Also produce this same ore between the height range of `-y_max` and `-y_min`.
919 Useful for having ore in sky realms without having to duplicate ore entries.
922 If set, puff ore generation will not taper down large differences in displacement
923 when approaching the edge of a puff. This flag has no effect for ore types other
926 ### `puff_additive_composition`
927 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
928 negative displacement, the sub-column at that point is not generated. With this
929 attribute set, puff ore generation will instead generate the absolute difference in
930 noise displacement values. This flag has no effect for ore types other than `puff`.
934 The varying types of decorations that can be placed.
937 Creates a 1 times `H` times 1 column of a specified node (or a random node from
938 a list, if a decoration list is specified). Can specify a certain node it must
939 spawn next to, such as water or lava, for example. Can also generate a
940 decoration of random height between a specified lower and upper bound.
941 This type of decoration is intended for placement of grass, flowers, cacti,
942 papyri, waterlilies and so on.
945 Copies a box of `MapNodes` from a specified schematic file (or raw description).
946 Can specify a probability of a node randomly appearing when placed.
947 This decoration type is intended to be used for multi-node sized discrete
948 structures, such as trees, cave spikes, rocks, and so on.
953 A schematic specifier identifies a schematic by either a filename to a
954 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
955 in the form of a table. This table specifies the following fields:
957 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
958 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
959 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
960 * The `data` field is a flat table of MapNode tables making up the schematic,
961 in the order of `[z [y [x]]]`. (required)
962 Each MapNode table contains:
963 * `name`: the name of the map node to place (required)
964 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
965 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
966 * `force_place`: boolean representing if the node should forcibly overwrite any
967 previous contents (default: false)
969 About probability values:
970 * A probability value of `0` or `1` means that node will never appear (0% chance).
971 * A probability value of `254` or `255` means the node will always appear (100% chance).
972 * If the probability value `p` is greater than `1`, then there is a
973 `(p / 256 * 100)` percent chance that node will appear when the schematic is
979 See section "Flag Specifier Format".
981 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
984 * `place_center_x`: Placement of this decoration is centered along the X axis.
985 * `place_center_y`: Placement of this decoration is centered along the Y axis.
986 * `place_center_z`: Placement of this decoration is centered along the Z axis.
987 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
992 The position field is used for all element types.
994 To account for differing resolutions, the position coordinates are the percentage
995 of the screen, ranging in value from `0` to `1`.
997 The name field is not yet used, but should contain a description of what the
998 HUD element represents. The direction field is the direction in which something
1001 `0` draws from left to right, `1` draws from right to left, `2` draws from
1002 top to bottom, and `3` draws from bottom to top.
1004 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1005 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1006 Fractional values can be used.
1008 The `offset` field specifies a pixel offset from the position. Contrary to position,
1009 the offset is not scaled to screen size. This allows for some precisely-positioned
1012 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1014 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1016 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1017 in the experimental stages.
1020 Displays an image on the HUD.
1022 * `scale`: The scale of the image, with 1 being the original texture size.
1023 Only the X coordinate scale is used (positive values).
1024 Negative values represent that percentage of the screen it
1025 should take; e.g. `x=-100` means 100% (width).
1026 * `text`: The name of the texture that is displayed.
1027 * `alignment`: The alignment of the image.
1028 * `offset`: offset in pixels from position.
1031 Displays text on the HUD.
1033 * `scale`: Defines the bounding rectangle of the text.
1034 A value such as `{x=100, y=100}` should work.
1035 * `text`: The text to be displayed in the HUD element.
1036 * `number`: An integer containing the RGB value of the color used to draw the text.
1037 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1038 * `alignment`: The alignment of the text.
1039 * `offset`: offset in pixels from position.
1042 Displays a horizontal bar made up of half-images.
1044 * `text`: The name of the texture that is used.
1045 * `number`: The number of half-textures that are displayed.
1046 If odd, will end with a vertically center-split texture.
1048 * `offset`: offset in pixels from position.
1049 * `size`: If used, will force full-image size to this value (override texture pack image size)
1052 * `text`: The name of the inventory list to be displayed.
1053 * `number`: Number of items in the inventory to be displayed.
1054 * `item`: Position of item that is selected.
1056 * `offset`: offset in pixels from position.
1059 Displays distance to selected world position.
1061 * `name`: The name of the waypoint.
1062 * `text`: Distance suffix. Can be blank.
1063 * `number:` An integer containing the RGB value of the color used to draw the text.
1064 * `world_pos`: World position of the waypoint.
1066 Representations of simple things
1067 --------------------------------
1071 {x=num, y=num, z=num}
1073 For helper functions see "Vector helpers".
1076 * `{type="nothing"}`
1077 * `{type="node", under=pos, above=pos}`
1078 * `{type="object", ref=ObjectRef}`
1080 Flag Specifier Format
1081 ---------------------
1082 Flags using the standardized flag specifier format can be specified in either of
1083 two ways, by string or table.
1085 The string format is a comma-delimited set of flag names; whitespace and
1086 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1087 flag, and specifying a flag prefixed by the string `"no"` explicitly
1088 clears the flag from whatever the default may be.
1090 In addition to the standard string flag format, the schematic flags field can
1091 also be a table of flag names to boolean values representing whether or not the
1092 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1093 is present, mapped to a boolean of any value, the specified flag is unset.
1095 E.g. A flag field of value
1097 {place_center_x = true, place_center_y=false, place_center_z=true}
1101 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1103 which is equivalent to
1105 "place_center_x, noplace_center_y, place_center_z"
1109 "place_center_x, place_center_z"
1111 since, by default, no schematic attributes are set.
1117 There are three kinds of items: nodes, tools and craftitems.
1119 * Node (`register_node`): A node from the world.
1120 * Tool (`register_tool`): A tool/weapon that can dig and damage
1121 things according to `tool_capabilities`.
1122 * Craftitem (`register_craftitem`): A miscellaneous item.
1125 Items and item stacks can exist in three formats: Serializes, table format
1129 This is called "stackstring" or "itemstring":
1131 * e.g. `'default:dirt 5'`
1132 * e.g. `'default:pick_wood 21323'`
1133 * e.g. `'default:apple'`
1140 {name="default:dirt", count=5, wear=0, metadata=""}
1142 A wooden pick about 1/3 worn out:
1144 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1148 {name="default:apple", count=1, wear=0, metadata=""}
1151 A native C++ format with many helper methods. Useful for converting
1152 between formats. See the Class reference section for details.
1154 When an item must be passed to a function, it can usually be in any of
1160 In a number of places, there is a group table. Groups define the
1161 properties of a thing (item, node, armor of entity, capabilities of
1162 tool) in such a way that the engine and other mods can can interact with
1163 the thing without actually knowing what the thing is.
1166 Groups are stored in a table, having the group names with keys and the
1167 group ratings as values. For example:
1169 groups = {crumbly=3, soil=1}
1172 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1173 -- ^ A more special dirt-kind of thing
1175 Groups always have a rating associated with them. If there is no
1176 useful meaning for a rating for an enabled group, it shall be `1`.
1178 When not defined, the rating of a group defaults to `0`. Thus when you
1179 read groups, you must interpret `nil` and `0` as the same value, `0`.
1181 You can read the rating of a group for an item or a node by using
1183 minetest.get_item_group(itemname, groupname)
1186 Groups of items can define what kind of an item it is (e.g. wool).
1189 In addition to the general item things, groups are used to define whether
1190 a node is destroyable and how long it takes to destroy by a tool.
1192 ### Groups of entities
1193 For entities, groups are, as of now, used only for calculating damage.
1194 The rating is the percentage of damage caused by tools with this damage group.
1195 See "Entity damage mechanism".
1197 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1198 object.set_armor_groups({fleshy=30, cracky=80})
1201 Groups in tools define which groups of nodes and entities they are
1204 ### Groups in crafting recipes
1205 An example: Make meat soup from any meat, any water and any bowl:
1208 output = 'food:meat_soup_raw',
1214 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1217 Another example: Make red wool from white wool and red dye:
1221 output = 'wool:red',
1222 recipe = {'wool:white', 'group:dye,basecolor_red'},
1226 * `immortal`: Disables the group damage system for an entity
1227 * `level`: Can be used to give an additional sense of progression in the game.
1228 * A larger level will cause e.g. a weapon of a lower level make much less
1229 damage, and get worn out much faster, or not be able to get drops
1230 from destroyed nodes.
1231 * `0` is something that is directly accessible at the start of gameplay
1232 * There is no upper limit
1233 * `dig_immediate`: (player can always pick up node without reducing tool wear)
1234 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1235 * `3`: the node always gets the digging time 0 seconds (torch)
1236 * `disable_jump`: Player (and possibly other things) cannot jump from node
1237 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1238 * `bouncy`: value is bounce speed in percent
1239 * `falling_node`: if there is no walkable block under the node it will fall
1240 * `attached_node`: if the node under it is not a walkable block the node will be
1241 dropped as an item. If the node is wallmounted the wallmounted direction is
1243 * `soil`: saplings will grow on nodes in this group
1244 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1245 connect to each other
1247 ### Known damage and digging time defining groups
1248 * `crumbly`: dirt, sand
1249 * `cracky`: tough but crackable stuff like stone.
1250 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1251 plants, wire, sheets of metal
1252 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1253 * `fleshy`: Living things like animals and the player. This could imply
1254 some blood effects when hitting.
1255 * `explody`: Especially prone to explosions
1256 * `oddly_breakable_by_hand`:
1257 Can be added to nodes that shouldn't logically be breakable by the
1258 hand but are. Somewhat similar to `dig_immediate`, but times are more
1259 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1260 speed of a tool if the tool can dig at a faster speed than this
1261 suggests for the hand.
1263 ### Examples of custom groups
1264 Item groups are often used for defining, well, _groups of items_.
1265 * `meat`: any meat-kind of a thing (rating might define the size or healing
1266 ability or be irrelevant -- it is not defined as of yet)
1267 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1269 * `flammable`: can be set on fire. Rating might define the intensity of the
1270 fire, affecting e.g. the speed of the spreading of an open fire.
1271 * `wool`: any wool (any origin, any color)
1272 * `metal`: any metal
1273 * `weapon`: any weapon
1274 * `heavy`: anything considerably heavy
1276 ### Digging time calculation specifics
1277 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1278 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1279 faster digging time.
1281 The `level` group is used to limit the toughness of nodes a tool can dig
1282 and to scale the digging times / damage to a greater extent.
1284 **Please do understand this**, otherwise you cannot use the system to it's
1287 Tools define their properties by a list of parameters for groups. They
1288 cannot dig other groups; thus it is important to use a standard bunch of
1289 groups to enable interaction with tools.
1291 #### Tools definition
1294 * Full punch interval
1295 * Maximum drop level
1296 * For an arbitrary list of groups:
1297 * Uses (until the tool breaks)
1298 * Maximum level (usually `0`, `1`, `2` or `3`)
1302 #### Full punch interval
1303 When used as a weapon, the tool will do full damage if this time is spent
1304 between punches. If e.g. half the time is spent, the tool will do half
1307 #### Maximum drop level
1308 Suggests the maximum level of node, when dug with the tool, that will drop
1309 it's useful item. (e.g. iron ore to drop a lump of iron).
1311 This is not automated; it is the responsibility of the node definition
1315 Determines how many uses the tool has when it is used for digging a node,
1316 of this group, of the maximum level. For lower leveled nodes, the use count
1317 is multiplied by `3^leveldiff`.
1319 * `uses=10, leveldiff=0`: actual uses: 10
1320 * `uses=10, leveldiff=1`: actual uses: 30
1321 * `uses=10, leveldiff=2`: actual uses: 90
1324 Tells what is the maximum level of a node of this group that the tool will
1328 List of digging times for different ratings of the group, for nodes of the
1331 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1332 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1333 for this group, and unable to dig the rating `1`, which is the toughest.
1334 Unless there is a matching group that enables digging otherwise.
1336 If the result digging time is 0, a delay of 0.15 seconds is added between
1337 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1338 i.e. players can more quickly click the nodes away instead of holding LMB.
1341 List of damage for groups of entities. See "Entity damage mechanism".
1343 #### Example definition of the capabilities of a tool
1345 tool_capabilities = {
1346 full_punch_interval=1.5,
1349 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1351 damage_groups = {fleshy=2},
1354 This makes the tool be able to dig nodes that fulfil both of these:
1356 * Have the `crumbly` group
1357 * Have a `level` group less or equal to `2`
1359 Table of resulting digging times:
1361 crumbly 0 1 2 3 4 <- level
1363 1 0.80 1.60 1.60 - -
1364 2 0.60 1.20 1.20 - -
1365 3 0.40 0.80 0.80 - -
1367 level diff: 2 1 0 -1 -2
1369 Table of resulting tool uses:
1378 * At `crumbly==0`, the node is not diggable.
1379 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1380 easy nodes to be quickly breakable.
1381 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1383 Entity damage mechanism
1384 -----------------------
1388 foreach group in cap.damage_groups:
1389 damage += cap.damage_groups[group] * limit(actual_interval /
1390 cap.full_punch_interval, 0.0, 1.0)
1391 * (object.armor_groups[group] / 100.0)
1392 -- Where object.armor_groups[group] is 0 for inexistent values
1395 Client predicts damage based on damage groups. Because of this, it is able to
1396 give an immediate response when an entity is damaged or dies; the response is
1397 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1399 Currently a smoke puff will appear when an entity dies.
1401 The group `immortal` completely disables normal damage.
1403 Entities can define a special armor group, which is `punch_operable`. This
1404 group disables the regular damage mechanism for players punching it by hand or
1405 a non-tool item, so that it can do something else than take damage.
1407 On the Lua side, every punch calls:
1409 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction, damage)
1411 This should never be called directly, because damage is usually not handled by
1414 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1415 accessed unless absolutely required, to encourage interoperability.
1416 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1417 * `tool_capabilities` can be `nil`.
1418 * `direction` is a unit vector, pointing from the source of the punch to
1420 * `damage` damage that will be done to entity
1421 Return value of this function will determin if damage is done by this function
1422 (retval true) or shall be done by engine (retval false)
1424 To punch an entity/object in Lua, call:
1426 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1428 * Return value is tool wear.
1429 * Parameters are equal to the above callback.
1430 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1431 `direction` will be automatically filled in based on the location of `puncher`.
1435 The instance of a node in the world normally only contains the three values
1436 mentioned in "Nodes". However, it is possible to insert extra data into a
1437 node. It is called "node metadata"; See `NodeMetaRef`.
1439 Node metadata contains two things:
1444 Some of the values in the key-value store are handled specially:
1446 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1447 * `infotext`: Text shown on the screen when the node is pointed at
1451 local meta = minetest.get_meta(pos)
1452 meta:set_string("formspec",
1454 "list[context;main;0,0;8,4;]"..
1455 "list[current_player;main;0,5;8,4;]")
1456 meta:set_string("infotext", "Chest");
1457 local inv = meta:get_inventory()
1458 inv:set_size("main", 8*4)
1459 print(dump(meta:to_table()))
1462 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1463 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1464 [10] = "", [11] = "", [12] = "", [13] = "",
1465 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1466 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1467 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1468 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1472 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1479 Item stacks can store metadata too. See `ItemStackMetaRef`.
1481 Item metadata only contains a key-value store.
1483 Some of the values in the key-value store are handled specially:
1485 * `description`: Set the itemstack's description. Defaults to idef.description
1486 * `color`: A `ColorString`, which sets the stack's color.
1487 * `palette_index`: If the item has a palette, this is used to get the
1488 current color from the palette.
1492 local meta = stack:get_meta()
1493 meta:set_string("key", "value")
1494 print(dump(meta:to_table()))
1498 Formspec defines a menu. Currently not much else than inventories are
1499 supported. It is a string, with a somewhat strange format.
1501 Spaces and newlines can be inserted between the blocks, as is used in the
1509 list[context;main;0,0;8,4;]
1510 list[current_player;main;0,5;8,4;]
1515 list[context;fuel;2,3;1,1;]
1516 list[context;src;2,1;1,1;]
1517 list[context;dst;5,1;2,2;]
1518 list[current_player;main;0,5;8,4;]
1520 #### Minecraft-like player inventory
1523 image[1,0.6;1,2;player.png]
1524 list[current_player;main;0,3.5;8,4;]
1525 list[current_player;craft;3,0;3,3;]
1526 list[current_player;craftpreview;7,1;1,1;]
1530 #### `size[<W>,<H>,<fixed_size>]`
1531 * Define the size of the menu in inventory slots
1532 * `fixed_size`: `true`/`false` (optional)
1533 * deprecated: `invsize[<W>,<H>;]`
1535 #### `position[<X>,<Y>]`
1536 * Define the position of the formspec
1537 * A value between 0.0 and 1.0 represents a position inside the screen
1538 * The default value is the center of the screen (0.5, 0.5)
1540 #### `anchor[<X>,<Y>]`
1541 * Define the anchor of the formspec
1542 * A value between 0.0 and 1.0 represents an anchor inside the formspec
1543 * The default value is the center of the formspec (0.5, 0.5)
1545 #### `container[<X>,<Y>]`
1546 * Start of a container block, moves all physical elements in the container by (X, Y)
1547 * Must have matching container_end
1548 * Containers can be nested, in which case the offsets are added
1549 (child containers are relative to parent containers)
1551 #### `container_end[]`
1552 * End of a container, following elements are no longer relative to this container
1554 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1555 * Show an inventory list
1557 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1558 * Show an inventory list
1560 #### `listring[<inventory location>;<list name>]`
1561 * Allows to create a ring of inventory lists
1562 * Shift-clicking on items in one element of the ring
1563 will send them to the next inventory list inside the ring
1564 * The first occurrence of an element inside the ring will
1565 determine the inventory where items will be sent to
1568 * Shorthand for doing `listring[<inventory location>;<list name>]`
1569 for the last two inventory lists added by list[...]
1571 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1572 * Sets background color of slots as `ColorString`
1573 * Sets background color of slots on mouse hovering
1575 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1576 * Sets background color of slots as `ColorString`
1577 * Sets background color of slots on mouse hovering
1578 * Sets color of slots border
1580 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1581 * Sets background color of slots as `ColorString`
1582 * Sets background color of slots on mouse hovering
1583 * Sets color of slots border
1584 * Sets default background color of tooltips
1585 * Sets default font color of tooltips
1587 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
1588 * Adds tooltip for an element
1589 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1590 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1592 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1594 * Position and size units are inventory slots
1596 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1597 * Show an inventory image of registered item/node
1598 * Position and size units are inventory slots
1600 #### `bgcolor[<color>;<fullscreen>]`
1601 * Sets background color of formspec as `ColorString`
1602 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1604 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1605 * Use a background. Inventory rectangles are not drawn then.
1606 * Position and size units are inventory slots
1607 * Example for formspec 8x4 in 16x resolution: image shall be sized
1608 8 times 16px times 4 times 16px.
1610 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1611 * Use a background. Inventory rectangles are not drawn then.
1612 * Position and size units are inventory slots
1613 * Example for formspec 8x4 in 16x resolution:
1614 image shall be sized 8 times 16px times 4 times 16px
1615 * If `true` the background is clipped to formspec size
1616 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1618 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1619 * Textual password style field; will be sent to server when a button is clicked
1620 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1622 * `x` and `y` position the field relative to the top left of the menu
1623 * `w` and `h` are the size of the field
1624 * Fields are a set height, but will be vertically centred on `h`
1625 * Position and size units are inventory slots
1626 * `name` is the name of the field as returned in fields to `on_receive_fields`
1627 * `label`, if not blank, will be text printed on the top left above the field
1628 * See field_close_on_enter to stop enter closing the formspec
1630 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1631 * Textual field; will be sent to server when a button is clicked
1632 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1634 * `x` and `y` position the field relative to the top left of the menu
1635 * `w` and `h` are the size of the field
1636 * Fields are a set height, but will be vertically centred on `h`
1637 * Position and size units are inventory slots
1638 * `name` is the name of the field as returned in fields to `on_receive_fields`
1639 * `label`, if not blank, will be text printed on the top left above the field
1640 * `default` is the default value of the field
1641 * `default` may contain variable references such as `${text}'` which
1642 will fill the value from the metadata value `text`
1643 * **Note**: no extra text or more than a single variable is supported ATM.
1644 * See field_close_on_enter to stop enter closing the formspec
1646 #### `field[<name>;<label>;<default>]`
1647 * As above, but without position/size units
1648 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1650 * Special field for creating simple forms, such as sign text input
1651 * Must be used without a `size[]` element
1652 * A "Proceed" button will be added automatically
1653 * See field_close_on_enter to stop enter closing the formspec
1655 #### `field_close_on_enter[<name>;<close_on_enter>]`
1656 * <name> is the name of the field
1657 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1658 * defaults to true when not specified (ie: no tag for a field)
1660 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1661 * Same as fields above, but with multi-line input
1663 #### `label[<X>,<Y>;<label>]`
1664 * `x` and `y` work as per field
1665 * `label` is the text on the label
1666 * Position and size units are inventory slots
1668 #### `vertlabel[<X>,<Y>;<label>]`
1669 * Textual label drawn vertically
1670 * `x` and `y` work as per field
1671 * `label` is the text on the label
1672 * Position and size units are inventory slots
1674 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1675 * Clickable button. When clicked, fields will be sent.
1676 * `x`, `y` and `name` work as per field
1677 * `w` and `h` are the size of the button
1678 * `label` is the text on the button
1679 * Position and size units are inventory slots
1681 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1682 * `x`, `y`, `w`, `h`, and `name` work as per button
1683 * `texture name` is the filename of an image
1684 * Position and size units are inventory slots
1686 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1687 * `x`, `y`, `w`, `h`, and `name` work as per button
1688 * `texture name` is the filename of an image
1689 * Position and size units are inventory slots
1690 * `noclip=true` means the image button doesn't need to be within specified formsize
1691 * `drawborder`: draw button border or not
1692 * `pressed texture name` is the filename of an image on pressed state
1694 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1695 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1696 * `item name` is the registered name of an item/node,
1697 tooltip will be made out of its description
1698 to override it use tooltip element
1699 * Position and size units are inventory slots
1701 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1702 * When clicked, fields will be sent and the form will quit.
1704 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1705 * When clicked, fields will be sent and the form will quit.
1707 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1708 * Scrollable item list showing arbitrary text elements
1709 * `x` and `y` position the itemlist relative to the top left of the menu
1710 * `w` and `h` are the size of the itemlist
1711 * `name` fieldname sent to server on doubleclick value is current selected element
1712 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1713 * if you want a listelement to start with "#" write "##".
1715 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1716 * Scrollable itemlist showing arbitrary text elements
1717 * `x` and `y` position the item list relative to the top left of the menu
1718 * `w` and `h` are the size of the item list
1719 * `name` fieldname sent to server on doubleclick value is current selected element
1720 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1721 * if you want a listelement to start with "#" write "##"
1722 * Index to be selected within textlist
1723 * `true`/`false`: draw transparent background
1724 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1726 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1727 * Show a tab**header** at specific position (ignores formsize)
1728 * `x` and `y` position the itemlist relative to the top left of the menu
1729 * `name` fieldname data is transferred to Lua
1730 * `caption 1`...: name shown on top of tab
1731 * `current_tab`: index of selected tab 1...
1732 * `transparent` (optional): show transparent
1733 * `draw_border` (optional): draw border
1735 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1736 * Simple colored semitransparent box
1737 * `x` and `y` position the box relative to the top left of the menu
1738 * `w` and `h` are the size of box
1739 * `color` is color specified as a `ColorString`
1741 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1742 * Show a dropdown field
1743 * **Important note**: There are two different operation modes:
1744 1. handle directly on change (only changed dropdown is submitted)
1745 2. read the value on pressing a button (all dropdown values are available)
1746 * `x` and `y` position of dropdown
1748 * Fieldname data is transferred to Lua
1749 * Items to be shown in dropdown
1750 * Index of currently selected dropdown item
1752 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1754 * `x` and `y`: position of checkbox
1755 * `name` fieldname data is transferred to Lua
1756 * `label` to be shown left of checkbox
1757 * `selected` (optional): `true`/`false`
1759 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1761 * There are two ways to use it:
1762 1. handle the changed event (only changed scrollbar is available)
1763 2. read the value on pressing a button (all scrollbars are available)
1764 * `x` and `y`: position of trackbar
1765 * `w` and `h`: width and height
1766 * `orientation`: `vertical`/`horizontal`
1767 * Fieldname data is transferred to Lua
1768 * Value this trackbar is set to (`0`-`1000`)
1769 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1771 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1772 * Show scrollable table using options defined by the previous `tableoptions[]`
1773 * Displays cells as defined by the previous `tablecolumns[]`
1774 * `x` and `y`: position the itemlist relative to the top left of the menu
1775 * `w` and `h` are the size of the itemlist
1776 * `name`: fieldname sent to server on row select or doubleclick
1777 * `cell 1`...`cell n`: cell contents given in row-major order
1778 * `selected idx`: index of row to be selected within table (first row = `1`)
1779 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1781 #### `tableoptions[<opt 1>;<opt 2>;...]`
1782 * Sets options for `table[]`
1784 * default text color (`ColorString`), defaults to `#FFFFFF`
1785 * `background=#RRGGBB`
1786 * table background color (`ColorString`), defaults to `#000000`
1787 * `border=<true/false>`
1788 * should the table be drawn with a border? (default: `true`)
1789 * `highlight=#RRGGBB`
1790 * highlight background color (`ColorString`), defaults to `#466432`
1791 * `highlight_text=#RRGGBB`
1792 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1793 * `opendepth=<value>`
1794 * all subtrees up to `depth < value` are open (default value = `0`)
1795 * only useful when there is a column of type "tree"
1797 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1798 * Sets columns for `table[]`
1799 * Types: `text`, `image`, `color`, `indent`, `tree`
1800 * `text`: show cell contents as text
1801 * `image`: cell contents are an image index, use column options to define images
1802 * `color`: cell contents are a ColorString and define color of following cell
1803 * `indent`: cell contents are a number and define indentation of following cell
1804 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1807 * for `text` and `image`: content alignment within cells.
1808 Available values: `left` (default), `center`, `right`, `inline`
1810 * for `text` and `image`: minimum width in em (default: `0`)
1811 * for `indent` and `tree`: indent width in em (default: `1.5`)
1812 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1813 Exception: defaults to 0 for indent columns
1814 * `tooltip=<value>`: tooltip text (default: empty)
1815 * `image` column options:
1816 * `0=<value>` sets image for image index 0
1817 * `1=<value>` sets image for image index 1
1818 * `2=<value>` sets image for image index 2
1819 * and so on; defined indices need not be contiguous empty or
1820 non-numeric cells are treated as `0`.
1821 * `color` column options:
1822 * `span=<value>`: number of following columns to affect (default: infinite)
1824 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1825 pass key press events to formspec!
1829 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1830 * `"current_player"`: Player to whom the menu is shown
1831 * `"player:<name>"`: Any player
1832 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1833 * `"detached:<name>"`: A detached inventory
1835 Player Inventory lists
1836 ----------------------
1837 * `main`: list containing the default inventory
1838 * `craft`: list containing the craft input
1839 * `craftpreview`: list containing the craft output
1840 * `hand`: list containing an override for the empty hand
1844 `#RGB` defines a color in hexadecimal format.
1846 `#RGBA` defines a color in hexadecimal format and alpha channel.
1848 `#RRGGBB` defines a color in hexadecimal format.
1850 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1852 Named colors are also supported and are equivalent to
1853 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1854 To specify the value of the alpha channel, append `#AA` to the end of the color name
1855 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1856 value must (always) be two hexadecimal digits.
1860 A ColorSpec specifies a 32-bit color. It can be written in either:
1861 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1862 `colorspec = {a=255, r=0, g=255, b=0}`
1863 numerical form, the raw integer value of an ARGB8 quad:
1864 `colorspec = 0xFF00FF00`
1865 or string form, a ColorString (defined above):
1866 `colorspec = "green"`
1870 Most text can contain escape sequences, that can for example color the text.
1871 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1872 The following functions provide escape sequences:
1873 * `core.get_color_escape_sequence(color)`:
1874 * `color` is a ColorString
1875 * The escape sequence sets the text color to `color`
1876 * `core.colorize(color, message)`:
1878 `core.get_color_escape_sequence(color) ..
1880 core.get_color_escape_sequence("#ffffff")`
1881 * `color.get_background_escape_sequence(color)`
1882 * `color` is a ColorString
1883 * The escape sequence sets the background of the whole text element to
1884 `color`. Only defined for item descriptions and tooltips.
