1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These mapgen settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `disabled_settings = <comma-separated settings>`
83 e.g. `disabled_settings = enable_damage, creative_mode`
84 These settings are hidden for this game in the "Start game" tab
85 and will be initialized as `false` when the game is started.
86 Prepend a setting name with an exclamation mark to initialize it to `true`
87 (this does not work for `enable_server`).
88 Only these settings are supported:
89 `enable_damage`, `creative_mode`, `enable_server`.
90 * `author`: The author of the game. It only appears when downloaded from
92 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
93 an internal ID used to track versions.
95 Used to set default settings when running this game.
97 In the same format as the one in builtin.
98 This settingtypes.txt will be parsed by the menu and the settings will be
99 displayed in the "Games" category in the advanced settings tab.
100 * If the game contains a folder called `textures` the server will load it as a
101 texturepack, overriding mod textures.
102 Any server texturepack will override mod textures and the game texturepack.
107 Games can provide custom main menu images. They are put inside a `menu`
108 directory inside the game directory.
110 The images are named `$identifier.png`, where `$identifier` is one of
111 `overlay`, `background`, `footer`, `header`.
112 If you want to specify multiple images for one identifier, add additional
113 images named like `$identifier.$n.png`, with an ascending number $n starting
114 with 1, and a random image will be chosen from the provided ones.
125 Paths are relative to the directories listed in the [Paths] section above.
127 * `games/<gameid>/mods/`
129 * `worlds/<worldname>/worldmods/`
134 It is possible to include a game in a world; in this case, no mods or
135 games are loaded or checked from anywhere else.
137 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
140 Mods should then be placed in `<worldname>/game/mods/`.
145 Mods can be put in a subdirectory, if the parent directory, which otherwise
146 should be a mod, contains a file named `modpack.conf`.
147 The file is a key-value store of modpack details.
149 * `name`: The modpack name. Allows Minetest to determine the modpack name even
150 if the folder is wrongly named.
151 * `description`: Description of mod to be shown in the Mods tab of the main
153 * `author`: The author of the modpack. It only appears when downloaded from
155 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
156 internal ID used to track versions.
157 * `title`: A human-readable title to address the modpack.
159 Note: to support 0.4.x, please also create an empty modpack.txt file.
161 Mod directory structure
162 -----------------------
168 │ ├── settingtypes.txt
172 │ │ ├── modname_stuff.png
173 │ │ ├── modname_stuff_normal.png
174 │ │ ├── modname_something_else.png
175 │ │ ├── subfolder_foo
176 │ │ │ ├── modname_more_stuff.png
177 │ │ │ └── another_subfolder
178 │ │ └── bar_subfolder
187 The location of this directory can be fetched by using
188 `minetest.get_modpath(modname)`.
192 A `Settings` file that provides meta information about the mod.
194 * `name`: The mod name. Allows Minetest to determine the mod name even if the
195 folder is wrongly named.
196 * `description`: Description of mod to be shown in the Mods tab of the main
198 * `depends`: A comma separated list of dependencies. These are mods that must be
199 loaded before this mod.
200 * `optional_depends`: A comma separated list of optional dependencies.
201 Like a dependency, but no error if the mod doesn't exist.
202 * `author`: The author of the mod. It only appears when downloaded from
204 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
205 internal ID used to track versions.
206 * `title`: A human-readable title to address the mod.
208 Note: to support 0.4.x, please also provide depends.txt.
212 A screenshot shown in the mod manager within the main menu. It should
213 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
217 **Deprecated:** you should use mod.conf instead.
219 This file is used if there are no dependencies in mod.conf.
221 List of mods that have to be loaded before loading this mod.
223 A single line contains a single modname.
225 Optional dependencies can be defined by appending a question mark
226 to a single modname. This means that if the specified mod
227 is missing, it does not prevent this mod from being loaded.
229 ### `description.txt`
231 **Deprecated:** you should use mod.conf instead.
233 This file is used if there is no description in mod.conf.
235 A file containing a description to be shown in the Mods tab of the main menu.
237 ### `settingtypes.txt`
239 The format is documented in `builtin/settingtypes.txt`.
240 It is parsed by the main menu settings dialogue to list mod-specific
241 settings in the "Mods" category.
245 The main Lua script. Running this script should register everything it
246 wants to register. Subsequent execution depends on minetest calling the
247 registered callbacks.
249 `minetest.settings` can be used to read custom or existing settings at load
250 time, if necessary. (See [`Settings`])
252 ### `textures`, `sounds`, `media`, `models`, `locale`
254 Media files (textures, sounds, whatever) that will be transferred to the
255 client and will be available for use by the mod and translation files for
256 the clients (see [Translations]).
258 It is suggested to use the folders for the purpose they are thought for,
259 eg. put textures into `textures`, translation files into `locale`,
260 models for entities or meshnodes into `models` et cetera.
262 These folders and subfolders can contain subfolders.
263 Subfolders with names starting with `_` or `.` are ignored.
264 If a subfolder contains a media file with the same name as a media file
265 in one of its parents, the parent's file is used.
267 Although it is discouraged, a mod can overwrite a media file of any mod that it
268 depends on by supplying a file with an equal name.
273 Registered names should generally be in this format:
277 `<whatever>` can have these characters:
281 This is to prevent conflicting names from corrupting maps and is
282 enforced by the mod loader.
284 Registered names can be overridden by prefixing the name with `:`. This can
285 be used for overriding the registrations of some other mod.
287 The `:` prefix can also be used for maintaining backwards compatibility.
291 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
292 So the name should be `experimental:tnt`.
294 Any mod can redefine `experimental:tnt` by using the name
298 when registering it. That mod is required to have `experimental` as a
307 Aliases of itemnames can be added by using
308 `minetest.register_alias(alias, original_name)` or
309 `minetest.register_alias_force(alias, original_name)`.
311 This adds an alias `alias` for the item called `original_name`.
312 From now on, you can use `alias` to refer to the item `original_name`.
314 The only difference between `minetest.register_alias` and
315 `minetest.register_alias_force` is that if an item named `alias` already exists,
316 `minetest.register_alias` will do nothing while
317 `minetest.register_alias_force` will unregister it.
319 This can be used for maintaining backwards compatibility.
321 This can also set quick access names for things, e.g. if
322 you have an item called `epiclylongmodname:stuff`, you could do
324 minetest.register_alias("stuff", "epiclylongmodname:stuff")
326 and be able to use `/giveme stuff`.
331 In a game, a certain number of these must be set to tell core mapgens which
332 of the game's nodes are to be used for core mapgen generation. For example:
334 minetest.register_alias("mapgen_stone", "default:stone")
336 ### Aliases for non-V6 mapgens
338 #### Essential aliases
341 * mapgen_water_source
342 * mapgen_river_water_source
344 `mapgen_river_water_source` is required for mapgens with sloping rivers where
345 it is necessary to have a river liquid node with a short `liquid_range` and
346 `liquid_renewable = false` to avoid flooding.
348 #### Optional aliases
352 Fallback lava node used if cave liquids are not defined in biome definitions.
353 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
357 Fallback node used if dungeon nodes are not defined in biome definitions.
358 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
360 ### Aliases needed for Mapgen V6
363 * mapgen_water_source
366 * mapgen_dirt_with_grass
369 * mapgen_desert_stone
371 * mapgen_dirt_with_snow
380 * mapgen_jungleleaves
383 * mapgen_pine_needles
386 * mapgen_stair_cobble
388 * mapgen_stair_desert_stone
390 ### Setting the node used in Mapgen Singlenode
392 By default the world is filled with air nodes. To set a different node use, for
395 minetest.register_alias("mapgen_singlenode", "default:stone")
403 Mods should generally prefix their textures with `modname_`, e.g. given
404 the mod name `foomod`, a texture could be called:
408 Textures are referred to by their complete name, or alternatively by
409 stripping out the file extension:
411 * e.g. `foomod_foothing.png`
412 * e.g. `foomod_foothing`
418 There are various texture modifiers that can be used
419 to let the client generate textures on-the-fly.
420 The modifiers are applied directly in sRGB colorspace,
421 i.e. without gamma-correction.
423 ### Texture overlaying
425 Textures can be overlaid by putting a `^` between them.
429 default_dirt.png^default_grass_side.png
431 `default_grass_side.png` is overlaid over `default_dirt.png`.
432 The texture with the lower resolution will be automatically upscaled to
433 the higher resolution texture.
437 Textures can be grouped together by enclosing them in `(` and `)`.
439 Example: `cobble.png^(thing1.png^thing2.png)`
441 A texture for `thing1.png^thing2.png` is created and the resulting
442 texture is overlaid on top of `cobble.png`.
446 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
447 passing complex texture names as arguments. Escaping is done with backslash and
448 is required for `^` and `:`.
450 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
452 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
453 on top of `cobble.png`.
455 ### Advanced texture modifiers
461 * `[crack:<t>:<n>:<p>`
462 * `[cracko:<t>:<n>:<p>`
466 * `<t>`: tile count (in each direction)
467 * `<n>`: animation frame count
468 * `<p>`: current animation frame
470 Draw a step of the crack animation on the texture.
471 `crack` draws it normally, while `cracko` lays it over, keeping transparent
476 default_cobble.png^[crack:10:1
478 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
484 * `<file>`: texture to combine
486 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
487 specified coordinates.
491 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
493 #### `[resize:<w>x<h>`
495 Resizes the texture to the given dimensions.
499 default_sandstone.png^[resize:16x16
503 Makes the base image transparent according to the given ratio.
505 `r` must be between 0 (transparent) and 255 (opaque).
509 default_sandstone.png^[opacity:127
511 #### `[invert:<mode>`
513 Inverts the given channels of the base image.
514 Mode may contain the characters "r", "g", "b", "a".
515 Only the channels that are mentioned in the mode string will be inverted.
519 default_apple.png^[invert:rgb
523 Brightens the texture.
527 tnt_tnt_side.png^[brighten
531 Makes the texture completely opaque.
535 default_leaves.png^[noalpha
537 #### `[makealpha:<r>,<g>,<b>`
539 Convert one color to transparency.
543 default_cobble.png^[makealpha:128,128,128
547 * `<t>`: transformation(s) to apply
549 Rotates and/or flips the image.
551 `<t>` can be a number (between 0 and 7) or a transform name.
552 Rotations are counter-clockwise.
555 1 R90 rotate by 90 degrees
556 2 R180 rotate by 180 degrees
557 3 R270 rotate by 270 degrees
559 5 FXR90 flip X then rotate by 90 degrees
561 7 FYR90 flip Y then rotate by 90 degrees
565 default_stone.png^[transformFXR90
567 #### `[inventorycube{<top>{<left>{<right>`
569 Escaping does not apply here and `^` is replaced by `&` in texture names
572 Create an inventory cube texture using the side textures.
576 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
578 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
579 `dirt.png^grass_side.png` textures
581 #### `[lowpart:<percent>:<file>`
583 Blit the lower `<percent>`% part of `<file>` on the texture.
587 base.png^[lowpart:25:overlay.png
589 #### `[verticalframe:<t>:<n>`
591 * `<t>`: animation frame count
592 * `<n>`: current animation frame
594 Crops the texture to a frame of a vertical animation.
598 default_torch_animated.png^[verticalframe:16:8
602 Apply a mask to the base image.
604 The mask is applied using binary AND.
606 #### `[sheet:<w>x<h>:<x>,<y>`
608 Retrieves a tile at position x,y from the base image
609 which it assumes to be a tilesheet with dimensions w,h.
611 #### `[colorize:<color>:<ratio>`
613 Colorize the textures with the given color.
614 `<color>` is specified as a `ColorString`.
615 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
616 it is an int, then it specifies how far to interpolate between the
617 colors where 0 is only the texture color and 255 is only `<color>`. If
618 omitted, the alpha of `<color>` will be used as the ratio. If it is
619 the word "`alpha`", then each texture pixel will contain the RGB of
620 `<color>` and the alpha of `<color>` multiplied by the alpha of the
623 #### `[multiply:<color>`
625 Multiplies texture colors with the given color.
626 `<color>` is specified as a `ColorString`.
627 Result is more like what you'd expect if you put a color on top of another
628 color, meaning white surfaces get a lot of your new color while black parts
629 don't change very much.
634 The goal of hardware coloring is to simplify the creation of
635 colorful nodes. If your textures use the same pattern, and they only
636 differ in their color (like colored wool blocks), you can use hardware
637 coloring instead of creating and managing many texture files.
638 All of these methods use color multiplication (so a white-black texture
639 with red coloring will result in red-black color).
643 This method is useful if you wish to create nodes/items with
644 the same texture, in different colors, each in a new node/item definition.
648 When you register an item or node, set its `color` field (which accepts a
649 `ColorSpec`) to the desired color.
651 An `ItemStack`'s static color can be overwritten by the `color` metadata
652 field. If you set that field to a `ColorString`, that color will be used.
656 Each tile may have an individual static color, which overwrites every
657 other coloring method. To disable the coloring of a face,
658 set its color to white (because multiplying with white does nothing).
659 You can set the `color` property of the tiles in the node's definition
660 if the tile is in table format.
664 For nodes and items which can have many colors, a palette is more
665 suitable. A palette is a texture, which can contain up to 256 pixels.
666 Each pixel is one possible color for the node/item.
667 You can register one node/item, which can have up to 256 colors.
669 #### Palette indexing
671 When using palettes, you always provide a pixel index for the given
672 node or `ItemStack`. The palette is read from left to right and from
673 top to bottom. If the palette has less than 256 pixels, then it is
674 stretched to contain exactly 256 pixels (after arranging the pixels
675 to one line). The indexing starts from 0.
679 * 16x16 palette, index = 0: the top left corner
680 * 16x16 palette, index = 4: the fifth pixel in the first row
681 * 16x16 palette, index = 16: the pixel below the top left corner
682 * 16x16 palette, index = 255: the bottom right corner
683 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
684 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
685 to ensure the total 256 pixels.
686 * 2x4 palette, index = 32: the top right corner
687 * 2x4 palette, index = 63: the top right corner
688 * 2x4 palette, index = 64: the pixel below the top left corner
690 #### Using palettes with items
692 When registering an item, set the item definition's `palette` field to
693 a texture. You can also use texture modifiers.
695 The `ItemStack`'s color depends on the `palette_index` field of the
696 stack's metadata. `palette_index` is an integer, which specifies the
697 index of the pixel to use.
699 #### Linking palettes with nodes
701 When registering a node, set the item definition's `palette` field to
702 a texture. You can also use texture modifiers.
703 The node's color depends on its `param2`, so you also must set an
704 appropriate `paramtype2`:
706 * `paramtype2 = "color"` for nodes which use their full `param2` for
707 palette indexing. These nodes can have 256 different colors.
708 The palette should contain 256 pixels.
709 * `paramtype2 = "colorwallmounted"` for nodes which use the first
710 five bits (most significant) of `param2` for palette indexing.
711 The remaining three bits are describing rotation, as in `wallmounted`
712 paramtype2. Division by 8 yields the palette index (without stretching the
713 palette). These nodes can have 32 different colors, and the palette
714 should contain 32 pixels.
716 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
717 pixel will be picked from the palette.
718 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
719 pixel will be picked from the palette.
720 * `paramtype2 = "colorfacedir"` for nodes which use the first
721 three bits of `param2` for palette indexing. The remaining
722 five bits are describing rotation, as in `facedir` paramtype2.
723 Division by 32 yields the palette index (without stretching the
724 palette). These nodes can have 8 different colors, and the
725 palette should contain 8 pixels.
727 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
728 first (= 0 + 1) pixel will be picked from the palette.
729 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
730 second (= 1 + 1) pixel will be picked from the palette.
732 To colorize a node on the map, set its `param2` value (according
733 to the node's paramtype2).
735 ### Conversion between nodes in the inventory and on the map
737 Static coloring is the same for both cases, there is no need
740 If the `ItemStack`'s metadata contains the `color` field, it will be
741 lost on placement, because nodes on the map can only use palettes.
743 If the `ItemStack`'s metadata contains the `palette_index` field, it is
744 automatically transferred between node and item forms by the engine,
745 when a player digs or places a colored node.
746 You can disable this feature by setting the `drop` field of the node
747 to itself (without metadata).
748 To transfer the color to a special drop, you need a drop table.
752 minetest.register_node("mod:stone", {
753 description = "Stone",
754 tiles = {"default_stone.png"},
755 paramtype2 = "color",
756 palette = "palette.png",
759 -- assume that mod:cobblestone also has the same palette
760 {items = {"mod:cobblestone"}, inherit_color = true },
765 ### Colored items in craft recipes
767 Craft recipes only support item strings, but fortunately item strings
768 can also contain metadata. Example craft recipe registration:
770 minetest.register_craft({
771 output = minetest.itemstring_with_palette("wool:block", 3),
779 To set the `color` field, you can use `minetest.itemstring_with_color`.
781 Metadata field filtering in the `recipe` field are not supported yet,
782 so the craft output is independent of the color of the ingredients.
787 Sometimes hardware coloring is not enough, because it affects the
788 whole tile. Soft texture overlays were added to Minetest to allow
789 the dynamic coloring of only specific parts of the node's texture.
790 For example a grass block may have colored grass, while keeping the
793 These overlays are 'soft', because unlike texture modifiers, the layers
794 are not merged in the memory, but they are simply drawn on top of each
795 other. This allows different hardware coloring, but also means that
796 tiles with overlays are drawn slower. Using too much overlays might
799 For inventory and wield images you can specify overlays which
800 hardware coloring does not modify. You have to set `inventory_overlay`
801 and `wield_overlay` fields to an image name.
803 To define a node overlay, simply set the `overlay_tiles` field of the node
804 definition. These tiles are defined in the same way as plain tiles:
805 they can have a texture name, color etc.
806 To skip one face, set that overlay tile to an empty string.
808 Example (colored grass block):
810 minetest.register_node("default:dirt_with_grass", {
811 description = "Dirt with Grass",
812 -- Regular tiles, as usual
813 -- The dirt tile disables palette coloring
814 tiles = {{name = "default_grass.png"},
815 {name = "default_dirt.png", color = "white"}},
816 -- Overlay tiles: define them in the same style
817 -- The top and bottom tile does not have overlay
818 overlay_tiles = {"", "",
819 {name = "default_grass_side.png"}},
820 -- Global color, used in inventory
822 -- Palette in the world
823 paramtype2 = "color",
824 palette = "default_foilage.png",
833 Only Ogg Vorbis files are supported.
835 For positional playing of sounds, only single-channel (mono) files are
836 supported. Otherwise OpenAL will play them non-positionally.
838 Mods should generally prefix their sounds with `modname_`, e.g. given
839 the mod name "`foomod`", a sound could be called:
843 Sounds are referred to by their name with a dot, a single digit and the
844 file extension stripped out. When a sound is played, the actual sound file
845 is chosen randomly from the matching sounds.
847 When playing the sound `foomod_foosound`, the sound is chosen randomly
848 from the available ones of the following files:
850 * `foomod_foosound.ogg`
851 * `foomod_foosound.0.ogg`
852 * `foomod_foosound.1.ogg`
854 * `foomod_foosound.9.ogg`
856 Examples of sound parameter tables:
858 -- Play locationless on all clients
860 gain = 1.0, -- default
861 fade = 0.0, -- default, change to a value > 0 to fade the sound in
862 pitch = 1.0, -- default
864 -- Play locationless to one player
867 gain = 1.0, -- default
868 fade = 0.0, -- default, change to a value > 0 to fade the sound in
869 pitch = 1.0, -- default
871 -- Play locationless to one player, looped
874 gain = 1.0, -- default
877 -- Play at a location
879 pos = {x = 1, y = 2, z = 3},
880 gain = 1.0, -- default
881 max_hear_distance = 32, -- default, uses an euclidean metric
883 -- Play connected to an object, looped
885 object = <an ObjectRef>,
886 gain = 1.0, -- default
887 max_hear_distance = 32, -- default, uses an euclidean metric
890 -- Play at a location, heard by anyone *but* the given player
892 pos = {x = 32, y = 0, z = 100},
893 max_hear_distance = 40,
894 exclude_player = name,
897 Looped sounds must either be connected to an object or played locationless to
898 one player using `to_player = name`.
900 A positional sound will only be heard by players that are within
901 `max_hear_distance` of the sound position, at the start of the sound.
903 `exclude_player = name` can be applied to locationless, positional and object-
904 bound sounds to exclude a single player from hearing them.
909 Specifies a sound name, gain (=volume) and pitch.
910 This is either a string or a table.
912 In string form, you just specify the sound name or
913 the empty string for no sound.
915 Table form has the following fields:
918 * `gain`: Volume (`1.0` = 100%)
919 * `pitch`: Pitch (`1.0` = 100%)
921 `gain` and `pitch` are optional and default to `1.0`.
927 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
928 * `{name = "default_place_node"}`: Same as above
929 * `{name = "default_place_node", gain = 0.5}`: 50% volume
930 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
935 These sound files are played back by the engine if provided.
937 * `player_damage`: Played when the local player takes damage (gain = 0.5)
938 * `player_falling_damage`: Played when the local player takes
939 damage by falling (gain = 0.5)
940 * `player_jump`: Played when the local player jumps
941 * `default_dig_<groupname>`: Default node digging sound
942 (see node sound definition for details)
944 Registered definitions
945 ======================
947 Anything added using certain [Registration functions] gets added to one or more
948 of the global [Registered definition tables].
950 Note that in some cases you will stumble upon things that are not contained
951 in these tables (e.g. when a mod has been removed). Always check for
952 existence before trying to access the fields.
956 All nodes register with `minetest.register_node` get added to the table
957 `minetest.registered_nodes`.
959 If you want to check the drawtype of a node, you could do:
961 local function get_nodedef_field(nodename, fieldname)
962 if not minetest.registered_nodes[nodename] then
965 return minetest.registered_nodes[nodename][fieldname]
967 local drawtype = get_nodedef_field(nodename, "drawtype")
975 Nodes are the bulk data of the world: cubes and other things that take the
976 space of a cube. Huge amounts of them are handled efficiently, but they
979 The definition of a node is stored and can be accessed by using
981 minetest.registered_nodes[node.name]
983 See [Registered definitions].
985 Nodes are passed by value between Lua and the engine.
986 They are represented by a table:
988 {name="name", param1=num, param2=num}
990 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
991 them for certain automated functions. If you don't use these functions, you can
992 use them to store arbitrary values.
997 The functions of `param1` and `param2` are determined by certain fields in the
1000 The function of `param1` is determined by `paramtype` in node definition.
1001 `param1` is reserved for the engine when `paramtype != "none"`.
1003 * `paramtype = "light"`
1004 * The value stores light with and without sun in its upper and lower 4 bits
1006 * Required by a light source node to enable spreading its light.
1007 * Required by the following drawtypes as they determine their visual
1008 brightness from their internal light value:
1018 * `paramtype = "none"`
1019 * `param1` will not be used by the engine and can be used to store
1022 The function of `param2` is determined by `paramtype2` in node definition.
1023 `param2` is reserved for the engine when `paramtype2 != "none"`.
1025 * `paramtype2 = "flowingliquid"`
1026 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1027 * The liquid level and a flag of the liquid are stored in `param2`
1028 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1029 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1030 to access/manipulate the content of this field
1031 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1032 * `paramtype2 = "wallmounted"`
1033 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1034 "plantlike_rooted", "normal", "nodebox", "mesh"
1035 * The rotation of the node is stored in `param2`
1036 * You can make this value by using `minetest.dir_to_wallmounted()`
1037 * Values range 0 - 5
1038 * The value denotes at which direction the node is "mounted":
1039 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1040 * `paramtype2 = "facedir"`
1041 * Supported drawtypes: "normal", "nodebox", "mesh"
1042 * The rotation of the node is stored in `param2`. Furnaces and chests are
1043 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1044 * Values range 0 - 23
1045 * facedir / 4 = axis direction:
1046 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1047 * facedir modulo 4 = rotation around that axis
1048 * `paramtype2 = "leveled"`
1049 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1051 * The level of the top face of the nodebox is stored in `param2`.
1052 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1054 * The nodebox height is (`param2` / 64) nodes.
1055 * The maximum accepted value of `param2` is 127.
1057 * The height of the 'plantlike' section is stored in `param2`.
1058 * The height is (`param2` / 16) nodes.
1059 * `paramtype2 = "degrotate"`
1060 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1062 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1063 get the actual rotation in degrees of the node.
1064 * `paramtype2 = "meshoptions"`
1065 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1066 optional modifiers of the "plant". `param2` is a bitfield.
1067 * Bits 0 to 2 select the shape.
1068 Use only one of the values below:
1069 * 0 = a "x" shaped plant (ordinary plant)
1070 * 1 = a "+" shaped plant (just rotated 45 degrees)
1071 * 2 = a "*" shaped plant with 3 faces instead of 2
1072 * 3 = a "#" shaped plant with 4 faces instead of 2
1073 * 4 = a "#" shaped plant with 4 faces that lean outwards
1074 * 5-7 are unused and reserved for future meshes.
1075 * Bits 3 to 7 are used to enable any number of optional modifiers.
1076 Just add the corresponding value(s) below to `param2`:
1077 * 8 - Makes the plant slightly vary placement horizontally
1078 * 16 - Makes the plant mesh 1.4x larger
1079 * 32 - Moves each face randomly a small bit down (1/8 max)
1080 * values 64 and 128 (bits 6-7) are reserved for future use.
1081 * Example: `param2 = 0` selects a normal "x" shaped plant
1082 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1083 * `paramtype2 = "color"`
1084 * `param2` tells which color is picked from the palette.
1085 The palette should have 256 pixels.
1086 * `paramtype2 = "colorfacedir"`
1087 * Same as `facedir`, but with colors.
1088 * The first three bits of `param2` tells which color is picked from the
1089 palette. The palette should have 8 pixels.
1090 * `paramtype2 = "colorwallmounted"`
1091 * Same as `wallmounted`, but with colors.
1092 * The first five bits of `param2` tells which color is picked from the
1093 palette. The palette should have 32 pixels.
1094 * `paramtype2 = "glasslikeliquidlevel"`
1095 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1096 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1097 "Connected Glass" setting is enabled.
1098 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1100 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1101 both of these values may be added to `param2`:
1102 * 64 - Makes the node not connect with neighbors above or below it.
1103 * 128 - Makes the node not connect with neighbors to its sides.
1104 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1105 * `paramtype2 = "colordegrotate"`
1106 * Same as `degrotate`, but with colors.
1107 * The first (most-significant) three bits of `param2` tells which color
1108 is picked from the palette. The palette should have 8 pixels.
1109 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1110 * `paramtype2 = "none"`
1111 * `param2` will not be used by the engine and can be used to store
1114 Nodes can also contain extra data. See [Node Metadata].
1119 There are a bunch of different looking node types.
1121 Look for examples in `games/devtest` or `games/minetest_game`.
1124 * A node-sized cube.
1126 * Invisible, uses no texture.
1128 * The cubic source node for a liquid.
1129 * Faces bordering to the same node are never rendered.
1130 * Connects to node specified in `liquid_alternative_flowing`.
1131 * Use `backface_culling = false` for the tiles you want to make
1132 visible when inside the node.
1134 * The flowing version of a liquid, appears with various heights and slopes.
1135 * Faces bordering to the same node are never rendered.
1136 * Connects to node specified in `liquid_alternative_source`.
1137 * Node textures are defined with `special_tiles` where the first tile
1138 is for the top and bottom faces and the second tile is for the side
1140 * `tiles` is used for the item/inventory/wield image rendering.
1141 * Use `backface_culling = false` for the special tiles you want to make
1142 visible when inside the node
1144 * Often used for partially-transparent nodes.
1145 * Only external sides of textures are visible.
1146 * `glasslike_framed`
1147 * All face-connected nodes are drawn as one volume within a surrounding
1149 * The frame appearance is generated from the edges of the first texture
1150 specified in `tiles`. The width of the edges used are 1/16th of texture
1151 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1152 * The glass 'shine' (or other desired detail) on each node face is supplied
1153 by the second texture specified in `tiles`.
1154 * `glasslike_framed_optional`
1155 * This switches between the above 2 drawtypes according to the menu setting
1158 * Often used for partially-transparent nodes.
1159 * External and internal sides of textures are visible.
1160 * `allfaces_optional`
1161 * Often used for leaves nodes.
1162 * This switches between `normal`, `glasslike` and `allfaces` according to
1163 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1164 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1165 is used instead, if present. This allows a visually thicker texture to be
1166 used to compensate for how `glasslike` reduces visual thickness.
1168 * A single vertical texture.
1169 * If `paramtype2="[color]wallmounted":
1170 * If placed on top of a node, uses the first texture specified in `tiles`.
1171 * If placed against the underside of a node, uses the second texture
1172 specified in `tiles`.
1173 * If placed on the side of a node, uses the third texture specified in
1174 `tiles` and is perpendicular to that node.
1175 * If `paramtype2="none"`:
1176 * Will be rendered as if placed on top of a node (see
1177 above) and only the first texture is used.
1179 * A single texture parallel to, and mounted against, the top, underside or
1181 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1182 * If `paramtype2="none"`, it will always be on the floor.
1184 * Two vertical and diagonal textures at right-angles to each other.
1185 * See `paramtype2 = "meshoptions"` above for other options.
1187 * When above a flat surface, appears as 6 textures, the central 2 as
1188 `plantlike` plus 4 more surrounding those.
1189 * If not above a surface the central 2 do not appear, but the texture
1190 appears against the faces of surrounding nodes if they are present.
1192 * A 3D model suitable for a wooden fence.
1193 * One placed node appears as a single vertical post.
1194 * Adjacently-placed nodes cause horizontal bars to appear between them.
1196 * Often used for tracks for mining carts.
1197 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1198 curved, t-junction, crossing.
1199 * Each placed node automatically switches to a suitable rotated texture
1200 determined by the adjacent `raillike` nodes, in order to create a
1201 continuous track network.
1202 * Becomes a sloping node if placed against stepped nodes.
1204 * Often used for stairs and slabs.
1205 * Allows defining nodes consisting of an arbitrary number of boxes.
1206 * See [Node boxes] below for more information.
1208 * Uses models for nodes.
1209 * Tiles should hold model materials textures.
1210 * Only static meshes are implemented.
1211 * For supported model formats see Irrlicht engine documentation.
1212 * `plantlike_rooted`
1213 * Enables underwater `plantlike` without air bubbles around the nodes.
1214 * Consists of a base cube at the co-ordinates of the node plus a
1215 `plantlike` extension above
1216 * If `paramtype2="leveled", the `plantlike` extension has a height
1217 of `param2 / 16` nodes, otherwise it's the height of 1 node
1218 * If `paramtype2="wallmounted"`, the `plantlike` extension
1219 will be at one of the corresponding 6 sides of the base cube.
1220 Also, the base cube rotates like a `normal` cube would
1221 * The `plantlike` extension visually passes through any nodes above the
1222 base cube without affecting them.
1223 * The base cube texture tiles are defined as normal, the `plantlike`
1224 extension uses the defined special tile, for example:
1225 `special_tiles = {{name = "default_papyrus.png"}},`
1227 `*_optional` drawtypes need less rendering time if deactivated
1228 (always client-side).
1233 Node selection boxes are defined using "node boxes".
1235 A nodebox is defined as any of:
1238 -- A normal cube; the default in most things
1242 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1244 fixed = box OR {box1, box2, ...}
1247 -- A variable height box (or boxes) with the top face position defined
1248 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1250 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1252 fixed = box OR {box1, box2, ...}
1255 -- A box like the selection box for torches
1256 -- (wallmounted param2 is used, if applicable)
1257 type = "wallmounted",
1263 -- A node that has optional boxes depending on neighbouring nodes'
1264 -- presence and type. See also `connects_to`.
1266 fixed = box OR {box1, box2, ...}
1267 connect_top = box OR {box1, box2, ...}
1268 connect_bottom = box OR {box1, box2, ...}
1269 connect_front = box OR {box1, box2, ...}
1270 connect_left = box OR {box1, box2, ...}
1271 connect_back = box OR {box1, box2, ...}
1272 connect_right = box OR {box1, box2, ...}
1273 -- The following `disconnected_*` boxes are the opposites of the
1274 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1275 -- on the respective side, the corresponding disconnected box is drawn.
