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 Minetest keeps and looks for files mostly in two paths. `path_share` or `path_user`.
40 `path_share` contains possibly read-only content for the engine (incl. games and mods).
41 `path_user` contains mods or games installed by the user but also the users
44 With a local build (`RUN_IN_PLACE=1`) `path_share` and `path_user` both point to
45 the build directory. For system-wide builds on Linux the share path is usually at
46 `/usr/share/minetest` while the user path resides in `.minetest` in the home directory.
47 Paths on other operating systems will differ.
52 Games are looked up from:
54 * `$path_share/games/<gameid>/`
55 * `$path_user/games/<gameid>/`
57 Where `<gameid>` is unique to each game.
59 The game directory can contain the following files:
61 * `game.conf`, with the following keys:
62 * `title`: Required, a human-readable title to address the game, e.g. `title = Minetest Game`.
63 * `name`: (Deprecated) same as title.
64 * `description`: Short description to be shown in the content tab
65 * `allowed_mapgens = <comma-separated mapgens>`
66 e.g. `allowed_mapgens = v5,v6,flat`
67 Mapgens not in this list are removed from the list of mapgens for the
69 If not specified, all mapgens are allowed.
70 * `disallowed_mapgens = <comma-separated mapgens>`
71 e.g. `disallowed_mapgens = v5,v6,flat`
72 These mapgens are removed from the list of mapgens for the game.
73 When both `allowed_mapgens` and `disallowed_mapgens` are
74 specified, `allowed_mapgens` is applied before
76 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
77 e.g. `disallowed_mapgen_settings = mgv5_spflags`
78 These mapgen settings are hidden for this game in the world creation
79 dialog and game start menu. Add `seed` to hide the seed input field.
80 * `disabled_settings = <comma-separated settings>`
81 e.g. `disabled_settings = enable_damage, creative_mode`
82 These settings are hidden for this game in the "Start game" tab
83 and will be initialized as `false` when the game is started.
84 Prepend a setting name with an exclamation mark to initialize it to `true`
85 (this does not work for `enable_server`).
86 Only these settings are supported:
87 `enable_damage`, `creative_mode`, `enable_server`.
88 * `author`: The author of the game. It only appears when downloaded from
90 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
91 an internal ID used to track versions.
93 Used to set default settings when running this game.
95 In the same format as the one in builtin.
96 This settingtypes.txt will be parsed by the menu and the settings will be
97 displayed in the "Games" category in the advanced settings tab.
98 * If the game contains a folder called `textures` the server will load it as a
99 texturepack, overriding mod textures.
100 Any server texturepack will override mod textures and the game texturepack.
105 Games can provide custom main menu images. They are put inside a `menu`
106 directory inside the game directory.
108 The images are named `$identifier.png`, where `$identifier` is one of
109 `overlay`, `background`, `footer`, `header`.
110 If you want to specify multiple images for one identifier, add additional
111 images named like `$identifier.$n.png`, with an ascending number $n starting
112 with 1, and a random image will be chosen from the provided ones.
117 Games can provide custom main menu music. They are put inside a `menu`
118 directory inside the game directory.
120 The music files are named `theme.ogg`.
121 If you want to specify multiple music files for one game, add additional
122 images named like `theme.$n.ogg`, with an ascending number $n starting
123 with 1 (max 10), and a random music file will be chosen from the provided ones.
131 Paths are relative to the directories listed in the [Paths] section above.
133 * `games/<gameid>/mods/`
135 * `worlds/<worldname>/worldmods/`
140 It is possible to include a game in a world; in this case, no mods or
141 games are loaded or checked from anywhere else.
143 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
146 Mods should then be placed in `<worldname>/game/mods/`.
151 Mods can be put in a subdirectory, if the parent directory, which otherwise
152 should be a mod, contains a file named `modpack.conf`.
153 The file is a key-value store of modpack details.
155 * `name`: The modpack name. Allows Minetest to determine the modpack name even
156 if the folder is wrongly named.
157 * `description`: Description of mod to be shown in the Mods tab of the main
159 * `author`: The author of the modpack. It only appears when downloaded from
161 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
162 internal ID used to track versions.
163 * `title`: A human-readable title to address the modpack.
165 Note: to support 0.4.x, please also create an empty modpack.txt file.
167 Mod directory structure
168 -----------------------
174 │ ├── settingtypes.txt
178 │ │ ├── modname_stuff.png
179 │ │ ├── modname_stuff_normal.png
180 │ │ ├── modname_something_else.png
181 │ │ ├── subfolder_foo
182 │ │ │ ├── modname_more_stuff.png
183 │ │ │ └── another_subfolder
184 │ │ └── bar_subfolder
193 The location of this directory can be fetched by using
194 `minetest.get_modpath(modname)`.
198 A `Settings` file that provides meta information about the mod.
200 * `name`: The mod name. Allows Minetest to determine the mod name even if the
201 folder is wrongly named.
202 * `description`: Description of mod to be shown in the Mods tab of the main
204 * `depends`: A comma separated list of dependencies. These are mods that must be
205 loaded before this mod.
206 * `optional_depends`: A comma separated list of optional dependencies.
207 Like a dependency, but no error if the mod doesn't exist.
208 * `author`: The author of the mod. It only appears when downloaded from
210 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
211 internal ID used to track versions.
212 * `title`: A human-readable title to address the mod.
216 A screenshot shown in the mod manager within the main menu. It should
217 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
221 **Deprecated:** you should use mod.conf instead.
223 This file is used if there are no dependencies in mod.conf.
225 List of mods that have to be loaded before loading this mod.
227 A single line contains a single modname.
229 Optional dependencies can be defined by appending a question mark
230 to a single modname. This means that if the specified mod
231 is missing, it does not prevent this mod from being loaded.
233 ### `description.txt`
235 **Deprecated:** you should use mod.conf instead.
237 This file is used if there is no description in mod.conf.
239 A file containing a description to be shown in the Mods tab of the main menu.
241 ### `settingtypes.txt`
243 The format is documented in `builtin/settingtypes.txt`.
244 It is parsed by the main menu settings dialogue to list mod-specific
245 settings in the "Mods" category.
249 The main Lua script. Running this script should register everything it
250 wants to register. Subsequent execution depends on minetest calling the
251 registered callbacks.
253 `minetest.settings` can be used to read custom or existing settings at load
254 time, if necessary. (See [`Settings`])
256 ### `textures`, `sounds`, `media`, `models`, `locale`
258 Media files (textures, sounds, whatever) that will be transferred to the
259 client and will be available for use by the mod and translation files for
260 the clients (see [Translations]).
262 It is suggested to use the folders for the purpose they are thought for,
263 eg. put textures into `textures`, translation files into `locale`,
264 models for entities or meshnodes into `models` et cetera.
266 These folders and subfolders can contain subfolders.
267 Subfolders with names starting with `_` or `.` are ignored.
268 If a subfolder contains a media file with the same name as a media file
269 in one of its parents, the parent's file is used.
271 Although it is discouraged, a mod can overwrite a media file of any mod that it
272 depends on by supplying a file with an equal name.
277 Registered names should generally be in this format:
281 `<whatever>` can have these characters:
285 This is to prevent conflicting names from corrupting maps and is
286 enforced by the mod loader.
288 Registered names can be overridden by prefixing the name with `:`. This can
289 be used for overriding the registrations of some other mod.
291 The `:` prefix can also be used for maintaining backwards compatibility.
295 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
296 So the name should be `experimental:tnt`.
298 Any mod can redefine `experimental:tnt` by using the name
302 when registering it. For this to work correctly, that mod must have
303 `experimental` as a dependency.
311 Aliases of itemnames can be added by using
312 `minetest.register_alias(alias, original_name)` or
313 `minetest.register_alias_force(alias, original_name)`.
315 This adds an alias `alias` for the item called `original_name`.
316 From now on, you can use `alias` to refer to the item `original_name`.
318 The only difference between `minetest.register_alias` and
319 `minetest.register_alias_force` is that if an item named `alias` already exists,
320 `minetest.register_alias` will do nothing while
321 `minetest.register_alias_force` will unregister it.
323 This can be used for maintaining backwards compatibility.
325 This can also set quick access names for things, e.g. if
326 you have an item called `epiclylongmodname:stuff`, you could do
328 minetest.register_alias("stuff", "epiclylongmodname:stuff")
330 and be able to use `/giveme stuff`.
335 In a game, a certain number of these must be set to tell core mapgens which
336 of the game's nodes are to be used for core mapgen generation. For example:
338 minetest.register_alias("mapgen_stone", "default:stone")
340 ### Aliases for non-V6 mapgens
342 #### Essential aliases
345 * `mapgen_water_source`
346 * `mapgen_river_water_source`
348 `mapgen_river_water_source` is required for mapgens with sloping rivers where
349 it is necessary to have a river liquid node with a short `liquid_range` and
350 `liquid_renewable = false` to avoid flooding.
352 #### Optional aliases
354 * `mapgen_lava_source`
356 Fallback lava node used if cave liquids are not defined in biome definitions.
357 Deprecated, define cave liquids in biome definitions instead.
361 Fallback node used if dungeon nodes are not defined in biome definitions.
362 Deprecated, define dungeon nodes in biome definitions instead.
364 ### Aliases for Mapgen V6
369 * `mapgen_water_source`
370 * `mapgen_lava_source`
372 * `mapgen_dirt_with_grass`
383 * `mapgen_gravel` (falls back to stone)
384 * `mapgen_desert_stone` (falls back to stone)
385 * `mapgen_desert_sand` (falls back to sand)
386 * `mapgen_dirt_with_snow` (falls back to dirt_with_grass)
387 * `mapgen_snowblock` (falls back to dirt_with_grass)
388 * `mapgen_snow` (not placed if missing)
389 * `mapgen_ice` (falls back to water_source)
391 * `mapgen_jungletree` (falls back to tree)
392 * `mapgen_jungleleaves` (falls back to leaves)
393 * `mapgen_junglegrass` (not placed if missing)
394 * `mapgen_pine_tree` (falls back to tree)
395 * `mapgen_pine_needles` (falls back to leaves)
397 * `mapgen_stair_cobble` (falls back to cobble)
398 * `mapgen_mossycobble` (falls back to cobble)
399 * `mapgen_stair_desert_stone` (falls backto desert_stone)
401 ### Setting the node used in Mapgen Singlenode
403 By default the world is filled with air nodes. To set a different node use e.g.:
405 minetest.register_alias("mapgen_singlenode", "default:stone")
413 Mods should generally prefix their textures with `modname_`, e.g. given
414 the mod name `foomod`, a texture could be called:
418 Textures are referred to by their complete name, or alternatively by
419 stripping out the file extension:
421 * e.g. `foomod_foothing.png`
422 * e.g. `foomod_foothing`
424 Supported texture formats are PNG (`.png`), JPEG (`.jpg`), Bitmap (`.bmp`)
426 Since better alternatives exist, the latter two may be removed in the future.
431 There are various texture modifiers that can be used
432 to let the client generate textures on-the-fly.
433 The modifiers are applied directly in sRGB colorspace,
434 i.e. without gamma-correction.
436 ### Texture overlaying
438 Textures can be overlaid by putting a `^` between them.
442 default_dirt.png^default_grass_side.png
444 `default_grass_side.png` is overlaid over `default_dirt.png`.
445 The texture with the lower resolution will be automatically upscaled to
446 the higher resolution texture.
450 Textures can be grouped together by enclosing them in `(` and `)`.
452 Example: `cobble.png^(thing1.png^thing2.png)`
454 A texture for `thing1.png^thing2.png` is created and the resulting
455 texture is overlaid on top of `cobble.png`.
459 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
460 passing complex texture names as arguments. Escaping is done with backslash and
461 is required for `^` and `:`.
463 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
465 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
466 on top of `cobble.png`.
468 ### Advanced texture modifiers
474 * `[crack:<t>:<n>:<p>`
475 * `[cracko:<t>:<n>:<p>`
479 * `<t>`: tile count (in each direction)
480 * `<n>`: animation frame count
481 * `<p>`: current animation frame
483 Draw a step of the crack animation on the texture.
484 `crack` draws it normally, while `cracko` lays it over, keeping transparent
489 default_cobble.png^[crack:10:1
491 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
497 * `<file>`: texture to combine
499 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
500 specified coordinates.
504 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
506 #### `[resize:<w>x<h>`
508 Resizes the texture to the given dimensions.
512 default_sandstone.png^[resize:16x16
516 Makes the base image transparent according to the given ratio.
518 `r` must be between 0 (transparent) and 255 (opaque).
522 default_sandstone.png^[opacity:127
524 #### `[invert:<mode>`
526 Inverts the given channels of the base image.
527 Mode may contain the characters "r", "g", "b", "a".
528 Only the channels that are mentioned in the mode string will be inverted.
532 default_apple.png^[invert:rgb
536 Brightens the texture.
540 tnt_tnt_side.png^[brighten
544 Makes the texture completely opaque.
548 default_leaves.png^[noalpha
550 #### `[makealpha:<r>,<g>,<b>`
552 Convert one color to transparency.
556 default_cobble.png^[makealpha:128,128,128
560 * `<t>`: transformation(s) to apply
562 Rotates and/or flips the image.
564 `<t>` can be a number (between 0 and 7) or a transform name.
565 Rotations are counter-clockwise.
568 1 R90 rotate by 90 degrees
569 2 R180 rotate by 180 degrees
570 3 R270 rotate by 270 degrees
572 5 FXR90 flip X then rotate by 90 degrees
574 7 FYR90 flip Y then rotate by 90 degrees
578 default_stone.png^[transformFXR90
580 #### `[inventorycube{<top>{<left>{<right>`
582 Escaping does not apply here and `^` is replaced by `&` in texture names
585 Create an inventory cube texture using the side textures.
589 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
591 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
592 `dirt.png^grass_side.png` textures
594 #### `[lowpart:<percent>:<file>`
596 Blit the lower `<percent>`% part of `<file>` on the texture.
600 base.png^[lowpart:25:overlay.png
602 #### `[verticalframe:<t>:<n>`
604 * `<t>`: animation frame count
605 * `<n>`: current animation frame
607 Crops the texture to a frame of a vertical animation.
611 default_torch_animated.png^[verticalframe:16:8
615 Apply a mask to the base image.
617 The mask is applied using binary AND.
619 #### `[sheet:<w>x<h>:<x>,<y>`
621 Retrieves a tile at position x,y from the base image
622 which it assumes to be a tilesheet with dimensions w,h.
624 #### `[colorize:<color>:<ratio>`
626 Colorize the textures with the given color.
627 `<color>` is specified as a `ColorString`.
628 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
629 it is an int, then it specifies how far to interpolate between the
630 colors where 0 is only the texture color and 255 is only `<color>`. If
631 omitted, the alpha of `<color>` will be used as the ratio. If it is
632 the word "`alpha`", then each texture pixel will contain the RGB of
633 `<color>` and the alpha of `<color>` multiplied by the alpha of the
636 #### `[multiply:<color>`
638 Multiplies texture colors with the given color.
639 `<color>` is specified as a `ColorString`.
640 Result is more like what you'd expect if you put a color on top of another
641 color, meaning white surfaces get a lot of your new color while black parts
642 don't change very much.
646 Embed a base64 encoded PNG image in the texture string.
647 You can produce a valid string for this by calling
648 `minetest.encode_base64(minetest.encode_png(tex))`,
649 refer to the documentation of these functions for details.
650 You can use this to send disposable images such as captchas
651 to individual clients, or render things that would be too
652 expensive to compose with `[combine:`.
654 IMPORTANT: Avoid sending large images this way.
655 This is not a replacement for asset files, do not use it to do anything
656 that you could instead achieve by just using a file.
657 In particular consider `minetest.dynamic_add_media` and test whether
658 using other texture modifiers could result in a shorter string than
659 embedding a whole image, this may vary by use case.
664 The goal of hardware coloring is to simplify the creation of
665 colorful nodes. If your textures use the same pattern, and they only
666 differ in their color (like colored wool blocks), you can use hardware
667 coloring instead of creating and managing many texture files.
668 All of these methods use color multiplication (so a white-black texture
669 with red coloring will result in red-black color).
673 This method is useful if you wish to create nodes/items with
674 the same texture, in different colors, each in a new node/item definition.
678 When you register an item or node, set its `color` field (which accepts a
679 `ColorSpec`) to the desired color.
681 An `ItemStack`'s static color can be overwritten by the `color` metadata
682 field. If you set that field to a `ColorString`, that color will be used.
686 Each tile may have an individual static color, which overwrites every
687 other coloring method. To disable the coloring of a face,
688 set its color to white (because multiplying with white does nothing).
689 You can set the `color` property of the tiles in the node's definition
690 if the tile is in table format.
694 For nodes and items which can have many colors, a palette is more
695 suitable. A palette is a texture, which can contain up to 256 pixels.
696 Each pixel is one possible color for the node/item.
697 You can register one node/item, which can have up to 256 colors.
699 #### Palette indexing
701 When using palettes, you always provide a pixel index for the given
702 node or `ItemStack`. The palette is read from left to right and from
703 top to bottom. If the palette has less than 256 pixels, then it is
704 stretched to contain exactly 256 pixels (after arranging the pixels
705 to one line). The indexing starts from 0.
709 * 16x16 palette, index = 0: the top left corner
710 * 16x16 palette, index = 4: the fifth pixel in the first row
711 * 16x16 palette, index = 16: the pixel below the top left corner
712 * 16x16 palette, index = 255: the bottom right corner
713 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
714 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
715 to ensure the total 256 pixels.
716 * 2x4 palette, index = 32: the top right corner
717 * 2x4 palette, index = 63: the top right corner
718 * 2x4 palette, index = 64: the pixel below the top left corner
720 #### Using palettes with items
722 When registering an item, set the item definition's `palette` field to
723 a texture. You can also use texture modifiers.
725 The `ItemStack`'s color depends on the `palette_index` field of the
726 stack's metadata. `palette_index` is an integer, which specifies the
727 index of the pixel to use.
729 #### Linking palettes with nodes
731 When registering a node, set the item definition's `palette` field to
732 a texture. You can also use texture modifiers.
733 The node's color depends on its `param2`, so you also must set an
734 appropriate `paramtype2`:
736 * `paramtype2 = "color"` for nodes which use their full `param2` for
737 palette indexing. These nodes can have 256 different colors.
738 The palette should contain 256 pixels.
739 * `paramtype2 = "colorwallmounted"` for nodes which use the first
740 five bits (most significant) of `param2` for palette indexing.
741 The remaining three bits are describing rotation, as in `wallmounted`
742 paramtype2. Division by 8 yields the palette index (without stretching the
743 palette). These nodes can have 32 different colors, and the palette
744 should contain 32 pixels.
746 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
747 pixel will be picked from the palette.
748 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
749 pixel will be picked from the palette.
750 * `paramtype2 = "colorfacedir"` for nodes which use the first
751 three bits of `param2` for palette indexing. The remaining
752 five bits are describing rotation, as in `facedir` paramtype2.
753 Division by 32 yields the palette index (without stretching the
754 palette). These nodes can have 8 different colors, and the
755 palette should contain 8 pixels.
757 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
758 first (= 0 + 1) pixel will be picked from the palette.
759 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
760 second (= 1 + 1) pixel will be picked from the palette.
762 To colorize a node on the map, set its `param2` value (according
763 to the node's paramtype2).
765 ### Conversion between nodes in the inventory and on the map
767 Static coloring is the same for both cases, there is no need
770 If the `ItemStack`'s metadata contains the `color` field, it will be
771 lost on placement, because nodes on the map can only use palettes.
773 If the `ItemStack`'s metadata contains the `palette_index` field, it is
774 automatically transferred between node and item forms by the engine,
775 when a player digs or places a colored node.
776 You can disable this feature by setting the `drop` field of the node
777 to itself (without metadata).
778 To transfer the color to a special drop, you need a drop table.
782 minetest.register_node("mod:stone", {
783 description = "Stone",
784 tiles = {"default_stone.png"},
785 paramtype2 = "color",
786 palette = "palette.png",
789 -- assume that mod:cobblestone also has the same palette
790 {items = {"mod:cobblestone"}, inherit_color = true },
795 ### Colored items in craft recipes
797 Craft recipes only support item strings, but fortunately item strings
798 can also contain metadata. Example craft recipe registration:
800 minetest.register_craft({
801 output = minetest.itemstring_with_palette("wool:block", 3),
809 To set the `color` field, you can use `minetest.itemstring_with_color`.
811 Metadata field filtering in the `recipe` field are not supported yet,
812 so the craft output is independent of the color of the ingredients.
817 Sometimes hardware coloring is not enough, because it affects the
818 whole tile. Soft texture overlays were added to Minetest to allow
819 the dynamic coloring of only specific parts of the node's texture.
820 For example a grass block may have colored grass, while keeping the
823 These overlays are 'soft', because unlike texture modifiers, the layers
824 are not merged in the memory, but they are simply drawn on top of each
825 other. This allows different hardware coloring, but also means that
826 tiles with overlays are drawn slower. Using too much overlays might
829 For inventory and wield images you can specify overlays which
830 hardware coloring does not modify. You have to set `inventory_overlay`
831 and `wield_overlay` fields to an image name.
833 To define a node overlay, simply set the `overlay_tiles` field of the node
834 definition. These tiles are defined in the same way as plain tiles:
835 they can have a texture name, color etc.
836 To skip one face, set that overlay tile to an empty string.
838 Example (colored grass block):
840 minetest.register_node("default:dirt_with_grass", {
841 description = "Dirt with Grass",
842 -- Regular tiles, as usual
843 -- The dirt tile disables palette coloring
844 tiles = {{name = "default_grass.png"},
845 {name = "default_dirt.png", color = "white"}},
846 -- Overlay tiles: define them in the same style
847 -- The top and bottom tile does not have overlay
848 overlay_tiles = {"", "",
849 {name = "default_grass_side.png"}},
850 -- Global color, used in inventory
852 -- Palette in the world
853 paramtype2 = "color",
854 palette = "default_foilage.png",
863 Only Ogg Vorbis files are supported.
865 For positional playing of sounds, only single-channel (mono) files are
866 supported. Otherwise OpenAL will play them non-positionally.
868 Mods should generally prefix their sounds with `modname_`, e.g. given
869 the mod name "`foomod`", a sound could be called:
873 Sounds are referred to by their name with a dot, a single digit and the
874 file extension stripped out. When a sound is played, the actual sound file
875 is chosen randomly from the matching sounds.
877 When playing the sound `foomod_foosound`, the sound is chosen randomly
878 from the available ones of the following files:
880 * `foomod_foosound.ogg`
881 * `foomod_foosound.0.ogg`
882 * `foomod_foosound.1.ogg`
884 * `foomod_foosound.9.ogg`
886 Examples of sound parameter tables:
888 -- Play locationless on all clients
890 gain = 1.0, -- default
891 fade = 0.0, -- default, change to a value > 0 to fade the sound in
892 pitch = 1.0, -- default
894 -- Play locationless to one player
897 gain = 1.0, -- default
898 fade = 0.0, -- default, change to a value > 0 to fade the sound in
899 pitch = 1.0, -- default
901 -- Play locationless to one player, looped
904 gain = 1.0, -- default
907 -- Play at a location
909 pos = {x = 1, y = 2, z = 3},
910 gain = 1.0, -- default
911 max_hear_distance = 32, -- default, uses an euclidean metric
913 -- Play connected to an object, looped
915 object = <an ObjectRef>,
916 gain = 1.0, -- default
917 max_hear_distance = 32, -- default, uses an euclidean metric
920 -- Play at a location, heard by anyone *but* the given player
922 pos = {x = 32, y = 0, z = 100},
923 max_hear_distance = 40,
924 exclude_player = name,
927 Looped sounds must either be connected to an object or played locationless to
928 one player using `to_player = name`.
930 A positional sound will only be heard by players that are within
931 `max_hear_distance` of the sound position, at the start of the sound.
933 `exclude_player = name` can be applied to locationless, positional and object-
934 bound sounds to exclude a single player from hearing them.
939 Specifies a sound name, gain (=volume) and pitch.
940 This is either a string or a table.
942 In string form, you just specify the sound name or
943 the empty string for no sound.
945 Table form has the following fields:
948 * `gain`: Volume (`1.0` = 100%)
949 * `pitch`: Pitch (`1.0` = 100%)
951 `gain` and `pitch` are optional and default to `1.0`.
957 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
958 * `{name = "default_place_node"}`: Same as above
959 * `{name = "default_place_node", gain = 0.5}`: 50% volume
960 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
965 These sound files are played back by the engine if provided.
967 * `player_damage`: Played when the local player takes damage (gain = 0.5)
968 * `player_falling_damage`: Played when the local player takes
969 damage by falling (gain = 0.5)
970 * `player_jump`: Played when the local player jumps
971 * `default_dig_<groupname>`: Default node digging sound
972 (see node sound definition for details)
974 Registered definitions
975 ======================
977 Anything added using certain [Registration functions] gets added to one or more
978 of the global [Registered definition tables].
980 Note that in some cases you will stumble upon things that are not contained
981 in these tables (e.g. when a mod has been removed). Always check for
982 existence before trying to access the fields.
986 All nodes register with `minetest.register_node` get added to the table
987 `minetest.registered_nodes`.
989 If you want to check the drawtype of a node, you could do it like this:
991 local def = minetest.registered_nodes[nodename]
992 local drawtype = def and def.drawtype
1000 Nodes are the bulk data of the world: cubes and other things that take the
1001 space of a cube. Huge amounts of them are handled efficiently, but they
1004 The definition of a node is stored and can be accessed by using
1006 minetest.registered_nodes[node.name]
1008 See [Registered definitions].
1010 Nodes are passed by value between Lua and the engine.
1011 They are represented by a table:
1013 {name="name", param1=num, param2=num}
1015 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1016 them for certain automated functions. If you don't use these functions, you can
1017 use them to store arbitrary values.
1022 The functions of `param1` and `param2` are determined by certain fields in the
1025 The function of `param1` is determined by `paramtype` in node definition.
1026 `param1` is reserved for the engine when `paramtype != "none"`.
1028 * `paramtype = "light"`
1029 * The value stores light with and without sun in its lower and upper 4 bits
1031 * Required by a light source node to enable spreading its light.
1032 * Required by the following drawtypes as they determine their visual
1033 brightness from their internal light value:
1043 * `paramtype = "none"`
1044 * `param1` will not be used by the engine and can be used to store
1047 The function of `param2` is determined by `paramtype2` in node definition.
1048 `param2` is reserved for the engine when `paramtype2 != "none"`.
1050 * `paramtype2 = "flowingliquid"`
1051 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1052 * The liquid level and a flag of the liquid are stored in `param2`
1053 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1054 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1055 to access/manipulate the content of this field
1056 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1057 * `paramtype2 = "wallmounted"`
1058 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1059 "plantlike_rooted", "normal", "nodebox", "mesh"
1060 * The rotation of the node is stored in `param2`
1061 * You can make this value by using `minetest.dir_to_wallmounted()`
1062 * Values range 0 - 5
1063 * The value denotes at which direction the node is "mounted":
1064 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1065 * `paramtype2 = "facedir"`
1066 * Supported drawtypes: "normal", "nodebox", "mesh"
1067 * The rotation of the node is stored in `param2`. Furnaces and chests are
1068 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1069 * Values range 0 - 23
1070 * facedir / 4 = axis direction:
1071 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1072 * facedir modulo 4 = rotation around that axis
1073 * `paramtype2 = "leveled"`
1074 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1076 * The level of the top face of the nodebox is stored in `param2`.
1077 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1079 * The nodebox height is (`param2` / 64) nodes.
1080 * The maximum accepted value of `param2` is 127.
1082 * The height of the 'plantlike' section is stored in `param2`.
1083 * The height is (`param2` / 16) nodes.
1084 * `paramtype2 = "degrotate"`
1085 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1087 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1088 get the actual rotation in degrees of the node.
1089 * `paramtype2 = "meshoptions"`
1090 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1091 optional modifiers of the "plant". `param2` is a bitfield.
1092 * Bits 0 to 2 select the shape.
1093 Use only one of the values below:
1094 * 0 = a "x" shaped plant (ordinary plant)
1095 * 1 = a "+" shaped plant (just rotated 45 degrees)
1096 * 2 = a "*" shaped plant with 3 faces instead of 2
1097 * 3 = a "#" shaped plant with 4 faces instead of 2
1098 * 4 = a "#" shaped plant with 4 faces that lean outwards
1099 * 5-7 are unused and reserved for future meshes.
1100 * Bits 3 to 7 are used to enable any number of optional modifiers.
1101 Just add the corresponding value(s) below to `param2`:
1102 * 8 - Makes the plant slightly vary placement horizontally
1103 * 16 - Makes the plant mesh 1.4x larger
1104 * 32 - Moves each face randomly a small bit down (1/8 max)
1105 * values 64 and 128 (bits 6-7) are reserved for future use.
1106 * Example: `param2 = 0` selects a normal "x" shaped plant
1107 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1108 * `paramtype2 = "color"`
1109 * `param2` tells which color is picked from the palette.
1110 The palette should have 256 pixels.
1111 * `paramtype2 = "colorfacedir"`
1112 * Same as `facedir`, but with colors.
1113 * The first three bits of `param2` tells which color is picked from the
1114 palette. The palette should have 8 pixels.
1115 * `paramtype2 = "colorwallmounted"`
1116 * Same as `wallmounted`, but with colors.
1117 * The first five bits of `param2` tells which color is picked from the
1118 palette. The palette should have 32 pixels.
1119 * `paramtype2 = "glasslikeliquidlevel"`
1120 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1121 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1122 "Connected Glass" setting is enabled.
1123 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1125 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1126 both of these values may be added to `param2`:
1127 * 64 - Makes the node not connect with neighbors above or below it.
1128 * 128 - Makes the node not connect with neighbors to its sides.
1129 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1130 * `paramtype2 = "colordegrotate"`
1131 * Same as `degrotate`, but with colors.
1132 * The first (most-significant) three bits of `param2` tells which color
1133 is picked from the palette. The palette should have 8 pixels.
1134 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1135 * `paramtype2 = "none"`
1136 * `param2` will not be used by the engine and can be used to store
1139 Nodes can also contain extra data. See [Node Metadata].
1144 There are a bunch of different looking node types.
1146 Look for examples in `games/devtest` or `games/minetest_game`.
1149 * A node-sized cube.
1151 * Invisible, uses no texture.
1153 * The cubic source node for a liquid.
1154 * Faces bordering to the same node are never rendered.
1155 * Connects to node specified in `liquid_alternative_flowing`.
1156 * Use `backface_culling = false` for the tiles you want to make
1157 visible when inside the node.
1159 * The flowing version of a liquid, appears with various heights and slopes.
1160 * Faces bordering to the same node are never rendered.
1161 * Connects to node specified in `liquid_alternative_source`.
1162 * Node textures are defined with `special_tiles` where the first tile
1163 is for the top and bottom faces and the second tile is for the side
1165 * `tiles` is used for the item/inventory/wield image rendering.
1166 * Use `backface_culling = false` for the special tiles you want to make
1167 visible when inside the node
1169 * Often used for partially-transparent nodes.
1170 * Only external sides of textures are visible.
1171 * `glasslike_framed`
1172 * All face-connected nodes are drawn as one volume within a surrounding
1174 * The frame appearance is generated from the edges of the first texture
1175 specified in `tiles`. The width of the edges used are 1/16th of texture
1176 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1177 * The glass 'shine' (or other desired detail) on each node face is supplied
1178 by the second texture specified in `tiles`.
1179 * `glasslike_framed_optional`
1180 * This switches between the above 2 drawtypes according to the menu setting
1183 * Often used for partially-transparent nodes.
1184 * External and internal sides of textures are visible.
1185 * `allfaces_optional`
1186 * Often used for leaves nodes.
1187 * This switches between `normal`, `glasslike` and `allfaces` according to
1188 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1189 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1190 is used instead, if present. This allows a visually thicker texture to be
1191 used to compensate for how `glasslike` reduces visual thickness.
1193 * A single vertical texture.
1194 * If `paramtype2="[color]wallmounted"`:
1195 * If placed on top of a node, uses the first texture specified in `tiles`.
1196 * If placed against the underside of a node, uses the second texture
1197 specified in `tiles`.
1198 * If placed on the side of a node, uses the third texture specified in
1199 `tiles` and is perpendicular to that node.
1200 * If `paramtype2="none"`:
1201 * Will be rendered as if placed on top of a node (see
1202 above) and only the first texture is used.
1204 * A single texture parallel to, and mounted against, the top, underside or
1206 * If `paramtype2="[color]wallmounted"`, it rotates according to `param2`
1207 * If `paramtype2="none"`, it will always be on the floor.
1209 * Two vertical and diagonal textures at right-angles to each other.
1210 * See `paramtype2 = "meshoptions"` above for other options.
1212 * When above a flat surface, appears as 6 textures, the central 2 as
1213 `plantlike` plus 4 more surrounding those.
1214 * If not above a surface the central 2 do not appear, but the texture
1215 appears against the faces of surrounding nodes if they are present.
1217 * A 3D model suitable for a wooden fence.
1218 * One placed node appears as a single vertical post.
1219 * Adjacently-placed nodes cause horizontal bars to appear between them.
1221 * Often used for tracks for mining carts.
1222 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1223 curved, t-junction, crossing.
1224 * Each placed node automatically switches to a suitable rotated texture
1225 determined by the adjacent `raillike` nodes, in order to create a
1226 continuous track network.
1227 * Becomes a sloping node if placed against stepped nodes.
1229 * Often used for stairs and slabs.
1230 * Allows defining nodes consisting of an arbitrary number of boxes.
1231 * See [Node boxes] below for more information.
1233 * Uses models for nodes.
1234 * Tiles should hold model materials textures.
1235 * Only static meshes are implemented.
1236 * For supported model formats see Irrlicht engine documentation.
1237 * `plantlike_rooted`
1238 * Enables underwater `plantlike` without air bubbles around the nodes.
1239 * Consists of a base cube at the co-ordinates of the node plus a
1240 `plantlike` extension above
1241 * If `paramtype2="leveled", the `plantlike` extension has a height
1242 of `param2 / 16` nodes, otherwise it's the height of 1 node
1243 * If `paramtype2="wallmounted"`, the `plantlike` extension
1244 will be at one of the corresponding 6 sides of the base cube.
1245 Also, the base cube rotates like a `normal` cube would
1246 * The `plantlike` extension visually passes through any nodes above the
1247 base cube without affecting them.
1248 * The base cube texture tiles are defined as normal, the `plantlike`
1249 extension uses the defined special tile, for example:
1250 `special_tiles = {{name = "default_papyrus.png"}},`
1252 `*_optional` drawtypes need less rendering time if deactivated
1253 (always client-side).
1258 Node selection boxes are defined using "node boxes".
1260 A nodebox is defined as any of:
1263 -- A normal cube; the default in most things
1267 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1269 fixed = box OR {box1, box2, ...}
1272 -- A variable height box (or boxes) with the top face position defined
1273 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1275 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1277 fixed = box OR {box1, box2, ...}
1280 -- A box like the selection box for torches
1281 -- (wallmounted param2 is used, if applicable)
1282 type = "wallmounted",
1288 -- A node that has optional boxes depending on neighbouring nodes'
1289 -- presence and type. See also `connects_to`.
1291 fixed = box OR {box1, box2, ...}
1292 connect_top = box OR {box1, box2, ...}
1293 connect_bottom = box OR {box1, box2, ...}
1294 connect_front = box OR {box1, box2, ...}
1295 connect_left = box OR {box1, box2, ...}
1296 connect_back = box OR {box1, box2, ...}
1297 connect_right = box OR {box1, box2, ...}
1298 -- The following `disconnected_*` boxes are the opposites of the
1299 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1300 -- on the respective side, the corresponding disconnected box is drawn.
1301 disconnected_top = box OR {box1, box2, ...}
1302 disconnected_bottom = box OR {box1, box2, ...}
1303 disconnected_front = box OR {box1, box2, ...}
1304 disconnected_left = box OR {box1, box2, ...}
1305 disconnected_back = box OR {box1, box2, ...}
1306 disconnected_right = box OR {box1, box2, ...}
1307 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1308 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1309 -- neighbours to the sides
1312 A `box` is defined as:
1314 {x1, y1, z1, x2, y2, z2}
1316 A box of a regular node would look like:
1318 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1320 To avoid collision issues, keep each value within the range of +/- 1.45.
1321 This also applies to leveled nodeboxes, where the final height shall not
1322 exceed this soft limit.
1326 Map terminology and coordinates
1327 ===============================
1329 Nodes, mapblocks, mapchunks
1330 ---------------------------
1332 A 'node' is the fundamental cubic unit of a world and appears to a player as
1333 roughly 1x1x1 meters in size.
1335 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1336 fundamental region of a world that is stored in the world database, sent to
1337 clients and handled by many parts of the engine.
1338 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1339 'node', however 'block' often appears in the API.
1341 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1342 (80x80x80 nodes) and is the volume of world generated in one operation by
1344 The size in mapblocks has been chosen to optimise map generation.
1349 ### Orientation of axes
1351 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1353 ### Node coordinates
1355 Almost all positions used in the API use node coordinates.
1357 ### Mapblock coordinates
1359 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1360 specify a particular mapblock.
1361 For example blockpos (0,0,0) specifies the mapblock that extends from
1362 node position (0,0,0) to node position (15,15,15).
1364 #### Converting node position to the containing blockpos
1366 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1369 * blockpos = math.floor(nodepos / 16)
1371 #### Converting blockpos to min/max node positions
1373 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1377 nodepos = blockpos * 16
1379 nodepos = blockpos * 16 + 15
1390 The position field is used for all element types.
1391 To account for differing resolutions, the position coordinates are the
1392 percentage of the screen, ranging in value from `0` to `1`.
1394 The `name` field is not yet used, but should contain a description of what the
1395 HUD element represents.
1397 The `direction` field is the direction in which something is drawn.
1398 `0` draws from left to right, `1` draws from right to left, `2` draws from
1399 top to bottom, and `3` draws from bottom to top.
1401 The `alignment` field specifies how the item will be aligned. It is a table
1402 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1403 moved to the left/up, and `1` is to the right/down. Fractional values can be
1406 The `offset` field specifies a pixel offset from the position. Contrary to
1407 position, the offset is not scaled to screen size. This allows for some
1408 precisely positioned items in the HUD.
1410 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1413 The `z_index` field specifies the order of HUD elements from back to front.
1414 Lower z-index elements are displayed behind higher z-index elements. Elements
1415 with same z-index are displayed in an arbitrary order. Default 0.
1416 Supports negative values. By convention, the following values are recommended:
1418 * -400: Graphical effects, such as vignette
1419 * -300: Name tags, waypoints
1421 * -100: Things that block the player's view, e.g. masks
1422 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1423 minimap, builtin statbars, etc.
1424 * 100: Temporary text messages or notification icons
1425 * 1000: Full-screen effects such as full-black screen or credits.
1426 This includes effects that cover the entire screen
1428 If your HUD element doesn't fit into any category, pick a number
1429 between the suggested values
1431 Below are the specific uses for fields in each type; fields not listed for that
1436 Displays an image on the HUD.
1438 * `scale`: The scale of the image, with 1 being the original texture size.
1439 Only the X coordinate scale is used (positive values).
1440 Negative values represent that percentage of the screen it
1441 should take; e.g. `x=-100` means 100% (width).
1442 * `text`: The name of the texture that is displayed.
1443 * `alignment`: The alignment of the image.
1444 * `offset`: offset in pixels from position.
1448 Displays text on the HUD.
1450 * `scale`: Defines the bounding rectangle of the text.
1451 A value such as `{x=100, y=100}` should work.
1452 * `text`: The text to be displayed in the HUD element.
1453 * `number`: An integer containing the RGB value of the color used to draw the
1454 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1455 * `alignment`: The alignment of the text.
1456 * `offset`: offset in pixels from position.
1457 * `size`: size of the text.
1458 The player-set font size is multiplied by size.x (y value isn't used).
1459 * `style`: determines font style
1460 Bitfield with 1 = bold, 2 = italic, 4 = monospace
1464 Displays a horizontal bar made up of half-images with an optional background.
1466 * `text`: The name of the texture to use.
1467 * `text2`: Optional texture name to enable a background / "off state"
1468 texture (useful to visualize the maximal value). Both textures
1469 must have the same size.
1470 * `number`: The number of half-textures that are displayed.
1471 If odd, will end with a vertically center-split texture.
1472 * `item`: Same as `number` but for the "off state" texture
1473 * `direction`: To which direction the images will extend to
1474 * `offset`: offset in pixels from position.
1475 * `size`: If used, will force full-image size to this value (override texture
1480 * `text`: The name of the inventory list to be displayed.
1481 * `number`: Number of items in the inventory to be displayed.
1482 * `item`: Position of item that is selected.
1483 * `direction`: Direction the list will be displayed in
1484 * `offset`: offset in pixels from position.
1488 Displays distance to selected world position.
1490 * `name`: The name of the waypoint.
1491 * `text`: Distance suffix. Can be blank.
1492 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1493 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1494 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1495 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1496 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1497 `precision = n` will show multiples of `1/n`
1498 * `number:` An integer containing the RGB value of the color used to draw the
1500 * `world_pos`: World position of the waypoint.
1501 * `offset`: offset in pixels from position.
1502 * `alignment`: The alignment of the waypoint.
1504 ### `image_waypoint`
1506 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1508 * `scale`: The scale of the image, with 1 being the original texture size.
1509 Only the X coordinate scale is used (positive values).
1510 Negative values represent that percentage of the screen it
1511 should take; e.g. `x=-100` means 100% (width).
1512 * `text`: The name of the texture that is displayed.
1513 * `alignment`: The alignment of the image.
1514 * `world_pos`: World position of the waypoint.
1515 * `offset`: offset in pixels from position.
1519 Displays an image oriented or translated according to current heading direction.
1521 * `size`: The size of this element. Negative values represent percentage
1522 of the screen; e.g. `x=-100` means 100% (width).
1523 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1524 * `text`: The name of the texture to use.
1525 * `alignment`: The alignment of the image.
1526 * `offset`: Offset in pixels from position.
1527 * `direction`: How the image is rotated/translated:
1528 * 0 - Rotate as heading direction
1529 * 1 - Rotate in reverse direction
1530 * 2 - Translate as landscape direction
1531 * 3 - Translate in reverse direction
1533 If translation is chosen, texture is repeated horizontally to fill the whole element.
1537 Displays a minimap on the HUD.
1539 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1541 * `alignment`: The alignment of the minimap.
1542 * `offset`: offset in pixels from position.
1544 Representations of simple things
1545 ================================
1547 Vector (ie. a position)
1548 -----------------------
1552 See [Spatial Vectors] for details.
1557 * `{type="nothing"}`
1558 * `{type="node", under=pos, above=pos}`
1559 * Indicates a pointed node selection box.
1560 * `under` refers to the node position behind the pointed face.
1561 * `above` refers to the node position in front of the pointed face.
1562 * `{type="object", ref=ObjectRef}`
1564 Exact pointing location (currently only `Raycast` supports these fields):
1566 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1567 point on the selection box which is pointed at. May be in the selection box
1568 if the pointer is in the box too.
1569 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1571 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1572 selected selection box. This specifies which face is pointed at.
1573 Is a null vector `vector.zero()` when the pointer is inside the selection box.
1578 Flag Specifier Format
1579 =====================
1581 Flags using the standardized flag specifier format can be specified in either
1582 of two ways, by string or table.
1584 The string format is a comma-delimited set of flag names; whitespace and
1585 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1586 flag, and specifying a flag prefixed by the string `"no"` explicitly
1587 clears the flag from whatever the default may be.
1589 In addition to the standard string flag format, the schematic flags field can
1590 also be a table of flag names to boolean values representing whether or not the
1591 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1592 is present, mapped to a boolean of any value, the specified flag is unset.
1594 E.g. A flag field of value
1596 {place_center_x = true, place_center_y=false, place_center_z=true}
1600 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1602 which is equivalent to
1604 "place_center_x, noplace_center_y, place_center_z"
1608 "place_center_x, place_center_z"
1610 since, by default, no schematic attributes are set.
1618 Items are things that can be held by players, dropped in the map and
1619 stored in inventories.
1620 Items come in the form of item stacks, which are collections of equal
1621 items that occupy a single inventory slot.
1626 There are three kinds of items: nodes, tools and craftitems.
1628 * Node: Placeable item form of a node in the world's voxel grid
1629 * Tool: Has a changable wear property but cannot be stacked
1630 * Craftitem: Has no special properties
1632 Every registered node (the voxel in the world) has a corresponding
1633 item form (the thing in your inventory) that comes along with it.
1634 This item form can be placed which will create a node in the
1636 Both the 'actual' node and its item form share the same identifier.
1637 For all practical purposes, you can treat the node and its item form
1638 interchangeably. We usually just say 'node' to the item form of
1641 Note the definition of tools is purely technical. The only really
1642 unique thing about tools is their wear, and that's basically it.
1643 Beyond that, you can't make any gameplay-relevant assumptions
1644 about tools or non-tools. It is perfectly valid to register something
1645 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1647 Craftitems can be used for items that neither need to be a node
1653 All item stacks have an amount between 0 and 65535. It is 1 by
1654 default. Tool item stacks can not have an amount greater than 1.
1656 Tools use a wear (damage) value ranging from 0 to 65535. The
1657 value 0 is the default and is used for unworn tools. The values
1658 1 to 65535 are used for worn tools, where a higher value stands for
1659 a higher wear. Non-tools technically also have a wear property,
1660 but it is always 0. There is also a special 'toolrepair' crafting
1661 recipe that is only available to tools.
1666 Items and item stacks can exist in three formats: Serializes, table format
1669 When an item must be passed to a function, it can usually be in any of
1674 This is called "stackstring" or "itemstring". It is a simple string with
1677 1. Full item identifier ("item name")
1679 3. Optional wear value
1680 4. Optional item metadata
1684 <identifier> [<amount>[ <wear>[ <metadata>]]]
1688 * `"default:apple"`: 1 apple
1689 * `"default:dirt 5"`: 5 dirt
1690 * `"default:pick_stone"`: a new stone pickaxe
1691 * `"default:pick_wood 1 21323"`: a wooden pickaxe, ca. 1/3 worn out
1692 * `[[default:pick_wood 1 21323 "\u0001description\u0002My worn out pick\u0003"]]`:
1693 * a wooden pickaxe from the `default` mod,
1694 * amount must be 1 (pickaxe is a tool), ca. 1/3 worn out (it's a tool),
1695 * with the `description` field set to `"My worn out pick"` in its metadata
1696 * `[[default:dirt 5 0 "\u0001description\u0002Special dirt\u0003"]]`:
1697 * analogeous to the above example
1698 * note how the wear is set to `0` as dirt is not a tool
1700 You should ideally use the `ItemStack` format to build complex item strings
1701 (especially if they use item metadata)
1702 without relying on the serialization format. Example:
1704 local stack = ItemStack("default:pick_wood")
1705 stack:set_wear(21323)
1706 stack:get_meta():set_string("description", "My worn out pick")
1707 local itemstring = stack:to_string()
1709 Additionally the methods `minetest.itemstring_with_palette(item, palette_index)`
1710 and `minetest.itemstring_with_color(item, colorstring)` may be used to create
1711 item strings encoding color information in their metadata.
1719 {name="default:dirt", count=5, wear=0, metadata=""}
1721 A wooden pick about 1/3 worn out:
1723 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1727 {name="default:apple", count=1, wear=0, metadata=""}
1731 A native C++ format with many helper methods. Useful for converting
1732 between formats. See the [Class reference] section for details.
1740 In a number of places, there is a group table. Groups define the
1741 properties of a thing (item, node, armor of entity, tool capabilities)
1742 in such a way that the engine and other mods can can interact with
1743 the thing without actually knowing what the thing is.
1748 Groups are stored in a table, having the group names with keys and the
1749 group ratings as values. Group ratings are integer values within the
1750 range [-32767, 32767]. For example:
1753 groups = {crumbly=3, soil=1}
1755 -- A more special dirt-kind of thing
1756 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1758 Groups always have a rating associated with them. If there is no
1759 useful meaning for a rating for an enabled group, it shall be `1`.
1761 When not defined, the rating of a group defaults to `0`. Thus when you
1762 read groups, you must interpret `nil` and `0` as the same value, `0`.
1764 You can read the rating of a group for an item or a node by using
1766 minetest.get_item_group(itemname, groupname)
1771 Groups of items can define what kind of an item it is (e.g. wool).
1776 In addition to the general item things, groups are used to define whether
1777 a node is destroyable and how long it takes to destroy by a tool.
1782 For entities, groups are, as of now, used only for calculating damage.
1783 The rating is the percentage of damage caused by items with this damage group.
1784 See [Entity damage mechanism].
1786 object:get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1787 object:set_armor_groups({fleshy=30, cracky=80})
1789 Groups of tool capabilities
1790 ---------------------------
1792 Groups in tool capabilities define which groups of nodes and entities they
1793 are effective towards.
1795 Groups in crafting recipes
1796 --------------------------
1798 An example: Make meat soup from any meat, any water and any bowl:
1801 output = "food:meat_soup_raw",
1809 Another example: Make red wool from white wool and red dye:
1813 output = "wool:red",
1814 recipe = {"wool:white", "group:dye,basecolor_red"},
1820 The asterisk `(*)` after a group name describes that there is no engine
1821 functionality bound to it, and implementation is left up as a suggestion
1824 ### Node and item groups
1826 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1827 that the item should be hidden in item lists.
1830 ### Node-only groups
1832 * `attached_node`: if the node under it is not a walkable block the node will be
1833 dropped as an item. If the node is wallmounted the wallmounted direction is
1835 * `bouncy`: value is bounce speed in percent
1836 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1837 connect to each other
1838 * `dig_immediate`: Player can always pick up node without reducing tool wear
1839 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1840 * `3`: the node always gets the digging time 0 seconds (torch)
1841 * `disable_jump`: Player (and possibly other things) cannot jump from node
1842 or if their feet are in the node. Note: not supported for `new_move = false`
1843 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1844 the top of this node. There's also an armor group with the same name.
1845 The final player damage is determined by the following formula:
1848 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1849 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1850 - (14) -- constant tolerance
1851 Negative damage values are discarded as no damage.
1852 * `falling_node`: if there is no walkable block under the node it will fall
1853 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1854 * `level`: Can be used to give an additional sense of progression in the game.
1855 * A larger level will cause e.g. a weapon of a lower level make much less
1856 damage, and get worn out much faster, or not be able to get drops
1857 from destroyed nodes.
1858 * `0` is something that is directly accessible at the start of gameplay
1859 * There is no upper limit
1860 * See also: `leveldiff` in [Tool Capabilities]
1861 * `slippery`: Players and items will slide on the node.
1862 Slipperiness rises steadily with `slippery` value, starting at 1.
1865 ### Tool-only groups
1867 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1868 `"toolrepair"` crafting recipe
1871 ### `ObjectRef` armor groups
1873 * `immortal`: Skips all damage and breath handling for an object. This group
1874 will also hide the integrated HUD status bars for players. It is
1875 automatically set to all players when damage is disabled on the server and
1876 cannot be reset (subject to change).
1877 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1878 when they hit the ground. It is analog to the node group with the same
1879 name. See the node group above for the exact calculation.
1880 * `punch_operable`: For entities; disables the regular damage mechanism for
1881 players punching it by hand or a non-tool item, so that it can do something
1882 else than take damage.
1886 Known damage and digging time defining groups
1887 ---------------------------------------------
1889 * `crumbly`: dirt, sand
1890 * `cracky`: tough but crackable stuff like stone.
1891 * `snappy`: something that can be cut using things like scissors, shears,
1892 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1893 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1894 * `fleshy`: Living things like animals and the player. This could imply
1895 some blood effects when hitting.
1896 * `explody`: Especially prone to explosions
1897 * `oddly_breakable_by_hand`:
1898 Can be added to nodes that shouldn't logically be breakable by the
1899 hand but are. Somewhat similar to `dig_immediate`, but times are more
1900 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1901 digging speed of an item if it can dig at a faster speed than this
1902 suggests for the hand.
1904 Examples of custom groups
1905 -------------------------
1907 Item groups are often used for defining, well, _groups of items_.
1909 * `meat`: any meat-kind of a thing (rating might define the size or healing
1910 ability or be irrelevant -- it is not defined as of yet)
1911 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1913 * `flammable`: can be set on fire. Rating might define the intensity of the
1914 fire, affecting e.g. the speed of the spreading of an open fire.
1915 * `wool`: any wool (any origin, any color)
1916 * `metal`: any metal
1917 * `weapon`: any weapon
1918 * `heavy`: anything considerably heavy
1920 Digging time calculation specifics
1921 ----------------------------------
1923 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1924 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1925 faster digging time.
1927 The `level` group is used to limit the toughness of nodes an item capable
1928 of digging can dig and to scale the digging times / damage to a greater extent.
1930 **Please do understand this**, otherwise you cannot use the system to it's
1933 Items define their properties by a list of parameters for groups. They
1934 cannot dig other groups; thus it is important to use a standard bunch of
1935 groups to enable interaction with items.
1943 'Tool capabilities' is a property of items that defines two things:
1945 1) Which nodes it can dig and how fast
1946 2) Which objects it can hurt by punching and by how much
1948 Tool capabilities are available for all items, not just tools.
1949 But only tools can receive wear from digging and punching.
1951 Missing or incomplete tool capabilities will default to the
1954 Tool capabilities definition
1955 ----------------------------
1957 Tool capabilities define:
1959 * Full punch interval
1960 * Maximum drop level
1961 * For an arbitrary list of node groups:
1962 * Uses (until the tool breaks)
1963 * Maximum level (usually `0`, `1`, `2` or `3`)
1966 * Punch attack uses (until the tool breaks)
1968 ### Full punch interval `full_punch_interval`
1970 When used as a weapon, the item will do full damage if this time is spent
1971 between punches. If e.g. half the time is spent, the item will do half
1974 ### Maximum drop level `max_drop_level`
1976 Suggests the maximum level of node, when dug with the item, that will drop
1977 its useful item. (e.g. iron ore to drop a lump of iron).
1979 This value is not used in the engine; it is the responsibility of the game/mod
1980 code to implement this.
1982 ### Uses `uses` (tools only)
1984 Determines how many uses the tool has when it is used for digging a node,
1985 of this group, of the maximum level. The maximum supported number of
1986 uses is 65535. The special number 0 is used for infinite uses.
1987 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
1988 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1989 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1991 * `uses=10, leveldiff=0`: actual uses: 10
1992 * `uses=10, leveldiff=1`: actual uses: 30
1993 * `uses=10, leveldiff=2`: actual uses: 90
1995 For non-tools, this has no effect.
1997 ### Maximum level `maxlevel`
1999 Tells what is the maximum level of a node of this group that the item will
2002 ### Digging times `times`
2004 List of digging times for different ratings of the group, for nodes of the
2007 For example, as a Lua table, `times={[2]=2.00, [3]=0.70}`. This would
2008 result in the item to be able to dig nodes that have a rating of `2` or `3`
2009 for this group, and unable to dig the rating `1`, which is the toughest.
2010 Unless there is a matching group that enables digging otherwise.
2012 If the result digging time is 0, a delay of 0.15 seconds is added between
2013 digging nodes; If the player releases LMB after digging, this delay is set to 0,
2014 i.e. players can more quickly click the nodes away instead of holding LMB.
2018 List of damage for groups of entities. See [Entity damage mechanism].
2020 ### Punch attack uses (tools only)
2022 Determines how many uses (before breaking) the tool has when dealing damage
2023 to an object, when the full punch interval (see above) was always
2026 Wear received by the tool is proportional to the time spent, scaled by
2027 the full punch interval.
2029 For non-tools, this has no effect.
2031 Example definition of the capabilities of an item
2032 -------------------------------------------------
2034 tool_capabilities = {
2036 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2040 This makes the item capable of digging nodes that fulfil both of these:
2042 * Have the `crumbly` group
2043 * Have a `level` group less or equal to `2`
2045 Table of resulting digging times:
2047 crumbly 0 1 2 3 4 <- level
2049 1 0.80 1.60 1.60 - -
2050 2 0.60 1.20 1.20 - -
2051 3 0.40 0.80 0.80 - -
2053 level diff: 2 1 0 -1 -2
2055 Table of resulting tool uses:
2064 * At `crumbly==0`, the node is not diggable.
2065 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2066 easy nodes to be quickly breakable.
2067 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2072 Entity damage mechanism
2073 =======================
2078 foreach group in cap.damage_groups:
2079 damage += cap.damage_groups[group]
2080 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2081 * (object.armor_groups[group] / 100.0)
2082 -- Where object.armor_groups[group] is 0 for inexistent values
2085 Client predicts damage based on damage groups. Because of this, it is able to
2086 give an immediate response when an entity is damaged or dies; the response is
2087 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2089 Currently a smoke puff will appear when an entity dies.
2091 The group `immortal` completely disables normal damage.
2093 Entities can define a special armor group, which is `punch_operable`. This
2094 group disables the regular damage mechanism for players punching it by hand or
2095 a non-tool item, so that it can do something else than take damage.
2097 On the Lua side, every punch calls:
2099 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2102 This should never be called directly, because damage is usually not handled by
2105 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2106 accessed unless absolutely required, to encourage interoperability.
2107 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2108 * `tool_capabilities` can be `nil`.
2109 * `direction` is a unit vector, pointing from the source of the punch to
2111 * `damage` damage that will be done to entity
2112 Return value of this function will determine if damage is done by this function
2113 (retval true) or shall be done by engine (retval false)
2115 To punch an entity/object in Lua, call:
2117 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2119 * Return value is tool wear.
2120 * Parameters are equal to the above callback.
2121 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2122 will be automatically filled in based on the location of `puncher`.
2133 The instance of a node in the world normally only contains the three values
2134 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2135 It is called "node metadata"; See `NodeMetaRef`.
2137 Node metadata contains two things:
2142 Some of the values in the key-value store are handled specially:
2144 * `formspec`: Defines an inventory menu that is opened with the
2145 'place/use' key. Only works if no `on_rightclick` was
2146 defined for the node. See also [Formspec].
2147 * `infotext`: Text shown on the screen when the node is pointed at.
2148 Line-breaks will be applied automatically.
2149 If the infotext is very long, it will be truncated.
2153 local meta = minetest.get_meta(pos)
2154 meta:set_string("formspec",
2156 "list[context;main;0,0;8,4;]"..
2157 "list[current_player;main;0,5;8,4;]")
2158 meta:set_string("infotext", "Chest");
2159 local inv = meta:get_inventory()
2160 inv:set_size("main", 8*4)
2161 print(dump(meta:to_table()))
2164 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2165 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2166 [10] = "", [11] = "", [12] = "", [13] = "",
2167 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2168 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2169 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2170 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2174 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2182 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2184 Item metadata only contains a key-value store.
2186 Some of the values in the key-value store are handled specially:
2188 * `description`: Set the item stack's description.
2189 See also: `get_description` in [`ItemStack`]
2190 * `short_description`: Set the item stack's short description.
2191 See also: `get_short_description` in [`ItemStack`]
2192 * `color`: A `ColorString`, which sets the stack's color.
2193 * `palette_index`: If the item has a palette, this is used to get the
2194 current color from the palette.
2195 * `count_meta`: Replace the displayed count with any string.
2196 * `count_alignment`: Set the alignment of the displayed count value. This is an
2197 int value. The lowest 2 bits specify the alignment in x-direction, the 3rd and
2198 4th bit specify the alignment in y-direction:
2199 0 = default, 1 = left / up, 2 = middle, 3 = right / down
2200 The default currently is the same as right/down.
2201 Example: 6 = 2 + 1*4 = middle,up
2205 local meta = stack:get_meta()
2206 meta:set_string("key", "value")
2207 print(dump(meta:to_table()))
2209 Example manipulations of "description" and expected output behaviors:
2211 print(ItemStack("default:pick_steel"):get_description()) --> Steel Pickaxe
2212 print(ItemStack("foobar"):get_description()) --> Unknown Item
2214 local stack = ItemStack("default:stone")
2215 stack:get_meta():set_string("description", "Custom description\nAnother line")
2216 print(stack:get_description()) --> Custom description\nAnother line
2217 print(stack:get_short_description()) --> Custom description
2219 stack:get_meta():set_string("short_description", "Short")
2220 print(stack:get_description()) --> Custom description\nAnother line
2221 print(stack:get_short_description()) --> Short
2223 print(ItemStack("mod:item_with_no_desc"):get_description()) --> mod:item_with_no_desc
2230 Formspec defines a menu. This supports inventories and some of the
2231 typical widgets like buttons, checkboxes, text input fields, etc.
2232 It is a string, with a somewhat strange format.
2234 A formspec is made out of formspec elements, which includes widgets
2235 like buttons but also can be used to set stuff like background color.
2237 Many formspec elements have a `name`, which is a unique identifier which
2238 is used when the server receives user input. You must not use the name
2239 "quit" for formspec elements.
2241 Spaces and newlines can be inserted between the blocks, as is used in the
2244 Position and size units are inventory slots unless the new coordinate system
2245 is enabled. `X` and `Y` position the formspec element relative to the top left
2246 of the menu or container. `W` and `H` are its width and height values.
2248 If the new system is enabled, all elements have unified coordinates for all
2249 elements with no padding or spacing in between. This is highly recommended
2250 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2253 Inventories with a `player:<name>` inventory location are only sent to the
2254 player named `<name>`.
2256 When displaying text which can contain formspec code, e.g. text set by a player,
2257 use `minetest.formspec_escape`.
2258 For colored text you can use `minetest.colorize`.
2260 Since formspec version 3, elements drawn in the order they are defined. All
2261 background elements are drawn before all other elements.
2263 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2264 reserved to pass key press events to formspec!
2266 **WARNING**: Minetest allows you to add elements to every single formspec instance
2267 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2268 appearing when you don't expect them to, or why things are styled differently
2269 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2277 list[context;main;0,0;8,4;]
2278 list[current_player;main;0,5;8,4;]
2283 list[context;fuel;2,3;1,1;]
2284 list[context;src;2,1;1,1;]
2285 list[context;dst;5,1;2,2;]
2286 list[current_player;main;0,5;8,4;]
2288 ### Minecraft-like player inventory
2291 image[1,0.6;1,2;player.png]
2292 list[current_player;main;0,3.5;8,4;]
2293 list[current_player;craft;3,0;3,3;]
2294 list[current_player;craftpreview;7,1;1,1;]
2299 * Formspec version 1 (pre-5.1.0):
2301 * Formspec version 2 (5.1.0):
2302 * Forced real coordinates
2303 * background9[]: 9-slice scaling parameters
2304 * Formspec version 3 (5.2.0):
2305 * Formspec elements are drawn in the order of definition
2306 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2307 * box[] and image[] elements enable clipping by default
2308 * new element: scroll_container[]
2309 * Formspec version 4 (5.4.0):
2310 * Allow dropdown indexing events
2311 * Formspec version 5 (5.5.0):
2312 * Added padding[] element
2313 * Formspec version 6 (5.6.0):
2314 * Add nine-slice images, animated_image, and fgimg_middle
2319 ### `formspec_version[<version>]`
2321 * Set the formspec version to a certain number. If not specified,
2322 version 1 is assumed.
2323 * Must be specified before `size` element.
2324 * Clients older than this version can neither show newer elements nor display
2325 elements with new arguments correctly.
2326 * Available since feature `formspec_version_element`.
2327 * See also: [Version History]
2329 ### `size[<W>,<H>,<fixed_size>]`
2331 * Define the size of the menu in inventory slots
2332 * `fixed_size`: `true`/`false` (optional)
2333 * deprecated: `invsize[<W>,<H>;]`
2335 ### `position[<X>,<Y>]`
2337 * Must be used after `size` element.
2338 * Defines the position on the game window of the formspec's `anchor` point.
2339 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2341 * [0.0, 0.0] sets the position to the top left corner of the game window.
2342 * [1.0, 1.0] sets the position to the bottom right of the game window.
2343 * Defaults to the center of the game window [0.5, 0.5].
2345 ### `anchor[<X>,<Y>]`
2347 * Must be used after both `size` and `position` (if present) elements.
2348 * Defines the location of the anchor point within the formspec.
2349 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2351 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2352 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2353 * Defaults to the center of the formspec [0.5, 0.5].
2355 * `position` and `anchor` elements need suitable values to avoid a formspec
2356 extending off the game window due to particular game window sizes.
2358 ### `padding[<X>,<Y>]`
2360 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2361 * Defines how much space is padded around the formspec if the formspec tries to
2362 increase past the size of the screen and coordinates have to be shrunk.
2363 * For X and Y, 0.0 represents no padding (the formspec can touch the edge of the
2364 screen), and 0.5 represents half the screen (which forces the coordinate size
2365 to 0). If negative, the formspec can extend off the edge of the screen.
2366 * Defaults to [0.05, 0.05].
2370 * Must be used after the `size`, `position`, `anchor`, and `padding` elements
2372 * Disables player:set_formspec_prepend() from applying to this formspec.
2374 ### `real_coordinates[<bool>]`
2376 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2377 * When set to true, all following formspec elements will use the new coordinate system.
2378 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2379 (if present), the form size will use the new coordinate system.
2380 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2381 They must enable it explicitly.
2382 * For information on converting forms to the new coordinate system, see `Migrating
2383 to Real Coordinates`.
2385 ### `container[<X>,<Y>]`
2387 * Start of a container block, moves all physical elements in the container by
2389 * Must have matching `container_end`
2390 * Containers can be nested, in which case the offsets are added
2391 (child containers are relative to parent containers)
2393 ### `container_end[]`
2395 * End of a container, following elements are no longer relative to this
2398 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2400 * Start of a scroll_container block. All contained elements will ...
2401 * take the scroll_container coordinate as position origin,
2402 * be additionally moved by the current value of the scrollbar with the name
2403 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2404 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2405 * `orientation`: possible values are `vertical` and `horizontal`.
2406 * `scroll factor`: optional, defaults to `0.1`.
2407 * Nesting is possible.
2408 * Some elements might work a little different if they are in a scroll_container.
2409 * Note: If you want the scroll_container to actually work, you also need to add a
2410 scrollbar element with the specified name. Furthermore, it is highly recommended
2411 to use a scrollbaroptions element on this scrollbar.
2413 ### `scroll_container_end[]`
2415 * End of a scroll_container, following elements are no longer bound to this
2418 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2420 * Show an inventory list if it has been sent to the client.
2421 * If the inventory list changes (eg. it didn't exist before, it's resized, or its items
2422 are moved) while the formspec is open, the formspec element may (but is not guaranteed
2423 to) adapt to the new inventory list.
2424 * Item slots are drawn in a grid from left to right, then up to down, ordered
2425 according to the slot index.
2426 * `W` and `H` are in inventory slots, not in coordinates.
2427 * `starting item index` (Optional): The index of the first (upper-left) item to draw.
2428 Indices start at `0`. Default is `0`.
2429 * The number of shown slots is the minimum of `W*H` and the inventory list's size minus
2430 `starting item index`.
2431 * **Note**: With the new coordinate system, the spacing between inventory
2432 slots is one-fourth the size of an inventory slot by default. Also see
2433 [Styling Formspecs] for changing the size of slots and spacing.
2435 ### `listring[<inventory location>;<list name>]`
2437 * Appends to an internal ring of inventory lists.
2438 * Shift-clicking on items in one element of the ring
2439 will send them to the next inventory list inside the ring
2440 * The first occurrence of an element inside the ring will
2441 determine the inventory where items will be sent to
2445 * Shorthand for doing `listring[<inventory location>;<list name>]`
2446 for the last two inventory lists added by list[...]
2448 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2450 * Sets background color of slots as `ColorString`
2451 * Sets background color of slots on mouse hovering
2453 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2455 * Sets background color of slots as `ColorString`
2456 * Sets background color of slots on mouse hovering
2457 * Sets color of slots border
2459 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2461 * Sets background color of slots as `ColorString`
2462 * Sets background color of slots on mouse hovering
2463 * Sets color of slots border
2464 * Sets default background color of tooltips
2465 * Sets default font color of tooltips
2467 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2469 * Adds tooltip for an element
2470 * `bgcolor` tooltip background color as `ColorString` (optional)
2471 * `fontcolor` tooltip font color as `ColorString` (optional)
2473 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2475 * Adds tooltip for an area. Other tooltips will take priority when present.
2476 * `bgcolor` tooltip background color as `ColorString` (optional)
2477 * `fontcolor` tooltip font color as `ColorString` (optional)
2479 ### `image[<X>,<Y>;<W>,<H>;<texture name>;<middle>]`
2482 * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
2483 * Requires formspec version >= 6.
2484 * See `background9[]` documentation for more information.
2486 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>;<middle>]`
2488 * Show an animated image. The image is drawn like a "vertical_frames" tile
2489 animation (See [Tile animation definition]), but uses a frame count/duration for simplicity
2490 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2491 * `texture name`: The image to use.
2492 * `frame count`: The number of frames animating the image.
2493 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2494 * `frame start` (optional): The index of the frame to start on. Default `1`.
2495 * `middle` (optional): Makes the image render in 9-sliced mode and defines the middle rect.
2496 * Requires formspec version >= 6.
2497 * See `background9[]` documentation for more information.
2499 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2501 * Show a mesh model.
2502 * `name`: Element name that can be used for styling
2503 * `mesh`: The mesh model to use.
2504 * `textures`: The mesh textures to use according to the mesh materials.
2505 Texture names must be separated by commas.
2506 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2507 The axes are euler angles in degrees.
2508 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2509 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2510 * `frame loop range` (Optional): Range of the animation frames.
2511 * Defaults to the full range of all available frames.
2512 * Syntax: `<begin>,<end>`
2513 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2515 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2517 * Show an inventory image of registered item/node
2519 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2521 * Sets background color of formspec.
2522 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2523 of the non-fullscreen and the fullscreen background.
2524 * `fullscreen` (optional) can be one of the following:
2525 * `false`: Only the non-fullscreen background color is drawn. (default)
2526 * `true`: Only the fullscreen background color is drawn.
2527 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2528 * `neither`: No background color is drawn.
2529 * Note: Leave a parameter empty to not modify the value.
2530 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2531 are not bools are only available since formspec version 3.
2533 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2535 * Example for formspec 8x4 in 16x resolution: image shall be sized
2536 8 times 16px times 4 times 16px.
2538 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2540 * Example for formspec 8x4 in 16x resolution:
2541 image shall be sized 8 times 16px times 4 times 16px
2542 * If `auto_clip` is `true`, the background is clipped to the formspec size
2543 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2545 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2547 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2548 * Middle is a rect which defines the middle of the 9-slice.
2549 * `x` - The middle will be x pixels from all sides.
2550 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2551 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2552 will be added to the width and height of the texture, allowing it to be used as the
2553 distance from the far end.
2554 * All numbers in middle are integers.
2555 * If `auto_clip` is `true`, the background is clipped to the formspec size
2556 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2557 * Available since formspec version 2
2559 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2561 * Textual password style field; will be sent to server when a button is clicked
2562 * When enter is pressed in field, fields.key_enter_field will be sent with the
2564 * With the old coordinate system, fields are a set height, but will be vertically
2565 centred on `H`. With the new coordinate system, `H` will modify the height.
2566 * `name` is the name of the field as returned in fields to `on_receive_fields`
2567 * `label`, if not blank, will be text printed on the top left above the field
2568 * See `field_close_on_enter` to stop enter closing the formspec
2570 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2572 * Textual field; will be sent to server when a button is clicked
2573 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2574 the name of this field.
2575 * With the old coordinate system, fields are a set height, but will be vertically
2576 centred on `H`. With the new coordinate system, `H` will modify the height.
2577 * `name` is the name of the field as returned in fields to `on_receive_fields`
2578 * `label`, if not blank, will be text printed on the top left above the field
2579 * `default` is the default value of the field
2580 * `default` may contain variable references such as `${text}` which
2581 will fill the value from the metadata value `text`
2582 * **Note**: no extra text or more than a single variable is supported ATM.
2583 * See `field_close_on_enter` to stop enter closing the formspec
2585 ### `field[<name>;<label>;<default>]`
2587 * As above, but without position/size units
2588 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2589 the name of this field.
2590 * Special field for creating simple forms, such as sign text input
2591 * Must be used without a `size[]` element
2592 * A "Proceed" button will be added automatically
2593 * See `field_close_on_enter` to stop enter closing the formspec
2595 ### `field_close_on_enter[<name>;<close_on_enter>]`
2597 * <name> is the name of the field
2598 * if <close_on_enter> is false, pressing enter in the field will submit the
2599 form but not close it.
2600 * defaults to true when not specified (ie: no tag for a field)
2602 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2604 * Same as fields above, but with multi-line input
2605 * If the text overflows, a vertical scrollbar is added.
2606 * If the name is empty, the textarea is read-only and
2607 the background is not shown, which corresponds to a multi-line label.
2609 ### `label[<X>,<Y>;<label>]`
2611 * The label formspec element displays the text set in `label`
2612 at the specified position.
2613 * **Note**: If the new coordinate system is enabled, labels are
2614 positioned from the center of the text, not the top.
2615 * The text is displayed directly without automatic line breaking,
2616 so label should not be used for big text chunks. Newlines can be
2617 used to make labels multiline.
2618 * **Note**: With the new coordinate system, newlines are spaced with
2619 half a coordinate. With the old system, newlines are spaced 2/5 of
2622 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2623 * Displays a static formatted text with hyperlinks.
2624 * **Note**: This element is currently unstable and subject to change.
2625 * `x`, `y`, `w` and `h` work as per field
2626 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2627 * `text` is the formatted text using `Markup Language` described below.
2629 ### `vertlabel[<X>,<Y>;<label>]`
2630 * Textual label drawn vertically
2631 * `label` is the text on the label
2632 * **Note**: If the new coordinate system is enabled, vertlabels are
2633 positioned from the center of the text, not the left.
2635 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2637 * Clickable button. When clicked, fields will be sent.
2638 * With the old coordinate system, buttons are a set height, but will be vertically
2639 centred on `H`. With the new coordinate system, `H` will modify the height.
2640 * `label` is the text on the button
2642 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2644 * `texture name` is the filename of an image
2645 * **Note**: Height is supported on both the old and new coordinate systems
2648 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2650 * `texture name` is the filename of an image
2651 * `noclip=true` means the image button doesn't need to be within specified
2653 * `drawborder`: draw button border or not
2654 * `pressed texture name` is the filename of an image on pressed state
2656 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2658 * `item name` is the registered name of an item/node
2659 * The item description will be used as the tooltip. This can be overridden with
2662 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2664 * When clicked, fields will be sent and the form will quit.
2665 * Same as `button` in all other respects.
2667 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2669 * When clicked, fields will be sent and the form will quit.
2670 * Same as `image_button` in all other respects.
2672 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2674 * Scrollable item list showing arbitrary text elements
2675 * `name` fieldname sent to server on doubleclick value is current selected
2677 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2679 * if you want a listelement to start with "#" write "##".
2681 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2683 * Scrollable itemlist showing arbitrary text elements
2684 * `name` fieldname sent to server on doubleclick value is current selected
2686 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2687 * if you want a listelement to start with "#" write "##"
2688 * Index to be selected within textlist
2689 * `true`/`false`: draw transparent background
2690 * See also `minetest.explode_textlist_event`
2691 (main menu: `core.explode_textlist_event`).
2693 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2695 * Show a tab**header** at specific position (ignores formsize)
2696 * `X` and `Y`: position of the tabheader
2697 * *Note*: Width and height are automatically chosen with this syntax
2698 * `name` fieldname data is transferred to Lua
2699 * `caption 1`...: name shown on top of tab
2700 * `current_tab`: index of selected tab 1...
2701 * `transparent` (optional): if true, tabs are semi-transparent
2702 * `draw_border` (optional): if true, draw a thin line at tab base
2704 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2706 * Show a tab**header** at specific position (ignores formsize)
2707 * **Important note**: This syntax for tabheaders can only be used with the
2708 new coordinate system.
2709 * `X` and `Y`: position of the tabheader
2710 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2711 * `name` fieldname data is transferred to Lua
2712 * `caption 1`...: name shown on top of tab
2713 * `current_tab`: index of selected tab 1...
2714 * `transparent` (optional): show transparent
2715 * `draw_border` (optional): draw border
2717 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2719 * Show a tab**header** at specific position (ignores formsize)
2720 * **Important note**: This syntax for tabheaders can only be used with the
2721 new coordinate system.
2722 * `X` and `Y`: position of the tabheader
2723 * `W` and `H`: width and height of the tabheader
2724 * `name` fieldname data is transferred to Lua
2725 * `caption 1`...: name shown on top of tab
2726 * `current_tab`: index of selected tab 1...
2727 * `transparent` (optional): show transparent
2728 * `draw_border` (optional): draw border
2730 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2732 * Simple colored box
2733 * `color` is color specified as a `ColorString`.
2734 If the alpha component is left blank, the box will be semitransparent.
2735 If the color is not specified, the box will use the options specified by
2736 its style. If the color is specified, all styling options will be ignored.
2738 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2740 * Show a dropdown field
2741 * **Important note**: There are two different operation modes:
2742 1. handle directly on change (only changed dropdown is submitted)
2743 2. read the value on pressing a button (all dropdown values are available)
2744 * `X` and `Y`: position of the dropdown
2745 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2746 * Fieldname data is transferred to Lua
2747 * Items to be shown in dropdown
2748 * Index of currently selected dropdown item
2749 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2750 event field value for selected items.
2751 * `true`: Selected item index
2752 * `false` (default): Selected item value
2754 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2756 * Show a dropdown field
2757 * **Important note**: This syntax for dropdowns can only be used with the
2758 new coordinate system.
2759 * **Important note**: There are two different operation modes:
2760 1. handle directly on change (only changed dropdown is submitted)
2761 2. read the value on pressing a button (all dropdown values are available)
2762 * `X` and `Y`: position of the dropdown
2763 * `W` and `H`: width and height of the dropdown
2764 * Fieldname data is transferred to Lua
2765 * Items to be shown in dropdown
2766 * Index of currently selected dropdown item
2767 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2768 event field value for selected items.
2769 * `true`: Selected item index
2770 * `false` (default): Selected item value
2772 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2775 * `name` fieldname data is transferred to Lua
2776 * `label` to be shown left of checkbox
2777 * `selected` (optional): `true`/`false`
2778 * **Note**: If the new coordinate system is enabled, checkboxes are
2779 positioned from the center of the checkbox, not the top.
2781 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2783 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2784 * There are two ways to use it:
2785 1. handle the changed event (only changed scrollbar is available)
2786 2. read the value on pressing a button (all scrollbars are available)
2787 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2788 * Fieldname data is transferred to Lua
2789 * Value of this trackbar is set to (`0`-`1000`) by default
2790 * See also `minetest.explode_scrollbar_event`
2791 (main menu: `core.explode_scrollbar_event`).
2793 ### `scrollbaroptions[opt1;opt2;...]`
2794 * Sets options for all following `scrollbar[]` elements
2796 * Sets scrollbar minimum value, defaults to `0`.
2798 * Sets scrollbar maximum value, defaults to `1000`.
2799 If the max is equal to the min, the scrollbar will be disabled.
2801 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2803 * If this is set to a negative number, the value will be reset to `10`.
2805 * Sets scrollbar step value used by page up and page down.
2806 * If this is set to a negative number, the value will be reset to `100`.
2808 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2809 units the thumb spans out of the range of the scrollbar values.
2810 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2811 would span a tenth of the scrollbar space.
2812 * If this is set to zero or less, the value will be reset to `1`.
2813 * `arrows=<show/hide/default>`
2814 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2815 when the scrollbar gets too small, but shows them otherwise.
2817 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2819 * Show scrollable table using options defined by the previous `tableoptions[]`
2820 * Displays cells as defined by the previous `tablecolumns[]`
2821 * `name`: fieldname sent to server on row select or doubleclick
2822 * `cell 1`...`cell n`: cell contents given in row-major order
2823 * `selected idx`: index of row to be selected within table (first row = `1`)
2824 * See also `minetest.explode_table_event`
2825 (main menu: `core.explode_table_event`).
2827 ### `tableoptions[<opt 1>;<opt 2>;...]`
2829 * Sets options for `table[]`
2831 * default text color (`ColorString`), defaults to `#FFFFFF`
2832 * `background=#RRGGBB`
2833 * table background color (`ColorString`), defaults to `#000000`
2834 * `border=<true/false>`
2835 * should the table be drawn with a border? (default: `true`)
2836 * `highlight=#RRGGBB`
2837 * highlight background color (`ColorString`), defaults to `#466432`
2838 * `highlight_text=#RRGGBB`
2839 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2840 * `opendepth=<value>`
2841 * all subtrees up to `depth < value` are open (default value = `0`)
2842 * only useful when there is a column of type "tree"
2844 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2846 * Sets columns for `table[]`
2847 * Types: `text`, `image`, `color`, `indent`, `tree`
2848 * `text`: show cell contents as text
2849 * `image`: cell contents are an image index, use column options to define
2851 * `color`: cell contents are a ColorString and define color of following
2853 * `indent`: cell contents are a number and define indentation of following
2855 * `tree`: same as indent, but user can open and close subtrees
2859 * for `text` and `image`: content alignment within cells.
2860 Available values: `left` (default), `center`, `right`, `inline`
2862 * for `text` and `image`: minimum width in em (default: `0`)
2863 * for `indent` and `tree`: indent width in em (default: `1.5`)
2864 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2865 Exception: defaults to 0 for indent columns
2866 * `tooltip=<value>`: tooltip text (default: empty)
2867 * `image` column options:
2868 * `0=<value>` sets image for image index 0
2869 * `1=<value>` sets image for image index 1
2870 * `2=<value>` sets image for image index 2
2871 * and so on; defined indices need not be contiguous empty or
2872 non-numeric cells are treated as `0`.
2873 * `color` column options:
2874 * `span=<value>`: number of following columns to affect
2875 (default: infinite).
2877 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2879 * Set the style for the element(s) matching `selector` by name.
2880 * `selector` can be one of:
2881 * `<name>` - An element name. Includes `*`, which represents every element.
2882 * `<name>:<state>` - An element name, a colon, and one or more states.
2883 * `state` is a list of states separated by the `+` character.
2884 * If a state is provided, the style will only take effect when the element is in that state.
2885 * All provided states must be active for the style to apply.
2886 * Note: this **must** be before the element is defined.
2887 * See [Styling Formspecs].
2890 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2892 * Set the style for the element(s) matching `selector` by type.
2893 * `selector` can be one of:
2894 * `<type>` - An element type. Includes `*`, which represents every element.
2895 * `<type>:<state>` - An element type, a colon, and one or more states.
2896 * `state` is a list of states separated by the `+` character.
2897 * If a state is provided, the style will only take effect when the element is in that state.
2898 * All provided states must be active for the style to apply.
2899 * See [Styling Formspecs].
2901 ### `set_focus[<name>;<force>]`
2903 * Sets the focus to the element with the same `name` parameter.
2904 * **Note**: This element must be placed before the element it focuses.
2905 * `force` (optional, default `false`): By default, focus is not applied for
2906 re-sent formspecs with the same name so that player-set focus is kept.
2907 `true` sets the focus to the specified element for every sent formspec.
2908 * The following elements have the ability to be focused:
2923 Migrating to Real Coordinates
2924 -----------------------------
2926 In the old system, positions included padding and spacing. Padding is a gap between
2927 the formspec window edges and content, and spacing is the gaps between items. For
2928 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2929 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2930 in the new coordinate system from scratch.
2932 To recreate an old layout with padding, you'll need to pass the positions and sizes
2933 through the following formula to re-introduce padding:
2936 pos = (oldpos + 1)*spacing + padding
2942 You'll need to change the `size[]` tag like this:
2945 size = (oldsize-1)*spacing + padding*2 + 1
2948 A few elements had random offsets in the old system. Here is a table which shows these
2949 offsets when migrating:
2951 | Element | Position | Size | Notes
2952 |---------|------------|---------|-------
2953 | box | +0.3, +0.1 | 0, -0.4 |
2954 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2955 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2956 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2961 Formspec elements can be themed using the style elements:
2963 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2964 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2965 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2966 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2970 property_name=property_value
2974 style_type[button;bgcolor=#006699]
2975 style[world_delete;bgcolor=red;textcolor=yellow]
2976 button[4,3.95;2.6,1;world_delete;Delete]
2978 A name/type can optionally be a comma separated list of names/types, like so:
2980 world_delete,world_create,world_configure
2983 A `*` type can be used to select every element in the formspec.
2985 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2987 world_delete:hovered+pressed
2990 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2992 Setting a property to nothing will reset it to the default value. For example:
2994 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2995 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2998 ### Supported Element Types
3000 Some types may inherit styles from parent types.
3002 * animated_image, inherits from image
3005 * button_exit, inherits from button
3015 * pwdfield, inherits from field
3021 * vertlabel, inherits from label
3024 ### Valid Properties
3027 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3029 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3030 * Defaults to false in formspec_version version 3 or higher
3031 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
3032 * Single value (e.g. `#FF0`): All corners/borders.
3033 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
3034 top and bottom,left and right.
3035 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
3036 * These work similarly to CSS borders.
3037 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
3038 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
3039 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
3040 negative, the border will extend inside the box, whereas positive extends outside
3041 the box. A width of zero results in no border; this is default.
3042 * button, button_exit, image_button, item_image_button
3043 * alpha - boolean, whether to draw alpha in bgimg. Default true.
3044 * bgcolor - color, sets button tint.
3045 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
3046 * This is deprecated, use states instead.
3047 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
3048 * This is deprecated, use states instead.
3049 * bgimg - standard background image. Defaults to none.
3050 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
3051 * This is deprecated, use states instead.
3052 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
3053 See background9[] documentation for more details. This property also pads the
3054 button's content when set.
3055 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
3056 * This is deprecated, use states instead.
3057 * font - Sets font type. This is a comma separated list of options. Valid options:
3058 * Main font type options. These cannot be combined with each other:
3059 * `normal`: Default font
3060 * `mono`: Monospaced font
3061 * Font modification options. If used without a main font type, `normal` is used:
3062 * `bold`: Makes font bold.
3063 * `italic`: Makes font italic.
3065 * font_size - Sets font size. Default is user-set. Can have multiple values:
3066 * `<number>`: Sets absolute font size to `number`.
3067 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3068 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3069 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3070 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3071 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3072 * padding - rect, adds space between the edges of the button and the content. This value is
3073 relative to bgimg_middle.
3074 * sound - a sound to be played when triggered.
3075 * textcolor - color, default white.
3077 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3078 * sound - a sound to be played when triggered.
3080 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3081 * sound - a sound to be played when the entry is changed.
3082 * field, pwdfield, textarea
3083 * border - set to false to hide the textbox background and border. Default true.
3084 * font - Sets font type. See button `font` property for more information.
3085 * font_size - Sets font size. See button `font_size` property for more information.
3086 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3087 * textcolor - color. Default white.
3089 * bgcolor - color, sets background color.
3090 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3091 * Default to false in formspec_version version 3 or higher
3093 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3094 * Default to false in formspec_version version 3 or higher
3096 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3098 * font - Sets font type. See button `font` property for more information.
3099 * font_size - Sets font size. See button `font_size` property for more information.
3100 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3102 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3103 * size - 2d vector, sets the size of inventory slots in coordinates.
3104 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3105 * image_button (additional properties)
3106 * fgimg - standard image. Defaults to none.
3107 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3108 * This is deprecated, use states instead.
3109 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3110 * This is deprecated, use states instead.
3111 * fgimg_middle - Makes the fgimg textures render in 9-sliced mode and defines the middle rect.
3112 See background9[] documentation for more details.
3113 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3114 * sound - a sound to be played when triggered.
3116 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3118 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3119 * sound - a sound to be played when a different tab is selected.
3120 * textcolor - color. Default white.
3122 * font - Sets font type. See button `font` property for more information.
3123 * font_size - Sets font size. See button `font_size` property for more information.
3124 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3129 * default - Equivalent to providing no states
3130 * button, button_exit, image_button, item_image_button
3131 * hovered - Active when the mouse is hovering over the element
3132 * pressed - Active when the button is pressed
3137 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3138 The markup language is currently unstable and subject to change. Use with caution.
3139 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3140 Tags can have attributes, in that case, attributes are in the opening tag in
3141 form of a key/value separated with equal signs. Attribute values should not be quoted.
3143 If you want to insert a literal greater-than sign or a backslash into the text,
3144 you must escape it by preceding it with a backslash.
3146 These are the technically basic tags but see below for usual tags. Base tags are:
3148 `<style color=... font=... size=...>...</style>`
3150 Changes the style of the text.
3152 * `color`: Text color. Given color is a `colorspec`.
3153 * `size`: Text size.
3154 * `font`: Text font (`mono` or `normal`).
3156 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3161 * `background`: Text background, a `colorspec` or `none`.
3162 * `margin`: Page margins in pixel.
3163 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3165 Inheriting styles (affects child elements):
3166 * `color`: Default text color. Given color is a `colorspec`.
3167 * `hovercolor`: Color of <action> tags when mouse is over.
3168 * `size`: Default text size.
3169 * `font`: Default text font (`mono` or `normal`).
3170 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3172 This tag needs to be placed only once as it changes the global settings of the
3173 text. Anyway, if several tags are placed, each changed will be made in the order
3176 `<tag name=... color=... hovercolor=... font=... size=...>`
3178 Defines or redefines tag style. This can be used to define new tags.
3179 * `name`: Name of the tag to define or change.
3180 * `color`: Text color. Given color is a `colorspec`.
3181 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3182 * `size`: Text size.
3183 * `font`: Text font (`mono` or `normal`).
3185 Following tags are the usual tags for text layout. They are defined by default.
3186 Other tags can be added using `<tag ...>` tag.
3188 `<normal>...</normal>`: Normal size text
3190 `<big>...</big>`: Big text
3192 `<bigger>...</bigger>`: Bigger text
3194 `<center>...</center>`: Centered text
3196 `<left>...</left>`: Left-aligned text
3198 `<right>...</right>`: Right-aligned text
3200 `<justify>...</justify>`: Justified text
3202 `<mono>...</mono>`: Monospaced font
3204 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3206 `<action name=...>...</action>`
3208 Make that text a clickable text triggering an action.
3210 * `name`: Name of the action (mandatory).
3212 When clicked, the formspec is send to the server. The value of the text field
3213 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3216 `<img name=... float=... width=... height=...>`
3218 Draws an image which is present in the client media cache.
3220 * `name`: Name of the texture (mandatory).
3221 * `float`: If present, makes the image floating (`left` or `right`).
3222 * `width`: Force image width instead of taking texture width.
3223 * `height`: Force image height instead of taking texture height.
3225 If only width or height given, texture aspect is kept.
3227 `<item name=... float=... width=... height=... rotate=...>`
3229 Draws an item image.
3231 * `name`: Item string of the item to draw (mandatory).
3232 * `float`: If present, makes the image floating (`left` or `right`).
3233 * `width`: Item image width.
3234 * `height`: Item image height.
3235 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3236 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3237 `inventory_items_animations` is set to true.
3238 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3239 X, Y and Z being angles around each three axes. Works only if
3240 `inventory_items_animations` is set to true.
3248 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3249 * `"current_player"`: Player to whom the menu is shown
3250 * `"player:<name>"`: Any player
3251 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3252 * `"detached:<name>"`: A detached inventory
3254 Player Inventory lists
3255 ----------------------
3257 * `main`: list containing the default inventory
3258 * `craft`: list containing the craft input
3259 * `craftpreview`: list containing the craft prediction
3260 * `craftresult`: list containing the crafted output
3261 * `hand`: list containing an override for the empty hand
3262 * Is not created automatically, use `InvRef:set_size`
3263 * Is only used to enhance the empty hand's tool capabilities
3271 `#RGB` defines a color in hexadecimal format.
3273 `#RGBA` defines a color in hexadecimal format and alpha channel.
3275 `#RRGGBB` defines a color in hexadecimal format.
3277 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3279 Named colors are also supported and are equivalent to
3280 [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color).
3281 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3282 the color name (e.g. `colorname#08`).
3287 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3290 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3291 * `colorspec = {a=255, r=0, g=255, b=0}`
3292 * numerical form: The raw integer value of an ARGB8 quad:
3293 * `colorspec = 0xFF00FF00`
3294 * string form: A ColorString (defined above):
3295 * `colorspec = "green"`
3303 Most text can contain escape sequences, that can for example color the text.
3304 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3305 The following functions provide escape sequences:
3307 * `minetest.get_color_escape_sequence(color)`:
3308 * `color` is a ColorString
3309 * The escape sequence sets the text color to `color`
3310 * `minetest.colorize(color, message)`:
3312 `minetest.get_color_escape_sequence(color) ..
3314 minetest.get_color_escape_sequence("#ffffff")`
3315 * `minetest.get_background_escape_sequence(color)`
3316 * `color` is a ColorString
3317 * The escape sequence sets the background of the whole text element to
3318 `color`. Only defined for item descriptions and tooltips.
3319 * `minetest.strip_foreground_colors(str)`
3320 * Removes foreground colors added by `get_color_escape_sequence`.
3321 * `minetest.strip_background_colors(str)`
3322 * Removes background colors added by `get_background_escape_sequence`.
3323 * `minetest.strip_colors(str)`
3324 * Removes all color escape sequences.
3332 Minetest stores 3-dimensional spatial vectors in Lua as tables of 3 coordinates,
3333 and has a class to represent them (`vector.*`), which this chapter is about.
3334 For details on what a spatial vectors is, please refer to Wikipedia:
3335 https://en.wikipedia.org/wiki/Euclidean_vector.
3337 Spatial vectors are used for various things, including, but not limited to:
3339 * any 3D spatial vector (x/y/z-directions)
3340 * Euler angles (pitch/yaw/roll in radians) (Spatial vectors have no real semantic
3341 meaning here. Therefore, most vector operations make no sense in this use case.)
3343 Note that they are *not* used for:
3345 * n-dimensional vectors where n is not 3 (ie. n=2)
3346 * arrays of the form `{num, num, num}`
3348 The API documentation may refer to spatial vectors, as produced by `vector.new`,
3349 by any of the following notations:
3351 * `(x, y, z)` (Used rarely, and only if it's clear that it's a vector.)
3352 * `vector.new(x, y, z)`
3353 * `{x=num, y=num, z=num}` (Even here you are still supposed to use `vector.new`.)
3358 Vectors used to be defined as tables of the form `{x = num, y = num, z = num}`.
3359 Since Minetest 5.5.0, vectors additionally have a metatable to enable easier use.
3360 Note: Those old-style vectors can still be found in old mod code. