1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `disallowed_mapgens = <comma-separated mapgens>`
68 e.g. `disallowed_mapgens = v5,v6,flat`
69 These mapgens are removed from the list of mapgens for the game.
71 Used to set default settings when running this game.
73 In the same format as the one in builtin.
74 This settingtypes.txt will be parsed by the menu and the settings will be
75 displayed in the "Games" category in the advanced settings tab.
76 * If the game contains a folder called `textures` the server will load it as a
77 texturepack, overriding mod textures.
78 Any server texturepack will override mod textures and the game texturepack.
83 Games can provide custom main menu images. They are put inside a `menu`
84 directory inside the game directory.
86 The images are named `$identifier.png`, where `$identifier` is one of
87 `overlay`, `background`, `footer`, `header`.
88 If you want to specify multiple images for one identifier, add additional
89 images named like `$identifier.$n.png`, with an ascending number $n starting
90 with 1, and a random image will be chosen from the provided ones.
101 Paths are relative to the directories listed in the [Paths] section above.
103 * `games/<gameid>/mods/`
105 * `worlds/<worldname>/worldmods/`
110 It is possible to include a game in a world; in this case, no mods or
111 games are loaded or checked from anywhere else.
113 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
116 Mods should then be placed in `<worldname>/game/mods/`.
121 Mods can be put in a subdirectory, if the parent directory, which otherwise
122 should be a mod, contains a file named `modpack.conf`.
123 The file is a key-value store of modpack details.
125 * `name`: The modpack name.
126 * `description`: Description of mod to be shown in the Mods tab of the main
129 Note: to support 0.4.x, please also create an empty modpack.txt file.
131 Mod directory structure
132 -----------------------
138 │ ├── settingtypes.txt
142 │ │ ├── modname_stuff.png
143 │ │ └── modname_something_else.png
152 The location of this directory can be fetched by using
153 `minetest.get_modpath(modname)`.
157 A key-value store of mod details.
159 * `name`: The mod name. Allows Minetest to determine the mod name even if the
160 folder is wrongly named.
161 * `description`: Description of mod to be shown in the Mods tab of the main
163 * `depends`: A comma separated list of dependencies. These are mods that must be
164 loaded before this mod.
165 * `optional_depends`: A comma separated list of optional dependencies.
166 Like a dependency, but no error if the mod doesn't exist.
168 Note: to support 0.4.x, please also provide depends.txt.
172 A screenshot shown in the mod manager within the main menu. It should
173 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
177 **Deprecated:** you should use mod.conf instead.
179 This file is used if there are no dependencies in mod.conf.
181 List of mods that have to be loaded before loading this mod.
183 A single line contains a single modname.
185 Optional dependencies can be defined by appending a question mark
186 to a single modname. This means that if the specified mod
187 is missing, it does not prevent this mod from being loaded.
189 ### `description.txt`
191 **Deprecated:** you should use mod.conf instead.
193 This file is used if there is no description in mod.conf.
195 A file containing a description to be shown in the Mods tab of the main menu.
197 ### `settingtypes.txt`
199 A file in the same format as the one in builtin. It will be parsed by the
200 settings menu and the settings will be displayed in the "Mods" category.
204 The main Lua script. Running this script should register everything it
205 wants to register. Subsequent execution depends on minetest calling the
206 registered callbacks.
208 `minetest.settings` can be used to read custom or existing settings at load
209 time, if necessary. (See [`Settings`])
213 Models for entities or meshnodes.
215 ### `textures`, `sounds`, `media`
217 Media files (textures, sounds, whatever) that will be transferred to the
218 client and will be available for use by the mod.
222 Translation files for the clients. (See [Translations])
227 Registered names should generally be in this format:
231 `<whatever>` can have these characters:
235 This is to prevent conflicting names from corrupting maps and is
236 enforced by the mod loader.
238 Registered names can be overridden by prefixing the name with `:`. This can
239 be used for overriding the registrations of some other mod.
241 The `:` prefix can also be used for maintaining backwards compatibility.
245 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
246 So the name should be `experimental:tnt`.
248 Any mod can redefine `experimental:tnt` by using the name
252 when registering it. That mod is required to have `experimental` as a
261 Aliases of itemnames can be added by using
262 `minetest.register_alias(alias, original_name)` or
263 `minetest.register_alias_force(alias, original_name)`.
265 This adds an alias `alias` for the item called `original_name`.
266 From now on, you can use `alias` to refer to the item `original_name`.
268 The only difference between `minetest.register_alias` and
269 `minetest.register_alias_force` is that if an item named `alias` already exists,
270 `minetest.register_alias` will do nothing while
271 `minetest.register_alias_force` will unregister it.
273 This can be used for maintaining backwards compatibility.
275 This can also set quick access names for things, e.g. if
276 you have an item called `epiclylongmodname:stuff`, you could do
278 minetest.register_alias("stuff", "epiclylongmodname:stuff")
280 and be able to use `/giveme stuff`.
285 In a game, a certain number of these must be set to tell core mapgens which
286 of the game's nodes are to be used for core mapgen generation. For example:
288 minetest.register_alias("mapgen_stone", "default:stone")
290 ### Aliases for non-V6 mapgens
292 #### Essential aliases
295 * mapgen_water_source
296 * mapgen_river_water_source
298 `mapgen_river_water_source` is required for mapgens with sloping rivers where
299 it is necessary to have a river liquid node with a short `liquid_range` and
300 `liquid_renewable = false` to avoid flooding.
302 #### Optional aliases
306 Fallback lava node used if cave liquids are not defined in biome definitions.
307 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
311 Fallback node used if dungeon nodes are not defined in biome definitions.
312 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
314 ### Aliases needed for Mapgen V6
317 * mapgen_water_source
320 * mapgen_dirt_with_grass
323 * mapgen_desert_stone
325 * mapgen_dirt_with_snow
334 * mapgen_jungleleaves
337 * mapgen_pine_needles
340 * mapgen_stair_cobble
342 * mapgen_stair_desert_stone
344 ### Setting the node used in Mapgen Singlenode
346 By default the world is filled with air nodes. To set a different node use, for
349 minetest.register_alias("mapgen_singlenode", "default:stone")
357 Mods should generally prefix their textures with `modname_`, e.g. given
358 the mod name `foomod`, a texture could be called:
362 Textures are referred to by their complete name, or alternatively by
363 stripping out the file extension:
365 * e.g. `foomod_foothing.png`
366 * e.g. `foomod_foothing`
371 There are various texture modifiers that can be used
372 to generate textures on-the-fly.
374 ### Texture overlaying
376 Textures can be overlaid by putting a `^` between them.
380 default_dirt.png^default_grass_side.png
382 `default_grass_side.png` is overlaid over `default_dirt.png`.
383 The texture with the lower resolution will be automatically upscaled to
384 the higher resolution texture.
388 Textures can be grouped together by enclosing them in `(` and `)`.
390 Example: `cobble.png^(thing1.png^thing2.png)`
392 A texture for `thing1.png^thing2.png` is created and the resulting
393 texture is overlaid on top of `cobble.png`.
397 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
398 passing complex texture names as arguments. Escaping is done with backslash and
399 is required for `^` and `:`.
401 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
403 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
404 on top of `cobble.png`.
406 ### Advanced texture modifiers
412 * `[crack:<t>:<n>:<p>`
413 * `[cracko:<t>:<n>:<p>`
417 * `<t>`: tile count (in each direction)
418 * `<n>`: animation frame count
419 * `<p>`: current animation frame
421 Draw a step of the crack animation on the texture.
422 `crack` draws it normally, while `cracko` lays it over, keeping transparent
427 default_cobble.png^[crack:10:1
429 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
435 * `<file>`: texture to combine
437 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
438 specified coordinates.
442 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
444 #### `[resize:<w>x<h>`
446 Resizes the texture to the given dimensions.
450 default_sandstone.png^[resize:16x16
454 Makes the base image transparent according to the given ratio.
456 `r` must be between 0 (transparent) and 255 (opaque).
460 default_sandstone.png^[opacity:127
462 #### `[invert:<mode>`
464 Inverts the given channels of the base image.
465 Mode may contain the characters "r", "g", "b", "a".
466 Only the channels that are mentioned in the mode string will be inverted.
470 default_apple.png^[invert:rgb
474 Brightens the texture.
478 tnt_tnt_side.png^[brighten
482 Makes the texture completely opaque.
486 default_leaves.png^[noalpha
488 #### `[makealpha:<r>,<g>,<b>`
490 Convert one color to transparency.
494 default_cobble.png^[makealpha:128,128,128
498 * `<t>`: transformation(s) to apply
500 Rotates and/or flips the image.
502 `<t>` can be a number (between 0 and 7) or a transform name.
503 Rotations are counter-clockwise.
506 1 R90 rotate by 90 degrees
507 2 R180 rotate by 180 degrees
508 3 R270 rotate by 270 degrees
510 5 FXR90 flip X then rotate by 90 degrees
512 7 FYR90 flip Y then rotate by 90 degrees
516 default_stone.png^[transformFXR90
518 #### `[inventorycube{<top>{<left>{<right>`
520 Escaping does not apply here and `^` is replaced by `&` in texture names
523 Create an inventory cube texture using the side textures.
527 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
529 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
530 `dirt.png^grass_side.png` textures
532 #### `[lowpart:<percent>:<file>`
534 Blit the lower `<percent>`% part of `<file>` on the texture.
538 base.png^[lowpart:25:overlay.png
540 #### `[verticalframe:<t>:<n>`
542 * `<t>`: animation frame count
543 * `<n>`: current animation frame
545 Crops the texture to a frame of a vertical animation.
549 default_torch_animated.png^[verticalframe:16:8
553 Apply a mask to the base image.
555 The mask is applied using binary AND.
557 #### `[sheet:<w>x<h>:<x>,<y>`
559 Retrieves a tile at position x,y from the base image
560 which it assumes to be a tilesheet with dimensions w,h.
562 #### `[colorize:<color>:<ratio>`
564 Colorize the textures with the given color.
565 `<color>` is specified as a `ColorString`.
566 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
567 it is an int, then it specifies how far to interpolate between the
568 colors where 0 is only the texture color and 255 is only `<color>`. If
569 omitted, the alpha of `<color>` will be used as the ratio. If it is
570 the word "`alpha`", then each texture pixel will contain the RGB of
571 `<color>` and the alpha of `<color>` multiplied by the alpha of the
574 #### `[multiply:<color>`
576 Multiplies texture colors with the given color.
577 `<color>` is specified as a `ColorString`.
578 Result is more like what you'd expect if you put a color on top of another
579 color, meaning white surfaces get a lot of your new color while black parts
580 don't change very much.
585 The goal of hardware coloring is to simplify the creation of
586 colorful nodes. If your textures use the same pattern, and they only
587 differ in their color (like colored wool blocks), you can use hardware
588 coloring instead of creating and managing many texture files.
589 All of these methods use color multiplication (so a white-black texture
590 with red coloring will result in red-black color).
594 This method is useful if you wish to create nodes/items with
595 the same texture, in different colors, each in a new node/item definition.
599 When you register an item or node, set its `color` field (which accepts a
600 `ColorSpec`) to the desired color.
602 An `ItemStack`'s static color can be overwritten by the `color` metadata
603 field. If you set that field to a `ColorString`, that color will be used.
607 Each tile may have an individual static color, which overwrites every
608 other coloring method. To disable the coloring of a face,
609 set its color to white (because multiplying with white does nothing).
610 You can set the `color` property of the tiles in the node's definition
611 if the tile is in table format.
615 For nodes and items which can have many colors, a palette is more
616 suitable. A palette is a texture, which can contain up to 256 pixels.
617 Each pixel is one possible color for the node/item.
618 You can register one node/item, which can have up to 256 colors.
620 #### Palette indexing
622 When using palettes, you always provide a pixel index for the given
623 node or `ItemStack`. The palette is read from left to right and from
624 top to bottom. If the palette has less than 256 pixels, then it is
625 stretched to contain exactly 256 pixels (after arranging the pixels
626 to one line). The indexing starts from 0.
630 * 16x16 palette, index = 0: the top left corner
631 * 16x16 palette, index = 4: the fifth pixel in the first row
632 * 16x16 palette, index = 16: the pixel below the top left corner
633 * 16x16 palette, index = 255: the bottom right corner
634 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
635 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
636 to ensure the total 256 pixels.
637 * 2x4 palette, index = 32: the top right corner
638 * 2x4 palette, index = 63: the top right corner
639 * 2x4 palette, index = 64: the pixel below the top left corner
641 #### Using palettes with items
643 When registering an item, set the item definition's `palette` field to
644 a texture. You can also use texture modifiers.
646 The `ItemStack`'s color depends on the `palette_index` field of the
647 stack's metadata. `palette_index` is an integer, which specifies the
648 index of the pixel to use.
650 #### Linking palettes with nodes
652 When registering a node, set the item definition's `palette` field to
653 a texture. You can also use texture modifiers.
654 The node's color depends on its `param2`, so you also must set an
655 appropriate `paramtype2`:
657 * `paramtype2 = "color"` for nodes which use their full `param2` for
658 palette indexing. These nodes can have 256 different colors.
659 The palette should contain 256 pixels.
660 * `paramtype2 = "colorwallmounted"` for nodes which use the first
661 five bits (most significant) of `param2` for palette indexing.
662 The remaining three bits are describing rotation, as in `wallmounted`
663 paramtype2. Division by 8 yields the palette index (without stretching the
664 palette). These nodes can have 32 different colors, and the palette
665 should contain 32 pixels.
667 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
668 pixel will be picked from the palette.
669 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
670 pixel will be picked from the palette.
671 * `paramtype2 = "colorfacedir"` for nodes which use the first
672 three bits of `param2` for palette indexing. The remaining
673 five bits are describing rotation, as in `facedir` paramtype2.
674 Division by 32 yields the palette index (without stretching the
675 palette). These nodes can have 8 different colors, and the
676 palette should contain 8 pixels.
678 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
679 first (= 0 + 1) pixel will be picked from the palette.
680 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
681 second (= 1 + 1) pixel will be picked from the palette.
683 To colorize a node on the map, set its `param2` value (according
684 to the node's paramtype2).
686 ### Conversion between nodes in the inventory and on the map
688 Static coloring is the same for both cases, there is no need
691 If the `ItemStack`'s metadata contains the `color` field, it will be
692 lost on placement, because nodes on the map can only use palettes.
694 If the `ItemStack`'s metadata contains the `palette_index` field, it is
695 automatically transferred between node and item forms by the engine,
696 when a player digs or places a colored node.
697 You can disable this feature by setting the `drop` field of the node
698 to itself (without metadata).
699 To transfer the color to a special drop, you need a drop table.
703 minetest.register_node("mod:stone", {
704 description = "Stone",
705 tiles = {"default_stone.png"},
706 paramtype2 = "color",
707 palette = "palette.png",
710 -- assume that mod:cobblestone also has the same palette
711 {items = {"mod:cobblestone"}, inherit_color = true },
716 ### Colored items in craft recipes
718 Craft recipes only support item strings, but fortunately item strings
719 can also contain metadata. Example craft recipe registration:
721 minetest.register_craft({
722 output = minetest.itemstring_with_palette("wool:block", 3),
730 To set the `color` field, you can use `minetest.itemstring_with_color`.
732 Metadata field filtering in the `recipe` field are not supported yet,
733 so the craft output is independent of the color of the ingredients.
738 Sometimes hardware coloring is not enough, because it affects the
739 whole tile. Soft texture overlays were added to Minetest to allow
740 the dynamic coloring of only specific parts of the node's texture.
741 For example a grass block may have colored grass, while keeping the
744 These overlays are 'soft', because unlike texture modifiers, the layers
745 are not merged in the memory, but they are simply drawn on top of each
746 other. This allows different hardware coloring, but also means that
747 tiles with overlays are drawn slower. Using too much overlays might
750 For inventory and wield images you can specify overlays which
751 hardware coloring does not modify. You have to set `inventory_overlay`
752 and `wield_overlay` fields to an image name.
754 To define a node overlay, simply set the `overlay_tiles` field of the node
755 definition. These tiles are defined in the same way as plain tiles:
756 they can have a texture name, color etc.
757 To skip one face, set that overlay tile to an empty string.
759 Example (colored grass block):
761 minetest.register_node("default:dirt_with_grass", {
762 description = "Dirt with Grass",
763 -- Regular tiles, as usual
764 -- The dirt tile disables palette coloring
765 tiles = {{name = "default_grass.png"},
766 {name = "default_dirt.png", color = "white"}},
767 -- Overlay tiles: define them in the same style
768 -- The top and bottom tile does not have overlay
769 overlay_tiles = {"", "",
770 {name = "default_grass_side.png", tileable_vertical = false}},
771 -- Global color, used in inventory
773 -- Palette in the world
774 paramtype2 = "color",
775 palette = "default_foilage.png",
784 Only Ogg Vorbis files are supported.
786 For positional playing of sounds, only single-channel (mono) files are
787 supported. Otherwise OpenAL will play them non-positionally.
789 Mods should generally prefix their sounds with `modname_`, e.g. given
790 the mod name "`foomod`", a sound could be called:
794 Sounds are referred to by their name with a dot, a single digit and the
795 file extension stripped out. When a sound is played, the actual sound file
796 is chosen randomly from the matching sounds.
798 When playing the sound `foomod_foosound`, the sound is chosen randomly
799 from the available ones of the following files:
801 * `foomod_foosound.ogg`
802 * `foomod_foosound.0.ogg`
803 * `foomod_foosound.1.ogg`
805 * `foomod_foosound.9.ogg`
807 Examples of sound parameter tables:
809 -- Play locationless on all clients
811 gain = 1.0, -- default
812 fade = 0.0, -- default, change to a value > 0 to fade the sound in
813 pitch = 1.0, -- default
815 -- Play locationless to one player
818 gain = 1.0, -- default
819 fade = 0.0, -- default, change to a value > 0 to fade the sound in
820 pitch = 1.0, -- default
822 -- Play locationless to one player, looped
825 gain = 1.0, -- default
828 -- Play in a location
830 pos = {x = 1, y = 2, z = 3},
831 gain = 1.0, -- default
832 max_hear_distance = 32, -- default, uses an euclidean metric
834 -- Play connected to an object, looped
836 object = <an ObjectRef>,
837 gain = 1.0, -- default
838 max_hear_distance = 32, -- default, uses an euclidean metric
842 Looped sounds must either be connected to an object or played locationless to
843 one player using `to_player = name,`.
845 A positional sound will only be heard by players that are within
846 `max_hear_distance` of the sound position, at the start of the sound.
852 * e.g. `"default_place_node"`
854 * e.g. `{name = "default_place_node"}`
855 * e.g. `{name = "default_place_node", gain = 1.0}`
856 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
861 Registered definitions
862 ======================
864 Anything added using certain [Registration functions] gets added to one or more
865 of the global [Registered definition tables].
867 Note that in some cases you will stumble upon things that are not contained
868 in these tables (e.g. when a mod has been removed). Always check for
869 existence before trying to access the fields.
873 All nodes register with `minetest.register_node` get added to the table
874 `minetest.registered_nodes`.
876 If you want to check the drawtype of a node, you could do:
878 local function get_nodedef_field(nodename, fieldname)
879 if not minetest.registered_nodes[nodename] then
882 return minetest.registered_nodes[nodename][fieldname]
884 local drawtype = get_nodedef_field(nodename, "drawtype")
892 Nodes are the bulk data of the world: cubes and other things that take the
893 space of a cube. Huge amounts of them are handled efficiently, but they
896 The definition of a node is stored and can be accessed by using
898 minetest.registered_nodes[node.name]
900 See [Registered definitions].
902 Nodes are passed by value between Lua and the engine.
903 They are represented by a table:
905 {name="name", param1=num, param2=num}
907 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
908 them for certain automated functions. If you don't use these functions, you can
909 use them to store arbitrary values.
914 The functions of `param1` and `param2` are determined by certain fields in the
917 `param1` is reserved for the engine when `paramtype != "none"`:
919 * `paramtype = "light"`
920 * The value stores light with and without sun in its upper and lower 4 bits
922 * Required by a light source node to enable spreading its light.
923 * Required by the following drawtypes as they determine their visual
924 brightness from their internal light value:
935 `param2` is reserved for the engine when any of these are used:
937 * `liquidtype = "flowing"`
938 * The level and some flags of the liquid is stored in `param2`
939 * `drawtype = "flowingliquid"`
940 * The drawn liquid level is read from `param2`
941 * `drawtype = "torchlike"`
942 * `drawtype = "signlike"`
943 * `paramtype2 = "wallmounted"`
944 * The rotation of the node is stored in `param2`. You can make this value
945 by using `minetest.dir_to_wallmounted()`.
946 * `paramtype2 = "facedir"`
947 * The rotation of the node is stored in `param2`. Furnaces and chests are
948 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
949 * Values range 0 - 23
950 * facedir / 4 = axis direction:
951 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
952 * facedir modulo 4 = rotation around that axis
953 * `paramtype2 = "leveled"`
954 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
956 * The level of the top face of the nodebox is stored in `param2`.
957 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
959 * The nodebox height is (`param2` / 64) nodes.
960 * The maximum accepted value of `param2` is 127.
962 * The height of the 'plantlike' section is stored in `param2`.
963 * The height is (`param2` / 16) nodes.
964 * `paramtype2 = "degrotate"`
965 * Only valid for "plantlike". The rotation of the node is stored in
967 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
968 get the actual rotation in degrees of the node.
969 * `paramtype2 = "meshoptions"`
970 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
971 can be used to change how the client draws plantlike nodes.
972 * Bits 0, 1 and 2 form a mesh selector.
973 Currently the following meshes are choosable:
974 * 0 = a "x" shaped plant (ordinary plant)
975 * 1 = a "+" shaped plant (just rotated 45 degrees)
976 * 2 = a "*" shaped plant with 3 faces instead of 2
977 * 3 = a "#" shaped plant with 4 faces instead of 2
978 * 4 = a "#" shaped plant with 4 faces that lean outwards
979 * 5-7 are unused and reserved for future meshes.
980 * Bits 3 through 7 are optional flags that can be combined and give these
982 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
983 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
984 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
985 * bits 6-7 are reserved for future use.
986 * `paramtype2 = "color"`
987 * `param2` tells which color is picked from the palette.
988 The palette should have 256 pixels.
989 * `paramtype2 = "colorfacedir"`
990 * Same as `facedir`, but with colors.
991 * The first three bits of `param2` tells which color is picked from the
992 palette. The palette should have 8 pixels.
993 * `paramtype2 = "colorwallmounted"`
994 * Same as `wallmounted`, but with colors.
995 * The first five bits of `param2` tells which color is picked from the
996 palette. The palette should have 32 pixels.
997 * `paramtype2 = "glasslikeliquidlevel"`
998 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1000 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1002 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1004 Nodes can also contain extra data. See [Node Metadata].
1009 There are a bunch of different looking node types.
1011 Look for examples in `games/minimal` or `games/minetest_game`.
1014 * A node-sized cube.
1016 * Invisible, uses no texture.
1018 * The cubic source node for a liquid.
1020 * The flowing version of a liquid, appears with various heights and slopes.
1022 * Often used for partially-transparent nodes.
1023 * Only external sides of textures are visible.
1024 * `glasslike_framed`
1025 * All face-connected nodes are drawn as one volume within a surrounding
1027 * The frame appearance is generated from the edges of the first texture
1028 specified in `tiles`. The width of the edges used are 1/16th of texture
1029 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1030 * The glass 'shine' (or other desired detail) on each node face is supplied
1031 by the second texture specified in `tiles`.
1032 * `glasslike_framed_optional`
1033 * This switches between the above 2 drawtypes according to the menu setting
1036 * Often used for partially-transparent nodes.
1037 * External and internal sides of textures are visible.
1038 * `allfaces_optional`
1039 * Often used for leaves nodes.
1040 * This switches between `normal`, `glasslike` and `allfaces` according to
1041 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1042 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1043 is used instead, if present. This allows a visually thicker texture to be
1044 used to compensate for how `glasslike` reduces visual thickness.
1046 * A single vertical texture.
1047 * If placed on top of a node, uses the first texture specified in `tiles`.
1048 * If placed against the underside of a node, uses the second texture
1049 specified in `tiles`.
1050 * If placed on the side of a node, uses the third texture specified in
1051 `tiles` and is perpendicular to that node.
1053 * A single texture parallel to, and mounted against, the top, underside or
1056 * Two vertical and diagonal textures at right-angles to each other.
1057 * See `paramtype2 = "meshoptions"` above for other options.
1059 * When above a flat surface, appears as 6 textures, the central 2 as
1060 `plantlike` plus 4 more surrounding those.
1061 * If not above a surface the central 2 do not appear, but the texture
1062 appears against the faces of surrounding nodes if they are present.
1064 * A 3D model suitable for a wooden fence.
1065 * One placed node appears as a single vertical post.
1066 * Adjacently-placed nodes cause horizontal bars to appear between them.
1068 * Often used for tracks for mining carts.
1069 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1070 curved, t-junction, crossing.
1071 * Each placed node automatically switches to a suitable rotated texture
1072 determined by the adjacent `raillike` nodes, in order to create a
1073 continuous track network.
1074 * Becomes a sloping node if placed against stepped nodes.
1076 * Often used for stairs and slabs.
1077 * Allows defining nodes consisting of an arbitrary number of boxes.
1078 * See [Node boxes] below for more information.
1080 * Uses models for nodes.
1081 * Tiles should hold model materials textures.
1082 * Only static meshes are implemented.
1083 * For supported model formats see Irrlicht engine documentation.
1084 * `plantlike_rooted`
1085 * Enables underwater `plantlike` without air bubbles around the nodes.
1086 * Consists of a base cube at the co-ordinates of the node plus a
1087 `plantlike` extension above with a height of `param2 / 16` nodes.
1088 * The `plantlike` extension visually passes through any nodes above the
1089 base cube without affecting them.
1090 * The base cube texture tiles are defined as normal, the `plantlike`
1091 extension uses the defined special tile, for example:
1092 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1094 `*_optional` drawtypes need less rendering time if deactivated
1095 (always client-side).
1100 Node selection boxes are defined using "node boxes".
1102 A nodebox is defined as any of:
1105 -- A normal cube; the default in most things
1109 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1111 fixed = box OR {box1, box2, ...}
1114 -- A variable height box (or boxes) with the top face position defined
1115 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1117 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1119 fixed = box OR {box1, box2, ...}
1122 -- A box like the selection box for torches
1123 -- (wallmounted param2 is used, if applicable)
1124 type = "wallmounted",
1130 -- A node that has optional boxes depending on neighbouring nodes'
1131 -- presence and type. See also `connects_to`.
1133 fixed = box OR {box1, box2, ...}
1134 connect_top = box OR {box1, box2, ...}
1135 connect_bottom = box OR {box1, box2, ...}
1136 connect_front = box OR {box1, box2, ...}
1137 connect_left = box OR {box1, box2, ...}
1138 connect_back = box OR {box1, box2, ...}
1139 connect_right = box OR {box1, box2, ...}
1140 -- The following `disconnected_*` boxes are the opposites of the
1141 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1142 -- on the respective side, the corresponding disconnected box is drawn.
1143 disconnected_top = box OR {box1, box2, ...}
1144 disconnected_bottom = box OR {box1, box2, ...}
1145 disconnected_front = box OR {box1, box2, ...}
1146 disconnected_left = box OR {box1, box2, ...}
1147 disconnected_back = box OR {box1, box2, ...}
1148 disconnected_right = box OR {box1, box2, ...}
1149 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1150 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1151 -- neighbours to the sides
1154 A `box` is defined as:
1156 {x1, y1, z1, x2, y2, z2}
1158 A box of a regular node would look like:
1160 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1165 Map terminology and coordinates
1166 ===============================
1168 Nodes, mapblocks, mapchunks
1169 ---------------------------
1171 A 'node' is the fundamental cubic unit of a world and appears to a player as
1172 roughly 1x1x1 meters in size.
1174 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1175 fundamental region of a world that is stored in the world database, sent to
1176 clients and handled by many parts of the engine.
1177 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1178 'node', however 'block' often appears in the API.
1180 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1181 (80x80x80 nodes) and is the volume of world generated in one operation by
1183 The size in mapblocks has been chosen to optimise map generation.
1188 ### Orientation of axes
1190 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1192 ### Node coordinates
1194 Almost all positions used in the API use node coordinates.
1196 ### Mapblock coordinates
1198 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1199 specify a particular mapblock.
1200 For example blockpos (0,0,0) specifies the mapblock that extends from
1201 node position (0,0,0) to node position (15,15,15).
1203 #### Converting node position to the containing blockpos
1205 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1208 * blockpos = math.floor(nodepos / 16)
1210 #### Converting blockpos to min/max node positions
1212 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1216 nodepos = blockpos * 16
1218 nodepos = blockpos * 16 + 15
1229 The position field is used for all element types.
1231 To account for differing resolutions, the position coordinates are the
1232 percentage of the screen, ranging in value from `0` to `1`.
1234 The name field is not yet used, but should contain a description of what the
1235 HUD element represents. The direction field is the direction in which something
1238 `0` draws from left to right, `1` draws from right to left, `2` draws from
1239 top to bottom, and `3` draws from bottom to top.
1241 The `alignment` field specifies how the item will be aligned. It is a table
1242 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1243 moved to the left/up, and `1` is to the right/down. Fractional values can be
1246 The `offset` field specifies a pixel offset from the position. Contrary to
1247 position, the offset is not scaled to screen size. This allows for some
1248 precisely positioned items in the HUD.
1250 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1253 Below are the specific uses for fields in each type; fields not listed for that
1258 Displays an image on the HUD.
1260 * `scale`: The scale of the image, with 1 being the original texture size.
1261 Only the X coordinate scale is used (positive values).
1262 Negative values represent that percentage of the screen it
1263 should take; e.g. `x=-100` means 100% (width).
1264 * `text`: The name of the texture that is displayed.
1265 * `alignment`: The alignment of the image.
1266 * `offset`: offset in pixels from position.
1270 Displays text on the HUD.
1272 * `scale`: Defines the bounding rectangle of the text.
1273 A value such as `{x=100, y=100}` should work.
1274 * `text`: The text to be displayed in the HUD element.
1275 * `number`: An integer containing the RGB value of the color used to draw the
1276 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1277 * `alignment`: The alignment of the text.
1278 * `offset`: offset in pixels from position.
1282 Displays a horizontal bar made up of half-images.
1284 * `text`: The name of the texture that is used.
1285 * `number`: The number of half-textures that are displayed.
1286 If odd, will end with a vertically center-split texture.
1288 * `offset`: offset in pixels from position.
1289 * `size`: If used, will force full-image size to this value (override texture
1294 * `text`: The name of the inventory list to be displayed.
1295 * `number`: Number of items in the inventory to be displayed.
1296 * `item`: Position of item that is selected.
1298 * `offset`: offset in pixels from position.
1302 Displays distance to selected world position.
1304 * `name`: The name of the waypoint.
1305 * `text`: Distance suffix. Can be blank.
1306 * `number:` An integer containing the RGB value of the color used to draw the
1308 * `world_pos`: World position of the waypoint.
1313 Representations of simple things
1314 ================================
1319 {x=num, y=num, z=num}
1321 For helper functions see [Spatial Vectors].
1326 * `{type="nothing"}`
1327 * `{type="node", under=pos, above=pos}`
1328 * Indicates a pointed node selection box.
1329 * `under` refers to the node position behind the pointed face.
1330 * `above` refers to the node position in front of the pointed face.
1331 * `{type="object", ref=ObjectRef}`
1333 Exact pointing location (currently only `Raycast` supports these fields):
1335 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1336 point on the selection box which is pointed at. May be in the selection box
1337 if the pointer is in the box too.
1338 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1340 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1341 selected selection box. This specifies which face is pointed at.
1342 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1348 Flag Specifier Format
1349 =====================
1351 Flags using the standardized flag specifier format can be specified in either
1352 of two ways, by string or table.
1354 The string format is a comma-delimited set of flag names; whitespace and
1355 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1356 flag, and specifying a flag prefixed by the string `"no"` explicitly
1357 clears the flag from whatever the default may be.
1359 In addition to the standard string flag format, the schematic flags field can
1360 also be a table of flag names to boolean values representing whether or not the
1361 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1362 is present, mapped to a boolean of any value, the specified flag is unset.
1364 E.g. A flag field of value
1366 {place_center_x = true, place_center_y=false, place_center_z=true}
1370 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1372 which is equivalent to
1374 "place_center_x, noplace_center_y, place_center_z"
1378 "place_center_x, place_center_z"
1380 since, by default, no schematic attributes are set.
1391 There are three kinds of items: nodes, tools and craftitems.
1393 * Node: Can be placed in the world's voxel grid
1394 * Tool: Has a wear property but cannot be stacked. The default use action is to
1395 dig nodes or hit objects according to its tool capabilities.
1396 * Craftitem: Cannot dig nodes or be placed
1401 All item stacks have an amount between 0 and 65535. It is 1 by
1402 default. Tool item stacks can not have an amount greater than 1.
1404 Tools use a wear (damage) value ranging from 0 to 65535. The
1405 value 0 is the default and is used for unworn tools. The values
1406 1 to 65535 are used for worn tools, where a higher value stands for
1407 a higher wear. Non-tools always have a wear value of 0.
1412 Items and item stacks can exist in three formats: Serializes, table format
1415 When an item must be passed to a function, it can usually be in any of
1420 This is called "stackstring" or "itemstring". It is a simple string with
1421 1-3 components: the full item identifier, an optional amount and an optional
1424 <identifier> [<amount>[ <wear>]]
1428 * `'default:apple'`: 1 apple
1429 * `'default:dirt 5'`: 5 dirt
1430 * `'default:pick_stone'`: a new stone pickaxe
1431 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1439 {name="default:dirt", count=5, wear=0, metadata=""}
1441 A wooden pick about 1/3 worn out:
1443 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1447 {name="default:apple", count=1, wear=0, metadata=""}
1451 A native C++ format with many helper methods. Useful for converting
1452 between formats. See the [Class reference] section for details.
1460 In a number of places, there is a group table. Groups define the
1461 properties of a thing (item, node, armor of entity, capabilities of
1462 tool) in such a way that the engine and other mods can can interact with
1463 the thing without actually knowing what the thing is.
1468 Groups are stored in a table, having the group names with keys and the
1469 group ratings as values. For example:
1472 groups = {crumbly=3, soil=1}
1474 -- A more special dirt-kind of thing
1475 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1477 Groups always have a rating associated with them. If there is no
1478 useful meaning for a rating for an enabled group, it shall be `1`.
1480 When not defined, the rating of a group defaults to `0`. Thus when you
1481 read groups, you must interpret `nil` and `0` as the same value, `0`.
1483 You can read the rating of a group for an item or a node by using
1485 minetest.get_item_group(itemname, groupname)
1490 Groups of items can define what kind of an item it is (e.g. wool).
1495 In addition to the general item things, groups are used to define whether
1496 a node is destroyable and how long it takes to destroy by a tool.
1501 For entities, groups are, as of now, used only for calculating damage.
1502 The rating is the percentage of damage caused by tools with this damage group.
1503 See [Entity damage mechanism].
1505 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1506 object.set_armor_groups({fleshy=30, cracky=80})
1511 Groups in tools define which groups of nodes and entities they are
1514 Groups in crafting recipes
1515 --------------------------
1517 An example: Make meat soup from any meat, any water and any bowl:
1520 output = 'food:meat_soup_raw',
1526 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1529 Another example: Make red wool from white wool and red dye:
1533 output = 'wool:red',
1534 recipe = {'wool:white', 'group:dye,basecolor_red'},
1540 * `immortal`: Skips all damage and breath handling for an object. This group
1541 will also hide the integrated HUD status bars for players, and is
1542 automatically set to all players when damage is disabled on the server.
1543 * `punch_operable`: For entities; disables the regular damage mechanism for
1544 players punching it by hand or a non-tool item, so that it can do something
1545 else than take damage.
1546 * `level`: Can be used to give an additional sense of progression in the game.
1547 * A larger level will cause e.g. a weapon of a lower level make much less
1548 damage, and get worn out much faster, or not be able to get drops
1549 from destroyed nodes.
1550 * `0` is something that is directly accessible at the start of gameplay
1551 * There is no upper limit
1552 * `dig_immediate`: Player can always pick up node without reducing tool wear
1553 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1554 * `3`: the node always gets the digging time 0 seconds (torch)
1555 * `disable_jump`: Player (and possibly other things) cannot jump from node
1556 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1557 * `bouncy`: value is bounce speed in percent
1558 * `falling_node`: if there is no walkable block under the node it will fall
1559 * `float`: the node will not fall through liquids
1560 * `attached_node`: if the node under it is not a walkable block the node will be
1561 dropped as an item. If the node is wallmounted the wallmounted direction is
1563 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1564 connect to each other
1565 * `slippery`: Players and items will slide on the node.
1566 Slipperiness rises steadily with `slippery` value, starting at 1.
1567 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1568 `"toolrepair"` crafting recipe
1570 Known damage and digging time defining groups
1571 ---------------------------------------------
1573 * `crumbly`: dirt, sand
1574 * `cracky`: tough but crackable stuff like stone.
1575 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1576 plants, wire, sheets of metal
1577 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1578 * `fleshy`: Living things like animals and the player. This could imply
1579 some blood effects when hitting.
1580 * `explody`: Especially prone to explosions
1581 * `oddly_breakable_by_hand`:
1582 Can be added to nodes that shouldn't logically be breakable by the
1583 hand but are. Somewhat similar to `dig_immediate`, but times are more
1584 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1585 speed of a tool if the tool can dig at a faster speed than this
1586 suggests for the hand.
1588 Examples of custom groups
1589 -------------------------
1591 Item groups are often used for defining, well, _groups of items_.
1593 * `meat`: any meat-kind of a thing (rating might define the size or healing
1594 ability or be irrelevant -- it is not defined as of yet)
1595 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1597 * `flammable`: can be set on fire. Rating might define the intensity of the
1598 fire, affecting e.g. the speed of the spreading of an open fire.
1599 * `wool`: any wool (any origin, any color)
1600 * `metal`: any metal
1601 * `weapon`: any weapon
1602 * `heavy`: anything considerably heavy
1604 Digging time calculation specifics
1605 ----------------------------------
1607 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1608 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1609 faster digging time.
1611 The `level` group is used to limit the toughness of nodes a tool can dig
1612 and to scale the digging times / damage to a greater extent.
1614 **Please do understand this**, otherwise you cannot use the system to it's
1617 Tools define their properties by a list of parameters for groups. They
1618 cannot dig other groups; thus it is important to use a standard bunch of
1619 groups to enable interaction with tools.
1632 * Full punch interval
1633 * Maximum drop level
1634 * For an arbitrary list of groups:
1635 * Uses (until the tool breaks)
1636 * Maximum level (usually `0`, `1`, `2` or `3`)
1640 ### Full punch interval
1642 When used as a weapon, the tool will do full damage if this time is spent
1643 between punches. If e.g. half the time is spent, the tool will do half
1646 ### Maximum drop level
1648 Suggests the maximum level of node, when dug with the tool, that will drop
1649 it's useful item. (e.g. iron ore to drop a lump of iron).
1651 This is not automated; it is the responsibility of the node definition
1656 Determines how many uses the tool has when it is used for digging a node,
1657 of this group, of the maximum level. For lower leveled nodes, the use count
1658 is multiplied by `3^leveldiff`.
1660 * `uses=10, leveldiff=0`: actual uses: 10
1661 * `uses=10, leveldiff=1`: actual uses: 30
1662 * `uses=10, leveldiff=2`: actual uses: 90
1666 Tells what is the maximum level of a node of this group that the tool will
1671 List of digging times for different ratings of the group, for nodes of the
1674 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1675 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1676 for this group, and unable to dig the rating `1`, which is the toughest.
1677 Unless there is a matching group that enables digging otherwise.
1679 If the result digging time is 0, a delay of 0.15 seconds is added between
1680 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1681 i.e. players can more quickly click the nodes away instead of holding LMB.
1685 List of damage for groups of entities. See [Entity damage mechanism].
1687 Example definition of the capabilities of a tool
1688 ------------------------------------------------
1690 tool_capabilities = {
1691 full_punch_interval=1.5,
1694 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1696 damage_groups = {fleshy=2},
1699 This makes the tool be able to dig nodes that fulfil both of these:
1701 * Have the `crumbly` group
1702 * Have a `level` group less or equal to `2`
1704 Table of resulting digging times:
1706 crumbly 0 1 2 3 4 <- level
1708 1 0.80 1.60 1.60 - -
1709 2 0.60 1.20 1.20 - -
1710 3 0.40 0.80 0.80 - -
1712 level diff: 2 1 0 -1 -2
1714 Table of resulting tool uses:
1723 * At `crumbly==0`, the node is not diggable.
1724 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1725 easy nodes to be quickly breakable.
1726 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1731 Entity damage mechanism
1732 =======================
1737 foreach group in cap.damage_groups:
1738 damage += cap.damage_groups[group]
1739 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1740 * (object.armor_groups[group] / 100.0)
1741 -- Where object.armor_groups[group] is 0 for inexistent values
1744 Client predicts damage based on damage groups. Because of this, it is able to
1745 give an immediate response when an entity is damaged or dies; the response is
1746 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1748 Currently a smoke puff will appear when an entity dies.
1750 The group `immortal` completely disables normal damage.
1752 Entities can define a special armor group, which is `punch_operable`. This
1753 group disables the regular damage mechanism for players punching it by hand or
1754 a non-tool item, so that it can do something else than take damage.
1756 On the Lua side, every punch calls:
1758 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1761 This should never be called directly, because damage is usually not handled by
1764 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1765 accessed unless absolutely required, to encourage interoperability.
1766 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1767 * `tool_capabilities` can be `nil`.
1768 * `direction` is a unit vector, pointing from the source of the punch to
1770 * `damage` damage that will be done to entity
1771 Return value of this function will determine if damage is done by this function
1772 (retval true) or shall be done by engine (retval false)
1774 To punch an entity/object in Lua, call:
1776 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1778 * Return value is tool wear.
1779 * Parameters are equal to the above callback.
1780 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1781 will be automatically filled in based on the location of `puncher`.
1792 The instance of a node in the world normally only contains the three values
1793 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1794 It is called "node metadata"; See `NodeMetaRef`.
1796 Node metadata contains two things:
1801 Some of the values in the key-value store are handled specially:
1803 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1804 * `infotext`: Text shown on the screen when the node is pointed at
1808 local meta = minetest.get_meta(pos)
1809 meta:set_string("formspec",
1811 "list[context;main;0,0;8,4;]"..
1812 "list[current_player;main;0,5;8,4;]")
1813 meta:set_string("infotext", "Chest");
1814 local inv = meta:get_inventory()
1815 inv:set_size("main", 8*4)
1816 print(dump(meta:to_table()))
1819 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1820 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1821 [10] = "", [11] = "", [12] = "", [13] = "",
1822 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1823 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1824 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1825 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1829 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1837 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1839 Item metadata only contains a key-value store.
1841 Some of the values in the key-value store are handled specially:
1843 * `description`: Set the item stack's description. Defaults to
1845 * `color`: A `ColorString`, which sets the stack's color.
1846 * `palette_index`: If the item has a palette, this is used to get the
1847 current color from the palette.
1851 local meta = stack:get_meta()
1852 meta:set_string("key", "value")
1853 print(dump(meta:to_table()))
1861 Formspec defines a menu. This supports inventories and some of the
1862 typical widgets like buttons, checkboxes, text input fields, etc.
1863 It is a string, with a somewhat strange format.
1865 A formspec is made out of formspec elements, which includes widgets
1866 like buttons but also can be used to set stuff like background color.
1868 Many formspec elements have a `name`, which is a unique identifier which
1869 is used when the server receives user input. You must not use the name
1870 "quit" for formspec elements.
1872 Spaces and newlines can be inserted between the blocks, as is used in the
1875 Position and size units are inventory slots unless the new coordinate system
1876 is enabled. `X` and `Y` position the formspec element relative to the top left
1877 of the menu or container. `W` and `H` are its width and height values.
1879 If the new system is enabled, all elements have unified coordinates for all
1880 elements with no padding or spacing in between. This is highly recommended
1881 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
1884 Inventories with a `player:<name>` inventory location are only sent to the
1885 player named `<name>`.
1887 When displaying text which can contain formspec code, e.g. text set by a player,
1888 use `minetest.formspec_escape`.
1889 For coloured text you can use `minetest.colorize`.
1891 **WARNING**: do _not_ use a element name starting with `key_`; those names are
1892 reserved to pass key press events to formspec!
1894 **WARNING**: Minetest allows you to add elements to every single formspec instance
1895 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1896 appearing when you don't expect them to, or why things are styled differently
1897 to normal. See [`no_prepend[]`] and [Styling Formspecs].
1905 list[context;main;0,0;8,4;]
1906 list[current_player;main;0,5;8,4;]
1911 list[context;fuel;2,3;1,1;]
1912 list[context;src;2,1;1,1;]
1913 list[context;dst;5,1;2,2;]
1914 list[current_player;main;0,5;8,4;]
1916 ### Minecraft-like player inventory
1919 image[1,0.6;1,2;player.png]
1920 list[current_player;main;0,3.5;8,4;]
1921 list[current_player;craft;3,0;3,3;]
1922 list[current_player;craftpreview;7,1;1,1;]
1927 ### `size[<W>,<H>,<fixed_size>]`
1929 * Define the size of the menu in inventory slots
1930 * `fixed_size`: `true`/`false` (optional)
1931 * deprecated: `invsize[<W>,<H>;]`
1933 ### `position[<X>,<Y>]`
1935 * Must be used after `size` element.
1936 * Defines the position on the game window of the formspec's `anchor` point.
1937 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1939 * [0.0, 0.0] sets the position to the top left corner of the game window.
1940 * [1.0, 1.0] sets the position to the bottom right of the game window.
1941 * Defaults to the center of the game window [0.5, 0.5].
1943 ### `anchor[<X>,<Y>]`
1945 * Must be used after both `size` and `position` (if present) elements.
1946 * Defines the location of the anchor point within the formspec.
1947 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1949 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1950 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1951 * Defaults to the center of the formspec [0.5, 0.5].
1953 * `position` and `anchor` elements need suitable values to avoid a formspec
1954 extending off the game window due to particular game window sizes.
1958 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1959 * Disables player:set_formspec_prepend() from applying to this formspec.
1961 ### `real_coordinates[<bool>]`
1963 * When set to true, all following formspec elements will use the new coordinate system.
1964 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
1965 (if present), the form size will use the new coordinate system.
1966 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
1967 They must enable it explicitly.
1968 * For information on converting forms to the new coordinate system, see `Migrating
1969 to Real Coordinates`.
1971 ### `container[<X>,<Y>]`
1973 * Start of a container block, moves all physical elements in the container by
1975 * Must have matching `container_end`
1976 * Containers can be nested, in which case the offsets are added
1977 (child containers are relative to parent containers)
1979 ### `container_end[]`
1981 * End of a container, following elements are no longer relative to this
1984 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1986 * Show an inventory list if it has been sent to the client. Nothing will
1987 be shown if the inventory list is of size 0.
1988 * **Note**: With the new coordinate system, the spacing between inventory
1989 slots is one-fourth the size of an inventory slot.
1991 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1993 * Show an inventory list if it has been sent to the client. Nothing will
1994 be shown if the inventory list is of size 0.
1995 * **Note**: With the new coordinate system, the spacing between inventory
1996 slots is one-fourth the size of an inventory slot.
1998 ### `listring[<inventory location>;<list name>]`
2000 * Allows to create a ring of inventory lists
2001 * Shift-clicking on items in one element of the ring
2002 will send them to the next inventory list inside the ring
2003 * The first occurrence of an element inside the ring will
2004 determine the inventory where items will be sent to
2008 * Shorthand for doing `listring[<inventory location>;<list name>]`
2009 for the last two inventory lists added by list[...]
2011 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2013 * Sets background color of slots as `ColorString`
2014 * Sets background color of slots on mouse hovering
2016 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2018 * Sets background color of slots as `ColorString`
2019 * Sets background color of slots on mouse hovering
2020 * Sets color of slots border
2022 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2024 * Sets background color of slots as `ColorString`
2025 * Sets background color of slots on mouse hovering
2026 * Sets color of slots border
2027 * Sets default background color of tooltips
2028 * Sets default font color of tooltips
2030 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2032 * Adds tooltip for an element
2033 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2034 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2036 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2038 * Adds tooltip for an area. Other tooltips will take priority when present.
2039 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2040 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2042 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2046 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2048 * Show an inventory image of registered item/node
2050 ### `bgcolor[<color>;<fullscreen>]`
2052 * Sets background color of formspec as `ColorString`
2053 * If `true`, the background color is drawn fullscreen (does not affect the size
2056 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2058 * Example for formspec 8x4 in 16x resolution: image shall be sized
2059 8 times 16px times 4 times 16px.
2061 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2063 * Example for formspec 8x4 in 16x resolution:
2064 image shall be sized 8 times 16px times 4 times 16px
2065 * If `auto_clip` is `true`, the background is clipped to the formspec size
2066 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2068 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2070 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2071 * Middle is a rect which defines the middle of the 9-slice.
2072 * `x` - The middle will be x pixels from all sides.
2073 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2074 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2075 will be added to the width and height of the texture, allowing it to be used as the
2076 distance from the far end.
2077 * All numbers in middle are integers.
2078 * Example for formspec 8x4 in 16x resolution:
2079 image shall be sized 8 times 16px times 4 times 16px
2080 * If `auto_clip` is `true`, the background is clipped to the formspec size
2081 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2083 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2085 * Textual password style field; will be sent to server when a button is clicked
2086 * When enter is pressed in field, fields.key_enter_field will be sent with the
2088 * With the old coordinate system, fields are a set height, but will be vertically
2089 centred on `H`. With the new coordinate system, `H` will modify the height.
2090 * `name` is the name of the field as returned in fields to `on_receive_fields`
2091 * `label`, if not blank, will be text printed on the top left above the field
2092 * See `field_close_on_enter` to stop enter closing the formspec
2094 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2096 * Textual field; will be sent to server when a button is clicked
2097 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2098 the name of this field.
2099 * With the old coordinate system, fields are a set height, but will be vertically
2100 centred on `H`. With the new coordinate system, `H` will modify the height.
2101 * `name` is the name of the field as returned in fields to `on_receive_fields`
2102 * `label`, if not blank, will be text printed on the top left above the field
2103 * `default` is the default value of the field
2104 * `default` may contain variable references such as `${text}` which
2105 will fill the value from the metadata value `text`
2106 * **Note**: no extra text or more than a single variable is supported ATM.
2107 * See `field_close_on_enter` to stop enter closing the formspec
2109 ### `field[<name>;<label>;<default>]`
2111 * As above, but without position/size units
2112 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2113 the name of this field.
2114 * Special field for creating simple forms, such as sign text input
2115 * Must be used without a `size[]` element
2116 * A "Proceed" button will be added automatically
2117 * See `field_close_on_enter` to stop enter closing the formspec
2119 ### `field_close_on_enter[<name>;<close_on_enter>]`
2121 * <name> is the name of the field
2122 * if <close_on_enter> is false, pressing enter in the field will submit the
2123 form but not close it.
2124 * defaults to true when not specified (ie: no tag for a field)
2126 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2128 * Same as fields above, but with multi-line input
2129 * If the text overflows, a vertical scrollbar is added.
2130 * If the name is empty, the textarea is read-only and
2131 the background is not shown, which corresponds to a multi-line label.
2133 ### `label[<X>,<Y>;<label>]`
2135 * The label formspec element displays the text set in `label`
2136 at the specified position.
2137 * **Note**: If the new coordinate system is enabled, labels are
2138 positioned from the center of the text, not the top.
2139 * The text is displayed directly without automatic line breaking,
2140 so label should not be used for big text chunks. Newlines can be
2141 used to make labels multiline.