1276 disconnected_top = box OR {box1, box2, ...}
1277 disconnected_bottom = box OR {box1, box2, ...}
1278 disconnected_front = box OR {box1, box2, ...}
1279 disconnected_left = box OR {box1, box2, ...}
1280 disconnected_back = box OR {box1, box2, ...}
1281 disconnected_right = box OR {box1, box2, ...}
1282 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1283 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1284 -- neighbours to the sides
1287 A `box` is defined as:
1289 {x1, y1, z1, x2, y2, z2}
1291 A box of a regular node would look like:
1293 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1295 To avoid collision issues, keep each value within the range of +/- 1.45.
1296 This also applies to leveled nodeboxes, where the final height shall not
1297 exceed this soft limit.
1301 Map terminology and coordinates
1302 ===============================
1304 Nodes, mapblocks, mapchunks
1305 ---------------------------
1307 A 'node' is the fundamental cubic unit of a world and appears to a player as
1308 roughly 1x1x1 meters in size.
1310 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1311 fundamental region of a world that is stored in the world database, sent to
1312 clients and handled by many parts of the engine.
1313 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1314 'node', however 'block' often appears in the API.
1316 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1317 (80x80x80 nodes) and is the volume of world generated in one operation by
1319 The size in mapblocks has been chosen to optimise map generation.
1324 ### Orientation of axes
1326 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1328 ### Node coordinates
1330 Almost all positions used in the API use node coordinates.
1332 ### Mapblock coordinates
1334 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1335 specify a particular mapblock.
1336 For example blockpos (0,0,0) specifies the mapblock that extends from
1337 node position (0,0,0) to node position (15,15,15).
1339 #### Converting node position to the containing blockpos
1341 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1344 * blockpos = math.floor(nodepos / 16)
1346 #### Converting blockpos to min/max node positions
1348 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1352 nodepos = blockpos * 16
1354 nodepos = blockpos * 16 + 15
1365 The position field is used for all element types.
1367 To account for differing resolutions, the position coordinates are the
1368 percentage of the screen, ranging in value from `0` to `1`.
1370 The name field is not yet used, but should contain a description of what the
1371 HUD element represents.
1373 The `direction` field is the direction in which something is drawn.
1374 `0` draws from left to right, `1` draws from right to left, `2` draws from
1375 top to bottom, and `3` draws from bottom to top.
1377 The `alignment` field specifies how the item will be aligned. It is a table
1378 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1379 moved to the left/up, and `1` is to the right/down. Fractional values can be
1382 The `offset` field specifies a pixel offset from the position. Contrary to
1383 position, the offset is not scaled to screen size. This allows for some
1384 precisely positioned items in the HUD.
1386 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1389 The `z_index` field specifies the order of HUD elements from back to front.
1390 Lower z-index elements are displayed behind higher z-index elements. Elements
1391 with same z-index are displayed in an arbitrary order. Default 0.
1392 Supports negative values. By convention, the following values are recommended:
1394 * -400: Graphical effects, such as vignette
1395 * -300: Name tags, waypoints
1397 * -100: Things that block the player's view, e.g. masks
1398 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1399 minimap, builtin statbars, etc.
1400 * 100: Temporary text messages or notification icons
1401 * 1000: Full-screen effects such as full-black screen or credits.
1402 This includes effects that cover the entire screen
1403 * Other: If your HUD element doesn't fit into any category, pick a number
1404 between the suggested values
1408 Below are the specific uses for fields in each type; fields not listed for that
1413 Displays an image on the HUD.
1415 * `scale`: The scale of the image, with 1 being the original texture size.
1416 Only the X coordinate scale is used (positive values).
1417 Negative values represent that percentage of the screen it
1418 should take; e.g. `x=-100` means 100% (width).
1419 * `text`: The name of the texture that is displayed.
1420 * `alignment`: The alignment of the image.
1421 * `offset`: offset in pixels from position.
1425 Displays text on the HUD.
1427 * `scale`: Defines the bounding rectangle of the text.
1428 A value such as `{x=100, y=100}` should work.
1429 * `text`: The text to be displayed in the HUD element.
1430 * `number`: An integer containing the RGB value of the color used to draw the
1431 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1432 * `alignment`: The alignment of the text.
1433 * `offset`: offset in pixels from position.
1434 * `size`: size of the text.
1435 The player-set font size is multiplied by size.x (y value isn't used).
1439 Displays a horizontal bar made up of half-images with an optional background.
1441 * `text`: The name of the texture to use.
1442 * `text2`: Optional texture name to enable a background / "off state"
1443 texture (useful to visualize the maximal value). Both textures
1444 must have the same size.
1445 * `number`: The number of half-textures that are displayed.
1446 If odd, will end with a vertically center-split texture.
1447 * `item`: Same as `number` but for the "off state" texture
1448 * `direction`: To which direction the images will extend to
1449 * `offset`: offset in pixels from position.
1450 * `size`: If used, will force full-image size to this value (override texture
1455 * `text`: The name of the inventory list to be displayed.
1456 * `number`: Number of items in the inventory to be displayed.
1457 * `item`: Position of item that is selected.
1459 * `offset`: offset in pixels from position.
1463 Displays distance to selected world position.
1465 * `name`: The name of the waypoint.
1466 * `text`: Distance suffix. Can be blank.
1467 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1468 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1469 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1470 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1471 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1472 `precision = n` will show multiples of `1/n`
1473 * `number:` An integer containing the RGB value of the color used to draw the
1475 * `world_pos`: World position of the waypoint.
1476 * `offset`: offset in pixels from position.
1477 * `alignment`: The alignment of the waypoint.
1479 ### `image_waypoint`
1481 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1483 * `scale`: The scale of the image, with 1 being the original texture size.
1484 Only the X coordinate scale is used (positive values).
1485 Negative values represent that percentage of the screen it
1486 should take; e.g. `x=-100` means 100% (width).
1487 * `text`: The name of the texture that is displayed.
1488 * `alignment`: The alignment of the image.
1489 * `world_pos`: World position of the waypoint.
1490 * `offset`: offset in pixels from position.
1494 Displays an image oriented or translated according to current heading direction.
1496 * `size`: The size of this element. Negative values represent percentage
1497 of the screen; e.g. `x=-100` means 100% (width).
1498 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1499 * `text`: The name of the texture to use.
1500 * `alignment`: The alignment of the image.
1501 * `offset`: Offset in pixels from position.
1502 * `dir`: How the image is rotated/translated:
1503 * 0 - Rotate as heading direction
1504 * 1 - Rotate in reverse direction
1505 * 2 - Translate as landscape direction
1506 * 3 - Translate in reverse direction
1508 If translation is chosen, texture is repeated horizontally to fill the whole element.
1512 Displays a minimap on the HUD.
1514 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1516 * `alignment`: The alignment of the minimap.
1517 * `offset`: offset in pixels from position.
1519 Representations of simple things
1520 ================================
1525 {x=num, y=num, z=num}
1527 Note: it is highly recommended to construct a vector using the helper function:
1528 vector.new(num, num, num)
1530 For helper functions see [Spatial Vectors].
1535 * `{type="nothing"}`
1536 * `{type="node", under=pos, above=pos}`
1537 * Indicates a pointed node selection box.
1538 * `under` refers to the node position behind the pointed face.
1539 * `above` refers to the node position in front of the pointed face.
1540 * `{type="object", ref=ObjectRef}`
1542 Exact pointing location (currently only `Raycast` supports these fields):
1544 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1545 point on the selection box which is pointed at. May be in the selection box
1546 if the pointer is in the box too.
1547 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1549 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1550 selected selection box. This specifies which face is pointed at.
1551 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1557 Flag Specifier Format
1558 =====================
1560 Flags using the standardized flag specifier format can be specified in either
1561 of two ways, by string or table.
1563 The string format is a comma-delimited set of flag names; whitespace and
1564 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1565 flag, and specifying a flag prefixed by the string `"no"` explicitly
1566 clears the flag from whatever the default may be.
1568 In addition to the standard string flag format, the schematic flags field can
1569 also be a table of flag names to boolean values representing whether or not the
1570 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1571 is present, mapped to a boolean of any value, the specified flag is unset.
1573 E.g. A flag field of value
1575 {place_center_x = true, place_center_y=false, place_center_z=true}
1579 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1581 which is equivalent to
1583 "place_center_x, noplace_center_y, place_center_z"
1587 "place_center_x, place_center_z"
1589 since, by default, no schematic attributes are set.
1597 Items are things that can be held by players, dropped in the map and
1598 stored in inventories.
1599 Items come in the form of item stacks, which are collections of equal
1600 items that occupy a single inventory slot.
1605 There are three kinds of items: nodes, tools and craftitems.
1607 * Node: Placeable item form of a node in the world's voxel grid
1608 * Tool: Has a changable wear property but cannot be stacked
1609 * Craftitem: Has no special properties
1611 Every registered node (the voxel in the world) has a corresponding
1612 item form (the thing in your inventory) that comes along with it.
1613 This item form can be placed which will create a node in the
1615 Both the 'actual' node and its item form share the same identifier.
1616 For all practical purposes, you can treat the node and its item form
1617 interchangeably. We usually just say 'node' to the item form of
1620 Note the definition of tools is purely technical. The only really
1621 unique thing about tools is their wear, and that's basically it.
1622 Beyond that, you can't make any gameplay-relevant assumptions
1623 about tools or non-tools. It is perfectly valid to register something
1624 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1626 Craftitems can be used for items that neither need to be a node
1632 All item stacks have an amount between 0 and 65535. It is 1 by
1633 default. Tool item stacks can not have an amount greater than 1.
1635 Tools use a wear (damage) value ranging from 0 to 65535. The
1636 value 0 is the default and is used for unworn tools. The values
1637 1 to 65535 are used for worn tools, where a higher value stands for
1638 a higher wear. Non-tools technically also have a wear property,
1639 but it is always 0. There is also a special 'toolrepair' crafting
1640 recipe that is only available to tools.
1645 Items and item stacks can exist in three formats: Serializes, table format
1648 When an item must be passed to a function, it can usually be in any of
1653 This is called "stackstring" or "itemstring". It is a simple string with
1654 1-3 components: the full item identifier, an optional amount and an optional
1657 <identifier> [<amount>[ <wear>]]
1661 * `'default:apple'`: 1 apple
1662 * `'default:dirt 5'`: 5 dirt
1663 * `'default:pick_stone'`: a new stone pickaxe
1664 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1672 {name="default:dirt", count=5, wear=0, metadata=""}
1674 A wooden pick about 1/3 worn out:
1676 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1680 {name="default:apple", count=1, wear=0, metadata=""}
1684 A native C++ format with many helper methods. Useful for converting
1685 between formats. See the [Class reference] section for details.
1693 In a number of places, there is a group table. Groups define the
1694 properties of a thing (item, node, armor of entity, tool capabilities)
1695 in such a way that the engine and other mods can can interact with
1696 the thing without actually knowing what the thing is.
1701 Groups are stored in a table, having the group names with keys and the
1702 group ratings as values. Group ratings are integer values within the
1703 range [-32767, 32767]. For example:
1706 groups = {crumbly=3, soil=1}
1708 -- A more special dirt-kind of thing
1709 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1711 Groups always have a rating associated with them. If there is no
1712 useful meaning for a rating for an enabled group, it shall be `1`.
1714 When not defined, the rating of a group defaults to `0`. Thus when you
1715 read groups, you must interpret `nil` and `0` as the same value, `0`.
1717 You can read the rating of a group for an item or a node by using
1719 minetest.get_item_group(itemname, groupname)
1724 Groups of items can define what kind of an item it is (e.g. wool).
1729 In addition to the general item things, groups are used to define whether
1730 a node is destroyable and how long it takes to destroy by a tool.
1735 For entities, groups are, as of now, used only for calculating damage.
1736 The rating is the percentage of damage caused by items with this damage group.
1737 See [Entity damage mechanism].
1739 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1740 object.set_armor_groups({fleshy=30, cracky=80})
1742 Groups of tool capabilities
1743 ---------------------------
1745 Groups in tool capabilities define which groups of nodes and entities they
1746 are effective towards.
1748 Groups in crafting recipes
1749 --------------------------
1751 An example: Make meat soup from any meat, any water and any bowl:
1754 output = 'food:meat_soup_raw',
1760 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1763 Another example: Make red wool from white wool and red dye:
1767 output = 'wool:red',
1768 recipe = {'wool:white', 'group:dye,basecolor_red'},
1774 The asterisk `(*)` after a group name describes that there is no engine
1775 functionality bound to it, and implementation is left up as a suggestion
1778 ### Node and item groups
1780 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1781 that the item should be hidden in item lists.
1784 ### Node-only groups
1786 * `attached_node`: if the node under it is not a walkable block the node will be
1787 dropped as an item. If the node is wallmounted the wallmounted direction is
1789 * `bouncy`: value is bounce speed in percent
1790 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1791 connect to each other
1792 * `dig_immediate`: Player can always pick up node without reducing tool wear
1793 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1794 * `3`: the node always gets the digging time 0 seconds (torch)
1795 * `disable_jump`: Player (and possibly other things) cannot jump from node
1796 or if their feet are in the node. Note: not supported for `new_move = false`
1797 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1798 the top of this node. There's also an armor group with the same name.
1799 The final player damage is determined by the following formula:
1802 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1803 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1804 - (14) -- constant tolerance
1805 Negative damage values are discarded as no damage.
1806 * `falling_node`: if there is no walkable block under the node it will fall
1807 * `float`: the node will not fall through liquids
1808 * `level`: Can be used to give an additional sense of progression in the game.
1809 * A larger level will cause e.g. a weapon of a lower level make much less
1810 damage, and get worn out much faster, or not be able to get drops
1811 from destroyed nodes.
1812 * `0` is something that is directly accessible at the start of gameplay
1813 * There is no upper limit
1814 * See also: `leveldiff` in [Tool Capabilities]
1815 * `slippery`: Players and items will slide on the node.
1816 Slipperiness rises steadily with `slippery` value, starting at 1.
1819 ### Tool-only groups
1821 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1822 `"toolrepair"` crafting recipe
1825 ### `ObjectRef` armor groups
1827 * `immortal`: Skips all damage and breath handling for an object. This group
1828 will also hide the integrated HUD status bars for players. It is
1829 automatically set to all players when damage is disabled on the server and
1830 cannot be reset (subject to change).
1831 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1832 when they hit the ground. It is analog to the node group with the same
1833 name. See the node group above for the exact calculation.
1834 * `punch_operable`: For entities; disables the regular damage mechanism for
1835 players punching it by hand or a non-tool item, so that it can do something
1836 else than take damage.
1840 Known damage and digging time defining groups
1841 ---------------------------------------------
1843 * `crumbly`: dirt, sand
1844 * `cracky`: tough but crackable stuff like stone.
1845 * `snappy`: something that can be cut using things like scissors, shears,
1846 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1847 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1848 * `fleshy`: Living things like animals and the player. This could imply
1849 some blood effects when hitting.
1850 * `explody`: Especially prone to explosions
1851 * `oddly_breakable_by_hand`:
1852 Can be added to nodes that shouldn't logically be breakable by the
1853 hand but are. Somewhat similar to `dig_immediate`, but times are more
1854 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1855 digging speed of an item if it can dig at a faster speed than this
1856 suggests for the hand.
1858 Examples of custom groups
1859 -------------------------
1861 Item groups are often used for defining, well, _groups of items_.
1863 * `meat`: any meat-kind of a thing (rating might define the size or healing
1864 ability or be irrelevant -- it is not defined as of yet)
1865 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1867 * `flammable`: can be set on fire. Rating might define the intensity of the
1868 fire, affecting e.g. the speed of the spreading of an open fire.
1869 * `wool`: any wool (any origin, any color)
1870 * `metal`: any metal
1871 * `weapon`: any weapon
1872 * `heavy`: anything considerably heavy
1874 Digging time calculation specifics
1875 ----------------------------------
1877 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1878 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1879 faster digging time.
1881 The `level` group is used to limit the toughness of nodes an item capable
1882 of digging can dig and to scale the digging times / damage to a greater extent.
1884 **Please do understand this**, otherwise you cannot use the system to it's
1887 Items define their properties by a list of parameters for groups. They
1888 cannot dig other groups; thus it is important to use a standard bunch of
1889 groups to enable interaction with items.
1897 'Tool capabilities' is a property of items that defines two things:
1899 1) Which nodes it can dig and how fast
1900 2) Which objects it can hurt by punching and by how much
1902 Tool capabilities are available for all items, not just tools.
1903 But only tools can receive wear from digging and punching.
1905 Missing or incomplete tool capabilities will default to the
1908 Tool capabilities definition
1909 ----------------------------
1911 Tool capabilities define:
1913 * Full punch interval
1914 * Maximum drop level
1915 * For an arbitrary list of node groups:
1916 * Uses (until the tool breaks)
1917 * Maximum level (usually `0`, `1`, `2` or `3`)
1920 * Punch attack uses (until the tool breaks)
1922 ### Full punch interval
1924 When used as a weapon, the item will do full damage if this time is spent
1925 between punches. If e.g. half the time is spent, the item will do half
1928 ### Maximum drop level
1930 Suggests the maximum level of node, when dug with the item, that will drop
1931 its useful item. (e.g. iron ore to drop a lump of iron).
1933 This is not automated; it is the responsibility of the node definition
1936 ### Uses (tools only)
1938 Determines how many uses the tool has when it is used for digging a node,
1939 of this group, of the maximum level. For lower leveled nodes, the use count
1940 is multiplied by `3^leveldiff`.
1941 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1942 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1944 * `uses=10, leveldiff=0`: actual uses: 10
1945 * `uses=10, leveldiff=1`: actual uses: 30
1946 * `uses=10, leveldiff=2`: actual uses: 90
1948 For non-tools, this has no effect.
1952 Tells what is the maximum level of a node of this group that the item will
1957 List of digging times for different ratings of the group, for nodes of the
1960 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1961 result in the item to be able to dig nodes that have a rating of `2` or `3`
1962 for this group, and unable to dig the rating `1`, which is the toughest.
1963 Unless there is a matching group that enables digging otherwise.
1965 If the result digging time is 0, a delay of 0.15 seconds is added between
1966 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1967 i.e. players can more quickly click the nodes away instead of holding LMB.
1971 List of damage for groups of entities. See [Entity damage mechanism].
1973 ### Punch attack uses (tools only)
1975 Determines how many uses (before breaking) the tool has when dealing damage
1976 to an object, when the full punch interval (see above) was always
1979 Wear received by the tool is proportional to the time spent, scaled by
1980 the full punch interval.
1982 For non-tools, this has no effect.
1984 Example definition of the capabilities of an item
1985 -------------------------------------------------
1987 tool_capabilities = {
1988 full_punch_interval=1.5,
1991 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1993 damage_groups = {fleshy=2},
1996 This makes the item capable of digging nodes that fulfil both of these:
1998 * Have the `crumbly` group
1999 * Have a `level` group less or equal to `2`
2001 Table of resulting digging times:
2003 crumbly 0 1 2 3 4 <- level
2005 1 0.80 1.60 1.60 - -
2006 2 0.60 1.20 1.20 - -
2007 3 0.40 0.80 0.80 - -
2009 level diff: 2 1 0 -1 -2
2011 Table of resulting tool uses:
2020 * At `crumbly==0`, the node is not diggable.
2021 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2022 easy nodes to be quickly breakable.
2023 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2028 Entity damage mechanism
2029 =======================
2034 foreach group in cap.damage_groups:
2035 damage += cap.damage_groups[group]
2036 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2037 * (object.armor_groups[group] / 100.0)
2038 -- Where object.armor_groups[group] is 0 for inexistent values
2041 Client predicts damage based on damage groups. Because of this, it is able to
2042 give an immediate response when an entity is damaged or dies; the response is
2043 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2045 Currently a smoke puff will appear when an entity dies.
2047 The group `immortal` completely disables normal damage.
2049 Entities can define a special armor group, which is `punch_operable`. This
2050 group disables the regular damage mechanism for players punching it by hand or
2051 a non-tool item, so that it can do something else than take damage.
2053 On the Lua side, every punch calls:
2055 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2058 This should never be called directly, because damage is usually not handled by
2061 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2062 accessed unless absolutely required, to encourage interoperability.
2063 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2064 * `tool_capabilities` can be `nil`.
2065 * `direction` is a unit vector, pointing from the source of the punch to
2067 * `damage` damage that will be done to entity
2068 Return value of this function will determine if damage is done by this function
2069 (retval true) or shall be done by engine (retval false)
2071 To punch an entity/object in Lua, call:
2073 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2075 * Return value is tool wear.
2076 * Parameters are equal to the above callback.
2077 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2078 will be automatically filled in based on the location of `puncher`.
2089 The instance of a node in the world normally only contains the three values
2090 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2091 It is called "node metadata"; See `NodeMetaRef`.
2093 Node metadata contains two things:
2098 Some of the values in the key-value store are handled specially:
2100 * `formspec`: Defines an inventory menu that is opened with the
2101 'place/use' key. Only works if no `on_rightclick` was
2102 defined for the node. See also [Formspec].
2103 * `infotext`: Text shown on the screen when the node is pointed at.
2104 Line-breaks will be applied automatically.
2105 If the infotext is very long, it will be truncated.
2109 local meta = minetest.get_meta(pos)
2110 meta:set_string("formspec",
2112 "list[context;main;0,0;8,4;]"..
2113 "list[current_player;main;0,5;8,4;]")
2114 meta:set_string("infotext", "Chest");
2115 local inv = meta:get_inventory()
2116 inv:set_size("main", 8*4)
2117 print(dump(meta:to_table()))
2120 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2121 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2122 [10] = "", [11] = "", [12] = "", [13] = "",
2123 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2124 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2125 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2126 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2130 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2138 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2140 Item metadata only contains a key-value store.
2142 Some of the values in the key-value store are handled specially:
2144 * `description`: Set the item stack's description.
2145 See also: `get_description` in [`ItemStack`]
2146 * `short_description`: Set the item stack's short description.
2147 See also: `get_short_description` in [`ItemStack`]
2148 * `color`: A `ColorString`, which sets the stack's color.
2149 * `palette_index`: If the item has a palette, this is used to get the
2150 current color from the palette.
2154 local meta = stack:get_meta()
2155 meta:set_string("key", "value")
2156 print(dump(meta:to_table()))
2164 Formspec defines a menu. This supports inventories and some of the
2165 typical widgets like buttons, checkboxes, text input fields, etc.
2166 It is a string, with a somewhat strange format.
2168 A formspec is made out of formspec elements, which includes widgets
2169 like buttons but also can be used to set stuff like background color.
2171 Many formspec elements have a `name`, which is a unique identifier which
2172 is used when the server receives user input. You must not use the name
2173 "quit" for formspec elements.
2175 Spaces and newlines can be inserted between the blocks, as is used in the
2178 Position and size units are inventory slots unless the new coordinate system
2179 is enabled. `X` and `Y` position the formspec element relative to the top left
2180 of the menu or container. `W` and `H` are its width and height values.
2182 If the new system is enabled, all elements have unified coordinates for all
2183 elements with no padding or spacing in between. This is highly recommended
2184 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2187 Inventories with a `player:<name>` inventory location are only sent to the
2188 player named `<name>`.
2190 When displaying text which can contain formspec code, e.g. text set by a player,
2191 use `minetest.formspec_escape`.
2192 For coloured text you can use `minetest.colorize`.
2194 Since formspec version 3, elements drawn in the order they are defined. All
2195 background elements are drawn before all other elements.
2197 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2198 reserved to pass key press events to formspec!
2200 **WARNING**: Minetest allows you to add elements to every single formspec instance
2201 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2202 appearing when you don't expect them to, or why things are styled differently
2203 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2211 list[context;main;0,0;8,4;]
2212 list[current_player;main;0,5;8,4;]
2217 list[context;fuel;2,3;1,1;]
2218 list[context;src;2,1;1,1;]
2219 list[context;dst;5,1;2,2;]
2220 list[current_player;main;0,5;8,4;]
2222 ### Minecraft-like player inventory
2225 image[1,0.6;1,2;player.png]
2226 list[current_player;main;0,3.5;8,4;]
2227 list[current_player;craft;3,0;3,3;]
2228 list[current_player;craftpreview;7,1;1,1;]
2233 * FORMSPEC VERSION 1:
2235 * FORMSPEC VERSION 2:
2236 * Forced real coordinates
2237 * background9[]: 9-slice scaling parameters
2238 * FORMSPEC VERSION 3:
2239 * Formspec elements are drawn in the order of definition
2240 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2241 * box[] and image[] elements enable clipping by default
2242 * new element: scroll_container[]
2243 * FORMSPEC VERSION 4:
2244 * Allow dropdown indexing events
2249 ### `formspec_version[<version>]`
2251 * Set the formspec version to a certain number. If not specified,
2252 version 1 is assumed.
2253 * Must be specified before `size` element.
2254 * Clients older than this version can neither show newer elements nor display
2255 elements with new arguments correctly.
2256 * Available since feature `formspec_version_element`.
2257 * See also: [Version History]
2259 ### `size[<W>,<H>,<fixed_size>]`
2261 * Define the size of the menu in inventory slots
2262 * `fixed_size`: `true`/`false` (optional)
2263 * deprecated: `invsize[<W>,<H>;]`
2265 ### `position[<X>,<Y>]`
2267 * Must be used after `size` element.
2268 * Defines the position on the game window of the formspec's `anchor` point.
2269 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2271 * [0.0, 0.0] sets the position to the top left corner of the game window.
2272 * [1.0, 1.0] sets the position to the bottom right of the game window.
2273 * Defaults to the center of the game window [0.5, 0.5].
2275 ### `anchor[<X>,<Y>]`
2277 * Must be used after both `size` and `position` (if present) elements.
2278 * Defines the location of the anchor point within the formspec.
2279 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2281 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2282 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2283 * Defaults to the center of the formspec [0.5, 0.5].
2285 * `position` and `anchor` elements need suitable values to avoid a formspec
2286 extending off the game window due to particular game window sizes.
2290 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2291 * Disables player:set_formspec_prepend() from applying to this formspec.
2293 ### `real_coordinates[<bool>]`
2295 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2296 * When set to true, all following formspec elements will use the new coordinate system.
2297 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2298 (if present), the form size will use the new coordinate system.
2299 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2300 They must enable it explicitly.
2301 * For information on converting forms to the new coordinate system, see `Migrating
2302 to Real Coordinates`.
2304 ### `container[<X>,<Y>]`
2306 * Start of a container block, moves all physical elements in the container by
2308 * Must have matching `container_end`
2309 * Containers can be nested, in which case the offsets are added
2310 (child containers are relative to parent containers)
2312 ### `container_end[]`
2314 * End of a container, following elements are no longer relative to this
2317 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2319 * Start of a scroll_container block. All contained elements will ...
2320 * take the scroll_container coordinate as position origin,
2321 * be additionally moved by the current value of the scrollbar with the name
2322 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2323 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2324 * `orientation`: possible values are `vertical` and `horizontal`.
2325 * `scroll factor`: optional, defaults to `0.1`.
2326 * Nesting is possible.
2327 * Some elements might work a little different if they are in a scroll_container.
2328 * Note: If you want the scroll_container to actually work, you also need to add a
2329 scrollbar element with the specified name. Furthermore, it is highly recommended
2330 to use a scrollbaroptions element on this scrollbar.
2332 ### `scroll_container_end[]`
2334 * End of a scroll_container, following elements are no longer bound to this
2337 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2339 * Show an inventory list if it has been sent to the client. Nothing will
2340 be shown if the inventory list is of size 0.
2341 * **Note**: With the new coordinate system, the spacing between inventory
2342 slots is one-fourth the size of an inventory slot by default. Also see
2343 [Styling Formspecs] for changing the size of slots and spacing.
2345 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2347 * Show an inventory list if it has been sent to the client. Nothing will
2348 be shown if the inventory list is of size 0.
2349 * **Note**: With the new coordinate system, the spacing between inventory
2350 slots is one-fourth the size of an inventory slot.
2352 ### `listring[<inventory location>;<list name>]`
2354 * Allows to create a ring of inventory lists
2355 * Shift-clicking on items in one element of the ring
2356 will send them to the next inventory list inside the ring
2357 * The first occurrence of an element inside the ring will
2358 determine the inventory where items will be sent to
2362 * Shorthand for doing `listring[<inventory location>;<list name>]`
2363 for the last two inventory lists added by list[...]
2365 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2367 * Sets background color of slots as `ColorString`
2368 * Sets background color of slots on mouse hovering
2370 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2372 * Sets background color of slots as `ColorString`
2373 * Sets background color of slots on mouse hovering
2374 * Sets color of slots border
2376 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2378 * Sets background color of slots as `ColorString`
2379 * Sets background color of slots on mouse hovering
2380 * Sets color of slots border
2381 * Sets default background color of tooltips
2382 * Sets default font color of tooltips
2384 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2386 * Adds tooltip for an element
2387 * `bgcolor` tooltip background color as `ColorString` (optional)
2388 * `fontcolor` tooltip font color as `ColorString` (optional)
2390 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2392 * Adds tooltip for an area. Other tooltips will take priority when present.
2393 * `bgcolor` tooltip background color as `ColorString` (optional)
2394 * `fontcolor` tooltip font color as `ColorString` (optional)
2396 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2400 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2402 * Show an animated image. The image is drawn like a "vertical_frames" tile
2403 animation (See [Tile animation definition]), but uses a frame count/duration
2405 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2406 * `texture name`: The image to use.
2407 * `frame count`: The number of frames animating the image.
2408 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2409 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2411 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2413 * Show a mesh model.
2414 * `name`: Element name that can be used for styling
2415 * `mesh`: The mesh model to use.
2416 * `textures`: The mesh textures to use according to the mesh materials.
2417 Texture names must be separated by commas.
2418 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2419 The axes are euler angles in degrees.
2420 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2421 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2422 * `frame loop range` (Optional): Range of the animation frames.
2423 * Defaults to the full range of all available frames.
2424 * Syntax: `<begin>,<end>`
2425 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2427 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2429 * Show an inventory image of registered item/node
2431 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2433 * Sets background color of formspec.
2434 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2435 of the non-fullscreen and the fullscreen background.
2436 * `fullscreen` (optional) can be one of the following:
2437 * `false`: Only the non-fullscreen background color is drawn. (default)
2438 * `true`: Only the fullscreen background color is drawn.
2439 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2440 * `neither`: No background color is drawn.
2441 * Note: Leave a parameter empty to not modify the value.
2442 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2443 are not bools are only available since formspec version 3.
2445 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2447 * Example for formspec 8x4 in 16x resolution: image shall be sized
2448 8 times 16px times 4 times 16px.
2450 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2452 * Example for formspec 8x4 in 16x resolution:
2453 image shall be sized 8 times 16px times 4 times 16px
2454 * If `auto_clip` is `true`, the background is clipped to the formspec size
2455 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2457 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2459 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2460 * Middle is a rect which defines the middle of the 9-slice.
2461 * `x` - The middle will be x pixels from all sides.
2462 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2463 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2464 will be added to the width and height of the texture, allowing it to be used as the
2465 distance from the far end.
2466 * All numbers in middle are integers.
2467 * Example for formspec 8x4 in 16x resolution:
2468 image shall be sized 8 times 16px times 4 times 16px
2469 * If `auto_clip` is `true`, the background is clipped to the formspec size
2470 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2471 * Available since formspec version 2
2473 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2475 * Textual password style field; will be sent to server when a button is clicked
2476 * When enter is pressed in field, fields.key_enter_field will be sent with the
2478 * With the old coordinate system, fields are a set height, but will be vertically
2479 centred on `H`. With the new coordinate system, `H` will modify the height.
2480 * `name` is the name of the field as returned in fields to `on_receive_fields`
2481 * `label`, if not blank, will be text printed on the top left above the field
2482 * See `field_close_on_enter` to stop enter closing the formspec
2484 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2486 * Textual field; will be sent to server when a button is clicked
2487 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2488 the name of this field.
2489 * With the old coordinate system, fields are a set height, but will be vertically
2490 centred on `H`. With the new coordinate system, `H` will modify the height.
2491 * `name` is the name of the field as returned in fields to `on_receive_fields`
2492 * `label`, if not blank, will be text printed on the top left above the field
2493 * `default` is the default value of the field
2494 * `default` may contain variable references such as `${text}` which
2495 will fill the value from the metadata value `text`
2496 * **Note**: no extra text or more than a single variable is supported ATM.