1885 * `color.strip_foreground_colors(str)`
1886 * Removes foreground colors added by `get_color_escape_sequence`.
1887 * `color.strip_background_colors(str)`
1888 * Removes background colors added by `get_background_escape_sequence`.
1889 * `color.strip_colors(str)`
1890 * Removes all color escape sequences.
1894 * `vector.new(a[, b, c])`: returns a vector:
1895 * A copy of `a` if `a` is a vector.
1896 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1897 * `vector.direction(p1, p2)`: returns a vector
1898 * `vector.distance(p1, p2)`: returns a number
1899 * `vector.length(v)`: returns a number
1900 * `vector.normalize(v)`: returns a vector
1901 * `vector.floor(v)`: returns a vector, each dimension rounded down
1902 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
1903 * `vector.apply(v, func)`: returns a vector
1904 * `vector.equals(v1, v2)`: returns a boolean
1905 * `vector.sort(v1, v2)`: returns minp, maxp vectors of the cuboid defined by v1 and v2
1907 For the following functions `x` can be either a vector or a number:
1909 * `vector.add(v, x)`: returns a vector
1910 * `vector.subtract(v, x)`: returns a vector
1911 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1912 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1916 * `dump2(obj, name="_", dumped={})`
1917 * Return object serialized as a string, handles reference loops
1918 * `dump(obj, dumped={})`
1919 * Return object serialized as a string
1920 * `math.hypot(x, y)`
1921 * Get the hypotenuse of a triangle with legs x and y.
1922 Useful for distance calculation.
1923 * `math.sign(x, tolerance)`
1924 * Get the sign of a number.
1925 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1926 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
1927 * If `max_splits` is negative, do not limit splits.
1928 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1929 * e.g. `string:split("a,b", ",") == {"a","b"}`
1931 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1932 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1933 * Convert position to a printable string
1934 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1935 * `minetest.string_to_pos(string)`: returns a position
1936 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1937 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1938 * Converts a string representing an area box into two positions
1939 * `minetest.formspec_escape(string)`: returns a string
1940 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1941 * `minetest.is_yes(arg)`
1942 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
1943 * `minetest.get_us_time()`
1944 * returns time with microsecond precision. May not return wall time.
1945 * `table.copy(table)`: returns a table
1946 * returns a deep copy of `table`
1947 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
1948 * returns the exact position on the surface of a pointed node
1950 `minetest` namespace reference
1951 ------------------------------
1955 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1956 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1957 * Useful for loading additional `.lua` modules or static data from mod
1958 * `minetest.get_modnames()`: returns a list of installed mods
1959 * Return a list of installed mods, sorted alphabetically
1960 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1961 * Useful for storing custom data
1962 * `minetest.is_singleplayer()`
1963 * `minetest.features`: Table containing API feature flags
1965 glasslike_framed = true,
1966 nodebox_as_selectionbox = true,
1967 chat_send_player_param3 = true,
1968 get_all_craft_recipes_works = true,
1969 use_texture_alpha = true,
1970 -- ^ The transparency channel of textures can be used optionally
1971 no_legacy_abms = true,
1972 -- ^ Tree and grass ABMs are no longer done from C++
1973 texture_names_parens = true,
1974 -- ^ Texture grouping is possible using parentheses
1975 area_store_custom_ids = true,
1976 -- ^ Unique Area ID for AreaStore:insert_area
1977 add_entity_with_staticdata = true,
1978 -- ^ add_entity supports passing initial staticdata to on_activate
1979 no_chat_message_prediction = true,
1980 -- ^ Chat messages are no longer predicted
1982 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1983 * `arg`: string or table in format `{foo=true, bar=true}`
1984 * `missing_features`: `{foo=true, bar=true}`
1985 * `minetest.get_player_information(player_name)`:
1986 * Returns a table containing information about a player
1987 Example return value:
1989 address = "127.0.0.1", -- IP address of client
1990 ip_version = 4, -- IPv4 / IPv6
1991 min_rtt = 0.01, -- minimum round trip time
1992 max_rtt = 0.2, -- maximum round trip time
1993 avg_rtt = 0.02, -- average round trip time
1994 min_jitter = 0.01, -- minimum packet time jitter
1995 max_jitter = 0.5, -- maximum packet time jitter
1996 avg_jitter = 0.03, -- average packet time jitter
1997 connection_uptime = 200, -- seconds since client connected
1998 prot_vers = 31, -- protocol version used by client
2000 -- following information is available on debug build only!!!
2001 -- DO NOT USE IN MODS
2002 --ser_vers = 26, -- serialization version used by client
2003 --major = 0, -- major version number
2004 --minor = 4, -- minor version number
2005 --patch = 10, -- patch version number
2006 --vers_string = "0.4.9-git", -- full version string
2007 --state = "Active" -- current client state
2009 * `minetest.mkdir(path)`: returns success.
2010 * Creates a directory specified by `path`, creating parent directories
2011 if they don't exist.
2012 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
2014 * nil: return all entries,
2015 * true: return only subdirectory names, or
2016 * false: return only file names.
2017 * `minetest.get_version()`: returns a table containing components of the
2018 engine version. Components:
2019 * `project`: Name of the project, eg, "Minetest"
2020 * `string`: Simple version, eg, "1.2.3-dev"
2021 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
2022 Use this for informational purposes only. The information in the returned
2023 table does not represent the capabilities of the engine, nor is it
2024 reliable or verifyable. Compatible forks will have a different name and
2025 version entirely. To check for the presence of engine features, test
2026 whether the functions exported by the wanted features exist. For example:
2027 `if core.nodeupdate then ... end`.
2030 * `minetest.debug(...)`
2031 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
2032 * `minetest.log([level,] text)`
2033 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
2034 `"info"`, or `"verbose"`. Default is `"none"`.
2036 ### Registration functions
2037 Call these functions only at load time!
2039 * `minetest.register_entity(name, prototype table)`
2040 * `minetest.register_abm(abm definition)`
2041 * `minetest.register_lbm(lbm definition)`
2042 * `minetest.register_node(name, node definition)`
2043 * `minetest.register_tool(name, item definition)`
2044 * `minetest.register_craftitem(name, item definition)`
2045 * `minetest.unregister_item(name)`
2046 * `minetest.register_alias(name, convert_to)`
2047 * `minetest.register_alias_force(name, convert_to)`
2048 * `minetest.register_craft(recipe)`
2049 * Check recipe table syntax for different types below.
2050 * `minetest.clear_craft(recipe)`
2051 * Will erase existing craft based either on output item or on input recipe.
2052 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
2053 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
2054 * If no erase candidate could be found, Lua exception will be thrown.
2055 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
2056 contains output. Erasing is then done independently from the crafting method.
2057 * `minetest.register_ore(ore definition)`
2058 * `minetest.register_biome(biome definition)`
2059 * `minetest.register_decoration(decoration definition)`
2060 * `minetest.override_item(name, redefinition)`
2061 * Overrides fields of an item registered with register_node/tool/craftitem.
2062 * Note: Item must already be defined, (opt)depend on the mod defining it.
2063 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
2064 * `minetest.clear_registered_ores()`
2065 * `minetest.clear_registered_biomes()`
2066 * `minetest.clear_registered_decorations()`
2068 ### Global callback registration functions
2069 Call these functions only at load time!
2071 * `minetest.register_globalstep(func(dtime))`
2072 * Called every server step, usually interval of 0.1s
2073 * `minetest.register_on_shutdown(func())`
2074 * Called before server shutdown
2075 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
2076 callbacks **will likely not be run**. Data should be saved at
2077 semi-frequent intervals as well as on server shutdown.
2078 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
2079 * Called when a node has been placed
2080 * If return `true` no item is taken from `itemstack`
2081 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
2083 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
2084 * Called when a node has been dug.
2085 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
2087 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
2088 * Called when a node is punched
2089 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
2090 * Called after generating a piece of world. Modifying nodes inside the area
2091 is a bit faster than usually.
2092 * `minetest.register_on_newplayer(func(ObjectRef))`
2093 * Called after a new player has been created
2094 * `minetest.register_on_dieplayer(func(ObjectRef))`
2095 * Called when a player dies
2096 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
2097 * Called when a player is punched
2098 * `player` - ObjectRef - Player that was punched
2099 * `hitter` - ObjectRef - Player that hit
2100 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
2101 * `tool_capabilities`: capability table of used tool (can be nil)
2102 * `dir`: unit vector of direction of punch. Always defined. Points from
2103 the puncher to the punched.
2104 * `damage` - number that represents the damage calculated by the engine
2105 * should return `true` to prevent the default damage mechanism
2106 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
2107 * Called when the player gets damaged or healed
2108 * `player`: ObjectRef of the player
2109 * `hp_change`: the amount of change. Negative when it is damage.
2110 * `modifier`: when true, the function should return the actual hp_change.
2111 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
2112 modifiers can return true as a second argument to stop the execution of further functions.
2113 Non-modifiers receive the final hp change calculated by the modifiers.
2114 * `minetest.register_on_respawnplayer(func(ObjectRef))`
2115 * Called when player is to be respawned
2116 * Called _before_ repositioning of player occurs
2117 * return true in func to disable regular player placement
2118 * `minetest.register_on_prejoinplayer(func(name, ip))`
2119 * Called before a player joins the game
2120 * If it returns a string, the player is disconnected with that string as reason
2121 * `minetest.register_on_joinplayer(func(ObjectRef))`
2122 * Called when a player joins the game
2123 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2124 * Called when a player leaves the game
2125 * `timed_out`: True for timeout, false for other reasons.
2126 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2127 * Called when a player cheats
2128 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2130 * `interacted_too_far`
2131 * `interacted_while_dead`
2132 * `finished_unknown_dig`
2135 * `minetest.register_on_chat_message(func(name, message))`
2136 * Called always when a player says something
2137 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2138 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2139 * Called when a button is pressed in player's inventory form
2140 * Newest functions are called first
2141 * If function returns `true`, remaining functions are not called
2142 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2143 * Called when `player` crafts something
2144 * `itemstack` is the output
2145 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2146 * `craft_inv` is the inventory with the crafting grid
2147 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2148 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2149 * The same as before, except that it is called before the player crafts, to make
2150 craft prediction, and it should not change anything.
2151 * `minetest.register_on_protection_violation(func(pos, name))`
2152 * Called by `builtin` and mods when a player violates protection at a position
2153 (eg, digs a node or punches a protected entity).
2154 * The registered functions can be called using `minetest.record_protection_violation`
2155 * The provided function should check that the position is protected by the mod
2156 calling this function before it prints a message, if it does, to allow for
2157 multiple protection mods.
2158 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2159 * Called when an item is eaten, by `minetest.item_eat`
2160 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2162 ### Other registration functions
2163 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2164 * Adds definition to minetest.registered_chatcommands
2165 * `minetest.override_chatcommand(name, redefinition)`
2166 * Overrides fields of a chatcommand registered with register_chatcommand.
2167 * `minetest.unregister_chatcommand(name)`
2168 * Unregisters a chatcommands registered with register_chatcommand.
2169 * `minetest.register_privilege(name, definition)`
2170 * `definition`: `"description text"`
2171 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2172 the default of `give_to_singleplayer` is true
2173 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2174 * `minetest.register_authentication_handler(handler)`
2175 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2178 * `minetest.setting_set(name, value)`
2179 * Setting names can't contain whitespace or any of `="{}#`.
2180 * Setting values can't contain the sequence `\n"""`.
2181 * Setting names starting with "secure." can't be set.
2182 * `minetest.setting_get(name)`: returns string or `nil`
2183 * `minetest.setting_setbool(name, value)`
2184 * See documentation on `setting_set` for restrictions.
2185 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2186 * `minetest.setting_get_pos(name)`: returns position or nil
2187 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2190 * `minetest.notify_authentication_modified(name)`
2191 * Should be called by the authentication handler if privileges changes.
2192 * To report everybody, set `name=nil`.
2193 * `minetest.check_password_entry(name, entry, password)`
2194 * Returns true if the "db entry" for a player with name matches given
2195 * password, false otherwise.
2196 * The "db entry" is the usually player-individual value that is derived
2197 * from the player's chosen password and stored on the server in order to allow
2198 * authentication whenever the player desires to log in.
2199 * Only use this function for making it possible to log in via the password from
2200 * via protocols like IRC, other uses for inside the game are frowned upon.
2201 * `minetest.get_password_hash(name, raw_password)`
2202 * Convert a name-password pair to a password hash that Minetest can use.
2203 * The returned value alone is not a good basis for password checks based
2204 * on comparing the password hash in the database with the password hash
2205 * from the function, with an externally provided password, as the hash
2206 * in the db might use the new SRP verifier format.
2207 * For this purpose, use minetest.check_password_entry instead.
2208 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2209 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2210 * Convert between two privilege representations
2211 * `minetest.set_player_password(name, password_hash)`
2212 * `minetest.set_player_privs(name, {priv1=true,...})`
2213 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2214 * `minetest.auth_reload()`
2215 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2216 * A quickhand for checking privileges.
2217 * `player_or_name`: Either a Player object or the name of a player.
2218 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2219 a table, e.g. `{ priva = true, privb = true }`.
2220 * `minetest.get_player_ip(name)`: returns an IP address string
2222 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2223 and `minetest.auth_reload` call the authetification handler.
2226 * `minetest.chat_send_all(text)`
2227 * `minetest.chat_send_player(name, text)`
2229 ### Environment access
2230 * `minetest.set_node(pos, node)`
2231 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2232 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2233 * `minetest.swap_node(pos, node)`
2234 * Set node at position, but don't remove metadata
2235 * `minetest.remove_node(pos)`
2236 * Equivalent to `set_node(pos, "air")`
2237 * `minetest.get_node(pos)`
2238 * Returns the node at the given position as table in the format
2239 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2241 * `minetest.get_node_or_nil(pos)`
2242 * Same as `get_node` but returns `nil` for unloaded areas.
2243 * `minetest.get_node_light(pos, timeofday)`
2244 * Gets the light value at the given position. Note that the light value
2245 "inside" the node at the given position is returned, so you usually want
2246 to get the light value of a neighbor.
2247 * `pos`: The position where to measure the light.