2142 * **Note**: With the new coordinate system, newlines are spaced with
2143 half a coordinate. With the old system, newlines are spaced 2/5 of
2146 ### `vertlabel[<X>,<Y>;<label>]`
2148 * Textual label drawn vertically
2149 * `label` is the text on the label
2150 * **Note**: If the new coordinate system is enabled, vertlabels are
2151 positioned from the center of the text, not the left.
2153 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2155 * Clickable button. When clicked, fields will be sent.
2156 * With the old coordinate system, buttons are a set height, but will be vertically
2157 centred on `H`. With the new coordinate system, `H` will modify the height.
2158 * `label` is the text on the button
2160 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2162 * `texture name` is the filename of an image
2163 * **Note**: Height is supported on both the old and new coordinate systems
2166 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2168 * `texture name` is the filename of an image
2169 * `noclip=true` means the image button doesn't need to be within specified
2171 * `drawborder`: draw button border or not
2172 * `pressed texture name` is the filename of an image on pressed state
2174 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2176 * `item name` is the registered name of an item/node
2177 * The item description will be used as the tooltip. This can be overridden with
2180 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2182 * When clicked, fields will be sent and the form will quit.
2183 * Same as `button` in all other respects.
2185 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2187 * When clicked, fields will be sent and the form will quit.
2188 * Same as `image_button` in all other respects.
2190 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2192 * Scrollable item list showing arbitrary text elements
2193 * `name` fieldname sent to server on doubleclick value is current selected
2195 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2197 * if you want a listelement to start with "#" write "##".
2199 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2201 * Scrollable itemlist showing arbitrary text elements
2202 * `name` fieldname sent to server on doubleclick value is current selected
2204 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2205 * if you want a listelement to start with "#" write "##"
2206 * Index to be selected within textlist
2207 * `true`/`false`: draw transparent background
2208 * See also `minetest.explode_textlist_event`
2209 (main menu: `core.explode_textlist_event`).
2211 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2213 * Show a tab**header** at specific position (ignores formsize)
2214 * `X` and `Y`: position of the tabheader
2215 * *Note*: Width and height are automatically chosen with this syntax
2216 * `name` fieldname data is transferred to Lua
2217 * `caption 1`...: name shown on top of tab
2218 * `current_tab`: index of selected tab 1...
2219 * `transparent` (optional): show transparent
2220 * `draw_border` (optional): draw border
2222 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2224 * Show a tab**header** at specific position (ignores formsize)
2225 * **Important note**: This syntax for tabheaders can only be used with the
2226 new coordinate system.
2227 * `X` and `Y`: position of the tabheader
2228 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2229 * `name` fieldname data is transferred to Lua
2230 * `caption 1`...: name shown on top of tab
2231 * `current_tab`: index of selected tab 1...
2232 * `transparent` (optional): show transparent
2233 * `draw_border` (optional): draw border
2235 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2237 * Show a tab**header** at specific position (ignores formsize)
2238 * **Important note**: This syntax for tabheaders can only be used with the
2239 new coordinate system.
2240 * `X` and `Y`: position of the tabheader
2241 * `W` and `H`: width and height of the tabheader
2242 * `name` fieldname data is transferred to Lua
2243 * `caption 1`...: name shown on top of tab
2244 * `current_tab`: index of selected tab 1...
2245 * `transparent` (optional): show transparent
2246 * `draw_border` (optional): draw border
2248 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2250 * Simple colored box
2251 * `color` is color specified as a `ColorString`.
2252 If the alpha component is left blank, the box will be semitransparent.
2254 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2256 * Show a dropdown field
2257 * **Important note**: There are two different operation modes:
2258 1. handle directly on change (only changed dropdown is submitted)
2259 2. read the value on pressing a button (all dropdown values are available)
2260 * `X` and `Y`: position of the dropdown
2261 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2262 * Fieldname data is transferred to Lua
2263 * Items to be shown in dropdown
2264 * Index of currently selected dropdown item
2266 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2268 * Show a dropdown field
2269 * **Important note**: This syntax for dropdowns can only be used with the
2270 new coordinate system.
2271 * **Important note**: There are two different operation modes:
2272 1. handle directly on change (only changed dropdown is submitted)
2273 2. read the value on pressing a button (all dropdown values are available)
2274 * `X` and `Y`: position of the dropdown
2275 * `W` and `H`: width and height of the dropdown
2276 * Fieldname data is transferred to Lua
2277 * Items to be shown in dropdown
2278 * Index of currently selected dropdown item
2280 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2283 * `name` fieldname data is transferred to Lua
2284 * `label` to be shown left of checkbox
2285 * `selected` (optional): `true`/`false`
2286 * **Note**: If the new coordinate system is enabled, checkboxes are
2287 positioned from the center of the checkbox, not the top.
2289 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2292 * There are two ways to use it:
2293 1. handle the changed event (only changed scrollbar is available)
2294 2. read the value on pressing a button (all scrollbars are available)
2295 * `orientation`: `vertical`/`horizontal`
2296 * Fieldname data is transferred to Lua
2297 * Value this trackbar is set to (`0`-`1000`)
2298 * See also `minetest.explode_scrollbar_event`
2299 (main menu: `core.explode_scrollbar_event`).
2301 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2303 * Show scrollable table using options defined by the previous `tableoptions[]`
2304 * Displays cells as defined by the previous `tablecolumns[]`
2305 * `name`: fieldname sent to server on row select or doubleclick
2306 * `cell 1`...`cell n`: cell contents given in row-major order
2307 * `selected idx`: index of row to be selected within table (first row = `1`)
2308 * See also `minetest.explode_table_event`
2309 (main menu: `core.explode_table_event`).
2311 ### `tableoptions[<opt 1>;<opt 2>;...]`
2313 * Sets options for `table[]`
2315 * default text color (`ColorString`), defaults to `#FFFFFF`
2316 * `background=#RRGGBB`
2317 * table background color (`ColorString`), defaults to `#000000`
2318 * `border=<true/false>`
2319 * should the table be drawn with a border? (default: `true`)
2320 * `highlight=#RRGGBB`
2321 * highlight background color (`ColorString`), defaults to `#466432`
2322 * `highlight_text=#RRGGBB`
2323 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2324 * `opendepth=<value>`
2325 * all subtrees up to `depth < value` are open (default value = `0`)
2326 * only useful when there is a column of type "tree"
2328 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2330 * Sets columns for `table[]`
2331 * Types: `text`, `image`, `color`, `indent`, `tree`
2332 * `text`: show cell contents as text
2333 * `image`: cell contents are an image index, use column options to define
2335 * `color`: cell contents are a ColorString and define color of following
2337 * `indent`: cell contents are a number and define indentation of following
2339 * `tree`: same as indent, but user can open and close subtrees
2343 * for `text` and `image`: content alignment within cells.
2344 Available values: `left` (default), `center`, `right`, `inline`
2346 * for `text` and `image`: minimum width in em (default: `0`)
2347 * for `indent` and `tree`: indent width in em (default: `1.5`)
2348 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2349 Exception: defaults to 0 for indent columns
2350 * `tooltip=<value>`: tooltip text (default: empty)
2351 * `image` column options:
2352 * `0=<value>` sets image for image index 0
2353 * `1=<value>` sets image for image index 1
2354 * `2=<value>` sets image for image index 2
2355 * and so on; defined indices need not be contiguous empty or
2356 non-numeric cells are treated as `0`.
2357 * `color` column options:
2358 * `span=<value>`: number of following columns to affect
2359 (default: infinite).
2361 ### `style[<name>;<prop1>;<prop2>;...]`
2363 * Set the style for the named element `name`.
2364 * Note: this **must** be before the element is defined.
2365 * See [Styling Formspecs].
2368 ### `style_type[<type>;<prop1>;<prop2>;...]`
2370 * Sets the style for all elements of type `type` which appear after this element.
2371 * See [Styling Formspecs].
2373 Migrating to Real Coordinates
2374 -----------------------------
2376 In the old system, positions included padding and spacing. Padding is a gap between
2377 the formspec window edges and content, and spacing is the gaps between items. For
2378 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2379 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2380 in the new coordinate system from scratch.
2382 To recreate an old layout with padding, you'll need to pass the positions and sizes
2383 through the following formula to re-introduce padding:
2386 pos = (oldpos + 1)*spacing + padding
2392 You'll need to change the `size[]` tag like this:
2395 size = (oldsize-1)*spacing + padding*2 + 1
2398 A few elements had random offsets in the old system. Here is a table which shows these
2399 offsets when migrating:
2401 | Element | Position | Size | Notes
2402 |---------|------------|---------|-------
2403 | box | +0.3, +0.1 | 0, -0.4 |
2404 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2405 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2406 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2411 Formspec elements can be themed using the style elements:
2413 style[<name>;<prop1>;<prop2>;...]
2414 style_type[<type>;<prop1>;<prop2>;...]
2418 property_name=property_value
2422 style_type[button;bgcolor=#006699]
2423 style[world_delete;bgcolor=red;textcolor=yellow]
2424 button[4,3.95;2.6,1;world_delete;Delete]
2426 Setting a property to nothing will reset it to the default value. For example:
2428 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2429 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2432 ### Supported Element Types
2434 Some types may inherit styles from parent types.
2437 * button_exit, inherits from button
2444 * pwdfield, inherits from field
2447 * vertlabel, inherits from field
2449 * item_image_button, inherits from image_button
2453 ### Valid Properties
2455 * button, button_exit
2456 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2457 * bgcolor - color, sets button tint.
2458 * bgimg - standard image. Defaults to none.
2459 * bgimg_pressed - image when pressed. Defaults to bgimg when not provided.
2460 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2461 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2462 * textcolor - color, default white.
2464 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2466 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2468 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2470 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2471 * field, pwdfield, textarea
2472 * border - set to false to hide the textbox background and border. Default true.
2473 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2474 * textcolor - color. Default white.
2476 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2478 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2479 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2480 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2482 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default false.
2483 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2485 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2486 * textcolor - color. Default white.
2494 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2495 * `"current_player"`: Player to whom the menu is shown
2496 * `"player:<name>"`: Any player
2497 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2498 * `"detached:<name>"`: A detached inventory
2500 Player Inventory lists
2501 ----------------------
2503 * `main`: list containing the default inventory
2504 * `craft`: list containing the craft input
2505 * `craftpreview`: list containing the craft prediction
2506 * `craftresult`: list containing the crafted output
2507 * `hand`: list containing an override for the empty hand
2508 * Is not created automatically, use `InvRef:set_size`
2519 `#RGB` defines a color in hexadecimal format.
2521 `#RGBA` defines a color in hexadecimal format and alpha channel.
2523 `#RRGGBB` defines a color in hexadecimal format.
2525 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2527 Named colors are also supported and are equivalent to
2528 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2529 To specify the value of the alpha channel, append `#AA` to the end of the color
2530 name (e.g. `colorname#08`). For named colors the hexadecimal string
2531 representing the alpha value must (always) be two hexadecimal digits.
2536 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2539 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2540 * `colorspec = {a=255, r=0, g=255, b=0}`
2541 * numerical form: The raw integer value of an ARGB8 quad:
2542 * `colorspec = 0xFF00FF00`
2543 * string form: A ColorString (defined above):
2544 * `colorspec = "green"`
2552 Most text can contain escape sequences, that can for example color the text.
2553 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2554 The following functions provide escape sequences:
2556 * `minetest.get_color_escape_sequence(color)`:
2557 * `color` is a ColorString
2558 * The escape sequence sets the text color to `color`
2559 * `minetest.colorize(color, message)`:
2561 `minetest.get_color_escape_sequence(color) ..
2563 minetest.get_color_escape_sequence("#ffffff")`
2564 * `minetest.get_background_escape_sequence(color)`
2565 * `color` is a ColorString
2566 * The escape sequence sets the background of the whole text element to
2567 `color`. Only defined for item descriptions and tooltips.
2568 * `minetest.strip_foreground_colors(str)`
2569 * Removes foreground colors added by `get_color_escape_sequence`.
2570 * `minetest.strip_background_colors(str)`
2571 * Removes background colors added by `get_background_escape_sequence`.
2572 * `minetest.strip_colors(str)`
2573 * Removes all color escape sequences.
2580 A spatial vector is similar to a position, but instead using
2581 absolute world coordinates, it uses *relative* coordinates, relative to
2582 no particular point.
2584 Internally, it is implemented as a table with the 3 fields
2585 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2587 For the following functions, `v`, `v1`, `v2` are vectors,
2588 `p1`, `p2` are positions:
2590 * `vector.new(a[, b, c])`:
2592 * A copy of `a` if `a` is a vector.
2593 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2594 * `vector.direction(p1, p2)`:
2595 * Returns a vector of length 1 with direction `p1` to `p2`.
2596 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2597 * `vector.distance(p1, p2)`:
2598 * Returns zero or a positive number, the distance between `p1` and `p2`.
2599 * `vector.length(v)`:
2600 * Returns zero or a positive number, the length of vector `v`.
2601 * `vector.normalize(v)`:
2602 * Returns a vector of length 1 with direction of vector `v`.
2603 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2604 * `vector.floor(v)`:
2605 * Returns a vector, each dimension rounded down.
2606 * `vector.round(v)`:
2607 * Returns a vector, each dimension rounded to nearest integer.
2608 * `vector.apply(v, func)`:
2609 * Returns a vector where the function `func` has been applied to each
2611 * `vector.equals(v1, v2)`:
2612 * Returns a boolean, `true` if the vectors are identical.
2613 * `vector.sort(v1, v2)`:
2614 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2615 * `vector.angle(v1, v2)`:
2616 * Returns the angle between `v1` and `v2` in radians.
2617 * `vector.dot(v1, v2)`
2618 * Returns the dot product of `v1` and `v2`
2619 * `vector.cross(v1, v2)`
2620 * Returns the cross product of `v1` and `v2`
2622 For the following functions `x` can be either a vector or a number:
2624 * `vector.add(v, x)`:
2626 * If `x` is a vector: Returns the sum of `v` and `x`.
2627 * If `x` is a number: Adds `x` to each component of `v`.
2628 * `vector.subtract(v, x)`:
2630 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2631 * If `x` is a number: Subtracts `x` from each component of `v`.
2632 * `vector.multiply(v, x)`:
2633 * Returns a scaled vector or Schur product.
2634 * `vector.divide(v, x)`:
2635 * Returns a scaled vector or Schur quotient.
2643 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2644 human-readable, handles reference loops.
2645 * `obj`: arbitrary variable
2646 * `name`: string, default: `"_"`
2647 * `dumped`: table, default: `{}`
2648 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2649 * `obj`: arbitrary variable
2650 * `dumped`: table, default: `{}`
2651 * `math.hypot(x, y)`
2652 * Get the hypotenuse of a triangle with legs x and y.
2653 Useful for distance calculation.
2654 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2655 * Get the sign of a number.
2656 * tolerance: number, default: `0.0`
2657 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2659 * `math.factorial(x)`: returns the factorial of `x`
2660 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2661 * `separator`: string, default: `","`
2662 * `include_empty`: boolean, default: `false`
2663 * `max_splits`: number, if it's negative, splits aren't limited,
2665 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2666 string or a pattern (regex), default: `false`
2667 * e.g. `"a,b":split","` returns `{"a","b"}`
2668 * `string:trim()`: returns the string without whitespace pre- and suffixes
2669 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2670 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2671 * Adds newlines to the string to keep it within the specified character
2673 * Note that the returned lines may be longer than the limit since it only
2674 splits at word borders.
2675 * `limit`: number, maximal amount of characters in one line
2676 * `as_table`: boolean, if set to true, a table of lines instead of a string
2677 is returned, default: `false`
2678 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2679 * `pos`: table {x=X, y=Y, z=Z}
2680 * Converts the position `pos` to a human-readable, printable string
2681 * `decimal_places`: number, if specified, the x, y and z values of
2682 the position are rounded to the given decimal place.
2683 * `minetest.string_to_pos(string)`: returns a position or `nil`
2684 * Same but in reverse.
2685 * If the string can't be parsed to a position, nothing is returned.
2686 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2687 * Converts a string representing an area box into two positions
2688 * `minetest.formspec_escape(string)`: returns a string
2689 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2691 * `minetest.is_yes(arg)`
2692 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2693 * `minetest.is_nan(arg)`
2694 * returns true when the passed number represents NaN.
2695 * `minetest.get_us_time()`
2696 * returns time with microsecond precision. May not return wall time.
2697 * `table.copy(table)`: returns a table
2698 * returns a deep copy of `table`
2699 * `table.indexof(list, val)`: returns the smallest numerical index containing
2700 the value `val` in the table `list`. Non-numerical indices are ignored.
2701 If `val` could not be found, `-1` is returned. `list` must not have
2703 * `table.insert_all(table, other_table)`:
2704 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2706 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2708 * returns the exact position on the surface of a pointed node
2709 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2711 Returns a table with the following fields:
2712 * `diggable`: `true` if node can be dug, `false` otherwise.
2713 * `time`: Time it would take to dig the node.
2714 * `wear`: How much wear would be added to the tool.
2715 `time` and `wear` are meaningless if node's not diggable
2717 * `groups`: Table of the node groups of the node that would be dug
2718 * `tool_capabilities`: Tool capabilities table of the tool
2719 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2720 Simulates an item that punches an object.
2721 Returns a table with the following fields:
2722 * `hp`: How much damage the punch would cause.
2723 * `wear`: How much wear would be added to the tool.
2725 * `groups`: Damage groups of the object
2726 * `tool_capabilities`: Tool capabilities table of the item
2727 * `time_from_last_punch`: time in seconds since last punch action
2735 Texts can be translated client-side with the help of `minetest.translate` and
2738 Translating a string
2739 --------------------
2741 Two functions are provided to translate strings: `minetest.translate` and
2742 `minetest.get_translator`.
2744 * `minetest.get_translator(textdomain)` is a simple wrapper around
2745 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2746 equivalent to `minetest.translate(textdomain, str, ...)`.
2747 It is intended to be used in the following way, so that it avoids verbose
2748 repetitions of `minetest.translate`:
2750 local S = minetest.get_translator(textdomain)
2753 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2755 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2756 the given `textdomain` for disambiguation. The textdomain must match the
2757 textdomain specified in the translation file in order to get the string
2758 translated. This can be used so that a string is translated differently in
2760 It is advised to use the name of the mod as textdomain whenever possible, to
2761 avoid clashes with other mods.
2762 This function must be given a number of arguments equal to the number of
2763 arguments the translated string expects.
2764 Arguments are literal strings -- they will not be translated, so if you want
2765 them to be, they need to come as outputs of `minetest.translate` as well.
2767 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2768 by the translation of "Red". We can do the following:
2770 local S = minetest.get_translator()
2771 S("@1 Wool", S("Red"))
2773 This will be displayed as "Red Wool" on old clients and on clients that do
2774 not have localization enabled. However, if we have for instance a translation
2775 file named `wool.fr.tr` containing the following:
2780 this will be displayed as "Laine Rouge" on clients with a French locale.
2782 Operations on translated strings
2783 --------------------------------
2785 The output of `minetest.translate` is a string, with escape sequences adding
2786 additional information to that string so that it can be translated on the
2787 different clients. In particular, you can't expect operations like string.length
2788 to work on them like you would expect them to, or string.gsub to work in the
2789 expected manner. However, string concatenation will still work as expected
2790 (note that you should only use this for things like formspecs; do not translate
2791 sentences by breaking them into parts; arguments should be used instead), and
2792 operations such as `minetest.colorize` which are also concatenation.
2794 Translation file format
2795 -----------------------
2797 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2798 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2799 The file should be a text file, with the following format:
2801 * Lines beginning with `# textdomain:` (the space is significant) can be used
2802 to specify the text domain of all following translations in the file.
2803 * All other empty lines or lines beginning with `#` are ignored.
2804 * Other lines should be in the format `original=translated`. Both `original`
2805 and `translated` can contain escape sequences beginning with `@` to insert
2806 arguments, literal `@`, `=` or newline (See [Escapes] below).
2807 There must be no extraneous whitespace around the `=` or at the beginning or
2808 the end of the line.
2813 Strings that need to be translated can contain several escapes, preceded by `@`.
2815 * `@@` acts as a literal `@`.
2816 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2817 string that will be inlined when translated. Due to how translations are
2818 implemented, the original translation string **must** have its arguments in
2819 increasing order, without gaps or repetitions, starting from 1.
2820 * `@=` acts as a literal `=`. It is not required in strings given to
2821 `minetest.translate`, but is in translation files to avoid being confused
2822 with the `=` separating the original from the translation.
2823 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2824 As with `@=`, this escape is not required in strings given to
2825 `minetest.translate`, but is in translation files.
2826 * `@n` acts as a literal newline as well.
2834 Perlin noise creates a continuously-varying value depending on the input values.
2835 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2836 The result is used during map generation to create the terrain shape, vary heat
2837 and humidity to distribute biomes, vary the density of decorations or vary the
2840 Structure of perlin noise
2841 -------------------------
2843 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2844 The smooth wavy noise it generates has a single characteristic scale, almost
2845 like a 'wavelength', so on its own does not create fine detail.
2846 Due to this perlin noise combines several octaves to create variation on
2847 multiple scales. Each additional octave has a smaller 'wavelength' than the
2850 This combination results in noise varying very roughly between -2.0 and 2.0 and
2851 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2852 and offset the noise variation.
2854 The final perlin noise variation is created as follows:
2856 noise = offset + scale * (octave1 +
2857 octave2 * persistence +
2858 octave3 * persistence ^ 2 +
2859 octave4 * persistence ^ 3 +
2865 Noise Parameters are commonly called `NoiseParams`.
2869 After the multiplication by `scale` this is added to the result and is the final
2870 step in creating the noise value.
2871 Can be positive or negative.
2875 Once all octaves have been combined, the result is multiplied by this.
2876 Can be positive or negative.
2880 For octave1, this is roughly the change of input value needed for a very large
2881 variation in the noise value generated by octave1. It is almost like a
2882 'wavelength' for the wavy noise variation.
2883 Each additional octave has a 'wavelength' that is smaller than the previous
2884 octave, to create finer detail. `spread` will therefore roughly be the typical
2885 size of the largest structures in the final noise variation.
2887 `spread` is a vector with values for x, y, z to allow the noise variation to be
2888 stretched or compressed in the desired axes.
2889 Values are positive numbers.
2893 This is a whole number that determines the entire pattern of the noise
2894 variation. Altering it enables different noise patterns to be created.
2895 With other parameters equal, different seeds produce different noise patterns
2896 and identical seeds produce identical noise patterns.
2898 For this parameter you can randomly choose any whole number. Usually it is
2899 preferable for this to be different from other seeds, but sometimes it is useful
2900 to be able to create identical noise patterns.
2902 When used in mapgen this is actually a 'seed offset', it is added to the
2903 'world seed' to create the seed used by the noise, to ensure the noise has a
2904 different pattern in different worlds.
2908 The number of simple noise generators that are combined.
2909 A whole number, 1 or more.
2910 Each additional octave adds finer detail to the noise but also increases the
2911 noise calculation load.
2912 3 is a typical minimum for a high quality, complex and natural-looking noise
2913 variation. 1 octave has a slight 'gridlike' appearence.
2915 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2916 size of the finest detail you require. For example:
2917 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2918 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2919 512, 256, 128, 64, 32, 16 nodes.
2920 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2924 Each additional octave has an amplitude that is the amplitude of the previous
2925 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2926 as is often helpful and natural to do so.
2927 Since this controls the balance of fine detail to large-scale detail
2928 `persistence` can be thought of as the 'roughness' of the noise.
2930 A positive or negative non-zero number, often between 0.3 and 1.0.
2931 A common medium value is 0.5, such that each octave has half the amplitude of
2932 the previous octave.
2933 This may need to be tuned when altering `lacunarity`; when doing so consider
2934 that a common medium value is 1 / lacunarity.
2938 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2939 previous octave multiplied by 1 / lacunarity, to create finer detail.
2940 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2942 A positive number no smaller than 1.0.
2943 Values below 2.0 create higher quality noise at the expense of requiring more
2944 octaves to cover a paticular range of 'wavelengths'.
2948 Leave this field unset for no special handling.
2949 Currently supported are `defaults`, `eased` and `absvalue`:
2953 Specify this if you would like to keep auto-selection of eased/not-eased while
2954 specifying some other flags.
2958 Maps noise gradient values onto a quintic S-curve before performing
2959 interpolation. This results in smooth, rolling noise.
2960 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2962 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2964 Easing a 3D noise significantly increases the noise calculation load, so use
2969 The absolute value of each octave's noise variation is used when combining the
2970 octaves. The final perlin noise variation is created as follows:
2972 noise = offset + scale * (abs(octave1) +
2973 abs(octave2) * persistence +
2974 abs(octave3) * persistence ^ 2 +
2975 abs(octave4) * persistence ^ 3 +
2980 For 2D or 3D perlin noise or perlin noise maps:
2985 spread = {x = 500, y = 500, z = 500},
2990 flags = "defaults, absvalue",
2993 For 2D noise the Z component of `spread` is still defined but is ignored.
2994 A single noise parameter table can be used for 2D or 3D noise.
3005 These tell in what manner the ore is generated.
3007 All default ores are of the uniformly-distributed scatter type.
3011 Randomly chooses a location and generates a cluster of ore.
3013 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3014 at that point is greater than the `noise_threshold`, giving the ability to
3015 create a non-equal distribution of ore.
3019 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3020 described by `noise_params` and `noise_threshold`. This is essentially an
3021 improved version of the so-called "stratus" ore seen in some unofficial mods.
3023 This sheet consists of vertical columns of uniform randomly distributed height,
3024 varying between the inclusive range `column_height_min` and `column_height_max`.
3025 If `column_height_min` is not specified, this parameter defaults to 1.
3026 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3027 for reverse compatibility. New code should prefer `column_height_max`.
3029 The `column_midpoint_factor` parameter controls the position of the column at
3030 which ore emanates from.
3031 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3032 equally starting from each direction.
3033 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3034 this parameter is not specified, the default is 0.5.
3036 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3041 Creates a sheet of ore in a cloud-like puff shape.
3043 As with the `sheet` ore type, the size and shape of puffs are described by
3044 `noise_params` and `noise_threshold` and are placed at random vertical
3045 positions within the currently generated chunk.
3047 The vertical top and bottom displacement of each puff are determined by the
3048 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3052 Creates a deformed sphere of ore according to 3d perlin noise described by
3053 `noise_params`. The maximum size of the blob is `clust_size`, and
3054 `clust_scarcity` has the same meaning as with the `scatter` type.
3058 Creates veins of ore varying in density by according to the intersection of two
3059 instances of 3d perlin noise with different seeds, both described by
3062 `random_factor` varies the influence random chance has on placement of an ore
3063 inside the vein, which is `1` by default. Note that modifying this parameter
3064 may require adjusting `noise_threshold`.
3066 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3069 This ore type is difficult to control since it is sensitive to small changes.
3070 The following is a decent set of parameters to work from:
3075 spread = {x=200, y=200, z=200},
3082 noise_threshold = 1.6
3084 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3085 computationally expensive than any other ore.
3089 Creates a single undulating ore stratum that is continuous across mapchunk
3090 borders and horizontally spans the world.
3092 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3093 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3094 defines the stratum's vertical thickness (in units of nodes). Due to being
3095 continuous across mapchunk borders the stratum's vertical thickness is
3098 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3099 to y_max in a simple horizontal stratum.
3101 A parameter `stratum_thickness` can be provided instead of the noise parameter
3102 `np_stratum_thickness`, to create a constant thickness.
3104 Leaving out one or both noise parameters makes the ore generation less
3105 intensive, useful when adding multiple strata.
3107 `y_min` and `y_max` define the limits of the ore generation and for performance
3108 reasons should be set as close together as possible but without clipping the
3109 stratum's Y variation.
3111 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3112 solid-ore stratum would require a `clust_scarcity` of 1.
3114 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3115 `random_factor` are ignored by this ore type.
3120 See section [Flag Specifier Format].
3122 Currently supported flags:
3123 `puff_cliffs`, `puff_additive_composition`.
3127 If set, puff ore generation will not taper down large differences in
3128 displacement when approaching the edge of a puff. This flag has no effect for
3129 ore types other than `puff`.
3131 ### `puff_additive_composition`
3133 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3134 in a negative displacement, the sub-column at that point is not generated. With
3135 this attribute set, puff ore generation will instead generate the absolute
3136 difference in noise displacement values. This flag has no effect for ore types
3145 The varying types of decorations that can be placed.
3150 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3151 a list, if a decoration list is specified). Can specify a certain node it must
3152 spawn next to, such as water or lava, for example. Can also generate a
3153 decoration of random height between a specified lower and upper bound.
3154 This type of decoration is intended for placement of grass, flowers, cacti,
3155 papyri, waterlilies and so on.
3160 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3161 Can specify a probability of a node randomly appearing when placed.
3162 This decoration type is intended to be used for multi-node sized discrete
3163 structures, such as trees, cave spikes, rocks, and so on.
3172 --------------------
3174 A schematic specifier identifies a schematic by either a filename to a
3175 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3176 in the form of a table. This table specifies the following fields:
3178 * The `size` field is a 3D vector containing the dimensions of the provided
3179 schematic. (required field)
3180 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3181 sets the probability of a particular horizontal slice of the schematic being
3182 placed. (optional field)
3183 `ypos` = 0 for the lowest horizontal slice of a schematic.
3184 The default of `prob` is 255.
3185 * The `data` field is a flat table of MapNode tables making up the schematic,
3186 in the order of `[z [y [x]]]`. (required field)
3187 Each MapNode table contains:
3188 * `name`: the name of the map node to place (required)
3189 * `prob` (alias `param1`): the probability of this node being placed
3191 * `param2`: the raw param2 value of the node being placed onto the map
3193 * `force_place`: boolean representing if the node should forcibly overwrite
3194 any previous contents (default: false)
3196 About probability values:
3198 * A probability value of `0` or `1` means that node will never appear
3200 * A probability value of `254` or `255` means the node will always appear
3202 * If the probability value `p` is greater than `1`, then there is a
3203 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3206 Schematic attributes
3207 --------------------
3209 See section [Flag Specifier Format].
3211 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3214 * `place_center_x`: Placement of this decoration is centered along the X axis.
3215 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3216 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3217 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3223 Lua Voxel Manipulator
3224 =====================
3229 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3230 facility. The purpose of this object is for fast, low-level, bulk access to
3231 reading and writing Map content. As such, setting map nodes through VoxelManip
3232 will lack many of the higher level features and concepts you may be used to
3233 with other methods of setting nodes. For example, nodes will not have their
3234 construction and destruction callbacks run, and no rollback information is
3237 It is important to note that VoxelManip is designed for speed, and *not* ease
3238 of use or flexibility. If your mod requires a map manipulation facility that
3239 will handle 100% of all edge cases, or the use of high level node placement
3240 features, perhaps `minetest.set_node()` is better suited for the job.
3242 In addition, VoxelManip might not be faster, or could even be slower, for your
3243 specific use case. VoxelManip is most effective when setting large areas of map
3244 at once - for example, if only setting a 3x3x3 node area, a
3245 `minetest.set_node()` loop may be more optimal. Always profile code using both
3246 methods of map manipulation to determine which is most appropriate for your
3249 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3250 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3255 A VoxelManip object can be created any time using either:
3256 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3258 If the optional position parameters are present for either of these routines,
3259 the specified region will be pre-loaded into the VoxelManip object on creation.
3260 Otherwise, the area of map you wish to manipulate must first be loaded into the
3261 VoxelManip object using `VoxelManip:read_from_map()`.
3263 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3264 formed by these positions indicate the minimum and maximum (respectively)
3265 positions of the area actually loaded in the VoxelManip, which may be larger
3266 than the area requested. For convenience, the loaded area coordinates can also
3267 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3269 Now that the VoxelManip object is populated with map data, your mod can fetch a
3270 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3271 which retrieves an individual node in a MapNode formatted table at the position
3272 requested is the simplest method to use, but also the slowest.
3274 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3277 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3279 * `VoxelManip:get_light_data()` for node light levels, and
3280 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3282 See section [Flat array format] for more details.
3284 It is very important to understand that the tables returned by any of the above
3285 three functions represent a snapshot of the VoxelManip's internal state at the
3286 time of the call. This copy of the data will not magically update itself if
3287 another function modifies the internal VoxelManip state.
3288 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3289 internal state unless otherwise explicitly stated.
3291 Once the bulk data has been edited to your liking, the internal VoxelManip
3292 state can be set using:
3294 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3296 * `VoxelManip:set_light_data()` for node light levels, and
3297 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3299 The parameter to each of the above three functions can use any table at all in
3300 the same flat array format as produced by `get_data()` etc. and is not required
3301 to be a table retrieved from `get_data()`.
3303 Once the internal VoxelManip state has been modified to your liking, the
3304 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3306 ### Flat array format
3309 `Nx = p2.X - p1.X + 1`,
3310 `Ny = p2.Y - p1.Y + 1`, and
3311 `Nz = p2.Z - p1.Z + 1`.
3313 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3314 including the value of the expression `Nx * Ny * Nz`.
3316 Positions offset from p1 are present in the array with the format of:
3319 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3320 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3322 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3323 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3325 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3327 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3330 and the array index for a position p contained completely in p1..p2 is:
3332 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3334 Note that this is the same "flat 3D array" format as
3335 `PerlinNoiseMap:get3dMap_flat()`.
3336 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3337 of the index for a single point in a flat VoxelManip array.
3341 A Content ID is a unique integer identifier for a specific node type.
3342 These IDs are used by VoxelManip in place of the node name string for
3343 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3344 `minetest.get_content_id()` to look up the Content ID for the specified node
3345 name, and `minetest.get_name_from_content_id()` to look up the node name string
3346 for a given Content ID.
3347 After registration of a node, its Content ID will remain the same throughout
3348 execution of the mod.
3349 Note that the node being queried needs to have already been been registered.
3351 The following builtin node types have their Content IDs defined as constants:
3353 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3354 * `minetest.CONTENT_AIR`: ID for "air" nodes
3355 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3357 ### Mapgen VoxelManip objects
3359 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3360 VoxelManip object used by the core's Map Generator (commonly abbreviated
3361 Mapgen). Most of the rules previously described still apply but with a few
3364 * The Mapgen VoxelManip object is retrieved using:
3365 `minetest.get_mapgen_object("voxelmanip")`
3366 * This VoxelManip object already has the region of map just generated loaded
3367 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3368 a Mapgen VoxelManip.
3369 * The `on_generated()` callbacks of some mods may place individual nodes in the
3370 generated area using non-VoxelManip map modification methods. Because the
3371 same Mapgen VoxelManip object is passed through each `on_generated()`
3372 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3373 consistency with the current map state. For this reason, calling any of the
3374 following functions:
3375 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3376 will also update the Mapgen VoxelManip object's internal state active on the
3378 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3379 necessary to update lighting information using either:
3380 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3382 ### Other API functions operating on a VoxelManip
3384 If any VoxelManip contents were set to a liquid node,
3385 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3386 flowing. It is recommended to call this function only after having written all
3387 buffered data back to the VoxelManip object, save for special situations where
3388 the modder desires to only have certain liquid nodes begin flowing.
3390 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3391 will generate all registered decorations and ores throughout the full area
3392 inside of the specified VoxelManip object.
3394 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3395 `minetest.place_schematic()`, except instead of placing the specified schematic
3396 directly on the map at the specified position, it will place the schematic
3397 inside the VoxelManip.
3401 * Attempting to read data from a VoxelManip object before map is read will
3402 result in a zero-length array table for `VoxelManip:get_data()`, and an
3403 "ignore" node at any position for `VoxelManip:get_node_at()`.
3404 * If either a region of map has not yet been generated or is out-of-bounds of
3405 the map, that region is filled with "ignore" nodes.
3406 * Other mods, or the core itself, could possibly modify the area of map
3407 currently loaded into a VoxelManip object. With the exception of Mapgen
3408 VoxelManips (see above section), the internal buffers are not updated. For
3409 this reason, it is strongly encouraged to complete the usage of a particular
3410 VoxelManip object in the same callback it had been created.
3411 * If a VoxelManip object will be used often, such as in an `on_generated()`
3412 callback, consider passing a file-scoped table as the optional parameter to
3413 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3414 to write map data to instead of returning a new table each call. This greatly
3415 enhances performance by avoiding unnecessary memory allocations.
3420 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3421 containing the region formed by `p1` and `p2`.
3422 * returns actual emerged `pmin`, actual emerged `pmax`
3423 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3425 * **important**: data must be set using `VoxelManip:set_data()` before
3427 * if `light` is true, then lighting is automatically recalculated.
3428 The default value is true.
3429 If `light` is false, no light calculations happen, and you should correct
3430 all modified blocks with `minetest.fix_light()` as soon as possible.
3431 Keep in mind that modifying the map where light is incorrect can cause
3433 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3434 the `VoxelManip` at that position
3435 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3437 * `get_data([buffer])`: Retrieves the node content data loaded into the
3438 `VoxelManip` object.
3439 * returns raw node data in the form of an array of node content IDs
3440 * if the param `buffer` is present, this table will be used to store the
3442 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3443 * `update_map()`: Does nothing, kept for compatibility.
3444 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3446 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3447 * To be used only by a `VoxelManip` object from
3448 `minetest.get_mapgen_object`.
3449 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3451 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3452 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3454 * Each value is the bitwise combination of day and night light values
3456 * `light = day + (night * 16)`
3457 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3458 in the `VoxelManip`.
3459 * expects lighting data in the same format that `get_light_data()` returns
3460 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3461 `VoxelManip` object.
3462 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3464 * If the param `buffer` is present, this table will be used to store the
3466 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3468 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3470 * To be used only by a `VoxelManip` object from
3471 `minetest.get_mapgen_object`.
3472 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3473 area if left out or nil. For almost all uses these should be left out
3474 or nil to use the default.
3475 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3476 generated mapchunk above are propagated down into the mapchunk, defaults
3477 to `true` if left out.
3478 * `update_liquids()`: Update liquid flow
3479 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3480 manipulator had been modified since the last read from map, due to a call to
3481 `minetest.set_data()` on the loaded area elsewhere.
3482 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3487 A helper class for voxel areas.
3488 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3489 The coordinates are *inclusive*, like most other things in Minetest.
3493 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3494 `MinEdge` and `MaxEdge`.
3495 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3497 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3499 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3500 * The position (x, y, z) is not checked for being inside the area volume,
3501 being outside can cause an incorrect index result.
3502 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3503 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3504 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3505 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3506 is not checked for being inside the area volume.
3507 * `position(i)`: returns the absolute position vector corresponding to index
3509 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3510 `MinEdge` and `MaxEdge`.
3511 * `containsp(p)`: same as above, except takes a vector
3512 * `containsi(i)`: same as above, except takes an index `i`
3513 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3515 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3517 * `iterp(minp, maxp)`: same as above, except takes a vector
3525 A mapgen object is a construct used in map generation. Mapgen objects can be
3526 used by an `on_generate` callback to speed up operations by avoiding
3527 unnecessary recalculations, these can be retrieved using the
3528 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3529 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3530 callback, `nil` is returned.
3532 The following Mapgen objects are currently available:
3536 This returns three values; the `VoxelManip` object to be used, minimum and
3537 maximum emerged position, in that order. All mapgens support this object.
3541 Returns an array containing the y coordinates of the ground levels of nodes in
3542 the most recently generated chunk by the current mapgen.
3546 Returns an array containing the biome IDs of nodes in the most recently
3547 generated chunk by the current mapgen.
3551 Returns an array containing the temperature values of nodes in the most
3552 recently generated chunk by the current mapgen.
3556 Returns an array containing the humidity values of nodes in the most recently
3557 generated chunk by the current mapgen.
3561 Returns a table mapping requested generation notification types to arrays of
3562 positions at which the corresponding generated structures are located within
3563 the current chunk. To set the capture of positions of interest to be recorded
3564 on generate, use `minetest.set_gen_notify()`.
3565 For decorations, the returned positions are the ground surface 'place_on'
3566 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3567 node above the returned position and possibly displaced by 'place_offset_y'.
3569 Possible fields of the table returned are:
3575 * `large_cave_begin`
3579 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3580 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3588 Functions receive a "luaentity" as `self`:
3590 * It has the member `.name`, which is the registered name `("mod:thing")`
3591 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3592 * The original prototype stuff is visible directly via a metatable
3596 * `on_activate(self, staticdata, dtime_s)`
3597 * Called when the object is instantiated.
3598 * `dtime_s` is the time passed since the object was unloaded, which can be
3599 used for updating the entity state.
3600 * `on_step(self, dtime)`
3601 * Called on every server tick, after movement and collision processing.
3602 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3604 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3605 * Called when somebody punches the object.
3606 * Note that you probably want to handle most punches using the automatic
3608 * `puncher`: an `ObjectRef` (can be `nil`)
3609 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3611 * `tool_capabilities`: capability table of used tool (can be `nil`)
3612 * `dir`: unit vector of direction of punch. Always defined. Points from the
3613 puncher to the punched.
3614 * `damage`: damage that will be done to entity.
3615 * `on_death(self, killer)`
3616 * Called when the object dies.
3617 * `killer`: an `ObjectRef` (can be `nil`)
3618 * `on_rightclick(self, clicker)`
3619 * `on_attach_child(self, child)`
3620 * `child`: an `ObjectRef` of the child that attaches
3621 * `on_detach_child(self, child)`
3622 * `child`: an `ObjectRef` of the child that detaches
3623 * `on_detach(self, parent)`
3624 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3625 * This happens before the parent object is removed from the world
3626 * `get_staticdata(self)`
3627 * Should return a string that will be passed to `on_activate` when the
3628 object is instantiated the next time.
3640 axiom, --string initial tree axiom
3641 rules_a, --string rules set A
3642 rules_b, --string rules set B
3643 rules_c, --string rules set C
3644 rules_d, --string rules set D
3645 trunk, --string trunk node name
3646 leaves, --string leaves node name
3647 leaves2, --string secondary leaves node name
3648 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3649 angle, --num angle in deg
3650 iterations, --num max # of iterations, usually 2 -5
3651 random_level, --num factor to lower nr of iterations, usually 0 - 3
3652 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3653 -- 2x2 nodes or 3x3 in cross shape
3654 thin_branches, --boolean true -> use thin (1 node) branches
3655 fruit, --string fruit node name
3656 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3657 seed, --num random seed, if no seed is provided, the engine
3661 Key for special L-System symbols used in axioms
3662 -----------------------------------------------
3664 * `G`: move forward one unit with the pen up
3665 * `F`: move forward one unit with the pen down drawing trunks and branches
3666 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3667 * `T`: move forward one unit with the pen down drawing trunks only
3668 * `R`: move forward one unit with the pen down placing fruit
3669 * `A`: replace with rules set A
3670 * `B`: replace with rules set B
3671 * `C`: replace with rules set C
3672 * `D`: replace with rules set D
3673 * `a`: replace with rules set A, chance 90%
3674 * `b`: replace with rules set B, chance 80%
3675 * `c`: replace with rules set C, chance 70%
3676 * `d`: replace with rules set D, chance 60%
3677 * `+`: yaw the turtle right by `angle` parameter
3678 * `-`: yaw the turtle left by `angle` parameter
3679 * `&`: pitch the turtle down by `angle` parameter
3680 * `^`: pitch the turtle up by `angle` parameter
3681 * `/`: roll the turtle to the right by `angle` parameter
3682 * `*`: roll the turtle to the left by `angle` parameter
3683 * `[`: save in stack current state info
3684 * `]`: recover from stack state info
3689 Spawn a small apple tree:
3691 pos = {x=230,y=20,z=4}
3694 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3695 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3696 trunk="default:tree",
3697 leaves="default:leaves",
3701 trunk_type="single",
3704 fruit="default:apple"
3706 minetest.spawn_tree(pos,apple_tree)
3711 'minetest' namespace reference
3712 ==============================
3717 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3719 * `minetest.get_modpath(modname)`: returns e.g.
3720 `"/home/user/.minetest/usermods/modname"`.
3721 * Useful for loading additional `.lua` modules or static data from mod
3722 * `minetest.get_modnames()`: returns a list of installed mods
3723 * Return a list of installed mods, sorted alphabetically
3724 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3725 * Useful for storing custom data
3726 * `minetest.is_singleplayer()`
3727 * `minetest.features`: Table containing API feature flags
3730 glasslike_framed = true, -- 0.4.7
3731 nodebox_as_selectionbox = true, -- 0.4.7
3732 get_all_craft_recipes_works = true, -- 0.4.7
3733 -- The transparency channel of textures can optionally be used on
3735 use_texture_alpha = true,
3736 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3737 no_legacy_abms = true,
3738 -- Texture grouping is possible using parentheses (0.4.11)
3739 texture_names_parens = true,
3740 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3741 area_store_custom_ids = true,
3742 -- add_entity supports passing initial staticdata to on_activate
3744 add_entity_with_staticdata = true,
3745 -- Chat messages are no longer predicted (0.4.16)
3746 no_chat_message_prediction = true,
3747 -- The transparency channel of textures can optionally be used on
3748 -- objects (ie: players and lua entities) (5.0.0)
3749 object_use_texture_alpha = true,
3750 -- Object selectionbox is settable independently from collisionbox
3752 object_independent_selectionbox = true,
3753 -- Specifies whether binary data can be uploaded or downloaded using
3754 -- the HTTP API (5.1.0)
3755 httpfetch_binary_data = true,
3758 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3759 * `arg`: string or table in format `{foo=true, bar=true}`
3760 * `missing_features`: `{foo=true, bar=true}`
3761 * `minetest.get_player_information(player_name)`: Table containing information
3762 about a player. Example return value:
3765 address = "127.0.0.1", -- IP address of client
3766 ip_version = 4, -- IPv4 / IPv6
3767 min_rtt = 0.01, -- minimum round trip time
3768 max_rtt = 0.2, -- maximum round trip time
3769 avg_rtt = 0.02, -- average round trip time
3770 min_jitter = 0.01, -- minimum packet time jitter
3771 max_jitter = 0.5, -- maximum packet time jitter
3772 avg_jitter = 0.03, -- average packet time jitter
3773 connection_uptime = 200, -- seconds since client connected
3774 protocol_version = 32, -- protocol version used by client
3775 -- following information is available on debug build only!!!
3776 -- DO NOT USE IN MODS
3777 --ser_vers = 26, -- serialization version used by client
3778 --major = 0, -- major version number
3779 --minor = 4, -- minor version number
3780 --patch = 10, -- patch version number
3781 --vers_string = "0.4.9-git", -- full version string
3782 --state = "Active" -- current client state
3785 * `minetest.mkdir(path)`: returns success.
3786 * Creates a directory specified by `path`, creating parent directories
3787 if they don't exist.
3788 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3790 * nil: return all entries,
3791 * true: return only subdirectory names, or
3792 * false: return only file names.
3793 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3794 * Replaces contents of file at path with new contents in a safe (atomic)
3795 way. Use this instead of below code when writing e.g. database files:
3796 `local f = io.open(path, "wb"); f:write(content); f:close()`
3797 * `minetest.get_version()`: returns a table containing components of the
3798 engine version. Components:
3799 * `project`: Name of the project, eg, "Minetest"
3800 * `string`: Simple version, eg, "1.2.3-dev"
3801 * `hash`: Full git version (only set if available),
3802 eg, "1.2.3-dev-01234567-dirty".
3803 Use this for informational purposes only. The information in the returned
3804 table does not represent the capabilities of the engine, nor is it
3805 reliable or verifiable. Compatible forks will have a different name and
3806 version entirely. To check for the presence of engine features, test
3807 whether the functions exported by the wanted features exist. For example:
3808 `if minetest.check_for_falling then ... end`.
3809 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3810 * `data`: string of data to hash
3811 * `raw`: return raw bytes instead of hex digits, default: false
3816 * `minetest.debug(...)`
3817 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3818 * `minetest.log([level,] text)`
3819 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3820 `"info"`, or `"verbose"`. Default is `"none"`.
3822 Registration functions
3823 ----------------------
3825 Call these functions only at load time!
3829 * `minetest.register_node(name, node definition)`
3830 * `minetest.register_craftitem(name, item definition)`
3831 * `minetest.register_tool(name, item definition)`
3832 * `minetest.override_item(name, redefinition)`
3833 * Overrides fields of an item registered with register_node/tool/craftitem.
3834 * Note: Item must already be defined, (opt)depend on the mod defining it.
3835 * Example: `minetest.override_item("default:mese",
3836 {light_source=minetest.LIGHT_MAX})`
3837 * `minetest.unregister_item(name)`
3838 * Unregisters the item from the engine, and deletes the entry with key
3839 `name` from `minetest.registered_items` and from the associated item table
3840 according to its nature: `minetest.registered_nodes`, etc.
3841 * `minetest.register_entity(name, entity definition)`
3842 * `minetest.register_abm(abm definition)`
3843 * `minetest.register_lbm(lbm definition)`
3844 * `minetest.register_alias(alias, original_name)`
3845 * Also use this to set the 'mapgen aliases' needed in a game for the core
3846 mapgens. See [Mapgen aliases] section above.
3847 * `minetest.register_alias_force(alias, original_name)`
3848 * `minetest.register_ore(ore definition)`
3849 * Returns an integer object handle uniquely identifying the registered
3851 * The order of ore registrations determines the order of ore generation.
3852 * `minetest.register_biome(biome definition)`
3853 * Returns an integer object handle uniquely identifying the registered
3854 biome on success. To get the biome ID, use `minetest.get_biome_id`.
3855 * `minetest.unregister_biome(name)`
3856 * Unregisters the biome from the engine, and deletes the entry with key
3857 `name` from `minetest.registered_biomes`.
3858 * `minetest.register_decoration(decoration definition)`
3859 * Returns an integer object handle uniquely identifying the registered
3860 decoration on success. To get the decoration ID, use
3861 `minetest.get_decoration_id`.
3862 * The order of decoration registrations determines the order of decoration
3864 * `minetest.register_schematic(schematic definition)`
3865 * Returns an integer object handle uniquely identifying the registered
3866 schematic on success.
3867 * If the schematic is loaded from a file, the `name` field is set to the
3869 * If the function is called when loading the mod, and `name` is a relative
3870 path, then the current mod path will be prepended to the schematic
3872 * `minetest.clear_registered_ores()`
3873 * Clears all ores currently registered.
3874 * `minetest.clear_registered_biomes()`
3875 * Clears all biomes currently registered.
3876 * `minetest.clear_registered_decorations()`
3877 * Clears all decorations currently registered.
3878 * `minetest.clear_registered_schematics()`
3879 * Clears all schematics currently registered.
3883 * `minetest.register_craft(recipe)`
3884 * Check recipe table syntax for different types below.
3885 * `minetest.clear_craft(recipe)`
3886 * Will erase existing craft based either on output item or on input recipe.
3887 * Specify either output or input only. If you specify both, input will be
3888 ignored. For input use the same recipe table syntax as for
3889 `minetest.register_craft(recipe)`. For output specify only the item,
3891 * Returns false if no erase candidate could be found, otherwise returns true.
3892 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3893 ignored if the recipe contains output. Erasing is then done independently
3894 from the crafting method.
3895 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3896 * `minetest.override_chatcommand(name, redefinition)`
3897 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3898 * `minetest.unregister_chatcommand(name)`
3899 * Unregisters a chatcommands registered with `register_chatcommand`.
3900 * `minetest.register_privilege(name, definition)`
3901 * `definition` can be a description or a definition table (see [Privilege
3903 * If it is a description, the priv will be granted to singleplayer and admin
3905 * To allow players with `basic_privs` to grant, see the `basic_privs`
3906 minetest.conf setting.
3907 * `minetest.register_authentication_handler(authentication handler definition)`
3908 * Registers an auth handler that overrides the builtin one.
3909 * This function can be called by a single mod once only.
3911 Global callback registration functions
3912 --------------------------------------
3914 Call these functions only at load time!
3916 * `minetest.register_globalstep(function(dtime))`
3917 * Called every server step, usually interval of 0.1s
3918 * `minetest.register_on_mods_loaded(function())`
3919 * Called after mods have finished loading and before the media is cached or the
3921 * `minetest.register_on_shutdown(function())`
3922 * Called before server shutdown
3923 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3924 registered callbacks **will likely not be run**. Data should be saved at
3925 semi-frequent intervals as well as on server shutdown.
3926 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3927 * Called when a node has been placed
3928 * If return `true` no item is taken from `itemstack`
3929 * `placer` may be any valid ObjectRef or nil.
3930 * **Not recommended**; use `on_construct` or `after_place_node` in node
3931 definition whenever possible.
3932 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3933 * Called when a node has been dug.
3934 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3935 definition whenever possible.
3936 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3937 * Called when a node is punched
3938 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3939 * Called after generating a piece of world. Modifying nodes inside the area
3940 is a bit faster than usually.
3941 * `minetest.register_on_newplayer(function(ObjectRef))`
3942 * Called after a new player has been created
3943 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3944 * Called when a player is punched
3945 * Note: This callback is invoked even if the punched player is dead.
3946 * `player`: ObjectRef - Player that was punched
3947 * `hitter`: ObjectRef - Player that hit
3948 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3950 * `tool_capabilities`: Capability table of used tool (can be nil)
3951 * `dir`: Unit vector of direction of punch. Always defined. Points from
3952 the puncher to the punched.
3953 * `damage`: Number that represents the damage calculated by the engine
3954 * should return `true` to prevent the default damage mechanism
3955 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3956 * Called when the player gets damaged or healed
3957 * `player`: ObjectRef of the player
3958 * `hp_change`: the amount of change. Negative when it is damage.
3959 * `reason`: a PlayerHPChangeReason table.
3960 * The `type` field will have one of the following values:
3961 * `set_hp`: A mod or the engine called `set_hp` without
3962 giving a type - use this for custom damage types.
3963 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3965 * `node_damage`: `damage_per_second` from a neighbouring node.
3966 `reason.node` will hold the node name or nil.
3969 * Any of the above types may have additional fields from mods.
3970 * `reason.from` will be `mod` or `engine`.
3971 * `modifier`: when true, the function should return the actual `hp_change`.
3972 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
3973 Modifiers can return true as a second argument to stop the execution of further functions.
3974 Non-modifiers receive the final HP change calculated by the modifiers.
3975 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3976 * Called when a player dies
3977 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3978 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3979 * Called when player is to be respawned
3980 * Called _before_ repositioning of player occurs
3981 * return true in func to disable regular player placement
3982 * `minetest.register_on_prejoinplayer(function(name, ip))`
3983 * Called before a player joins the game
3984 * If it returns a string, the player is disconnected with that string as
3986 * `minetest.register_on_joinplayer(function(ObjectRef))`
3987 * Called when a player joins the game
3988 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3989 * Called when a player leaves the game
3990 * `timed_out`: True for timeout, false for other reasons.
3991 * `minetest.register_on_auth_fail(function(name, ip))`
3992 * Called when a client attempts to log into an account but supplies the
3994 * `ip`: The IP address of the client.
3995 * `name`: The account the client attempted to log into.
3996 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3997 * Called when a player cheats
3998 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4000 * `interacted_too_far`
4001 * `interacted_while_dead`
4002 * `finished_unknown_dig`
4005 * `minetest.register_on_chat_message(function(name, message))`
4006 * Called always when a player says something
4007 * Return `true` to mark the message as handled, which means that it will
4008 not be sent to other players.
4009 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4010 * Called when the server received input from `player` in a formspec with
4011 the given `formname`. Specifically, this is called on any of the
4013 * a button was pressed,
4014 * Enter was pressed while the focus was on a text field
4015 * a checkbox was toggled,
4016 * something was selecteed in a drop-down list,
4017 * a different tab was selected,
4018 * selection was changed in a textlist or table,
4019 * an entry was double-clicked in a textlist or table,
4020 * a scrollbar was moved, or
4021 * the form was actively closed by the player.
4022 * Fields are sent for formspec elements which define a field. `fields`
4023 is a table containing each formspecs element value (as string), with
4024 the `name` parameter as index for each. The value depends on the
4025 formspec element type:
4026 * `button` and variants: If pressed, contains the user-facing button
4027 text as value. If not pressed, is `nil`
4028 * `field`, `textarea` and variants: Text in the field
4029 * `dropdown`: Text of selected item
4030 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4031 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4032 * `textlist`: See `minetest.explode_textlist_event`
4033 * `table`: See `minetest.explode_table_event`
4034 * `scrollbar`: See `minetest.explode_scrollbar_event`
4035 * Special case: `["quit"]="true"` is sent when the user actively
4036 closed the form by mouse click, keypress or through a button_exit[]
4038 * Special case: `["key_enter"]="true"` is sent when the user pressed
4039 the Enter key and the focus was either nowhere (causing the formspec
4040 to be closed) or on a button. If the focus was on a text field,
4041 additionally, the index `key_enter_field` contains the name of the
4042 text field. See also: `field_close_on_enter`.
4043 * Newest functions are called first
4044 * If function returns `true`, remaining functions are not called
4045 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4046 * Called when `player` crafts something
4047 * `itemstack` is the output
4048 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4050 * `craft_inv` is the inventory with the crafting grid
4051 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4053 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4054 * The same as before, except that it is called before the player crafts, to
4055 make craft prediction, and it should not change anything.
4056 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4057 * Determinates how much of a stack may be taken, put or moved to a
4059 * `player` (type `ObjectRef`) is the player who modified the inventory
4060 `inventory` (type `InvRef`).
4061 * List of possible `action` (string) values and their
4062 `inventory_info` (table) contents:
4063 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4064 * `put`: `{listname=string, index=number, stack=ItemStack}`
4065 * `take`: Same as `put`
4066 * Return a numeric value to limit the amount of items to be taken, put or
4067 moved. A value of `-1` for `take` will make the source stack infinite.
4068 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4069 * Called after a take, put or move event from/to/in a player inventory
4070 * Function arguments: see `minetest.register_allow_player_inventory_action`
4071 * Does not accept or handle any return value.
4072 * `minetest.register_on_protection_violation(function(pos, name))`
4073 * Called by `builtin` and mods when a player violates protection at a
4074 position (eg, digs a node or punches a protected entity).
4075 * The registered functions can be called using
4076 `minetest.record_protection_violation`.
4077 * The provided function should check that the position is protected by the
4078 mod calling this function before it prints a message, if it does, to
4079 allow for multiple protection mods.
4080 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4081 * Called when an item is eaten, by `minetest.item_eat`
4082 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4083 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4084 * Called when `granter` grants the priv `priv` to `name`.
4085 * Note that the callback will be called twice if it's done by a player,
4086 once with granter being the player name, and again with granter being nil.
4087 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4088 * Called when `revoker` revokes the priv `priv` from `name`.
4089 * Note that the callback will be called twice if it's done by a player,
4090 once with revoker being the player name, and again with revoker being nil.
4091 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4092 * Called when `name` user connects with `ip`.
4093 * Return `true` to by pass the player limit
4094 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4095 * Called when an incoming mod channel message is received
4096 * You should have joined some channels to receive events.
4097 * If message comes from a server mod, `sender` field is an empty string.
4102 * `minetest.settings`: Settings object containing all of the settings from the
4103 main config file (`minetest.conf`).
4104 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4105 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4110 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
4111 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
4112 * Convert between two privilege representations
4113 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4114 * `minetest.check_player_privs(player_or_name, ...)`:
4115 returns `bool, missing_privs`
4116 * A quickhand for checking privileges.
4117 * `player_or_name`: Either a Player object or the name of a player.
4118 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4119 a table, e.g. `{ priva = true, privb = true }`.
4121 * `minetest.check_password_entry(name, entry, password)`
4122 * Returns true if the "password entry" for a player with name matches given
4123 password, false otherwise.
4124 * The "password entry" is the password representation generated by the
4125 engine as returned as part of a `get_auth()` call on the auth handler.
4126 * Only use this function for making it possible to log in via password from
4127 external protocols such as IRC, other uses are frowned upon.
4128 * `minetest.get_password_hash(name, raw_password)`
4129 * Convert a name-password pair to a password hash that Minetest can use.
4130 * The returned value alone is not a good basis for password checks based
4131 on comparing the password hash in the database with the password hash
4132 from the function, with an externally provided password, as the hash
4133 in the db might use the new SRP verifier format.
4134 * For this purpose, use `minetest.check_password_entry` instead.
4135 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4137 * The player needs to be online for this to be successful.
4139 * `minetest.get_auth_handler()`: Return the currently active auth handler
4140 * See the [Authentication handler definition]
4141 * Use this to e.g. get the authentication data for a player:
4142 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4143 * `minetest.notify_authentication_modified(name)`
4144 * Must be called by the authentication handler for privilege changes.
4145 * `name`: string; if omitted, all auth data should be considered modified
4146 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4148 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4150 * `minetest.auth_reload()`
4151 * See `reload()` in authentication handler definition
4153 `minetest.set_player_password`, `minetest_set_player_privs`,
4154 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
4160 * `minetest.chat_send_all(text)`
4161 * `minetest.chat_send_player(name, text)`
4162 * `minetest.format_chat_message(name, message)`
4163 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4164 Refer to the documentation of the setting for a list of valid placeholders.
4165 * Takes player name and message, and returns the formatted string to be sent to players.
4166 * Can be redefined by mods if required, for things like colored names or messages.
4167 * **Only** the first occurrence of each placeholder will be replaced.
4172 * `minetest.set_node(pos, node)`
4173 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4174 * Set node at position `pos`
4175 * `node`: table `{name=string, param1=number, param2=number}`
4176 * If param1 or param2 is omitted, it's set to `0`.
4177 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4178 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4179 * Set node on all positions set in the first argument.
4180 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4181 * For node specification or position syntax see `minetest.set_node` call
4182 * Faster than set_node due to single call, but still considerably slower
4183 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4184 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4185 in spread out positions which would cause LVMs to waste memory.
4186 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4188 * `minetest.swap_node(pos, node)`
4189 * Set node at position, but don't remove metadata
4190 * `minetest.remove_node(pos)`
4191 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4192 * `minetest.get_node(pos)`
4193 * Returns the node at the given position as table in the format
4194 `{name="node_name", param1=0, param2=0}`,
4195 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4196 * `minetest.get_node_or_nil(pos)`
4197 * Same as `get_node` but returns `nil` for unloaded areas.
4198 * `minetest.get_node_light(pos, timeofday)`
4199 * Gets the light value at the given position. Note that the light value
4200 "inside" the node at the given position is returned, so you usually want
4201 to get the light value of a neighbor.
4202 * `pos`: The position where to measure the light.
4203 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4204 * Returns a number between `0` and `15` or `nil`
4205 * `minetest.place_node(pos, node)`
4206 * Place node with the same effects that a player would cause
4207 * `minetest.dig_node(pos)`
4208 * Dig node with the same effects that a player would cause
4209 * Returns `true` if successful, `false` on failure (e.g. protected location)
4210 * `minetest.punch_node(pos)`
4211 * Punch node with the same effects that a player would cause
4212 * `minetest.spawn_falling_node(pos)`
4213 * Change node into falling node
4214 * Returns `true` if successful, `false` on failure
4216 * `minetest.find_nodes_with_meta(pos1, pos2)`
4217 * Get a table of positions of nodes that have metadata within a region
4219 * `minetest.get_meta(pos)`
4220 * Get a `NodeMetaRef` at that position
4221 * `minetest.get_node_timer(pos)`
4222 * Get `NodeTimerRef`
4224 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4226 * Returns `ObjectRef`, or `nil` if failed
4227 * `minetest.add_item(pos, item)`: Spawn item
4228 * Returns `ObjectRef`, or `nil` if failed
4229 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4230 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4232 * `radius`: using an euclidean metric
4233 * `minetest.set_timeofday(val)`
4234 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4235 * `minetest.get_timeofday()`
4236 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4238 * `minetest.get_day_count()`: returns number days elapsed since world was
4240 * accounts for time changes.
4241 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4243 * `radius`: using a maximum metric
4244 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4245 * `search_center` is an optional boolean (default: `false`)
4246 If true `pos` is also checked for the nodes
4247 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4249 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4250 * First return value: Table with all node positions
4251 * Second return value: Table with the count of each node with the node name
4253 * Area volume is limited to 4,096,000 nodes
4254 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4256 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4257 * Return value: Table with all node positions with a node air above
4258 * Area volume is limited to 4,096,000 nodes
4259 * `minetest.get_perlin(noiseparams)`
4260 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4261 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4262 * `minetest.get_voxel_manip([pos1, pos2])`
4263 * Return voxel manipulator object.
4264 * Loads the manipulator from the map if positions are passed.
4265 * `minetest.set_gen_notify(flags, {deco_ids})`
4266 * Set the types of on-generate notifications that should be collected.
4267 * `flags` is a flag field with the available flags:
4275 * The second parameter is a list of IDs of decorations which notification
4277 * `minetest.get_gen_notify()`
4278 * Returns a flagstring and a table with the `deco_id`s.
4279 * `minetest.get_decoration_id(decoration_name)`
4280 * Returns the decoration ID number for the provided decoration name string,
4281 or `nil` on failure.
4282 * `minetest.get_mapgen_object(objectname)`
4283 * Return requested mapgen object if available (see [Mapgen objects])
4284 * `minetest.get_heat(pos)`
4285 * Returns the heat at the position, or `nil` on failure.
4286 * `minetest.get_humidity(pos)`
4287 * Returns the humidity at the position, or `nil` on failure.
4288 * `minetest.get_biome_data(pos)`
4289 * Returns a table containing:
4290 * `biome` the biome id of the biome at that position
4291 * `heat` the heat at the position
4292 * `humidity` the humidity at the position
4293 * Or returns `nil` on failure.
4294 * `minetest.get_biome_id(biome_name)`
4295 * Returns the biome id, as used in the biomemap Mapgen object and returned
4296 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4297 * `minetest.get_biome_name(biome_id)`
4298 * Returns the biome name string for the provided biome id, or `nil` on
4300 * If no biomes have been registered, such as in mgv6, returns `default`.
4301 * `minetest.get_mapgen_params()`
4302 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4303 * Returns a table containing:
4309 * `minetest.set_mapgen_params(MapgenParams)`
4310 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4312 * Set map generation parameters.
4313 * Function cannot be called after the registration period; only
4314 initialization and `on_mapgen_init`.
4315 * Takes a table as an argument with the fields:
4321 * Leave field unset to leave that parameter unchanged.
4322 * `flags` contains a comma-delimited string of flags to set, or if the
4323 prefix `"no"` is attached, clears instead.
4324 * `flags` is in the same format and has the same options as `mg_flags` in
4326 * `minetest.get_mapgen_setting(name)`
4327 * Gets the *active* mapgen setting (or nil if none exists) in string
4328 format with the following order of precedence:
4329 1) Settings loaded from map_meta.txt or overrides set during mod
4331 2) Settings set by mods without a metafile override
4332 3) Settings explicitly set in the user config file, minetest.conf
4333 4) Settings set as the user config default
4334 * `minetest.get_mapgen_setting_noiseparams(name)`
4335 * Same as above, but returns the value as a NoiseParams table if the
4336 setting `name` exists and is a valid NoiseParams.
4337 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4338 * Sets a mapgen param to `value`, and will take effect if the corresponding
4339 mapgen setting is not already present in map_meta.txt.
4340 * `override_meta` is an optional boolean (default: `false`). If this is set
4341 to true, the setting will become the active setting regardless of the map
4343 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4344 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4345 * Same as above, except value is a NoiseParams table.
4346 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4347 * Sets the noiseparams setting of `name` to the noiseparams table specified
4349 * `set_default` is an optional boolean (default: `true`) that specifies
4350 whether the setting should be applied to the default config or current
4352 * `minetest.get_noiseparams(name)`
4353 * Returns a table of the noiseparams for name.
4354 * `minetest.generate_ores(vm, pos1, pos2)`
4355 * Generate all registered ores within the VoxelManip `vm` and in the area
4356 from `pos1` to `pos2`.
4357 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4358 * `minetest.generate_decorations(vm, pos1, pos2)`
4359 * Generate all registered decorations within the VoxelManip `vm` and in the
4360 area from `pos1` to `pos2`.
4361 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4362 * `minetest.clear_objects([options])`
4363 * Clear all objects in the environment
4364 * Takes an optional table as an argument with the field `mode`.
4365 * mode = `"full"` : Load and go through every mapblock, clearing
4367 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4368 clear objects in unloaded mapblocks only when the
4369 mapblocks are next activated.
4370 * `minetest.load_area(pos1[, pos2])`
4371 * Load the mapblocks containing the area from `pos1` to `pos2`.
4372 `pos2` defaults to `pos1` if not specified.
4373 * This function does not trigger map generation.
4374 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4375 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4376 asynchronously fetched from memory, loaded from disk, or if inexistent,
4378 * If `callback` is a valid Lua function, this will be called for each block
4380 * The function signature of callback is:
4381 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4382 * `blockpos` is the *block* coordinates of the block that had been
4384 * `action` could be one of the following constant values:
4385 * `minetest.EMERGE_CANCELLED`
4386 * `minetest.EMERGE_ERRORED`
4387 * `minetest.EMERGE_FROM_MEMORY`
4388 * `minetest.EMERGE_FROM_DISK`
4389 * `minetest.EMERGE_GENERATED`
4390 * `calls_remaining` is the number of callbacks to be expected after
4392 * `param` is the user-defined parameter passed to emerge_area (or
4393 nil if the parameter was absent).
4394 * `minetest.delete_area(pos1, pos2)`
4395 * delete all mapblocks in the area from pos1 to pos2, inclusive
4396 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4397 * Checks if there is anything other than air between pos1 and pos2.
4398 * Returns false if something is blocking the sight.
4399 * Returns the position of the blocking node when `false`
4400 * `pos1`: First position
4401 * `pos2`: Second position
4402 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4403 * Creates a `Raycast` object.
4404 * `pos1`: start of the ray
4405 * `pos2`: end of the ray
4406 * `objects`: if false, only nodes will be returned. Default is `true`.
4407 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4408 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4409 * returns table containing path
4410 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4412 * `pos1`: start position
4413 * `pos2`: end position
4414 * `searchdistance`: number of blocks to search in each direction using a
4416 * `max_jump`: maximum height difference to consider walkable
4417 * `max_drop`: maximum height difference to consider droppable
4418 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4419 * `minetest.spawn_tree (pos, {treedef})`
4420 * spawns L-system tree at given `pos` with definition in `treedef` table
4421 * `minetest.transforming_liquid_add(pos)`
4422 * add node to liquid update queue
4423 * `minetest.get_node_max_level(pos)`
4424 * get max available level for leveled node
4425 * `minetest.get_node_level(pos)`
4426 * get level of leveled node (water, snow)
4427 * `minetest.set_node_level(pos, level)`
4428 * set level of leveled node, default `level` equals `1`
4429 * if `totallevel > maxlevel`, returns rest (`total-max`).
4430 * `minetest.add_node_level(pos, level)`
4431 * increase level of leveled node by level, default `level` equals `1`
4432 * if `totallevel > maxlevel`, returns rest (`total-max`)
4433 * can be negative for decreasing
4434 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4435 * resets the light in a cuboid-shaped part of
4436 the map and removes lighting bugs.
4437 * Loads the area if it is not loaded.
4438 * `pos1` is the corner of the cuboid with the least coordinates
4439 (in node coordinates), inclusive.
4440 * `pos2` is the opposite corner of the cuboid, inclusive.
4441 * The actual updated cuboid might be larger than the specified one,
4442 because only whole map blocks can be updated.
4443 The actual updated area consists of those map blocks that intersect
4444 with the given cuboid.
4445 * However, the neighborhood of the updated area might change
4446 as well, as light can spread out of the cuboid, also light
4448 * returns `false` if the area is not fully generated,
4450 * `minetest.check_single_for_falling(pos)`
4451 * causes an unsupported `group:falling_node` node to fall and causes an
4452 unattached `group:attached_node` node to fall.
4453 * does not spread these updates to neighbours.
4454 * `minetest.check_for_falling(pos)`
4455 * causes an unsupported `group:falling_node` node to fall and causes an
4456 unattached `group:attached_node` node to fall.
4457 * spread these updates to neighbours and can cause a cascade
4459 * `minetest.get_spawn_level(x, z)`
4460 * Returns a player spawn y co-ordinate for the provided (x, z)
4461 co-ordinates, or `nil` for an unsuitable spawn point.
4462 * For most mapgens a 'suitable spawn point' is one with y between
4463 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4464 so `nil` will be returned for many (x, z) co-ordinates.
4465 * The spawn level returned is for a player spawn in unmodified terrain.
4466 * The spawn level is intentionally above terrain level to cope with
4467 full-node biome 'dust' nodes.
4472 You can find mod channels communication scheme in `doc/mod_channels.png`.
4474 * `minetest.mod_channel_join(channel_name)`
4475 * Server joins channel `channel_name`, and creates it if necessary. You
4476 should listen for incoming messages with
4477 `minetest.register_on_modchannel_message`
4482 `minetest.get_inventory(location)`: returns an `InvRef`
4485 * `{type="player", name="celeron55"}`
4486 * `{type="node", pos={x=, y=, z=}}`
4487 * `{type="detached", name="creative"}`
4488 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4490 * `callbacks`: See [Detached inventory callbacks]
4491 * `player_name`: Make detached inventory available to one player
4492 exclusively, by default they will be sent to every player (even if not
4494 Note that this parameter is mostly just a workaround and will be removed
4496 * Creates a detached inventory. If it already exists, it is cleared.
4497 * `minetest.remove_detached_inventory(name)`
4498 * Returns a `boolean` indicating whether the removal succeeded.
4499 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4500 returns left over ItemStack.
4501 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4506 * `minetest.show_formspec(playername, formname, formspec)`
4507 * `playername`: name of player to show formspec
4508 * `formname`: name passed to `on_player_receive_fields` callbacks.
4509 It should follow the `"modname:<whatever>"` naming convention
4510 * `formspec`: formspec to display
4511 * `minetest.close_formspec(playername, formname)`
4512 * `playername`: name of player to close formspec
4513 * `formname`: has to exactly match the one given in `show_formspec`, or the
4514 formspec will not close.
4515 * calling `show_formspec(playername, formname, "")` is equal to this
4517 * to close a formspec regardless of the formname, call
4518 `minetest.close_formspec(playername, "")`.
4519 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4520 * `minetest.formspec_escape(string)`: returns a string
4521 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4523 * `minetest.explode_table_event(string)`: returns a table
4524 * returns e.g. `{type="CHG", row=1, column=2}`
4526 * `"INV"`: no row selected
4528 * `"DCL"`: double-click
4529 * `minetest.explode_textlist_event(string)`: returns a table
4530 * returns e.g. `{type="CHG", index=1}`
4532 * `"INV"`: no row selected
4534 * `"DCL"`: double-click
4535 * `minetest.explode_scrollbar_event(string)`: returns a table
4536 * returns e.g. `{type="CHG", value=500}`
4538 * `"INV"`: something failed
4539 * `"CHG"`: has been changed
4540 * `"VAL"`: not changed
4545 * `minetest.inventorycube(img1, img2, img3)`
4546 * Returns a string for making an image of a cube (useful as an item image)
4547 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4548 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4549 does not refer to a node or entity.
4550 * If the optional `above` parameter is true and the `pointed_thing` refers
4551 to a node, then it will return the `above` position of the `pointed_thing`.
4552 * `minetest.dir_to_facedir(dir, is6d)`
4553 * Convert a vector to a facedir value, used in `param2` for
4554 `paramtype2="facedir"`.
4555 * passing something non-`nil`/`false` for the optional second parameter
4556 causes it to take the y component into account.
4557 * `minetest.facedir_to_dir(facedir)`
4558 * Convert a facedir back into a vector aimed directly out the "back" of a
4560 * `minetest.dir_to_wallmounted(dir)`
4561 * Convert a vector to a wallmounted value, used for
4562 `paramtype2="wallmounted"`.
4563 * `minetest.wallmounted_to_dir(wallmounted)`
4564 * Convert a wallmounted value back into a vector aimed directly out the
4566 * `minetest.dir_to_yaw(dir)`
4567 * Convert a vector into a yaw (angle)
4568 * `minetest.yaw_to_dir(yaw)`
4569 * Convert yaw (angle) to a vector
4570 * `minetest.is_colored_paramtype(ptype)`
4571 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4572 color information (`color`, `colorwallmounted` or `colorfacedir`).
4573 * `minetest.strip_param2_color(param2, paramtype2)`
4574 * Removes everything but the color information from the
4575 given `param2` value.
4576 * Returns `nil` if the given `paramtype2` does not contain color
4578 * `minetest.get_node_drops(nodename, toolname)`
4579 * Returns list of item names.
4580 * **Note**: This will be removed or modified in a future version.
4581 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4582 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4583 * `input.width` = for example `3`
4584 * `input.items` = for example
4585 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4586 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4587 * `output.time` = a number, if unsuccessful: `0`
4588 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4589 `decremented_input.items`
4590 * `decremented_input` = like `input`
4591 * `minetest.get_craft_recipe(output)`: returns input
4592 * returns last registered recipe for output item (node)
4593 * `output` is a node or item type such as `"default:torch"`
4594 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4595 * `input.width` = for example `3`
4596 * `input.items` = for example
4597 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4598 * `input.items` = `nil` if no recipe found
4599 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4600 * returns indexed table with all registered recipes for query item (node)
4601 or `nil` if no recipe was found.
4602 * recipe entry table:
4603 * `method`: 'normal' or 'cooking' or 'fuel'
4604 * `width`: 0-3, 0 means shapeless recipe
4605 * `items`: indexed [1-9] table with recipe items
4606 * `output`: string with item name and quantity
4607 * Example query for `"default:gold_ingot"` will return table:
4610 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4611 items = {1 = "default:gold_lump"}},
4612 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4613 items = {1 = "default:goldblock"}}
4615 * `minetest.handle_node_drops(pos, drops, digger)`
4616 * `drops`: list of itemstrings
4617 * Handles drops from nodes after digging: Default action is to put them
4618 into digger's inventory.
4619 * Can be overridden to get different functionality (e.g. dropping items on
4621 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4623 * Creates an item string which contains palette index information
4624 for hardware colorization. You can use the returned string
4625 as an output in a craft recipe.
4626 * `item`: the item stack which becomes colored. Can be in string,
4627 table and native form.
4628 * `palette_index`: this index is added to the item stack
4629 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4630 * Creates an item string which contains static color information
4631 for hardware colorization. Use this method if you wish to colorize
4632 an item that does not own a palette. You can use the returned string
4633 as an output in a craft recipe.
4634 * `item`: the item stack which becomes colored. Can be in string,
4635 table and native form.
4636 * `colorstring`: the new color of the item stack
4641 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4642 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4643 * Find who has done something to a node, or near a node
4644 * `actor`: `"player:<name>"`, also `"liquid"`.
4645 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4646 `boolean, log_messages`.
4647 * Revert latest actions of someone
4648 * `actor`: `"player:<name>"`, also `"liquid"`.
4650 Defaults for the `on_*` item definition functions
4651 -------------------------------------------------
4653 These functions return the leftover itemstack.
4655 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4656 * Place item as a node
4657 * `param2` overrides `facedir` and wallmounted `param2`
4658 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4659 for the newly placed node to prevent a callback and placement loop
4660 * returns `itemstack, success`
4661 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4663 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4664 * Use one of the above based on what the item is.
4665 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4666 * **Note**: is not called when wielded item overrides `on_place`
4667 * `param2` overrides `facedir` and wallmounted `param2`
4668 * returns `itemstack, success`
4669 * `minetest.item_drop(itemstack, dropper, pos)`
4671 * `minetest.item_eat(hp_change, replace_with_item)`
4673 * `replace_with_item` is the itemstring which is added to the inventory.
4674 If the player is eating a stack, then replace_with_item goes to a
4675 different spot. Can be `nil`
4676 * See `minetest.do_item_eat`
4678 Defaults for the `on_punch` and `on_dig` node definition callbacks
4679 ------------------------------------------------------------------
4681 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4682 * Calls functions registered by `minetest.register_on_punchnode()`
4683 * `minetest.node_dig(pos, node, digger)`
4684 * Checks if node can be dug, puts item into inventory, removes node
4685 * Calls functions registered by `minetest.registered_on_dignodes()`
4690 * `minetest.sound_play(spec, parameters)`: returns a handle
4691 * `spec` is a `SimpleSoundSpec`
4692 * `parameters` is a sound parameter table
4693 * `minetest.sound_stop(handle)`
4694 * `minetest.sound_fade(handle, step, gain)`
4695 * `handle` is a handle returned by `minetest.sound_play`
4696 * `step` determines how fast a sound will fade.
4697 Negative step will lower the sound volume, positive step will increase
4699 * `gain` the target gain for the fade.
4704 * `minetest.after(time, func, ...)`
4705 * Call the function `func` after `time` seconds, may be fractional
4706 * Optional: Variable number of arguments that are passed to `func`
4711 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4712 server shutdown. Will display `message` to clients.
4713 * `reconnect` == true displays a reconnect button
4714 * `delay` adds an optional delay (in seconds) before shutdown.
4715 Negative delay cancels the current active shutdown.
4716 Zero delay triggers an immediate shutdown.
4717 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4718 * `minetest.get_server_status(name, joined)`
4719 * Returns the server status string when a player joins or when the command
4720 `/status` is called. Returns `nil` or an empty string when the message is
4722 * `joined`: Boolean value, indicates whether the function was called when
4724 * This function may be overwritten by mods to customize the status message.
4725 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4726 * `minetest.remove_player(name)`: remove player from database (if they are not
4728 * As auth data is not removed, minetest.player_exists will continue to
4729 return true. Call the below method as well if you want to remove auth
4731 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4732 * `minetest.remove_player_auth(name)`: remove player authentication data
4733 * Returns boolean indicating success (false if player nonexistant)
4738 * `minetest.get_ban_list()`: returns the ban list
4739 (same as `minetest.get_ban_description("")`).
4740 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4741 * `minetest.ban_player(name)`: ban a player
4742 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4743 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4749 * `minetest.add_particle(particle definition)`
4750 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4751 expirationtime, size, collisiondetection, texture, playername)`
4753 * `minetest.add_particlespawner(particlespawner definition)`
4754 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4755 over `time` seconds.
4756 * Returns an `id`, and -1 if adding didn't succeed
4757 * Deprecated: `minetest.add_particlespawner(amount, time,
4761 minexptime, maxexptime,
4763 collisiondetection, texture, playername)`
4765 * `minetest.delete_particlespawner(id, player)`
4766 * Delete `ParticleSpawner` with `id` (return value from
4767 `minetest.add_particlespawner`).
4768 * If playername is specified, only deletes on the player's client,
4769 otherwise on all clients.
4774 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4775 * Create a schematic from the volume of map specified by the box formed by
4777 * Apply the specified probability and per-node force-place to the specified
4778 nodes according to the `probability_list`.
4779 * `probability_list` is an array of tables containing two fields, `pos`
4781 * `pos` is the 3D vector specifying the absolute coordinates of the
4782 node being modified,
4783 * `prob` is an integer value from `0` to `255` that encodes
4784 probability and per-node force-place. Probability has levels
4785 0-127, then 128 may be added to encode per-node force-place.
4786 For probability stated as 0-255, divide by 2 and round down to
4787 get values 0-127, then add 128 to apply per-node force-place.
4788 * If there are two or more entries with the same pos value, the
4790 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4792 * If `probability_list` equals `nil`, no probabilities are applied.
4793 * Apply the specified probability to the specified horizontal slices
4794 according to the `slice_prob_list`.
4795 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4797 * `ypos` indicates the y position of the slice with a probability
4798 applied, the lowest slice being `ypos = 0`.
4799 * If slice probability list equals `nil`, no slice probabilities
4801 * Saves schematic in the Minetest Schematic format to filename.
4803 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4804 * Place the schematic specified by schematic (see [Schematic specifier]) at
4806 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4807 * If the `rotation` parameter is omitted, the schematic is not rotated.
4808 * `replacements` = `{["old_name"] = "convert_to", ...}`
4809 * `force_placement` is a boolean indicating whether nodes other than `air`
4810 and `ignore` are replaced by the schematic.
4811 * Returns nil if the schematic could not be loaded.
4812 * **Warning**: Once you have loaded a schematic from a file, it will be
4813 cached. Future calls will always use the cached version and the
4814 replacement list defined for it, regardless of whether the file or the
4815 replacement list parameter have changed. The only way to load the file
4816 anew is to restart the server.
4817 * `flags` is a flag field with the available flags:
4822 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4823 * This function is analogous to minetest.place_schematic, but places a
4824 schematic onto the specified VoxelManip object `vmanip` instead of the
4826 * Returns false if any part of the schematic was cut-off due to the
4827 VoxelManip not containing the full area required, and true if the whole
4828 schematic was able to fit.
4829 * Returns nil if the schematic could not be loaded.
4830 * After execution, any external copies of the VoxelManip contents are
4832 * `flags` is a flag field with the available flags:
4837 * `minetest.serialize_schematic(schematic, format, options)`
4838 * Return the serialized schematic specified by schematic
4839 (see [Schematic specifier])
4840 * in the `format` of either "mts" or "lua".
4841 * "mts" - a string containing the binary MTS data used in the MTS file
4843 * "lua" - a string containing Lua code representing the schematic in table
4845 * `options` is a table containing the following optional parameters:
4846 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4847 generated will have (X, Z) position comments for every X row
4848 generated in the schematic data for easier reading.
4849 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4850 the Lua code generated will use that number of spaces as indentation
4851 instead of a tab character.
4853 * `minetest.read_schematic(schematic, options)`
4854 * Returns a Lua table representing the schematic (see: [Schematic specifier])
4855 * `schematic` is the schematic to read (see: [Schematic specifier])
4856 * `options` is a table containing the following optional parameters:
4857 * `write_yslice_prob`: string value:
4858 * `none`: no `write_yslice_prob` table is inserted,
4859 * `low`: only probabilities that are not 254 or 255 are written in
4860 the `write_ylisce_prob` table,
4861 * `all`: write all probabilities to the `write_yslice_prob` table.
4862 * The default for this option is `all`.
4863 * Any invalid value will be interpreted as `all`.
4868 * `minetest.request_http_api()`:
4869 * returns `HTTPApiTable` containing http functions if the calling mod has
4870 been granted access by being listed in the `secure.http_mods` or
4871 `secure.trusted_mods` setting, otherwise returns `nil`.
4872 * The returned table contains the functions `fetch`, `fetch_async` and
4873 `fetch_async_get` described below.
4874 * Only works at init time and must be called from the mod's main scope
4875 (not from a function).
4876 * Function only exists if minetest server was built with cURL support.
4877 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4879 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4880 * Performs given request asynchronously and calls callback upon completion
4881 * callback: `function(HTTPRequestResult res)`
4882 * Use this HTTP function if you are unsure, the others are for advanced use
4883 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4884 * Performs given request asynchronously and returns handle for
4885 `HTTPApiTable.fetch_async_get`
4886 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4887 * Return response data for given asynchronous HTTP request
4892 * `minetest.get_mod_storage()`:
4893 * returns reference to mod private `StorageRef`
4894 * must be called during mod load time
4899 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4900 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4901 * `minetest.player_exists(name)`: boolean, whether player exists
4902 (regardless of online status)
4903 * `minetest.hud_replace_builtin(name, hud_definition)`
4904 * Replaces definition of a builtin hud element
4905 * `name`: `"breath"` or `"health"`
4906 * `hud_definition`: definition to replace builtin definition
4907 * `minetest.send_join_message(player_name)`
4908 * This function can be overridden by mods to change the join message.
4909 * `minetest.send_leave_message(player_name, timed_out)`
4910 * This function can be overridden by mods to change the leave message.
4911 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4912 * `pos`: table {x=number, y=number, z=number},
4913 * Gives a unique hash number for a node position (16+16+16=48bit)
4914 * `minetest.get_position_from_hash(hash)`: returns a position
4915 * Inverse transform of `minetest.hash_node_position`
4916 * `minetest.get_item_group(name, group)`: returns a rating
4917 * Get rating of a group of an item. (`0` means: not in group)
4918 * `minetest.get_node_group(name, group)`: returns a rating
4919 * Deprecated: An alias for the former.
4920 * `minetest.raillike_group(name)`: returns a rating
4921 * Returns rating of the connect_to_raillike group corresponding to name
4922 * If name is not yet the name of a connect_to_raillike group, a new group
4923 id is created, with that name.
4924 * `minetest.get_content_id(name)`: returns an integer
4925 * Gets the internal content ID of `name`
4926 * `minetest.get_name_from_content_id(content_id)`: returns a string
4927 * Gets the name of the content with that content ID
4928 * `minetest.parse_json(string[, nullvalue])`: returns something
4929 * Convert a string containing JSON data into the Lua equivalent
4930 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4931 * On success returns a table, a string, a number, a boolean or `nullvalue`
4932 * On failure outputs an error message and returns `nil`
4933 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4934 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4936 * Convert a Lua table into a JSON string
4937 * styled: Outputs in a human-readable format if this is set, defaults to
4939 * Unserializable things like functions and userdata will cause an error.
4940 * **Warning**: JSON is more strict than the Lua table format.
4941 1. You can only use strings and positive integers of at least one as
4943 2. You can not mix string and integer keys.
4944 This is due to the fact that JSON has two distinct array and object
4946 * Example: `write_json({10, {a = false}})`,
4947 returns `"[10, {\"a\": false}]"`
4948 * `minetest.serialize(table)`: returns a string
4949 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4950 into string form readable by `minetest.deserialize`
4951 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4952 * `minetest.deserialize(string)`: returns a table
4953 * Convert a string returned by `minetest.deserialize` into a table
4954 * `string` is loaded in an empty sandbox environment.
4955 * Will load functions, but they cannot access the global environment.
4956 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4957 returns `{foo='bar'}`
4958 * Example: `deserialize('print("foo")')`, returns `nil`
4959 (function call fails), returns
4960 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4961 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4962 * Compress a string of data.
4963 * `method` is a string identifying the compression method to be used.
4964 * Supported compression methods:
4965 * Deflate (zlib): `"deflate"`
4966 * `...` indicates method-specific arguments. Currently defined arguments
4968 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4969 * `minetest.decompress(compressed_data, method, ...)`: returns data
4970 * Decompress a string of data (using ZLib).
4971 * See documentation on `minetest.compress()` for supported compression
4973 * `...` indicates method-specific arguments. Currently, no methods use this
4974 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4975 * Each argument is a 8 Bit unsigned integer
4976 * Returns the ColorString from rgb or rgba values
4977 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4978 * `minetest.encode_base64(string)`: returns string encoded in base64
4979 * Encodes a string in base64.
4980 * `minetest.decode_base64(string)`: returns string
4981 * Decodes a string encoded in base64.
4982 * `minetest.is_protected(pos, name)`: returns boolean
4983 * Returning `true` restricts the player `name` from modifying (i.e. digging,
4984 placing) the node at position `pos`.
4985 * `name` will be `""` for non-players or unknown players.
4986 * This function should be overridden by protection mods. It is highly
4987 recommended to grant access to players with the `protection_bypass` privilege.
4988 * Cache and call the old version of this function if the position is
4989 not protected by the mod. This will allow using multiple protection mods.
4992 local old_is_protected = minetest.is_protected
4993 function minetest.is_protected(pos, name)
4994 if mymod:position_protected_from(pos, name) then
4997 return old_is_protected(pos, name)
4999 * `minetest.record_protection_violation(pos, name)`
5000 * This function calls functions registered with
5001 `minetest.register_on_protection_violation`.
5002 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5003 * Returns the position of the first node that `player_name` may not modify
5004 in the specified cuboid between `pos1` and `pos2`.
5005 * Returns `false` if no protections were found.
5006 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5007 The points are spaced evenly throughout the volume and have a spacing
5008 similar to, but no larger than, `interval`.
5009 * All corners and edges of the defined volume are checked.
5010 * `interval` defaults to 4.
5011 * `interval` should be carefully chosen and maximised to avoid an excessive
5012 number of points being checked.
5013 * Like `minetest.is_protected`, this function may be extended or
5014 overwritten by mods to provide a faster implementation to check the
5015 cuboid for intersections.
5016 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5017 orient_flags, prevent_after_place])`
5018 * Attempt to predict the desired orientation of the facedir-capable node
5019 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5020 or hanging from the ceiling).
5021 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5022 stacks are handled normally.
5023 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5024 * `invert_wall`: if `true`, place wall-orientation on the ground and
5025 ground-orientation on the wall.
5026 * `force_wall` : if `true`, always place the node in wall orientation.
5027 * `force_ceiling`: if `true`, always place on the ceiling.
5028 * `force_floor`: if `true`, always place the node on the floor.
5029 * `force_facedir`: if `true`, forcefully reset the facedir to north
5030 when placing on the floor or ceiling.
5031 * The first four options are mutually-exclusive; the last in the list
5032 takes precedence over the first.
5033 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5034 * Returns the new itemstack after placement
5035 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5036 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5037 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5038 parameter and `prevent_after_place` set to `true`.
5040 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5041 tool_capabilities, dir, distance, damage)`
5042 * Returns the amount of knockback applied on the punched player.
5043 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5044 * `distance`: distance between puncher and punched player
5045 * This function can be overriden by mods that wish to modify this behaviour.
5046 * You may want to cache and call the old function to allow multiple mods to
5047 change knockback behaviour.
5049 * `minetest.forceload_block(pos[, transient])`
5050 * forceloads the position `pos`.
5051 * returns `true` if area could be forceloaded
5052 * If `transient` is `false` or absent, the forceload will be persistent
5053 (saved between server runs). If `true`, the forceload will be transient
5054 (not saved between server runs).
5056 * `minetest.forceload_free_block(pos[, transient])`
5057 * stops forceloading the position `pos`
5058 * If `transient` is `false` or absent, frees a persistent forceload.
5059 If `true`, frees a transient forceload.
5061 * `minetest.request_insecure_environment()`: returns an environment containing
5062 insecure functions if the calling mod has been listed as trusted in the
5063 `secure.trusted_mods` setting or security is disabled, otherwise returns
5065 * Only works at init time and must be called from the mod's main scope (not
5067 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5068 IT IN A LOCAL VARIABLE!**
5070 * `minetest.global_exists(name)`
5071 * Checks if a global variable has been set, without triggering a warning.
5076 * `minetest.env`: `EnvRef` of the server environment and world.
5077 * Any function in the minetest namespace can be called using the syntax
5078 `minetest.env:somefunction(somearguments)`
5079 instead of `minetest.somefunction(somearguments)`
5080 * Deprecated, but support is not to be dropped soon
5085 ### Registered definition tables
5087 * `minetest.registered_items`
5088 * Map of registered items, indexed by name
5089 * `minetest.registered_nodes`
5090 * Map of registered node definitions, indexed by name
5091 * `minetest.registered_craftitems`
5092 * Map of registered craft item definitions, indexed by name
5093 * `minetest.registered_tools`
5094 * Map of registered tool definitions, indexed by name
5095 * `minetest.registered_entities`
5096 * Map of registered entity prototypes, indexed by name
5097 * `minetest.object_refs`
5098 * Map of object references, indexed by active object id
5099 * `minetest.luaentities`
5100 * Map of Lua entities, indexed by active object id
5101 * `minetest.registered_abms`
5102 * List of ABM definitions
5103 * `minetest.registered_lbms`
5104 * List of LBM definitions
5105 * `minetest.registered_aliases`
5106 * Map of registered aliases, indexed by name
5107 * `minetest.registered_ores`
5108 * Map of registered ore definitions, indexed by the `name` field.
5109 * If `name` is nil, the key is the object handle returned by
5110 `minetest.register_ore`.
5111 * `minetest.registered_biomes`
5112 * Map of registered biome definitions, indexed by the `name` field.
5113 * If `name` is nil, the key is the object handle returned by
5114 `minetest.register_biome`.
5115 * `minetest.registered_decorations`
5116 * Map of registered decoration definitions, indexed by the `name` field.
5117 * If `name` is nil, the key is the object handle returned by
5118 `minetest.register_decoration`.
5119 * `minetest.registered_schematics`
5120 * Map of registered schematic definitions, indexed by the `name` field.
5121 * If `name` is nil, the key is the object handle returned by
5122 `minetest.register_schematic`.
5123 * `minetest.registered_chatcommands`
5124 * Map of registered chat command definitions, indexed by name
5125 * `minetest.registered_privileges`
5126 * Map of registered privilege definitions, indexed by name
5128 ### Registered callback tables
5130 All callbacks registered with [Global callback registration functions] are added
5131 to corresponding `minetest.registered_*` tables.
5139 Sorted alphabetically.
5144 A fast access data structure to store areas, and find areas near a given
5146 Every area has a `data` string attribute to store additional information.
5147 You can create an empty `AreaStore` by calling `AreaStore()`, or
5148 `AreaStore(type_name)`.
5149 If you chose the parameter-less constructor, a fast implementation will be
5150 automatically chosen for you.
5154 * `get_area(id, include_borders, include_data)`: returns the area with the id
5156 (optional) Boolean values `include_borders` and `include_data` control what's
5158 Returns nil if specified area id does not exist.
5159 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
5160 that contain the position `pos`.
5161 (optional) Boolean values `include_borders` and `include_data` control what's
5163 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
5164 returns all areas that contain all nodes inside the area specified by `edge1`
5165 and `edge2` (inclusive).
5166 If `accept_overlap` is true, also areas are returned that have nodes in
5167 common with the specified area.
5168 (optional) Boolean values `include_borders` and `include_data` control what's
5170 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5171 Returns the new area's ID, or nil if the insertion failed.
5172 The (inclusive) positions `edge1` and `edge2` describe the area.
5173 `data` is a string stored with the area. If passed, `id` will be used as the
5174 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
5175 the `id` parameter you must always use it, or insertions are likely to fail
5177 * `reserve(count)`: reserves resources for at most `count` many contained
5179 Only needed for efficiency, and only some implementations profit.
5180 * `remove_area(id)`: removes the area with the given id from the store, returns
5182 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5183 Calling invalidates the cache, so that its elements have to be newly
5185 * `params` is a table with the following fields:
5187 enabled = boolean, -- Whether to enable, default true
5188 block_radius = int, -- The radius (in nodes) of the areas the cache
5189 -- generates prefiltered lists for, minimum 16,
5191 limit = int, -- The cache size, minimum 20, default 1000
5192 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5194 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5196 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5198 Returns success and, optionally, an error message.
5199 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5205 An `InvRef` is a reference to an inventory.
5209 * `is_empty(listname)`: return `true` if list is empty
5210 * `get_size(listname)`: get size of a list
5211 * `set_size(listname, size)`: set size of a list
5212 * returns `false` on error (e.g. invalid `listname` or `size`)
5213 * `get_width(listname)`: get width of a list
5214 * `set_width(listname, width)`: set width of list; currently used for crafting
5215 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5216 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5217 * `get_list(listname)`: return full list
5218 * `set_list(listname, list)`: set full list (size will not change)
5219 * `get_lists()`: returns list of inventory lists
5220 * `set_lists(lists)`: sets inventory lists (size will not change)
5221 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5223 * `room_for_item(listname, stack):` returns `true` if the stack of items
5224 can be fully added to the list
5225 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5226 the stack of items can be fully taken from the list.
5227 If `match_meta` is false, only the items' names are compared
5229 * `remove_item(listname, stack)`: take as many items as specified from the
5230 list, returns the items that were actually removed (as an `ItemStack`)
5231 -- note that any item metadata is ignored, so attempting to remove a specific
5232 unique item this way will likely remove the wrong one -- to do that use
5233 `set_stack` with an empty `ItemStack`.
5234 * `get_location()`: returns a location compatible to
5235 `minetest.get_inventory(location)`.
5236 * returns `{type="undefined"}` in case location is not known
5241 An `ItemStack` is a stack of items.
5243 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5244 an itemstring, a table or `nil`.
5248 * `is_empty()`: returns `true` if stack is empty.
5249 * `get_name()`: returns item name (e.g. `"default:stone"`).
5250 * `set_name(item_name)`: returns a boolean indicating whether the item was
5252 * `get_count()`: Returns number of items on the stack.
5253 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5254 * `count`: number, unsigned 16 bit integer
5255 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5256 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5257 * `wear`: number, unsigned 16 bit integer
5258 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5259 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5261 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5262 * `get_description()`: returns the description shown in inventory list tooltips.
5263 * `clear()`: removes all items from the stack, making it empty.
5264 * `replace(item)`: replace the contents of this stack.
5265 * `item` can also be an itemstring or table.
5266 * `to_string()`: returns the stack in itemstring form.
5267 * `to_table()`: returns the stack in Lua table form.
5268 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5270 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5271 * `is_known()`: returns `true` if the item name refers to a defined item type.
5272 * `get_definition()`: returns the item definition table.
5273 * `get_tool_capabilities()`: returns the digging properties of the item,
5274 or those of the hand if none are defined for this item type
5275 * `add_wear(amount)`
5276 * Increases wear by `amount` if the item is a tool
5277 * `amount`: number, integer
5278 * `add_item(item)`: returns leftover `ItemStack`
5279 * Put some item or stack onto this stack
5280 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5282 * `take_item(n)`: returns taken `ItemStack`
5283 * Take (and remove) up to `n` items from this stack
5284 * `n`: number, default: `1`
5285 * `peek_item(n)`: returns taken `ItemStack`
5286 * Copy (don't remove) up to `n` items from this stack
5287 * `n`: number, default: `1`
5292 ItemStack metadata: reference extra data and functionality stored in a stack.
5293 Can be obtained via `item:get_meta()`.
5297 * All methods in MetaDataRef
5298 * `set_tool_capabilities([tool_capabilities])`
5299 * Overrides the item's tool capabilities
5300 * A nil value will clear the override data and restore the original
5306 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
5310 * `contains(key)`: Returns true if key present, otherwise false.
5311 * Returns `nil` when the MetaData is inexistent.
5312 * `get(key)`: Returns `nil` if key not present, else the stored string.
5313 * `set_string(key, value)`: Value of `""` will delete the key.
5314 * `get_string(key)`: Returns `""` if key not present.
5315 * `set_int(key, value)`
5316 * `get_int(key)`: Returns `0` if key not present.
5317 * `set_float(key, value)`
5318 * `get_float(key)`: Returns `0` if key not present.
5319 * `to_table()`: returns `nil` or a table with keys:
5320 * `fields`: key-value storage
5321 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5322 * `from_table(nil or {})`
5323 * Any non-table value will clear the metadata
5324 * See [Node Metadata] for an example
5325 * returns `true` on success
5327 * returns `true` if this metadata has the same key-value pairs as `other`
5332 An interface to use mod channels on client and server
5336 * `leave()`: leave the mod channel.
5337 * Server leaves channel `channel_name`.
5338 * No more incoming or outgoing messages can be sent to this channel from
5340 * This invalidate all future object usage.
5341 * Ensure you set mod_channel to nil after that to free Lua resources.
5342 * `is_writeable()`: returns true if channel is writeable and mod can send over
5344 * `send_all(message)`: Send `message` though the mod channel.
5345 * If mod channel is not writeable or invalid, message will be dropped.
5346 * Message size is limited to 65535 characters by protocol.
5351 Node metadata: reference extra data and functionality stored in a node.
5352 Can be obtained via `minetest.get_meta(pos)`.
5356 * All methods in MetaDataRef
5357 * `get_inventory()`: returns `InvRef`
5358 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5359 This will prevent them from being sent to the client. Note that the "private"
5360 status will only be remembered if an associated key-value pair exists,
5361 meaning it's best to call this when initializing all other meta (e.g.