2497 * See `field_close_on_enter` to stop enter closing the formspec
2499 ### `field[<name>;<label>;<default>]`
2501 * As above, but without position/size units
2502 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2503 the name of this field.
2504 * Special field for creating simple forms, such as sign text input
2505 * Must be used without a `size[]` element
2506 * A "Proceed" button will be added automatically
2507 * See `field_close_on_enter` to stop enter closing the formspec
2509 ### `field_close_on_enter[<name>;<close_on_enter>]`
2511 * <name> is the name of the field
2512 * if <close_on_enter> is false, pressing enter in the field will submit the
2513 form but not close it.
2514 * defaults to true when not specified (ie: no tag for a field)
2516 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2518 * Same as fields above, but with multi-line input
2519 * If the text overflows, a vertical scrollbar is added.
2520 * If the name is empty, the textarea is read-only and
2521 the background is not shown, which corresponds to a multi-line label.
2523 ### `label[<X>,<Y>;<label>]`
2525 * The label formspec element displays the text set in `label`
2526 at the specified position.
2527 * **Note**: If the new coordinate system is enabled, labels are
2528 positioned from the center of the text, not the top.
2529 * The text is displayed directly without automatic line breaking,
2530 so label should not be used for big text chunks. Newlines can be
2531 used to make labels multiline.
2532 * **Note**: With the new coordinate system, newlines are spaced with
2533 half a coordinate. With the old system, newlines are spaced 2/5 of
2536 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2537 * Displays a static formatted text with hyperlinks.
2538 * **Note**: This element is currently unstable and subject to change.
2539 * `x`, `y`, `w` and `h` work as per field
2540 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2541 * `text` is the formatted text using `Markup Language` described below.
2543 ### `vertlabel[<X>,<Y>;<label>]`
2544 * Textual label drawn vertically
2545 * `label` is the text on the label
2546 * **Note**: If the new coordinate system is enabled, vertlabels are
2547 positioned from the center of the text, not the left.
2549 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2551 * Clickable button. When clicked, fields will be sent.
2552 * With the old coordinate system, buttons are a set height, but will be vertically
2553 centred on `H`. With the new coordinate system, `H` will modify the height.
2554 * `label` is the text on the button
2556 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2558 * `texture name` is the filename of an image
2559 * **Note**: Height is supported on both the old and new coordinate systems
2562 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2564 * `texture name` is the filename of an image
2565 * `noclip=true` means the image button doesn't need to be within specified
2567 * `drawborder`: draw button border or not
2568 * `pressed texture name` is the filename of an image on pressed state
2570 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2572 * `item name` is the registered name of an item/node
2573 * The item description will be used as the tooltip. This can be overridden with
2576 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2578 * When clicked, fields will be sent and the form will quit.
2579 * Same as `button` in all other respects.
2581 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2583 * When clicked, fields will be sent and the form will quit.
2584 * Same as `image_button` in all other respects.
2586 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2588 * Scrollable item list showing arbitrary text elements
2589 * `name` fieldname sent to server on doubleclick value is current selected
2591 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2593 * if you want a listelement to start with "#" write "##".
2595 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2597 * Scrollable itemlist showing arbitrary text elements
2598 * `name` fieldname sent to server on doubleclick value is current selected
2600 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2601 * if you want a listelement to start with "#" write "##"
2602 * Index to be selected within textlist
2603 * `true`/`false`: draw transparent background
2604 * See also `minetest.explode_textlist_event`
2605 (main menu: `core.explode_textlist_event`).
2607 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2609 * Show a tab**header** at specific position (ignores formsize)
2610 * `X` and `Y`: position of the tabheader
2611 * *Note*: Width and height are automatically chosen with this syntax
2612 * `name` fieldname data is transferred to Lua
2613 * `caption 1`...: name shown on top of tab
2614 * `current_tab`: index of selected tab 1...
2615 * `transparent` (optional): if true, tabs are semi-transparent
2616 * `draw_border` (optional): if true, draw a thin line at tab base
2618 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2620 * Show a tab**header** at specific position (ignores formsize)
2621 * **Important note**: This syntax for tabheaders can only be used with the
2622 new coordinate system.
2623 * `X` and `Y`: position of the tabheader
2624 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2625 * `name` fieldname data is transferred to Lua
2626 * `caption 1`...: name shown on top of tab
2627 * `current_tab`: index of selected tab 1...
2628 * `transparent` (optional): show transparent
2629 * `draw_border` (optional): draw border
2631 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2633 * Show a tab**header** at specific position (ignores formsize)
2634 * **Important note**: This syntax for tabheaders can only be used with the
2635 new coordinate system.
2636 * `X` and `Y`: position of the tabheader
2637 * `W` and `H`: width and height of the tabheader
2638 * `name` fieldname data is transferred to Lua
2639 * `caption 1`...: name shown on top of tab
2640 * `current_tab`: index of selected tab 1...
2641 * `transparent` (optional): show transparent
2642 * `draw_border` (optional): draw border
2644 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2646 * Simple colored box
2647 * `color` is color specified as a `ColorString`.
2648 If the alpha component is left blank, the box will be semitransparent.
2649 If the color is not specified, the box will use the options specified by
2650 its style. If the color is specified, all styling options will be ignored.
2652 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2654 * Show a dropdown field
2655 * **Important note**: There are two different operation modes:
2656 1. handle directly on change (only changed dropdown is submitted)
2657 2. read the value on pressing a button (all dropdown values are available)
2658 * `X` and `Y`: position of the dropdown
2659 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2660 * Fieldname data is transferred to Lua
2661 * Items to be shown in dropdown
2662 * Index of currently selected dropdown item
2663 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2664 event field value for selected items.
2665 * `true`: Selected item index
2666 * `false` (default): Selected item value
2668 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2670 * Show a dropdown field
2671 * **Important note**: This syntax for dropdowns can only be used with the
2672 new coordinate system.
2673 * **Important note**: There are two different operation modes:
2674 1. handle directly on change (only changed dropdown is submitted)
2675 2. read the value on pressing a button (all dropdown values are available)
2676 * `X` and `Y`: position of the dropdown
2677 * `W` and `H`: width and height of the dropdown
2678 * Fieldname data is transferred to Lua
2679 * Items to be shown in dropdown
2680 * Index of currently selected dropdown item
2681 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2682 event field value for selected items.
2683 * `true`: Selected item index
2684 * `false` (default): Selected item value
2686 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2689 * `name` fieldname data is transferred to Lua
2690 * `label` to be shown left of checkbox
2691 * `selected` (optional): `true`/`false`
2692 * **Note**: If the new coordinate system is enabled, checkboxes are
2693 positioned from the center of the checkbox, not the top.
2695 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2697 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2698 * There are two ways to use it:
2699 1. handle the changed event (only changed scrollbar is available)
2700 2. read the value on pressing a button (all scrollbars are available)
2701 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2702 * Fieldname data is transferred to Lua
2703 * Value of this trackbar is set to (`0`-`1000`) by default
2704 * See also `minetest.explode_scrollbar_event`
2705 (main menu: `core.explode_scrollbar_event`).
2707 ### `scrollbaroptions[opt1;opt2;...]`
2708 * Sets options for all following `scrollbar[]` elements
2710 * Sets scrollbar minimum value, defaults to `0`.
2712 * Sets scrollbar maximum value, defaults to `1000`.
2713 If the max is equal to the min, the scrollbar will be disabled.
2715 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2717 * If this is set to a negative number, the value will be reset to `10`.
2719 * Sets scrollbar step value used by page up and page down.
2720 * If this is set to a negative number, the value will be reset to `100`.
2722 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2723 units the thumb spans out of the range of the scrollbar values.
2724 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2725 would span a tenth of the scrollbar space.
2726 * If this is set to zero or less, the value will be reset to `1`.
2727 * `arrows=<show/hide/default>`
2728 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2729 when the scrollbar gets too small, but shows them otherwise.
2731 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2733 * Show scrollable table using options defined by the previous `tableoptions[]`
2734 * Displays cells as defined by the previous `tablecolumns[]`
2735 * `name`: fieldname sent to server on row select or doubleclick
2736 * `cell 1`...`cell n`: cell contents given in row-major order
2737 * `selected idx`: index of row to be selected within table (first row = `1`)
2738 * See also `minetest.explode_table_event`
2739 (main menu: `core.explode_table_event`).
2741 ### `tableoptions[<opt 1>;<opt 2>;...]`
2743 * Sets options for `table[]`
2745 * default text color (`ColorString`), defaults to `#FFFFFF`
2746 * `background=#RRGGBB`
2747 * table background color (`ColorString`), defaults to `#000000`
2748 * `border=<true/false>`
2749 * should the table be drawn with a border? (default: `true`)
2750 * `highlight=#RRGGBB`
2751 * highlight background color (`ColorString`), defaults to `#466432`
2752 * `highlight_text=#RRGGBB`
2753 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2754 * `opendepth=<value>`
2755 * all subtrees up to `depth < value` are open (default value = `0`)
2756 * only useful when there is a column of type "tree"
2758 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2760 * Sets columns for `table[]`
2761 * Types: `text`, `image`, `color`, `indent`, `tree`
2762 * `text`: show cell contents as text
2763 * `image`: cell contents are an image index, use column options to define
2765 * `color`: cell contents are a ColorString and define color of following
2767 * `indent`: cell contents are a number and define indentation of following
2769 * `tree`: same as indent, but user can open and close subtrees
2773 * for `text` and `image`: content alignment within cells.
2774 Available values: `left` (default), `center`, `right`, `inline`
2776 * for `text` and `image`: minimum width in em (default: `0`)
2777 * for `indent` and `tree`: indent width in em (default: `1.5`)
2778 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2779 Exception: defaults to 0 for indent columns
2780 * `tooltip=<value>`: tooltip text (default: empty)
2781 * `image` column options:
2782 * `0=<value>` sets image for image index 0
2783 * `1=<value>` sets image for image index 1
2784 * `2=<value>` sets image for image index 2
2785 * and so on; defined indices need not be contiguous empty or
2786 non-numeric cells are treated as `0`.
2787 * `color` column options:
2788 * `span=<value>`: number of following columns to affect
2789 (default: infinite).
2791 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2793 * Set the style for the element(s) matching `selector` by name.
2794 * `selector` can be one of:
2795 * `<name>` - An element name. Includes `*`, which represents every element.
2796 * `<name>:<state>` - An element name, a colon, and one or more states.
2797 * `state` is a list of states separated by the `+` character.
2798 * If a state is provided, the style will only take effect when the element is in that state.
2799 * All provided states must be active for the style to apply.
2800 * Note: this **must** be before the element is defined.
2801 * See [Styling Formspecs].
2804 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2806 * Set the style for the element(s) matching `selector` by type.
2807 * `selector` can be one of:
2808 * `<type>` - An element type. Includes `*`, which represents every element.
2809 * `<type>:<state>` - An element type, a colon, and one or more states.
2810 * `state` is a list of states separated by the `+` character.
2811 * If a state is provided, the style will only take effect when the element is in that state.
2812 * All provided states must be active for the style to apply.
2813 * See [Styling Formspecs].
2815 ### `set_focus[<name>;<force>]`
2817 * Sets the focus to the element with the same `name` parameter.
2818 * **Note**: This element must be placed before the element it focuses.
2819 * `force` (optional, default `false`): By default, focus is not applied for
2820 re-sent formspecs with the same name so that player-set focus is kept.
2821 `true` sets the focus to the specified element for every sent formspec.
2822 * The following elements have the ability to be focused:
2837 Migrating to Real Coordinates
2838 -----------------------------
2840 In the old system, positions included padding and spacing. Padding is a gap between
2841 the formspec window edges and content, and spacing is the gaps between items. For
2842 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2843 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2844 in the new coordinate system from scratch.
2846 To recreate an old layout with padding, you'll need to pass the positions and sizes
2847 through the following formula to re-introduce padding:
2850 pos = (oldpos + 1)*spacing + padding
2856 You'll need to change the `size[]` tag like this:
2859 size = (oldsize-1)*spacing + padding*2 + 1
2862 A few elements had random offsets in the old system. Here is a table which shows these
2863 offsets when migrating:
2865 | Element | Position | Size | Notes
2866 |---------|------------|---------|-------
2867 | box | +0.3, +0.1 | 0, -0.4 |
2868 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2869 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2870 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2875 Formspec elements can be themed using the style elements:
2877 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2878 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2879 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2880 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2884 property_name=property_value
2888 style_type[button;bgcolor=#006699]
2889 style[world_delete;bgcolor=red;textcolor=yellow]
2890 button[4,3.95;2.6,1;world_delete;Delete]
2892 A name/type can optionally be a comma separated list of names/types, like so:
2894 world_delete,world_create,world_configure
2897 A `*` type can be used to select every element in the formspec.
2899 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2901 world_delete:hovered+pressed
2904 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2906 Setting a property to nothing will reset it to the default value. For example:
2908 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2909 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2912 ### Supported Element Types
2914 Some types may inherit styles from parent types.
2916 * animated_image, inherits from image
2919 * button_exit, inherits from button
2929 * pwdfield, inherits from field
2935 * vertlabel, inherits from label
2938 ### Valid Properties
2941 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2943 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2944 * Defaults to false in formspec_version version 3 or higher
2945 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2946 * Single value (e.g. `#FF0`): All corners/borders.
2947 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2948 top and bottom,left and right.
2949 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2950 * These work similarly to CSS borders.
2951 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2952 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2953 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2954 negative, the border will extend inside the box, whereas positive extends outside
2955 the box. A width of zero results in no border; this is default.
2956 * button, button_exit, image_button, item_image_button
2957 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2958 * bgcolor - color, sets button tint.
2959 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2960 * This is deprecated, use states instead.
2961 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2962 * This is deprecated, use states instead.
2963 * bgimg - standard background image. Defaults to none.
2964 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2965 * This is deprecated, use states instead.
2966 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2967 See background9[] documentation for more details. This property also pads the
2968 button's content when set.
2969 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2970 * This is deprecated, use states instead.
2971 * font - Sets font type. This is a comma separated list of options. Valid options:
2972 * Main font type options. These cannot be combined with each other:
2973 * `normal`: Default font
2974 * `mono`: Monospaced font
2975 * Font modification options. If used without a main font type, `normal` is used:
2976 * `bold`: Makes font bold.
2977 * `italic`: Makes font italic.
2979 * font_size - Sets font size. Default is user-set. Can have multiple values:
2980 * `<number>`: Sets absolute font size to `number`.
2981 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2982 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2983 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2984 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2985 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2986 * padding - rect, adds space between the edges of the button and the content. This value is
2987 relative to bgimg_middle.
2988 * sound - a sound to be played when triggered.
2989 * textcolor - color, default white.
2991 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2992 * sound - a sound to be played when triggered.
2994 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2995 * sound - a sound to be played when the entry is changed.
2996 * field, pwdfield, textarea
2997 * border - set to false to hide the textbox background and border. Default true.
2998 * font - Sets font type. See button `font` property for more information.
2999 * font_size - Sets font size. See button `font_size` property for more information.
3000 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3001 * textcolor - color. Default white.
3003 * bgcolor - color, sets background color.
3004 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3005 * Default to false in formspec_version version 3 or higher
3007 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3008 * Default to false in formspec_version version 3 or higher
3010 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3012 * font - Sets font type. See button `font` property for more information.
3013 * font_size - Sets font size. See button `font_size` property for more information.
3014 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3016 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3017 * size - 2d vector, sets the size of inventory slots in coordinates.
3018 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3019 * image_button (additional properties)
3020 * fgimg - standard image. Defaults to none.
3021 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3022 * This is deprecated, use states instead.
3023 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3024 * This is deprecated, use states instead.
3025 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3026 * sound - a sound to be played when triggered.
3028 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3030 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3031 * sound - a sound to be played when a different tab is selected.
3032 * textcolor - color. Default white.
3034 * font - Sets font type. See button `font` property for more information.
3035 * font_size - Sets font size. See button `font_size` property for more information.
3036 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3041 * default - Equivalent to providing no states
3042 * button, button_exit, image_button, item_image_button
3043 * hovered - Active when the mouse is hovering over the element
3044 * pressed - Active when the button is pressed
3049 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3050 The markup language is currently unstable and subject to change. Use with caution.
3051 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3052 Tags can have attributes, in that case, attributes are in the opening tag in
3053 form of a key/value separated with equal signs. Attribute values should not be quoted.
3055 If you want to insert a literal greater-than sign or a backslash into the text,
3056 you must escape it by preceding it with a backslash.
3058 These are the technically basic tags but see below for usual tags. Base tags are:
3060 `<style color=... font=... size=...>...</style>`
3062 Changes the style of the text.
3064 * `color`: Text color. Given color is a `colorspec`.
3065 * `size`: Text size.
3066 * `font`: Text font (`mono` or `normal`).
3068 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3073 * `background`: Text background, a `colorspec` or `none`.
3074 * `margin`: Page margins in pixel.
3075 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3077 Inheriting styles (affects child elements):
3078 * `color`: Default text color. Given color is a `colorspec`.
3079 * `hovercolor`: Color of <action> tags when mouse is over.
3080 * `size`: Default text size.
3081 * `font`: Default text font (`mono` or `normal`).
3082 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3084 This tag needs to be placed only once as it changes the global settings of the
3085 text. Anyway, if several tags are placed, each changed will be made in the order
3088 `<tag name=... color=... hovercolor=... font=... size=...>`
3090 Defines or redefines tag style. This can be used to define new tags.
3091 * `name`: Name of the tag to define or change.
3092 * `color`: Text color. Given color is a `colorspec`.
3093 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3094 * `size`: Text size.
3095 * `font`: Text font (`mono` or `normal`).
3097 Following tags are the usual tags for text layout. They are defined by default.
3098 Other tags can be added using `<tag ...>` tag.
3100 `<normal>...</normal>`: Normal size text
3102 `<big>...</big>`: Big text
3104 `<bigger>...</bigger>`: Bigger text
3106 `<center>...</center>`: Centered text
3108 `<left>...</left>`: Left-aligned text
3110 `<right>...</right>`: Right-aligned text
3112 `<justify>...</justify>`: Justified text
3114 `<mono>...</mono>`: Monospaced font
3116 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3118 `<action name=...>...</action>`
3120 Make that text a clickable text triggering an action.
3122 * `name`: Name of the action (mandatory).
3124 When clicked, the formspec is send to the server. The value of the text field
3125 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3128 `<img name=... float=... width=... height=...>`
3130 Draws an image which is present in the client media cache.
3132 * `name`: Name of the texture (mandatory).
3133 * `float`: If present, makes the image floating (`left` or `right`).
3134 * `width`: Force image width instead of taking texture width.
3135 * `height`: Force image height instead of taking texture height.
3137 If only width or height given, texture aspect is kept.
3139 `<item name=... float=... width=... height=... rotate=...>`
3141 Draws an item image.
3143 * `name`: Item string of the item to draw (mandatory).
3144 * `float`: If present, makes the image floating (`left` or `right`).
3145 * `width`: Item image width.
3146 * `height`: Item image height.
3147 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3148 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3149 `inventory_items_animations` is set to true.
3150 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3151 X, Y and Z being angles around each three axes. Works only if
3152 `inventory_items_animations` is set to true.
3160 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3161 * `"current_player"`: Player to whom the menu is shown
3162 * `"player:<name>"`: Any player
3163 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3164 * `"detached:<name>"`: A detached inventory
3166 Player Inventory lists
3167 ----------------------
3169 * `main`: list containing the default inventory
3170 * `craft`: list containing the craft input
3171 * `craftpreview`: list containing the craft prediction
3172 * `craftresult`: list containing the crafted output
3173 * `hand`: list containing an override for the empty hand
3174 * Is not created automatically, use `InvRef:set_size`
3175 * Is only used to enhance the empty hand's tool capabilities
3183 `#RGB` defines a color in hexadecimal format.
3185 `#RGBA` defines a color in hexadecimal format and alpha channel.
3187 `#RRGGBB` defines a color in hexadecimal format.
3189 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3191 Named colors are also supported and are equivalent to
3192 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3193 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3194 the color name (e.g. `colorname#08`).
3199 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3202 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3203 * `colorspec = {a=255, r=0, g=255, b=0}`
3204 * numerical form: The raw integer value of an ARGB8 quad:
3205 * `colorspec = 0xFF00FF00`
3206 * string form: A ColorString (defined above):
3207 * `colorspec = "green"`
3215 Most text can contain escape sequences, that can for example color the text.
3216 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3217 The following functions provide escape sequences:
3219 * `minetest.get_color_escape_sequence(color)`:
3220 * `color` is a ColorString
3221 * The escape sequence sets the text color to `color`
3222 * `minetest.colorize(color, message)`:
3224 `minetest.get_color_escape_sequence(color) ..
3226 minetest.get_color_escape_sequence("#ffffff")`
3227 * `minetest.get_background_escape_sequence(color)`
3228 * `color` is a ColorString
3229 * The escape sequence sets the background of the whole text element to
3230 `color`. Only defined for item descriptions and tooltips.
3231 * `minetest.strip_foreground_colors(str)`
3232 * Removes foreground colors added by `get_color_escape_sequence`.
3233 * `minetest.strip_background_colors(str)`
3234 * Removes background colors added by `get_background_escape_sequence`.
3235 * `minetest.strip_colors(str)`
3236 * Removes all color escape sequences.
3243 A spatial vector is similar to a position, but instead using
3244 absolute world coordinates, it uses *relative* coordinates, relative to
3245 no particular point.
3247 Internally, it is implemented as a table with the 3 fields
3248 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3249 However, one should *never* create a vector manually as above, such misbehavior
3250 is deprecated. The vector helpers set a metatable for the created vectors which
3251 allows indexing with numbers, calling functions directly on vectors and using
3252 operators (like `+`). Furthermore, the internal implementation might change in
3254 Old code might still use vectors without metatables, be aware of this!
3256 All these forms of addressing a vector `v` are valid:
3257 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3259 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3260 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3262 The metatable that is used for vectors can be accessed via `vector.metatable`.
3265 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3266 Returned vectors always have a metatable set.
3268 For the following functions, `v`, `v1`, `v2` are vectors,
3269 `p1`, `p2` are positions,
3270 `s` is a scalar (a number),
3271 vectors are written like this: `(x, y, z)`:
3273 * `vector.new([a[, b, c]])`:
3274 * Returns a new vector `(a, b, c)`.
3275 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3276 `vector.new(v)` does the same as `vector.copy(v)`
3278 * Returns a new vector `(0, 0, 0)`.
3280 * Returns a copy of the vector `v`.
3281 * `vector.from_string(s[, init])`:
3282 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3283 `np` is the next position in the string after the vector.
3284 * Returns `nil` on failure.
3285 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3286 spaces, leaving away commas and adding an additional comma to the end
3288 * `init`: If given starts looking for the vector at this string index.
3289 * `vector.to_string(v)`:
3290 * Returns a string of the form `"(x, y, z)"`.
3291 * `vector.direction(p1, p2)`:
3292 * Returns a vector of length 1 with direction `p1` to `p2`.
3293 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3294 * `vector.distance(p1, p2)`:
3295 * Returns zero or a positive number, the distance between `p1` and `p2`.
3296 * `vector.length(v)`:
3297 * Returns zero or a positive number, the length of vector `v`.
3298 * `vector.normalize(v)`:
3299 * Returns a vector of length 1 with direction of vector `v`.
3300 * If `v` has zero length, returns `(0, 0, 0)`.
3301 * `vector.floor(v)`:
3302 * Returns a vector, each dimension rounded down.
3303 * `vector.round(v)`:
3304 * Returns a vector, each dimension rounded to nearest integer.
3305 * At a multiple of 0.5, rounds away from zero.
3306 * `vector.apply(v, func)`:
3307 * Returns a vector where the function `func` has been applied to each
3309 * `vector.equals(v1, v2)`:
3310 * Returns a boolean, `true` if the vectors are identical.
3311 * `vector.sort(v1, v2)`:
3312 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3313 * `vector.angle(v1, v2)`:
3314 * Returns the angle between `v1` and `v2` in radians.
3315 * `vector.dot(v1, v2)`:
3316 * Returns the dot product of `v1` and `v2`.
3317 * `vector.cross(v1, v2)`:
3318 * Returns the cross product of `v1` and `v2`.
3319 * `vector.offset(v, x, y, z)`:
3320 * Returns the sum of the vectors `v` and `(x, y, z)`.
3322 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3323 by a `vector.*` function.
3324 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3326 For the following functions `x` can be either a vector or a number:
3328 * `vector.add(v, x)`:
3330 * If `x` is a vector: Returns the sum of `v` and `x`.
3331 * If `x` is a number: Adds `x` to each component of `v`.
3332 * `vector.subtract(v, x)`:
3334 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3335 * If `x` is a number: Subtracts `x` from each component of `v`.
3336 * `vector.multiply(v, s)`:
3337 * Returns a scaled vector.
3338 * Deprecated: If `s` is a vector: Returns the Schur product.
3339 * `vector.divide(v, s)`:
3340 * Returns a scaled vector.
3341 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3343 Operators can be used if all of the involved vectors have metatables:
3345 * Returns whether `v1` and `v2` are identical.
3347 * Returns the additive inverse of v.
3349 * Returns the sum of both vectors.
3350 * Note: `+` can not be used together with scalars.
3352 * Returns the difference of `v1` subtracted by `v2`.
3353 * Note: `-` can not be used together with scalars.
3354 * `v * s` or `s * v`:
3355 * Returns `v` scaled by `s`.
3357 * Returns `v` scaled by `1 / s`.
3359 For the following functions `a` is an angle in radians and `r` is a rotation
3360 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3363 * `vector.rotate(v, r)`:
3364 * Applies the rotation `r` to `v` and returns the result.
3365 * `vector.rotate(vector.new(0, 0, 1), r)` and
3366 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3367 forward and up relative to an entity's rotation `r`.
3368 * `vector.rotate_around_axis(v1, v2, a)`:
3369 * Returns `v1` rotated around axis `v2` by `a` radians according to
3370 the right hand rule.
3371 * `vector.dir_to_rotation(direction[, up])`:
3372 * Returns a rotation vector for `direction` pointing forward using `up`
3374 * If `up` is omitted, the roll of the returned vector defaults to zero.
3375 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3383 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3384 human-readable, handles reference loops.
3385 * `obj`: arbitrary variable
3386 * `name`: string, default: `"_"`
3387 * `dumped`: table, default: `{}`
3388 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3389 * `obj`: arbitrary variable
3390 * `dumped`: table, default: `{}`
3391 * `math.hypot(x, y)`
3392 * Get the hypotenuse of a triangle with legs x and y.
3393 Useful for distance calculation.
3394 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3395 * Get the sign of a number.
3396 * tolerance: number, default: `0.0`
3397 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3399 * `math.factorial(x)`: returns the factorial of `x`
3400 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3401 * At a multiple of 0.5, rounds away from zero.
3402 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3403 * `separator`: string, default: `","`
3404 * `include_empty`: boolean, default: `false`
3405 * `max_splits`: number, if it's negative, splits aren't limited,
3407 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3408 string or a pattern (regex), default: `false`
3409 * e.g. `"a,b":split","` returns `{"a","b"}`
3410 * `string:trim()`: returns the string without whitespace pre- and suffixes
3411 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3412 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3413 * Adds newlines to the string to keep it within the specified character
3415 * Note that the returned lines may be longer than the limit since it only
3416 splits at word borders.
3417 * `limit`: number, maximal amount of characters in one line
3418 * `as_table`: boolean, if set to true, a table of lines instead of a string
3419 is returned, default: `false`
3420 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3421 * `pos`: table {x=X, y=Y, z=Z}
3422 * Converts the position `pos` to a human-readable, printable string
3423 * `decimal_places`: number, if specified, the x, y and z values of
3424 the position are rounded to the given decimal place.
3425 * `minetest.string_to_pos(string)`: returns a position or `nil`
3426 * Same but in reverse.
3427 * If the string can't be parsed to a position, nothing is returned.
3428 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3429 * Converts a string representing an area box into two positions
3430 * `minetest.formspec_escape(string)`: returns a string
3431 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3433 * `minetest.is_yes(arg)`
3434 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3435 * `minetest.is_nan(arg)`
3436 * returns true when the passed number represents NaN.
3437 * `minetest.get_us_time()`
3438 * returns time with microsecond precision. May not return wall time.
3439 * `table.copy(table)`: returns a table
3440 * returns a deep copy of `table`
3441 * `table.indexof(list, val)`: returns the smallest numerical index containing
3442 the value `val` in the table `list`. Non-numerical indices are ignored.
3443 If `val` could not be found, `-1` is returned. `list` must not have
3445 * `table.insert_all(table, other_table)`:
3446 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3448 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3449 * If multiple keys in `t` map to the same value, it is unspecified which
3450 value maps to that key.
3451 * `table.shuffle(table, [from], [to], [random_func])`:
3452 * Shuffles elements `from` to `to` in `table` in place
3453 * `from` defaults to `1`
3454 * `to` defaults to `#table`
3455 * `random_func` defaults to `math.random`. This function receives two
3456 integers as arguments and should return a random integer inclusively
3458 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3460 * returns the exact position on the surface of a pointed node
3461 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates an item
3463 Returns a table with the following fields:
3464 * `diggable`: `true` if node can be dug, `false` otherwise.
3465 * `time`: Time it would take to dig the node.
3466 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3467 `time` and `wear` are meaningless if node's not diggable
3469 * `groups`: Table of the node groups of the node that would be dug
3470 * `tool_capabilities`: Tool capabilities table of the item
3471 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3472 Simulates an item that punches an object.
3473 Returns a table with the following fields:
3474 * `hp`: How much damage the punch would cause.
3475 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3477 * `groups`: Damage groups of the object
3478 * `tool_capabilities`: Tool capabilities table of the item
3479 * `time_from_last_punch`: time in seconds since last punch action
3487 Texts can be translated client-side with the help of `minetest.translate` and
3490 Translating a string
3491 --------------------
3493 Two functions are provided to translate strings: `minetest.translate` and
3494 `minetest.get_translator`.
3496 * `minetest.get_translator(textdomain)` is a simple wrapper around
3497 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3498 equivalent to `minetest.translate(textdomain, str, ...)`.
3499 It is intended to be used in the following way, so that it avoids verbose
3500 repetitions of `minetest.translate`:
3502 local S = minetest.get_translator(textdomain)
3505 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3507 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3508 the given `textdomain` for disambiguation. The textdomain must match the
3509 textdomain specified in the translation file in order to get the string
3510 translated. This can be used so that a string is translated differently in
3512 It is advised to use the name of the mod as textdomain whenever possible, to
3513 avoid clashes with other mods.
3514 This function must be given a number of arguments equal to the number of
3515 arguments the translated string expects.
3516 Arguments are literal strings -- they will not be translated, so if you want
3517 them to be, they need to come as outputs of `minetest.translate` as well.
3519 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3520 by the translation of "Red". We can do the following:
3522 local S = minetest.get_translator()
3523 S("@1 Wool", S("Red"))
3525 This will be displayed as "Red Wool" on old clients and on clients that do
3526 not have localization enabled. However, if we have for instance a translation
3527 file named `wool.fr.tr` containing the following:
3532 this will be displayed as "Laine Rouge" on clients with a French locale.
3534 Operations on translated strings
3535 --------------------------------
3537 The output of `minetest.translate` is a string, with escape sequences adding
3538 additional information to that string so that it can be translated on the
3539 different clients. In particular, you can't expect operations like string.length
3540 to work on them like you would expect them to, or string.gsub to work in the
3541 expected manner. However, string concatenation will still work as expected
3542 (note that you should only use this for things like formspecs; do not translate
3543 sentences by breaking them into parts; arguments should be used instead), and
3544 operations such as `minetest.colorize` which are also concatenation.
3546 Translation file format
3547 -----------------------
3549 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3550 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3551 The file should be a text file, with the following format:
3553 * Lines beginning with `# textdomain:` (the space is significant) can be used
3554 to specify the text domain of all following translations in the file.
3555 * All other empty lines or lines beginning with `#` are ignored.
3556 * Other lines should be in the format `original=translated`. Both `original`
3557 and `translated` can contain escape sequences beginning with `@` to insert
3558 arguments, literal `@`, `=` or newline (See [Escapes] below).
