1 Minetest Lua Modding API Reference 0.4.14
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
321 #### `[invert:<mode>`
322 Inverts the given channels of the base image.
323 Mode may contain the characters "r", "g", "b", "a".
324 Only the channels that are mentioned in the mode string will be inverted.
328 default_apple.png^[invert:rgb
331 Brightens the texture.
335 tnt_tnt_side.png^[brighten
338 Makes the texture completely opaque.
342 default_leaves.png^[noalpha
344 #### `[makealpha:<r>,<g>,<b>`
345 Convert one color to transparency.
349 default_cobble.png^[makealpha:128,128,128
352 * `<t>` = transformation(s) to apply
354 Rotates and/or flips the image.
356 `<t>` can be a number (between 0 and 7) or a transform name.
357 Rotations are counter-clockwise.
360 1 R90 rotate by 90 degrees
361 2 R180 rotate by 180 degrees
362 3 R270 rotate by 270 degrees
364 5 FXR90 flip X then rotate by 90 degrees
366 7 FYR90 flip Y then rotate by 90 degrees
370 default_stone.png^[transformFXR90
372 #### `[inventorycube{<top>{<left>{<right>`
373 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
375 Create an inventory cube texture using the side textures.
379 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
381 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
382 `dirt.png^grass_side.png` textures
384 #### `[lowpart:<percent>:<file>`
385 Blit the lower `<percent>`% part of `<file>` on the texture.
389 base.png^[lowpart:25:overlay.png
391 #### `[verticalframe:<t>:<n>`
392 * `<t>` = animation frame count
393 * `<n>` = current animation frame
395 Crops the texture to a frame of a vertical animation.
399 default_torch_animated.png^[verticalframe:16:8
402 Apply a mask to the base image.
404 The mask is applied using binary AND.
406 #### `[colorize:<color>:<ratio>`
407 Colorize the textures with the given color.
408 `<color>` is specified as a `ColorString`.
409 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
410 it is an int, then it specifies how far to interpolate between the
411 colors where 0 is only the texture color and 255 is only `<color>`. If
412 omitted, the alpha of `<color>` will be used as the ratio. If it is
413 the word "`alpha`", then each texture pixel will contain the RGB of
414 `<color>` and the alpha of `<color>` multiplied by the alpha of the
419 Only Ogg Vorbis files are supported.
421 For positional playing of sounds, only single-channel (mono) files are
422 supported. Otherwise OpenAL will play them non-positionally.
424 Mods should generally prefix their sounds with `modname_`, e.g. given
425 the mod name "`foomod`", a sound could be called:
429 Sounds are referred to by their name with a dot, a single digit and the
430 file extension stripped out. When a sound is played, the actual sound file
431 is chosen randomly from the matching sounds.
433 When playing the sound `foomod_foosound`, the sound is chosen randomly
434 from the available ones of the following files:
436 * `foomod_foosound.ogg`
437 * `foomod_foosound.0.ogg`
438 * `foomod_foosound.1.ogg`
440 * `foomod_foosound.9.ogg`
442 Examples of sound parameter tables:
444 -- Play location-less on all clients
446 gain = 1.0, -- default
448 -- Play location-less to a player
451 gain = 1.0, -- default
453 -- Play in a location
456 gain = 1.0, -- default
457 max_hear_distance = 32, -- default, uses an euclidean metric
459 -- Play connected to an object, looped
461 object = <an ObjectRef>,
462 gain = 1.0, -- default
463 max_hear_distance = 32, -- default, uses an euclidean metric
464 loop = true, -- only sounds connected to objects can be looped
467 ### `SimpleSoundSpec`
469 * e.g. `"default_place_node"`
471 * e.g. `{name="default_place_node"}`
472 * e.g. `{name="default_place_node", gain=1.0}`
474 Registered definitions of stuff
475 -------------------------------
476 Anything added using certain `minetest.register_*` functions get added to
477 the global `minetest.registered_*` tables.
479 * `minetest.register_entity(name, prototype table)`
480 * added to `minetest.registered_entities[name]`
482 * `minetest.register_node(name, node definition)`
483 * added to `minetest.registered_items[name]`
484 * added to `minetest.registered_nodes[name]`
486 * `minetest.register_tool(name, item definition)`
487 * added to `minetest.registered_items[name]`
489 * `minetest.register_craftitem(name, item definition)`
490 * added to `minetest.registered_items[name]`
492 * `minetest.unregister_item(name)`
493 * Unregisters the item name from engine, and deletes the entry with key
494 * `name` from `minetest.registered_items` and from the associated item
495 * table according to its nature: minetest.registered_nodes[] etc
497 * `minetest.register_biome(biome definition)`
498 * returns an integer uniquely identifying the registered biome
499 * added to `minetest.registered_biome` with the key of `biome.name`
500 * if `biome.name` is nil, the key is the returned ID
502 * `minetest.register_ore(ore definition)`
503 * returns an integer uniquely identifying the registered ore
504 * added to `minetest.registered_ores` with the key of `ore.name`
505 * if `ore.name` is nil, the key is the returned ID
507 * `minetest.register_decoration(decoration definition)`
508 * returns an integer uniquely identifying the registered decoration
509 * added to `minetest.registered_decorations` with the key of `decoration.name`
510 * if `decoration.name` is nil, the key is the returned ID
512 * `minetest.register_schematic(schematic definition)`
513 * returns an integer uniquely identifying the registered schematic
514 * added to `minetest.registered_schematic` with the key of `schematic.name`
515 * if `schematic.name` is nil, the key is the returned ID
516 * if the schematic is loaded from a file, schematic.name is set to the filename
517 * if the function is called when loading the mod, and schematic.name is a relative
518 path, then the current mod path will be prepended to the schematic filename
520 * `minetest.clear_registered_biomes()`
521 * clears all biomes currently registered
523 * `minetest.clear_registered_ores()`
524 * clears all ores currently registered
526 * `minetest.clear_registered_decorations()`
527 * clears all decorations currently registered
529 * `minetest.clear_registered_schematics()`
530 * clears all schematics currently registered
532 Note that in some cases you will stumble upon things that are not contained
533 in these tables (e.g. when a mod has been removed). Always check for
534 existence before trying to access the fields.
536 Example: If you want to check the drawtype of a node, you could do:
538 local function get_nodedef_field(nodename, fieldname)
539 if not minetest.registered_nodes[nodename] then
542 return minetest.registered_nodes[nodename][fieldname]
544 local drawtype = get_nodedef_field(nodename, "drawtype")
546 Example: `minetest.get_item_group(name, group)` has been implemented as:
548 function minetest.get_item_group(name, group)
549 if not minetest.registered_items[name] or not
550 minetest.registered_items[name].groups[group] then
553 return minetest.registered_items[name].groups[group]
558 Nodes are the bulk data of the world: cubes and other things that take the
559 space of a cube. Huge amounts of them are handled efficiently, but they
562 The definition of a node is stored and can be accessed by name in
564 minetest.registered_nodes[node.name]
566 See "Registered definitions of stuff".
568 Nodes are passed by value between Lua and the engine.
569 They are represented by a table:
571 {name="name", param1=num, param2=num}
573 `param1` and `param2` are 8-bit integers. The engine uses them for certain
574 automated functions. If you don't use these functions, you can use them to
575 store arbitrary values.
577 The functions of `param1` and `param2` are determined by certain fields in the
580 `param1` is reserved for the engine when `paramtype != "none"`:
583 ^ The value stores light with and without sun in its upper and lower 4 bits
584 respectively. Allows light to propagate from or through the node with
585 light value falling by 1 per node. This is essential for a light source
586 node to spread its light.
588 `param2` is reserved for the engine when any of these are used:
590 liquidtype == "flowing"
591 ^ The level and some flags of the liquid is stored in param2
592 drawtype == "flowingliquid"
593 ^ The drawn liquid level is read from param2
594 drawtype == "torchlike"
595 drawtype == "signlike"
596 paramtype2 == "wallmounted"
597 ^ The rotation of the node is stored in param2. You can make this value
598 by using minetest.dir_to_wallmounted().
599 paramtype2 == "facedir"
600 ^ The rotation of the node is stored in param2. Furnaces and chests are
601 rotated this way. Can be made by using minetest.dir_to_facedir().
603 facedir / 4 = axis direction:
604 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
605 facedir modulo 4 = rotation around that axis
606 paramtype2 == "leveled"
607 paramtype2 == "degrotate"
608 ^ The rotation of this node is stored in param2. Plants are rotated this way.
609 Values range 0 - 179. The value stored in param2 is multiplied by two to
610 get the actual rotation of the node.
611 paramtype2 == "meshoptions"
612 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
613 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
614 a mesh selector. Currently the following meshes are choosable:
615 0 = a "x" shaped plant (ordinary plant)
616 1 = a "+" shaped plant (just rotated 45 degrees)
617 2 = a "*" shaped plant with 3 faces instead of 2
618 3 = a "#" shaped plant with 4 faces instead of 2
619 4 = a "#" shaped plant with 4 faces that lean outwards
620 5-7 are unused and reserved for future meshes.
621 Bits 3 through 7 are optional flags that can be combined and give these
623 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
624 bit 4 (0x10) - Makes the plant mesh 1.4x larger
625 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
626 bits 6-7 are reserved for future use.
630 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
633 ^ defines list of collision boxes for the node. If empty, collision boxes
634 will be the same as nodeboxes, in case of any other nodes will be full cube
635 as in the example above.
637 Nodes can also contain extra data. See "Node Metadata".
641 There are a bunch of different looking node types.
643 Look for examples in `games/minimal` or `games/minetest_game`.
651 * `glasslike_framed_optional`
653 * `allfaces_optional`
660 * `nodebox` -- See below. (**Experimental!**)
661 * `mesh` -- use models for nodes
663 `*_optional` drawtypes need less rendering time if deactivated (always client side).
667 Node selection boxes are defined using "node boxes"
669 The `nodebox` node drawtype allows defining visual of nodes consisting of
670 arbitrary number of boxes. It allows defining stuff like stairs. Only the
671 `fixed` and `leveled` box type is supported for these.
673 Please note that this is still experimental, and may be incompatibly
674 changed in the future.
676 A nodebox is defined as any of:
679 -- A normal cube; the default in most things
683 -- A fixed box (facedir param2 is used, if applicable)
685 fixed = box OR {box1, box2, ...}
688 -- A box like the selection box for torches
689 -- (wallmounted param2 is used, if applicable)
690 type = "wallmounted",
696 -- A node that has optional boxes depending on neighbouring nodes'
697 -- presence and type. See also `connects_to`.
699 fixed = box OR {box1, box2, ...}
700 connect_top = box OR {box1, box2, ...}
701 connect_bottom = box OR {box1, box2, ...}
702 connect_front = box OR {box1, box2, ...}
703 connect_left = box OR {box1, box2, ...}
704 connect_back = box OR {box1, box2, ...}
705 connect_right = box OR {box1, box2, ...}
708 A `box` is defined as:
710 {x1, y1, z1, x2, y2, z2}
712 A box of a regular node would look like:
714 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
716 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
717 set to level from `param2`.
722 If drawtype `mesh` is used, tiles should hold model materials textures.
723 Only static meshes are implemented.
724 For supported model formats see Irrlicht engine documentation.
729 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
733 Offset that the noise is translated by (i.e. added) after calculation.
736 Factor that the noise is scaled by (i.e. multiplied) after calculation.
739 Vector containing values by which each coordinate is divided by before calculation.
740 Higher spread values result in larger noise features.
742 A value of `{x=250, y=250, z=250}` is common.
745 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
746 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
749 Number of times the noise gradient is accumulated into the noise.
751 Increase this number to increase the amount of detail in the resulting noise.
753 A value of `6` is common.
756 Factor by which the effect of the noise gradient function changes with each successive octave.
758 Values less than `1` make the details of successive octaves' noise diminish, while values
759 greater than `1` make successive octaves stronger.
761 A value of `0.6` is common.
764 Factor by which the noise feature sizes change with each successive octave.
766 A value of `2.0` is common.
769 Leave this field unset for no special handling.
771 Currently supported are `defaults`, `eased` and `absvalue`.
774 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
778 Maps noise gradient values onto a quintic S-curve before performing interpolation.
779 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
780 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
783 Accumulates the absolute value of each noise gradient result.
785 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
789 spread = {x=500, y=500, z=500},
794 flags = "defaults, absvalue"
796 ^ A single noise parameter table can be used to get 2D or 3D noise,
797 when getting 2D noise spread.z is ignored.
802 These tell in what manner the ore is generated.
804 All default ores are of the uniformly-distributed scatter type.
807 Randomly chooses a location and generates a cluster of ore.
809 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
810 that point is greater than the `noise_threshold`, giving the ability to create
811 a non-equal distribution of ore.
814 Creates a sheet of ore in a blob shape according to the 2D perlin noise
815 described by `noise_params` and `noise_threshold`. This is essentially an
816 improved version of the so-called "stratus" ore seen in some unofficial mods.
818 This sheet consists of vertical columns of uniform randomly distributed height,
819 varying between the inclusive range `column_height_min` and `column_height_max`.
820 If `column_height_min` is not specified, this parameter defaults to 1.
821 If `column_height_max` is not specified, this parameter defaults to `clust_size`
822 for reverse compatibility. New code should prefer `column_height_max`.
824 The `column_midpoint_factor` parameter controls the position of the column at which
825 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
826 columns grow equally starting from each direction. `column_midpoint_factor` is a
827 decimal number ranging in value from 0 to 1. If this parameter is not specified,
830 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
833 Creates a sheet of ore in a cloud-like puff shape.
835 As with the `sheet` ore type, the size and shape of puffs are described by
836 `noise_params` and `noise_threshold` and are placed at random vertical positions
837 within the currently generated chunk.
839 The vertical top and bottom displacement of each puff are determined by the noise
840 parameters `np_puff_top` and `np_puff_bottom`, respectively.
844 Creates a deformed sphere of ore according to 3d perlin noise described by
845 `noise_params`. The maximum size of the blob is `clust_size`, and
846 `clust_scarcity` has the same meaning as with the `scatter` type.
849 Creates veins of ore varying in density by according to the intersection of two
850 instances of 3d perlin noise with diffferent seeds, both described by
851 `noise_params`. `random_factor` varies the influence random chance has on
852 placement of an ore inside the vein, which is `1` by default. Note that
853 modifying this parameter may require adjusting `noise_threshold`.
854 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
855 by this ore type. This ore type is difficult to control since it is sensitive
856 to small changes. The following is a decent set of parameters to work from:
861 spread = {x=200, y=200, z=200},
867 noise_threshold = 1.6
869 WARNING: Use this ore type *very* sparingly since it is ~200x more
870 computationally expensive than any other ore.