2248 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2249 * Returns a number between `0` and `15` or `nil`
2250 * `minetest.place_node(pos, node)`
2251 * Place node with the same effects that a player would cause
2252 * `minetest.dig_node(pos)`
2253 * Dig node with the same effects that a player would cause
2254 * Returns `true` if successful, `false` on failure (e.g. protected location)
2255 * `minetest.punch_node(pos)`
2256 * Punch node with the same effects that a player would cause
2257 * `minetest.spawn_falling_node(pos)`
2258 * Change node into falling node
2259 * Returns `true` if successful, `false` on failure
2261 * `minetest.find_nodes_with_meta(pos1, pos2)`
2262 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2263 * `minetest.get_meta(pos)`
2264 * Get a `NodeMetaRef` at that position
2265 * `minetest.get_node_timer(pos)`
2266 * Get `NodeTimerRef`
2268 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at position
2269 * Returns `ObjectRef`, or `nil` if failed
2270 * `minetest.add_item(pos, item)`: Spawn item
2271 * Returns `ObjectRef`, or `nil` if failed
2272 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2273 * `minetest.get_objects_inside_radius(pos, radius)`
2274 * `radius`: using an euclidean metric
2275 * `minetest.set_timeofday(val)`
2276 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2277 * `minetest.get_timeofday()`
2278 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2279 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2280 * accounting for time changes.
2281 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2282 * `radius`: using a maximum metric
2283 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2284 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2285 * returns as second value a table with the count of the individual nodes found
2286 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2287 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2288 * returned positions are nodes with a node air above
2289 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2290 * `minetest.get_perlin(noiseparams)`
2291 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2292 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2293 * `minetest.get_voxel_manip([pos1, pos2])`
2294 * Return voxel manipulator object.
2295 * Loads the manipulator from the map if positions are passed.
2296 * `minetest.set_gen_notify(flags, {deco_ids})`
2297 * Set the types of on-generate notifications that should be collected
2298 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2299 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2300 * The second parameter is a list of IDS of decorations which notification is requested for
2301 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2302 * `minetest.get_mapgen_object(objectname)`
2303 * Return requested mapgen object if available (see "Mapgen objects")
2304 * `minetest.get_biome_id(biome_name)`
2305 * Returns the biome id, as used in the biomemap Mapgen object, for a
2306 given biome_name string.
2307 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2308 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2309 * Deprecated: use minetest.get_mapgen_setting(name) instead
2310 * `minetest.set_mapgen_params(MapgenParams)`
2311 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2312 * Set map generation parameters
2313 * Function cannot be called after the registration period; only initialization
2314 and `on_mapgen_init`
2315 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2317 * Leave field unset to leave that parameter unchanged
2318 * `flags` contains a comma-delimited string of flags to set,
2319 or if the prefix `"no"` is attached, clears instead.
2320 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2321 * `minetest.get_mapgen_setting(name)`
2322 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2323 order of precedence:
2324 1) Settings loaded from map_meta.txt or overrides set during mod execution
2325 2) Settings set by mods without a metafile override
2326 3) Settings explicitly set in the user config file, minetest.conf
2327 4) Settings set as the user config default
2328 * `minetest.get_mapgen_setting_noiseparams(name)`
2329 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2330 and is a valid NoiseParams
2331 * `minetest.set_mapgen_setting(name, value, [override_meta])`
2332 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2333 is not already present in map_meta.txt.
2334 * `override_meta` is an optional boolean (default: `false`). If this is set to true,
2335 the setting will become the active setting regardless of the map metafile contents.
2336 * Note: to set the seed, use "seed", not "fixed_map_seed"
2337 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
2338 * Same as above, except value is a NoiseParams table.
2339 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2340 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2341 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2342 should be applied to the default config or current active config
2343 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2344 * `minetest.generate_ores(vm, pos1, pos2)`
2345 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2346 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2347 * `minetest.generate_decorations(vm, pos1, pos2)`
2348 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2349 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2350 * `minetest.clear_objects([options])`
2351 * Clear all objects in the environment
2352 * Takes an optional table as an argument with the field `mode`.
2353 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2354 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2355 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2356 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2357 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2358 * fetched from memory, loaded from disk, or if inexistent, generates them.
2359 * If `callback` is a valid Lua function, this will be called for each block emerged.
2360 * The function signature of callback is:
2361 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2362 * - `blockpos` is the *block* coordinates of the block that had been emerged
2363 * - `action` could be one of the following constant values:
2364 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2365 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2366 * - `calls_remaining` is the number of callbacks to be expected after this one
2367 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2368 * parameter was absent)
2369 * `minetest.delete_area(pos1, pos2)`
2370 * delete all mapblocks in the area from pos1 to pos2, inclusive
2371 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2372 * Check if there is a direct line of sight between `pos1` and `pos2`
2373 * Returns the position of the blocking node when `false`
2374 * `pos1`: First position
2375 * `pos2`: Second position
2376 * `stepsize`: smaller gives more accurate results but requires more computing
2377 time. Default is `1`.
2378 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2379 * returns table containing path
2380 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2381 * `pos1`: start position
2382 * `pos2`: end position
2383 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2384 * `max_jump`: maximum height difference to consider walkable
2385 * `max_drop`: maximum height difference to consider droppable
2386 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2387 * `minetest.spawn_tree (pos, {treedef})`
2388 * spawns L-system tree at given `pos` with definition in `treedef` table
2389 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2390 Often these bugs appear as subtle shadows in water.
2391 * `minetest.transforming_liquid_add(pos)`
2392 * add node to liquid update queue
2393 * `minetest.get_node_max_level(pos)`
2394 * get max available level for leveled node
2395 * `minetest.get_node_level(pos)`
2396 * get level of leveled node (water, snow)
2397 * `minetest.set_node_level(pos, level)`
2398 * set level of leveled node, default `level` equals `1`
2399 * if `totallevel > maxlevel`, returns rest (`total-max`).
2400 * `minetest.add_node_level(pos, level)`
2401 * increase level of leveled node by level, default `level` equals `1`
2402 * if `totallevel > maxlevel`, returns rest (`total-max`)
2403 * can be negative for decreasing
2404 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
2405 * resets the light in a cuboid-shaped part of
2406 the map and removes lighting bugs.
2407 * Loads the area if it is not loaded.
2408 * `pos1` is the corner of the cuboid with the least coordinates
2409 (in node coordinates), inclusive.
2410 * `pos2` is the opposite corner of the cuboid, inclusive.
2411 * The actual updated cuboid might be larger than the specified one,
2412 because only whole map blocks can be updated.
2413 The actual updated area consists of those map blocks that intersect
2414 with the given cuboid.
2415 * However, the neighborhood of the updated area might change
2416 as well, as light can spread out of the cuboid, also light
2418 * returns `false` if the area is not fully generated,
2420 * `core.check_single_for_falling(pos)`
2421 * causes an unsupported `group:falling_node` node to fall and causes an
2422 unattached `group:attached_node` node to fall.
2423 * does not spread these updates to neighbours.
2424 * `core.check_for_falling(pos)`
2425 * causes an unsupported `group:falling_node` node to fall and causes an
2426 unattached `group:attached_node` node to fall.
2427 * spread these updates to neighbours and can cause a cascade
2431 `minetest.get_inventory(location)`: returns an `InvRef`
2434 * `{type="player", name="celeron55"}`
2435 * `{type="node", pos={x=, y=, z=}}`
2436 * `{type="detached", name="creative"}`
2437 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns an `InvRef`
2438 * callbacks: See "Detached inventory callbacks"
2439 * player_name: Make detached inventory available to one player exclusively,
2440 by default they will be sent to every player (even if not used).
2441 Note that this parameter is mostly just a workaround and will be removed in future releases.
2442 * Creates a detached inventory. If it already exists, it is cleared.
2443 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2444 returns left over ItemStack
2445 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2448 * `minetest.show_formspec(playername, formname, formspec)`
2449 * `playername`: name of player to show formspec
2450 * `formname`: name passed to `on_player_receive_fields` callbacks.
2451 It should follow the `"modname:<whatever>"` naming convention
2452 * `formspec`: formspec to display
2453 * `minetest.close_formspec(playername, formname)`
2454 * `playername`: name of player to close formspec
2455 * `formname`: has to exactly match the one given in show_formspec, or the formspec will
2457 * calling show_formspec(playername, formname, "") is equal to this expression
2458 * to close a formspec regardless of the formname, call
2459 minetest.close_formspec(playername, ""). USE THIS ONLY WHEN ABSOLUTELY NECESSARY!
2460 * `minetest.formspec_escape(string)`: returns a string
2461 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2462 * `minetest.explode_table_event(string)`: returns a table
2463 * returns e.g. `{type="CHG", row=1, column=2}`
2465 * `"INV"`: no row selected)
2466 * `"CHG"`: selected)
2467 * `"DCL"`: double-click
2468 * `minetest.explode_textlist_event(string)`: returns a table
2469 * returns e.g. `{type="CHG", index=1}`
2471 * `"INV"`: no row selected)
2472 * `"CHG"`: selected)
2473 * `"DCL"`: double-click
2474 * `minetest.explode_scrollbar_event(string)`: returns a table
2475 * returns e.g. `{type="CHG", value=500}`
2477 * `"INV"`: something failed
2478 * `"CHG"`: has been changed
2479 * `"VAL"`: not changed
2482 * `minetest.inventorycube(img1, img2, img3)`
2483 * Returns a string for making an image of a cube (useful as an item image)
2484 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2485 * Get position of a `pointed_thing` (that you can get from somewhere)
2486 * `minetest.dir_to_facedir(dir, is6d)`
2487 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2488 * passing something non-`nil`/`false` for the optional second parameter causes it to
2489 take the y component into account
2490 * `minetest.facedir_to_dir(facedir)`
2491 * Convert a facedir back into a vector aimed directly out the "back" of a node
2492 * `minetest.dir_to_wallmounted(dir)`
2493 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2494 * `minetest.wallmounted_to_dir(wallmounted)`
2495 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2496 * `minetest.dir_to_yaw(dir)`
2497 * Convert a vector into a yaw (angle)
2498 * `minetest.yaw_to_dir(yaw)`
2499 * Convert yaw (angle) to a vector
2500 * `minetest.get_node_drops(nodename, toolname)`
2501 * Returns list of item names.
2502 * **Note**: This will be removed or modified in a future version.
2503 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2504 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2505 * `input.width` = for example `3`
2506 * `input.items` = for example
2507 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2508 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2509 * `output.time` = a number, if unsuccessful: `0`
2510 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2511 `decremented_input.items`
2512 * `decremented_input` = like `input`
2513 * `minetest.get_craft_recipe(output)`: returns input
2514 * returns last registered recipe for output item (node)
2515 * `output` is a node or item type such as `"default:torch"`
2516 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2517 * `input.width` = for example `3`
2518 * `input.items` = for example
2519 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2520 * `input.items` = `nil` if no recipe found
2521 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2522 * returns indexed table with all registered recipes for query item (node)
2523 or `nil` if no recipe was found
2524 * recipe entry table:
2526 method = 'normal' or 'cooking' or 'fuel'
2527 width = 0-3, 0 means shapeless recipe
2528 items = indexed [1-9] table with recipe items
2529 output = string with item name and quantity
2531 * Example query for `"default:gold_ingot"` will return table:
2533 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2534 items = {1 = "default:gold_lump"}},
2535 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2536 items = {1 = "default:goldblock"}}
2538 * `minetest.handle_node_drops(pos, drops, digger)`
2539 * `drops`: list of itemstrings
2540 * Handles drops from nodes after digging: Default action is to put them into
2542 * Can be overridden to get different functionality (e.g. dropping items on
2546 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2547 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2548 * Find who has done something to a node, or near a node
2549 * `actor`: `"player:<name>"`, also `"liquid"`.
2550 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2551 * Revert latest actions of someone
2552 * `actor`: `"player:<name>"`, also `"liquid"`.
2554 ### Defaults for the `on_*` item definition functions
2555 These functions return the leftover itemstack.
2557 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2558 * Place item as a node
2559 * `param2` overrides `facedir` and wallmounted `param2`
2560 * returns `itemstack, success`
2561 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2563 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2564 * Use one of the above based on what the item is.
2565 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2566 * **Note**: is not called when wielded item overrides `on_place`
2567 * `param2` overrides `facedir` and wallmounted `param2`
2568 * returns `itemstack, success`
2569 * `minetest.item_drop(itemstack, dropper, pos)`
2571 * `minetest.item_eat(hp_change, replace_with_item)`
2573 * `replace_with_item` is the itemstring which is added to the inventory.
2574 If the player is eating a stack, then replace_with_item goes to a
2575 different spot. Can be `nil`
2576 * See `minetest.do_item_eat`
2578 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2579 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2580 * Calls functions registered by `minetest.register_on_punchnode()`
2581 * `minetest.node_dig(pos, node, digger)`
2582 * Checks if node can be dug, puts item into inventory, removes node
2583 * Calls functions registered by `minetest.registered_on_dignodes()`
2586 * `minetest.sound_play(spec, parameters)`: returns a handle
2587 * `spec` is a `SimpleSoundSpec`
2588 * `parameters` is a sound parameter table
2589 * `minetest.sound_stop(handle)`
2592 * `minetest.after(time, func, ...)`
2593 * Call the function `func` after `time` seconds, may be fractional
2594 * Optional: Variable number of arguments that are passed to `func`
2597 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for server shutdown. Will display `message` to clients,
2598 `reconnect` == true displays a reconnect button,
2599 `delay` adds an optional delay (in seconds) before shutdown
2600 negative delay cancels the current active shutdown
2601 zero delay triggers an immediate shutdown.
2602 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
2603 * `minetest.get_server_status()`: returns server status string
2604 * `minetest.get_server_uptime()`: returns the server uptime in seconds
2605 * `minetest.remove_player(name)`: remove player from database (if he is not connected).
2606 * Returns a code (0: successful, 1: no such player, 2: player is connected)
2609 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2610 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2611 * `minetest.ban_player(name)`: ban a player
2612 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2613 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2616 * `minetest.add_particle(particle definition)`
2617 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2618 size, collisiondetection, texture, playername)`
2620 * `minetest.add_particlespawner(particlespawner definition)`
2621 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2622 * Returns an `id`, and -1 if adding didn't succeed
2623 * `Deprecated: minetest.add_particlespawner(amount, time,
2627 minexptime, maxexptime,
2629 collisiondetection, texture, playername)`
2631 * `minetest.delete_particlespawner(id, player)``
2632 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2633 * If playername is specified, only deletes on the player's client,
2634 * otherwise on all clients
2637 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2638 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2639 * Apply the specified probability values to the specified nodes in `probability_list`.
2640 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2641 * `pos` is the 3D vector specifying the absolute coordinates of the
2642 node being modified,
2643 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2644 * If there are two or more entries with the same pos value, the
2646 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2647 * If `probability_list` equals `nil`, no probabilities are applied.
2648 * Slice probability works in the same manner, except takes a field
2649 called `ypos` instead which
2650 indicates the y position of the slice with a probability applied.
2651 * If slice probability list equals `nil`, no slice probabilities are applied.
2652 * Saves schematic in the Minetest Schematic format to filename.
2654 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2655 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2656 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2657 * If the `rotation` parameter is omitted, the schematic is not rotated.
2658 * `replacements` = `{["old_name"] = "convert_to", ...}`
2659 * `force_placement` is a boolean indicating whether nodes other than `air` and
2660 `ignore` are replaced by the schematic
2661 * Returns nil if the schematic could not be loaded.
2663 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2664 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2665 specified VoxelManip object `vmanip` instead of the whole map.
2666 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2667 containing the full area required, and true if the whole schematic was able to fit.
2668 * Returns nil if the schematic could not be loaded.
2669 * After execution, any external copies of the VoxelManip contents are invalidated.
2671 * `minetest.serialize_schematic(schematic, format, options)`
2672 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2673 * in the `format` of either "mts" or "lua".
2674 * "mts" - a string containing the binary MTS data used in the MTS file format
2675 * "lua" - a string containing Lua code representing the schematic in table format
2676 * `options` is a table containing the following optional parameters:
2677 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2678 * position comments for every X row generated in the schematic data for easier reading.
2679 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2680 * will use that number of spaces as indentation instead of a tab character.
2683 * `minetest.request_http_api()`:
2684 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2685 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2686 otherwise returns `nil`.
2687 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2689 * Only works at init time and must be called from the mod's main scope (not from a function).
2690 * Function only exists if minetest server was built with cURL support.
2691 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2693 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2694 * Performs given request asynchronously and calls callback upon completion
2695 * callback: `function(HTTPRequestResult res)`
2696 * Use this HTTP function if you are unsure, the others are for advanced use.
2697 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2698 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2699 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2700 * Return response data for given asynchronous HTTP request
2703 * `minetest.get_mod_storage()`:
2704 * returns reference to mod private `StorageRef`
2705 * must be called during mod load time
2708 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2709 * `minetest.player_exists(name)`: boolean, whether player exists (regardless of online status)
2710 * `minetest.hud_replace_builtin(name, hud_definition)`
2711 * Replaces definition of a builtin hud element
2712 * `name`: `"breath"` or `"health"`
2713 * `hud_definition`: definition to replace builtin definition
2714 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2715 * Gives a unique hash number for a node position (16+16+16=48bit)
2716 * `minetest.get_position_from_hash(hash)`: returns a position
2717 * Inverse transform of `minetest.hash_node_position`
2718 * `minetest.get_item_group(name, group)`: returns a rating
2719 * Get rating of a group of an item. (`0` means: not in group)
2720 * `minetest.get_node_group(name, group)`: returns a rating
2721 * Deprecated: An alias for the former.
2722 * `minetest.raillike_group(name)`: returns a rating
2723 * Returns rating of the connect_to_raillike group corresponding to name
2724 * If name is not yet the name of a connect_to_raillike group, a new group id
2725 * is created, with that name
2726 * `minetest.get_content_id(name)`: returns an integer
2727 * Gets the internal content ID of `name`
2728 * `minetest.get_name_from_content_id(content_id)`: returns a string
2729 * Gets the name of the content with that content ID
2730 * `minetest.parse_json(string[, nullvalue])`: returns something
2731 * Convert a string containing JSON data into the Lua equivalent
2732 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2733 * On success returns a table, a string, a number, a boolean or `nullvalue`
2734 * On failure outputs an error message and returns `nil`
2735 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2736 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2737 * Convert a Lua table into a JSON string
2738 * styled: Outputs in a human-readable format if this is set, defaults to false
2739 * Unserializable things like functions and userdata will cause an error.
2740 * **Warning**: JSON is more strict than the Lua table format.
2741 1. You can only use strings and positive integers of at least one as keys.
2742 2. You can not mix string and integer keys.
2743 This is due to the fact that JSON has two distinct array and object values.
2744 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2745 * `minetest.serialize(table)`: returns a string
2746 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2747 into string form readable by `minetest.deserialize`
2748 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2749 * `minetest.deserialize(string)`: returns a table
2750 * Convert a string returned by `minetest.deserialize` into a table
2751 * `string` is loaded in an empty sandbox environment.
2752 * Will load functions, but they cannot access the global environment.
2753 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2754 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2755 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2756 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2757 * Compress a string of data.
2758 * `method` is a string identifying the compression method to be used.
2759 * Supported compression methods:
2760 * Deflate (zlib): `"deflate"`
2761 * `...` indicates method-specific arguments. Currently defined arguments are:
2762 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2763 * `minetest.decompress(compressed_data, method, ...)`: returns data
2764 * Decompress a string of data (using ZLib).
2765 * See documentation on `minetest.compress()` for supported compression methods.
2766 * currently supported.
2767 * `...` indicates method-specific arguments. Currently, no methods use this.
2768 * `minetest.encode_base64(string)`: returns string encoded in base64
2769 * Encodes a string in base64.
2770 * `minetest.decode_base64(string)`: returns string
2771 * Decodes a string encoded in base64.
2772 * `minetest.is_protected(pos, name)`: returns boolean
2773 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2774 actions, defineable by mods, due to some mod-defined ownership-like concept.
2775 Returns false or nil, if the player is allowed to do such actions.
2776 * This function should be overridden by protection mods and should be used to
2777 check if a player can interact at a position.
2778 * This function should call the old version of itself if the position is not
2779 protected by the mod.
2782 local old_is_protected = minetest.is_protected
2783 function minetest.is_protected(pos, name)
2784 if mymod:position_protected_from(pos, name) then
2787 return old_is_protected(pos, name)
2789 * `minetest.record_protection_violation(pos, name)`
2790 * This function calls functions registered with
2791 `minetest.register_on_protection_violation`.
2792 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2793 * Attempt to predict the desired orientation of the facedir-capable node
2794 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2795 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2796 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2797 is an optional table containing extra tweaks to the placement code:
2798 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2799 orientation on the wall.
2800 * `force_wall` : if `true`, always place the node in wall orientation.
2801 * `force_ceiling`: if `true`, always place on the ceiling.
2802 * `force_floor`: if `true`, always place the node on the floor.
2803 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2804 the floor or ceiling
2805 * The first four options are mutually-exclusive; the last in the list takes
2806 precedence over the first.
2807 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2808 * calls `rotate_and_place()` with infinitestacks set according to the state of
2809 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2812 * `minetest.forceload_block(pos[, transient])`
2813 * forceloads the position `pos`.
2814 * returns `true` if area could be forceloaded
2815 * If `transient` is `false` or absent, the forceload will be persistent
2816 (saved between server runs). If `true`, the forceload will be transient
2817 (not saved between server runs).
2819 * `minetest.forceload_free_block(pos[, transient])`
2820 * stops forceloading the position `pos`
2821 * If `transient` is `false` or absent, frees a persistent forceload.
2822 If `true`, frees a transient forceload.
2824 * `minetest.request_insecure_environment()`: returns an environment containing
2825 insecure functions if the calling mod has been listed as trusted in the
2826 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2827 * Only works at init time and must be called from the mod's main scope (not from a function).
2828 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2831 * `minetest.global_exists(name)`
2832 * Checks if a global variable has been set, without triggering a warning.
2835 * `minetest.env`: `EnvRef` of the server environment and world.
2836 * Any function in the minetest namespace can be called using the syntax
2837 `minetest.env:somefunction(somearguments)`
2838 instead of `minetest.somefunction(somearguments)`
2839 * Deprecated, but support is not to be dropped soon
2842 * `minetest.registered_items`
2843 * Map of registered items, indexed by name
2844 * `minetest.registered_nodes`
2845 * Map of registered node definitions, indexed by name
2846 * `minetest.registered_craftitems`
2847 * Map of registered craft item definitions, indexed by name
2848 * `minetest.registered_tools`
2849 * Map of registered tool definitions, indexed by name
2850 * `minetest.registered_entities`
2851 * Map of registered entity prototypes, indexed by name
2852 * `minetest.object_refs`
2853 * Map of object references, indexed by active object id
2854 * `minetest.luaentities`
2855 * Map of Lua entities, indexed by active object id
2856 * `minetest.registered_chatcommands`
2857 * Map of registered chat command definitions, indexed by name
2858 * `minetest.registered_ores`
2859 * List of registered ore definitions.
2860 * `minetest.registered_biomes`
2861 * List of registered biome definitions.
2862 * `minetest.registered_decorations`
2863 * List of registered decoration definitions.
2869 See `StorageRef`, `NodeMetaRef` and `ItemStackMetaRef`.
2872 * `set_string(name, value)`
2873 * `get_string(name)`
2874 * `set_int(name, value)`
2876 * `set_float(name, value)`
2878 * `to_table()`: returns `nil` or a table with keys:
2879 * `fields`: key-value storage
2880 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
2881 * `from_table(nil or {})`
2882 * Any non-table value will clear the metadata
2883 * See "Node Metadata" for an example
2884 * returns `true` on success
2886 * returns `true` if this metadata has the same key-value pairs as `other`
2889 Node metadata: reference extra data and functionality stored in a node.
2890 Can be obtained via `minetest.get_meta(pos)`.
2893 * All methods in MetaDataRef
2894 * `get_inventory()`: returns `InvRef`
2896 ### `ItemStackMetaRef`
2897 ItemStack metadata: reference extra data and functionality stored in a stack.
2898 Can be obtained via `item:get_meta()`.
2901 * All methods in MetaDataRef
2904 Mod metadata: per mod metadata, saved automatically.
2905 Can be obtained via `minetest.get_mod_storage()` during load time.
2908 * All methods in MetaDataRef
2911 Node Timers: a high resolution persistent per-node timer.
2912 Can be gotten via `minetest.get_node_timer(pos)`.
2915 * `set(timeout,elapsed)`
2916 * set a timer's state
2917 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2918 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2919 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2922 * equivalent to `set(timeout,0)`
2925 * `get_timeout()`: returns current timeout in seconds
2926 * if `timeout` equals `0`, timer is inactive
2927 * `get_elapsed()`: returns current elapsed time in seconds
2928 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2929 * `is_started()`: returns boolean state of timer
2930 * returns `true` if timer is started, otherwise `false`
2933 Moving things in the game are generally these.
2935 This is basically a reference to a C++ `ServerActiveObject`
2938 * `remove()`: remove object (after returning from Lua)
2939 * Note: Doesn't work on players, use minetest.kick_player instead
2940 * `get_pos()`: returns `{x=num, y=num, z=num}`
2941 * `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
2942 * `move_to(pos, continuous=false)`: interpolated move
2943 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2944 * `puncher` = another `ObjectRef`,
2945 * `time_from_last_punch` = time since last punch action of the puncher
2946 * `direction`: can be `nil`
2947 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2948 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2949 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2950 * `get_inventory()`: returns an `InvRef`
2951 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2952 * `get_wield_index()`: returns the index of the wielded item
2953 * `get_wielded_item()`: returns an `ItemStack`
2954 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2955 * `set_armor_groups({group1=rating, group2=rating, ...})`
2956 * `get_armor_groups()`: returns a table with the armor group ratings
2957 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2958 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2959 * `set_attach(parent, bone, position, rotation)`
2961 * `position`: `{x=num, y=num, z=num}` (relative)
2962 * `rotation`: `{x=num, y=num, z=num}`
2963 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2965 * `set_bone_position(bone, position, rotation)`
2967 * `position`: `{x=num, y=num, z=num}` (relative)
2968 * `rotation`: `{x=num, y=num, z=num}`
2969 * `get_bone_position(bone)`: returns position and rotation of the bone
2970 * `set_properties(object property table)`
2971 * `get_properties()`: returns object property table
2972 * `is_player()`: returns true for players, false otherwise
2973 * `get_nametag_attributes()`
2974 * returns a table with the attributes of the nametag of an object
2976 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2979 * `set_nametag_attributes(attributes)`
2980 * sets the attributes of the nametag of an object
2984 text = "My Nametag",
2987 ##### LuaEntitySAO-only (no-op for other objects)
2988 * `set_velocity({x=num, y=num, z=num})`
2989 * `get_velocity()`: returns `{x=num, y=num, z=num}`
2990 * `set_acceleration({x=num, y=num, z=num})`
2991 * `get_acceleration()`: returns `{x=num, y=num, z=num}`
2992 * `set_yaw(radians)`
2993 * `get_yaw()`: returns number in radians
2994 * `set_texture_mod(mod)`
2995 * `get_texture_mod()` returns current texture modifier
2996 * `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2997 select_horiz_by_yawpitch=false)`
2998 * Select sprite from spritesheet with optional animation and DM-style
2999 texture selection based on yaw relative to camera
3000 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
3003 ##### Player-only (no-op for other objects)
3004 * `get_player_name()`: returns `""` if is not a player
3005 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
3006 table {x, y, z} representing the player's instantaneous velocity in nodes/s
3007 * `get_look_dir()`: get camera direction as a unit vector
3008 * `get_look_vertical()`: pitch in radians
3009 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
3010 * `get_look_horizontal()`: yaw in radians
3011 * Angle is counter-clockwise from the +z direction.
3012 * `set_look_vertical(radians)`: sets look pitch
3013 * radians - Angle from looking forward, where positive is downwards.
3014 * `set_look_horizontal(radians)`: sets look yaw
3015 * radians - Angle from the +z direction, where positive is counter-clockwise.
3016 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
3017 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
3018 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
3019 * Angle is counter-clockwise from the +x direction.
3020 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
3021 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
3022 * `get_breath()`: returns players breath
3023 * `set_breath(value)`: sets players breath
3025 * `0`: player is drowning,
3026 * `1`-`10`: remaining number of bubbles
3027 * `11`: bubbles bar is not shown
3028 * `set_attribute(attribute, value)`: sets an extra attribute with value on player
3029 * `get_attribute(attribute)`: returns value for extra attribute. Returns nil if no attribute found.
3030 * `set_inventory_formspec(formspec)`
3031 * Redefine player's inventory form
3032 * Should usually be called in on_joinplayer
3033 * `get_inventory_formspec()`: returns a formspec string
3034 * `get_player_control()`: returns table with player pressed keys
3035 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
3036 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
3037 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
3038 * `set_physics_override(override_table)`
3039 * `override_table` is a table with the following fields:
3040 * `speed`: multiplier to default walking speed value (default: `1`)
3041 * `jump`: multiplier to default jump value (default: `1`)
3042 * `gravity`: multiplier to default gravity value (default: `1`)
3043 * `sneak`: whether player can sneak (default: `true`)
3044 * `sneak_glitch`: whether player can use the new move code replications
3045 of the old sneak side-effects: sneak ladders and 2 node sneak jump
3047 * `new_move`: use new move/sneak code. When `false` the exact old code
3048 is used for the specific old sneak behaviour (default: `true`)
3049 * `get_physics_override()`: returns the table given to set_physics_override
3050 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
3052 * `hud_remove(id)`: remove the HUD element of the specified id
3053 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
3054 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
3055 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
3056 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
3057 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
3058 * pass a table containing a `true`/`false` value of each flag to be set or unset
3059 * if a flag equals `nil`, the flag is not modified
3060 * note that setting `minimap` modifies the client's permission to view the minimap -
3061 * the client may locally elect to not view the minimap
3062 * `hud_get_flags()`: returns a table containing status of hud flags
3063 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
3064 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
3065 * `count`: number of items, must be between `1` and `23`
3066 * `hud_get_hotbar_itemcount`: returns number of visible items
3067 * `hud_set_hotbar_image(texturename)`
3068 * sets background image for hotbar
3069 * `hud_get_hotbar_image`: returns texturename
3070 * `hud_set_hotbar_selected_image(texturename)`
3071 * sets image for selected item of hotbar
3072 * `hud_get_hotbar_selected_image`: returns texturename
3073 * `set_sky(bgcolor, type, {texture names})`
3074 * `bgcolor`: ColorSpec, defaults to white
3076 * `"regular"`: Uses 0 textures, `bgcolor` ignored
3077 * `"skybox"`: Uses 6 textures, `bgcolor` used
3078 * `"plain"`: Uses 0 textures, `bgcolor` used
3079 * `get_sky()`: returns bgcolor, type and a table with the textures
3080 * `override_day_night_ratio(ratio or nil)`
3081 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
3082 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
3083 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
3084 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
3086 set animation for player model in third person view
3088 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
3089 {x=168, y=187}, -- < walk animation key frames
3090 {x=189, y=198}, -- < dig animation key frames
3091 {x=200, y=219}, -- < walk+dig animation key frames
3092 frame_speed=30): -- < animation frame speed
3093 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
3094 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
3095 * in first person view
3096 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
3097 * `get_eye_offset()`: returns offset_first and offset_third
3100 An `InvRef` is a reference to an inventory.
3103 * `is_empty(listname)`: return `true` if list is empty
3104 * `get_size(listname)`: get size of a list
3105 * `set_size(listname, size)`: set size of a list
3106 * returns `false` on error (e.g. invalid `listname` or `size`)
3107 * `get_width(listname)`: get width of a list
3108 * `set_width(listname, width)`: set width of list; currently used for crafting
3109 * `get_stack(listname, i)`: get a copy of stack index `i` in list
3110 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
3111 * `get_list(listname)`: return full list
3112 * `set_list(listname, list)`: set full list (size will not change)
3113 * `get_lists()`: returns list of inventory lists
3114 * `set_lists(lists)`: sets inventory lists (size will not change)
3115 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
3116 * `room_for_item(listname, stack):` returns `true` if the stack of items
3117 can be fully added to the list
3118 * `contains_item(listname, stack)`: returns `true` if the stack of items
3119 can be fully taken from the list
3120 * `remove_item(listname, stack)`: take as many items as specified from the list,
3121 returns the items that were actually removed (as an `ItemStack`) -- note that
3122 any item metadata is ignored, so attempting to remove a specific unique
3123 item this way will likely remove the wrong one -- to do that use `set_stack`
3124 with an empty `ItemStack`
3125 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
3126 * returns `{type="undefined"}` in case location is not known
3129 A fast access data structure to store areas, and find areas near a given position or area.
3130 Every area has a `data` string attribute to store additional information.
3131 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
3132 If you chose the parameter-less constructor, a fast implementation will be automatically
3136 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
3137 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3138 Returns nil if specified area id does not exist.
3139 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
3140 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
3142 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
3143 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
3144 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
3145 (optional) Boolean values `include_borders` and `include_data` control what's copied.
3146 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
3147 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
3148 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
3149 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
3150 or insertions are likely to fail due to conflicts.
3151 * `reserve(count)`: reserves resources for at most `count` many contained areas.
3152 Only needed for efficiency, and only some implementations profit.
3153 * `remove_area(id)`: removes the area with the given id from the store, returns success.
3154 * `set_cache_params(params)`: sets params for the included prefiltering cache.
3155 Calling invalidates the cache, so that its elements have to be newly generated.
3158 enabled = boolean, -- whether to enable, default true
3159 block_radius = number, -- the radius (in nodes) of the areas the cache generates
3160 prefiltered lists for, minimum 16, default 64
3161 limit = number, -- the cache's size, minimum 20, default 1000
3163 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
3164 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
3165 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
3166 Returns success and, optionally, an error message.
3167 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
3170 An `ItemStack` is a stack of items.
3172 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
3173 an itemstring, a table or `nil`.
3176 * `is_empty()`: Returns `true` if stack is empty.
3177 * `get_name()`: Returns item name (e.g. `"default:stone"`).
3178 * `set_name(item_name)`: Returns boolean whether item was cleared
3179 * `get_count()`: Returns number of items on the stack.
3180 * `set_count(count)`: Returns boolean whether item was cleared
3181 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
3182 * `set_wear(wear)`: Returns boolean whether item was cleared
3183 * `get_meta()`: Returns ItemStackMetaRef. See section for more details
3184 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item stack).
3185 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
3186 * `clear()`: removes all items from the stack, making it empty.
3187 * `replace(item)`: replace the contents of this stack.
3188 * `item` can also be an itemstring or table.
3189 * `to_string()`: Returns the stack in itemstring form.
3190 * `to_table()`: Returns the stack in Lua table form.
3191 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
3192 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
3193 * `is_known()`: Returns `true` if the item name refers to a defined item type.
3194 * `get_definition()`: Returns the item definition table.
3195 * `get_tool_capabilities()`: Returns the digging properties of the item,
3196 or those of the hand if none are defined for this item type
3197 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
3198 * `add_item(item)`: Put some item or stack onto this stack.
3199 Returns leftover `ItemStack`.
3200 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
3202 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
3203 Returns taken `ItemStack`.
3204 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
3205 Returns taken `ItemStack`.
3208 A 16-bit pseudorandom number generator.
3209 Uses a well-known LCG algorithm introduced by K&R.
3211 It can be created via `PseudoRandom(seed)`.
3214 * `next()`: return next integer random number [`0`...`32767`]
3215 * `next(min, max)`: return next integer random number [`min`...`max`]
3216 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3217 due to the simple implementation making bad distribution otherwise.
3220 A 32-bit pseudorandom number generator.
3221 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3223 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3226 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3227 * `next(min, max)`: return next integer random number [`min`...`max`]
3228 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3229 * This is only a rough approximation of a normal distribution with:
3230 * mean = (max - min) / 2, and
3231 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3232 * Increasing num_trials improves accuracy of the approximation
3235 Interface for the operating system's crypto-secure PRNG.
3237 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3238 be found on the system.
3241 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3244 A perlin noise generator.
3245 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3246 or `PerlinNoise(noiseparams)`.
3247 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3248 or `minetest.get_perlin(noiseparams)`.
3251 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3252 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3254 ### `PerlinNoiseMap`
3255 A fast, bulk perlin noise generator.
3257 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3258 `minetest.get_perlin_map(noiseparams, size)`.
3260 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3261 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3264 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3265 nil, this table will be used to store the result instead of creating a new table.
3269 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3270 with values starting at `pos={x=,y=}`
3271 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3272 of 3D noise with values starting at `pos={x=,y=,z=}`
3273 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3274 with values starting at `pos={x=,y=}`
3275 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3276 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3277 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3278 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3279 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3280 takes a chunk of `slice_size`.
3281 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3282 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3283 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3284 the starting position of the most recently calculated noise.
3285 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3286 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3287 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3291 #### About VoxelManip
3292 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3293 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3294 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3295 to with other methods of setting nodes. For example, nodes will not have their construction and
3296 destruction callbacks run, and no rollback information is logged.
3298 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3299 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3300 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3302 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3303 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3304 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3305 using both methods of map manipulation to determine which is most appropriate for your usage.
3307 #### Using VoxelManip
3308 A VoxelManip object can be created any time using either:
3309 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3311 If the optional position parameters are present for either of these routines, the specified region
3312 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3313 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3315 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3316 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3317 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3318 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3320 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3321 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3322 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3324 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3325 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3326 `VoxelManip:get_light_data()` for node light levels, and
3327 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3329 See section 'Flat array format' for more details.
3331 It is very important to understand that the tables returned by any of the above three functions
3332 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3333 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3334 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3335 otherwise explicitly stated.
3337 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3338 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3339 `VoxelManip:set_light_data()` for node light levels, and
3340 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3342 The parameter to each of the above three functions can use any table at all in the same flat array
3343 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3345 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3346 to the map by calling `VoxelManip:write_to_map()`.
3349 ##### Flat array format
3351 `Nx = p2.X - p1.X + 1`,
3352 `Ny = p2.Y - p1.Y + 1`, and
3353 `Nz = p2.Z - p1.Z + 1`.
3355 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3356 the expression `Nx * Ny * Nz`.
3358 Positions offset from p1 are present in the array with the format of:
3361 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3362 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3364 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3365 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3367 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3369 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3373 and the array index for a position p contained completely in p1..p2 is:
3375 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3377 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3378 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3379 for a single point in a flat VoxelManip array.
3382 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3383 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3384 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3385 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3386 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3387 Note that the node being queried needs to have already been been registered.
3389 The following builtin node types have their Content IDs defined as constants:
3391 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3392 core.CONTENT_AIR (ID for "air" nodes)
3393 core.CONTENT_IGNORE (ID for "ignore" nodes)
3396 ##### Mapgen VoxelManip objects
3397 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3398 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3399 but with a few differences:
3401 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3402 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3403 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3404 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3405 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3406 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3407 consistency with the current map state. For this reason, calling any of the following functions:
3408 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3409 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3410 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3411 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3413 ##### Other API functions operating on a VoxelManip
3414 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3415 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3416 written all buffered data back to the VoxelManip object, save for special situations where the modder
3417 desires to only have certain liquid nodes begin flowing.
3419 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3420 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3422 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3423 except instead of placing the specified schematic directly on the map at the specified position, it
3424 will place the schematic inside of the VoxelManip.
3427 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3428 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3429 `VoxelManip:get_node_at()`.
3430 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3431 filled with "ignore" nodes.
3432 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3433 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3434 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3435 object in the same callback it had been created.
3436 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3437 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3438 buffer the function can use to write map data to instead of returning a new table each call. This
3439 greatly enhances performance by avoiding unnecessary memory allocations.
3442 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3443 the region formed by `p1` and `p2`.
3444 * returns actual emerged `pmin`, actual emerged `pmax`
3445 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
3446 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3447 * if `light` is true, then lighting is automatically recalculated.
3448 The default value is true.
3449 If `light` is false, no light calculations happen, and you should correct
3450 all modified blocks with `minetest.fix_light()` as soon as possible.
3451 Keep in mind that modifying the map where light is incorrect can cause
3453 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3454 the `VoxelManip` at that position
3455 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3456 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3457 * returns raw node data in the form of an array of node content IDs
3458 * if the param `buffer` is present, this table will be used to store the result instead
3459 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3460 * `update_map()`: Does nothing, kept for compatibility.
3461 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3462 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3463 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3464 * (`p1`, `p2`) is the area in which lighting is set;
3465 defaults to the whole area if left out
3466 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3467 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3468 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3469 * `light = day + (night * 16)`
3470 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3472 * expects lighting data in the same format that `get_light_data()` returns
3473 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
3474 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3475 * If the param `buffer` is present, this table will be used to store the result instead
3476 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3477 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3478 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3479 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3481 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3482 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3483 * `update_liquids()`: Update liquid flow
3484 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3485 had been modified since the last read from map, due to a call to
3486 `minetest.set_data()` on the loaded area elsewhere
3487 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3490 A helper class for voxel areas.
3491 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3492 The coordinates are *inclusive*, like most other things in Minetest.
3495 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3496 `MinEdge` and `MaxEdge`
3497 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3498 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3499 * useful for things like `VoxelManip`, raw Schematic specifiers,
3500 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3501 * `indexp(p)`: same as above, except takes a vector
3502 * `position(i)`: returns the absolute position vector corresponding to index `i`
3503 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3504 * `containsp(p)`: same as above, except takes a vector
3505 * `containsi(i)`: same as above, except takes an index `i`
3506 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3507 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3508 * `iterp(minp, maxp)`: same as above, except takes a vector
3511 An interface to read config files in the format of `minetest.conf`.
3513 It can be created via `Settings(filename)`.
3516 * `get(key)`: returns a value
3517 * `get_bool(key)`: returns a boolean
3519 * `remove(key)`: returns a boolean (`true` for success)
3520 * `get_names()`: returns `{key1,...}`
3521 * `write()`: returns a boolean (`true` for success)
3522 * write changes to file
3523 * `to_table()`: returns `{[key1]=value1,...}`
3527 A mapgen object is a construct used in map generation. Mapgen objects can be used
3528 by an `on_generate` callback to speed up operations by avoiding unnecessary
3529 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3530 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3531 was called outside of an `on_generate()` callback, `nil` is returned.
3533 The following Mapgen objects are currently available:
3536 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3537 emerged position, in that order. All mapgens support this object.
3540 Returns an array containing the y coordinates of the ground levels of nodes in
3541 the most recently generated chunk by the current mapgen.
3544 Returns an array containing the biome IDs of nodes in the most recently
3545 generated chunk by the current mapgen.
3548 Returns an array containing the temperature values of nodes in the most
3549 recently generated chunk by the current mapgen.
3552 Returns an array containing the humidity values of nodes in the most recently
3553 generated chunk by the current mapgen.
3556 Returns a table mapping requested generation notification types to arrays of
3557 positions at which the corresponding generated structures are located at within
3558 the current chunk. To set the capture of positions of interest to be recorded
3559 on generate, use `minetest.set_gen_notify()`.
3561 Possible fields of the table returned are:
3567 * `large_cave_begin`
3571 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3572 numeric unique decoration ID.
3576 * Functions receive a "luaentity" as `self`:
3577 * It has the member `.name`, which is the registered name `("mod:thing")`
3578 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3579 * The original prototype stuff is visible directly via a metatable
3581 * `on_activate(self, staticdata, dtime_s)`
3582 * Called when the object is instantiated.
3583 * `dtime_s` is the time passed since the object was unloaded, which can
3584 be used for updating the entity state.
3585 * `on_step(self, dtime)`
3586 * Called on every server tick, after movement and collision processing.
3587 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3589 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3590 * Called when somebody punches the object.
3591 * Note that you probably want to handle most punches using the
3592 automatic armor group system.
3593 * `puncher`: an `ObjectRef` (can be `nil`)
3594 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3595 * `tool_capabilities`: capability table of used tool (can be `nil`)
3596 * `dir`: unit vector of direction of punch. Always defined. Points from
3597 the puncher to the punched.
3598 * `on_rightclick(self, clicker)`
3599 * `get_staticdata(self)`
3600 * Should return a string that will be passed to `on_activate` when
3601 the object is instantiated the next time.
3606 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3607 Often these bugs appear as subtle shadows in water.
3612 axiom, --string initial tree axiom
3613 rules_a, --string rules set A
3614 rules_b, --string rules set B
3615 rules_c, --string rules set C
3616 rules_d, --string rules set D
3617 trunk, --string trunk node name
3618 leaves, --string leaves node name
3619 leaves2, --string secondary leaves node name
3620 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3621 angle, --num angle in deg
3622 iterations, --num max # of iterations, usually 2 -5
3623 random_level, --num factor to lower nr of iterations, usually 0 - 3
3624 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3625 -- 2x2 nodes or 3x3 in cross shape
3626 thin_branches, --boolean true -> use thin (1 node) branches
3627 fruit, --string fruit node name
3628 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3629 seed, --num random seed; if no seed is provided, the engine will create one
3632 ### Key for Special L-System Symbols used in Axioms
3634 * `G`: move forward one unit with the pen up
3635 * `F`: move forward one unit with the pen down drawing trunks and branches
3636 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3637 * `T`: move forward one unit with the pen down drawing trunks only
3638 * `R`: move forward one unit with the pen down placing fruit
3639 * `A`: replace with rules set A
3640 * `B`: replace with rules set B
3641 * `C`: replace with rules set C
3642 * `D`: replace with rules set D
3643 * `a`: replace with rules set A, chance 90%
3644 * `b`: replace with rules set B, chance 80%
3645 * `c`: replace with rules set C, chance 70%
3646 * `d`: replace with rules set D, chance 60%
3647 * `+`: yaw the turtle right by `angle` parameter
3648 * `-`: yaw the turtle left by `angle` parameter
3649 * `&`: pitch the turtle down by `angle` parameter
3650 * `^`: pitch the turtle up by `angle` parameter
3651 * `/`: roll the turtle to the right by `angle` parameter
3652 * `*`: roll the turtle to the left by `angle` parameter
3653 * `[`: save in stack current state info
3654 * `]`: recover from stack state info
3657 Spawn a small apple tree:
3659 pos = {x=230,y=20,z=4}
3662 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3663 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3664 trunk="default:tree",
3665 leaves="default:leaves",
3669 trunk_type="single",
3672 fruit="default:apple"
3674 minetest.spawn_tree(pos,apple_tree)
3679 ### Object Properties
3684 collide_with_objects = true, -- collide with other objects if physical=true
3686 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3687 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3688 visual_size = {x=1, y=1},
3690 textures = {}, -- number of required textures depends on visual
3691 colors = {}, -- number of required colors depends on visual
3692 spritediv = {x=1, y=1},
3693 initial_sprite_basepos = {x=0, y=0},
3695 makes_footstep_sound = false,
3696 automatic_rotate = false,
3698 automatic_face_movement_dir = 0.0,
3699 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3700 automatic_face_movement_max_rotation_per_sec = -1,
3701 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3702 backface_culling = true, -- false to disable backface_culling for model
3703 nametag = "", -- by default empty, for players their name is shown if empty
3704 nametag_color = <color>, -- sets color of nametag as ColorSpec
3705 infotext = "", -- by default empty, text to be shown when pointed at object
3708 ### Entity definition (`register_entity`)
3711 -- Deprecated: Everything in object properties is read directly from here
3713 initial_properties = --[[<initial object properties>]],
3715 on_activate = function(self, staticdata, dtime_s),
3716 on_step = function(self, dtime),
3717 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3718 on_rightclick = function(self, clicker),
3719 get_staticdata = function(self),
3720 -- ^ Called sometimes; the string returned is passed to on_activate when
3721 -- the entity is re-activated from static state
3723 -- Also you can define arbitrary member variables here (see item definition for
3725 _custom_field = whatever,
3728 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3731 label = "Lava cooling",
3732 -- ^ Descriptive label for profiling purposes (optional).
3733 -- Definitions with identical labels will be listed as one.
3734 -- In the following two fields, also group:groupname will work.
3735 nodenames = {"default:lava_source"},
3736 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3737 ^ If left out or empty, any neighbor will do ]]
3738 interval = 1.0, -- Operation interval in seconds
3739 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3740 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3741 ^ The chance value is temporarily reduced when returning to
3742 an area to simulate time lost by the area being unattended.
3743 ^ Note chance value can often be reduced to 1 ]]
3744 action = func(pos, node, active_object_count, active_object_count_wider),
3747 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3750 label = "Upgrade legacy doors",
3751 -- ^ Descriptive label for profiling purposes (optional).
3752 -- Definitions with identical labels will be listed as one.
3753 name = "modname:replace_legacy_door",
3754 nodenames = {"default:lava_source"},
3755 -- ^ List of node names to trigger the LBM on.
3756 -- Also non-registered nodes will work.
3757 -- Groups (as of group:groupname) will work as well.
3758 run_at_every_load = false,
3759 -- ^ Whether to run the LBM's action every time a block gets loaded,
3760 -- and not just for blocks that were saved last time before LBMs were
3761 -- introduced to the world.
3762 action = func(pos, node),
3765 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3768 description = "Steel Axe",
3769 groups = {}, -- key = name, value = rating; rating = 1..3.
3770 if rating not applicable, use 1.
3771 e.g. {wool = 1, fluffy = 3}
3772 {soil = 2, outerspace = 1, crumbly = 1}
3773 {bendy = 2, snappy = 1},
3774 {hard = 1, metal = 1, spikes = 1}
3775 inventory_image = "default_tool_steelaxe.png",
3779 ^ An image file containing the palette of a node.
3780 ^ You can set the currently used color as the
3781 ^ "palette_index" field of the item stack metadata.
3782 ^ The palette is always stretched to fit indices
3783 ^ between 0 and 255, to ensure compatibility with
3784 ^ "colorfacedir" and "colorwallmounted" nodes.
3786 color = "0xFFFFFFFF",
3788 ^ The color of the item. The palette overrides this.
3790 wield_scale = {x = 1, y = 1, z = 1},
3793 liquids_pointable = false,
3794 tool_capabilities = {
3795 full_punch_interval = 1.0,
3799 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3801 damage_groups = {groupname = damage},
3803 node_placement_prediction = nil,
3805 ^ If nil and item is node, prediction is made automatically
3806 ^ If nil and item is not a node, no prediction is made
3807 ^ If "" and item is anything, no prediction is made
3808 ^ Otherwise should be name of node which the client immediately places
3809 on ground when the player places the item. Server will always update
3810 actual result to client in a short moment.
3813 breaks = "default_tool_break", -- tools only
3814 place = --[[<SimpleSoundSpec>]],
3817 on_place = func(itemstack, placer, pointed_thing),
3819 ^ Shall place item and return the leftover itemstack
3820 ^ The placer may be any ObjectRef or nil.
3821 ^ default: minetest.item_place ]]
3822 on_secondary_use = func(itemstack, user, pointed_thing),
3824 ^ Same as on_place but called when pointing at nothing.
3825 ^ The user may be any ObjectRef or nil.
3826 ^ pointed_thing : always { type = "nothing" }
3828 on_drop = func(itemstack, dropper, pos),
3830 ^ Shall drop item and return the leftover itemstack
3831 ^ The dropper may be any ObjectRef or nil.
3832 ^ default: minetest.item_drop ]]
3833 on_use = func(itemstack, user, pointed_thing),
3836 ^ Function must return either nil if no item shall be removed from
3837 inventory, or an itemstack to replace the original itemstack.
3838 e.g. itemstack:take_item(); return itemstack
3839 ^ Otherwise, the function is free to do what it wants.
3840 ^ The user may be any ObjectRef or nil.
3841 ^ The default functions handle regular use cases.
3843 after_use = func(itemstack, user, node, digparams),
3846 ^ If defined, should return an itemstack and will be called instead of
3847 wearing out the tool. If returns nil, does nothing.
3848 If after_use doesn't exist, it is the same as:
3849 function(itemstack, user, node, digparams)
3850 itemstack:add_wear(digparams.wear)
3853 ^ The user may be any ObjectRef or nil.
3855 _custom_field = whatever,
3857 ^ Add your own custom fields. By convention, all custom field names
3858 should start with `_` to avoid naming collisions with future engine
3865 * `{name="image.png", animation={Tile Animation definition}}`
3866 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3867 tileable_horizontal=bool}`
3868 * backface culling enabled by default for most nodes
3869 * tileable flags are info for shaders, how they should treat texture
3870 when displacement mapping is used
3871 Directions are from the point of view of the tile texture,
3872 not the node it's on
3873 * `{name="image.png", color=ColorSpec}`
3874 * the texture's color will be multiplied with this color.
3875 * the tile's color overrides the owning node's color in all cases.
3876 * deprecated, yet still supported field names:
3879 ### Tile animation definition
3882 type = "vertical_frames",
3884 -- ^ specify width of a frame in pixels
3886 -- ^ specify height of a frame in pixels
3888 -- ^ specify full loop length
3894 -- ^ specify width in number of frames
3896 -- ^ specify height in number of frames
3898 -- ^ specify length of a single frame
3901 ### Node definition (`register_node`)
3904 -- <all fields allowed in item definitions>,
3906 drawtype = "normal", -- See "Node drawtypes"
3907 visual_scale = 1.0, --[[
3908 ^ Supported for drawtypes "plantlike", "signlike", "torchlike",
3909 ^ "firelike", "mesh".
3910 ^ For plantlike and firelike, the image will start at the bottom of the
3911 ^ node, for the other drawtypes the image will be centered on the node.
3912 ^ Note that positioning for "torchlike" may still change. ]]
3913 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3914 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3915 ^ List can be shortened to needed length ]]
3916 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3917 ^ Same as `tiles`, but these textures are drawn on top of the
3918 ^ base tiles. You can use this to colorize only specific parts of
3919 ^ your texture. If the texture name is an empty string, that
3920 ^ overlay is not drawn. Since such tiles are drawn twice, it
3921 ^ is not recommended to use overlays on very common nodes.
3922 special_tiles = {tile definition 1, Tile definition 2}, --[[
3923 ^ Special textures of node; used rarely (old field name: special_materials)
3924 ^ List can be shortened to needed length ]]
3925 color = ColorSpec, --[[
3926 ^ The node's original color will be multiplied with this color.
3927 ^ If the node has a palette, then this setting only has an effect
3928 ^ in the inventory and on the wield item. ]]
3929 use_texture_alpha = false, -- Use texture's alpha channel
3930 palette = "palette.png", --[[
3931 ^ The node's `param2` is used to select a pixel from the image
3932 ^ (pixels are arranged from left to right and from top to bottom).
3933 ^ The node's color will be multiplied with the selected pixel's
3934 ^ color. Tiles can override this behavior.
3935 ^ Only when `paramtype2` supports palettes. ]]
3936 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3937 paramtype = "none", -- See "Nodes" --[[
3938 ^ paramtype = "light" allows light to propagate from or through the node with light value
3939 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3940 paramtype2 = "none", -- See "Nodes"
3941 place_param2 = nil, -- Force value for param2 when player places node
3942 is_ground_content = true, -- If false, the cave generator will not carve through this
3943 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3944 walkable = true, -- If true, objects collide with node
3945 pointable = true, -- If true, can be pointed at
3946 diggable = true, -- If false, can never be dug
3947 climbable = false, -- If true, can be climbed on (ladder)
3948 buildable_to = false, -- If true, placed nodes can replace this node
3949 floodable = false, --[[
3950 ^ If true, liquids flow into and replace this node.
3951 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
3952 liquidtype = "none", -- "none"/"source"/"flowing"
3953 liquid_alternative_flowing = "", -- Flowing version of source liquid
3954 liquid_alternative_source = "", -- Source version of flowing liquid
3955 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3956 liquid_renewable = true, --[[
3957 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3959 ^ Block contains level in param2. Value is default level, used for snow.
3960 ^ Don't forget to use "leveled" type nodebox. ]]
3961 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3962 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3963 light_source = 0, --[[
3964 ^ Amount of light emitted by node.
3965 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3966 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3967 damage_per_second = 0, -- If player is inside node, this damage is caused
3968 node_box = {type="regular"}, -- See "Node boxes"
3969 connects_to = nodenames, --[[
3970 * Used for nodebox nodes with the type == "connected"
3971 * Specifies to what neighboring nodes connections will be drawn
3972 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3973 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3974 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3976 selection_box = {type="regular"}, -- See "Node boxes" --[[
3977 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3978 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3979 legacy_wallmounted = false, -- Support maps made in and before January 2012
3980 waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
3981 ^ 1 - wave node like plants (top of node moves, bottom is fixed)
3982 ^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
3983 ^ caveats: not all models will properly wave
3984 ^ plantlike drawtype nodes can only wave like plants
3985 ^ allfaces_optional drawtype nodes can only wave like leaves --]]
3987 footstep = <SimpleSoundSpec>,
3988 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3989 dug = <SimpleSoundSpec>,
3990 place = <SimpleSoundSpec>,
3991 place_failed = <SimpleSoundSpec>,
3993 drop = "", -- Name of dropped node when dug. Default is the node itself.
3996 max_items = 1, -- Maximum number of items to drop.
3997 items = { -- Choose max_items randomly from this list.
3999 items = {"foo:bar", "baz:frob"}, -- Items to drop.
4000 rarity = 1, -- Probability of dropping is 1 / rarity.
4005 on_construct = func(pos), --[[
4006 ^ Node constructor; called after adding node
4007 ^ Can set up metadata and stuff like that
4008 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4010 on_destruct = func(pos), --[[
4011 ^ Node destructor; called before removing node
4012 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4014 after_destruct = func(pos, oldnode), --[[
4015 ^ Node destructor; called after removing node
4016 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
4018 on_flood = func(pos, oldnode, newnode), --[[
4019 ^ Called when a liquid (newnode) is about to flood oldnode, if
4020 ^ it has `floodable = true` in the nodedef. Not called for bulk
4021 ^ node placement (i.e. schematics and VoxelManip) or air nodes. If
4022 ^ return true the node is not flooded, but on_flood callback will
4023 ^ most likely be called over and over again every liquid update
4024 ^ interval. Default: nil.
4025 ^ Warning: making a liquid node 'floodable' does not work and may cause problems. ]]
4027 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
4028 ^ Called after constructing node when node was placed using
4029 minetest.item_place_node / minetest.place_node
4030 ^ If return true no item is taken from itemstack
4032 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
4033 ^ oldmetadata is in table format
4034 ^ Called after destructing node when node was dug using
4035 minetest.node_dig / minetest.dig_node
4037 can_dig = function(pos, [player]) --[[
4038 ^ returns true if node can be dug, or false if not
4041 on_punch = func(pos, node, puncher, pointed_thing), --[[
4042 ^ default: minetest.node_punch
4043 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
4044 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
4046 ^ if defined, itemstack will hold clicker's wielded item
4047 ^ Shall return the leftover itemstack
4048 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
4050 on_dig = func(pos, node, digger), --[[
4051 ^ default: minetest.node_dig
4052 ^ By default: checks privileges, wears out tool and removes node ]]
4054 on_timer = function(pos,elapsed), --[[
4056 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
4057 ^ elapsed is the total time passed since the timer was started
4058 ^ return true to run the timer for another cycle with the same timeout value ]]
4060 on_receive_fields = func(pos, formname, fields, sender), --[[
4061 ^ fields = {name1 = value1, name2 = value2, ...}
4062 ^ Called when an UI form (e.g. sign text input) returns data
4065 allow_metadata_inventory_move = func(pos, from_list, from_index,
4066 to_list, to_index, count, player), --[[
4067 ^ Called when a player wants to move items inside the inventory
4068 ^ Return value: number of items allowed to move ]]
4070 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
4071 ^ Called when a player wants to put something into the inventory
4072 ^ Return value: number of items allowed to put
4073 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4075 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4076 ^ Called when a player wants to take something out of the inventory
4077 ^ Return value: number of items allowed to take
4078 ^ Return value: -1: Allow and don't modify item count in inventory ]]
4080 on_metadata_inventory_move = func(pos, from_list, from_index,
4081 to_list, to_index, count, player),
4082 on_metadata_inventory_put = func(pos, listname, index, stack, player),
4083 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
4084 ^ Called after the actual action has happened, according to what was allowed.
4085 ^ No return value ]]
4087 on_blast = func(pos, intensity), --[[
4088 ^ intensity: 1.0 = mid range of regular TNT
4089 ^ If defined, called when an explosion touches the node, instead of
4090 removing the node ]]
4093 ### Recipe for `register_craft` (shaped)
4096 output = 'default:pick_stone',
4098 {'default:cobble', 'default:cobble', 'default:cobble'},
4099 {'', 'default:stick', ''},
4100 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
4102 replacements = --[[<optional list of item pairs,
4103 replace one input item with another item on crafting>]]
4106 ### Recipe for `register_craft` (shapeless)
4110 output = 'mushrooms:mushroom_stew',
4113 "mushrooms:mushroom_brown",
4114 "mushrooms:mushroom_red",
4116 replacements = --[[<optional list of item pairs,
4117 replace one input item with another item on crafting>]]
4120 ### Recipe for `register_craft` (tool repair)
4123 type = "toolrepair",
4124 additional_wear = -0.02,
4127 ### Recipe for `register_craft` (cooking)
4131 output = "default:glass",
4132 recipe = "default:sand",
4136 ### Recipe for `register_craft` (furnace fuel)
4140 recipe = "default:leaves",
4144 ### Ore definition (`register_ore`)
4147 ore_type = "scatter", -- See "Ore types"
4148 ore = "default:stone_with_coal",
4149 wherein = "default:stone",
4150 -- ^ a list of nodenames is supported too
4151 clust_scarcity = 8*8*8,
4152 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
4153 -- ^ This value should be *MUCH* higher than your intuition might tell you!
4155 -- ^ Number of ores in a cluster
4157 -- ^ Size of the bounding box of the cluster
4158 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
4162 -- ^ Attributes for this ore generation
4163 noise_threshold = 0.5,
4164 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
4165 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
4166 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
4167 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
4168 random_factor = 1.0,
4169 -- ^ Multiplier of the randomness contribution to the noise value at any
4170 -- given point to decide if ore should be placed. Set to 0 for solid veins.
4171 -- ^ This parameter is only valid for ore_type == "vein".
4172 biomes = {"desert", "rainforest"}
4173 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4174 -- ^ and ignored if the Mapgen being used does not support biomes.
4175 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4178 ### Biome definition (`register_biome`)
4181 The Biome API is still in an experimental phase and subject to change.
4185 node_dust = "default:snow",
4186 -- ^ Node dropped onto upper surface after all else is generated.
4187 node_top = "default:dirt_with_snow",
4189 -- ^ Node forming surface layer of biome and thickness of this layer.
4190 node_filler = "default:permafrost",
4192 -- ^ Node forming lower layer of biome and thickness of this layer.
4193 node_stone = "default:bluestone",
4194 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
4195 node_water_top = "default:ice",
4196 depth_water_top = 10,
4197 -- ^ Node forming a surface layer in seawater with the defined thickness.
4199 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
4200 node_river_water = "default:ice",
4201 -- ^ Node that replaces river water in mapgens that use default:river_water.
4202 node_riverbed = "default:gravel",
4204 -- ^ Node placed under river water and thickness of this layer.
4207 -- ^ Lower and upper limits for biome.
4208 -- ^ Because biome is not recalculated for every node in a node column
4209 -- ^ some biome materials can exceed their limits, especially stone.
4210 -- ^ For each node column in a mapchunk, biome is only recalculated at column
4211 -- ^ top and at each of these surfaces:
4212 -- ^ Ground below air, water below air, ground below water.
4213 -- ^ The selected biome then stays in effect for all nodes below until
4214 -- ^ column base or the next biome recalculation.
4216 humidity_point = 50,
4217 -- ^ Characteristic average temperature and humidity for the biome.
4218 -- ^ These values create 'biome points' on a voronoi diagram that has heat
4219 -- ^ and humidity as axes. The resulting voronoi cells determine which
4220 -- ^ heat/humidity points belong to which biome, and therefore determine
4221 -- ^ the area and location of each biome in the world.
4222 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
4223 -- ^ diagram to result in roughly equal size biomes.
4224 -- ^ Heat and humidity have average values of 50, vary mostly between
4225 -- ^ 0 and 100 but also often exceed these values.
4226 -- ^ Heat is not in degrees celcius, both values are abstract.
4229 ### Decoration definition (`register_decoration`)
4232 deco_type = "simple", -- See "Decoration types"
4233 place_on = "default:dirt_with_grass",
4234 -- ^ Node (or list of nodes) that the decoration can be placed on
4236 -- ^ Size of divisions made in the chunk being generated.
4237 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
4239 -- ^ Ratio of the area to be uniformly filled by the decoration.
4240 -- ^ Used only if noise_params is not specified.
4241 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
4242 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
4243 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
4244 biomes = {"Oceanside", "Hills", "Plains"},
4245 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
4246 -- ^ and ignored if the Mapgen being used does not support biomes.
4247 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
4250 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
4251 -- ^ This parameter refers to the `y` position of the decoration base, so
4252 -- the actual maximum height would be `height_max + size.Y`.
4253 spawn_by = "default:water",
4254 -- ^ Node (or list of nodes) that the decoration only spawns next to.
4255 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
4256 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
4258 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
4259 -- ^ If absent or -1, decorations occur next to any nodes.
4260 flags = "liquid_surface, force_placement",
4261 -- ^ Flags for all decoration types.
4262 -- ^ "liquid_surface": Instead of placement on the highest solid surface
4263 -- ^ in a mapchunk column, placement is on the highest liquid surface.
4264 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
4265 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
4267 ----- Simple-type parameters
4268 decoration = "default:grass",
4269 -- ^ The node name used as the decoration.
4270 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
4272 -- ^ Number of nodes high the decoration is made.
4273 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
4275 -- ^ Number of nodes the decoration can be at maximum.
4276 -- ^ If absent, the parameter 'height' is used as a constant.
4278 -- ^ Param2 value of placed decoration node.
4280 ----- Schematic-type parameters
4281 schematic = "foobar.mts",
4282 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
4283 -- ^ specified Minetest schematic file.
4284 -- ^ - OR -, could be the ID of a previously registered schematic
4285 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
4286 -- ^ and an optional table yslice_prob:
4288 size = {x=4, y=6, z=4},
4290 {name="default:cobble", param1=255, param2=0},
4291 {name="default:dirt_with_grass", param1=255, param2=0},
4292 {name="ignore", param1=255, param2=0},
4293 {name="air", param1=255, param2=0},
4302 -- ^ See 'Schematic specifier' for details.
4303 replacements = {["oldname"] = "convert_to", ...},
4304 flags = "place_center_x, place_center_y, place_center_z",
4305 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4306 rotation = "90" -- rotate schematic 90 degrees on placement
4307 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4310 ### Chat command definition (`register_chatcommand`)
4313 params = "<name> <privilege>", -- Short parameter description
4314 description = "Remove privilege from player", -- Full description
4315 privs = {privs=true}, -- Require the "privs" privilege to run
4316 func = function(name, param), -- Called when command is run.
4317 -- Returns boolean success and text output.
4320 ### Detached inventory callbacks
4323 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4324 -- ^ Called when a player wants to move items inside the inventory
4325 -- ^ Return value: number of items allowed to move
4327 allow_put = func(inv, listname, index, stack, player),
4328 -- ^ Called when a player wants to put something into the inventory
4329 -- ^ Return value: number of items allowed to put
4330 -- ^ Return value: -1: Allow and don't modify item count in inventory
4332 allow_take = func(inv, listname, index, stack, player),
4333 -- ^ Called when a player wants to take something out of the inventory
4334 -- ^ Return value: number of items allowed to take
4335 -- ^ Return value: -1: Allow and don't modify item count in inventory
4337 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4338 on_put = func(inv, listname, index, stack, player),
4339 on_take = func(inv, listname, index, stack, player),
4340 -- ^ Called after the actual action has happened, according to what was allowed.
4341 -- ^ No return value
4344 ### HUD Definition (`hud_add`, `hud_get`)
4347 hud_elem_type = "image", -- see HUD element types
4348 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4349 position = {x=0.5, y=0.5},
4350 -- ^ Left corner position of element
4356 -- ^ Selected item in inventory. 0 for no item selected.
4358 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4359 alignment = {x=0, y=0},
4360 -- ^ See "HUD Element Types"
4361 offset = {x=0, y=0},
4362 -- ^ See "HUD Element Types"
4363 size = { x=100, y=100 },
4364 -- ^ Size of element in pixels
4367 ### Particle definition (`add_particle`)
4370 pos = {x=0, y=0, z=0},
4371 velocity = {x=0, y=0, z=0},
4372 acceleration = {x=0, y=0, z=0},
4373 -- ^ Spawn particle at pos with velocity and acceleration
4375 -- ^ Disappears after expirationtime seconds
4377 collisiondetection = false,
4378 -- ^ collisiondetection: if true collides with physical objects
4379 collision_removal = false,
4380 -- ^ collision_removal: if true then particle is removed when it collides,
4381 -- ^ requires collisiondetection = true to have any effect
4383 -- ^ vertical: if true faces player using y axis only
4384 texture = "image.png",
4385 -- ^ Uses texture (string)
4386 playername = "singleplayer",
4387 -- ^ optional, if specified spawns particle only on the player's client
4388 animation = {Tile Animation definition},
4389 -- ^ optional, specifies how to animate the particle texture
4391 -- ^ optional, specify particle self-luminescence in darkness
4395 ### `ParticleSpawner` definition (`add_particlespawner`)
4400 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4401 minpos = {x=0, y=0, z=0},
4402 maxpos = {x=0, y=0, z=0},
4403 minvel = {x=0, y=0, z=0},
4404 maxvel = {x=0, y=0, z=0},
4405 minacc = {x=0, y=0, z=0},
4406 maxacc = {x=0, y=0, z=0},
4411 -- ^ The particle's properties are random values in between the bounds:
4412 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4413 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4414 collisiondetection = false,
4415 -- ^ collisiondetection: if true uses collision detection
4416 collision_removal = false,
4417 -- ^ collision_removal: if true then particle is removed when it collides,
4418 -- ^ requires collisiondetection = true to have any effect
4419 attached = ObjectRef,
4420 -- ^ attached: if defined, particle positions, velocities and accelerations
4421 -- ^ are relative to this object's position and yaw.
4423 -- ^ vertical: if true faces player using y axis only
4424 texture = "image.png",
4425 -- ^ Uses texture (string)
4426 playername = "singleplayer"
4427 -- ^ Playername is optional, if specified spawns particle only on the player's client
4430 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4433 url = "http://example.org",
4435 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4436 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4437 -- ^ Optional, if specified a POST request with post_data is performed.
4438 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4439 -- ^ as x-www-form-urlencoded key-value pairs.
4440 -- ^ If post_data ist not specified, a GET request is performed instead.
4441 user_agent = "ExampleUserAgent",
4442 -- ^ Optional, if specified replaces the default minetest user agent with given string
4443 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4444 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4445 -- ^ that the header strings follow HTTP specification ("Key: Value").
4447 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4450 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4454 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4456 -- ^ If true, the request was succesful
4458 -- ^ If true, the request timed out
4460 -- ^ HTTP status code