3559 There must be no extraneous whitespace around the `=` or at the beginning or
3560 the end of the line.
3565 Strings that need to be translated can contain several escapes, preceded by `@`.
3567 * `@@` acts as a literal `@`.
3568 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3569 string that will be inlined when translated. Due to how translations are
3570 implemented, the original translation string **must** have its arguments in
3571 increasing order, without gaps or repetitions, starting from 1.
3572 * `@=` acts as a literal `=`. It is not required in strings given to
3573 `minetest.translate`, but is in translation files to avoid being confused
3574 with the `=` separating the original from the translation.
3575 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3576 As with `@=`, this escape is not required in strings given to
3577 `minetest.translate`, but is in translation files.
3578 * `@n` acts as a literal newline as well.
3580 Server side translations
3581 ------------------------
3583 On some specific cases, server translation could be useful. For example, filter
3584 a list on labels and send results to client. A method is supplied to achieve
3587 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3588 translations for `lang_code` language. It gives the same result as if the string
3589 was translated by the client.
3591 The `lang_code` to use for a given player can be retrieved from
3592 the table returned by `minetest.get_player_information(name)`.
3594 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3595 You do not need to use this to get translated strings to show up on the client.
3600 Perlin noise creates a continuously-varying value depending on the input values.
3601 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3602 The result is used during map generation to create the terrain shape, vary heat
3603 and humidity to distribute biomes, vary the density of decorations or vary the
3606 Structure of perlin noise
3607 -------------------------
3609 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3610 The smooth wavy noise it generates has a single characteristic scale, almost
3611 like a 'wavelength', so on its own does not create fine detail.
3612 Due to this perlin noise combines several octaves to create variation on
3613 multiple scales. Each additional octave has a smaller 'wavelength' than the
3616 This combination results in noise varying very roughly between -2.0 and 2.0 and
3617 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3618 and offset the noise variation.
3620 The final perlin noise variation is created as follows:
3622 noise = offset + scale * (octave1 +
3623 octave2 * persistence +
3624 octave3 * persistence ^ 2 +
3625 octave4 * persistence ^ 3 +
3631 Noise Parameters are commonly called `NoiseParams`.
3635 After the multiplication by `scale` this is added to the result and is the final
3636 step in creating the noise value.
3637 Can be positive or negative.
3641 Once all octaves have been combined, the result is multiplied by this.
3642 Can be positive or negative.
3646 For octave1, this is roughly the change of input value needed for a very large
3647 variation in the noise value generated by octave1. It is almost like a
3648 'wavelength' for the wavy noise variation.
3649 Each additional octave has a 'wavelength' that is smaller than the previous
3650 octave, to create finer detail. `spread` will therefore roughly be the typical
3651 size of the largest structures in the final noise variation.
3653 `spread` is a vector with values for x, y, z to allow the noise variation to be
3654 stretched or compressed in the desired axes.
3655 Values are positive numbers.
3659 This is a whole number that determines the entire pattern of the noise
3660 variation. Altering it enables different noise patterns to be created.
3661 With other parameters equal, different seeds produce different noise patterns
3662 and identical seeds produce identical noise patterns.
3664 For this parameter you can randomly choose any whole number. Usually it is
3665 preferable for this to be different from other seeds, but sometimes it is useful
3666 to be able to create identical noise patterns.
3668 In some noise APIs the world seed is added to the seed specified in noise
3669 parameters. This is done to make the resulting noise pattern vary in different
3670 worlds, and be 'world-specific'.
3674 The number of simple noise generators that are combined.
3675 A whole number, 1 or more.
3676 Each additional octave adds finer detail to the noise but also increases the
3677 noise calculation load.
3678 3 is a typical minimum for a high quality, complex and natural-looking noise
3679 variation. 1 octave has a slight 'gridlike' appearance.
3681 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3682 size of the finest detail you require. For example:
3683 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3684 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3685 512, 256, 128, 64, 32, 16 nodes.
3686 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3690 Each additional octave has an amplitude that is the amplitude of the previous
3691 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3692 as is often helpful and natural to do so.
3693 Since this controls the balance of fine detail to large-scale detail
3694 `persistence` can be thought of as the 'roughness' of the noise.
3696 A positive or negative non-zero number, often between 0.3 and 1.0.
3697 A common medium value is 0.5, such that each octave has half the amplitude of
3698 the previous octave.
3699 This may need to be tuned when altering `lacunarity`; when doing so consider
3700 that a common medium value is 1 / lacunarity.
3704 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3705 previous octave multiplied by 1 / lacunarity, to create finer detail.
3706 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3708 A positive number no smaller than 1.0.
3709 Values below 2.0 create higher quality noise at the expense of requiring more
3710 octaves to cover a paticular range of 'wavelengths'.
3714 Leave this field unset for no special handling.
3715 Currently supported are `defaults`, `eased` and `absvalue`:
3719 Specify this if you would like to keep auto-selection of eased/not-eased while
3720 specifying some other flags.
3724 Maps noise gradient values onto a quintic S-curve before performing
3725 interpolation. This results in smooth, rolling noise.
3726 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3728 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3730 Easing a 3D noise significantly increases the noise calculation load, so use
3735 The absolute value of each octave's noise variation is used when combining the
3736 octaves. The final perlin noise variation is created as follows:
3738 noise = offset + scale * (abs(octave1) +
3739 abs(octave2) * persistence +
3740 abs(octave3) * persistence ^ 2 +
3741 abs(octave4) * persistence ^ 3 +
3746 For 2D or 3D perlin noise or perlin noise maps:
3751 spread = {x = 500, y = 500, z = 500},
3756 flags = "defaults, absvalue",
3759 For 2D noise the Z component of `spread` is still defined but is ignored.
3760 A single noise parameter table can be used for 2D or 3D noise.
3771 These tell in what manner the ore is generated.
3773 All default ores are of the uniformly-distributed scatter type.
3777 Randomly chooses a location and generates a cluster of ore.
3779 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3780 at that point is greater than the `noise_threshold`, giving the ability to
3781 create a non-equal distribution of ore.
3785 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3786 described by `noise_params` and `noise_threshold`. This is essentially an
3787 improved version of the so-called "stratus" ore seen in some unofficial mods.
3789 This sheet consists of vertical columns of uniform randomly distributed height,
3790 varying between the inclusive range `column_height_min` and `column_height_max`.
3791 If `column_height_min` is not specified, this parameter defaults to 1.
3792 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3793 for reverse compatibility. New code should prefer `column_height_max`.
3795 The `column_midpoint_factor` parameter controls the position of the column at
3796 which ore emanates from.
3797 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3798 equally starting from each direction.
3799 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3800 this parameter is not specified, the default is 0.5.
3802 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3807 Creates a sheet of ore in a cloud-like puff shape.
3809 As with the `sheet` ore type, the size and shape of puffs are described by
3810 `noise_params` and `noise_threshold` and are placed at random vertical
3811 positions within the currently generated chunk.
3813 The vertical top and bottom displacement of each puff are determined by the
3814 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3818 Creates a deformed sphere of ore according to 3d perlin noise described by
3819 `noise_params`. The maximum size of the blob is `clust_size`, and
3820 `clust_scarcity` has the same meaning as with the `scatter` type.
3824 Creates veins of ore varying in density by according to the intersection of two
3825 instances of 3d perlin noise with different seeds, both described by
3828 `random_factor` varies the influence random chance has on placement of an ore
3829 inside the vein, which is `1` by default. Note that modifying this parameter
3830 may require adjusting `noise_threshold`.
3832 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3835 This ore type is difficult to control since it is sensitive to small changes.
3836 The following is a decent set of parameters to work from:
3841 spread = {x=200, y=200, z=200},
3848 noise_threshold = 1.6
3850 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3851 computationally expensive than any other ore.
3855 Creates a single undulating ore stratum that is continuous across mapchunk
3856 borders and horizontally spans the world.
3858 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3859 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3860 defines the stratum's vertical thickness (in units of nodes). Due to being
3861 continuous across mapchunk borders the stratum's vertical thickness is
3864 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3865 to y_max in a simple horizontal stratum.
3867 A parameter `stratum_thickness` can be provided instead of the noise parameter
3868 `np_stratum_thickness`, to create a constant thickness.
3870 Leaving out one or both noise parameters makes the ore generation less
3871 intensive, useful when adding multiple strata.
3873 `y_min` and `y_max` define the limits of the ore generation and for performance
3874 reasons should be set as close together as possible but without clipping the
3875 stratum's Y variation.
3877 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3878 solid-ore stratum would require a `clust_scarcity` of 1.
3880 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3881 `random_factor` are ignored by this ore type.
3886 See section [Flag Specifier Format].
3888 Currently supported flags:
3889 `puff_cliffs`, `puff_additive_composition`.
3893 If set, puff ore generation will not taper down large differences in
3894 displacement when approaching the edge of a puff. This flag has no effect for
3895 ore types other than `puff`.
3897 ### `puff_additive_composition`
3899 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3900 in a negative displacement, the sub-column at that point is not generated. With
3901 this attribute set, puff ore generation will instead generate the absolute
3902 difference in noise displacement values. This flag has no effect for ore types
3911 The varying types of decorations that can be placed.
3916 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3917 a list, if a decoration list is specified). Can specify a certain node it must
3918 spawn next to, such as water or lava, for example. Can also generate a
3919 decoration of random height between a specified lower and upper bound.
3920 This type of decoration is intended for placement of grass, flowers, cacti,
3921 papyri, waterlilies and so on.
3926 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3927 Can specify a probability of a node randomly appearing when placed.
3928 This decoration type is intended to be used for multi-node sized discrete
3929 structures, such as trees, cave spikes, rocks, and so on.
3938 --------------------
3940 A schematic specifier identifies a schematic by either a filename to a
3941 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3942 in the form of a table. This table specifies the following fields:
3944 * The `size` field is a 3D vector containing the dimensions of the provided
3945 schematic. (required field)
3946 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3947 sets the probability of a particular horizontal slice of the schematic being
3948 placed. (optional field)
3949 `ypos` = 0 for the lowest horizontal slice of a schematic.
3950 The default of `prob` is 255.
3951 * The `data` field is a flat table of MapNode tables making up the schematic,
3952 in the order of `[z [y [x]]]`. (required field)
3953 Each MapNode table contains:
3954 * `name`: the name of the map node to place (required)
3955 * `prob` (alias `param1`): the probability of this node being placed
3957 * `param2`: the raw param2 value of the node being placed onto the map
3959 * `force_place`: boolean representing if the node should forcibly overwrite
3960 any previous contents (default: false)
3962 About probability values:
3964 * A probability value of `0` or `1` means that node will never appear
3966 * A probability value of `254` or `255` means the node will always appear
3968 * If the probability value `p` is greater than `1`, then there is a
3969 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3972 Schematic attributes
3973 --------------------
3975 See section [Flag Specifier Format].
3977 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3980 * `place_center_x`: Placement of this decoration is centered along the X axis.
3981 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3982 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3983 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3989 Lua Voxel Manipulator
3990 =====================
3995 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3996 facility. The purpose of this object is for fast, low-level, bulk access to
3997 reading and writing Map content. As such, setting map nodes through VoxelManip
3998 will lack many of the higher level features and concepts you may be used to
3999 with other methods of setting nodes. For example, nodes will not have their
4000 construction and destruction callbacks run, and no rollback information is
4003 It is important to note that VoxelManip is designed for speed, and *not* ease
4004 of use or flexibility. If your mod requires a map manipulation facility that
4005 will handle 100% of all edge cases, or the use of high level node placement
4006 features, perhaps `minetest.set_node()` is better suited for the job.
4008 In addition, VoxelManip might not be faster, or could even be slower, for your
4009 specific use case. VoxelManip is most effective when setting large areas of map
4010 at once - for example, if only setting a 3x3x3 node area, a
4011 `minetest.set_node()` loop may be more optimal. Always profile code using both
4012 methods of map manipulation to determine which is most appropriate for your
4015 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4016 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4021 A VoxelManip object can be created any time using either:
4022 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4024 If the optional position parameters are present for either of these routines,
4025 the specified region will be pre-loaded into the VoxelManip object on creation.
4026 Otherwise, the area of map you wish to manipulate must first be loaded into the
4027 VoxelManip object using `VoxelManip:read_from_map()`.
4029 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4030 formed by these positions indicate the minimum and maximum (respectively)
4031 positions of the area actually loaded in the VoxelManip, which may be larger
4032 than the area requested. For convenience, the loaded area coordinates can also
4033 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4035 Now that the VoxelManip object is populated with map data, your mod can fetch a
4036 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4037 which retrieves an individual node in a MapNode formatted table at the position
4038 requested is the simplest method to use, but also the slowest.
4040 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4043 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4045 * `VoxelManip:get_light_data()` for node light levels, and
4046 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4048 See section [Flat array format] for more details.
4050 It is very important to understand that the tables returned by any of the above
4051 three functions represent a snapshot of the VoxelManip's internal state at the
4052 time of the call. This copy of the data will not magically update itself if
4053 another function modifies the internal VoxelManip state.
4054 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4055 internal state unless otherwise explicitly stated.
4057 Once the bulk data has been edited to your liking, the internal VoxelManip
4058 state can be set using:
4060 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4062 * `VoxelManip:set_light_data()` for node light levels, and
4063 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4065 The parameter to each of the above three functions can use any table at all in
4066 the same flat array format as produced by `get_data()` etc. and is not required
4067 to be a table retrieved from `get_data()`.
4069 Once the internal VoxelManip state has been modified to your liking, the
4070 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4072 ### Flat array format
4075 `Nx = p2.X - p1.X + 1`,
4076 `Ny = p2.Y - p1.Y + 1`, and
4077 `Nz = p2.Z - p1.Z + 1`.
4079 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4080 including the value of the expression `Nx * Ny * Nz`.
4082 Positions offset from p1 are present in the array with the format of:
4085 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4086 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4088 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4089 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4091 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4093 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4096 and the array index for a position p contained completely in p1..p2 is:
4098 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4100 Note that this is the same "flat 3D array" format as
4101 `PerlinNoiseMap:get3dMap_flat()`.
4102 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4103 of the index for a single point in a flat VoxelManip array.
4107 A Content ID is a unique integer identifier for a specific node type.
4108 These IDs are used by VoxelManip in place of the node name string for
4109 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4110 `minetest.get_content_id()` to look up the Content ID for the specified node
4111 name, and `minetest.get_name_from_content_id()` to look up the node name string
4112 for a given Content ID.
4113 After registration of a node, its Content ID will remain the same throughout
4114 execution of the mod.
4115 Note that the node being queried needs to have already been been registered.
4117 The following builtin node types have their Content IDs defined as constants:
4119 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4120 * `minetest.CONTENT_AIR`: ID for "air" nodes
4121 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4123 ### Mapgen VoxelManip objects
4125 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4126 VoxelManip object used by the core's Map Generator (commonly abbreviated
4127 Mapgen). Most of the rules previously described still apply but with a few
4130 * The Mapgen VoxelManip object is retrieved using:
4131 `minetest.get_mapgen_object("voxelmanip")`
4132 * This VoxelManip object already has the region of map just generated loaded
4133 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4134 a Mapgen VoxelManip.
4135 * The `on_generated()` callbacks of some mods may place individual nodes in the
4136 generated area using non-VoxelManip map modification methods. Because the
4137 same Mapgen VoxelManip object is passed through each `on_generated()`
4138 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4139 consistency with the current map state. For this reason, calling any of the
4140 following functions:
4141 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4142 will also update the Mapgen VoxelManip object's internal state active on the
4144 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4145 necessary to update lighting information using either:
4146 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4148 ### Other API functions operating on a VoxelManip
4150 If any VoxelManip contents were set to a liquid node,
4151 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4152 flowing. It is recommended to call this function only after having written all
4153 buffered data back to the VoxelManip object, save for special situations where
4154 the modder desires to only have certain liquid nodes begin flowing.
4156 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4157 will generate all registered decorations and ores throughout the full area
4158 inside of the specified VoxelManip object.
4160 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4161 `minetest.place_schematic()`, except instead of placing the specified schematic
4162 directly on the map at the specified position, it will place the schematic
4163 inside the VoxelManip.
4167 * Attempting to read data from a VoxelManip object before map is read will
4168 result in a zero-length array table for `VoxelManip:get_data()`, and an
4169 "ignore" node at any position for `VoxelManip:get_node_at()`.
4170 * If either a region of map has not yet been generated or is out-of-bounds of
4171 the map, that region is filled with "ignore" nodes.
4172 * Other mods, or the core itself, could possibly modify the area of map
4173 currently loaded into a VoxelManip object. With the exception of Mapgen
4174 VoxelManips (see above section), the internal buffers are not updated. For
4175 this reason, it is strongly encouraged to complete the usage of a particular
4176 VoxelManip object in the same callback it had been created.
4177 * If a VoxelManip object will be used often, such as in an `on_generated()`
4178 callback, consider passing a file-scoped table as the optional parameter to
4179 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4180 to write map data to instead of returning a new table each call. This greatly
4181 enhances performance by avoiding unnecessary memory allocations.
4186 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4187 containing the region formed by `p1` and `p2`.
4188 * returns actual emerged `pmin`, actual emerged `pmax`
4189 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4191 * **important**: data must be set using `VoxelManip:set_data()` before
4193 * if `light` is true, then lighting is automatically recalculated.
4194 The default value is true.
4195 If `light` is false, no light calculations happen, and you should correct
4196 all modified blocks with `minetest.fix_light()` as soon as possible.
4197 Keep in mind that modifying the map where light is incorrect can cause
4199 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4200 the `VoxelManip` at that position
4201 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4203 * `get_data([buffer])`: Retrieves the node content data loaded into the
4204 `VoxelManip` object.
4205 * returns raw node data in the form of an array of node content IDs
4206 * if the param `buffer` is present, this table will be used to store the
4208 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4209 * `update_map()`: Does nothing, kept for compatibility.
4210 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4212 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4213 * To be used only by a `VoxelManip` object from
4214 `minetest.get_mapgen_object`.
4215 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4217 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4218 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4220 * Each value is the bitwise combination of day and night light values
4222 * `light = day + (night * 16)`
4223 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4224 in the `VoxelManip`.
4225 * expects lighting data in the same format that `get_light_data()` returns
4226 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4227 `VoxelManip` object.
4228 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4230 * If the param `buffer` is present, this table will be used to store the
4232 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4234 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4236 * To be used only by a `VoxelManip` object from
4237 `minetest.get_mapgen_object`.
4238 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4239 area if left out or nil. For almost all uses these should be left out
4240 or nil to use the default.
4241 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4242 generated mapchunk above are propagated down into the mapchunk, defaults
4243 to `true` if left out.
4244 * `update_liquids()`: Update liquid flow
4245 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4246 manipulator had been modified since the last read from map, due to a call to
4247 `minetest.set_data()` on the loaded area elsewhere.
4248 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4253 A helper class for voxel areas.
4254 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4255 The coordinates are *inclusive*, like most other things in Minetest.
4259 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4260 `MinEdge` and `MaxEdge`.
4261 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4263 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4265 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4266 * The position (x, y, z) is not checked for being inside the area volume,
4267 being outside can cause an incorrect index result.
4268 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4269 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4270 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4271 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4272 is not checked for being inside the area volume.
4273 * `position(i)`: returns the absolute position vector corresponding to index
4275 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4276 `MinEdge` and `MaxEdge`.
4277 * `containsp(p)`: same as above, except takes a vector
4278 * `containsi(i)`: same as above, except takes an index `i`
4279 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4281 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4283 * `iterp(minp, maxp)`: same as above, except takes a vector
4285 ### Y stride and z stride of a flat array
4287 For a particular position in a voxel area, whose flat array index is known,
4288 it is often useful to know the index of a neighboring or nearby position.
4289 The table below shows the changes of index required for 1 node movements along
4290 the axes in a voxel area:
4292 Movement Change of index
4302 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4304 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4313 A mapgen object is a construct used in map generation. Mapgen objects can be
4314 used by an `on_generate` callback to speed up operations by avoiding
4315 unnecessary recalculations, these can be retrieved using the
4316 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4317 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4318 callback, `nil` is returned.
4320 The following Mapgen objects are currently available:
4324 This returns three values; the `VoxelManip` object to be used, minimum and
4325 maximum emerged position, in that order. All mapgens support this object.
4329 Returns an array containing the y coordinates of the ground levels of nodes in
4330 the most recently generated chunk by the current mapgen.
4334 Returns an array containing the biome IDs of nodes in the most recently
4335 generated chunk by the current mapgen.
4339 Returns an array containing the temperature values of nodes in the most
4340 recently generated chunk by the current mapgen.
4344 Returns an array containing the humidity values of nodes in the most recently
4345 generated chunk by the current mapgen.
4349 Returns a table mapping requested generation notification types to arrays of
4350 positions at which the corresponding generated structures are located within
4351 the current chunk. To set the capture of positions of interest to be recorded
4352 on generate, use `minetest.set_gen_notify()`.
4353 For decorations, the returned positions are the ground surface 'place_on'
4354 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4355 node above the returned position and possibly displaced by 'place_offset_y'.
4357 Possible fields of the table returned are:
4363 * `large_cave_begin`
4367 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4368 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4376 Functions receive a "luaentity" as `self`:
4378 * It has the member `.name`, which is the registered name `("mod:thing")`
4379 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4380 * The original prototype stuff is visible directly via a metatable
4384 * `on_activate(self, staticdata, dtime_s)`
4385 * Called when the object is instantiated.
4386 * `dtime_s` is the time passed since the object was unloaded, which can be
4387 used for updating the entity state.
4388 * `on_deactivate(self)
4389 * Called when the object is about to get removed or unloaded.
4390 * `on_step(self, dtime)`
4391 * Called on every server tick, after movement and collision processing.
4392 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4394 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4395 * Called when somebody punches the object.
4396 * Note that you probably want to handle most punches using the automatic
4398 * `puncher`: an `ObjectRef` (can be `nil`)
4399 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4401 * `tool_capabilities`: capability table of used item (can be `nil`)
4402 * `dir`: unit vector of direction of punch. Always defined. Points from the
4403 puncher to the punched.
4404 * `damage`: damage that will be done to entity.
4405 * Can return `true` to prevent the default damage mechanism.
4406 * `on_death(self, killer)`
4407 * Called when the object dies.
4408 * `killer`: an `ObjectRef` (can be `nil`)
4409 * `on_rightclick(self, clicker)`
4410 * Called when `clicker` pressed the 'place/use' key while pointing
4411 to the object (not neccessarily an actual rightclick)
4412 * `clicker`: an `ObjectRef` (may or may not be a player)
4413 * `on_attach_child(self, child)`
4414 * `child`: an `ObjectRef` of the child that attaches
4415 * `on_detach_child(self, child)`
4416 * `child`: an `ObjectRef` of the child that detaches
4417 * `on_detach(self, parent)`
4418 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4419 * This happens before the parent object is removed from the world
4420 * `get_staticdata(self)`
4421 * Should return a string that will be passed to `on_activate` when the
4422 object is instantiated the next time.
4434 axiom, --string initial tree axiom
4435 rules_a, --string rules set A
4436 rules_b, --string rules set B
4437 rules_c, --string rules set C
4438 rules_d, --string rules set D
4439 trunk, --string trunk node name
4440 leaves, --string leaves node name
4441 leaves2, --string secondary leaves node name
4442 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4443 angle, --num angle in deg
4444 iterations, --num max # of iterations, usually 2 -5
4445 random_level, --num factor to lower nr of iterations, usually 0 - 3
4446 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4447 -- 2x2 nodes or 3x3 in cross shape
4448 thin_branches, --boolean true -> use thin (1 node) branches
4449 fruit, --string fruit node name
4450 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4451 seed, --num random seed, if no seed is provided, the engine
4455 Key for special L-System symbols used in axioms
4456 -----------------------------------------------
4458 * `G`: move forward one unit with the pen up
4459 * `F`: move forward one unit with the pen down drawing trunks and branches
4460 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4461 * `T`: move forward one unit with the pen down drawing trunks only
4462 * `R`: move forward one unit with the pen down placing fruit
4463 * `A`: replace with rules set A
4464 * `B`: replace with rules set B
4465 * `C`: replace with rules set C
4466 * `D`: replace with rules set D
4467 * `a`: replace with rules set A, chance 90%
4468 * `b`: replace with rules set B, chance 80%
4469 * `c`: replace with rules set C, chance 70%
4470 * `d`: replace with rules set D, chance 60%
4471 * `+`: yaw the turtle right by `angle` parameter
4472 * `-`: yaw the turtle left by `angle` parameter
4473 * `&`: pitch the turtle down by `angle` parameter
4474 * `^`: pitch the turtle up by `angle` parameter
4475 * `/`: roll the turtle to the right by `angle` parameter
4476 * `*`: roll the turtle to the left by `angle` parameter
4477 * `[`: save in stack current state info
4478 * `]`: recover from stack state info
4483 Spawn a small apple tree:
4485 pos = {x=230,y=20,z=4}
4488 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4489 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4490 trunk="default:tree",
4491 leaves="default:leaves",
4495 trunk_type="single",
4498 fruit="default:apple"
4500 minetest.spawn_tree(pos,apple_tree)
4505 'minetest' namespace reference
4506 ==============================
4511 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4513 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4514 e.g. `"/home/user/.minetest/usermods/modname"`.
4515 * Returns nil if the mod is not enabled or does not exist (not installed).
4516 * Works regardless of whether the mod has been loaded yet.
4517 * Useful for loading additional `.lua` modules or static data from a mod,
4518 or checking if a mod is enabled.
4519 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4520 * Does not include disabled mods, even if they are installed.
4521 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4522 * Useful for storing custom data
4523 * `minetest.is_singleplayer()`
4524 * `minetest.features`: Table containing API feature flags
4527 glasslike_framed = true, -- 0.4.7
4528 nodebox_as_selectionbox = true, -- 0.4.7
4529 get_all_craft_recipes_works = true, -- 0.4.7
4530 -- The transparency channel of textures can optionally be used on
4532 use_texture_alpha = true,
4533 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4534 no_legacy_abms = true,
4535 -- Texture grouping is possible using parentheses (0.4.11)
4536 texture_names_parens = true,
4537 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4538 area_store_custom_ids = true,
4539 -- add_entity supports passing initial staticdata to on_activate
4541 add_entity_with_staticdata = true,
4542 -- Chat messages are no longer predicted (0.4.16)
4543 no_chat_message_prediction = true,
4544 -- The transparency channel of textures can optionally be used on
4545 -- objects (ie: players and lua entities) (5.0.0)
4546 object_use_texture_alpha = true,
4547 -- Object selectionbox is settable independently from collisionbox
4549 object_independent_selectionbox = true,
4550 -- Specifies whether binary data can be uploaded or downloaded using
4551 -- the HTTP API (5.1.0)
4552 httpfetch_binary_data = true,
4553 -- Whether formspec_version[<version>] may be used (5.1.0)
4554 formspec_version_element = true,
4555 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4556 area_store_persistent_ids = true,
4557 -- Whether minetest.find_path is functional (5.2.0)
4558 pathfinder_works = true,
4559 -- Whether Collision info is available to an objects' on_step (5.3.0)
4560 object_step_has_moveresult = true,
4561 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4562 direct_velocity_on_players = true,
4563 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4564 use_texture_alpha_string_modes = true,
4565 -- degrotate param2 rotates in units of 1.5° instead of 2°
4566 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4567 degrotate_240_steps = true,
4568 -- ABM supports min_y and max_y fields in definition (5.5.0)
4569 abm_min_max_y = true,
4572 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4573 * `arg`: string or table in format `{foo=true, bar=true}`
4574 * `missing_features`: `{foo=true, bar=true}`
4575 * `minetest.get_player_information(player_name)`: Table containing information
4576 about a player. Example return value:
4579 address = "127.0.0.1", -- IP address of client
4580 ip_version = 4, -- IPv4 / IPv6
4581 connection_uptime = 200, -- seconds since client connected
4582 protocol_version = 32, -- protocol version used by client
4583 formspec_version = 2, -- supported formspec version
4584 lang_code = "fr" -- Language code used for translation
4585 -- the following keys can be missing if no stats have been collected yet
4586 min_rtt = 0.01, -- minimum round trip time
4587 max_rtt = 0.2, -- maximum round trip time
4588 avg_rtt = 0.02, -- average round trip time
4589 min_jitter = 0.01, -- minimum packet time jitter
4590 max_jitter = 0.5, -- maximum packet time jitter
4591 avg_jitter = 0.03, -- average packet time jitter
4592 -- the following information is available in a debug build only!!!
4593 -- DO NOT USE IN MODS
4594 --ser_vers = 26, -- serialization version used by client
4595 --major = 0, -- major version number
4596 --minor = 4, -- minor version number
4597 --patch = 10, -- patch version number
4598 --vers_string = "0.4.9-git", -- full version string
4599 --state = "Active" -- current client state
4602 * `minetest.mkdir(path)`: returns success.
4603 * Creates a directory specified by `path`, creating parent directories
4604 if they don't exist.
4605 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4607 * nil: return all entries,
4608 * true: return only subdirectory names, or
4609 * false: return only file names.
4610 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4611 * Replaces contents of file at path with new contents in a safe (atomic)
4612 way. Use this instead of below code when writing e.g. database files:
4613 `local f = io.open(path, "wb"); f:write(content); f:close()`
4614 * `minetest.get_version()`: returns a table containing components of the
4615 engine version. Components:
4616 * `project`: Name of the project, eg, "Minetest"
4617 * `string`: Simple version, eg, "1.2.3-dev"
4618 * `hash`: Full git version (only set if available),
4619 eg, "1.2.3-dev-01234567-dirty".
4620 Use this for informational purposes only. The information in the returned
4621 table does not represent the capabilities of the engine, nor is it
4622 reliable or verifiable. Compatible forks will have a different name and
4623 version entirely. To check for the presence of engine features, test
4624 whether the functions exported by the wanted features exist. For example:
4625 `if minetest.check_for_falling then ... end`.
4626 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4627 * `data`: string of data to hash
4628 * `raw`: return raw bytes instead of hex digits, default: false
4629 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4630 ColorString. If the ColorSpec is invalid, returns `nil`.
4631 * `colorspec`: The ColorSpec to convert
4632 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4633 string of four bytes in an RGBA layout, returned as a string.
4634 * `colorspec`: The ColorSpec to convert
4635 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4636 image and return it in string form.
4637 * `width`: Width of the image
4638 * `height`: Height of the image
4639 * `data`: Image data, one of:
4640 * array table of ColorSpec, length must be width*height
4641 * string with raw RGBA pixels, length must be width*height*4
4642 * `compression`: Optional zlib compression level, number in range 0 to 9.
4643 The data is one-dimensional, starting in the upper left corner of the image
4644 and laid out in scanlines going from left to right, then top to bottom.
4645 Please note that it's not safe to use string.char to generate raw data,
4646 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4647 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4648 You may use this to procedurally generate textures during server init.
4653 * `minetest.debug(...)`
4654 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4655 * `minetest.log([level,] text)`
4656 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4657 `"info"`, or `"verbose"`. Default is `"none"`.
4659 Registration functions
4660 ----------------------
4662 Call these functions only at load time!
4666 * `minetest.register_node(name, node definition)`
4667 * `minetest.register_craftitem(name, item definition)`
4668 * `minetest.register_tool(name, item definition)`
4669 * `minetest.override_item(name, redefinition)`
4670 * Overrides fields of an item registered with register_node/tool/craftitem.
4671 * Note: Item must already be defined, (opt)depend on the mod defining it.
4672 * Example: `minetest.override_item("default:mese",
4673 {light_source=minetest.LIGHT_MAX})`
4674 * `minetest.unregister_item(name)`
4675 * Unregisters the item from the engine, and deletes the entry with key
4676 `name` from `minetest.registered_items` and from the associated item table
4677 according to its nature: `minetest.registered_nodes`, etc.
4678 * `minetest.register_entity(name, entity definition)`
4679 * `minetest.register_abm(abm definition)`
4680 * `minetest.register_lbm(lbm definition)`
4681 * `minetest.register_alias(alias, original_name)`
4682 * Also use this to set the 'mapgen aliases' needed in a game for the core
4683 mapgens. See [Mapgen aliases] section above.
4684 * `minetest.register_alias_force(alias, original_name)`
4685 * `minetest.register_ore(ore definition)`
4686 * Returns an integer object handle uniquely identifying the registered
4688 * The order of ore registrations determines the order of ore generation.
4689 * `minetest.register_biome(biome definition)`
4690 * Returns an integer object handle uniquely identifying the registered
4691 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4692 * `minetest.unregister_biome(name)`
4693 * Unregisters the biome from the engine, and deletes the entry with key
4694 `name` from `minetest.registered_biomes`.
4695 * Warning: This alters the biome to biome ID correspondences, so any
4696 decorations or ores using the 'biomes' field must afterwards be cleared
4698 * `minetest.register_decoration(decoration definition)`
4699 * Returns an integer object handle uniquely identifying the registered
4700 decoration on success. To get the decoration ID, use
4701 `minetest.get_decoration_id`.
4702 * The order of decoration registrations determines the order of decoration
4704 * `minetest.register_schematic(schematic definition)`
4705 * Returns an integer object handle uniquely identifying the registered
4706 schematic on success.
4707 * If the schematic is loaded from a file, the `name` field is set to the
4709 * If the function is called when loading the mod, and `name` is a relative
4710 path, then the current mod path will be prepended to the schematic
4712 * `minetest.clear_registered_biomes()`
4713 * Clears all biomes currently registered.
4714 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4715 correspondences, so any decorations or ores using the 'biomes' field must
4716 afterwards be cleared and re-registered.
4717 * `minetest.clear_registered_decorations()`
4718 * Clears all decorations currently registered.
4719 * `minetest.clear_registered_ores()`
4720 * Clears all ores currently registered.
4721 * `minetest.clear_registered_schematics()`
4722 * Clears all schematics currently registered.
4726 * `minetest.register_craft(recipe)`
4727 * Check recipe table syntax for different types below.
4728 * `minetest.clear_craft(recipe)`
4729 * Will erase existing craft based either on output item or on input recipe.
4730 * Specify either output or input only. If you specify both, input will be
4731 ignored. For input use the same recipe table syntax as for
4732 `minetest.register_craft(recipe)`. For output specify only the item,
4734 * Returns false if no erase candidate could be found, otherwise returns true.
4735 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4736 ignored if the recipe contains output. Erasing is then done independently
4737 from the crafting method.
4738 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4739 * `minetest.override_chatcommand(name, redefinition)`
4740 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4741 * `minetest.unregister_chatcommand(name)`
4742 * Unregisters a chatcommands registered with `register_chatcommand`.
4743 * `minetest.register_privilege(name, definition)`
4744 * `definition` can be a description or a definition table (see [Privilege
4746 * If it is a description, the priv will be granted to singleplayer and admin
4748 * To allow players with `basic_privs` to grant, see the `basic_privs`
4749 minetest.conf setting.
4750 * `minetest.register_authentication_handler(authentication handler definition)`
4751 * Registers an auth handler that overrides the builtin one.
4752 * This function can be called by a single mod once only.
4754 Global callback registration functions
4755 --------------------------------------
4757 Call these functions only at load time!
4759 * `minetest.register_globalstep(function(dtime))`
4760 * Called every server step, usually interval of 0.1s
4761 * `minetest.register_on_mods_loaded(function())`
4762 * Called after mods have finished loading and before the media is cached or the
4764 * `minetest.register_on_shutdown(function())`
4765 * Called before server shutdown
4766 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4767 registered callbacks **will likely not be run**. Data should be saved at
4768 semi-frequent intervals as well as on server shutdown.
4769 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4770 * Called when a node has been placed
4771 * If return `true` no item is taken from `itemstack`
4772 * `placer` may be any valid ObjectRef or nil.
4773 * **Not recommended**; use `on_construct` or `after_place_node` in node
4774 definition whenever possible.
4775 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4776 * Called when a node has been dug.
4777 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4778 definition whenever possible.
4779 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4780 * Called when a node is punched
4781 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4782 * Called after generating a piece of world. Modifying nodes inside the area
4783 is a bit faster than usually.
4784 * `minetest.register_on_newplayer(function(ObjectRef))`
4785 * Called when a new player enters the world for the first time
4786 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4787 * Called when a player is punched
4788 * Note: This callback is invoked even if the punched player is dead.
4789 * `player`: ObjectRef - Player that was punched
4790 * `hitter`: ObjectRef - Player that hit
4791 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4793 * `tool_capabilities`: Capability table of used item (can be nil)
4794 * `dir`: Unit vector of direction of punch. Always defined. Points from
4795 the puncher to the punched.
4796 * `damage`: Number that represents the damage calculated by the engine
4797 * should return `true` to prevent the default damage mechanism
4798 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4799 * Called when the 'place/use' key was used while pointing a player
4800 (not neccessarily an actual rightclick)
4801 * `player`: ObjectRef - Player that is acted upon
4802 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
4803 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4804 * Called when the player gets damaged or healed
4805 * `player`: ObjectRef of the player
4806 * `hp_change`: the amount of change. Negative when it is damage.
4807 * `reason`: a PlayerHPChangeReason table.
4808 * The `type` field will have one of the following values:
4809 * `set_hp`: A mod or the engine called `set_hp` without
4810 giving a type - use this for custom damage types.
4811 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4813 * `node_damage`: `damage_per_second` from a neighbouring node.
4814 `reason.node` will hold the node name or nil.
4817 * Any of the above types may have additional fields from mods.
4818 * `reason.from` will be `mod` or `engine`.
4819 * `modifier`: when true, the function should return the actual `hp_change`.
4820 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4821 Modifiers can return true as a second argument to stop the execution of further functions.
4822 Non-modifiers receive the final HP change calculated by the modifiers.
4823 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4824 * Called when a player dies
4825 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4826 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4827 * Called when player is to be respawned
4828 * Called _before_ repositioning of player occurs
4829 * return true in func to disable regular player placement
4830 * `minetest.register_on_prejoinplayer(function(name, ip))`
4831 * Called when a client connects to the server, prior to authentication
4832 * If it returns a string, the client is disconnected with that string as
4834 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4835 * Called when a player joins the game
4836 * `last_login`: The timestamp of the previous login, or nil if player is new
4837 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4838 * Called when a player leaves the game
4839 * `timed_out`: True for timeout, false for other reasons.
4840 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4841 * Called when a client attempts to log into an account.
4842 * `name`: The name of the account being authenticated.
4843 * `ip`: The IP address of the client
4844 * `is_success`: Whether the client was successfully authenticated
4845 * For newly registered accounts, `is_success` will always be true
4846 * `minetest.register_on_auth_fail(function(name, ip))`
4847 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4848 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4849 * Called when a player cheats
4850 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4852 * `interacted_too_far`
4853 * `interacted_with_self`
4854 * `interacted_while_dead`
4855 * `finished_unknown_dig`
4858 * `minetest.register_on_chat_message(function(name, message))`
4859 * Called always when a player says something
4860 * Return `true` to mark the message as handled, which means that it will
4861 not be sent to other players.
4862 * `minetest.register_on_chatcommand(function(name, command, params))`
4863 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4864 is checked to see if the command exists, but after the input is parsed.
4865 * Return `true` to mark the command as handled, which means that the default
4866 handlers will be prevented.
4867 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4868 * Called when the server received input from `player` in a formspec with
4869 the given `formname`. Specifically, this is called on any of the
4871 * a button was pressed,
4872 * Enter was pressed while the focus was on a text field
4873 * a checkbox was toggled,
4874 * something was selected in a dropdown list,
4875 * a different tab was selected,
4876 * selection was changed in a textlist or table,
4877 * an entry was double-clicked in a textlist or table,
4878 * a scrollbar was moved, or
4879 * the form was actively closed by the player.
4880 * Fields are sent for formspec elements which define a field. `fields`
4881 is a table containing each formspecs element value (as string), with
4882 the `name` parameter as index for each. The value depends on the
4883 formspec element type:
4884 * `animated_image`: Returns the index of the current frame.
4885 * `button` and variants: If pressed, contains the user-facing button
4886 text as value. If not pressed, is `nil`
4887 * `field`, `textarea` and variants: Text in the field
4888 * `dropdown`: Either the index or value, depending on the `index event`
4890 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4891 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4892 * `textlist`: See `minetest.explode_textlist_event`
4893 * `table`: See `minetest.explode_table_event`
4894 * `scrollbar`: See `minetest.explode_scrollbar_event`
4895 * Special case: `["quit"]="true"` is sent when the user actively
4896 closed the form by mouse click, keypress or through a button_exit[]
4898 * Special case: `["key_enter"]="true"` is sent when the user pressed
4899 the Enter key and the focus was either nowhere (causing the formspec
4900 to be closed) or on a button. If the focus was on a text field,
4901 additionally, the index `key_enter_field` contains the name of the
4902 text field. See also: `field_close_on_enter`.
4903 * Newest functions are called first
4904 * If function returns `true`, remaining functions are not called
4905 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4906 * Called when `player` crafts something
4907 * `itemstack` is the output
4908 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4910 * `craft_inv` is the inventory with the crafting grid
4911 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4913 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4914 * The same as before, except that it is called before the player crafts, to
4915 make craft prediction, and it should not change anything.
4916 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4917 * Determines how much of a stack may be taken, put or moved to a
4919 * `player` (type `ObjectRef`) is the player who modified the inventory
4920 `inventory` (type `InvRef`).
4921 * List of possible `action` (string) values and their
4922 `inventory_info` (table) contents:
4923 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4924 * `put`: `{listname=string, index=number, stack=ItemStack}`
4925 * `take`: Same as `put`
4926 * Return a numeric value to limit the amount of items to be taken, put or
4927 moved. A value of `-1` for `take` will make the source stack infinite.
4928 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4929 * Called after a take, put or move event from/to/in a player inventory
4930 * Function arguments: see `minetest.register_allow_player_inventory_action`
4931 * Does not accept or handle any return value.
4932 * `minetest.register_on_protection_violation(function(pos, name))`
4933 * Called by `builtin` and mods when a player violates protection at a
4934 position (eg, digs a node or punches a protected entity).
4935 * The registered functions can be called using
4936 `minetest.record_protection_violation`.
4937 * The provided function should check that the position is protected by the
4938 mod calling this function before it prints a message, if it does, to
4939 allow for multiple protection mods.
4940 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4941 * Called when an item is eaten, by `minetest.item_eat`
4942 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4943 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4944 * Called when `granter` grants the priv `priv` to `name`.
4945 * Note that the callback will be called twice if it's done by a player,
4946 once with granter being the player name, and again with granter being nil.
4947 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4948 * Called when `revoker` revokes the priv `priv` from `name`.
4949 * Note that the callback will be called twice if it's done by a player,
4950 once with revoker being the player name, and again with revoker being nil.
4951 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4952 * Called when `name` user connects with `ip`.
4953 * Return `true` to by pass the player limit
4954 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4955 * Called when an incoming mod channel message is received
4956 * You should have joined some channels to receive events.
4957 * If message comes from a server mod, `sender` field is an empty string.
4958 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
4959 * Called after liquid nodes are modified by the engine's liquid transformation
4961 * `pos_list` is an array of all modified positions.
4962 * `node_list` is an array of the old node that was previously at the position
4963 with the corresponding index in pos_list.
4968 * `minetest.settings`: Settings object containing all of the settings from the
4969 main config file (`minetest.conf`).
4970 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4971 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4976 * `minetest.string_to_privs(str[, delim])`:
4977 * Converts string representation of privs into table form
4978 * `delim`: String separating the privs. Defaults to `","`.
4979 * Returns `{ priv1 = true, ... }`
4980 * `minetest.privs_to_string(privs[, delim])`:
4981 * Returns the string representation of `privs`
4982 * `delim`: String to delimit privs. Defaults to `","`.
4983 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4984 * `minetest.check_player_privs(player_or_name, ...)`:
4985 returns `bool, missing_privs`
4986 * A quickhand for checking privileges.
4987 * `player_or_name`: Either a Player object or the name of a player.
4988 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4989 a table, e.g. `{ priva = true, privb = true }`.
4991 * `minetest.check_password_entry(name, entry, password)`
4992 * Returns true if the "password entry" for a player with name matches given
4993 password, false otherwise.
4994 * The "password entry" is the password representation generated by the
4995 engine as returned as part of a `get_auth()` call on the auth handler.
4996 * Only use this function for making it possible to log in via password from
4997 external protocols such as IRC, other uses are frowned upon.
4998 * `minetest.get_password_hash(name, raw_password)`
4999 * Convert a name-password pair to a password hash that Minetest can use.
5000 * The returned value alone is not a good basis for password checks based
5001 on comparing the password hash in the database with the password hash
5002 from the function, with an externally provided password, as the hash
5003 in the db might use the new SRP verifier format.
5004 * For this purpose, use `minetest.check_password_entry` instead.
5005 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5007 * The player needs to be online for this to be successful.
5009 * `minetest.get_auth_handler()`: Return the currently active auth handler
5010 * See the [Authentication handler definition]
5011 * Use this to e.g. get the authentication data for a player:
5012 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5013 * `minetest.notify_authentication_modified(name)`
5014 * Must be called by the authentication handler for privilege changes.
5015 * `name`: string; if omitted, all auth data should be considered modified
5016 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5018 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5020 * `minetest.auth_reload()`
5021 * See `reload()` in authentication handler definition
5023 `minetest.set_player_password`, `minetest.set_player_privs`,
5024 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5030 * `minetest.chat_send_all(text)`
5031 * `minetest.chat_send_player(name, text)`
5032 * `minetest.format_chat_message(name, message)`
5033 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5034 Refer to the documentation of the setting for a list of valid placeholders.
5035 * Takes player name and message, and returns the formatted string to be sent to players.
5036 * Can be redefined by mods if required, for things like colored names or messages.
5037 * **Only** the first occurrence of each placeholder will be replaced.
5042 * `minetest.set_node(pos, node)`
5043 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5044 * Set node at position `pos`
5045 * `node`: table `{name=string, param1=number, param2=number}`
5046 * If param1 or param2 is omitted, it's set to `0`.
5047 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5048 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5049 * Set node on all positions set in the first argument.
5050 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5051 * For node specification or position syntax see `minetest.set_node` call
5052 * Faster than set_node due to single call, but still considerably slower
5053 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5054 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5055 in spread out positions which would cause LVMs to waste memory.
5056 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5058 * `minetest.swap_node(pos, node)`
5059 * Set node at position, but don't remove metadata
5060 * `minetest.remove_node(pos)`
5061 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5062 * `minetest.get_node(pos)`
5063 * Returns the node at the given position as table in the format
5064 `{name="node_name", param1=0, param2=0}`,
5065 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5066 * `minetest.get_node_or_nil(pos)`
5067 * Same as `get_node` but returns `nil` for unloaded areas.
5068 * `minetest.get_node_light(pos, timeofday)`
5069 * Gets the light value at the given position. Note that the light value
5070 "inside" the node at the given position is returned, so you usually want
5071 to get the light value of a neighbor.
5072 * `pos`: The position where to measure the light.
5073 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5074 * Returns a number between `0` and `15` or `nil`
5075 * `nil` is returned e.g. when the map isn't loaded at `pos`
5076 * `minetest.get_natural_light(pos[, timeofday])`
5077 * Figures out the sunlight (or moonlight) value at pos at the given time of
5079 * `pos`: The position of the node
5080 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5081 * Returns a number between `0` and `15` or `nil`
5082 * This function tests 203 nodes in the worst case, which happens very
5084 * `minetest.get_artificial_light(param1)`
5085 * Calculates the artificial light (light from e.g. torches) value from the
5087 * `param1`: The param1 value of a `paramtype = "light"` node.
5088 * Returns a number between `0` and `15`
5089 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5090 ensures compatibility.
5091 * `minetest.place_node(pos, node)`
5092 * Place node with the same effects that a player would cause
5093 * `minetest.dig_node(pos)`
5094 * Dig node with the same effects that a player would cause
5095 * Returns `true` if successful, `false` on failure (e.g. protected location)
5096 * `minetest.punch_node(pos)`
5097 * Punch node with the same effects that a player would cause
5098 * `minetest.spawn_falling_node(pos)`
5099 * Change node into falling node
5100 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5102 * `minetest.find_nodes_with_meta(pos1, pos2)`
5103 * Get a table of positions of nodes that have metadata within a region
5105 * `minetest.get_meta(pos)`
5106 * Get a `NodeMetaRef` at that position
5107 * `minetest.get_node_timer(pos)`
5108 * Get `NodeTimerRef`
5110 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5112 * Returns `ObjectRef`, or `nil` if failed
5113 * `minetest.add_item(pos, item)`: Spawn item
5114 * Returns `ObjectRef`, or `nil` if failed
5115 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5116 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5118 * `radius`: using an euclidean metric
5119 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5121 * `pos1` and `pos2` are the min and max positions of the area to search.
5122 * `minetest.set_timeofday(val)`
5123 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5124 * `minetest.get_timeofday()`
5125 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5127 * `minetest.get_day_count()`: returns number days elapsed since world was
5129 * accounts for time changes.
5130 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5132 * `radius`: using a maximum metric
5133 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5134 * `search_center` is an optional boolean (default: `false`)
5135 If true `pos` is also checked for the nodes
5136 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5137 * `pos1` and `pos2` are the min and max positions of the area to search.
5138 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5139 * If `grouped` is true the return value is a table indexed by node name
5140 which contains lists of positions.
5141 * If `grouped` is false or absent the return values are as follows:
5142 first value: Table with all node positions
5143 second value: Table with the count of each node with the node name
5145 * Area volume is limited to 4,096,000 nodes
5146 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5148 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5149 * Return value: Table with all node positions with a node air above
5150 * Area volume is limited to 4,096,000 nodes
5151 * `minetest.get_perlin(noiseparams)`
5152 * Return world-specific perlin noise.
5153 * The actual seed used is the noiseparams seed plus the world seed.
5154 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5155 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5156 * Return world-specific perlin noise.
5157 * `minetest.get_voxel_manip([pos1, pos2])`
5158 * Return voxel manipulator object.
5159 * Loads the manipulator from the map if positions are passed.
5160 * `minetest.set_gen_notify(flags, {deco_ids})`
5161 * Set the types of on-generate notifications that should be collected.
5162 * `flags` is a flag field with the available flags:
5170 * The second parameter is a list of IDs of decorations which notification
5172 * `minetest.get_gen_notify()`
5173 * Returns a flagstring and a table with the `deco_id`s.
5174 * `minetest.get_decoration_id(decoration_name)`
5175 * Returns the decoration ID number for the provided decoration name string,
5176 or `nil` on failure.
5177 * `minetest.get_mapgen_object(objectname)`
5178 * Return requested mapgen object if available (see [Mapgen objects])
5179 * `minetest.get_heat(pos)`
5180 * Returns the heat at the position, or `nil` on failure.
5181 * `minetest.get_humidity(pos)`
5182 * Returns the humidity at the position, or `nil` on failure.
5183 * `minetest.get_biome_data(pos)`
5184 * Returns a table containing:
5185 * `biome` the biome id of the biome at that position
5186 * `heat` the heat at the position
5187 * `humidity` the humidity at the position
5188 * Or returns `nil` on failure.
5189 * `minetest.get_biome_id(biome_name)`
5190 * Returns the biome id, as used in the biomemap Mapgen object and returned
5191 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5192 * `minetest.get_biome_name(biome_id)`
5193 * Returns the biome name string for the provided biome id, or `nil` on
5195 * If no biomes have been registered, such as in mgv6, returns `default`.
5196 * `minetest.get_mapgen_params()`
5197 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5198 * Returns a table containing:
5204 * `minetest.set_mapgen_params(MapgenParams)`
5205 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5207 * Set map generation parameters.
5208 * Function cannot be called after the registration period; only
5209 initialization and `on_mapgen_init`.
5210 * Takes a table as an argument with the fields:
5216 * Leave field unset to leave that parameter unchanged.
5217 * `flags` contains a comma-delimited string of flags to set, or if the
5218 prefix `"no"` is attached, clears instead.
5219 * `flags` is in the same format and has the same options as `mg_flags` in
5221 * `minetest.get_mapgen_setting(name)`
5222 * Gets the *active* mapgen setting (or nil if none exists) in string
5223 format with the following order of precedence:
5224 1) Settings loaded from map_meta.txt or overrides set during mod
5226 2) Settings set by mods without a metafile override
5227 3) Settings explicitly set in the user config file, minetest.conf
5228 4) Settings set as the user config default
5229 * `minetest.get_mapgen_setting_noiseparams(name)`
5230 * Same as above, but returns the value as a NoiseParams table if the
5231 setting `name` exists and is a valid NoiseParams.
5232 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5233 * Sets a mapgen param to `value`, and will take effect if the corresponding
5234 mapgen setting is not already present in map_meta.txt.
5235 * `override_meta` is an optional boolean (default: `false`). If this is set
5236 to true, the setting will become the active setting regardless of the map
5238 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5239 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5240 * Same as above, except value is a NoiseParams table.
5241 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5242 * Sets the noiseparams setting of `name` to the noiseparams table specified
5244 * `set_default` is an optional boolean (default: `true`) that specifies
5245 whether the setting should be applied to the default config or current
5247 * `minetest.get_noiseparams(name)`
5248 * Returns a table of the noiseparams for name.
5249 * `minetest.generate_ores(vm, pos1, pos2)`
5250 * Generate all registered ores within the VoxelManip `vm` and in the area
5251 from `pos1` to `pos2`.
5252 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5253 * `minetest.generate_decorations(vm, pos1, pos2)`
5254 * Generate all registered decorations within the VoxelManip `vm` and in the
5255 area from `pos1` to `pos2`.
5256 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5257 * `minetest.clear_objects([options])`
5258 * Clear all objects in the environment
5259 * Takes an optional table as an argument with the field `mode`.
5260 * mode = `"full"` : Load and go through every mapblock, clearing
5262 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5263 clear objects in unloaded mapblocks only when the
5264 mapblocks are next activated.
5265 * `minetest.load_area(pos1[, pos2])`
5266 * Load the mapblocks containing the area from `pos1` to `pos2`.
5267 `pos2` defaults to `pos1` if not specified.
5268 * This function does not trigger map generation.
5269 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5270 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5271 asynchronously fetched from memory, loaded from disk, or if inexistent,
5273 * If `callback` is a valid Lua function, this will be called for each block
5275 * The function signature of callback is:
5276 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5277 * `blockpos` is the *block* coordinates of the block that had been
5279 * `action` could be one of the following constant values:
5280 * `minetest.EMERGE_CANCELLED`
5281 * `minetest.EMERGE_ERRORED`
5282 * `minetest.EMERGE_FROM_MEMORY`
5283 * `minetest.EMERGE_FROM_DISK`
5284 * `minetest.EMERGE_GENERATED`
5285 * `calls_remaining` is the number of callbacks to be expected after
5287 * `param` is the user-defined parameter passed to emerge_area (or
5288 nil if the parameter was absent).
5289 * `minetest.delete_area(pos1, pos2)`
5290 * delete all mapblocks in the area from pos1 to pos2, inclusive
5291 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5292 * Checks if there is anything other than air between pos1 and pos2.
5293 * Returns false if something is blocking the sight.
5294 * Returns the position of the blocking node when `false`
5295 * `pos1`: First position
5296 * `pos2`: Second position
5297 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5298 * Creates a `Raycast` object.
5299 * `pos1`: start of the ray
5300 * `pos2`: end of the ray
5301 * `objects`: if false, only nodes will be returned. Default is `true`.
5302 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5303 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5304 * returns table containing path that can be walked on
5305 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5307 * Reasons for failure:
5308 * No path exists at all
5309 * No path exists within `searchdistance` (see below)
5310 * Start or end pos is buried in land
5311 * `pos1`: start position
5312 * `pos2`: end position
5313 * `searchdistance`: maximum distance from the search positions to search in.
5314 In detail: Path must be completely inside a cuboid. The minimum
5315 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5316 Larger values will increase the size of this cuboid in all directions
5317 * `max_jump`: maximum height difference to consider walkable
5318 * `max_drop`: maximum height difference to consider droppable
5319 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5320 Difference between `"A*"` and `"A*_noprefetch"` is that
5321 `"A*"` will pre-calculate the cost-data, the other will calculate it
5323 * `minetest.spawn_tree (pos, {treedef})`
5324 * spawns L-system tree at given `pos` with definition in `treedef` table
5325 * `minetest.transforming_liquid_add(pos)`
5326 * add node to liquid update queue
5327 * `minetest.get_node_max_level(pos)`
5328 * get max available level for leveled node
5329 * `minetest.get_node_level(pos)`
5330 * get level of leveled node (water, snow)
5331 * `minetest.set_node_level(pos, level)`
5332 * set level of leveled node, default `level` equals `1`
5333 * if `totallevel > maxlevel`, returns rest (`total-max`).
5334 * `minetest.add_node_level(pos, level)`
5335 * increase level of leveled node by level, default `level` equals `1`
5336 * if `totallevel > maxlevel`, returns rest (`total-max`)
5337 * `level` must be between -127 and 127
5338 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5339 * resets the light in a cuboid-shaped part of
5340 the map and removes lighting bugs.
5341 * Loads the area if it is not loaded.
5342 * `pos1` is the corner of the cuboid with the least coordinates
5343 (in node coordinates), inclusive.
5344 * `pos2` is the opposite corner of the cuboid, inclusive.
5345 * The actual updated cuboid might be larger than the specified one,
5346 because only whole map blocks can be updated.
5347 The actual updated area consists of those map blocks that intersect
5348 with the given cuboid.
5349 * However, the neighborhood of the updated area might change
5350 as well, as light can spread out of the cuboid, also light
5352 * returns `false` if the area is not fully generated,
5354 * `minetest.check_single_for_falling(pos)`
5355 * causes an unsupported `group:falling_node` node to fall and causes an
5356 unattached `group:attached_node` node to fall.
5357 * does not spread these updates to neighbours.
5358 * `minetest.check_for_falling(pos)`
5359 * causes an unsupported `group:falling_node` node to fall and causes an
5360 unattached `group:attached_node` node to fall.
5361 * spread these updates to neighbours and can cause a cascade
5363 * `minetest.get_spawn_level(x, z)`
5364 * Returns a player spawn y co-ordinate for the provided (x, z)
5365 co-ordinates, or `nil` for an unsuitable spawn point.
5366 * For most mapgens a 'suitable spawn point' is one with y between
5367 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5368 so `nil` will be returned for many (x, z) co-ordinates.
5369 * The spawn level returned is for a player spawn in unmodified terrain.
5370 * The spawn level is intentionally above terrain level to cope with
5371 full-node biome 'dust' nodes.
5376 You can find mod channels communication scheme in `doc/mod_channels.png`.
5378 * `minetest.mod_channel_join(channel_name)`
5379 * Server joins channel `channel_name`, and creates it if necessary. You
5380 should listen for incoming messages with
5381 `minetest.register_on_modchannel_message`
5386 `minetest.get_inventory(location)`: returns an `InvRef`
5389 * `{type="player", name="celeron55"}`
5390 * `{type="node", pos={x=, y=, z=}}`
5391 * `{type="detached", name="creative"}`
5392 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5394 * `callbacks`: See [Detached inventory callbacks]
5395 * `player_name`: Make detached inventory available to one player
5396 exclusively, by default they will be sent to every player (even if not
5398 Note that this parameter is mostly just a workaround and will be removed
5400 * Creates a detached inventory. If it already exists, it is cleared.
5401 * `minetest.remove_detached_inventory(name)`
5402 * Returns a `boolean` indicating whether the removal succeeded.
5403 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5404 returns left over ItemStack.
5405 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5410 * `minetest.show_formspec(playername, formname, formspec)`
5411 * `playername`: name of player to show formspec
5412 * `formname`: name passed to `on_player_receive_fields` callbacks.
5413 It should follow the `"modname:<whatever>"` naming convention
5414 * `formspec`: formspec to display
5415 * `minetest.close_formspec(playername, formname)`
5416 * `playername`: name of player to close formspec
5417 * `formname`: has to exactly match the one given in `show_formspec`, or the
5418 formspec will not close.
5419 * calling `show_formspec(playername, formname, "")` is equal to this
5421 * to close a formspec regardless of the formname, call
5422 `minetest.close_formspec(playername, "")`.
5423 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5424 * `minetest.formspec_escape(string)`: returns a string
5425 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5427 * `minetest.explode_table_event(string)`: returns a table
5428 * returns e.g. `{type="CHG", row=1, column=2}`
5430 * `"INV"`: no row selected
5432 * `"DCL"`: double-click
5433 * `minetest.explode_textlist_event(string)`: returns a table
5434 * returns e.g. `{type="CHG", index=1}`
5436 * `"INV"`: no row selected
5438 * `"DCL"`: double-click
5439 * `minetest.explode_scrollbar_event(string)`: returns a table
5440 * returns e.g. `{type="CHG", value=500}`
5442 * `"INV"`: something failed
5443 * `"CHG"`: has been changed
5444 * `"VAL"`: not changed
5449 * `minetest.inventorycube(img1, img2, img3)`
5450 * Returns a string for making an image of a cube (useful as an item image)
5451 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5452 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5453 does not refer to a node or entity.
5454 * If the optional `above` parameter is true and the `pointed_thing` refers
5455 to a node, then it will return the `above` position of the `pointed_thing`.
5456 * `minetest.dir_to_facedir(dir, is6d)`
5457 * Convert a vector to a facedir value, used in `param2` for
5458 `paramtype2="facedir"`.
5459 * passing something non-`nil`/`false` for the optional second parameter
5460 causes it to take the y component into account.
5461 * `minetest.facedir_to_dir(facedir)`
5462 * Convert a facedir back into a vector aimed directly out the "back" of a
5464 * `minetest.dir_to_wallmounted(dir)`
5465 * Convert a vector to a wallmounted value, used for
5466 `paramtype2="wallmounted"`.
5467 * `minetest.wallmounted_to_dir(wallmounted)`
5468 * Convert a wallmounted value back into a vector aimed directly out the
5470 * `minetest.dir_to_yaw(dir)`
5471 * Convert a vector into a yaw (angle)
5472 * `minetest.yaw_to_dir(yaw)`
5473 * Convert yaw (angle) to a vector
5474 * `minetest.is_colored_paramtype(ptype)`
5475 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5476 color information (`color`, `colorwallmounted` or `colorfacedir`).
5477 * `minetest.strip_param2_color(param2, paramtype2)`
5478 * Removes everything but the color information from the
5479 given `param2` value.
5480 * Returns `nil` if the given `paramtype2` does not contain color
5482 * `minetest.get_node_drops(node, toolname)`
5483 * Returns list of itemstrings that are dropped by `node` when dug
5484 with the item `toolname` (not limited to tools).
5485 * `node`: node as table or node name
5486 * `toolname`: name of the item used to dig (can be `nil`)
5487 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5488 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5489 * `input.width` = for example `3`
5490 * `input.items` = for example
5491 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5492 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5493 * `output.time` = a number, if unsuccessful: `0`
5494 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5495 placed in `decremented_input.items`. Replacements can be placed in
5496 `decremented_input` if the stack of the replaced item has a count of 1.
5497 * `decremented_input` = like `input`
5498 * `minetest.get_craft_recipe(output)`: returns input
5499 * returns last registered recipe for output item (node)
5500 * `output` is a node or item type such as `"default:torch"`
5501 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5502 * `input.width` = for example `3`
5503 * `input.items` = for example
5504 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5505 * `input.items` = `nil` if no recipe found
5506 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5507 * returns indexed table with all registered recipes for query item (node)
5508 or `nil` if no recipe was found.
5509 * recipe entry table:
5510 * `method`: 'normal' or 'cooking' or 'fuel'
5511 * `width`: 0-3, 0 means shapeless recipe
5512 * `items`: indexed [1-9] table with recipe items
5513 * `output`: string with item name and quantity
5514 * Example query for `"default:gold_ingot"` will return table:
5517 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5518 items = {1 = "default:gold_lump"}},
5519 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5520 items = {1 = "default:goldblock"}}
5522 * `minetest.handle_node_drops(pos, drops, digger)`
5523 * `drops`: list of itemstrings
5524 * Handles drops from nodes after digging: Default action is to put them
5525 into digger's inventory.
5526 * Can be overridden to get different functionality (e.g. dropping items on
5528 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5530 * Creates an item string which contains palette index information
5531 for hardware colorization. You can use the returned string
5532 as an output in a craft recipe.
5533 * `item`: the item stack which becomes colored. Can be in string,
5534 table and native form.
5535 * `palette_index`: this index is added to the item stack
5536 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5537 * Creates an item string which contains static color information
5538 for hardware colorization. Use this method if you wish to colorize
5539 an item that does not own a palette. You can use the returned string
5540 as an output in a craft recipe.
5541 * `item`: the item stack which becomes colored. Can be in string,
5542 table and native form.
5543 * `colorstring`: the new color of the item stack
5548 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5549 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5550 * Find who has done something to a node, or near a node
5551 * `actor`: `"player:<name>"`, also `"liquid"`.
5552 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5553 `boolean, log_messages`.
5554 * Revert latest actions of someone
5555 * `actor`: `"player:<name>"`, also `"liquid"`.
5557 Defaults for the `on_place` and `on_drop` item definition functions
5558 -------------------------------------------------------------------
5560 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5561 * Place item as a node
5562 * `param2` overrides `facedir` and wallmounted `param2`
5563 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5564 for the newly placed node to prevent a callback and placement loop
5565 * returns `itemstack, position`
5566 * `position`: the location the node was placed to. `nil` if nothing was placed.
5567 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5569 * returns the leftover itemstack
5570 * **Note**: This function is deprecated and will never be called.
5571 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5572 * Wrapper that calls `minetest.item_place_node` if appropriate
5573 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5574 * **Note**: is not called when wielded item overrides `on_place`
5575 * `param2` overrides facedir and wallmounted `param2`
5576 * returns `itemstack, position`
5577 * `position`: the location the node was placed to. `nil` if nothing was placed.
5578 * `minetest.item_drop(itemstack, dropper, pos)`
5580 * returns the leftover itemstack
5581 * `minetest.item_eat(hp_change[, replace_with_item])`
5582 * Returns `function(itemstack, user, pointed_thing)` as a
5583 function wrapper for `minetest.do_item_eat`.
5584 * `replace_with_item` is the itemstring which is added to the inventory.
5585 If the player is eating a stack, then replace_with_item goes to a
5588 Defaults for the `on_punch` and `on_dig` node definition callbacks
5589 ------------------------------------------------------------------
5591 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5592 * Calls functions registered by `minetest.register_on_punchnode()`
5593 * `minetest.node_dig(pos, node, digger)`
5594 * Checks if node can be dug, puts item into inventory, removes node
5595 * Calls functions registered by `minetest.registered_on_dignodes()`
5600 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5601 * `spec` is a `SimpleSoundSpec`
5602 * `parameters` is a sound parameter table
5603 * `ephemeral` is a boolean (default: false)
5604 Ephemeral sounds will not return a handle and can't be stopped or faded.
5605 It is recommend to use this for short sounds that happen in response to
5606 player actions (e.g. door closing).
5607 * `minetest.sound_stop(handle)`
5608 * `handle` is a handle returned by `minetest.sound_play`
5609 * `minetest.sound_fade(handle, step, gain)`
5610 * `handle` is a handle returned by `minetest.sound_play`
5611 * `step` determines how fast a sound will fade.
5612 The gain will change by this much per second,
5613 until it reaches the target gain.
5614 Note: Older versions used a signed step. This is deprecated, but old
5615 code will still work. (the client uses abs(step) to correct it)
5616 * `gain` the target gain for the fade.
5617 Fading to zero will delete the sound.
5622 * `minetest.after(time, func, ...)` : returns job table to use as below.
5623 * Call the function `func` after `time` seconds, may be fractional
5624 * Optional: Variable number of arguments that are passed to `func`
5627 * Cancels the job function from being called
5632 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5633 server shutdown. Will display `message` to clients.
5634 * `reconnect` == true displays a reconnect button
5635 * `delay` adds an optional delay (in seconds) before shutdown.
5636 Negative delay cancels the current active shutdown.
5637 Zero delay triggers an immediate shutdown.
5638 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5639 * `minetest.get_server_status(name, joined)`
5640 * Returns the server status string when a player joins or when the command
5641 `/status` is called. Returns `nil` or an empty string when the message is
5643 * `joined`: Boolean value, indicates whether the function was called when
5645 * This function may be overwritten by mods to customize the status message.
5646 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5647 * `minetest.remove_player(name)`: remove player from database (if they are not
5649 * As auth data is not removed, minetest.player_exists will continue to
5650 return true. Call the below method as well if you want to remove auth
5652 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5653 * `minetest.remove_player_auth(name)`: remove player authentication data
5654 * Returns boolean indicating success (false if player nonexistant)
5655 * `minetest.dynamic_add_media(options, callback)`
5656 * `options`: table containing the following parameters
5657 * `filepath`: path to a media file on the filesystem
5658 * `to_player`: name of the player the media should be sent to instead of
5659 all players (optional)
5660 * `ephemeral`: boolean that marks the media as ephemeral,
5661 it will not be cached on the client (optional, default false)
5662 * `callback`: function with arguments `name`, which is a player name
5663 * Pushes the specified media file to client(s). (details below)
5664 The file must be a supported image, sound or model format.
5665 Dynamically added media is not persisted between server restarts.
5666 * Returns false on error, true if the request was accepted
5667 * The given callback will be called for every player as soon as the
5668 media is available on the client.
5670 * If `ephemeral`=false and `to_player` is unset the file is added to the media
5671 sent to clients on startup, this means the media will appear even on
5672 old clients if they rejoin the server.
5673 * If `ephemeral`=false the file must not be modified, deleted, moved or
5674 renamed after calling this function.
5675 * Regardless of any use of `ephemeral`, adding media files with the same
5676 name twice is not possible/guaranteed to work. An exception to this is the
5677 use of `to_player` to send the same, already existent file to multiple
5679 * Clients will attempt to fetch files added this way via remote media,
5680 this can make transfer of bigger files painless (if set up). Nevertheless
5681 it is advised not to use dynamic media for big media files.
5686 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5687 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5688 IP address or name formatted as string
5689 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5690 * Returns boolean indicating success
5691 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5693 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5695 * Returns boolean indicating success (false if player nonexistant)
5700 * `minetest.add_particle(particle definition)`
5701 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5702 expirationtime, size, collisiondetection, texture, playername)`
5704 * `minetest.add_particlespawner(particlespawner definition)`
5705 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5706 over `time` seconds.
5707 * Returns an `id`, and -1 if adding didn't succeed
5708 * Deprecated: `minetest.add_particlespawner(amount, time,
5712 minexptime, maxexptime,
5714 collisiondetection, texture, playername)`
5716 * `minetest.delete_particlespawner(id, player)`
5717 * Delete `ParticleSpawner` with `id` (return value from
5718 `minetest.add_particlespawner`).
5719 * If playername is specified, only deletes on the player's client,
5720 otherwise on all clients.
5725 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5726 * Create a schematic from the volume of map specified by the box formed by
5728 * Apply the specified probability and per-node force-place to the specified
5729 nodes according to the `probability_list`.
5730 * `probability_list` is an array of tables containing two fields, `pos`
5732 * `pos` is the 3D vector specifying the absolute coordinates of the
5733 node being modified,
5734 * `prob` is an integer value from `0` to `255` that encodes
5735 probability and per-node force-place. Probability has levels
5736 0-127, then 128 may be added to encode per-node force-place.
5737 For probability stated as 0-255, divide by 2 and round down to
5738 get values 0-127, then add 128 to apply per-node force-place.
5739 * If there are two or more entries with the same pos value, the
5741 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5743 * If `probability_list` equals `nil`, no probabilities are applied.
5744 * Apply the specified probability to the specified horizontal slices
5745 according to the `slice_prob_list`.
5746 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5748 * `ypos` indicates the y position of the slice with a probability
5749 applied, the lowest slice being `ypos = 0`.
5750 * If slice probability list equals `nil`, no slice probabilities
5752 * Saves schematic in the Minetest Schematic format to filename.
5754 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5755 * Place the schematic specified by schematic (see [Schematic specifier]) at
5757 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5758 * If the `rotation` parameter is omitted, the schematic is not rotated.
5759 * `replacements` = `{["old_name"] = "convert_to", ...}`
5760 * `force_placement` is a boolean indicating whether nodes other than `air`
5761 and `ignore` are replaced by the schematic.
5762 * Returns nil if the schematic could not be loaded.
5763 * **Warning**: Once you have loaded a schematic from a file, it will be
5764 cached. Future calls will always use the cached version and the
5765 replacement list defined for it, regardless of whether the file or the
5766 replacement list parameter have changed. The only way to load the file
5767 anew is to restart the server.
5768 * `flags` is a flag field with the available flags:
5773 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5774 * This function is analogous to minetest.place_schematic, but places a
5775 schematic onto the specified VoxelManip object `vmanip` instead of the
5777 * Returns false if any part of the schematic was cut-off due to the
5778 VoxelManip not containing the full area required, and true if the whole
5779 schematic was able to fit.
5780 * Returns nil if the schematic could not be loaded.
5781 * After execution, any external copies of the VoxelManip contents are
5783 * `flags` is a flag field with the available flags:
5788 * `minetest.serialize_schematic(schematic, format, options)`
5789 * Return the serialized schematic specified by schematic
5790 (see [Schematic specifier])
5791 * in the `format` of either "mts" or "lua".
5792 * "mts" - a string containing the binary MTS data used in the MTS file
5794 * "lua" - a string containing Lua code representing the schematic in table
5796 * `options` is a table containing the following optional parameters:
5797 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5798 generated will have (X, Z) position comments for every X row
5799 generated in the schematic data for easier reading.
5800 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5801 the Lua code generated will use that number of spaces as indentation
5802 instead of a tab character.
5804 * `minetest.read_schematic(schematic, options)`
5805 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5806 * `schematic` is the schematic to read (see: [Schematic specifier])
5807 * `options` is a table containing the following optional parameters:
5808 * `write_yslice_prob`: string value:
5809 * `none`: no `write_yslice_prob` table is inserted,
5810 * `low`: only probabilities that are not 254 or 255 are written in
5811 the `write_ylisce_prob` table,
5812 * `all`: write all probabilities to the `write_yslice_prob` table.
5813 * The default for this option is `all`.
5814 * Any invalid value will be interpreted as `all`.
5819 * `minetest.request_http_api()`:
5820 * returns `HTTPApiTable` containing http functions if the calling mod has
5821 been granted access by being listed in the `secure.http_mods` or
5822 `secure.trusted_mods` setting, otherwise returns `nil`.
5823 * The returned table contains the functions `fetch`, `fetch_async` and
5824 `fetch_async_get` described below.
5825 * Only works at init time and must be called from the mod's main scope
5826 (not from a function).
5827 * Function only exists if minetest server was built with cURL support.
5828 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5830 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5831 * Performs given request asynchronously and calls callback upon completion
5832 * callback: `function(HTTPRequestResult res)`
5833 * Use this HTTP function if you are unsure, the others are for advanced use
5834 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5835 * Performs given request asynchronously and returns handle for
5836 `HTTPApiTable.fetch_async_get`
5837 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5838 * Return response data for given asynchronous HTTP request
5843 * `minetest.get_mod_storage()`:
5844 * returns reference to mod private `StorageRef`
5845 * must be called during mod load time
5850 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5851 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5852 * `minetest.player_exists(name)`: boolean, whether player exists
5853 (regardless of online status)
5854 * `minetest.hud_replace_builtin(name, hud_definition)`
5855 * Replaces definition of a builtin hud element
5856 * `name`: `"breath"` or `"health"`
5857 * `hud_definition`: definition to replace builtin definition
5858 * `minetest.send_join_message(player_name)`
5859 * This function can be overridden by mods to change the join message.
5860 * `minetest.send_leave_message(player_name, timed_out)`
5861 * This function can be overridden by mods to change the leave message.
5862 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5863 * `pos`: table {x=number, y=number, z=number},
5864 * Gives a unique hash number for a node position (16+16+16=48bit)
5865 * `minetest.get_position_from_hash(hash)`: returns a position
5866 * Inverse transform of `minetest.hash_node_position`
5867 * `minetest.get_item_group(name, group)`: returns a rating
5868 * Get rating of a group of an item. (`0` means: not in group)
5869 * `minetest.get_node_group(name, group)`: returns a rating
5870 * Deprecated: An alias for the former.
5871 * `minetest.raillike_group(name)`: returns a rating
5872 * Returns rating of the connect_to_raillike group corresponding to name
5873 * If name is not yet the name of a connect_to_raillike group, a new group
5874 id is created, with that name.
5875 * `minetest.get_content_id(name)`: returns an integer
5876 * Gets the internal content ID of `name`
5877 * `minetest.get_name_from_content_id(content_id)`: returns a string
5878 * Gets the name of the content with that content ID
5879 * `minetest.parse_json(string[, nullvalue])`: returns something
5880 * Convert a string containing JSON data into the Lua equivalent
5881 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5882 * On success returns a table, a string, a number, a boolean or `nullvalue`
5883 * On failure outputs an error message and returns `nil`
5884 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5885 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5887 * Convert a Lua table into a JSON string
5888 * styled: Outputs in a human-readable format if this is set, defaults to
5890 * Unserializable things like functions and userdata will cause an error.
5891 * **Warning**: JSON is more strict than the Lua table format.
5892 1. You can only use strings and positive integers of at least one as
5894 2. You can not mix string and integer keys.
5895 This is due to the fact that JSON has two distinct array and object
5897 * Example: `write_json({10, {a = false}})`,
5898 returns `"[10, {\"a\": false}]"`
5899 * `minetest.serialize(table)`: returns a string
5900 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5901 into string form readable by `minetest.deserialize`
5902 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5903 * `minetest.deserialize(string[, safe])`: returns a table
5904 * Convert a string returned by `minetest.serialize` into a table
5905 * `string` is loaded in an empty sandbox environment.
5906 * Will load functions if safe is false or omitted. Although these functions
5907 cannot directly access the global environment, they could bypass this
5908 restriction with maliciously crafted Lua bytecode if mod security is
5910 * This function should not be used on untrusted data, regardless of the
5911 value of `safe`. It is fine to serialize then deserialize user-provided
5912 data, but directly providing user input to deserialize is always unsafe.
5913 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5914 returns `{foo='bar'}`
5915 * Example: `deserialize('print("foo")')`, returns `nil`
5916 (function call fails), returns
5917 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5918 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5919 * Compress a string of data.
5920 * `method` is a string identifying the compression method to be used.
5921 * Supported compression methods:
5922 * Deflate (zlib): `"deflate"`
5923 * `...` indicates method-specific arguments. Currently defined arguments
5925 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5926 * `minetest.decompress(compressed_data, method, ...)`: returns data
5927 * Decompress a string of data (using ZLib).
5928 * See documentation on `minetest.compress()` for supported compression
5930 * `...` indicates method-specific arguments. Currently, no methods use this
5931 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5932 * Each argument is a 8 Bit unsigned integer
5933 * Returns the ColorString from rgb or rgba values
5934 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5935 * `minetest.encode_base64(string)`: returns string encoded in base64
5936 * Encodes a string in base64.
5937 * `minetest.decode_base64(string)`: returns string or nil on failure
5938 * Padding characters are only supported starting at version 5.4.0, where
5939 5.5.0 and newer perform proper checks.
5940 * Decodes a string encoded in base64.
5941 * `minetest.is_protected(pos, name)`: returns boolean
5942 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5943 placing) the node at position `pos`.
5944 * `name` will be `""` for non-players or unknown players.
5945 * This function should be overridden by protection mods. It is highly
5946 recommended to grant access to players with the `protection_bypass` privilege.
5947 * Cache and call the old version of this function if the position is
5948 not protected by the mod. This will allow using multiple protection mods.
5951 local old_is_protected = minetest.is_protected
5952 function minetest.is_protected(pos, name)
5953 if mymod:position_protected_from(pos, name) then
5956 return old_is_protected(pos, name)
5958 * `minetest.record_protection_violation(pos, name)`
5959 * This function calls functions registered with
5960 `minetest.register_on_protection_violation`.
5961 * `minetest.is_creative_enabled(name)`: returns boolean
5962 * Returning `true` means that Creative Mode is enabled for player `name`.
5963 * `name` will be `""` for non-players or if the player is unknown.
5964 * This function should be overridden by Creative Mode-related mods to
5965 implement a per-player Creative Mode.
5966 * By default, this function returns `true` if the setting
5967 `creative_mode` is `true` and `false` otherwise.
5968 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5969 * Returns the position of the first node that `player_name` may not modify
5970 in the specified cuboid between `pos1` and `pos2`.
5971 * Returns `false` if no protections were found.
5972 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5973 The points are spaced evenly throughout the volume and have a spacing
5974 similar to, but no larger than, `interval`.
5975 * All corners and edges of the defined volume are checked.
5976 * `interval` defaults to 4.
5977 * `interval` should be carefully chosen and maximised to avoid an excessive
5978 number of points being checked.
5979 * Like `minetest.is_protected`, this function may be extended or
5980 overwritten by mods to provide a faster implementation to check the
5981 cuboid for intersections.
5982 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5983 orient_flags, prevent_after_place])`
5984 * Attempt to predict the desired orientation of the facedir-capable node
5985 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5986 or hanging from the ceiling).
5987 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5988 stacks are handled normally.
5989 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5990 * `invert_wall`: if `true`, place wall-orientation on the ground and
5991 ground-orientation on the wall.
5992 * `force_wall` : if `true`, always place the node in wall orientation.
5993 * `force_ceiling`: if `true`, always place on the ceiling.
5994 * `force_floor`: if `true`, always place the node on the floor.
5995 * `force_facedir`: if `true`, forcefully reset the facedir to north
5996 when placing on the floor or ceiling.
5997 * The first four options are mutually-exclusive; the last in the list
5998 takes precedence over the first.
5999 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6000 * Returns the new itemstack after placement
6001 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6002 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6003 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6004 parameter and `prevent_after_place` set to `true`.
6006 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6007 tool_capabilities, dir, distance, damage)`
6008 * Returns the amount of knockback applied on the punched player.
6009 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6010 * `distance`: distance between puncher and punched player
6011 * This function can be overriden by mods that wish to modify this behaviour.
6012 * You may want to cache and call the old function to allow multiple mods to
6013 change knockback behaviour.
6015 * `minetest.forceload_block(pos[, transient])`
6016 * forceloads the position `pos`.
6017 * returns `true` if area could be forceloaded
6018 * If `transient` is `false` or absent, the forceload will be persistent
6019 (saved between server runs). If `true`, the forceload will be transient
6020 (not saved between server runs).
6022 * `minetest.forceload_free_block(pos[, transient])`
6023 * stops forceloading the position `pos`
6024 * If `transient` is `false` or absent, frees a persistent forceload.
6025 If `true`, frees a transient forceload.
6027 * `minetest.compare_block_status(pos, condition)`
6028 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6029 * `condition` may be one of the following values:
6030 * `"unknown"`: not in memory
6031 * `"emerging"`: in the queue for loading from disk or generating
6032 * `"loaded"`: in memory but inactive (no ABMs are executed)
6033 * `"active"`: in memory and active
6034 * Other values are reserved for future functionality extensions
6035 * Return value, the comparison status:
6036 * `false`: Mapblock does not fulfil the wanted condition
6037 * `true`: Mapblock meets the requirement
6038 * `nil`: Unsupported `condition` value
6040 * `minetest.request_insecure_environment()`: returns an environment containing
6041 insecure functions if the calling mod has been listed as trusted in the
6042 `secure.trusted_mods` setting or security is disabled, otherwise returns
6044 * Only works at init time and must be called from the mod's main scope
6045 (ie: the init.lua of the mod, not from another Lua file or within a function).
6046 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6047 IT IN A LOCAL VARIABLE!**
6049 * `minetest.global_exists(name)`
6050 * Checks if a global variable has been set, without triggering a warning.
6055 * `minetest.env`: `EnvRef` of the server environment and world.
6056 * Any function in the minetest namespace can be called using the syntax
6057 `minetest.env:somefunction(somearguments)`
6058 instead of `minetest.somefunction(somearguments)`
6059 * Deprecated, but support is not to be dropped soon
6064 ### Registered definition tables
6066 * `minetest.registered_items`
6067 * Map of registered items, indexed by name
6068 * `minetest.registered_nodes`
6069 * Map of registered node definitions, indexed by name
6070 * `minetest.registered_craftitems`
6071 * Map of registered craft item definitions, indexed by name
6072 * `minetest.registered_tools`
6073 * Map of registered tool definitions, indexed by name
6074 * `minetest.registered_entities`
6075 * Map of registered entity prototypes, indexed by name
6076 * Values in this table may be modified directly.
6077 Note: changes to initial properties will only affect entities spawned afterwards,
6078 as they are only read when spawning.
6079 * `minetest.object_refs`
6080 * Map of object references, indexed by active object id
6081 * `minetest.luaentities`
6082 * Map of Lua entities, indexed by active object id
6083 * `minetest.registered_abms`
6084 * List of ABM definitions
6085 * `minetest.registered_lbms`
6086 * List of LBM definitions
6087 * `minetest.registered_aliases`
6088 * Map of registered aliases, indexed by name
6089 * `minetest.registered_ores`
6090 * Map of registered ore definitions, indexed by the `name` field.
6091 * If `name` is nil, the key is the object handle returned by
6092 `minetest.register_ore`.
6093 * `minetest.registered_biomes`
6094 * Map of registered biome definitions, indexed by the `name` field.
6095 * If `name` is nil, the key is the object handle returned by
6096 `minetest.register_biome`.
6097 * `minetest.registered_decorations`
6098 * Map of registered decoration definitions, indexed by the `name` field.
6099 * If `name` is nil, the key is the object handle returned by
6100 `minetest.register_decoration`.
6101 * `minetest.registered_schematics`
6102 * Map of registered schematic definitions, indexed by the `name` field.
6103 * If `name` is nil, the key is the object handle returned by
6104 `minetest.register_schematic`.
6105 * `minetest.registered_chatcommands`
6106 * Map of registered chat command definitions, indexed by name
6107 * `minetest.registered_privileges`
6108 * Map of registered privilege definitions, indexed by name
6109 * Registered privileges can be modified directly in this table.
6111 ### Registered callback tables
6113 All callbacks registered with [Global callback registration functions] are added
6114 to corresponding `minetest.registered_*` tables.
6122 Sorted alphabetically.
6127 A fast access data structure to store areas, and find areas near a given
6129 Every area has a `data` string attribute to store additional information.
6130 You can create an empty `AreaStore` by calling `AreaStore()`, or
6131 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
6132 If you chose the parameter-less constructor, a fast implementation will be
6133 automatically chosen for you.
6137 * `get_area(id, include_borders, include_data)`
6138 * Returns the area information about the specified ID.
6139 * Returned values are either of these:
6141 nil -- Area not found
6142 true -- Without `include_borders` and `include_data`
6144 min = pos, max = pos -- `include_borders == true`
6145 data = string -- `include_data == true`
6148 * `get_areas_for_pos(pos, include_borders, include_data)`
6149 * Returns all areas as table, indexed by the area ID.
6150 * Table values: see `get_area`.
6151 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
6152 * Returns all areas that contain all nodes inside the area specified by `edge1`
6153 and `edge2` (inclusive).
6154 * `accept_overlap`: if `true`, areas are returned that have nodes in
6155 common (intersect) with the specified area.
6156 * Returns the same values as `get_areas_for_pos`.
6157 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
6158 * Returns the new area's ID, or nil if the insertion failed.
6159 * The (inclusive) positions `edge1` and `edge2` describe the area.
6160 * `data` is a string stored with the area.
6161 * `id` (optional): will be used as the internal area ID if it is an unique
6162 number between 0 and 2^32-2.
6163 * `reserve(count)`: reserves resources for at most `count` many contained
6165 Only needed for efficiency, and only some implementations profit.
6166 * `remove_area(id)`: removes the area with the given id from the store, returns
6168 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6169 Calling invalidates the cache, so that its elements have to be newly
6171 * `params` is a table with the following fields:
6173 enabled = boolean, -- Whether to enable, default true
6174 block_radius = int, -- The radius (in nodes) of the areas the cache
6175 -- generates prefiltered lists for, minimum 16,
6177 limit = int, -- The cache size, minimum 20, default 1000
6178 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6180 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6182 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6184 Returns success and, optionally, an error message.
6185 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6191 An `InvRef` is a reference to an inventory.
6195 * `is_empty(listname)`: return `true` if list is empty
6196 * `get_size(listname)`: get size of a list
6197 * `set_size(listname, size)`: set size of a list
6198 * returns `false` on error (e.g. invalid `listname` or `size`)
6199 * `get_width(listname)`: get width of a list
6200 * `set_width(listname, width)`: set width of list; currently used for crafting
6201 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6202 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6203 * `get_list(listname)`: return full list
6204 * `set_list(listname, list)`: set full list (size will not change)
6205 * `get_lists()`: returns list of inventory lists
6206 * `set_lists(lists)`: sets inventory lists (size will not change)
6207 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6209 * `room_for_item(listname, stack):` returns `true` if the stack of items
6210 can be fully added to the list
6211 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6212 the stack of items can be fully taken from the list.
6213 If `match_meta` is false, only the items' names are compared
6215 * `remove_item(listname, stack)`: take as many items as specified from the
6216 list, returns the items that were actually removed (as an `ItemStack`)
6217 -- note that any item metadata is ignored, so attempting to remove a specific
6218 unique item this way will likely remove the wrong one -- to do that use
6219 `set_stack` with an empty `ItemStack`.
6220 * `get_location()`: returns a location compatible to
6221 `minetest.get_inventory(location)`.
6222 * returns `{type="undefined"}` in case location is not known
6226 Detached & nodemeta inventories provide the following callbacks for move actions:
6230 The `allow_*` callbacks return how many items can be moved.
6232 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6233 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6234 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6238 The `on_*` callbacks are called after the items have been placed in the inventories.
6240 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6241 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6242 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6246 When a player tries to put an item to a place where another item is, the items are *swapped*.
6247 This means that all callbacks will be called twice (once for each action).
6252 An `ItemStack` is a stack of items.
6254 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6255 an itemstring, a table or `nil`.
6259 * `is_empty()`: returns `true` if stack is empty.
6260 * `get_name()`: returns item name (e.g. `"default:stone"`).
6261 * `set_name(item_name)`: returns a boolean indicating whether the item was
6263 * `get_count()`: Returns number of items on the stack.
6264 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6265 * `count`: number, unsigned 16 bit integer
6266 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6267 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6268 * `wear`: number, unsigned 16 bit integer
6269 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6270 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6272 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6273 * `get_description()`: returns the description shown in inventory list tooltips.
6274 * The engine uses this when showing item descriptions in tooltips.
6275 * Fields for finding the description, in order:
6276 * `description` in item metadata (See [Item Metadata].)
6277 * `description` in item definition
6279 * `get_short_description()`: returns the short description or nil.
6280 * Unlike the description, this does not include new lines.
6281 * Fields for finding the short description, in order:
6282 * `short_description` in item metadata (See [Item Metadata].)
6283 * `short_description` in item definition
6284 * first line of the description (From item meta or def, see `get_description()`.)
6285 * Returns nil if none of the above are set
6286 * `clear()`: removes all items from the stack, making it empty.
6287 * `replace(item)`: replace the contents of this stack.
6288 * `item` can also be an itemstring or table.
6289 * `to_string()`: returns the stack in itemstring form.
6290 * `to_table()`: returns the stack in Lua table form.
6291 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6293 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6294 * `is_known()`: returns `true` if the item name refers to a defined item type.
6295 * `get_definition()`: returns the item definition table.
6296 * `get_tool_capabilities()`: returns the digging properties of the item,
6297 or those of the hand if none are defined for this item type
6298 * `add_wear(amount)`
6299 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6300 * `amount`: number, integer
6301 * `add_item(item)`: returns leftover `ItemStack`
6302 * Put some item or stack onto this stack
6303 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6305 * `take_item(n)`: returns taken `ItemStack`
6306 * Take (and remove) up to `n` items from this stack
6307 * `n`: number, default: `1`
6308 * `peek_item(n)`: returns taken `ItemStack`
6309 * Copy (don't remove) up to `n` items from this stack
6310 * `n`: number, default: `1`
6315 ItemStack metadata: reference extra data and functionality stored in a stack.
6316 Can be obtained via `item:get_meta()`.
6320 * All methods in MetaDataRef
6321 * `set_tool_capabilities([tool_capabilities])`
6322 * Overrides the item's tool capabilities
6323 * A nil value will clear the override data and restore the original
6329 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6330 and [`PlayerMetaRef`].
6334 * `contains(key)`: Returns true if key present, otherwise false.
6335 * Returns `nil` when the MetaData is inexistent.
6336 * `get(key)`: Returns `nil` if key not present, else the stored string.
6337 * `set_string(key, value)`: Value of `""` will delete the key.
6338 * `get_string(key)`: Returns `""` if key not present.
6339 * `set_int(key, value)`
6340 * `get_int(key)`: Returns `0` if key not present.
6341 * `set_float(key, value)`
6342 * `get_float(key)`: Returns `0` if key not present.
6343 * `to_table()`: returns `nil` or a table with keys:
6344 * `fields`: key-value storage
6345 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6346 * `from_table(nil or {})`
6347 * Any non-table value will clear the metadata
6348 * See [Node Metadata] for an example
6349 * returns `true` on success
6351 * returns `true` if this metadata has the same key-value pairs as `other`
6356 An interface to use mod channels on client and server
6360 * `leave()`: leave the mod channel.
6361 * Server leaves channel `channel_name`.
6362 * No more incoming or outgoing messages can be sent to this channel from
6364 * This invalidate all future object usage.
6365 * Ensure you set mod_channel to nil after that to free Lua resources.
6366 * `is_writeable()`: returns true if channel is writeable and mod can send over
6368 * `send_all(message)`: Send `message` though the mod channel.
6369 * If mod channel is not writeable or invalid, message will be dropped.
6370 * Message size is limited to 65535 characters by protocol.
6375 Node metadata: reference extra data and functionality stored in a node.
6376 Can be obtained via `minetest.get_meta(pos)`.
6380 * All methods in MetaDataRef
6381 * `get_inventory()`: returns `InvRef`
6382 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6383 This will prevent them from being sent to the client. Note that the "private"
6384 status will only be remembered if an associated key-value pair exists,
6385 meaning it's best to call this when initializing all other meta (e.g.
6391 Node Timers: a high resolution persistent per-node timer.
6392 Can be gotten via `minetest.get_node_timer(pos)`.
6396 * `set(timeout,elapsed)`
6397 * set a timer's state
6398 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6399 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6400 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6404 * equivalent to `set(timeout,0)`
6407 * `get_timeout()`: returns current timeout in seconds
6408 * if `timeout` equals `0`, timer is inactive
6409 * `get_elapsed()`: returns current elapsed time in seconds
6410 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6412 * `is_started()`: returns boolean state of timer
6413 * returns `true` if timer is started, otherwise `false`
6418 Moving things in the game are generally these.
6419 This is basically a reference to a C++ `ServerActiveObject`.
6421 ### Advice on handling `ObjectRefs`
6423 When you receive an `ObjectRef` as a callback argument or from another API
6424 function, it is possible to store the reference somewhere and keep it around.
6425 It will keep functioning until the object is unloaded or removed.
6427 However, doing this is **NOT** recommended as there is (intentionally) no method
6428 to test if a previously acquired `ObjectRef` is still valid.
6429 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6430 Lua back to the engine.
6431 Doing so is much less error-prone and you will never need to wonder if the
6432 object you are working with still exists.
6437 * `get_pos()`: returns `{x=num, y=num, z=num}`
6438 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6439 * `get_velocity()`: returns the velocity, a vector.
6440 * `add_velocity(vel)`
6441 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6442 * In comparison to using get_velocity, adding the velocity and then using
6443 set_velocity, add_velocity is supposed to avoid synchronization problems.
6444 Additionally, players also do not support set_velocity.
6446 * Does not apply during free_move.
6447 * Note that since the player speed is normalized at each move step,
6448 increasing e.g. Y velocity beyond what would usually be achieved
6449 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6450 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6451 pressing the jump key (assuming default settings)
6452 * `move_to(pos, continuous=false)`
6453 * Does an interpolated move for Lua entities for visually smooth transitions.