5367 Node Timers: a high resolution persistent per-node timer.
5368 Can be gotten via `minetest.get_node_timer(pos)`.
5372 * `set(timeout,elapsed)`
5373 * set a timer's state
5374 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5375 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5376 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5380 * equivalent to `set(timeout,0)`
5383 * `get_timeout()`: returns current timeout in seconds
5384 * if `timeout` equals `0`, timer is inactive
5385 * `get_elapsed()`: returns current elapsed time in seconds
5386 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5388 * `is_started()`: returns boolean state of timer
5389 * returns `true` if timer is started, otherwise `false`
5394 Moving things in the game are generally these.
5396 This is basically a reference to a C++ `ServerActiveObject`
5400 * `get_pos()`: returns `{x=num, y=num, z=num}`
5401 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5402 * `move_to(pos, continuous=false)`
5403 * Does an interpolated move for Lua entities for visually smooth transitions.
5404 * If `continuous` is true, the Lua entity will not be moved to the current
5405 position before starting the interpolated move.
5406 * For players this does the same as `set_pos`,`continuous` is ignored.
5407 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5408 * `puncher` = another `ObjectRef`,
5409 * `time_from_last_punch` = time since last punch action of the puncher
5410 * `direction`: can be `nil`
5411 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5412 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5413 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5414 * See reason in register_on_player_hpchange
5415 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5416 * `get_wield_list()`: returns the name of the inventory list the wielded item
5418 * `get_wield_index()`: returns the index of the wielded item
5419 * `get_wielded_item()`: returns an `ItemStack`
5420 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5422 * `set_armor_groups({group1=rating, group2=rating, ...})`
5423 * `get_armor_groups()`: returns a table with the armor group ratings
5424 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5425 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5426 * `frame_speed`: number, default: `15.0`
5427 * `frame_blend`: number, default: `0.0`
5428 * `frame_loop`: boolean, default: `true`
5429 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5431 * `set_animation_frame_speed(frame_speed)`
5432 * `frame_speed`: number, default: `15.0`
5433 * `set_attach(parent, bone, position, rotation)`
5435 * `position`: `{x=num, y=num, z=num}` (relative)
5436 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5437 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5440 * `set_bone_position(bone, position, rotation)`
5442 * `position`: `{x=num, y=num, z=num}` (relative)
5443 * `rotation`: `{x=num, y=num, z=num}`
5444 * `get_bone_position(bone)`: returns position and rotation of the bone
5445 * `set_properties(object property table)`
5446 * `get_properties()`: returns object property table
5447 * `is_player()`: returns true for players, false otherwise
5448 * `get_nametag_attributes()`
5449 * returns a table with the attributes of the nametag of an object
5451 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5454 * `set_nametag_attributes(attributes)`
5455 * sets the attributes of the nametag of an object
5459 text = "My Nametag",
5462 #### Lua entity only (no-op for other objects)
5464 * `remove()`: remove object (after returning from Lua)
5465 * `set_velocity(vel)`
5466 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5467 * `add_velocity(vel)`
5468 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5469 * In comparison to using get_velocity, adding the velocity and then using
5470 set_velocity, add_velocity is supposed to avoid synchronization problems.
5471 * `get_velocity()`: returns the velocity, a vector
5472 * `set_acceleration(acc)`
5474 * `get_acceleration()`: returns the acceleration, a vector
5475 * `set_rotation(rot)`
5476 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5477 and Z is roll (bank).
5478 * `get_rotation()`: returns the rotation, a vector (radians)
5479 * `set_yaw(radians)`: sets the yaw (heading).
5480 * `get_yaw()`: returns number in radians
5481 * `set_texture_mod(mod)`
5482 * `get_texture_mod()` returns current texture modifier
5483 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5484 * Select sprite from spritesheet with optional animation and Dungeon Master
5485 style texture selection based on yaw relative to camera
5486 * `p`: {x=number, y=number}, the coordinate of the first frame
5487 (x: column, y: row), default: `{x=0, y=0}`
5488 * `num_frames`: number, default: `1`
5489 * `framelength`: number, default: `0.2`
5490 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5491 Master mob, default: `false`
5492 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5495 #### Player only (no-op for other objects)
5497 * `get_player_name()`: returns `""` if is not a player
5498 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5499 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5500 * `add_player_velocity(vel)`
5501 * Adds to player velocity, this happens client-side and only once.
5502 * Does not apply during free_move.
5503 * Note that since the player speed is normalized at each move step,
5504 increasing e.g. Y velocity beyond what would usually be achieved
5505 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5506 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5507 pressing the jump key (assuming default settings)
5508 * `get_look_dir()`: get camera direction as a unit vector
5509 * `get_look_vertical()`: pitch in radians
5510 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5512 * `get_look_horizontal()`: yaw in radians
5513 * Angle is counter-clockwise from the +z direction.
5514 * `set_look_vertical(radians)`: sets look pitch
5515 * radians: Angle from looking forward, where positive is downwards.
5516 * `set_look_horizontal(radians)`: sets look yaw
5517 * radians: Angle from the +z direction, where positive is counter-clockwise.
5518 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5519 `get_look_vertical`.
5520 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5522 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5523 `get_look_horizontal`.
5524 * Angle is counter-clockwise from the +x direction.
5525 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5526 `set_look_vertical`.
5527 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5528 `set_look_horizontal`.
5529 * `get_breath()`: returns players breath
5530 * `set_breath(value)`: sets players breath
5532 * `0`: player is drowning
5533 * max: bubbles bar is not shown
5534 * See [Object properties] for more information
5535 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5536 * Sets an extra attribute with value on player.
5537 * `value` must be a string, or a number which will be converted to a
5539 * If `value` is `nil`, remove attribute from player.
5540 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5541 * Returns value (a string) for extra attribute.
5542 * Returns `nil` if no attribute found.
5543 * `get_meta()`: Returns a PlayerMetaRef.
5544 * `set_inventory_formspec(formspec)`
5545 * Redefine player's inventory form
5546 * Should usually be called in `on_joinplayer`
5547 * `get_inventory_formspec()`: returns a formspec string
5548 * `set_formspec_prepend(formspec)`:
5549 * the formspec string will be added to every formspec shown to the user,
5550 except for those with a no_prepend[] tag.
5551 * This should be used to set style elements such as background[] and
5552 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5553 * Only affects formspecs shown after this is called.
5554 * `get_formspec_prepend(formspec)`: returns a formspec string.
5555 * `get_player_control()`: returns table with player pressed keys
5556 * The table consists of fields with boolean value representing the pressed
5557 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5558 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5559 sneak=true, aux1=false, down=false, up=false}`
5560 * `get_player_control_bits()`: returns integer with bit packed player pressed
5562 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5564 * `set_physics_override(override_table)`
5565 * `override_table` is a table with the following fields:
5566 * `speed`: multiplier to default walking speed value (default: `1`)
5567 * `jump`: multiplier to default jump value (default: `1`)
5568 * `gravity`: multiplier to default gravity value (default: `1`)
5569 * `sneak`: whether player can sneak (default: `true`)
5570 * `sneak_glitch`: whether player can use the new move code replications
5571 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5573 * `new_move`: use new move/sneak code. When `false` the exact old code
5574 is used for the specific old sneak behaviour (default: `true`)
5575 * `get_physics_override()`: returns the table given to `set_physics_override`
5576 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5578 * `hud_remove(id)`: remove the HUD element of the specified id
5579 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5581 * element `stat` values:
5582 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5583 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5584 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5585 * `flags`: A table with the following fields set to boolean values
5593 * If a flag equals `nil`, the flag is not modified
5594 * `minimap`: Modifies the client's permission to view the minimap.
5595 The client may locally elect to not view the minimap.
5596 * `minimap_radar` is only usable when `minimap` is true
5597 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5598 * See `hud_set_flags` for a list of flags that can be toggled.
5599 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5600 * `count`: number of items, must be between `1` and `32`
5601 * `hud_get_hotbar_itemcount`: returns number of visible items
5602 * `hud_set_hotbar_image(texturename)`
5603 * sets background image for hotbar
5604 * `hud_get_hotbar_image`: returns texturename
5605 * `hud_set_hotbar_selected_image(texturename)`
5606 * sets image for selected item of hotbar
5607 * `hud_get_hotbar_selected_image`: returns texturename
5608 * `set_sky(bgcolor, type, {texture names}, clouds)`
5609 * `bgcolor`: ColorSpec, defaults to white
5610 * `type`: Available types:
5611 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5612 * `"skybox"`: Uses 6 textures, `bgcolor` used
5613 * `"plain"`: Uses 0 textures, `bgcolor` used
5614 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5615 `"plain"` custom skyboxes (default: `true`)
5616 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5617 * `set_clouds(parameters)`: set cloud parameters
5618 * `parameters` is a table with the following optional fields:
5619 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5620 * `color`: basic cloud color with alpha channel, ColorSpec
5621 (default `#fff0f0e5`).
5622 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5623 ColorSpec (alpha ignored, default `#000000`)
5624 * `height`: cloud height, i.e. y of cloud base (default per conf,
5626 * `thickness`: cloud thickness in nodes (default `16`)
5627 * `speed`: 2D cloud speed + direction in nodes per second
5628 (default `{x=0, z=-2}`).
5629 * `get_clouds()`: returns a table with the current cloud parameters as in
5631 * `override_day_night_ratio(ratio or nil)`
5632 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5634 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5635 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5636 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5637 set animation for player model in third person view
5639 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5640 {x=168, y=187}, -- walk animation key frames
5641 {x=189, y=198}, -- dig animation key frames
5642 {x=200, y=219}, -- walk+dig animation key frames
5643 frame_speed=30) -- animation frame speed
5644 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5646 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5648 * in first person view
5649 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5650 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5651 * `send_mapblock(blockpos)`:
5652 * Sends a server-side loaded mapblock to the player.
5653 * Returns `false` if failed.
5654 * Resource intensive - use sparsely
5655 * To get blockpos, integer divide pos by 16
5660 A 32-bit pseudorandom number generator.
5661 Uses PCG32, an algorithm of the permuted congruential generator family,
5662 offering very strong randomness.
5664 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5668 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5669 * `next(min, max)`: return next integer random number [`min`...`max`]
5670 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5671 random number [`min`...`max`].
5672 * This is only a rough approximation of a normal distribution with:
5673 * `mean = (max - min) / 2`, and
5674 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5675 * Increasing `num_trials` improves accuracy of the approximation
5680 A perlin noise generator.
5681 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5682 or `PerlinNoise(noiseparams)`.
5683 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5684 or `minetest.get_perlin(noiseparams)`.
5688 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5689 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5694 A fast, bulk perlin noise generator.
5696 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5697 `minetest.get_perlin_map(noiseparams, size)`.
5699 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5700 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5703 For each of the functions with an optional `buffer` parameter: If `buffer` is
5704 not nil, this table will be used to store the result instead of creating a new
5709 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5710 with values starting at `pos={x=,y=}`
5711 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5712 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5713 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5714 array of 2D noise with values starting at `pos={x=,y=}`
5715 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5716 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5717 is stored internally.
5718 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5719 is stored internally.
5720 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5721 returns a slice of the most recently computed noise results. The result slice
5722 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5723 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5725 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5726 It is important to note that `slice_offset` offset coordinates begin at 1,
5727 and are relative to the starting position of the most recently calculated
5729 To grab a single vertical column of noise starting at map coordinates
5730 x = 1023, y=1000, z = 1000:
5731 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5732 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5738 Uses the same method of storage as the deprecated player attribute API, so
5739 data there will also be in player meta.
5740 Can be obtained using `player:get_meta()`.
5744 * All methods in MetaDataRef
5749 A 16-bit pseudorandom number generator.
5750 Uses a well-known LCG algorithm introduced by K&R.
5752 It can be created via `PseudoRandom(seed)`.
5756 * `next()`: return next integer random number [`0`...`32767`]
5757 * `next(min, max)`: return next integer random number [`min`...`max`]
5758 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5759 due to the simple implementation making bad distribution otherwise.
5764 A raycast on the map. It works with selection boxes.
5765 Can be used as an iterator in a for loop as:
5767 local ray = Raycast(...)
5768 for pointed_thing in ray do
5772 The map is loaded as the ray advances. If the map is modified after the
5773 `Raycast` is created, the changes may or may not have an effect on the object.
5775 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5776 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5778 * `pos1`: start of the ray
5779 * `pos2`: end of the ray
5780 * `objects`: if false, only nodes will be returned. Default is true.
5781 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5785 * `next()`: returns a `pointed_thing` with exact pointing location
5786 * Returns the next thing pointed by the ray or nil.
5791 Interface for the operating system's crypto-secure PRNG.
5793 It can be created via `SecureRandom()`. The constructor returns nil if a
5794 secure random device cannot be found on the system.
5798 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5799 random bytes, as a string.
5804 An interface to read config files in the format of `minetest.conf`.
5806 It can be created via `Settings(filename)`.
5810 * `get(key)`: returns a value
5811 * `get_bool(key, [default])`: returns a boolean
5812 * `default` is the value returned if `key` is not found.
5813 * Returns `nil` if `key` is not found and `default` not specified.
5814 * `get_np_group(key)`: returns a NoiseParams table
5816 * Setting names can't contain whitespace or any of `="{}#`.
5817 * Setting values can't contain the sequence `\n"""`.
5818 * Setting names starting with "secure." can't be set on the main settings
5819 object (`minetest.settings`).
5820 * `set_bool(key, value)`
5821 * See documentation for set() above.
5822 * `set_np_group(key, value)`
5823 * `value` is a NoiseParams table.
5824 * Also, see documentation for set() above.
5825 * `remove(key)`: returns a boolean (`true` for success)
5826 * `get_names()`: returns `{key1,...}`
5827 * `write()`: returns a boolean (`true` for success)
5828 * Writes changes to file.
5829 * `to_table()`: returns `{[key1]=value1,...}`
5834 Mod metadata: per mod metadata, saved automatically.
5835 Can be obtained via `minetest.get_mod_storage()` during load time.
5839 * All methods in MetaDataRef
5850 Used by `ObjectRef` methods. Part of an Entity definition.
5854 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5857 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5860 -- For players only. Zoom FOV in degrees.
5861 -- Note that zoom loads and/or generates world beyond the server's
5862 -- maximum send and generate distances, so acts like a telescope.
5863 -- Smaller zoom_fov values increase the distance loaded/generated.
5864 -- Defaults to 15 in creative mode, 0 in survival mode.
5865 -- zoom_fov = 0 disables zooming for the player.
5868 -- For players only. Camera height above feet position in nodes.
5869 -- Defaults to 1.625.
5873 collide_with_objects = true,
5874 -- Collide with other objects if physical = true
5878 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5879 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5880 -- Selection box uses collision box dimensions when not set.
5881 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5885 -- Overrides selection box when false
5887 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5888 -- "cube" is a node-sized cube.
5889 -- "sprite" is a flat texture always facing the player.
5890 -- "upright_sprite" is a vertical flat texture.
5891 -- "mesh" uses the defined mesh model.
5892 -- "wielditem" is used for dropped items.
5893 -- (see builtin/game/item_entity.lua).
5894 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
5895 -- If the item has a 'wield_image' the object will be an extrusion of
5897 -- If 'itemname' is a cubic node or nodebox the object will appear
5898 -- identical to 'itemname'.
5899 -- If 'itemname' is a plantlike node the object will be an extrusion
5901 -- Otherwise for non-node items, the object will be an extrusion of
5902 -- 'inventory_image'.
5903 -- If 'itemname' contains a ColorString or palette index (e.g. from
5904 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
5905 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5907 visual_size = {x = 1, y = 1, z = 1},
5908 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5909 -- to scale the entity along both horizontal axes.
5914 -- Number of required textures depends on visual.
5915 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5916 -- "sprite" uses 1 texture.
5917 -- "upright_sprite" uses 2 textures: {front, back}.
5918 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5921 -- Number of required colors depends on visual
5923 use_texture_alpha = false,
5924 -- Use texture's alpha channel.
5925 -- Excludes "upright_sprite" and "wielditem".
5926 -- Note: currently causes visual issues when viewed through other
5927 -- semi-transparent materials such as water.
5929 spritediv = {x = 1, y = 1},
5930 -- Used with spritesheet textures for animation and/or frame selection
5931 -- according to position relative to player.
5932 -- Defines the number of columns and rows in the spritesheet:
5935 initial_sprite_basepos = {x = 0, y = 0},
5936 -- Used with spritesheet textures.
5937 -- Defines the {column, row} position of the initially used frame in the
5942 makes_footstep_sound = false,
5944 automatic_rotate = 0,
5945 -- Set constant rotation in radians per second, positive or negative.
5946 -- Set to 0 to disable constant rotation.
5950 automatic_face_movement_dir = 0.0,
5951 -- Automatically set yaw to movement direction, offset in degrees.
5952 -- 'false' to disable.
5954 automatic_face_movement_max_rotation_per_sec = -1,
5955 -- Limit automatic rotation to this value in degrees per second.
5956 -- No limit if value <= 0.
5958 backface_culling = true,
5959 -- Set to false to disable backface_culling for model
5962 -- Add this much extra lighting when calculating texture color.
5963 -- Value < 0 disables light's effect on texture color.
5964 -- For faking self-lighting, UI style entities, or programmatic coloring
5968 -- By default empty, for players their name is shown if empty
5970 nametag_color = <ColorSpec>,
5971 -- Sets color of nametag
5974 -- By default empty, text to be shown when pointed at object
5977 -- If false, never save this object statically. It will simply be
5978 -- deleted when the block gets unloaded.
5979 -- The get_staticdata() callback is never called then.
5980 -- Defaults to 'true'.
5986 Used by `minetest.register_entity`.
5989 initial_properties = {
5991 mesh = "boats_boat.obj",
5994 -- A table of object properties, see the `Object properties` section.
5995 -- Object properties being read directly from the entity definition
5996 -- table is deprecated. Define object properties in this
5997 -- `initial_properties` table instead.
5999 on_activate = function(self, staticdata, dtime_s),
6001 on_step = function(self, dtime),
6003 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6005 on_rightclick = function(self, clicker),
6007 get_staticdata = function(self),
6008 -- Called sometimes; the string returned is passed to on_activate when
6009 -- the entity is re-activated from static state
6011 _custom_field = whatever,
6012 -- You can define arbitrary member variables here (see Item definition
6013 -- for more info) by using a '_' prefix
6016 ABM (ActiveBlockModifier) definition
6017 ------------------------------------
6019 Used by `minetest.register_abm`.
6022 label = "Lava cooling",
6023 -- Descriptive label for profiling purposes (optional).
6024 -- Definitions with identical labels will be listed as one.
6026 nodenames = {"default:lava_source"},
6027 -- Apply `action` function to these nodes.
6028 -- `group:groupname` can also be used here.
6030 neighbors = {"default:water_source", "default:water_flowing"},
6031 -- Only apply `action` to nodes that have one of, or any
6032 -- combination of, these neighbors.
6033 -- If left out or empty, any neighbor will do.
6034 -- `group:groupname` can also be used here.
6037 -- Operation interval in seconds
6040 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6044 -- If true, catch-up behaviour is enabled: The `chance` value is
6045 -- temporarily reduced when returning to an area to simulate time lost
6046 -- by the area being unattended. Note that the `chance` value can often
6049 action = function(pos, node, active_object_count, active_object_count_wider),
6050 -- Function triggered for each qualifying node.
6051 -- `active_object_count` is number of active objects in the node's
6053 -- `active_object_count_wider` is number of active objects in the node's
6054 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6055 -- mapblocks are unloaded an estmate is calculated for them based on
6056 -- loaded mapblocks.
6059 LBM (LoadingBlockModifier) definition
6060 -------------------------------------
6062 Used by `minetest.register_lbm`.
6064 A loading block modifier (LBM) is used to define a function that is called for
6065 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6069 label = "Upgrade legacy doors",
6070 -- Descriptive label for profiling purposes (optional).
6071 -- Definitions with identical labels will be listed as one.
6073 name = "modname:replace_legacy_door",
6075 nodenames = {"default:lava_source"},
6076 -- List of node names to trigger the LBM on.
6077 -- Also non-registered nodes will work.
6078 -- Groups (as of group:groupname) will work as well.
6080 run_at_every_load = false,
6081 -- Whether to run the LBM's action every time a block gets loaded,
6082 -- and not only the first time the block gets loaded after the LBM
6085 action = function(pos, node),
6092 * `{name="image.png", animation={Tile Animation definition}}`
6093 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6094 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6095 * backface culling enabled by default for most nodes
6096 * tileable flags are info for shaders, how they should treat texture
6097 when displacement mapping is used.
6098 Directions are from the point of view of the tile texture,
6099 not the node it's on.
6100 * align style determines whether the texture will be rotated with the node
6101 or kept aligned with its surroundings. "user" means that client
6102 setting will be used, similar to `glasslike_framed_optional`.
6103 Note: supported by solid nodes and nodeboxes only.
6104 * scale is used to make texture span several (exactly `scale`) nodes,
6105 instead of just one, in each direction. Works for world-aligned
6107 Note that as the effect is applied on per-mapblock basis, `16` should
6108 be equally divisible by `scale` or you may get wrong results.
6109 * `{name="image.png", color=ColorSpec}`
6110 * the texture's color will be multiplied with this color.
6111 * the tile's color overrides the owning node's color in all cases.
6112 * deprecated, yet still supported field names:
6115 Tile animation definition
6116 -------------------------
6119 type = "vertical_frames",
6122 -- Width of a frame in pixels
6125 -- Height of a frame in pixels
6135 -- Width in number of frames
6138 -- Height in number of frames
6141 -- Length of a single frame
6147 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6148 `minetest.register_tool`.
6151 description = "Steel Axe",
6154 -- key = name, value = rating; rating = 1..3.
6155 -- If rating not applicable, use 1.
6156 -- e.g. {wool = 1, fluffy = 3}
6157 -- {soil = 2, outerspace = 1, crumbly = 1}
6158 -- {bendy = 2, snappy = 1},
6159 -- {hard = 1, metal = 1, spikes = 1}
6161 inventory_image = "default_tool_steelaxe.png",
6163 inventory_overlay = "overlay.png",
6164 -- An overlay which does not get colorized
6171 -- An image file containing the palette of a node.
6172 -- You can set the currently used color as the "palette_index" field of
6173 -- the item stack metadata.
6174 -- The palette is always stretched to fit indices between 0 and 255, to
6175 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6177 color = "0xFFFFFFFF",
6178 -- The color of the item. The palette overrides this.
6180 wield_scale = {x = 1, y = 1, z = 1},
6186 liquids_pointable = false,
6188 -- See "Tools" section
6189 tool_capabilities = {
6190 full_punch_interval = 1.0,
6194 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6195 uses = 20, maxlevel = 2},
6197 damage_groups = {groupname = damage},
6200 node_placement_prediction = nil,
6201 -- If nil and item is node, prediction is made automatically.
6202 -- If nil and item is not a node, no prediction is made.
6203 -- If "" and item is anything, no prediction is made.
6204 -- Otherwise should be name of node which the client immediately places
6205 -- on ground when the player places the item. Server will always update
6206 -- actual result to client in a short moment.
6208 node_dig_prediction = "air",
6209 -- if "", no prediction is made.
6210 -- if "air", node is removed.
6211 -- Otherwise should be name of node which the client immediately places
6212 -- upon digging. Server will always update actual result shortly.
6215 breaks = "default_tool_break", -- tools only
6216 place = <SimpleSoundSpec>,
6217 eat = <SimpleSoundSpec>,
6220 on_place = function(itemstack, placer, pointed_thing),
6221 -- Shall place item and return the leftover itemstack.
6222 -- The placer may be any ObjectRef or nil.
6223 -- default: minetest.item_place
6225 on_secondary_use = function(itemstack, user, pointed_thing),
6226 -- Same as on_place but called when pointing at nothing.
6227 -- The user may be any ObjectRef or nil.
6228 -- pointed_thing: always { type = "nothing" }
6230 on_drop = function(itemstack, dropper, pos),
6231 -- Shall drop item and return the leftover itemstack.
6232 -- The dropper may be any ObjectRef or nil.
6233 -- default: minetest.item_drop
6235 on_use = function(itemstack, user, pointed_thing),
6237 -- Function must return either nil if no item shall be removed from
6238 -- inventory, or an itemstack to replace the original itemstack.
6239 -- e.g. itemstack:take_item(); return itemstack
6240 -- Otherwise, the function is free to do what it wants.
6241 -- The user may be any ObjectRef or nil.
6242 -- The default functions handle regular use cases.
6244 after_use = function(itemstack, user, node, digparams),
6246 -- If defined, should return an itemstack and will be called instead of
6247 -- wearing out the tool. If returns nil, does nothing.
6248 -- If after_use doesn't exist, it is the same as:
6249 -- function(itemstack, user, node, digparams)
6250 -- itemstack:add_wear(digparams.wear)
6253 -- The user may be any ObjectRef or nil.
6255 _custom_field = whatever,
6256 -- Add your own custom fields. By convention, all custom field names
6257 -- should start with `_` to avoid naming collisions with future engine
6264 Used by `minetest.register_node`.
6267 -- <all fields allowed in item definitions>,
6269 drawtype = "normal", -- See "Node drawtypes"
6272 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6273 -- "firelike", "mesh".
6274 -- For plantlike and firelike, the image will start at the bottom of the
6275 -- node, for the other drawtypes the image will be centered on the node.
6276 -- Note that positioning for "torchlike" may still change.
6278 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6279 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6280 -- Old field name was 'tile_images'.
6281 -- List can be shortened to needed length.
6283 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6284 -- Same as `tiles`, but these textures are drawn on top of the base
6285 -- tiles. You can use this to colorize only specific parts of your
6286 -- texture. If the texture name is an empty string, that overlay is not
6287 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6288 -- overlays on very common nodes.
6290 special_tiles = {tile definition 1, Tile definition 2},
6291 -- Special textures of node; used rarely.
6292 -- Old field name was 'special_materials'.
6293 -- List can be shortened to needed length.
6296 -- The node's original color will be multiplied with this color.
6297 -- If the node has a palette, then this setting only has an effect in
6298 -- the inventory and on the wield item.
6300 use_texture_alpha = false,
6301 -- Use texture's alpha channel
6303 palette = "palette.png",
6304 -- The node's `param2` is used to select a pixel from the image.
6305 -- Pixels are arranged from left to right and from top to bottom.
6306 -- The node's color will be multiplied with the selected pixel's color.
6307 -- Tiles can override this behavior.
6308 -- Only when `paramtype2` supports palettes.
6310 post_effect_color = "green#0F",
6311 -- Screen tint if player is inside node, see "ColorSpec"
6313 paramtype = "none", -- See "Nodes"
6315 paramtype2 = "none", -- See "Nodes"
6317 place_param2 = nil, -- Force value for param2 when player places node
6319 is_ground_content = true,
6320 -- If false, the cave generator and dungeon generator will not carve
6321 -- through this node.
6322 -- Specifically, this stops mod-added nodes being removed by caves and
6323 -- dungeons when those generate in a neighbor mapchunk and extend out
6324 -- beyond the edge of that mapchunk.
6326 sunlight_propagates = false,
6327 -- If true, sunlight will go infinitely through this node
6329 walkable = true, -- If true, objects collide with node
6331 pointable = true, -- If true, can be pointed at
6333 diggable = true, -- If false, can never be dug
6335 climbable = false, -- If true, can be climbed on (ladder)
6337 buildable_to = false, -- If true, placed nodes can replace this node
6340 -- If true, liquids flow into and replace this node.
6341 -- Warning: making a liquid node 'floodable' will cause problems.
6343 liquidtype = "none", -- "none" / "source" / "flowing"
6345 liquid_alternative_flowing = "", -- Flowing version of source liquid
6347 liquid_alternative_source = "", -- Source version of flowing liquid
6349 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6351 liquid_renewable = true,
6352 -- If true, a new liquid source can be created by placing two or more
6356 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6357 -- Allows defining the nodebox height without using param2.
6358 -- The nodebox height is 'leveled' / 64 nodes.
6359 -- The maximum value of 'leveled' is 127.
6361 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6364 -- Player will take this amount of damage if no bubbles are left
6367 -- Amount of light emitted by node.
6368 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6369 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6372 damage_per_second = 0,
6373 -- If player is inside node, this damage is caused
6375 node_box = {type="regular"}, -- See "Node boxes"
6377 connects_to = nodenames,
6378 -- Used for nodebox nodes with the type == "connected".
6379 -- Specifies to what neighboring nodes connections will be drawn.
6380 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6382 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6383 -- Tells connected nodebox nodes to connect only to these sides of this
6391 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6394 -- Custom selection box definition. Multiple boxes can be defined.
6395 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6396 -- definition is used for the selection box.
6401 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6404 -- Custom collision box definition. Multiple boxes can be defined.
6405 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6406 -- definition is used for the collision box.
6407 -- Both of the boxes above are defined as:
6408 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6410 -- Support maps made in and before January 2012
6411 legacy_facedir_simple = false,
6412 legacy_wallmounted = false,
6415 -- Valid for drawtypes:
6416 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6417 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6418 -- 2 - wave node like leaves (whole node moves side-to-side)
6419 -- 3 - wave node like liquids (whole node moves up and down)
6420 -- Not all models will properly wave.
6421 -- plantlike drawtype can only wave like plants.
6422 -- allfaces_optional drawtype can only wave like leaves.
6423 -- liquid, flowingliquid drawtypes can only wave like liquids.
6426 footstep = <SimpleSoundSpec>,
6427 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6428 dug = <SimpleSoundSpec>,
6429 place = <SimpleSoundSpec>,
6430 place_failed = <SimpleSoundSpec>,
6431 fall = <SimpleSoundSpec>,
6435 -- Name of dropped item when dug.
6436 -- Default dropped item is the node itself.
6437 -- Using a table allows multiple items, drop chances and tool filtering:
6440 -- Maximum number of item lists to drop.
6441 -- The entries in 'items' are processed in order. For each:
6442 -- Tool filtering is applied, chance of drop is applied, if both are
6443 -- successful the entire item list is dropped.
6444 -- Entry processing continues until the number of dropped item lists
6445 -- equals 'max_items'.
6446 -- Therefore, entries should progress from low to high drop chance.
6450 -- 1 in 1000 chance of dropping a diamond.
6451 -- Default rarity is '1'.
6453 items = {"default:diamond"},
6456 -- Only drop if using a tool whose name is identical to one
6458 tools = {"default:shovel_mese", "default:shovel_diamond"},
6460 items = {"default:dirt"},
6461 -- Whether all items in the dropped item list inherit the
6462 -- hardware coloring palette color from the dug node.
6463 -- Default is 'false'.
6464 inherit_color = true,
6467 -- Only drop if using a tool whose name contains
6468 -- "default:shovel_".
6469 tools = {"~default:shovel_"},
6471 -- The item list dropped.
6472 items = {"default:sand", "default:desert_sand"},
6477 on_construct = function(pos),
6478 -- Node constructor; called after adding node.
6479 -- Can set up metadata and stuff like that.
6480 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6483 on_destruct = function(pos),
6484 -- Node destructor; called before removing node.
6485 -- Not called for bulk node placement.
6488 after_destruct = function(pos, oldnode),
6489 -- Node destructor; called after removing node.
6490 -- Not called for bulk node placement.
6493 on_flood = function(pos, oldnode, newnode),
6494 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6495 -- `floodable = true` in the nodedef. Not called for bulk node placement
6496 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6497 -- node is not flooded, but on_flood callback will most likely be called
6498 -- over and over again every liquid update interval.
6500 -- Warning: making a liquid node 'floodable' will cause problems.
6502 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6503 -- Called when oldnode is about be converted to an item, but before the
6504 -- node is deleted from the world or the drops are added. This is
6505 -- generally the result of either the node being dug or an attached node
6506 -- becoming detached.
6507 -- drops is a table of ItemStacks, so any metadata to be preserved can
6508 -- be added directly to one or more of the dropped items. See
6509 -- "ItemStackMetaRef".
6512 after_place_node = function(pos, placer, itemstack, pointed_thing),
6513 -- Called after constructing node when node was placed using
6514 -- minetest.item_place_node / minetest.place_node.
6515 -- If return true no item is taken from itemstack.
6516 -- `placer` may be any valid ObjectRef or nil.
6519 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6520 -- oldmetadata is in table format.
6521 -- Called after destructing node when node was dug using
6522 -- minetest.node_dig / minetest.dig_node.
6525 can_dig = function(pos, [player]),
6526 -- Returns true if node can be dug, or false if not.
6529 on_punch = function(pos, node, puncher, pointed_thing),
6530 -- default: minetest.node_punch
6531 -- By default calls minetest.register_on_punchnode callbacks.
6533 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6535 -- itemstack will hold clicker's wielded item.
6536 -- Shall return the leftover itemstack.
6537 -- Note: pointed_thing can be nil, if a mod calls this function.
6538 -- This function does not get triggered by clients <=0.4.16 if the
6539 -- "formspec" node metadata field is set.
6541 on_dig = function(pos, node, digger),
6542 -- default: minetest.node_dig
6543 -- By default checks privileges, wears out tool and removes node.
6545 on_timer = function(pos, elapsed),
6547 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6548 -- elapsed is the total time passed since the timer was started.
6549 -- return true to run the timer for another cycle with the same timeout
6552 on_receive_fields = function(pos, formname, fields, sender),
6553 -- fields = {name1 = value1, name2 = value2, ...}
6554 -- Called when an UI form (e.g. sign text input) returns data.
6555 -- See minetest.register_on_player_receive_fields for more info.
6558 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6559 -- Called when a player wants to move items inside the inventory.
6560 -- Return value: number of items allowed to move.
6562 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6563 -- Called when a player wants to put something into the inventory.
6564 -- Return value: number of items allowed to put.
6565 -- Return value -1: Allow and don't modify item count in inventory.
6567 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6568 -- Called when a player wants to take something out of the inventory.
6569 -- Return value: number of items allowed to take.
6570 -- Return value -1: Allow and don't modify item count in inventory.
6572 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6573 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6574 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6575 -- Called after the actual action has happened, according to what was
6579 on_blast = function(pos, intensity),
6580 -- intensity: 1.0 = mid range of regular TNT.
6581 -- If defined, called when an explosion touches the node, instead of
6582 -- removing the node.
6588 Used by `minetest.register_craft`.
6593 output = 'default:pick_stone',
6595 {'default:cobble', 'default:cobble', 'default:cobble'},
6596 {'', 'default:stick', ''},
6597 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6599 replacements = <list of item pairs>,
6600 -- replacements: replace one input item with another item on crafting
6608 output = 'mushrooms:mushroom_stew',
6611 "mushrooms:mushroom_brown",
6612 "mushrooms:mushroom_red",
6614 replacements = <list of item pairs>,
6620 type = "toolrepair",
6621 additional_wear = -0.02,
6624 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6630 output = "default:glass",
6631 recipe = "default:sand",
6639 recipe = "bucket:bucket_lava",
6641 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6647 Used by `minetest.register_ore`.
6649 See [Ores] section above for essential information.
6652 ore_type = "scatter",
6654 ore = "default:stone_with_coal",
6657 -- Facedir rotation. Default is 0 (unchanged rotation)
6659 wherein = "default:stone",
6660 -- A list of nodenames is supported too
6662 clust_scarcity = 8 * 8 * 8,
6663 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6664 -- If the desired average distance between ores is 'd', set this to
6668 -- Number of ores in a cluster
6671 -- Size of the bounding box of the cluster.
6672 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6673 -- nodes are coal ore.
6677 -- Lower and upper limits for ore
6680 -- Attributes for the ore generation, see 'Ore attributes' section above
6682 noise_threshold = 0.5,
6683 -- If noise is above this threshold, ore is placed. Not needed for a
6684 -- uniform distribution.
6689 spread = {x = 100, y = 100, z = 100},
6694 -- NoiseParams structure describing one of the perlin noises used for
6695 -- ore distribution.
6696 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6697 -- Omit from "scatter" ore for a uniform ore distribution.
6698 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6701 biomes = {"desert", "rainforest"},
6702 -- List of biomes in which this ore occurs.
6703 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6704 -- being used does not support biomes.
6705 -- Can be a list of (or a single) biome names, IDs, or definitions.
6707 -- Type-specific parameters
6710 column_height_min = 1,
6711 column_height_max = 16,
6712 column_midpoint_factor = 0.5,
6718 spread = {x = 100, y = 100, z = 100},
6726 spread = {x = 100, y = 100, z = 100},
6733 random_factor = 1.0,
6736 np_stratum_thickness = {
6739 spread = {x = 100, y = 100, z = 100},
6744 stratum_thickness = 8,
6750 Used by `minetest.register_biome`.
6755 node_dust = "default:snow",
6756 -- Node dropped onto upper surface after all else is generated
6758 node_top = "default:dirt_with_snow",
6760 -- Node forming surface layer of biome and thickness of this layer
6762 node_filler = "default:permafrost",
6764 -- Node forming lower layer of biome and thickness of this layer
6766 node_stone = "default:bluestone",
6767 -- Node that replaces all stone nodes between roughly y_min and y_max.
6769 node_water_top = "default:ice",
6770 depth_water_top = 10,
6771 -- Node forming a surface layer in seawater with the defined thickness
6774 -- Node that replaces all seawater nodes not in the surface layer
6776 node_river_water = "default:ice",
6777 -- Node that replaces river water in mapgens that use
6778 -- default:river_water
6780 node_riverbed = "default:gravel",
6782 -- Node placed under river water and thickness of this layer
6784 node_cave_liquid = "default:lava_source",
6785 node_cave_liquid = {"default:water_source", "default:lava_source"},
6786 -- Nodes placed inside 50% of the medium size caves.
6787 -- Multiple nodes can be specified, each cave will use a randomly
6788 -- chosen node from the list.
6789 -- If this field is left out or 'nil', cave liquids fall back to
6790 -- classic behaviour of lava and water distributed using 3D noise.
6791 -- For no cave liquid, specify "air".
6793 node_dungeon = "default:cobble",
6794 -- Node used for primary dungeon structure.
6795 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
6796 -- alias, if that is also absent, dungeon nodes fall back to the biome
6798 -- If present, the following two nodes are also used.
6800 node_dungeon_alt = "default:mossycobble",
6801 -- Node used for randomly-distributed alternative structure nodes.
6802 -- If alternative structure nodes are not wanted leave this absent for
6803 -- performance reasons.
6805 node_dungeon_stair = "stairs:stair_cobble",
6806 -- Node used for dungeon stairs.
6807 -- If absent, stairs fall back to 'node_dungeon'.
6811 -- Upper and lower limits for biome.
6812 -- Alternatively you can use xyz limits as shown below.
6814 max_pos = {x = 31000, y = 128, z = 31000},
6815 min_pos = {x = -31000, y = 9, z = -31000},
6816 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6817 -- Biome is limited to a cuboid defined by these positions.
6818 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6819 -- 31000 in 'max_pos'.
6822 -- Vertical distance in nodes above 'y_max' over which the biome will
6823 -- blend with the biome above.
6824 -- Set to 0 for no vertical blend. Defaults to 0.
6827 humidity_point = 50,
6828 -- Characteristic temperature and humidity for the biome.
6829 -- These values create 'biome points' on a voronoi diagram with heat and
6830 -- humidity as axes. The resulting voronoi cells determine the
6831 -- distribution of the biomes.
6832 -- Heat and humidity have average values of 50, vary mostly between
6833 -- 0 and 100 but can exceed these values.
6836 Decoration definition
6837 ---------------------
6839 See [Decoration types]. Used by `minetest.register_decoration`.
6842 deco_type = "simple",
6844 place_on = "default:dirt_with_grass",
6845 -- Node (or list of nodes) that the decoration can be placed on
6848 -- Size of the square divisions of the mapchunk being generated.
6849 -- Determines the resolution of noise variation if used.
6850 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6851 -- equal to the chunk size.
6854 -- The value determines 'decorations per surface node'.
6855 -- Used only if noise_params is not specified.
6856 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6857 -- a different and much faster method.
6862 spread = {x = 100, y = 100, z = 100},
6869 -- NoiseParams structure describing the perlin noise used for decoration
6871 -- A noise value is calculated for each square division and determines
6872 -- 'decorations per surface node' within each division.
6873 -- If the noise value >= 10.0 complete coverage is enabled and
6874 -- decoration placement uses a different and much faster method.
6876 biomes = {"Oceanside", "Hills", "Plains"},
6877 -- List of biomes in which this decoration occurs. Occurs in all biomes
6878 -- if this is omitted, and ignored if the Mapgen being used does not
6880 -- Can be a list of (or a single) biome names, IDs, or definitions.
6884 -- Lower and upper limits for decoration.
6885 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6887 spawn_by = "default:water",
6888 -- Node (or list of nodes) that the decoration only spawns next to.
6889 -- Checks two horizontal planes of 8 neighbouring nodes (including
6890 -- diagonal neighbours), one plane level with the 'place_on' node and a
6891 -- plane one node above that.
6894 -- Number of spawn_by nodes that must be surrounding the decoration
6895 -- position to occur.
6896 -- If absent or -1, decorations occur next to any nodes.
6898 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6899 -- Flags for all decoration types.
6900 -- "liquid_surface": Instead of placement on the highest solid surface
6901 -- in a mapchunk column, placement is on the highest liquid surface.
6902 -- Placement is disabled if solid nodes are found above the liquid
6904 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6905 -- by the decoration.
6906 -- "all_floors", "all_ceilings": Instead of placement on the highest
6907 -- surface in a mapchunk the decoration is placed on all floor and/or
6908 -- ceiling surfaces, for example in caves and dungeons.
6909 -- Ceiling decorations act as an inversion of floor decorations so the
6910 -- effect of 'place_offset_y' is inverted.
6911 -- Y-slice probabilities do not function correctly for ceiling
6912 -- schematic decorations as the behaviour is unchanged.
6913 -- If a single decoration registration has both flags the floor and
6914 -- ceiling decorations will be aligned vertically.
6916 ----- Simple-type parameters
6918 decoration = "default:grass",
6919 -- The node name used as the decoration.
6920 -- If instead a list of strings, a randomly selected node from the list
6921 -- is placed as the decoration.
6924 -- Decoration height in nodes.
6925 -- If height_max is not 0, this is the lower limit of a randomly
6929 -- Upper limit of the randomly selected height.
6930 -- If absent, the parameter 'height' is used as a constant.
6933 -- Param2 value of decoration nodes.
6934 -- If param2_max is not 0, this is the lower limit of a randomly
6938 -- Upper limit of the randomly selected param2.
6939 -- If absent, the parameter 'param2' is used as a constant.
6942 -- Y offset of the decoration base node relative to the standard base
6944 -- Can be positive or negative. Default is 0.
6945 -- Effect is inverted for "all_ceilings" decorations.
6946 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6947 -- to the 'place_on' node.
6949 ----- Schematic-type parameters
6951 schematic = "foobar.mts",
6952 -- If schematic is a string, it is the filepath relative to the current
6953 -- working directory of the specified Minetest schematic file.
6954 -- Could also be the ID of a previously registered schematic.
6957 size = {x = 4, y = 6, z = 4},
6959 {name = "default:cobble", param1 = 255, param2 = 0},
6960 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6961 {name = "air", param1 = 255, param2 = 0},
6965 {ypos = 2, prob = 128},
6966 {ypos = 5, prob = 64},
6970 -- Alternative schematic specification by supplying a table. The fields
6971 -- size and data are mandatory whereas yslice_prob is optional.
6972 -- See 'Schematic specifier' for details.
6974 replacements = {["oldname"] = "convert_to", ...},
6976 flags = "place_center_x, place_center_y, place_center_z",
6977 -- Flags for schematic decorations. See 'Schematic attributes'.
6980 -- Rotation can be "0", "90", "180", "270", or "random"
6983 -- If the flag 'place_center_y' is set this parameter is ignored.
6984 -- Y offset of the schematic base node layer relative to the 'place_on'
6986 -- Can be positive or negative. Default is 0.
6987 -- Effect is inverted for "all_ceilings" decorations.
6988 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6989 -- to the 'place_on' node.
6992 Chat command definition
6993 -----------------------
6995 Used by `minetest.register_chatcommand`.
6998 params = "<name> <privilege>", -- Short parameter description
7000 description = "Remove privilege from player", -- Full description
7002 privs = {privs=true}, -- Require the "privs" privilege to run
7004 func = function(name, param),
7005 -- Called when command is run. Returns boolean success and text output.
7008 Note that in params, use of symbols is as follows:
7010 * `<>` signifies a placeholder to be replaced when the command is used. For
7011 example, when a player name is needed: `<name>`
7012 * `[]` signifies param is optional and not required when the command is used.
7013 For example, if you require param1 but param2 is optional:
7014 `<param1> [<param2>]`
7015 * `|` signifies exclusive or. The command requires one param from the options
7016 provided. For example: `<param1> | <param2>`
7017 * `()` signifies grouping. For example, when param1 and param2 are both
7018 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7020 Privilege definition
7021 --------------------
7023 Used by `minetest.register_privilege`.
7026 description = "Can teleport", -- Privilege description
7028 give_to_singleplayer = false,
7029 -- Whether to grant the privilege to singleplayer (default true).
7031 give_to_admin = true,
7032 -- Whether to grant the privilege to the server admin.
7033 -- Uses value of 'give_to_singleplayer' by default.
7035 on_grant = function(name, granter_name),
7036 -- Called when given to player 'name' by 'granter_name'.
7037 -- 'granter_name' will be nil if the priv was granted by a mod.
7039 on_revoke = function(name, revoker_name),
7040 -- Called when taken from player 'name' by 'revoker_name'.
7041 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7043 -- Note that the above two callbacks will be called twice if a player is
7044 -- responsible, once with the player name, and then with a nil player
7046 -- Return true in the above callbacks to stop register_on_priv_grant or
7047 -- revoke being called.
7050 Detached inventory callbacks
7051 ----------------------------
7053 Used by `minetest.create_detached_inventory`.
7056 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7057 -- Called when a player wants to move items inside the inventory.
7058 -- Return value: number of items allowed to move.
7060 allow_put = function(inv, listname, index, stack, player),
7061 -- Called when a player wants to put something into the inventory.
7062 -- Return value: number of items allowed to put.
7063 -- Return value -1: Allow and don't modify item count in inventory.
7065 allow_take = function(inv, listname, index, stack, player),
7066 -- Called when a player wants to take something out of the inventory.
7067 -- Return value: number of items allowed to take.
7068 -- Return value -1: Allow and don't modify item count in inventory.
7070 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7071 on_put = function(inv, listname, index, stack, player),
7072 on_take = function(inv, listname, index, stack, player),
7073 -- Called after the actual action has happened, according to what was
7083 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7086 hud_elem_type = "image", -- See HUD element types
7087 -- Type of element, can be "image", "text", "statbar", or "inventory"
7089 position = {x=0.5, y=0.5},
7090 -- Left corner position of element
7094 scale = {x = 2, y = 2},
7101 -- Selected item in inventory. 0 for no item selected.
7104 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7106 alignment = {x=0, y=0},
7108 offset = {x=0, y=0},
7110 size = { x=100, y=100 },
7111 -- Size of element in pixels
7117 Used by `minetest.add_particle`.
7120 pos = {x=0, y=0, z=0},
7121 velocity = {x=0, y=0, z=0},
7122 acceleration = {x=0, y=0, z=0},
7123 -- Spawn particle at pos with velocity and acceleration
7126 -- Disappears after expirationtime seconds
7129 -- Scales the visual size of the particle texture.
7131 collisiondetection = false,
7132 -- If true collides with `walkable` nodes and, depending on the
7133 -- `object_collision` field, objects too.
7135 collision_removal = false,
7136 -- If true particle is removed when it collides.
7137 -- Requires collisiondetection = true to have any effect.
7139 object_collision = false,
7140 -- If true particle collides with objects that are defined as
7141 -- `physical = true,` and `collide_with_objects = true,`.
7142 -- Requires collisiondetection = true to have any effect.
7145 -- If true faces player using y axis only
7147 texture = "image.png",
7149 playername = "singleplayer",
7150 -- Optional, if specified spawns particle only on the player's client
7152 animation = {Tile Animation definition},
7153 -- Optional, specifies how to animate the particle texture
7156 -- Optional, specify particle self-luminescence in darkness.
7161 `ParticleSpawner` definition
7162 ----------------------------
7164 Used by `minetest.add_particlespawner`.
7168 -- Number of particles spawned over the time period `time`.
7171 -- Lifespan of spawner in seconds.
7172 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7173 -- a per-second basis.
7175 minpos = {x=0, y=0, z=0},
7176 maxpos = {x=0, y=0, z=0},
7177 minvel = {x=0, y=0, z=0},
7178 maxvel = {x=0, y=0, z=0},
7179 minacc = {x=0, y=0, z=0},
7180 maxacc = {x=0, y=0, z=0},
7185 -- The particles' properties are random values between the min and max
7187 -- pos, velocity, acceleration, expirationtime, size
7189 collisiondetection = false,
7190 -- If true collide with `walkable` nodes and, depending on the
7191 -- `object_collision` field, objects too.
7193 collision_removal = false,
7194 -- If true particles are removed when they collide.
7195 -- Requires collisiondetection = true to have any effect.
7197 object_collision = false,
7198 -- If true particles collide with objects that are defined as
7199 -- `physical = true,` and `collide_with_objects = true,`.
7200 -- Requires collisiondetection = true to have any effect.
7202 attached = ObjectRef,
7203 -- If defined, particle positions, velocities and accelerations are
7204 -- relative to this object's position and yaw
7207 -- If true face player using y axis only
7209 texture = "image.png",
7211 playername = "singleplayer",
7212 -- Optional, if specified spawns particles only on the player's client
7214 animation = {Tile Animation definition},
7215 -- Optional, specifies how to animate the particles' texture
7218 -- Optional, specify particle self-luminescence in darkness.
7222 `HTTPRequest` definition
7223 ------------------------
7225 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7228 url = "http://example.org",
7231 -- Timeout for connection in seconds. Default is 3 seconds.
7233 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7234 -- Optional, if specified a POST request with post_data is performed.
7235 -- Accepts both a string and a table. If a table is specified, encodes
7236 -- table as x-www-form-urlencoded key-value pairs.
7237 -- If post_data is not specified, a GET request is performed instead.
7239 user_agent = "ExampleUserAgent",
7240 -- Optional, if specified replaces the default minetest user agent with
7243 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7244 -- Optional, if specified adds additional headers to the HTTP request.
7245 -- You must make sure that the header strings follow HTTP specification
7249 -- Optional, if true performs a multipart HTTP request.
7250 -- Default is false.
7253 `HTTPRequestResult` definition
7254 ------------------------------
7256 Passed to `HTTPApiTable.fetch` callback. Returned by
7257 `HTTPApiTable.fetch_async_get`.
7261 -- If true, the request has finished (either succeeded, failed or timed
7265 -- If true, the request was successful
7268 -- If true, the request timed out
7276 Authentication handler definition
7277 ---------------------------------
7279 Used by `minetest.register_authentication_handler`.
7282 get_auth = function(name),
7283 -- Get authentication data for existing player `name` (`nil` if player
7285 -- Returns following structure:
7286 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7288 create_auth = function(name, password),
7289 -- Create new auth data for player `name`.
7290 -- Note that `password` is not plain-text but an arbitrary
7291 -- representation decided by the engine.
7293 delete_auth = function(name),
7294 -- Delete auth data of player `name`.
7295 -- Returns boolean indicating success (false if player is nonexistent).
7297 set_password = function(name, password),
7298 -- Set password of player `name` to `password`.
7299 -- Auth data should be created if not present.
7301 set_privileges = function(name, privileges),
7302 -- Set privileges of player `name`.
7303 -- `privileges` is in table form, auth data should be created if not
7306 reload = function(),
7307 -- Reload authentication data from the storage location.
7308 -- Returns boolean indicating success.
7310 record_login = function(name),
7311 -- Called when player joins, used for keeping track of last_login
7313 iterate = function(),
7314 -- Returns an iterator (use with `for` loops) for all player names
7315 -- currently in the auth database