874 See section "Flag Specifier Format".
876 Currently supported flags: `absheight`
879 Also produce this same ore between the height range of `-y_max` and `-y_min`.
881 Useful for having ore in sky realms without having to duplicate ore entries.
884 If set, puff ore generation will not taper down large differences in displacement
885 when approaching the edge of a puff. This flag has no effect for ore types other
888 ### `puff_additive_composition`
889 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
890 negative displacement, the sub-column at that point is not generated. With this
891 attribute set, puff ore generation will instead generate the absolute difference in
892 noise displacement values. This flag has no effect for ore types other than `puff`.
896 The varying types of decorations that can be placed.
899 Creates a 1 times `H` times 1 column of a specified node (or a random node from
900 a list, if a decoration list is specified). Can specify a certain node it must
901 spawn next to, such as water or lava, for example. Can also generate a
902 decoration of random height between a specified lower and upper bound.
903 This type of decoration is intended for placement of grass, flowers, cacti,
904 papyri, waterlilies and so on.
907 Copies a box of `MapNodes` from a specified schematic file (or raw description).
908 Can specify a probability of a node randomly appearing when placed.
909 This decoration type is intended to be used for multi-node sized discrete
910 structures, such as trees, cave spikes, rocks, and so on.
915 A schematic specifier identifies a schematic by either a filename to a
916 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
917 in the form of a table. This table specifies the following fields:
919 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
920 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
921 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
922 * The `data` field is a flat table of MapNode tables making up the schematic,
923 in the order of `[z [y [x]]]`. (required)
924 Each MapNode table contains:
925 * `name`: the name of the map node to place (required)
926 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
927 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
928 * `force_place`: boolean representing if the node should forcibly overwrite any
929 previous contents (default: false)
931 About probability values:
932 * A probability value of `0` or `1` means that node will never appear (0% chance).
933 * A probability value of `254` or `255` means the node will always appear (100% chance).
934 * If the probability value `p` is greater than `1`, then there is a
935 `(p / 256 * 100)` percent chance that node will appear when the schematic is
941 See section "Flag Specifier Format".
943 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
946 * `place_center_x`: Placement of this decoration is centered along the X axis.
947 * `place_center_y`: Placement of this decoration is centered along the Y axis.
948 * `place_center_z`: Placement of this decoration is centered along the Z axis.
949 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
954 The position field is used for all element types.
956 To account for differing resolutions, the position coordinates are the percentage
957 of the screen, ranging in value from `0` to `1`.
959 The name field is not yet used, but should contain a description of what the
960 HUD element represents. The direction field is the direction in which something
963 `0` draws from left to right, `1` draws from right to left, `2` draws from
964 top to bottom, and `3` draws from bottom to top.
966 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
967 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
968 Fractional values can be used.
970 The `offset` field specifies a pixel offset from the position. Contrary to position,
971 the offset is not scaled to screen size. This allows for some precisely-positioned
974 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
976 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
978 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
979 in the experimental stages.
982 Displays an image on the HUD.
984 * `scale`: The scale of the image, with 1 being the original texture size.
985 Only the X coordinate scale is used (positive values).
986 Negative values represent that percentage of the screen it
987 should take; e.g. `x=-100` means 100% (width).
988 * `text`: The name of the texture that is displayed.
989 * `alignment`: The alignment of the image.
990 * `offset`: offset in pixels from position.
993 Displays text on the HUD.
995 * `scale`: Defines the bounding rectangle of the text.
996 A value such as `{x=100, y=100}` should work.
997 * `text`: The text to be displayed in the HUD element.
998 * `number`: An integer containing the RGB value of the color used to draw the text.
999 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1000 * `alignment`: The alignment of the text.
1001 * `offset`: offset in pixels from position.
1004 Displays a horizontal bar made up of half-images.
1006 * `text`: The name of the texture that is used.
1007 * `number`: The number of half-textures that are displayed.
1008 If odd, will end with a vertically center-split texture.
1010 * `offset`: offset in pixels from position.
1011 * `size`: If used, will force full-image size to this value (override texture pack image size)
1014 * `text`: The name of the inventory list to be displayed.
1015 * `number`: Number of items in the inventory to be displayed.
1016 * `item`: Position of item that is selected.
1018 * `offset`: offset in pixels from position.
1021 Displays distance to selected world position.
1023 * `name`: The name of the waypoint.
1024 * `text`: Distance suffix. Can be blank.
1025 * `number:` An integer containing the RGB value of the color used to draw the text.
1026 * `world_pos`: World position of the waypoint.
1028 Representations of simple things
1029 --------------------------------
1033 {x=num, y=num, z=num}
1035 For helper functions see "Vector helpers".
1038 * `{type="nothing"}`
1039 * `{type="node", under=pos, above=pos}`
1040 * `{type="object", ref=ObjectRef}`
1042 Flag Specifier Format
1043 ---------------------
1044 Flags using the standardized flag specifier format can be specified in either of
1045 two ways, by string or table.
1047 The string format is a comma-delimited set of flag names; whitespace and
1048 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1049 flag, and specifying a flag prefixed by the string `"no"` explicitly
1050 clears the flag from whatever the default may be.
1052 In addition to the standard string flag format, the schematic flags field can
1053 also be a table of flag names to boolean values representing whether or not the
1054 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1055 is present, mapped to a boolean of any value, the specified flag is unset.
1057 E.g. A flag field of value
1059 {place_center_x = true, place_center_y=false, place_center_z=true}
1063 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1065 which is equivalent to
1067 "place_center_x, noplace_center_y, place_center_z"
1071 "place_center_x, place_center_z"
1073 since, by default, no schematic attributes are set.
1079 There are three kinds of items: nodes, tools and craftitems.
1081 * Node (`register_node`): A node from the world.
1082 * Tool (`register_tool`): A tool/weapon that can dig and damage
1083 things according to `tool_capabilities`.
1084 * Craftitem (`register_craftitem`): A miscellaneous item.
1087 Items and item stacks can exist in three formats: Serializes, table format
1091 This is called "stackstring" or "itemstring":
1093 * e.g. `'default:dirt 5'`
1094 * e.g. `'default:pick_wood 21323'`
1095 * e.g. `'default:apple'`
1102 {name="default:dirt", count=5, wear=0, metadata=""}
1104 A wooden pick about 1/3 worn out:
1106 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1110 {name="default:apple", count=1, wear=0, metadata=""}
1113 A native C++ format with many helper methods. Useful for converting
1114 between formats. See the Class reference section for details.
1116 When an item must be passed to a function, it can usually be in any of
1122 In a number of places, there is a group table. Groups define the
1123 properties of a thing (item, node, armor of entity, capabilities of
1124 tool) in such a way that the engine and other mods can can interact with
1125 the thing without actually knowing what the thing is.
1128 Groups are stored in a table, having the group names with keys and the
1129 group ratings as values. For example:
1131 groups = {crumbly=3, soil=1}
1134 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1135 -- ^ A more special dirt-kind of thing
1137 Groups always have a rating associated with them. If there is no
1138 useful meaning for a rating for an enabled group, it shall be `1`.
1140 When not defined, the rating of a group defaults to `0`. Thus when you
1141 read groups, you must interpret `nil` and `0` as the same value, `0`.
1143 You can read the rating of a group for an item or a node by using
1145 minetest.get_item_group(itemname, groupname)
1148 Groups of items can define what kind of an item it is (e.g. wool).
1151 In addition to the general item things, groups are used to define whether
1152 a node is destroyable and how long it takes to destroy by a tool.
1154 ### Groups of entities
1155 For entities, groups are, as of now, used only for calculating damage.
1156 The rating is the percentage of damage caused by tools with this damage group.
1157 See "Entity damage mechanism".
1159 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1160 object.set_armor_groups({fleshy=30, cracky=80})
1163 Groups in tools define which groups of nodes and entities they are
1166 ### Groups in crafting recipes
1167 An example: Make meat soup from any meat, any water and any bowl:
1170 output = 'food:meat_soup_raw',
1176 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1179 Another example: Make red wool from white wool and red dye:
1183 output = 'wool:red',
1184 recipe = {'wool:white', 'group:dye,basecolor_red'},
1188 * `immortal`: Disables the group damage system for an entity
1189 * `level`: Can be used to give an additional sense of progression in the game.
1190 * A larger level will cause e.g. a weapon of a lower level make much less
1191 damage, and get worn out much faster, or not be able to get drops
1192 from destroyed nodes.
1193 * `0` is something that is directly accessible at the start of gameplay
1194 * There is no upper limit
1195 * `dig_immediate`: (player can always pick up node without tool wear)
1196 * `2`: node is removed without tool wear after 0.5 seconds or so
1198 * `3`: node is removed without tool wear immediately (torch)
1199 * `disable_jump`: Player (and possibly other things) cannot jump from node
1200 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1201 * `bouncy`: value is bounce speed in percent
1202 * `falling_node`: if there is no walkable block under the node it will fall
1203 * `attached_node`: if the node under it is not a walkable block the node will be
1204 dropped as an item. If the node is wallmounted the wallmounted direction is
1206 * `soil`: saplings will grow on nodes in this group
1207 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1208 connect to each other
1210 ### Known damage and digging time defining groups
1211 * `crumbly`: dirt, sand
1212 * `cracky`: tough but crackable stuff like stone.
1213 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1214 plants, wire, sheets of metal
1215 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1216 * `fleshy`: Living things like animals and the player. This could imply
1217 some blood effects when hitting.
1218 * `explody`: Especially prone to explosions
1219 * `oddly_breakable_by_hand`:
1220 Can be added to nodes that shouldn't logically be breakable by the
1221 hand but are. Somewhat similar to `dig_immediate`, but times are more
1222 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1223 speed of a tool if the tool can dig at a faster speed than this
1224 suggests for the hand.
1226 ### Examples of custom groups
1227 Item groups are often used for defining, well, _groups of items_.
1228 * `meat`: any meat-kind of a thing (rating might define the size or healing
1229 ability or be irrelevant -- it is not defined as of yet)
1230 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1232 * `flammable`: can be set on fire. Rating might define the intensity of the
1233 fire, affecting e.g. the speed of the spreading of an open fire.
1234 * `wool`: any wool (any origin, any color)
1235 * `metal`: any metal
1236 * `weapon`: any weapon
1237 * `heavy`: anything considerably heavy
1239 ### Digging time calculation specifics
1240 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1241 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1242 faster digging time.
1244 The `level` group is used to limit the toughness of nodes a tool can dig
1245 and to scale the digging times / damage to a greater extent.
1247 **Please do understand this**, otherwise you cannot use the system to it's
1250 Tools define their properties by a list of parameters for groups. They
1251 cannot dig other groups; thus it is important to use a standard bunch of
1252 groups to enable interaction with tools.
1254 #### Tools definition
1257 * Full punch interval
1258 * Maximum drop level
1259 * For an arbitrary list of groups:
1260 * Uses (until the tool breaks)
1261 * Maximum level (usually `0`, `1`, `2` or `3`)
1265 #### Full punch interval
1266 When used as a weapon, the tool will do full damage if this time is spent
1267 between punches. If e.g. half the time is spent, the tool will do half
1270 #### Maximum drop level
1271 Suggests the maximum level of node, when dug with the tool, that will drop
1272 it's useful item. (e.g. iron ore to drop a lump of iron).
1274 This is not automated; it is the responsibility of the node definition
1278 Determines how many uses the tool has when it is used for digging a node,
1279 of this group, of the maximum level. For lower leveled nodes, the use count
1280 is multiplied by `3^leveldiff`.
1282 * `uses=10, leveldiff=0`: actual uses: 10
1283 * `uses=10, leveldiff=1`: actual uses: 30
1284 * `uses=10, leveldiff=2`: actual uses: 90
1287 Tells what is the maximum level of a node of this group that the tool will
1291 List of digging times for different ratings of the group, for nodes of the
1294 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1295 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1296 for this group, and unable to dig the rating `1`, which is the toughest.
1297 Unless there is a matching group that enables digging otherwise.
1300 List of damage for groups of entities. See "Entity damage mechanism".
1302 #### Example definition of the capabilities of a tool
1304 tool_capabilities = {
1305 full_punch_interval=1.5,
1308 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1310 damage_groups = {fleshy=2},
1313 This makes the tool be able to dig nodes that fulfil both of these:
1315 * Have the `crumbly` group
1316 * Have a `level` group less or equal to `2`
1318 Table of resulting digging times:
1320 crumbly 0 1 2 3 4 <- level
1322 1 0.80 1.60 1.60 - -
1323 2 0.60 1.20 1.20 - -
1324 3 0.40 0.80 0.80 - -
1326 level diff: 2 1 0 -1 -2
1328 Table of resulting tool uses:
1337 * At `crumbly==0`, the node is not diggable.
1338 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1339 easy nodes to be quickly breakable.
1340 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1342 Entity damage mechanism
1343 -----------------------
1347 foreach group in cap.damage_groups:
1348 damage += cap.damage_groups[group] * limit(actual_interval /
1349 cap.full_punch_interval, 0.0, 1.0)
1350 * (object.armor_groups[group] / 100.0)
1351 -- Where object.armor_groups[group] is 0 for inexistent values
1354 Client predicts damage based on damage groups. Because of this, it is able to
1355 give an immediate response when an entity is damaged or dies; the response is
1356 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1358 Currently a smoke puff will appear when an entity dies.
1360 The group `immortal` completely disables normal damage.
1362 Entities can define a special armor group, which is `punch_operable`. This
1363 group disables the regular damage mechanism for players punching it by hand or
1364 a non-tool item, so that it can do something else than take damage.
1366 On the Lua side, every punch calls:
1368 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1370 This should never be called directly, because damage is usually not handled by
1373 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1374 accessed unless absolutely required, to encourage interoperability.
1375 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1376 * `tool_capabilities` can be `nil`.
1377 * `direction` is a unit vector, pointing from the source of the punch to
1380 To punch an entity/object in Lua, call:
1382 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1384 * Return value is tool wear.
1385 * Parameters are equal to the above callback.
1386 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1387 `direction` will be automatically filled in based on the location of `puncher`.
1391 The instance of a node in the world normally only contains the three values
1392 mentioned in "Nodes". However, it is possible to insert extra data into a
1393 node. It is called "node metadata"; See "`NodeMetaRef`".
1395 Metadata contains two things:
1400 Some of the values in the key-value store are handled specially:
1402 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1403 * `infotext`: Text shown on the screen when the node is pointed at
1407 local meta = minetest.get_meta(pos)
1408 meta:set_string("formspec",
1410 "list[context;main;0,0;8,4;]"..