6454 * If `continuous` is true, the Lua entity will not be moved to the current
6455 position before starting the interpolated move.
6456 * For players this does the same as `set_pos`,`continuous` is ignored.
6457 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6458 * `puncher` = another `ObjectRef`,
6459 * `time_from_last_punch` = time since last punch action of the puncher
6460 * `direction`: can be `nil`
6461 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6462 * `get_hp()`: returns number of health points
6463 * `set_hp(hp, reason)`: set number of health points
6464 * See reason in register_on_player_hpchange
6465 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6466 * For players: HP are also limited by `hp_max` specified in the player's
6468 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6469 * `get_wield_list()`: returns the name of the inventory list the wielded item
6471 * `get_wield_index()`: returns the index of the wielded item
6472 * `get_wielded_item()`: returns an `ItemStack`
6473 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6475 * `set_armor_groups({group1=rating, group2=rating, ...})`
6476 * `get_armor_groups()`: returns a table with the armor group ratings
6477 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6478 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6479 * `frame_speed`: number, default: `15.0`
6480 * `frame_blend`: number, default: `0.0`
6481 * `frame_loop`: boolean, default: `true`
6482 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6484 * `set_animation_frame_speed(frame_speed)`
6485 * `frame_speed`: number, default: `15.0`
6486 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6487 * `bone`: string. Default is `""`, the root bone
6488 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6489 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6490 Default `{x=0, y=0, z=0}`
6491 * `forced_visible`: Boolean to control whether the attached entity
6492 should appear in first person. Default `false`.
6493 * This command may fail silently (do nothing) when it would result
6494 in circular attachments.
6495 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6496 or nil if it isn't attached.
6497 * `get_children()`: returns a list of ObjectRefs that are attached to the
6500 * `set_bone_position([bone, position, rotation])`
6501 * `bone`: string. Default is `""`, the root bone
6502 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6503 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6504 * `get_bone_position(bone)`: returns position and rotation of the bone
6505 * `set_properties(object property table)`
6506 * `get_properties()`: returns object property table
6507 * `is_player()`: returns true for players, false otherwise
6508 * `get_nametag_attributes()`
6509 * returns a table with the attributes of the nametag of an object
6512 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6513 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6515 * `set_nametag_attributes(attributes)`
6516 * sets the attributes of the nametag of an object
6519 text = "My Nametag",
6522 bgcolor = ColorSpec or false,
6523 -- ^ Sets background color of nametag
6524 -- `false` will cause the background to be set automatically based on user settings
6528 #### Lua entity only (no-op for other objects)
6530 * `remove()`: remove object
6531 * The object is removed after returning from Lua. However the `ObjectRef`
6532 itself instantly becomes unusable with all further method calls having
6533 no effect and returning `nil`.
6534 * `set_velocity(vel)`
6535 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6536 * `set_acceleration(acc)`
6538 * `get_acceleration()`: returns the acceleration, a vector
6539 * `set_rotation(rot)`
6540 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6541 and Z is roll (bank).
6542 * `get_rotation()`: returns the rotation, a vector (radians)
6543 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6544 * `get_yaw()`: returns number in radians
6545 * `set_texture_mod(mod)`
6546 * Set a texture modifier to the base texture, for sprites and meshes.
6547 * When calling `set_texture_mod` again, the previous one is discarded.
6548 * `mod` the texture modifier. See [Texture modifiers].
6549 * `get_texture_mod()` returns current texture modifier
6550 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6551 * Specifies and starts a sprite animation
6552 * Animations iterate along the frame `y` position.
6553 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6554 first frame, default: `{x=0, y=0}`
6555 * `num_frames`: Total frames in the texture, default: `1`
6556 * `framelength`: Time per animated frame in seconds, default: `0.2`
6557 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6558 position according to the view direction. default: `false`.
6559 * First column: subject facing the camera
6560 * Second column: subject looking to the left
6561 * Third column: subject backing the camera
6562 * Fourth column: subject looking to the right
6563 * Fifth column: subject viewed from above
6564 * Sixth column: subject viewed from below
6565 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6568 #### Player only (no-op for other objects)
6570 * `get_player_name()`: returns `""` if is not a player
6571 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6572 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6573 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6574 * `get_look_dir()`: get camera direction as a unit vector
6575 * `get_look_vertical()`: pitch in radians
6576 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6578 * `get_look_horizontal()`: yaw in radians
6579 * Angle is counter-clockwise from the +z direction.
6580 * `set_look_vertical(radians)`: sets look pitch
6581 * radians: Angle from looking forward, where positive is downwards.
6582 * `set_look_horizontal(radians)`: sets look yaw
6583 * radians: Angle from the +z direction, where positive is counter-clockwise.
6584 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6585 `get_look_vertical`.
6586 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6588 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6589 `get_look_horizontal`.
6590 * Angle is counter-clockwise from the +x direction.
6591 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6592 `set_look_vertical`.
6593 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6594 `set_look_horizontal`.
6595 * `get_breath()`: returns player's breath
6596 * `set_breath(value)`: sets player's breath
6598 * `0`: player is drowning
6599 * max: bubbles bar is not shown
6600 * See [Object properties] for more information
6601 * Is limited to range 0 ... 65535 (2^16 - 1)
6602 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6604 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6605 Defaults to `false`.
6606 * `transition_time`: If defined, enables smooth FOV transition.
6607 Interpreted as the time (in seconds) to reach target FOV.
6608 If set to 0, FOV change is instantaneous. Defaults to 0.
6609 * Set `fov` to 0 to clear FOV override.
6610 * `get_fov()`: Returns the following:
6611 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6612 * Boolean indicating whether the FOV value is a multiplier.
6613 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6614 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6615 * Sets an extra attribute with value on player.
6616 * `value` must be a string, or a number which will be converted to a
6618 * If `value` is `nil`, remove attribute from player.
6619 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6620 * Returns value (a string) for extra attribute.
6621 * Returns `nil` if no attribute found.
6622 * `get_meta()`: Returns a PlayerMetaRef.
6623 * `set_inventory_formspec(formspec)`
6624 * Redefine player's inventory form
6625 * Should usually be called in `on_joinplayer`
6626 * `get_inventory_formspec()`: returns a formspec string
6627 * `set_formspec_prepend(formspec)`:
6628 * the formspec string will be added to every formspec shown to the user,
6629 except for those with a no_prepend[] tag.
6630 * This should be used to set style elements such as background[] and
6631 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6632 * Only affects formspecs shown after this is called.
6633 * `get_formspec_prepend(formspec)`: returns a formspec string.
6634 * `get_player_control()`: returns table with player pressed keys
6635 * The table consists of fields with the following boolean values
6636 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6637 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6638 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6639 and exist only to preserve backwards compatibility.
6640 * `get_player_control_bits()`: returns integer with bit packed player pressed
6652 * `set_physics_override(override_table)`
6653 * `override_table` is a table with the following fields:
6654 * `speed`: multiplier to default walking speed value (default: `1`)
6655 * `jump`: multiplier to default jump value (default: `1`)
6656 * `gravity`: multiplier to default gravity value (default: `1`)
6657 * `sneak`: whether player can sneak (default: `true`)
6658 * `sneak_glitch`: whether player can use the new move code replications
6659 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6661 * `new_move`: use new move/sneak code. When `false` the exact old code
6662 is used for the specific old sneak behaviour (default: `true`)
6663 * `get_physics_override()`: returns the table given to `set_physics_override`
6664 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6666 * `hud_remove(id)`: remove the HUD element of the specified id
6667 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6669 * element `stat` values:
6670 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6671 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6672 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6673 * `flags`: A table with the following fields set to boolean values
6681 * If a flag equals `nil`, the flag is not modified
6682 * `minimap`: Modifies the client's permission to view the minimap.
6683 The client may locally elect to not view the minimap.
6684 * `minimap_radar` is only usable when `minimap` is true
6685 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6686 * See `hud_set_flags` for a list of flags that can be toggled.
6687 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6688 * `count`: number of items, must be between `1` and `32`
6689 * `hud_get_hotbar_itemcount`: returns number of visible items
6690 * `hud_set_hotbar_image(texturename)`
6691 * sets background image for hotbar
6692 * `hud_get_hotbar_image`: returns texturename
6693 * `hud_set_hotbar_selected_image(texturename)`
6694 * sets image for selected item of hotbar
6695 * `hud_get_hotbar_selected_image`: returns texturename
6696 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6697 * Overrides the available minimap modes (and toggle order), and changes the
6699 * `mode` is a table consisting of up to four fields:
6700 * `type`: Available type:
6701 * `off`: Minimap off
6702 * `surface`: Minimap in surface mode
6703 * `radar`: Minimap in radar mode
6704 * `texture`: Texture to be displayed instead of terrain map
6705 (texture is centered around 0,0 and can be scaled).
6706 Texture size is limited to 512 x 512 pixel.
6707 * `label`: Optional label to display on minimap mode toggle
6708 The translation must be handled within the mod.
6709 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6710 displayed in minimap
6711 * `texture`: Only for texture type, name of the texture to display
6712 * `scale`: Only for texture type, scale of the texture map in nodes per
6713 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6715 * `selected_mode` is the mode index to be selected after modes have been changed
6716 (0 is the first mode).
6717 * `set_sky(sky_parameters)`
6718 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6719 whether `set_sky` accepts this format. Check the legacy format otherwise.
6720 * `sky_parameters` is a table with the following optional fields:
6721 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6722 * `type`: Available types:
6723 * `"regular"`: Uses 0 textures, `base_color` ignored
6724 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6725 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6726 * `textures`: A table containing up to six textures in the following
6727 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6728 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6729 * `sky_color`: A table containing the following values, alpha is ignored:
6730 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6731 sky during the day. (default: `#61b5f5`)
6732 * `day_horizon`: ColorSpec, for the bottom half of the
6733 `"regular"` sky during the day. (default: `#90d3f6`)
6734 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6735 sky during dawn/sunset. (default: `#b4bafa`)
6736 The resulting sky color will be a darkened version of the ColorSpec.
6737 Warning: The darkening of the ColorSpec is subject to change.
6738 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6739 sky during dawn/sunset. (default: `#bac1f0`)
6740 The resulting sky color will be a darkened version of the ColorSpec.
6741 Warning: The darkening of the ColorSpec is subject to change.
6742 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6743 sky during the night. (default: `#006bff`)
6744 The resulting sky color will be a dark version of the ColorSpec.
6745 Warning: The darkening of the ColorSpec is subject to change.
6746 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6747 sky during the night. (default: `#4090ff`)
6748 The resulting sky color will be a dark version of the ColorSpec.
6749 Warning: The darkening of the ColorSpec is subject to change.
6750 * `indoors`: ColorSpec, for when you're either indoors or
6751 underground. Only applies to the `"regular"` sky.
6752 (default: `#646464`)
6753 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6754 at sunrise and sunset.
6755 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6756 at sunrise and sunset.
6757 * `fog_tint_type`: string, changes which mode the directional fog
6758 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6759 `"default"` uses the classic Minetest sun and moon tinting.
6760 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6761 * `set_sky(base_color, type, {texture names}, clouds)`
6762 * Deprecated. Use `set_sky(sky_parameters)`
6763 * `base_color`: ColorSpec, defaults to white
6764 * `type`: Available types:
6765 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6766 * `"skybox"`: Uses 6 textures, `bgcolor` used
6767 * `"plain"`: Uses 0 textures, `bgcolor` used
6768 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6769 `"plain"` custom skyboxes (default: `true`)
6770 * `get_sky()`: returns base_color, type, table of textures, clouds.
6771 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6773 * `set_sun(sun_parameters)`:
6774 * `sun_parameters` is a table with the following optional fields:
6775 * `visible`: Boolean for whether the sun is visible.
6777 * `texture`: A regular texture for the sun. Setting to `""`
6778 will re-enable the mesh sun. (default: `"sun.png"`)
6779 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6780 (default: `"sun_tonemap.png"`)
6781 * `sunrise`: A regular texture for the sunrise texture.
6782 (default: `"sunrisebg.png"`)
6783 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6785 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6786 * `get_sun()`: returns a table with the current sun parameters as in
6788 * `set_moon(moon_parameters)`:
6789 * `moon_parameters` is a table with the following optional fields:
6790 * `visible`: Boolean for whether the moon is visible.
6792 * `texture`: A regular texture for the moon. Setting to `""`
6793 will re-enable the mesh moon. (default: `"moon.png"`)
6794 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6795 (default: `"moon_tonemap.png"`)
6796 * `scale`: Float controlling the overall size of the moon (default: `1`)
6797 * `get_moon()`: returns a table with the current moon parameters as in
6799 * `set_stars(star_parameters)`:
6800 * `star_parameters` is a table with the following optional fields:
6801 * `visible`: Boolean for whether the stars are visible.
6803 * `count`: Integer number to set the number of stars in
6804 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6806 * `star_color`: ColorSpec, sets the colors of the stars,
6807 alpha channel is used to set overall star brightness.
6808 (default: `#ebebff69`)
6809 * `scale`: Float controlling the overall size of the stars (default: `1`)
6810 * `get_stars()`: returns a table with the current stars parameters as in
6812 * `set_clouds(cloud_parameters)`: set cloud parameters
6813 * `cloud_parameters` is a table with the following optional fields:
6814 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6815 * `color`: basic cloud color with alpha channel, ColorSpec
6816 (default `#fff0f0e5`).
6817 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6818 ColorSpec (alpha ignored, default `#000000`)
6819 * `height`: cloud height, i.e. y of cloud base (default per conf,
6821 * `thickness`: cloud thickness in nodes (default `16`)
6822 * `speed`: 2D cloud speed + direction in nodes per second
6823 (default `{x=0, z=-2}`).
6824 * `get_clouds()`: returns a table with the current cloud parameters as in
6826 * `override_day_night_ratio(ratio or nil)`
6827 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6829 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6830 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6831 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6832 set animation for player model in third person view.
6833 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6834 * `frame_speed` sets the animations frame speed. Default is 30.
6835 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6837 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6838 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6839 * in first person view
6840 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6841 * `get_eye_offset()`: returns first and third person offsets.
6842 * `send_mapblock(blockpos)`:
6843 * Sends a server-side loaded mapblock to the player.
6844 * Returns `false` if failed.
6845 * Resource intensive - use sparsely
6846 * To get blockpos, integer divide pos by 16
6851 A 32-bit pseudorandom number generator.
6852 Uses PCG32, an algorithm of the permuted congruential generator family,
6853 offering very strong randomness.
6855 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6859 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6860 * `next(min, max)`: return next integer random number [`min`...`max`]
6861 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6862 random number [`min`...`max`].
6863 * This is only a rough approximation of a normal distribution with:
6864 * `mean = (max - min) / 2`, and
6865 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6866 * Increasing `num_trials` improves accuracy of the approximation
6871 A perlin noise generator.
6872 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6873 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6874 plus the world seed, to create world-specific noise.
6876 `PerlinNoise(noiseparams)`
6877 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6879 `minetest.get_perlin(noiseparams)`
6880 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6884 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6885 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6890 A fast, bulk perlin noise generator.
6892 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6893 `minetest.get_perlin_map(noiseparams, size)`.
6894 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6895 plus the world seed, to create world-specific noise.
6897 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6898 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6901 For each of the functions with an optional `buffer` parameter: If `buffer` is
6902 not nil, this table will be used to store the result instead of creating a new
6907 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6908 with values starting at `pos={x=,y=}`
6909 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6910 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6911 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6912 array of 2D noise with values starting at `pos={x=,y=}`
6913 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6914 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6915 is stored internally.
6916 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6917 is stored internally.
6918 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6919 returns a slice of the most recently computed noise results. The result slice
6920 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6921 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6923 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6924 It is important to note that `slice_offset` offset coordinates begin at 1,
6925 and are relative to the starting position of the most recently calculated
6927 To grab a single vertical column of noise starting at map coordinates
6928 x = 1023, y=1000, z = 1000:
6929 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6930 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6936 Uses the same method of storage as the deprecated player attribute API, so
6937 data there will also be in player meta.
6938 Can be obtained using `player:get_meta()`.
6942 * All methods in MetaDataRef
6947 A 16-bit pseudorandom number generator.
6948 Uses a well-known LCG algorithm introduced by K&R.
6950 It can be created via `PseudoRandom(seed)`.
6954 * `next()`: return next integer random number [`0`...`32767`]
6955 * `next(min, max)`: return next integer random number [`min`...`max`]
6956 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6957 due to the simple implementation making bad distribution otherwise.
6962 A raycast on the map. It works with selection boxes.
6963 Can be used as an iterator in a for loop as:
6965 local ray = Raycast(...)
6966 for pointed_thing in ray do
6970 The map is loaded as the ray advances. If the map is modified after the
6971 `Raycast` is created, the changes may or may not have an effect on the object.
6973 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6974 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6976 * `pos1`: start of the ray
6977 * `pos2`: end of the ray
6978 * `objects`: if false, only nodes will be returned. Default is true.
6979 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6983 * `next()`: returns a `pointed_thing` with exact pointing location
6984 * Returns the next thing pointed by the ray or nil.
6989 Interface for the operating system's crypto-secure PRNG.
6991 It can be created via `SecureRandom()`. The constructor returns nil if a
6992 secure random device cannot be found on the system.
6996 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6997 random bytes, as a string.
7002 An interface to read config files in the format of `minetest.conf`.
7004 It can be created via `Settings(filename)`.
7008 * `get(key)`: returns a value
7009 * `get_bool(key, [default])`: returns a boolean
7010 * `default` is the value returned if `key` is not found.
7011 * Returns `nil` if `key` is not found and `default` not specified.
7012 * `get_np_group(key)`: returns a NoiseParams table
7014 * Returns `{flag = true/false, ...}` according to the set flags.
7015 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7016 flags like `mgv5_spflags`.
7018 * Setting names can't contain whitespace or any of `="{}#`.
7019 * Setting values can't contain the sequence `\n"""`.
7020 * Setting names starting with "secure." can't be set on the main settings
7021 object (`minetest.settings`).
7022 * `set_bool(key, value)`
7023 * See documentation for set() above.
7024 * `set_np_group(key, value)`
7025 * `value` is a NoiseParams table.
7026 * Also, see documentation for set() above.
7027 * `remove(key)`: returns a boolean (`true` for success)
7028 * `get_names()`: returns `{key1,...}`
7029 * `write()`: returns a boolean (`true` for success)
7030 * Writes changes to file.
7031 * `to_table()`: returns `{[key1]=value1,...}`
7035 The settings have the format `key = value`. Example:
7047 Mod metadata: per mod metadata, saved automatically.
7048 Can be obtained via `minetest.get_mod_storage()` during load time.
7050 WARNING: This storage backend is incaptable to save raw binary data due
7051 to restrictions of JSON.
7055 * All methods in MetaDataRef
7066 Used by `ObjectRef` methods. Part of an Entity definition.
7067 These properties are not persistent, but are applied automatically to the
7068 corresponding Lua entity using the given registration fields.
7069 Player properties need to be saved manually.
7073 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7076 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7079 -- For players only. Zoom FOV in degrees.
7080 -- Note that zoom loads and/or generates world beyond the server's
7081 -- maximum send and generate distances, so acts like a telescope.
7082 -- Smaller zoom_fov values increase the distance loaded/generated.
7083 -- Defaults to 15 in creative mode, 0 in survival mode.
7084 -- zoom_fov = 0 disables zooming for the player.
7087 -- For players only. Camera height above feet position in nodes.
7088 -- Defaults to 1.625.
7091 -- Collide with `walkable` nodes.
7093 collide_with_objects = true,
7094 -- Collide with other objects if physical = true
7096 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7097 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7098 -- Selection box uses collision box dimensions when not set.
7099 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7103 -- Overrides selection box when false
7105 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7106 -- "cube" is a node-sized cube.
7107 -- "sprite" is a flat texture always facing the player.
7108 -- "upright_sprite" is a vertical flat texture.
7109 -- "mesh" uses the defined mesh model.
7110 -- "wielditem" is used for dropped items.
7111 -- (see builtin/game/item_entity.lua).
7112 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7113 -- If the item has a 'wield_image' the object will be an extrusion of
7115 -- If 'itemname' is a cubic node or nodebox the object will appear
7116 -- identical to 'itemname'.
7117 -- If 'itemname' is a plantlike node the object will be an extrusion
7119 -- Otherwise for non-node items, the object will be an extrusion of
7120 -- 'inventory_image'.
7121 -- If 'itemname' contains a ColorString or palette index (e.g. from
7122 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7123 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7125 visual_size = {x = 1, y = 1, z = 1},
7126 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7127 -- to scale the entity along both horizontal axes.
7130 -- File name of mesh when using "mesh" visual
7133 -- Number of required textures depends on visual.
7134 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7135 -- "sprite" uses 1 texture.
7136 -- "upright_sprite" uses 2 textures: {front, back}.
7137 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7140 -- Number of required colors depends on visual
7142 use_texture_alpha = false,
7143 -- Use texture's alpha channel.
7144 -- Excludes "upright_sprite" and "wielditem".
7145 -- Note: currently causes visual issues when viewed through other
7146 -- semi-transparent materials such as water.
7148 spritediv = {x = 1, y = 1},
7149 -- Used with spritesheet textures for animation and/or frame selection
7150 -- according to position relative to player.
7151 -- Defines the number of columns and rows in the spritesheet:
7154 initial_sprite_basepos = {x = 0, y = 0},
7155 -- Used with spritesheet textures.
7156 -- Defines the {column, row} position of the initially used frame in the
7160 -- If false, object is invisible and can't be pointed.
7162 makes_footstep_sound = false,
7163 -- If true, is able to make footstep sounds of nodes
7164 -- (see node sound definition for details).
7166 automatic_rotate = 0,
7167 -- Set constant rotation in radians per second, positive or negative.
7168 -- Object rotates along the local Y-axis, and works with set_rotation.
7169 -- Set to 0 to disable constant rotation.
7172 -- If positive number, object will climb upwards when it moves
7173 -- horizontally against a `walkable` node, if the height difference
7174 -- is within `stepheight`.
7176 automatic_face_movement_dir = 0.0,
7177 -- Automatically set yaw to movement direction, offset in degrees.
7178 -- 'false' to disable.
7180 automatic_face_movement_max_rotation_per_sec = -1,
7181 -- Limit automatic rotation to this value in degrees per second.
7182 -- No limit if value <= 0.
7184 backface_culling = true,
7185 -- Set to false to disable backface_culling for model
7188 -- Add this much extra lighting when calculating texture color.
7189 -- Value < 0 disables light's effect on texture color.
7190 -- For faking self-lighting, UI style entities, or programmatic coloring
7194 -- The name to display on the head of the object. By default empty.
7195 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7196 -- For all other objects, a nil or empty string removes the nametag.
7197 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7199 nametag_color = <ColorSpec>,
7200 -- Sets text color of nametag
7202 nametag_bgcolor = <ColorSpec>,
7203 -- Sets background color of nametag
7204 -- `false` will cause the background to be set automatically based on user settings.
7208 -- Same as infotext for nodes. Empty by default
7211 -- If false, never save this object statically. It will simply be
7212 -- deleted when the block gets unloaded.
7213 -- The get_staticdata() callback is never called then.
7214 -- Defaults to 'true'.
7216 damage_texture_modifier = "^[brighten",
7217 -- Texture modifier to be applied for a short duration when object is hit
7220 -- Setting this to 'false' disables diffuse lighting of entity
7222 show_on_minimap = false,
7223 -- Defaults to true for players, false for other entities.
7224 -- If set to true the entity will show as a marker on the minimap.
7230 Used by `minetest.register_entity`.
7233 initial_properties = {
7235 mesh = "boats_boat.obj",
7238 -- A table of object properties, see the `Object properties` section.
7239 -- Object properties being read directly from the entity definition
7240 -- table is deprecated. Define object properties in this
7241 -- `initial_properties` table instead.
7243 on_activate = function(self, staticdata, dtime_s),
7245 on_step = function(self, dtime, moveresult),
7246 -- Called every server step
7247 -- dtime: Elapsed time
7248 -- moveresult: Table with collision info (only available if physical=true)
7250 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7252 on_rightclick = function(self, clicker),
7254 get_staticdata = function(self),
7255 -- Called sometimes; the string returned is passed to on_activate when
7256 -- the entity is re-activated from static state
7258 _custom_field = whatever,
7259 -- You can define arbitrary member variables here (see Item definition
7260 -- for more info) by using a '_' prefix
7263 Collision info passed to `on_step`:
7266 touching_ground = boolean,
7268 standing_on_object = boolean,
7271 type = string, -- "node" or "object",
7272 axis = string, -- "x", "y" or "z"
7273 node_pos = vector, -- if type is "node"
7274 object = ObjectRef, -- if type is "object"
7275 old_velocity = vector,
7276 new_velocity = vector,
7282 ABM (ActiveBlockModifier) definition
7283 ------------------------------------
7285 Used by `minetest.register_abm`.
7288 label = "Lava cooling",
7289 -- Descriptive label for profiling purposes (optional).
7290 -- Definitions with identical labels will be listed as one.
7292 nodenames = {"default:lava_source"},
7293 -- Apply `action` function to these nodes.
7294 -- `group:groupname` can also be used here.
7296 neighbors = {"default:water_source", "default:water_flowing"},
7297 -- Only apply `action` to nodes that have one of, or any
7298 -- combination of, these neighbors.
7299 -- If left out or empty, any neighbor will do.
7300 -- `group:groupname` can also be used here.
7303 -- Operation interval in seconds
7306 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7311 -- min and max height levels where ABM will be processed
7312 -- can be used to reduce CPU usage
7315 -- If true, catch-up behaviour is enabled: The `chance` value is
7316 -- temporarily reduced when returning to an area to simulate time lost
7317 -- by the area being unattended. Note that the `chance` value can often
7320 action = function(pos, node, active_object_count, active_object_count_wider),
7321 -- Function triggered for each qualifying node.
7322 -- `active_object_count` is number of active objects in the node's
7324 -- `active_object_count_wider` is number of active objects in the node's
7325 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7326 -- mapblocks are unloaded an estmate is calculated for them based on
7327 -- loaded mapblocks.
7330 LBM (LoadingBlockModifier) definition
7331 -------------------------------------
7333 Used by `minetest.register_lbm`.
7335 A loading block modifier (LBM) is used to define a function that is called for
7336 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7340 label = "Upgrade legacy doors",
7341 -- Descriptive label for profiling purposes (optional).
7342 -- Definitions with identical labels will be listed as one.
7344 name = "modname:replace_legacy_door",
7346 nodenames = {"default:lava_source"},
7347 -- List of node names to trigger the LBM on.
7348 -- Also non-registered nodes will work.
7349 -- Groups (as of group:groupname) will work as well.
7351 run_at_every_load = false,
7352 -- Whether to run the LBM's action every time a block gets loaded,
7353 -- and not only the first time the block gets loaded after the LBM
7356 action = function(pos, node),
7363 * `{name="image.png", animation={Tile Animation definition}}`
7364 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7365 * backface culling enabled by default for most nodes
7366 * align style determines whether the texture will be rotated with the node
7367 or kept aligned with its surroundings. "user" means that client
7368 setting will be used, similar to `glasslike_framed_optional`.
7369 Note: supported by solid nodes and nodeboxes only.
7370 * scale is used to make texture span several (exactly `scale`) nodes,
7371 instead of just one, in each direction. Works for world-aligned
7373 Note that as the effect is applied on per-mapblock basis, `16` should
7374 be equally divisible by `scale` or you may get wrong results.
7375 * `{name="image.png", color=ColorSpec}`
7376 * the texture's color will be multiplied with this color.
7377 * the tile's color overrides the owning node's color in all cases.
7378 * deprecated, yet still supported field names:
7381 Tile animation definition
7382 -------------------------
7385 type = "vertical_frames",
7388 -- Width of a frame in pixels
7391 -- Height of a frame in pixels
7401 -- Width in number of frames
7404 -- Height in number of frames
7407 -- Length of a single frame
7413 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7414 `minetest.register_tool`.
7417 description = "Steel Axe",
7418 -- Can contain new lines. "\n" has to be used as new line character.
7419 -- See also: `get_description` in [`ItemStack`]
7421 short_description = "Steel Axe",
7422 -- Must not contain new lines.
7424 -- Use an [`ItemStack`] to get the short description, eg:
7425 -- ItemStack(itemname):get_short_description()
7428 -- key = name, value = rating; rating = 1..3.
7429 -- If rating not applicable, use 1.
7430 -- e.g. {wool = 1, fluffy = 3}
7431 -- {soil = 2, outerspace = 1, crumbly = 1}
7432 -- {bendy = 2, snappy = 1},
7433 -- {hard = 1, metal = 1, spikes = 1}
7435 inventory_image = "default_tool_steelaxe.png",
7437 inventory_overlay = "overlay.png",
7438 -- An overlay which does not get colorized
7445 -- An image file containing the palette of a node.
7446 -- You can set the currently used color as the "palette_index" field of
7447 -- the item stack metadata.
7448 -- The palette is always stretched to fit indices between 0 and 255, to
7449 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7451 color = "0xFFFFFFFF",
7452 -- The color of the item. The palette overrides this.
7454 wield_scale = {x = 1, y = 1, z = 1},
7456 -- The default value of 99 may be configured by
7457 -- users using the setting "default_stack_max"
7462 liquids_pointable = false,
7465 -- When used for nodes: Defines amount of light emitted by node.
7466 -- Otherwise: Defines texture glow when viewed as a dropped item
7467 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7468 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7471 -- See "Tool Capabilities" section for an example including explanation
7472 tool_capabilities = {
7473 full_punch_interval = 1.0,
7477 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7478 uses = 20, maxlevel = 2},
7480 damage_groups = {groupname = damage},
7481 -- Damage values must be between -32768 and 32767 (2^15)
7483 punch_attack_uses = nil,
7484 -- Amount of uses this tool has for attacking players and entities
7485 -- by punching them (0 = infinite uses).
7486 -- For compatibility, this is automatically set from the first
7487 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7488 -- It is recommend to set this explicitly instead of relying on the
7489 -- fallback behavior.
7492 node_placement_prediction = nil,
7493 -- If nil and item is node, prediction is made automatically.
7494 -- If nil and item is not a node, no prediction is made.
7495 -- If "" and item is anything, no prediction is made.
7496 -- Otherwise should be name of node which the client immediately places
7497 -- on ground when the player places the item. Server will always update
7498 -- actual result to client in a short moment.
7500 node_dig_prediction = "air",
7501 -- if "", no prediction is made.
7502 -- if "air", node is removed.
7503 -- Otherwise should be name of node which the client immediately places
7504 -- upon digging. Server will always update actual result shortly.
7507 -- Definition of items sounds to be played at various events.
7508 -- All fields in this table are optional.
7510 breaks = <SimpleSoundSpec>,
7511 -- When tool breaks due to wear. Ignored for non-tools
7513 eat = <SimpleSoundSpec>,
7514 -- When item is eaten with `minetest.do_item_eat`
7517 on_place = function(itemstack, placer, pointed_thing),
7518 -- When the 'place' key was pressed with the item in hand
7519 -- and a node was pointed at.
7520 -- Shall place item and return the leftover itemstack.
7521 -- The placer may be any ObjectRef or nil.
7522 -- default: minetest.item_place
7524 on_secondary_use = function(itemstack, user, pointed_thing),
7525 -- Same as on_place but called when not pointing at a node.
7526 -- The user may be any ObjectRef or nil.
7529 on_drop = function(itemstack, dropper, pos),
7530 -- Shall drop item and return the leftover itemstack.
7531 -- The dropper may be any ObjectRef or nil.
7532 -- default: minetest.item_drop
7534 on_use = function(itemstack, user, pointed_thing),
7536 -- When user pressed the 'punch/mine' key with the item in hand.
7537 -- Function must return either nil if no item shall be removed from
7538 -- inventory, or an itemstack to replace the original itemstack.
7539 -- e.g. itemstack:take_item(); return itemstack
7540 -- Otherwise, the function is free to do what it wants.
7541 -- The user may be any ObjectRef or nil.
7542 -- The default functions handle regular use cases.
7544 after_use = function(itemstack, user, node, digparams),
7546 -- If defined, should return an itemstack and will be called instead of
7547 -- wearing out the item (if tool). If returns nil, does nothing.
7548 -- If after_use doesn't exist, it is the same as:
7549 -- function(itemstack, user, node, digparams)
7550 -- itemstack:add_wear(digparams.wear)
7553 -- The user may be any ObjectRef or nil.
7555 _custom_field = whatever,
7556 -- Add your own custom fields. By convention, all custom field names
7557 -- should start with `_` to avoid naming collisions with future engine
7564 Used by `minetest.register_node`.
7567 -- <all fields allowed in item definitions>,
7569 drawtype = "normal", -- See "Node drawtypes"
7572 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7573 -- "firelike", "mesh", "nodebox", "allfaces".
7574 -- For plantlike and firelike, the image will start at the bottom of the
7575 -- node. For torchlike, the image will start at the surface to which the
7576 -- node "attaches". For the other drawtypes the image will be centered
7579 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7580 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7581 -- Old field name was 'tile_images'.
7582 -- List can be shortened to needed length.
7584 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7585 -- Same as `tiles`, but these textures are drawn on top of the base
7586 -- tiles. You can use this to colorize only specific parts of your
7587 -- texture. If the texture name is an empty string, that overlay is not
7588 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7589 -- overlays on very common nodes.
7591 special_tiles = {tile definition 1, Tile definition 2},
7592 -- Special textures of node; used rarely.
7593 -- Old field name was 'special_materials'.
7594 -- List can be shortened to needed length.
7597 -- The node's original color will be multiplied with this color.
7598 -- If the node has a palette, then this setting only has an effect in
7599 -- the inventory and on the wield item.
7601 use_texture_alpha = ...,
7602 -- Specifies how the texture's alpha channel will be used for rendering.
7604 -- * "opaque": Node is rendered opaque regardless of alpha channel
7605 -- * "clip": A given pixel is either fully see-through or opaque
7606 -- depending on the alpha channel being below/above 50% in value
7607 -- * "blend": The alpha channel specifies how transparent a given pixel
7608 -- of the rendered node is
7609 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7610 -- "clip" otherwise.
7611 -- If set to a boolean value (deprecated): true either sets it to blend
7612 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7614 palette = "palette.png",
7615 -- The node's `param2` is used to select a pixel from the image.
7616 -- Pixels are arranged from left to right and from top to bottom.
7617 -- The node's color will be multiplied with the selected pixel's color.
7618 -- Tiles can override this behavior.
7619 -- Only when `paramtype2` supports palettes.
7621 post_effect_color = "green#0F",
7622 -- Screen tint if player is inside node, see "ColorSpec"
7624 paramtype = "none", -- See "Nodes"
7626 paramtype2 = "none", -- See "Nodes"
7628 place_param2 = nil, -- Force value for param2 when player places node
7630 is_ground_content = true,
7631 -- If false, the cave generator and dungeon generator will not carve
7632 -- through this node.
7633 -- Specifically, this stops mod-added nodes being removed by caves and
7634 -- dungeons when those generate in a neighbor mapchunk and extend out
7635 -- beyond the edge of that mapchunk.
7637 sunlight_propagates = false,
7638 -- If true, sunlight will go infinitely through this node
7640 walkable = true, -- If true, objects collide with node
7642 pointable = true, -- If true, can be pointed at
7644 diggable = true, -- If false, can never be dug
7646 climbable = false, -- If true, can be climbed on (ladder)
7648 buildable_to = false, -- If true, placed nodes can replace this node
7651 -- If true, liquids flow into and replace this node.
7652 -- Warning: making a liquid node 'floodable' will cause problems.
7654 liquidtype = "none", -- specifies liquid physics
7655 -- * "none": no liquid physics
7656 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7657 -- recommended drawtype: "liquid".
7658 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7659 -- around it until `liquid_range` is reached;
7660 -- will drain out without a source;
7661 -- recommended drawtype: "flowingliquid".
7662 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7663 -- both `liquid_alternative_*` fields must be specified
7665 liquid_alternative_flowing = "", -- Flowing version of source liquid
7667 liquid_alternative_source = "", -- Source version of flowing liquid
7669 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7671 liquid_renewable = true,
7672 -- If true, a new liquid source can be created by placing two or more
7676 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7677 -- Allows defining the nodebox height without using param2.
7678 -- The nodebox height is 'leveled' / 64 nodes.
7679 -- The maximum value of 'leveled' is `leveled_max`.
7682 -- Maximum value for `leveled` (0-127), enforced in
7683 -- `minetest.set_node_level` and `minetest.add_node_level`.
7684 -- Values above 124 might causes collision detection issues.
7687 -- Maximum distance that flowing liquid nodes can spread around
7688 -- source on flat land;
7689 -- maximum = 8; set to 0 to disable liquid flow
7692 -- Player will take this amount of damage if no bubbles are left
7694 damage_per_second = 0,
7695 -- If player is inside node, this damage is caused
7697 node_box = {type="regular"}, -- See "Node boxes"
7699 connects_to = nodenames,
7700 -- Used for nodebox nodes with the type == "connected".
7701 -- Specifies to what neighboring nodes connections will be drawn.
7702 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7704 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7705 -- Tells connected nodebox nodes to connect only to these sides of this
7709 -- File name of mesh when using "mesh" drawtype
7714 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7715 -- Node box format: see [Node boxes]
7718 -- Custom selection box definition. Multiple boxes can be defined.
7719 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7720 -- definition is used for the selection box.
7725 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7726 -- Node box format: see [Node boxes]
7729 -- Custom collision box definition. Multiple boxes can be defined.
7730 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7731 -- definition is used for the collision box.
7733 -- Support maps made in and before January 2012
7734 legacy_facedir_simple = false,
7735 legacy_wallmounted = false,
7738 -- Valid for drawtypes:
7739 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7740 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7741 -- 2 - wave node like leaves (whole node moves side-to-side)
7742 -- 3 - wave node like liquids (whole node moves up and down)
7743 -- Not all models will properly wave.
7744 -- plantlike drawtype can only wave like plants.
7745 -- allfaces_optional drawtype can only wave like leaves.
7746 -- liquid, flowingliquid drawtypes can only wave like liquids.
7749 -- Definition of node sounds to be played at various events.
7750 -- All fields in this table are optional.
7752 footstep = <SimpleSoundSpec>,
7753 -- If walkable, played when object walks on it. If node is
7754 -- climbable or a liquid, played when object moves through it
7756 dig = <SimpleSoundSpec> or "__group",
7757 -- While digging node.
7758 -- If `"__group"`, then the sound will be
7759 -- `default_dig_<groupname>`, where `<groupname>` is the
7760 -- name of the item's digging group with the fastest digging time.
7761 -- In case of a tie, one of the sounds will be played (but we
7762 -- cannot predict which one)
7763 -- Default value: `"__group"`
7765 dug = <SimpleSoundSpec>,
7768 place = <SimpleSoundSpec>,
7769 -- Node was placed. Also played after falling
7771 place_failed = <SimpleSoundSpec>,
7772 -- When node placement failed.
7773 -- Note: This happens if the _built-in_ node placement failed.
7774 -- This sound will still be played if the node is placed in the
7775 -- `on_place` callback manually.
7777 fall = <SimpleSoundSpec>,
7778 -- When node starts to fall or is detached
7782 -- Name of dropped item when dug.
7783 -- Default dropped item is the node itself.
7784 -- Using a table allows multiple items, drop chances and item filtering.
7785 -- Item filtering by string matching is deprecated.
7788 -- Maximum number of item lists to drop.
7789 -- The entries in 'items' are processed in order. For each:
7790 -- Item filtering is applied, chance of drop is applied, if both are
7791 -- successful the entire item list is dropped.
7792 -- Entry processing continues until the number of dropped item lists
7793 -- equals 'max_items'.
7794 -- Therefore, entries should progress from low to high drop chance.
7798 -- 1 in 1000 chance of dropping a diamond.
7799 -- Default rarity is '1'.
7801 items = {"default:diamond"},
7804 -- Only drop if using an item whose name is identical to one
7806 tools = {"default:shovel_mese", "default:shovel_diamond"},
7808 items = {"default:dirt"},
7809 -- Whether all items in the dropped item list inherit the
7810 -- hardware coloring palette color from the dug node.
7811 -- Default is 'false'.
7812 inherit_color = true,
7815 -- Only drop if using an item whose name contains
7816 -- "default:shovel_" (this item filtering by string matching
7817 -- is deprecated, use tool_groups instead).
7818 tools = {"~default:shovel_"},
7820 -- The item list dropped.
7821 items = {"default:sand", "default:desert_sand"},
7824 -- Only drop if using an item in the "magicwand" group, or
7825 -- an item that is in both the "pickaxe" and the "lucky"
7829 {"pickaxe", "lucky"}
7831 items = {"default:coal_lump"},
7836 on_construct = function(pos),
7837 -- Node constructor; called after adding node.
7838 -- Can set up metadata and stuff like that.
7839 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7842 on_destruct = function(pos),
7843 -- Node destructor; called before removing node.
7844 -- Not called for bulk node placement.
7847 after_destruct = function(pos, oldnode),
7848 -- Node destructor; called after removing node.
7849 -- Not called for bulk node placement.
7852 on_flood = function(pos, oldnode, newnode),
7853 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7854 -- `floodable = true` in the nodedef. Not called for bulk node placement
7855 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7856 -- node is not flooded, but on_flood callback will most likely be called
7857 -- over and over again every liquid update interval.
7859 -- Warning: making a liquid node 'floodable' will cause problems.
7861 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7862 -- Called when oldnode is about be converted to an item, but before the
7863 -- node is deleted from the world or the drops are added. This is
7864 -- generally the result of either the node being dug or an attached node
7865 -- becoming detached.
7866 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7867 -- drops is a table of ItemStacks, so any metadata to be preserved can
7868 -- be added directly to one or more of the dropped items. See
7869 -- "ItemStackMetaRef".
7872 after_place_node = function(pos, placer, itemstack, pointed_thing),
7873 -- Called after constructing node when node was placed using
7874 -- minetest.item_place_node / minetest.place_node.
7875 -- If return true no item is taken from itemstack.
7876 -- `placer` may be any valid ObjectRef or nil.
7879 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7880 -- oldmetadata is in table format.
7881 -- Called after destructing node when node was dug using
7882 -- minetest.node_dig / minetest.dig_node.
7885 can_dig = function(pos, [player]),
7886 -- Returns true if node can be dug, or false if not.
7889 on_punch = function(pos, node, puncher, pointed_thing),
7890 -- default: minetest.node_punch
7891 -- Called when puncher (an ObjectRef) punches the node at pos.
7892 -- By default calls minetest.register_on_punchnode callbacks.
7894 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7896 -- Called when clicker (an ObjectRef) used the 'place/build' key
7897 -- (not neccessarily an actual rightclick)
7898 -- while pointing at the node at pos with 'node' being the node table.
7899 -- itemstack will hold clicker's wielded item.
7900 -- Shall return the leftover itemstack.
7901 -- Note: pointed_thing can be nil, if a mod calls this function.
7902 -- This function does not get triggered by clients <=0.4.16 if the
7903 -- "formspec" node metadata field is set.
7905 on_dig = function(pos, node, digger),
7906 -- default: minetest.node_dig
7907 -- By default checks privileges, wears out item (if tool) and removes node.
7908 -- return true if the node was dug successfully, false otherwise.
7909 -- Deprecated: returning nil is the same as returning true.
7911 on_timer = function(pos, elapsed),
7913 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7914 -- elapsed is the total time passed since the timer was started.
7915 -- return true to run the timer for another cycle with the same timeout
7918 on_receive_fields = function(pos, formname, fields, sender),
7919 -- fields = {name1 = value1, name2 = value2, ...}
7920 -- Called when an UI form (e.g. sign text input) returns data.
7921 -- See minetest.register_on_player_receive_fields for more info.
7924 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7925 -- Called when a player wants to move items inside the inventory.
7926 -- Return value: number of items allowed to move.
7928 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7929 -- Called when a player wants to put something into the inventory.
7930 -- Return value: number of items allowed to put.
7931 -- Return value -1: Allow and don't modify item count in inventory.
7933 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7934 -- Called when a player wants to take something out of the inventory.
7935 -- Return value: number of items allowed to take.
7936 -- Return value -1: Allow and don't modify item count in inventory.
7938 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7939 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7940 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7941 -- Called after the actual action has happened, according to what was
7945 on_blast = function(pos, intensity),
7946 -- intensity: 1.0 = mid range of regular TNT.
7947 -- If defined, called when an explosion touches the node, instead of
7948 -- removing the node.
7950 mod_origin = "modname",
7951 -- stores which mod actually registered a node
7952 -- if it can not find a source, returns "??"
7953 -- useful for getting what mod truly registered something
7954 -- example: if a node is registered as ":othermodname:nodename",
7955 -- nodename will show "othermodname", but mod_orgin will say "modname"
7961 Used by `minetest.register_craft`.
7966 output = 'default:pick_stone',
7968 {'default:cobble', 'default:cobble', 'default:cobble'},
7969 {'', 'default:stick', ''},
7970 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7972 replacements = <list of item pairs>,
7973 -- replacements: replace one input item with another item on crafting
7981 output = 'mushrooms:mushroom_stew',
7984 "mushrooms:mushroom_brown",
7985 "mushrooms:mushroom_red",
7987 replacements = <list of item pairs>,
7993 type = "toolrepair",
7994 additional_wear = -0.02, -- multiplier of 65536
7997 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
7998 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
8000 The wear of the output is determined by the wear of both tools, plus a
8001 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8002 you want `additional_wear` to be negative.
8004 The formula used to calculate the resulting wear is:
8006 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
8008 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8009 no crafting is possible.
8015 output = "default:glass",
8016 recipe = "default:sand",
8024 recipe = "bucket:bucket_lava",
8026 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8032 Used by `minetest.register_ore`.
8034 See [Ores] section above for essential information.
8037 ore_type = "scatter",
8039 ore = "default:stone_with_coal",
8042 -- Facedir rotation. Default is 0 (unchanged rotation)
8044 wherein = "default:stone",
8045 -- A list of nodenames is supported too
8047 clust_scarcity = 8 * 8 * 8,
8048 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8049 -- If the desired average distance between ores is 'd', set this to
8053 -- Number of ores in a cluster
8056 -- Size of the bounding box of the cluster.
8057 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8058 -- nodes are coal ore.
8062 -- Lower and upper limits for ore
8065 -- Attributes for the ore generation, see 'Ore attributes' section above
8067 noise_threshold = 0.5,
8068 -- If noise is above this threshold, ore is placed. Not needed for a
8069 -- uniform distribution.
8074 spread = {x = 100, y = 100, z = 100},
8079 -- NoiseParams structure describing one of the perlin noises used for
8080 -- ore distribution.
8081 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8082 -- Omit from "scatter" ore for a uniform ore distribution.
8083 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8086 biomes = {"desert", "rainforest"},
8087 -- List of biomes in which this ore occurs.
8088 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8089 -- being used does not support biomes.
8090 -- Can be a list of (or a single) biome names, IDs, or definitions.
8092 -- Type-specific parameters
8095 column_height_min = 1,
8096 column_height_max = 16,
8097 column_midpoint_factor = 0.5,
8103 spread = {x = 100, y = 100, z = 100},
8111 spread = {x = 100, y = 100, z = 100},
8118 random_factor = 1.0,
8121 np_stratum_thickness = {
8124 spread = {x = 100, y = 100, z = 100},
8129 stratum_thickness = 8,
8135 Used by `minetest.register_biome`.
8137 The maximum number of biomes that can be used is 65535. However, using an
8138 excessive number of biomes will slow down map generation. Depending on desired
8139 performance and computing power the practical limit is much lower.
8144 node_dust = "default:snow",
8145 -- Node dropped onto upper surface after all else is generated
8147 node_top = "default:dirt_with_snow",
8149 -- Node forming surface layer of biome and thickness of this layer
8151 node_filler = "default:permafrost",
8153 -- Node forming lower layer of biome and thickness of this layer
8155 node_stone = "default:bluestone",
8156 -- Node that replaces all stone nodes between roughly y_min and y_max.
8158 node_water_top = "default:ice",
8159 depth_water_top = 10,
8160 -- Node forming a surface layer in seawater with the defined thickness
8163 -- Node that replaces all seawater nodes not in the surface layer
8165 node_river_water = "default:ice",
8166 -- Node that replaces river water in mapgens that use
8167 -- default:river_water
8169 node_riverbed = "default:gravel",
8171 -- Node placed under river water and thickness of this layer
8173 node_cave_liquid = "default:lava_source",
8174 node_cave_liquid = {"default:water_source", "default:lava_source"},
8175 -- Nodes placed inside 50% of the medium size caves.
8176 -- Multiple nodes can be specified, each cave will use a randomly
8177 -- chosen node from the list.
8178 -- If this field is left out or 'nil', cave liquids fall back to
8179 -- classic behaviour of lava and water distributed using 3D noise.
8180 -- For no cave liquid, specify "air".
8182 node_dungeon = "default:cobble",
8183 -- Node used for primary dungeon structure.
8184 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8185 -- alias, if that is also absent, dungeon nodes fall back to the biome
8187 -- If present, the following two nodes are also used.
8189 node_dungeon_alt = "default:mossycobble",
8190 -- Node used for randomly-distributed alternative structure nodes.
8191 -- If alternative structure nodes are not wanted leave this absent for
8192 -- performance reasons.
8194 node_dungeon_stair = "stairs:stair_cobble",
8195 -- Node used for dungeon stairs.
8196 -- If absent, stairs fall back to 'node_dungeon'.
8200 -- Upper and lower limits for biome.
8201 -- Alternatively you can use xyz limits as shown below.
8203 max_pos = {x = 31000, y = 128, z = 31000},
8204 min_pos = {x = -31000, y = 9, z = -31000},
8205 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8206 -- Biome is limited to a cuboid defined by these positions.
8207 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8208 -- 31000 in 'max_pos'.
8211 -- Vertical distance in nodes above 'y_max' over which the biome will
8212 -- blend with the biome above.
8213 -- Set to 0 for no vertical blend. Defaults to 0.
8216 humidity_point = 50,
8217 -- Characteristic temperature and humidity for the biome.
8218 -- These values create 'biome points' on a voronoi diagram with heat and
8219 -- humidity as axes. The resulting voronoi cells determine the
8220 -- distribution of the biomes.
8221 -- Heat and humidity have average values of 50, vary mostly between
8222 -- 0 and 100 but can exceed these values.
8225 Decoration definition
8226 ---------------------
8228 See [Decoration types]. Used by `minetest.register_decoration`.
8231 deco_type = "simple",
8233 place_on = "default:dirt_with_grass",
8234 -- Node (or list of nodes) that the decoration can be placed on
8237 -- Size of the square divisions of the mapchunk being generated.
8238 -- Determines the resolution of noise variation if used.
8239 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8240 -- equal to the chunk size.
8243 -- The value determines 'decorations per surface node'.
8244 -- Used only if noise_params is not specified.
8245 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8246 -- a different and much faster method.
8251 spread = {x = 100, y = 100, z = 100},
8258 -- NoiseParams structure describing the perlin noise used for decoration
8260 -- A noise value is calculated for each square division and determines
8261 -- 'decorations per surface node' within each division.
8262 -- If the noise value >= 10.0 complete coverage is enabled and
8263 -- decoration placement uses a different and much faster method.
8265 biomes = {"Oceanside", "Hills", "Plains"},
8266 -- List of biomes in which this decoration occurs. Occurs in all biomes
8267 -- if this is omitted, and ignored if the Mapgen being used does not
8269 -- Can be a list of (or a single) biome names, IDs, or definitions.
8273 -- Lower and upper limits for decoration.
8274 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8276 spawn_by = "default:water",
8277 -- Node (or list of nodes) that the decoration only spawns next to.
8278 -- Checks two horizontal planes of 8 neighbouring nodes (including
8279 -- diagonal neighbours), one plane level with the 'place_on' node and a
8280 -- plane one node above that.
8283 -- Number of spawn_by nodes that must be surrounding the decoration
8284 -- position to occur.
8285 -- If absent or -1, decorations occur next to any nodes.
8287 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8288 -- Flags for all decoration types.
8289 -- "liquid_surface": Instead of placement on the highest solid surface
8290 -- in a mapchunk column, placement is on the highest liquid surface.
8291 -- Placement is disabled if solid nodes are found above the liquid
8293 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8294 -- by the decoration.
8295 -- "all_floors", "all_ceilings": Instead of placement on the highest
8296 -- surface in a mapchunk the decoration is placed on all floor and/or
8297 -- ceiling surfaces, for example in caves and dungeons.
8298 -- Ceiling decorations act as an inversion of floor decorations so the
8299 -- effect of 'place_offset_y' is inverted.
8300 -- Y-slice probabilities do not function correctly for ceiling
8301 -- schematic decorations as the behaviour is unchanged.
8302 -- If a single decoration registration has both flags the floor and
8303 -- ceiling decorations will be aligned vertically.
8305 ----- Simple-type parameters
8307 decoration = "default:grass",
8308 -- The node name used as the decoration.
8309 -- If instead a list of strings, a randomly selected node from the list
8310 -- is placed as the decoration.
8313 -- Decoration height in nodes.
8314 -- If height_max is not 0, this is the lower limit of a randomly
8318 -- Upper limit of the randomly selected height.
8319 -- If absent, the parameter 'height' is used as a constant.
8322 -- Param2 value of decoration nodes.
8323 -- If param2_max is not 0, this is the lower limit of a randomly
8327 -- Upper limit of the randomly selected param2.
8328 -- If absent, the parameter 'param2' is used as a constant.
8331 -- Y offset of the decoration base node relative to the standard base
8333 -- Can be positive or negative. Default is 0.
8334 -- Effect is inverted for "all_ceilings" decorations.
8335 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8336 -- to the 'place_on' node.
8338 ----- Schematic-type parameters
8340 schematic = "foobar.mts",
8341 -- If schematic is a string, it is the filepath relative to the current
8342 -- working directory of the specified Minetest schematic file.
8343 -- Could also be the ID of a previously registered schematic.
8346 size = {x = 4, y = 6, z = 4},
8348 {name = "default:cobble", param1 = 255, param2 = 0},
8349 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8350 {name = "air", param1 = 255, param2 = 0},
8354 {ypos = 2, prob = 128},
8355 {ypos = 5, prob = 64},
8359 -- Alternative schematic specification by supplying a table. The fields
8360 -- size and data are mandatory whereas yslice_prob is optional.
8361 -- See 'Schematic specifier' for details.
8363 replacements = {["oldname"] = "convert_to", ...},
8365 flags = "place_center_x, place_center_y, place_center_z",
8366 -- Flags for schematic decorations. See 'Schematic attributes'.
8369 -- Rotation can be "0", "90", "180", "270", or "random"
8372 -- If the flag 'place_center_y' is set this parameter is ignored.
8373 -- Y offset of the schematic base node layer relative to the 'place_on'
8375 -- Can be positive or negative. Default is 0.
8376 -- Effect is inverted for "all_ceilings" decorations.
8377 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8378 -- to the 'place_on' node.
8381 Chat command definition
8382 -----------------------
8384 Used by `minetest.register_chatcommand`.
8387 params = "<name> <privilege>", -- Short parameter description
8389 description = "Remove privilege from player", -- Full description
8391 privs = {privs=true}, -- Require the "privs" privilege to run
8393 func = function(name, param),
8394 -- Called when command is run. Returns boolean success and text output.
8395 -- Special case: The help message is shown to the player if `func`
8396 -- returns false without a text output.
8399 Note that in params, use of symbols is as follows:
8401 * `<>` signifies a placeholder to be replaced when the command is used. For
8402 example, when a player name is needed: `<name>`
8403 * `[]` signifies param is optional and not required when the command is used.
8404 For example, if you require param1 but param2 is optional:
8405 `<param1> [<param2>]`
8406 * `|` signifies exclusive or. The command requires one param from the options
8407 provided. For example: `<param1> | <param2>`
8408 * `()` signifies grouping. For example, when param1 and param2 are both
8409 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8411 Privilege definition
8412 --------------------
8414 Used by `minetest.register_privilege`.
8418 -- Privilege description
8420 give_to_singleplayer = true,
8421 -- Whether to grant the privilege to singleplayer.
8423 give_to_admin = true,
8424 -- Whether to grant the privilege to the server admin.
8425 -- Uses value of 'give_to_singleplayer' by default.
8427 on_grant = function(name, granter_name),
8428 -- Called when given to player 'name' by 'granter_name'.
8429 -- 'granter_name' will be nil if the priv was granted by a mod.
8431 on_revoke = function(name, revoker_name),
8432 -- Called when taken from player 'name' by 'revoker_name'.
8433 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8435 -- Note that the above two callbacks will be called twice if a player is
8436 -- responsible, once with the player name, and then with a nil player
8438 -- Return true in the above callbacks to stop register_on_priv_grant or
8439 -- revoke being called.
8442 Detached inventory callbacks
8443 ----------------------------
8445 Used by `minetest.create_detached_inventory`.
8448 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8449 -- Called when a player wants to move items inside the inventory.
8450 -- Return value: number of items allowed to move.
8452 allow_put = function(inv, listname, index, stack, player),
8453 -- Called when a player wants to put something into the inventory.
8454 -- Return value: number of items allowed to put.
8455 -- Return value -1: Allow and don't modify item count in inventory.
8457 allow_take = function(inv, listname, index, stack, player),
8458 -- Called when a player wants to take something out of the inventory.
8459 -- Return value: number of items allowed to take.
8460 -- Return value -1: Allow and don't modify item count in inventory.
8462 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8463 on_put = function(inv, listname, index, stack, player),
8464 on_take = function(inv, listname, index, stack, player),
8465 -- Called after the actual action has happened, according to what was
8475 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8478 hud_elem_type = "image", -- See HUD element types
8479 -- Type of element, can be "image", "text", "statbar", "inventory",
8480 -- "compass" or "minimap"
8482 position = {x=0.5, y=0.5},
8483 -- Left corner position of element
8487 scale = {x = 2, y = 2},
8496 -- Selected item in inventory. 0 for no item selected.
8499 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8501 alignment = {x=0, y=0},
8503 offset = {x=0, y=0},
8505 size = { x=100, y=100 },
8506 -- Size of element in pixels
8509 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8512 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8518 Used by `minetest.add_particle`.
8521 pos = {x=0, y=0, z=0},
8522 velocity = {x=0, y=0, z=0},
8523 acceleration = {x=0, y=0, z=0},
8524 -- Spawn particle at pos with velocity and acceleration
8527 -- Disappears after expirationtime seconds
8530 -- Scales the visual size of the particle texture.
8531 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8532 -- particle (just like actual node dig particles).
8534 collisiondetection = false,
8535 -- If true collides with `walkable` nodes and, depending on the
8536 -- `object_collision` field, objects too.
8538 collision_removal = false,
8539 -- If true particle is removed when it collides.
8540 -- Requires collisiondetection = true to have any effect.
8542 object_collision = false,
8543 -- If true particle collides with objects that are defined as
8544 -- `physical = true,` and `collide_with_objects = true,`.
8545 -- Requires collisiondetection = true to have any effect.
8548 -- If true faces player using y axis only
8550 texture = "image.png",
8551 -- The texture of the particle
8553 playername = "singleplayer",
8554 -- Optional, if specified spawns particle only on the player's client
8556 animation = {Tile Animation definition},
8557 -- Optional, specifies how to animate the particle texture
8560 -- Optional, specify particle self-luminescence in darkness.
8563 node = {name = "ignore", param2 = 0},
8564 -- Optional, if specified the particle will have the same appearance as
8565 -- node dig particles for the given node.
8566 -- `texture` and `animation` will be ignored if this is set.
8569 -- Optional, only valid in combination with `node`
8570 -- If set to a valid number 1-6, specifies the tile from which the
8571 -- particle texture is picked.
8572 -- Otherwise, the default behavior is used. (currently: any random tile)
8576 `ParticleSpawner` definition
8577 ----------------------------
8579 Used by `minetest.add_particlespawner`.
8583 -- Number of particles spawned over the time period `time`.
8586 -- Lifespan of spawner in seconds.
8587 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8588 -- a per-second basis.
8590 minpos = {x=0, y=0, z=0},
8591 maxpos = {x=0, y=0, z=0},
8592 minvel = {x=0, y=0, z=0},
8593 maxvel = {x=0, y=0, z=0},
8594 minacc = {x=0, y=0, z=0},
8595 maxacc = {x=0, y=0, z=0},
8600 -- The particles' properties are random values between the min and max
8602 -- applies to: pos, velocity, acceleration, expirationtime, size
8603 -- If `node` is set, min and maxsize can be set to 0 to spawn
8604 -- randomly-sized particles (just like actual node dig particles).
8606 collisiondetection = false,
8607 -- If true collide with `walkable` nodes and, depending on the
8608 -- `object_collision` field, objects too.
8610 collision_removal = false,
8611 -- If true particles are removed when they collide.
8612 -- Requires collisiondetection = true to have any effect.
8614 object_collision = false,
8615 -- If true particles collide with objects that are defined as
8616 -- `physical = true,` and `collide_with_objects = true,`.
8617 -- Requires collisiondetection = true to have any effect.
8619 attached = ObjectRef,
8620 -- If defined, particle positions, velocities and accelerations are
8621 -- relative to this object's position and yaw
8624 -- If true face player using y axis only
8626 texture = "image.png",
8627 -- The texture of the particle
8629 playername = "singleplayer",
8630 -- Optional, if specified spawns particles only on the player's client
8632 animation = {Tile Animation definition},
8633 -- Optional, specifies how to animate the particles' texture
8636 -- Optional, specify particle self-luminescence in darkness.
8639 node = {name = "ignore", param2 = 0},
8640 -- Optional, if specified the particles will have the same appearance as
8641 -- node dig particles for the given node.
8642 -- `texture` and `animation` will be ignored if this is set.
8645 -- Optional, only valid in combination with `node`
8646 -- If set to a valid number 1-6, specifies the tile from which the
8647 -- particle texture is picked.
8648 -- Otherwise, the default behavior is used. (currently: any random tile)
8651 `HTTPRequest` definition
8652 ------------------------
8654 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8657 url = "http://example.org",
8660 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8662 method = "GET", "POST", "PUT" or "DELETE"
8663 -- The http method to use. Defaults to "GET".
8665 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8666 -- Data for the POST, PUT or DELETE request.
8667 -- Accepts both a string and a table. If a table is specified, encodes
8668 -- table as x-www-form-urlencoded key-value pairs.
8670 user_agent = "ExampleUserAgent",
8671 -- Optional, if specified replaces the default minetest user agent with
8674 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8675 -- Optional, if specified adds additional headers to the HTTP request.
8676 -- You must make sure that the header strings follow HTTP specification
8680 -- Optional, if true performs a multipart HTTP request.
8681 -- Default is false.
8682 -- Post only, data must be array
8684 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8685 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8688 `HTTPRequestResult` definition
8689 ------------------------------
8691 Passed to `HTTPApiTable.fetch` callback. Returned by
8692 `HTTPApiTable.fetch_async_get`.
8696 -- If true, the request has finished (either succeeded, failed or timed
8700 -- If true, the request was successful
8703 -- If true, the request timed out
8711 Authentication handler definition
8712 ---------------------------------
8714 Used by `minetest.register_authentication_handler`.
8717 get_auth = function(name),
8718 -- Get authentication data for existing player `name` (`nil` if player
8720 -- Returns following structure:
8721 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8723 create_auth = function(name, password),
8724 -- Create new auth data for player `name`.
8725 -- Note that `password` is not plain-text but an arbitrary
8726 -- representation decided by the engine.
8728 delete_auth = function(name),
8729 -- Delete auth data of player `name`.
8730 -- Returns boolean indicating success (false if player is nonexistent).
8732 set_password = function(name, password),
8733 -- Set password of player `name` to `password`.
8734 -- Auth data should be created if not present.
8736 set_privileges = function(name, privileges),
8737 -- Set privileges of player `name`.
8738 -- `privileges` is in table form, auth data should be created if not
8741 reload = function(),
8742 -- Reload authentication data from the storage location.
8743 -- Returns boolean indicating success.
8745 record_login = function(name),
8746 -- Called when player joins, used for keeping track of last_login
8748 iterate = function(),
8749 -- Returns an iterator (use with `for` loops) for all player names
8750 -- currently in the auth database