1411 "list[current_player;main;0,5;8,4;]")
1412 meta:set_string("infotext", "Chest");
1413 local inv = meta:get_inventory()
1414 inv:set_size("main", 8*4)
1415 print(dump(meta:to_table()))
1418 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1419 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1420 [10] = "", [11] = "", [12] = "", [13] = "",
1421 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1422 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1423 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1424 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1428 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1435 Formspec defines a menu. Currently not much else than inventories are
1436 supported. It is a string, with a somewhat strange format.
1438 Spaces and newlines can be inserted between the blocks, as is used in the
1446 list[context;main;0,0;8,4;]
1447 list[current_player;main;0,5;8,4;]
1452 list[context;fuel;2,3;1,1;]
1453 list[context;src;2,1;1,1;]
1454 list[context;dst;5,1;2,2;]
1455 list[current_player;main;0,5;8,4;]
1457 #### Minecraft-like player inventory
1460 image[1,0.6;1,2;player.png]
1461 list[current_player;main;0,3.5;8,4;]
1462 list[current_player;craft;3,0;3,3;]
1463 list[current_player;craftpreview;7,1;1,1;]
1467 #### `size[<W>,<H>,<fixed_size>]`
1468 * Define the size of the menu in inventory slots
1469 * `fixed_size`: `true`/`false` (optional)
1470 * deprecated: `invsize[<W>,<H>;]`
1472 #### `container[<X>,<Y>]`
1473 * Start of a container block, moves all physical elements in the container by (X, Y)
1474 * Must have matching container_end
1475 * Containers can be nested, in which case the offsets are added
1476 (child containers are relative to parent containers)
1478 #### `container_end[]`
1479 * End of a container, following elements are no longer relative to this container
1481 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1482 * Show an inventory list
1484 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1485 * Show an inventory list
1487 #### `listring[<inventory location>;<list name>]`
1488 * Allows to create a ring of inventory lists
1489 * Shift-clicking on items in one element of the ring
1490 will send them to the next inventory list inside the ring
1491 * The first occurrence of an element inside the ring will
1492 determine the inventory where items will be sent to
1495 * Shorthand for doing `listring[<inventory location>;<list name>]`
1496 for the last two inventory lists added by list[...]
1498 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1499 * Sets background color of slots as `ColorString`
1500 * Sets background color of slots on mouse hovering
1502 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1503 * Sets background color of slots as `ColorString`
1504 * Sets background color of slots on mouse hovering
1505 * Sets color of slots border
1507 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1508 * Sets background color of slots as `ColorString`
1509 * Sets background color of slots on mouse hovering
1510 * Sets color of slots border
1511 * Sets default background color of tooltips
1512 * Sets default font color of tooltips
1514 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1515 * Adds tooltip for an element
1516 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1517 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1519 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1521 * Position and size units are inventory slots
1523 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1524 * Show an inventory image of registered item/node
1525 * Position and size units are inventory slots
1527 #### `bgcolor[<color>;<fullscreen>]`
1528 * Sets background color of formspec as `ColorString`
1529 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1531 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1532 * Use a background. Inventory rectangles are not drawn then.
1533 * Position and size units are inventory slots
1534 * Example for formspec 8x4 in 16x resolution: image shall be sized
1535 8 times 16px times 4 times 16px.
1537 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1538 * Use a background. Inventory rectangles are not drawn then.
1539 * Position and size units are inventory slots
1540 * Example for formspec 8x4 in 16x resolution:
1541 image shall be sized 8 times 16px times 4 times 16px
1542 * If `true` the background is clipped to formspec size
1543 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1545 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1546 * Textual password style field; will be sent to server when a button is clicked
1547 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1549 * `x` and `y` position the field relative to the top left of the menu
1550 * `w` and `h` are the size of the field
1551 * Fields are a set height, but will be vertically centred on `h`
1552 * Position and size units are inventory slots
1553 * `name` is the name of the field as returned in fields to `on_receive_fields`
1554 * `label`, if not blank, will be text printed on the top left above the field
1555 * See field_close_on_enter to stop enter closing the formspec
1557 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1558 * Textual field; will be sent to server when a button is clicked
1559 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1561 * `x` and `y` position the field relative to the top left of the menu
1562 * `w` and `h` are the size of the field
1563 * Fields are a set height, but will be vertically centred on `h`
1564 * Position and size units are inventory slots
1565 * `name` is the name of the field as returned in fields to `on_receive_fields`
1566 * `label`, if not blank, will be text printed on the top left above the field
1567 * `default` is the default value of the field
1568 * `default` may contain variable references such as `${text}'` which
1569 will fill the value from the metadata value `text`
1570 * **Note**: no extra text or more than a single variable is supported ATM.
1571 * See field_close_on_enter to stop enter closing the formspec
1573 #### `field[<name>;<label>;<default>]`
1574 * As above, but without position/size units
1575 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1577 * Special field for creating simple forms, such as sign text input
1578 * Must be used without a `size[]` element
1579 * A "Proceed" button will be added automatically
1580 * See field_close_on_enter to stop enter closing the formspec
1582 #### `field_close_on_enter[<name>;<close_on_enter>]`
1583 * <name> is the name of the field
1584 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
1585 * defaults to true when not specified (ie: no tag for a field)
1587 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1588 * Same as fields above, but with multi-line input
1590 #### `label[<X>,<Y>;<label>]`
1591 * `x` and `y` work as per field
1592 * `label` is the text on the label
1593 * Position and size units are inventory slots
1595 #### `vertlabel[<X>,<Y>;<label>]`
1596 * Textual label drawn vertically
1597 * `x` and `y` work as per field
1598 * `label` is the text on the label
1599 * Position and size units are inventory slots
1601 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1602 * Clickable button. When clicked, fields will be sent.
1603 * `x`, `y` and `name` work as per field
1604 * `w` and `h` are the size of the button
1605 * `label` is the text on the button
1606 * Position and size units are inventory slots
1608 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1609 * `x`, `y`, `w`, `h`, and `name` work as per button
1610 * `texture name` is the filename of an image
1611 * Position and size units are inventory slots
1613 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1614 * `x`, `y`, `w`, `h`, and `name` work as per button
1615 * `texture name` is the filename of an image
1616 * Position and size units are inventory slots
1617 * `noclip=true` means the image button doesn't need to be within specified formsize
1618 * `drawborder`: draw button border or not
1619 * `pressed texture name` is the filename of an image on pressed state
1621 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1622 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1623 * `item name` is the registered name of an item/node,
1624 tooltip will be made out of its description
1625 to override it use tooltip element
1626 * Position and size units are inventory slots
1628 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1629 * When clicked, fields will be sent and the form will quit.
1631 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1632 * When clicked, fields will be sent and the form will quit.
1634 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1635 * Scrollable item list showing arbitrary text elements
1636 * `x` and `y` position the itemlist relative to the top left of the menu
1637 * `w` and `h` are the size of the itemlist
1638 * `name` fieldname sent to server on doubleclick value is current selected element
1639 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1640 * if you want a listelement to start with "#" write "##".
1642 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1643 * Scrollable itemlist showing arbitrary text elements
1644 * `x` and `y` position the item list relative to the top left of the menu
1645 * `w` and `h` are the size of the item list
1646 * `name` fieldname sent to server on doubleclick value is current selected element
1647 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1648 * if you want a listelement to start with "#" write "##"
1649 * Index to be selected within textlist
1650 * `true`/`false`: draw transparent background
1651 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1653 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1654 * Show a tab**header** at specific position (ignores formsize)
1655 * `x` and `y` position the itemlist relative to the top left of the menu
1656 * `name` fieldname data is transferred to Lua
1657 * `caption 1`...: name shown on top of tab
1658 * `current_tab`: index of selected tab 1...
1659 * `transparent` (optional): show transparent
1660 * `draw_border` (optional): draw border
1662 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1663 * Simple colored semitransparent box
1664 * `x` and `y` position the box relative to the top left of the menu
1665 * `w` and `h` are the size of box
1666 * `color` is color specified as a `ColorString`
1668 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1669 * Show a dropdown field
1670 * **Important note**: There are two different operation modes:
1671 1. handle directly on change (only changed dropdown is submitted)
1672 2. read the value on pressing a button (all dropdown values are available)
1673 * `x` and `y` position of dropdown
1675 * Fieldname data is transferred to Lua
1676 * Items to be shown in dropdown
1677 * Index of currently selected dropdown item
1679 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1681 * `x` and `y`: position of checkbox
1682 * `name` fieldname data is transferred to Lua
1683 * `label` to be shown left of checkbox
1684 * `selected` (optional): `true`/`false`
1686 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1688 * There are two ways to use it:
1689 1. handle the changed event (only changed scrollbar is available)
1690 2. read the value on pressing a button (all scrollbars are available)
1691 * `x` and `y`: position of trackbar
1692 * `w` and `h`: width and height
1693 * `orientation`: `vertical`/`horizontal`
1694 * Fieldname data is transferred to Lua
1695 * Value this trackbar is set to (`0`-`1000`)
1696 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1698 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1699 * Show scrollable table using options defined by the previous `tableoptions[]`
1700 * Displays cells as defined by the previous `tablecolumns[]`
1701 * `x` and `y`: position the itemlist relative to the top left of the menu
1702 * `w` and `h` are the size of the itemlist
1703 * `name`: fieldname sent to server on row select or doubleclick
1704 * `cell 1`...`cell n`: cell contents given in row-major order
1705 * `selected idx`: index of row to be selected within table (first row = `1`)
1706 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1708 #### `tableoptions[<opt 1>;<opt 2>;...]`
1709 * Sets options for `table[]`
1711 * default text color (`ColorString`), defaults to `#FFFFFF`
1712 * `background=#RRGGBB`
1713 * table background color (`ColorString`), defaults to `#000000`
1714 * `border=<true/false>`
1715 * should the table be drawn with a border? (default: `true`)
1716 * `highlight=#RRGGBB`
1717 * highlight background color (`ColorString`), defaults to `#466432`
1718 * `highlight_text=#RRGGBB`
1719 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1720 * `opendepth=<value>`
1721 * all subtrees up to `depth < value` are open (default value = `0`)
1722 * only useful when there is a column of type "tree"
1724 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1725 * Sets columns for `table[]`
1726 * Types: `text`, `image`, `color`, `indent`, `tree`
1727 * `text`: show cell contents as text
1728 * `image`: cell contents are an image index, use column options to define images
1729 * `color`: cell contents are a ColorString and define color of following cell
1730 * `indent`: cell contents are a number and define indentation of following cell
1731 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1734 * for `text` and `image`: content alignment within cells.
1735 Available values: `left` (default), `center`, `right`, `inline`
1737 * for `text` and `image`: minimum width in em (default: `0`)
1738 * for `indent` and `tree`: indent width in em (default: `1.5`)
1739 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1740 Exception: defaults to 0 for indent columns
1741 * `tooltip=<value>`: tooltip text (default: empty)
1742 * `image` column options:
1743 * `0=<value>` sets image for image index 0
1744 * `1=<value>` sets image for image index 1
1745 * `2=<value>` sets image for image index 2
1746 * and so on; defined indices need not be contiguous empty or
1747 non-numeric cells are treated as `0`.
1748 * `color` column options:
1749 * `span=<value>`: number of following columns to affect (default: infinite)
1751 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1752 pass key press events to formspec!
1756 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1757 * `"current_player"`: Player to whom the menu is shown
1758 * `"player:<name>"`: Any player
1759 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1760 * `"detached:<name>"`: A detached inventory
1764 `#RGB` defines a color in hexadecimal format.
1766 `#RGBA` defines a color in hexadecimal format and alpha channel.
1768 `#RRGGBB` defines a color in hexadecimal format.
1770 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1772 Named colors are also supported and are equivalent to
1773 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1774 To specify the value of the alpha channel, append `#AA` to the end of the color name
1775 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1776 value must (always) be two hexadecimal digits.
1780 A ColorSpec specifies a 32-bit color. It can be written in either:
1781 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1782 `colorspec = {a=255, r=0, g=255, b=0}`
1783 numerical form, the raw integer value of an ARGB8 quad:
1784 `colorspec = 0xFF00FF00`
1785 or string form, a ColorString (defined above):
1786 `colorspec = "green"`
1790 Most text can contain escape sequences, that can for example color the text.
1791 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1792 The following functions provide escape sequences:
1793 * `core.get_color_escape_sequence(color)`:
1794 * `color` is a ColorString
1795 * The escape sequence sets the text color to `color`
1796 * `core.colorize(color, message)`:
1798 `core.get_color_escape_sequence(color) ..
1800 core.get_color_escape_sequence("#ffffff")`
1801 * `color.get_background_escape_sequence(color)`
1802 * `color` is a ColorString
1803 * The escape sequence sets the background of the whole text element to
1804 `color`. Only defined for item descriptions and tooltips.
1808 * `vector.new(a[, b, c])`: returns a vector:
1809 * A copy of `a` if `a` is a vector.
1810 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1811 * `vector.direction(p1, p2)`: returns a vector
1812 * `vector.distance(p1, p2)`: returns a number
1813 * `vector.length(v)`: returns a number
1814 * `vector.normalize(v)`: returns a vector
1815 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1816 * `vector.apply(v, func)`: returns a vector
1817 * `vector.equals(v1, v2)`: returns a boolean
1819 For the following functions `x` can be either a vector or a number:
1821 * `vector.add(v, x)`: returns a vector
1822 * `vector.subtract(v, x)`: returns a vector
1823 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1824 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1828 * `dump2(obj, name="_", dumped={})`
1829 * Return object serialized as a string, handles reference loops
1830 * `dump(obj, dumped={})`
1831 * Return object serialized as a string
1832 * `math.hypot(x, y)`
1833 * Get the hypotenuse of a triangle with legs x and y.
1834 Useful for distance calculation.
1835 * `math.sign(x, tolerance)`
1836 * Get the sign of a number.
1837 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1838 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1839 * sep_is_pattern=false)`
1840 * If `max_splits` is negative, do not limit splits.
1841 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1842 * e.g. `string:split("a,b", ",") == {"a","b"}`
1844 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1845 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1846 * Convert position to a printable string
1847 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1848 * `minetest.string_to_pos(string)`: returns a position
1849 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1850 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1851 * Converts a string representing an area box into two positions
1852 * `minetest.formspec_escape(string)`: returns a string
1853 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1854 * `minetest.is_yes(arg)`
1855 * returns whether `arg` can be interpreted as yes
1856 * `minetest.get_us_time()`
1857 * returns time with microsecond precision. May not return wall time.
1858 * `table.copy(table)`: returns a table
1859 * returns a deep copy of `table`
1861 `minetest` namespace reference
1862 ------------------------------
1866 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1867 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1868 * Useful for loading additional `.lua` modules or static data from mod
1869 * `minetest.get_modnames()`: returns a list of installed mods
1870 * Return a list of installed mods, sorted alphabetically
1871 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1872 * Useful for storing custom data
1873 * `minetest.is_singleplayer()`
1874 * `minetest.features`
1875 * Table containing API feature flags: `{foo=true, bar=true}`
1876 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1877 * `arg`: string or table in format `{foo=true, bar=true}`
1878 * `missing_features`: `{foo=true, bar=true}`
1879 * `minetest.get_player_information(player_name)`: returns a table containing
1880 information about player. Example return value:
1882 address = "127.0.0.1", -- IP address of client
1883 ip_version = 4, -- IPv4 / IPv6
1884 min_rtt = 0.01, -- minimum round trip time
1885 max_rtt = 0.2, -- maximum round trip time
1886 avg_rtt = 0.02, -- average round trip time
1887 min_jitter = 0.01, -- minimum packet time jitter
1888 max_jitter = 0.5, -- maximum packet time jitter
1889 avg_jitter = 0.03, -- average packet time jitter
1890 connection_uptime = 200, -- seconds since client connected
1892 -- following information is available on debug build only!!!
1893 -- DO NOT USE IN MODS
1894 --ser_vers = 26, -- serialization version used by client
1895 --prot_vers = 23, -- protocol version used by client
1896 --major = 0, -- major version number
1897 --minor = 4, -- minor version number
1898 --patch = 10, -- patch version number
1899 --vers_string = "0.4.9-git", -- full version string
1900 --state = "Active" -- current client state
1902 * `minetest.mkdir(path)`: returns success.
1903 * Creates a directory specified by `path`, creating parent directories
1904 if they don't exist.
1905 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1907 * nil: return all entries,
1908 * true: return only subdirectory names, or
1909 * false: return only file names.
1912 * `minetest.debug(...)`
1913 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1914 * `minetest.log([level,] text)`
1915 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1916 `"info"`, or `"verbose"`. Default is `"none"`.
1918 ### Registration functions
1919 Call these functions only at load time!
1921 * `minetest.register_entity(name, prototype table)`
1922 * `minetest.register_abm(abm definition)`
1923 * `minetest.register_lbm(lbm definition)`
1924 * `minetest.register_node(name, node definition)`
1925 * `minetest.register_tool(name, item definition)`
1926 * `minetest.register_craftitem(name, item definition)`
1927 * `minetest.unregister_item(name)`
1928 * `minetest.register_alias(name, convert_to)`
1929 * `minetest.register_alias_force(name, convert_to)`
1930 * `minetest.register_craft(recipe)`
1931 * Check recipe table syntax for different types below.
1932 * `minetest.clear_craft(recipe)`
1933 * Will erase existing craft based either on output item or on input recipe.
1934 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1935 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1936 * If no erase candidate could be found, Lua exception will be thrown.
1937 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1938 contains output. Erasing is then done independently from the crafting method.
1939 * `minetest.register_ore(ore definition)`
1940 * `minetest.register_biome(biome definition)`
1941 * `minetest.register_decoration(decoration definition)`
1942 * `minetest.override_item(name, redefinition)`
1943 * Overrides fields of an item registered with register_node/tool/craftitem.
1944 * Note: Item must already be defined, (opt)depend on the mod defining it.
1945 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1946 * `minetest.clear_registered_ores()`
1947 * `minetest.clear_registered_biomes()`
1948 * `minetest.clear_registered_decorations()`
1950 ### Global callback registration functions
1951 Call these functions only at load time!
1953 * `minetest.register_globalstep(func(dtime))`
1954 * Called every server step, usually interval of 0.1s
1955 * `minetest.register_on_shutdown(func())`
1956 * Called before server shutdown
1957 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1958 callbacks **will likely not be run**. Data should be saved at
1959 semi-frequent intervals as well as on server shutdown.
1960 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1961 * Called when a node has been placed
1962 * If return `true` no item is taken from `itemstack`
1963 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1965 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1966 * Called when a node has been dug.
1967 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1969 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1970 * Called when a node is punched
1971 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1972 * Called after generating a piece of world. Modifying nodes inside the area
1973 is a bit faster than usually.
1974 * `minetest.register_on_newplayer(func(ObjectRef))`
1975 * Called after a new player has been created
1976 * `minetest.register_on_dieplayer(func(ObjectRef))`
1977 * Called when a player dies
1978 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1979 * Called when a player is punched
1980 * `player` - ObjectRef - Player that was punched
1981 * `hitter` - ObjectRef - Player that hit
1982 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1983 * `tool_capabilities`: capability table of used tool (can be nil)
1984 * `dir`: unit vector of direction of punch. Always defined. Points from
1985 the puncher to the punched.
1986 * `damage` - number that represents the damage calculated by the engine
1987 * should return `true` to prevent the default damage mechanism
1988 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1989 * Called when the player gets damaged or healed
1990 * `player`: ObjectRef of the player
1991 * `hp_change`: the amount of change. Negative when it is damage.
1992 * `modifier`: when true, the function should return the actual hp_change.
1993 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1994 modifiers can return true as a second argument to stop the execution of further functions.
1995 Non-modifiers receive the final hp change calculated by the modifiers.
1996 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1997 * Called when player is to be respawned
1998 * Called _before_ repositioning of player occurs
1999 * return true in func to disable regular player placement
2000 * `minetest.register_on_prejoinplayer(func(name, ip))`
2001 * Called before a player joins the game
2002 * If it returns a string, the player is disconnected with that string as reason
2003 * `minetest.register_on_joinplayer(func(ObjectRef))`
2004 * Called when a player joins the game
2005 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
2006 * Called when a player leaves the game
2007 * `timed_out`: True for timeout, false for other reasons.
2008 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
2009 * Called when a player cheats
2010 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
2011 * `"moved_too_fast"`
2012 * `"interacted_too_far"`
2013 * `"finished_unknown_dig"`
2016 * `minetest.register_on_chat_message(func(name, message))`
2017 * Called always when a player says something
2018 * Return `true` to mark the message as handled, which means that it will not be sent to other players
2019 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
2020 * Called when a button is pressed in player's inventory form
2021 * Newest functions are called first
2022 * If function returns `true`, remaining functions are not called
2023 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2024 * Called when `player` crafts something
2025 * `itemstack` is the output
2026 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2027 * `craft_inv` is the inventory with the crafting grid
2028 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2029 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2030 * The same as before, except that it is called before the player crafts, to make
2031 craft prediction, and it should not change anything.
2032 * `minetest.register_on_protection_violation(func(pos, name))`
2033 * Called by `builtin` and mods when a player violates protection at a position
2034 (eg, digs a node or punches a protected entity).
2035 * The registered functions can be called using `minetest.record_protection_violation`
2036 * The provided function should check that the position is protected by the mod
2037 calling this function before it prints a message, if it does, to allow for
2038 multiple protection mods.
2039 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2040 * Called when an item is eaten, by `minetest.item_eat`
2041 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2043 ### Other registration functions
2044 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2045 * `minetest.register_privilege(name, definition)`
2046 * `definition`: `"description text"`
2047 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2048 the default of `give_to_singleplayer` is true
2049 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2050 * `minetest.register_authentication_handler(handler)`
2051 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2054 * `minetest.setting_set(name, value)`
2055 * Setting names can't contain whitespace or any of `="{}#`.
2056 * Setting values can't contain the sequence `\n"""`.
2057 * Setting names starting with "secure." can't be set.
2058 * `minetest.setting_get(name)`: returns string or `nil`
2059 * `minetest.setting_setbool(name, value)`
2060 * See documentation on `setting_set` for restrictions.
2061 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2062 * `minetest.setting_get_pos(name)`: returns position or nil
2063 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2066 * `minetest.notify_authentication_modified(name)`
2067 * Should be called by the authentication handler if privileges changes.
2068 * To report everybody, set `name=nil`.
2069 * `minetest.check_password_entry(name, entry, password)`
2070 * Returns true if the "db entry" for a player with name matches given
2071 * password, false otherwise.
2072 * The "db entry" is the usually player-individual value that is derived
2073 * from the player's chosen password and stored on the server in order to allow
2074 * authentication whenever the player desires to log in.
2075 * Only use this function for making it possible to log in via the password from
2076 * via protocols like IRC, other uses for inside the game are frowned upon.
2077 * `minetest.get_password_hash(name, raw_password)`
2078 * Convert a name-password pair to a password hash that Minetest can use.
2079 * The returned value alone is not a good basis for password checks based
2080 * on comparing the password hash in the database with the password hash
2081 * from the function, with an externally provided password, as the hash
2082 * in the db might use the new SRP verifier format.
2083 * For this purpose, use minetest.check_password_entry instead.
2084 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2085 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2086 * Convert between two privilege representations
2087 * `minetest.set_player_password(name, password_hash)`
2088 * `minetest.set_player_privs(name, {priv1=true,...})`
2089 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2090 * `minetest.auth_reload()`
2091 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2092 * A quickhand for checking privileges.
2093 * `player_or_name`: Either a Player object or the name of a player.
2094 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2095 a table, e.g. `{ priva = true, privb = true }`.
2096 * `minetest.get_player_ip(name)`: returns an IP address string
2098 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2099 and `minetest.auth_reload` call the authetification handler.
2102 * `minetest.chat_send_all(text)`
2103 * `minetest.chat_send_player(name, text)`
2105 ### Environment access
2106 * `minetest.set_node(pos, node)`
2107 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2108 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2109 * `minetest.swap_node(pos, node`
2110 * Set node at position, but don't remove metadata
2111 * `minetest.remove_node(pos)`
2112 * Equivalent to `set_node(pos, "air")`
2113 * `minetest.get_node(pos)`
2114 * Returns the node at the given position as table in the format
2115 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2117 * `minetest.get_node_or_nil(pos)`
2118 * Same as `get_node` but returns `nil` for unloaded areas.
2119 * `minetest.get_node_light(pos, timeofday)`
2120 * Gets the light value at the given position. Note that the light value
2121 "inside" the node at the given position is returned, so you usually want
2122 to get the light value of a neighbor.
2123 * `pos`: The position where to measure the light.
2124 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2125 * Returns a number between `0` and `15` or `nil`
2126 * `minetest.place_node(pos, node)`
2127 * Place node with the same effects that a player would cause
2128 * `minetest.dig_node(pos)`
2129 * Dig node with the same effects that a player would cause
2130 * Returns `true` if successful, `false` on failure (e.g. protected location)
2131 * `minetest.punch_node(pos)`
2132 * Punch node with the same effects that a player would cause
2134 * `minetest.find_nodes_with_meta(pos1, pos2)`
2135 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2136 * `minetest.get_meta(pos)`
2137 * Get a `NodeMetaRef` at that position
2138 * `minetest.get_node_timer(pos)`
2139 * Get `NodeTimerRef`
2141 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2142 * Returns `ObjectRef`, or `nil` if failed
2143 * `minetest.add_item(pos, item)`: Spawn item
2144 * Returns `ObjectRef`, or `nil` if failed
2145 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2146 * `minetest.get_objects_inside_radius(pos, radius)`
2147 * `radius`: using an euclidean metric
2148 * `minetest.set_timeofday(val)`
2149 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2150 * `minetest.get_timeofday()`
2151 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2152 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2153 * accounting for time changes.
2154 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2155 * `radius`: using a maximum metric
2156 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2157 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2158 * returns as second value a table with the count of the individual nodes found
2159 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2160 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2161 * returned positions are nodes with a node air above
2162 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2163 * `minetest.get_perlin(noiseparams)`
2164 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2165 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2166 * `minetest.get_voxel_manip([pos1, pos2])`
2167 * Return voxel manipulator object.
2168 * Loads the manipulator from the map if positions are passed.
2169 * `minetest.set_gen_notify(flags, {deco_ids})`
2170 * Set the types of on-generate notifications that should be collected
2171 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2172 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2173 * The second parameter is a list of IDS of decorations which notification is requested for
2174 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2175 * `minetest.get_mapgen_object(objectname)`
2176 * Return requested mapgen object if available (see "Mapgen objects")
2177 * `minetest.get_biome_id(biome_name)`
2178 * Returns the biome id, as used in the biomemap Mapgen object, for a
2179 given biome_name string.
2180 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2181 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2182 * Deprecated: use minetest.get_mapgen_setting(name) instead
2183 * `minetest.set_mapgen_params(MapgenParams)`
2184 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2185 * Set map generation parameters
2186 * Function cannot be called after the registration period; only initialization
2187 and `on_mapgen_init`
2188 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2190 * Leave field unset to leave that parameter unchanged
2191 * `flags` contains a comma-delimited string of flags to set,
2192 or if the prefix `"no"` is attached, clears instead.
2193 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2194 * `minetest.get_mapgen_setting(name)`
2195 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2196 order of precedence:
2197 1) Settings loaded from map_meta.txt or overrides set during mod execution
2198 2) Settings set by mods without a metafile override
2199 3) Settings explicitly set in the user config file, minetest.conf
2200 4) Settings set as the user config default
2201 * `minetest.get_mapgen_setting_noiseparams(name)`
2202 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2203 and is a valid NoiseParams
2204 * `minetest.set_mapgen_setting(name, value, [override_meta=false])`
2205 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2206 is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
2207 this setting will become the active setting regardless of the map metafile contents.
2208 * Note: to set the seed, use "seed", not "fixed_map_seed"
2209 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
2210 * Same as above, except value is a NoiseParams table
2211 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2212 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2213 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2214 should be applied to the default config or current active config
2215 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2216 * `minetest.generate_ores(vm, pos1, pos2)`
2217 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2218 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2219 * `minetest.generate_decorations(vm, pos1, pos2)`
2220 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2221 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2222 * `minetest.clear_objects([options])`
2223 * Clear all objects in the environment
2224 * Takes an optional table as an argument with the field `mode`.
2225 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2226 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2227 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2228 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2229 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2230 * fetched from memory, loaded from disk, or if inexistent, generates them.
2231 * If `callback` is a valid Lua function, this will be called for each block emerged.
2232 * The function signature of callback is:
2233 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2234 * - `blockpos` is the *block* coordinates of the block that had been emerged
2235 * - `action` could be one of the following constant values:
2236 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2237 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2238 * - `calls_remaining` is the number of callbacks to be expected after this one
2239 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2240 * parameter was absent)
2241 * `minetest.delete_area(pos1, pos2)`
2242 * delete all mapblocks in the area from pos1 to pos2, inclusive
2243 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2244 * Check if there is a direct line of sight between `pos1` and `pos2`
2245 * Returns the position of the blocking node when `false`
2246 * `pos1`: First position
2247 * `pos2`: Second position
2248 * `stepsize`: smaller gives more accurate results but requires more computing
2249 time. Default is `1`.
2250 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2251 * returns table containing path
2252 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2253 * `pos1`: start position
2254 * `pos2`: end position
2255 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2256 * `max_jump`: maximum height difference to consider walkable
2257 * `max_drop`: maximum height difference to consider droppable
2258 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2259 * `minetest.spawn_tree (pos, {treedef})`
2260 * spawns L-system tree at given `pos` with definition in `treedef` table
2261 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2262 Often these bugs appear as subtle shadows in water.
2263 * `minetest.transforming_liquid_add(pos)`
2264 * add node to liquid update queue
2265 * `minetest.get_node_max_level(pos)`
2266 * get max available level for leveled node
2267 * `minetest.get_node_level(pos)`
2268 * get level of leveled node (water, snow)
2269 * `minetest.set_node_level(pos, level)`
2270 * set level of leveled node, default `level` equals `1`
2271 * if `totallevel > maxlevel`, returns rest (`total-max`).
2272 * `minetest.add_node_level(pos, level)`
2273 * increase level of leveled node by level, default `level` equals `1`
2274 * if `totallevel > maxlevel`, returns rest (`total-max`)
2275 * can be negative for decreasing
2276 * `nodeupdate_single(pos)`
2277 * causes an unsupported `group:falling_node` node to fall and causes an
2278 unattached `group:attached_node` node to fall.
2279 * does not spread these updates to neighbours
2280 * a helper function, not officially part of the API, but useful
2283 `minetest.get_inventory(location)`: returns an `InvRef`
2286 * `{type="player", name="celeron55"}`
2287 * `{type="node", pos={x=, y=, z=}}`
2288 * `{type="detached", name="creative"}`
2289 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2290 * callbacks: See "Detached inventory callbacks"
2291 * Creates a detached inventory. If it already exists, it is cleared.
2292 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2293 returns left over ItemStack
2294 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2297 * `minetest.show_formspec(playername, formname, formspec)`
2298 * `playername`: name of player to show formspec
2299 * `formname`: name passed to `on_player_receive_fields` callbacks.
2300 It should follow the `"modname:<whatever>"` naming convention
2301 * `formspec`: formspec to display
2302 * `minetest.formspec_escape(string)`: returns a string
2303 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2304 * `minetest.explode_table_event(string)`: returns a table
2305 * returns e.g. `{type="CHG", row=1, column=2}`
2307 * `"INV"`: no row selected)
2308 * `"CHG"`: selected)
2309 * `"DCL"`: double-click
2310 * `minetest.explode_textlist_event(string)`: returns a table
2311 * returns e.g. `{type="CHG", index=1}`
2313 * `"INV"`: no row selected)
2314 * `"CHG"`: selected)
2315 * `"DCL"`: double-click
2316 * `minetest.explode_scrollbar_event(string)`: returns a table
2317 * returns e.g. `{type="CHG", value=500}`
2319 * `"INV"`: something failed
2320 * `"CHG"`: has been changed
2321 * `"VAL"`: not changed
2324 * `minetest.inventorycube(img1, img2, img3)`
2325 * Returns a string for making an image of a cube (useful as an item image)
2326 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2327 * Get position of a `pointed_thing` (that you can get from somewhere)
2328 * `minetest.dir_to_facedir(dir, is6d)`
2329 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2330 * passing something non-`nil`/`false` for the optional second parameter causes it to
2331 take the y component into account
2332 * `minetest.facedir_to_dir(facedir)`
2333 * Convert a facedir back into a vector aimed directly out the "back" of a node
2334 * `minetest.dir_to_wallmounted(dir)`
2335 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2336 * `minetest.wallmounted_to_dir(wallmounted)`
2337 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2338 * `minetest.get_node_drops(nodename, toolname)`
2339 * Returns list of item names.
2340 * **Note**: This will be removed or modified in a future version.
2341 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2342 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2343 * `input.width` = for example `3`
2344 * `input.items` = for example
2345 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2346 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2347 * `output.time` = a number, if unsuccessful: `0`
2348 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2349 `decremented_input.items`
2350 * `decremented_input` = like `input`
2351 * `minetest.get_craft_recipe(output)`: returns input
2352 * returns last registered recipe for output item (node)
2353 * `output` is a node or item type such as `"default:torch"`
2354 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2355 * `input.width` = for example `3`
2356 * `input.items` = for example
2357 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2358 * `input.items` = `nil` if no recipe found
2359 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2360 * returns indexed table with all registered recipes for query item (node)
2361 or `nil` if no recipe was found
2362 * recipe entry table:
2364 method = 'normal' or 'cooking' or 'fuel'
2365 width = 0-3, 0 means shapeless recipe
2366 items = indexed [1-9] table with recipe items
2367 output = string with item name and quantity
2369 * Example query for `"default:gold_ingot"` will return table:
2371 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2372 items = {1 = "default:gold_lump"}},
2373 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2374 items = {1 = "default:goldblock"}}
2376 * `minetest.handle_node_drops(pos, drops, digger)`
2377 * `drops`: list of itemstrings
2378 * Handles drops from nodes after digging: Default action is to put them into
2380 * Can be overridden to get different functionality (e.g. dropping items on
2384 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2385 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2386 * Find who has done something to a node, or near a node
2387 * `actor`: `"player:<name>"`, also `"liquid"`.
2388 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2389 * Revert latest actions of someone
2390 * `actor`: `"player:<name>"`, also `"liquid"`.
2392 ### Defaults for the `on_*` item definition functions
2393 These functions return the leftover itemstack.
2395 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2396 * Place item as a node
2397 * `param2` overrides `facedir` and wallmounted `param2`
2398 * returns `itemstack, success`
2399 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2401 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2402 * Use one of the above based on what the item is.
2403 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2404 * **Note**: is not called when wielded item overrides `on_place`
2405 * `param2` overrides `facedir` and wallmounted `param2`
2406 * returns `itemstack, success`
2407 * `minetest.item_drop(itemstack, dropper, pos)`
2409 * `minetest.item_eat(hp_change, replace_with_item)`
2411 * `replace_with_item` is the itemstring which is added to the inventory.
2412 If the player is eating a stack, then replace_with_item goes to a
2413 different spot. Can be `nil`
2414 * See `minetest.do_item_eat`
2416 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2417 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2418 * Calls functions registered by `minetest.register_on_punchnode()`
2419 * `minetest.node_dig(pos, node, digger)`
2420 * Checks if node can be dug, puts item into inventory, removes node
2421 * Calls functions registered by `minetest.registered_on_dignodes()`
2424 * `minetest.sound_play(spec, parameters)`: returns a handle
2425 * `spec` is a `SimpleSoundSpec`
2426 * `parameters` is a sound parameter table
2427 * `minetest.sound_stop(handle)`
2430 * `minetest.after(time, func, ...)`
2431 * Call the function `func` after `time` seconds, may be fractional
2432 * Optional: Variable number of arguments that are passed to `func`
2435 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2436 and `reconnect` == true displays a reconnect button.
2437 * `minetest.get_server_status()`: returns server status string
2440 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2441 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2442 * `minetest.ban_player(name)`: ban a player
2443 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2444 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2447 * `minetest.add_particle(particle definition)`
2448 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2449 size, collisiondetection, texture, playername)`
2451 * `minetest.add_particlespawner(particlespawner definition)`
2452 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2453 * Returns an `id`, and -1 if adding didn't succeed
2454 * `Deprecated: minetest.add_particlespawner(amount, time,
2458 minexptime, maxexptime,
2460 collisiondetection, texture, playername)`
2462 * `minetest.delete_particlespawner(id, player)``
2463 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2464 * If playername is specified, only deletes on the player's client,
2465 * otherwise on all clients
2468 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2469 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2470 * Apply the specified probability values to the specified nodes in `probability_list`.
2471 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2472 * `pos` is the 3D vector specifying the absolute coordinates of the
2473 node being modified,
2474 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2475 * If there are two or more entries with the same pos value, the
2477 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2478 * If `probability_list` equals `nil`, no probabilities are applied.
2479 * Slice probability works in the same manner, except takes a field
2480 called `ypos` instead which
2481 indicates the y position of the slice with a probability applied.
2482 * If slice probability list equals `nil`, no slice probabilities are applied.
2483 * Saves schematic in the Minetest Schematic format to filename.
2485 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2486 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2487 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2488 * If the `rotation` parameter is omitted, the schematic is not rotated.
2489 * `replacements` = `{["old_name"] = "convert_to", ...}`
2490 * `force_placement` is a boolean indicating whether nodes other than `air` and
2491 `ignore` are replaced by the schematic
2492 * Returns nil if the schematic could not be loaded.
2494 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2495 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2496 specified VoxelManip object `vmanip` instead of the whole map.
2497 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2498 containing the full area required, and true if the whole schematic was able to fit.
2499 * Returns nil if the schematic could not be loaded.
2500 * After execution, any external copies of the VoxelManip contents are invalidated.
2502 * `minetest.serialize_schematic(schematic, format, options)`
2503 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2504 * in the `format` of either "mts" or "lua".
2505 * "mts" - a string containing the binary MTS data used in the MTS file format
2506 * "lua" - a string containing Lua code representing the schematic in table format
2507 * `options` is a table containing the following optional parameters:
2508 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2509 * position comments for every X row generated in the schematic data for easier reading.
2510 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2511 * will use that number of spaces as indentation instead of a tab character.
2514 * `minetest.request_http_api()`:
2515 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2516 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2517 otherwise returns `nil`.
2518 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2520 * Only works at init time and must be called from the mod's main scope (not from a function).
2521 * Function only exists if minetest server was built with cURL support.
2522 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2524 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2525 * Performs given request asynchronously and calls callback upon completion
2526 * callback: `function(HTTPRequestResult res)`
2527 * Use this HTTP function if you are unsure, the others are for advanced use.
2528 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2529 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2530 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2531 * Return response data for given asynchronous HTTP request
2534 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2535 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2536 * Gives a unique hash number for a node position (16+16+16=48bit)
2537 * `minetest.get_position_from_hash(hash)`: returns a position
2538 * Inverse transform of `minetest.hash_node_position`
2539 * `minetest.get_item_group(name, group)`: returns a rating
2540 * Get rating of a group of an item. (`0` means: not in group)
2541 * `minetest.get_node_group(name, group)`: returns a rating
2542 * Deprecated: An alias for the former.
2543 * `minetest.raillike_group(name)`: returns a rating
2544 * Returns rating of the connect_to_raillike group corresponding to name
2545 * If name is not yet the name of a connect_to_raillike group, a new group id
2546 * is created, with that name
2547 * `minetest.get_content_id(name)`: returns an integer
2548 * Gets the internal content ID of `name`
2549 * `minetest.get_name_from_content_id(content_id)`: returns a string
2550 * Gets the name of the content with that content ID
2551 * `minetest.parse_json(string[, nullvalue])`: returns something
2552 * Convert a string containing JSON data into the Lua equivalent
2553 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2554 * On success returns a table, a string, a number, a boolean or `nullvalue`
2555 * On failure outputs an error message and returns `nil`
2556 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2557 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2558 * Convert a Lua table into a JSON string
2559 * styled: Outputs in a human-readable format if this is set, defaults to false
2560 * Unserializable things like functions and userdata are saved as null.
2561 * **Warning**: JSON is more strict than the Lua table format.
2562 1. You can only use strings and positive integers of at least one as keys.
2563 2. You can not mix string and integer keys.
2564 This is due to the fact that JSON has two distinct array and object values.
2565 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2566 * `minetest.serialize(table)`: returns a string
2567 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2568 into string form readable by `minetest.deserialize`
2569 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2570 * `minetest.deserialize(string)`: returns a table
2571 * Convert a string returned by `minetest.deserialize` into a table
2572 * `string` is loaded in an empty sandbox environment.
2573 * Will load functions, but they cannot access the global environment.
2574 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2575 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2576 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2577 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2578 * Compress a string of data.
2579 * `method` is a string identifying the compression method to be used.
2580 * Supported compression methods:
2581 * Deflate (zlib): `"deflate"`
2582 * `...` indicates method-specific arguments. Currently defined arguments are:
2583 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2584 * `minetest.decompress(compressed_data, method, ...)`: returns data
2585 * Decompress a string of data (using ZLib).
2586 * See documentation on `minetest.compress()` for supported compression methods.
2587 * currently supported.
2588 * `...` indicates method-specific arguments. Currently, no methods use this.
2589 * `minetest.encode_base64(string)`: returns string encoded in base64
2590 * Encodes a string in base64.
2591 * `minetest.decode_base64(string)`: returns string
2592 * Decodes a string encoded in base64.
2593 * `minetest.is_protected(pos, name)`: returns boolean
2594 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2595 actions, defineable by mods, due to some mod-defined ownership-like concept.
2596 Returns false or nil, if the player is allowed to do such actions.
2597 * This function should be overridden by protection mods and should be used to
2598 check if a player can interact at a position.
2599 * This function should call the old version of itself if the position is not
2600 protected by the mod.
2603 local old_is_protected = minetest.is_protected
2604 function minetest.is_protected(pos, name)
2605 if mymod:position_protected_from(pos, name) then
2608 return old_is_protected(pos, name)
2610 * `minetest.record_protection_violation(pos, name)`
2611 * This function calls functions registered with
2612 `minetest.register_on_protection_violation`.
2613 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2614 * Attempt to predict the desired orientation of the facedir-capable node
2615 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2616 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2617 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2618 is an optional table containing extra tweaks to the placement code:
2619 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2620 orientation on the wall.
2621 * `force_wall` : if `true`, always place the node in wall orientation.
2622 * `force_ceiling`: if `true`, always place on the ceiling.
2623 * `force_floor`: if `true`, always place the node on the floor.
2624 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2625 the floor or ceiling
2626 * The first four options are mutually-exclusive; the last in the list takes
2627 precedence over the first.
2628 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2629 * calls `rotate_and_place()` with infinitestacks set according to the state of
2630 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2633 * `minetest.forceload_block(pos[, transient])`
2634 * forceloads the position `pos`.
2635 * returns `true` if area could be forceloaded
2636 * If `transient` is `false` or absent, the forceload will be persistent
2637 (saved between server runs). If `true`, the forceload will be transient
2638 (not saved between server runs).
2640 * `minetest.forceload_free_block(pos[, transient])`
2641 * stops forceloading the position `pos`
2642 * If `transient` is `false` or absent, frees a persistent forceload.
2643 If `true`, frees a transient forceload.
2645 * `minetest.request_insecure_environment()`: returns an environment containing
2646 insecure functions if the calling mod has been listed as trusted in the
2647 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2648 * Only works at init time and must be called from the mod's main scope (not from a function).
2649 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2652 * `minetest.global_exists(name)`
2653 * Checks if a global variable has been set, without triggering a warning.
2656 * `minetest.env`: `EnvRef` of the server environment and world.
2657 * Any function in the minetest namespace can be called using the syntax
2658 `minetest.env:somefunction(somearguments)`
2659 instead of `minetest.somefunction(somearguments)`
2660 * Deprecated, but support is not to be dropped soon
2663 * `minetest.registered_items`
2664 * Map of registered items, indexed by name
2665 * `minetest.registered_nodes`
2666 * Map of registered node definitions, indexed by name
2667 * `minetest.registered_craftitems`
2668 * Map of registered craft item definitions, indexed by name
2669 * `minetest.registered_tools`
2670 * Map of registered tool definitions, indexed by name
2671 * `minetest.registered_entities`
2672 * Map of registered entity prototypes, indexed by name
2673 * `minetest.object_refs`
2674 * Map of object references, indexed by active object id
2675 * `minetest.luaentities`
2676 * Map of Lua entities, indexed by active object id
2677 * `minetest.registered_ores`
2678 * List of registered ore definitions.
2679 * `minetest.registered_biomes`
2680 * List of registered biome definitions.
2681 * `minetest.registered_decorations`
2682 * List of registered decoration definitions.
2688 Node metadata: reference extra data and functionality stored in a node.
2689 Can be gotten via `minetest.get_meta(pos)`.
2692 * `set_string(name, value)`
2693 * `get_string(name)`
2694 * `set_int(name, value)`
2696 * `set_float(name, value)`
2698 * `get_inventory()`: returns `InvRef`
2699 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2700 * `from_table(nil or {})`
2701 * to clear metadata, use from_table(nil)
2702 * See "Node Metadata"
2705 Node Timers: a high resolution persistent per-node timer.
2706 Can be gotten via `minetest.get_node_timer(pos)`.
2709 * `set(timeout,elapsed)`
2710 * set a timer's state
2711 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2712 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2713 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2716 * equivalent to `set(timeout,0)`
2719 * `get_timeout()`: returns current timeout in seconds
2720 * if `timeout` equals `0`, timer is inactive
2721 * `get_elapsed()`: returns current elapsed time in seconds
2722 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2723 * `is_started()`: returns boolean state of timer
2724 * returns `true` if timer is started, otherwise `false`
2727 Moving things in the game are generally these.
2729 This is basically a reference to a C++ `ServerActiveObject`
2732 * `remove()`: remove object (after returning from Lua)
2733 * Note: Doesn't work on players, use minetest.kick_player instead
2734 * `getpos()`: returns `{x=num, y=num, z=num}`
2735 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2736 * `moveto(pos, continuous=false)`: interpolated move
2737 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2738 * `puncher` = another `ObjectRef`,
2739 * `time_from_last_punch` = time since last punch action of the puncher
2740 * `direction`: can be `nil`
2741 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2742 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2743 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2744 * `get_inventory()`: returns an `InvRef`
2745 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2746 * `get_wield_index()`: returns the index of the wielded item
2747 * `get_wielded_item()`: returns an `ItemStack`
2748 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2749 * `set_armor_groups({group1=rating, group2=rating, ...})`
2750 * `get_armor_groups()`: returns a table with the armor group ratings
2751 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2752 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2753 * `set_attach(parent, bone, position, rotation)`
2755 * `position`: `{x=num, y=num, z=num}` (relative)
2756 * `rotation`: `{x=num, y=num, z=num}`
2757 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2759 * `set_bone_position(bone, position, rotation)`
2761 * `position`: `{x=num, y=num, z=num}` (relative)
2762 * `rotation`: `{x=num, y=num, z=num}`
2763 * `get_bone_position(bone)`: returns position and rotation of the bone
2764 * `set_properties(object property table)`
2765 * `get_properties()`: returns object property table
2766 * `is_player()`: returns true for players, false otherwise
2767 * `get_nametag_attributes()`
2768 * returns a table with the attributes of the nametag of an object
2770 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2773 * `set_nametag_attributes(attributes)`
2774 * sets the attributes of the nametag of an object
2778 text = "My Nametag",
2781 ##### LuaEntitySAO-only (no-op for other objects)
2782 * `setvelocity({x=num, y=num, z=num})`
2783 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2784 * `setacceleration({x=num, y=num, z=num})`
2785 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2787 * `getyaw()`: returns number in radians
2788 * `settexturemod(mod)`
2789 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2790 select_horiz_by_yawpitch=false)`
2791 * Select sprite from spritesheet with optional animation and DM-style
2792 texture selection based on yaw relative to camera
2793 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2796 ##### Player-only (no-op for other objects)
2797 * `get_player_name()`: returns `""` if is not a player
2798 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2799 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2800 * `get_look_dir()`: get camera direction as a unit vector
2801 * `get_look_vertical()`: pitch in radians
2802 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2803 * `get_look_horizontal()`: yaw in radians
2804 * Angle is counter-clockwise from the +z direction.
2805 * `set_look_vertical(radians)`: sets look pitch
2806 * radians - Angle from looking forward, where positive is downwards.
2807 * `set_look_horizontal(radians)`: sets look yaw
2808 * radians - Angle from the +z direction, where positive is counter-clockwise.
2809 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2810 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2811 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2812 * Angle is counter-clockwise from the +x direction.
2813 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2814 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2815 * `get_breath()`: returns players breath
2816 * `set_breath(value)`: sets players breath
2818 * `0`: player is drowning,
2819 * `1`-`10`: remaining number of bubbles
2820 * `11`: bubbles bar is not shown
2821 * `set_inventory_formspec(formspec)`
2822 * Redefine player's inventory form
2823 * Should usually be called in on_joinplayer
2824 * `get_inventory_formspec()`: returns a formspec string
2825 * `get_player_control()`: returns table with player pressed keys
2826 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2827 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2828 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2829 * `set_physics_override(override_table)`
2830 * `override_table` is a table with the following fields:
2831 * `speed`: multiplier to default walking speed value (default: `1`)
2832 * `jump`: multiplier to default jump value (default: `1`)
2833 * `gravity`: multiplier to default gravity value (default: `1`)
2834 * `sneak`: whether player can sneak (default: `true`)
2835 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2836 * `get_physics_override()`: returns the table given to set_physics_override
2837 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2839 * `hud_remove(id)`: remove the HUD element of the specified id
2840 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2841 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2842 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2843 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2844 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2845 * pass a table containing a `true`/`false` value of each flag to be set or unset
2846 * if a flag equals `nil`, the flag is not modified
2847 * note that setting `minimap` modifies the client's permission to view the minimap -
2848 * the client may locally elect to not view the minimap
2849 * `hud_get_flags()`: returns a table containing status of hud flags
2850 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2851 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2852 * `count`: number of items, must be between `1` and `23`
2853 * `hud_get_hotbar_itemcount`: returns number of visible items
2854 * `hud_set_hotbar_image(texturename)`
2855 * sets background image for hotbar
2856 * `hud_get_hotbar_image`: returns texturename
2857 * `hud_set_hotbar_selected_image(texturename)`
2858 * sets image for selected item of hotbar
2859 * `hud_get_hotbar_selected_image`: returns texturename
2860 * `hud_replace_builtin(name, hud_definition)`
2861 * replace definition of a builtin hud element
2862 * `name`: `"breath"` or `"health"`
2863 * `hud_definition`: definition to replace builtin definition
2864 * `set_sky(bgcolor, type, {texture names})`
2865 * `bgcolor`: ColorSpec, defaults to white
2867 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2868 * `"skybox"`: Uses 6 textures, `bgcolor` used
2869 * `"plain"`: Uses 0 textures, `bgcolor` used
2870 * `get_sky()`: returns bgcolor, type and a table with the textures
2871 * `override_day_night_ratio(ratio or nil)`
2872 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2873 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2874 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2875 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2877 set animation for player model in third person view
2879 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2880 {x=168, y=187}, -- < walk animation key frames
2881 {x=189, y=198}, -- < dig animation key frames
2882 {x=200, y=219}, -- < walk+dig animation key frames
2883 frame_speed=30): -- < animation frame speed
2884 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2885 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2886 * in first person view
2887 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2888 * `get_eye_offset()`: returns offset_first and offset_third
2891 An `InvRef` is a reference to an inventory.
2894 * `is_empty(listname)`: return `true` if list is empty
2895 * `get_size(listname)`: get size of a list
2896 * `set_size(listname, size)`: set size of a list
2897 * returns `false` on error (e.g. invalid `listname` or `size`)
2898 * `get_width(listname)`: get width of a list
2899 * `set_width(listname, width)`: set width of list; currently used for crafting
2900 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2901 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2902 * `get_list(listname)`: return full list
2903 * `set_list(listname, list)`: set full list (size will not change)
2904 * `get_lists()`: returns list of inventory lists
2905 * `set_lists(lists)`: sets inventory lists (size will not change)
2906 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2907 * `room_for_item(listname, stack):` returns `true` if the stack of items
2908 can be fully added to the list
2909 * `contains_item(listname, stack)`: returns `true` if the stack of items
2910 can be fully taken from the list
2911 * `remove_item(listname, stack)`: take as many items as specified from the list,
2912 returns the items that were actually removed (as an `ItemStack`) -- note that
2913 any item metadata is ignored, so attempting to remove a specific unique
2914 item this way will likely remove the wrong one -- to do that use `set_stack`
2915 with an empty `ItemStack`
2916 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2917 * returns `{type="undefined"}` in case location is not known
2920 A fast access data structure to store areas, and find areas near a given position or area.
2921 Every area has a `data` string attribute to store additional information.
2922 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2923 If you chose the parameter-less constructor, a fast implementation will be automatically
2927 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2928 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2929 Returns nil if specified area id does not exist.
2930 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2931 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2933 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2934 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2935 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2936 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2937 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2938 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2939 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2940 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2941 or insertions are likely to fail due to conflicts.
2942 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2943 Only needed for efficiency, and only some implementations profit.
2944 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2945 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2946 Calling invalidates the cache, so that its elements have to be newly generated.
2949 enabled = boolean, -- whether to enable, default true
2950 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2951 prefiltered lists for, minimum 16, default 64
2952 limit = number, -- the cache's size, minimum 20, default 1000
2954 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2955 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2956 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2957 Returns success and, optionally, an error message.
2958 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2961 An `ItemStack` is a stack of items.
2963 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2964 an itemstring, a table or `nil`.
2967 * `is_empty()`: Returns `true` if stack is empty.
2968 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2969 * `set_name(item_name)`: Returns boolean success.
2970 Clears item on failure.
2971 * `get_count()`: Returns number of items on the stack.
2972 * `set_count(count)`
2973 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2974 * `set_wear(wear)`: Returns boolean success.
2975 Clears item on failure.
2976 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2977 * `set_metadata(metadata)`: Returns true.
2978 * `clear()`: removes all items from the stack, making it empty.
2979 * `replace(item)`: replace the contents of this stack.
2980 * `item` can also be an itemstring or table.
2981 * `to_string()`: Returns the stack in itemstring form.
2982 * `to_table()`: Returns the stack in Lua table form.
2983 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2984 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2985 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2986 * `get_definition()`: Returns the item definition table.
2987 * `get_tool_capabilities()`: Returns the digging properties of the item,
2988 or those of the hand if none are defined for this item type
2989 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2990 * `add_item(item)`: Put some item or stack onto this stack.
2991 Returns leftover `ItemStack`.
2992 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2994 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2995 Returns taken `ItemStack`.
2996 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2997 Returns taken `ItemStack`.
3000 A 16-bit pseudorandom number generator.
3001 Uses a well-known LCG algorithm introduced by K&R.
3003 It can be created via `PseudoRandom(seed)`.
3006 * `next()`: return next integer random number [`0`...`32767`]
3007 * `next(min, max)`: return next integer random number [`min`...`max`]
3008 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
3009 due to the simple implementation making bad distribution otherwise.
3012 A 32-bit pseudorandom number generator.
3013 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
3015 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
3018 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
3019 * `next(min, max)`: return next integer random number [`min`...`max`]
3020 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
3021 * This is only a rough approximation of a normal distribution with:
3022 * mean = (max - min) / 2, and
3023 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
3024 * Increasing num_trials improves accuracy of the approximation
3027 Interface for the operating system's crypto-secure PRNG.
3029 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3030 be found on the system.
3033 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3036 A perlin noise generator.
3037 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3038 or `PerlinNoise(noiseparams)`.
3039 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3040 or `minetest.get_perlin(noiseparams)`.
3043 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3044 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3046 ### `PerlinNoiseMap`
3047 A fast, bulk perlin noise generator.
3049 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3050 `minetest.get_perlin_map(noiseparams, size)`.
3052 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3053 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3056 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3057 nil, this table will be used to store the result instead of creating a new table.
3061 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3062 with values starting at `pos={x=,y=}`
3063 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3064 of 3D noise with values starting at `pos={x=,y=,z=}`
3065 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3066 with values starting at `pos={x=,y=}`
3067 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3068 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3069 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3070 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3071 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3072 takes a chunk of `slice_size`.
3073 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3074 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3075 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3076 the starting position of the most recently calculated noise.
3077 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3078 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3079 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3083 #### About VoxelManip
3084 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3085 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3086 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3087 to with other methods of setting nodes. For example, nodes will not have their construction and
3088 destruction callbacks run, and no rollback information is logged.
3090 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3091 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3092 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3094 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3095 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3096 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3097 using both methods of map manipulation to determine which is most appropriate for your usage.
3099 #### Using VoxelManip
3100 A VoxelManip object can be created any time using either:
3101 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3103 If the optional position parameters are present for either of these routines, the specified region
3104 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3105 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3107 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3108 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3109 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3110 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3112 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3113 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3114 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3116 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3117 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3118 `VoxelManip:get_light_data()` for node light levels, and
3119 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3121 See section 'Flat array format' for more details.
3123 It is very important to understand that the tables returned by any of the above three functions
3124 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3125 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3126 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3127 otherwise explicitly stated.
3129 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3130 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3131 `VoxelManip:set_light_data()` for node light levels, and
3132 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3134 The parameter to each of the above three functions can use any table at all in the same flat array
3135 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3137 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3138 to the map by calling `VoxelManip:write_to_map()`.
3140 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3141 as being modified so that connected clients are sent the updated parts of map.
3144 ##### Flat array format
3146 `Nx = p2.X - p1.X + 1`,
3147 `Ny = p2.Y - p1.Y + 1`, and
3148 `Nz = p2.Z - p1.Z + 1`.
3150 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3151 the expression `Nx * Ny * Nz`.
3153 Positions offset from p1 are present in the array with the format of:
3156 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3157 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3159 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3160 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3162 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3164 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3168 and the array index for a position p contained completely in p1..p2 is:
3170 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3172 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3173 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3174 for a single point in a flat VoxelManip array.
3177 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3178 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3179 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3180 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3181 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3182 Note that the node being queried needs to have already been been registered.
3184 The following builtin node types have their Content IDs defined as constants:
3186 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3187 core.CONTENT_AIR (ID for "air" nodes)
3188 core.CONTENT_IGNORE (ID for "ignore" nodes)
3191 ##### Mapgen VoxelManip objects
3192 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3193 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3194 but with a few differences:
3196 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3197 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3198 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3199 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3200 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3201 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3202 consistency with the current map state. For this reason, calling any of the following functions:
3203 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3204 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3205 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3206 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3207 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3208 automatically after all on_generated callbacks have been run for that generated block.
3210 ##### Other API functions operating on a VoxelManip
3211 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3212 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3213 written all buffered data back to the VoxelManip object, save for special situations where the modder
3214 desires to only have certain liquid nodes begin flowing.
3216 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3217 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3219 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3220 except instead of placing the specified schematic directly on the map at the specified position, it
3221 will place the schematic inside of the VoxelManip.
3224 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3225 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3226 `VoxelManip:get_node_at()`.
3227 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3228 filled with "ignore" nodes.
3229 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3230 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3231 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3232 object in the same callback it had been created.
3233 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3234 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3235 buffer the function can use to write map data to instead of returning a new table each call. This
3236 greatly enhances performance by avoiding unnecessary memory allocations.
3239 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3240 the region formed by `p1` and `p2`.
3241 * returns actual emerged `pmin`, actual emerged `pmax`
3242 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3243 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3244 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3245 the `VoxelManip` at that position
3246 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3247 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3248 * returns raw node data in the form of an array of node content IDs
3249 * if the param `buffer` is present, this table will be used to store the result instead
3250 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3251 * `update_map()`: Update map after writing chunk back to map.
3252 * To be used only by `VoxelManip` objects created by the mod itself;
3253 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3254 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3255 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3256 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3257 * (`p1`, `p2`) is the area in which lighting is set;
3258 defaults to the whole area if left out
3259 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3260 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3261 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3262 * `light = day + (night * 16)`
3263 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3265 * expects lighting data in the same format that `get_light_data()` returns
3266 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3267 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3268 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3269 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3270 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3272 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3273 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3274 * `update_liquids()`: Update liquid flow
3275 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3276 had been modified since the last read from map, due to a call to
3277 `minetest.set_data()` on the loaded area elsewhere
3278 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3281 A helper class for voxel areas.
3282 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3283 The coordinates are *inclusive*, like most other things in Minetest.
3286 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3287 `MinEdge` and `MaxEdge`
3288 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3289 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3290 * useful for things like `VoxelManip`, raw Schematic specifiers,
3291 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3292 * `indexp(p)`: same as above, except takes a vector
3293 * `position(i)`: returns the absolute position vector corresponding to index `i`
3294 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3295 * `containsp(p)`: same as above, except takes a vector
3296 * `containsi(i)`: same as above, except takes an index `i`
3297 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3298 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3299 * `iterp(minp, maxp)`: same as above, except takes a vector
3302 An interface to read config files in the format of `minetest.conf`.
3304 It can be created via `Settings(filename)`.
3307 * `get(key)`: returns a value
3308 * `get_bool(key)`: returns a boolean
3310 * `remove(key)`: returns a boolean (`true` for success)
3311 * `get_names()`: returns `{key1,...}`
3312 * `write()`: returns a boolean (`true` for success)
3313 * write changes to file
3314 * `to_table()`: returns `{[key1]=value1,...}`
3318 A mapgen object is a construct used in map generation. Mapgen objects can be used
3319 by an `on_generate` callback to speed up operations by avoiding unnecessary
3320 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3321 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3322 was called outside of an `on_generate()` callback, `nil` is returned.
3324 The following Mapgen objects are currently available:
3327 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3328 emerged position, in that order. All mapgens support this object.
3331 Returns an array containing the y coordinates of the ground levels of nodes in
3332 the most recently generated chunk by the current mapgen.
3335 Returns an array containing the biome IDs of nodes in the most recently
3336 generated chunk by the current mapgen.
3339 Returns an array containing the temperature values of nodes in the most
3340 recently generated chunk by the current mapgen.
3343 Returns an array containing the humidity values of nodes in the most recently
3344 generated chunk by the current mapgen.
3347 Returns a table mapping requested generation notification types to arrays of
3348 positions at which the corresponding generated structures are located at within
3349 the current chunk. To set the capture of positions of interest to be recorded
3350 on generate, use `minetest.set_gen_notify()`.
3352 Possible fields of the table returned are:
3358 * `large_cave_begin`
3362 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3363 numeric unique decoration ID.
3367 * Functions receive a "luaentity" as `self`:
3368 * It has the member `.name`, which is the registered name `("mod:thing")`
3369 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3370 * The original prototype stuff is visible directly via a metatable
3372 * `on_activate(self, staticdata, dtime_s)`
3373 * Called when the object is instantiated.
3374 * `dtime_s` is the time passed since the object was unloaded, which can
3375 be used for updating the entity state.
3376 * `on_step(self, dtime)`
3377 * Called on every server tick, after movement and collision processing.
3378 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3380 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3381 * Called when somebody punches the object.
3382 * Note that you probably want to handle most punches using the
3383 automatic armor group system.
3384 * `puncher`: an `ObjectRef` (can be `nil`)
3385 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3386 * `tool_capabilities`: capability table of used tool (can be `nil`)
3387 * `dir`: unit vector of direction of punch. Always defined. Points from
3388 the puncher to the punched.
3389 * `on_rightclick(self, clicker)`
3390 * `get_staticdata(self)`
3391 * Should return a string that will be passed to `on_activate` when
3392 the object is instantiated the next time.
3397 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3398 Often these bugs appear as subtle shadows in water.
3403 axiom, --string initial tree axiom
3404 rules_a, --string rules set A
3405 rules_b, --string rules set B
3406 rules_c, --string rules set C
3407 rules_d, --string rules set D
3408 trunk, --string trunk node name
3409 leaves, --string leaves node name
3410 leaves2, --string secondary leaves node name
3411 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3412 angle, --num angle in deg
3413 iterations, --num max # of iterations, usually 2 -5
3414 random_level, --num factor to lower nr of iterations, usually 0 - 3
3415 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3416 -- 2x2 nodes or 3x3 in cross shape
3417 thin_branches, --boolean true -> use thin (1 node) branches
3418 fruit, --string fruit node name
3419 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3420 seed, --num random seed; if no seed is provided, the engine will create one
3423 ### Key for Special L-System Symbols used in Axioms
3425 * `G`: move forward one unit with the pen up
3426 * `F`: move forward one unit with the pen down drawing trunks and branches
3427 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3428 * `T`: move forward one unit with the pen down drawing trunks only
3429 * `R`: move forward one unit with the pen down placing fruit
3430 * `A`: replace with rules set A
3431 * `B`: replace with rules set B
3432 * `C`: replace with rules set C
3433 * `D`: replace with rules set D
3434 * `a`: replace with rules set A, chance 90%
3435 * `b`: replace with rules set B, chance 80%
3436 * `c`: replace with rules set C, chance 70%
3437 * `d`: replace with rules set D, chance 60%
3438 * `+`: yaw the turtle right by `angle` parameter
3439 * `-`: yaw the turtle left by `angle` parameter
3440 * `&`: pitch the turtle down by `angle` parameter
3441 * `^`: pitch the turtle up by `angle` parameter
3442 * `/`: roll the turtle to the right by `angle` parameter
3443 * `*`: roll the turtle to the left by `angle` parameter
3444 * `[`: save in stack current state info
3445 * `]`: recover from stack state info
3448 Spawn a small apple tree:
3450 pos = {x=230,y=20,z=4}
3453 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3454 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3455 trunk="default:tree",
3456 leaves="default:leaves",
3460 trunk_type="single",
3463 fruit="default:apple"
3465 minetest.spawn_tree(pos,apple_tree)
3470 ### Object Properties
3475 collide_with_objects = true, -- collide with other objects if physical=true
3477 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3478 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3479 visual_size = {x=1, y=1},
3481 textures = {}, -- number of required textures depends on visual
3482 colors = {}, -- number of required colors depends on visual
3483 spritediv = {x=1, y=1},
3484 initial_sprite_basepos = {x=0, y=0},
3486 makes_footstep_sound = false,
3487 automatic_rotate = false,
3489 automatic_face_movement_dir = 0.0,
3490 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3491 automatic_face_movement_max_rotation_per_sec = -1,
3492 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3493 backface_culling = true, -- false to disable backface_culling for model
3494 nametag = "", -- by default empty, for players their name is shown if empty
3495 nametag_color = <color>, -- sets color of nametag as ColorSpec
3496 infotext = "", -- by default empty, text to be shown when pointed at object
3499 ### Entity definition (`register_entity`)
3502 -- Deprecated: Everything in object properties is read directly from here
3504 initial_properties = --[[<initial object properties>]],
3506 on_activate = function(self, staticdata, dtime_s),
3507 on_step = function(self, dtime),
3508 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3509 on_rightclick = function(self, clicker),
3510 get_staticdata = function(self),
3511 -- ^ Called sometimes; the string returned is passed to on_activate when
3512 -- the entity is re-activated from static state
3514 -- Also you can define arbitrary member variables here
3515 myvariable = whatever,
3518 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3521 label = "Lava cooling",
3522 -- ^ Descriptive label for profiling purposes (optional).
3523 -- Definitions with identical labels will be listed as one.
3524 -- In the following two fields, also group:groupname will work.
3525 nodenames = {"default:lava_source"},
3526 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3527 ^ If left out or empty, any neighbor will do ]]
3528 interval = 1.0, -- Operation interval in seconds
3529 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3530 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3531 ^ The chance value is temporarily reduced when returning to
3532 an area to simulate time lost by the area being unattended.
3533 ^ Note chance value can often be reduced to 1 ]]
3534 action = func(pos, node, active_object_count, active_object_count_wider),
3537 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3540 label = "Upgrade legacy doors",
3541 -- ^ Descriptive label for profiling purposes (optional).
3542 -- Definitions with identical labels will be listed as one.
3543 name = "modname:replace_legacy_door",
3544 nodenames = {"default:lava_source"},
3545 -- ^ List of node names to trigger the LBM on.
3546 -- Also non-registered nodes will work.
3547 -- Groups (as of group:groupname) will work as well.
3548 run_at_every_load = false,
3549 -- ^ Whether to run the LBM's action every time a block gets loaded,
3550 -- and not just for blocks that were saved last time before LBMs were
3551 -- introduced to the world.
3552 action = func(pos, node),
3555 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3558 description = "Steel Axe",
3559 groups = {}, -- key = name, value = rating; rating = 1..3.
3560 if rating not applicable, use 1.
3561 e.g. {wool = 1, fluffy = 3}
3562 {soil = 2, outerspace = 1, crumbly = 1}
3563 {bendy = 2, snappy = 1},
3564 {hard = 1, metal = 1, spikes = 1}
3565 inventory_image = "default_tool_steelaxe.png",
3567 wield_scale = {x = 1, y = 1, z = 1},
3570 liquids_pointable = false,
3571 tool_capabilities = {
3572 full_punch_interval = 1.0,
3576 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3578 damage_groups = {groupname = damage},
3580 node_placement_prediction = nil,
3582 ^ If nil and item is node, prediction is made automatically
3583 ^ If nil and item is not a node, no prediction is made
3584 ^ If "" and item is anything, no prediction is made
3585 ^ Otherwise should be name of node which the client immediately places
3586 on ground when the player places the item. Server will always update
3587 actual result to client in a short moment.
3590 place = --[[<SimpleSoundSpec>]],
3593 on_place = func(itemstack, placer, pointed_thing),
3595 ^ Shall place item and return the leftover itemstack
3596 ^ default: minetest.item_place ]]
3597 on_secondary_use = func(itemstack, user, pointed_thing),
3599 ^ Same as on_place but called when pointing at nothing.
3600 ^ pointed_thing : always { type = "nothing" }
3602 on_drop = func(itemstack, dropper, pos),
3604 ^ Shall drop item and return the leftover itemstack
3605 ^ default: minetest.item_drop ]]
3606 on_use = func(itemstack, user, pointed_thing),
3609 ^ Function must return either nil if no item shall be removed from
3610 inventory, or an itemstack to replace the original itemstack.
3611 e.g. itemstack:take_item(); return itemstack
3612 ^ Otherwise, the function is free to do what it wants.
3613 ^ The default functions handle regular use cases.
3615 after_use = func(itemstack, user, node, digparams),
3618 ^ If defined, should return an itemstack and will be called instead of
3619 wearing out the tool. If returns nil, does nothing.
3620 If after_use doesn't exist, it is the same as:
3621 function(itemstack, user, node, digparams)
3622 itemstack:add_wear(digparams.wear)
3630 * `{name="image.png", animation={Tile Animation definition}}`
3631 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3632 tileable_horizontal=bool}`
3633 * backface culling enabled by default for most nodes
3634 * tileable flags are info for shaders, how they should treat texture
3635 when displacement mapping is used
3636 Directions are from the point of view of the tile texture,
3637 not the node it's on
3638 * deprecated, yet still supported field names:
3641 ### Tile animation definition
3642 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3644 ### Node definition (`register_node`)
3647 -- <all fields allowed in item definitions>,
3649 drawtype = "normal", -- See "Node drawtypes"
3650 visual_scale = 1.0, --[[
3651 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3652 ^ For plantlike, the image will start at the bottom of the node; for the
3653 ^ other drawtypes, the image will be centered on the node.
3654 ^ Note that positioning for "torchlike" may still change. ]]
3655 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3656 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3657 ^ List can be shortened to needed length ]]
3658 special_tiles = {tile definition 1, Tile definition 2}, --[[
3659 ^ Special textures of node; used rarely (old field name: special_materials)
3660 ^ List can be shortened to needed length ]]
3662 use_texture_alpha = false, -- Use texture's alpha channel
3663 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3664 paramtype = "none", -- See "Nodes" --[[
3665 ^ paramtype = "light" allows light to propagate from or through the node with light value
3666 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3667 paramtype2 = "none", -- See "Nodes"
3668 place_param2 = nil, -- Force value for param2 when player places node
3669 is_ground_content = true, -- If false, the cave generator will not carve through this
3670 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3671 walkable = true, -- If true, objects collide with node
3672 pointable = true, -- If true, can be pointed at
3673 diggable = true, -- If false, can never be dug
3674 climbable = false, -- If true, can be climbed on (ladder)
3675 buildable_to = false, -- If true, placed nodes can replace this node
3676 floodable = false, -- If true, liquids flow into and replace this node
3677 liquidtype = "none", -- "none"/"source"/"flowing"
3678 liquid_alternative_flowing = "", -- Flowing version of source liquid
3679 liquid_alternative_source = "", -- Source version of flowing liquid
3680 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3681 liquid_renewable = true, --[[
3682 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3684 ^ Block contains level in param2. Value is default level, used for snow.
3685 ^ Don't forget to use "leveled" type nodebox. ]]
3686 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3687 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3688 light_source = 0, --[[
3689 ^ Amount of light emitted by node.
3690 ^ To set the maximum (currently 14), use the value 'minetest.LIGHT_MAX'.
3691 ^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined behavior.]]
3692 damage_per_second = 0, -- If player is inside node, this damage is caused
3693 node_box = {type="regular"}, -- See "Node boxes"
3694 connects_to = nodenames, --[[
3695 * Used for nodebox nodes with the type == "connected"
3696 * Specifies to what neighboring nodes connections will be drawn
3697 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3698 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3699 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3701 selection_box = {type="regular"}, -- See "Node boxes" --[[
3702 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3703 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3704 legacy_wallmounted = false, -- Support maps made in and before January 2012
3706 footstep = <SimpleSoundSpec>,
3707 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3708 dug = <SimpleSoundSpec>,
3709 place = <SimpleSoundSpec>,
3710 place_failed = <SimpleSoundSpec>,
3712 drop = "", -- Name of dropped node when dug. Default is the node itself.
3715 max_items = 1, -- Maximum number of items to drop.
3716 items = { -- Choose max_items randomly from this list.
3718 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3719 rarity = 1, -- Probability of dropping is 1 / rarity.
3724 on_construct = func(pos), --[[
3725 ^ Node constructor; called after adding node
3726 ^ Can set up metadata and stuff like that
3727 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3729 on_destruct = func(pos), --[[
3730 ^ Node destructor; called before removing node
3731 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3733 after_destruct = func(pos, oldnode), --[[
3734 ^ Node destructor; called after removing node
3735 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3738 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3739 ^ Called after constructing node when node was placed using
3740 minetest.item_place_node / minetest.place_node
3741 ^ If return true no item is taken from itemstack
3743 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3744 ^ oldmetadata is in table format
3745 ^ Called after destructing node when node was dug using
3746 minetest.node_dig / minetest.dig_node
3748 can_dig = function(pos, [player]) --[[
3749 ^ returns true if node can be dug, or false if not
3752 on_punch = func(pos, node, puncher, pointed_thing), --[[
3753 ^ default: minetest.node_punch
3754 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3755 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3757 ^ if defined, itemstack will hold clicker's wielded item
3758 ^ Shall return the leftover itemstack
3759 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3761 on_dig = func(pos, node, digger), --[[
3762 ^ default: minetest.node_dig
3763 ^ By default: checks privileges, wears out tool and removes node ]]
3765 on_timer = function(pos,elapsed), --[[
3767 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3768 ^ elapsed is the total time passed since the timer was started
3769 ^ return true to run the timer for another cycle with the same timeout value ]]
3771 on_receive_fields = func(pos, formname, fields, sender), --[[
3772 ^ fields = {name1 = value1, name2 = value2, ...}
3773 ^ Called when an UI form (e.g. sign text input) returns data
3776 allow_metadata_inventory_move = func(pos, from_list, from_index,
3777 to_list, to_index, count, player), --[[
3778 ^ Called when a player wants to move items inside the inventory
3779 ^ Return value: number of items allowed to move ]]
3781 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3782 ^ Called when a player wants to put something into the inventory
3783 ^ Return value: number of items allowed to put
3784 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3786 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3787 ^ Called when a player wants to take something out of the inventory
3788 ^ Return value: number of items allowed to take
3789 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3791 on_metadata_inventory_move = func(pos, from_list, from_index,
3792 to_list, to_index, count, player),
3793 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3794 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3795 ^ Called after the actual action has happened, according to what was allowed.
3796 ^ No return value ]]
3798 on_blast = func(pos, intensity), --[[
3799 ^ intensity: 1.0 = mid range of regular TNT
3800 ^ If defined, called when an explosion touches the node, instead of
3801 removing the node ]]
3804 ### Recipe for `register_craft` (shaped)
3807 output = 'default:pick_stone',
3809 {'default:cobble', 'default:cobble', 'default:cobble'},
3810 {'', 'default:stick', ''},
3811 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3813 replacements = --[[<optional list of item pairs,
3814 replace one input item with another item on crafting>]]
3817 ### Recipe for `register_craft` (shapeless)
3821 output = 'mushrooms:mushroom_stew',
3824 "mushrooms:mushroom_brown",
3825 "mushrooms:mushroom_red",
3827 replacements = --[[<optional list of item pairs,
3828 replace one input item with another item on crafting>]]
3831 ### Recipe for `register_craft` (tool repair)
3834 type = "toolrepair",
3835 additional_wear = -0.02,
3838 ### Recipe for `register_craft` (cooking)
3842 output = "default:glass",
3843 recipe = "default:sand",
3847 ### Recipe for `register_craft` (furnace fuel)
3851 recipe = "default:leaves",
3855 ### Ore definition (`register_ore`)
3858 ore_type = "scatter", -- See "Ore types"
3859 ore = "default:stone_with_coal",
3860 wherein = "default:stone",
3861 -- ^ a list of nodenames is supported too
3862 clust_scarcity = 8*8*8,
3863 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3864 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3866 -- ^ Number of ores in a cluster
3868 -- ^ Size of the bounding box of the cluster
3869 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3873 -- ^ Attributes for this ore generation
3874 noise_threshold = 0.5,
3875 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3876 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3877 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3878 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3879 random_factor = 1.0,
3880 -- ^ Multiplier of the randomness contribution to the noise value at any
3881 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3882 -- ^ This parameter is only valid for ore_type == "vein".
3883 biomes = {"desert", "rainforest"}
3884 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3885 -- ^ and ignored if the Mapgen being used does not support biomes.
3886 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3889 ### Biome definition (`register_biome`)
3892 The Biome API is still in an experimental phase and subject to change.
3896 node_dust = "default:snow",
3897 -- ^ Node dropped onto upper surface after all else is generated.
3898 node_top = "default:dirt_with_snow",
3900 -- ^ Node forming surface layer of biome and thickness of this layer.
3901 node_filler = "default:permafrost",
3903 -- ^ Node forming lower layer of biome and thickness of this layer.
3904 node_stone = "default:bluestone",
3905 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3906 node_water_top = "default:ice",
3907 depth_water_top = 10,
3908 -- ^ Node forming a surface layer in seawater with the defined thickness.
3910 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3911 node_river_water = "default:ice",
3912 -- ^ Node that replaces river water in mapgens that use default:river_water.
3913 node_riverbed = "default:gravel",
3915 -- ^ Node placed under river water and thickness of this layer.
3918 -- ^ Lower and upper limits for biome.
3919 -- ^ Because biome is not recalculated for every node in a node column
3920 -- ^ some biome materials can exceed their limits, especially stone.
3921 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3922 -- ^ top and at each of these surfaces:
3923 -- ^ Ground below air, water below air, ground below water.
3924 -- ^ The selected biome then stays in effect for all nodes below until
3925 -- ^ column base or the next biome recalculation.
3927 humidity_point = 50,
3928 -- ^ Characteristic average temperature and humidity for the biome.
3929 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3930 -- ^ and humidity as axes. The resulting voronoi cells determine which
3931 -- ^ heat/humidity points belong to which biome, and therefore determine
3932 -- ^ the area and location of each biome in the world.
3933 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3934 -- ^ diagram to result in roughly equal size biomes.
3935 -- ^ Heat and humidity have average values of 50, vary mostly between
3936 -- ^ 0 and 100 but also often exceed these values.
3937 -- ^ Heat is not in degrees celcius, both values are abstract.
3940 ### Decoration definition (`register_decoration`)
3943 deco_type = "simple", -- See "Decoration types"
3944 place_on = "default:dirt_with_grass",
3945 -- ^ Node (or list of nodes) that the decoration can be placed on
3947 -- ^ Size of divisions made in the chunk being generated.
3948 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3950 -- ^ Ratio of the area to be uniformly filled by the decoration.
3951 -- ^ Used only if noise_params is not specified.
3952 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3953 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3954 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3955 biomes = {"Oceanside", "Hills", "Plains"},
3956 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3957 -- ^ and ignored if the Mapgen being used does not support biomes.
3958 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3961 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3962 -- ^ This parameter refers to the `y` position of the decoration base, so
3963 -- the actual maximum height would be `height_max + size.Y`.
3964 spawn_by = "default:water",
3965 -- ^ Node (or list of nodes) that the decoration only spawns next to.
3966 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
3967 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
3969 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3970 -- ^ If absent or -1, decorations occur next to any nodes.
3971 flags = "liquid_surface, force_placement",
3972 -- ^ Flags for all decoration types.
3973 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3974 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3975 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3976 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3978 ----- Simple-type parameters
3979 decoration = "default:grass",
3980 -- ^ The node name used as the decoration.
3981 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3983 -- ^ Number of nodes high the decoration is made.
3984 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3986 -- ^ Number of nodes the decoration can be at maximum.
3987 -- ^ If absent, the parameter 'height' is used as a constant.
3989 ----- Schematic-type parameters
3990 schematic = "foobar.mts",
3991 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3992 -- ^ specified Minetest schematic file.
3993 -- ^ - OR -, could be the ID of a previously registered schematic
3994 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3995 -- ^ and an optional table yslice_prob:
3997 size = {x=4, y=6, z=4},
3999 {name="default:cobble", param1=255, param2=0},
4000 {name="default:dirt_with_grass", param1=255, param2=0},
4001 {name="ignore", param1=255, param2=0},
4002 {name="air", param1=255, param2=0},
4011 -- ^ See 'Schematic specifier' for details.
4012 replacements = {["oldname"] = "convert_to", ...},
4013 flags = "place_center_x, place_center_y, place_center_z",
4014 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
4015 rotation = "90" -- rotate schematic 90 degrees on placement
4016 -- ^ Rotation can be "0", "90", "180", "270", or "random".
4019 ### Chat command definition (`register_chatcommand`)
4022 params = "<name> <privilege>", -- Short parameter description
4023 description = "Remove privilege from player", -- Full description
4024 privs = {privs=true}, -- Require the "privs" privilege to run
4025 func = function(name, param), -- Called when command is run.
4026 -- Returns boolean success and text output.
4029 ### Detached inventory callbacks
4032 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4033 -- ^ Called when a player wants to move items inside the inventory
4034 -- ^ Return value: number of items allowed to move
4036 allow_put = func(inv, listname, index, stack, player),
4037 -- ^ Called when a player wants to put something into the inventory
4038 -- ^ Return value: number of items allowed to put
4039 -- ^ Return value: -1: Allow and don't modify item count in inventory
4041 allow_take = func(inv, listname, index, stack, player),
4042 -- ^ Called when a player wants to take something out of the inventory
4043 -- ^ Return value: number of items allowed to take
4044 -- ^ Return value: -1: Allow and don't modify item count in inventory
4046 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4047 on_put = func(inv, listname, index, stack, player),
4048 on_take = func(inv, listname, index, stack, player),
4049 -- ^ Called after the actual action has happened, according to what was allowed.
4050 -- ^ No return value
4053 ### HUD Definition (`hud_add`, `hud_get`)
4056 hud_elem_type = "image", -- see HUD element types
4057 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4058 position = {x=0.5, y=0.5},
4059 -- ^ Left corner position of element
4065 -- ^ Selected item in inventory. 0 for no item selected.
4067 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4068 alignment = {x=0, y=0},
4069 -- ^ See "HUD Element Types"
4070 offset = {x=0, y=0},
4071 -- ^ See "HUD Element Types"
4072 size = { x=100, y=100 },
4073 -- ^ Size of element in pixels
4076 ### Particle definition (`add_particle`)
4079 pos = {x=0, y=0, z=0},
4080 velocity = {x=0, y=0, z=0},
4081 acceleration = {x=0, y=0, z=0},
4082 -- ^ Spawn particle at pos with velocity and acceleration
4084 -- ^ Disappears after expirationtime seconds
4086 collisiondetection = false,
4087 -- ^ collisiondetection: if true collides with physical objects
4088 collision_removal = false,
4089 -- ^ collision_removal: if true then particle is removed when it collides,
4090 -- ^ requires collisiondetection = true to have any effect
4092 -- ^ vertical: if true faces player using y axis only
4093 texture = "image.png",
4094 -- ^ Uses texture (string)
4095 playername = "singleplayer"
4096 -- ^ optional, if specified spawns particle only on the player's client
4099 ### `ParticleSpawner` definition (`add_particlespawner`)
4104 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4105 minpos = {x=0, y=0, z=0},
4106 maxpos = {x=0, y=0, z=0},
4107 minvel = {x=0, y=0, z=0},
4108 maxvel = {x=0, y=0, z=0},
4109 minacc = {x=0, y=0, z=0},
4110 maxacc = {x=0, y=0, z=0},
4115 -- ^ The particle's properties are random values in between the bounds:
4116 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4117 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4118 collisiondetection = false,
4119 -- ^ collisiondetection: if true uses collision detection
4120 collision_removal = false,
4121 -- ^ collision_removal: if true then particle is removed when it collides,
4122 -- ^ requires collisiondetection = true to have any effect
4124 -- ^ vertical: if true faces player using y axis only
4125 texture = "image.png",
4126 -- ^ Uses texture (string)
4127 playername = "singleplayer"
4128 -- ^ Playername is optional, if specified spawns particle only on the player's client
4131 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4134 url = "http://example.org",
4136 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4137 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4138 -- ^ Optional, if specified a POST request with post_data is performed.
4139 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4140 -- ^ as x-www-form-urlencoded key-value pairs.
4141 -- ^ If post_data ist not specified, a GET request is performed instead.
4142 user_agent = "ExampleUserAgent",
4143 -- ^ Optional, if specified replaces the default minetest user agent with given string
4144 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4145 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4146 -- ^ that the header strings follow HTTP specification ("Key: Value").
4148 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4151 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4155 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4157 -- ^ If true, the request was succesful
4159 -- ^ If true, the request timed out
4161 -- ^ HTTP status code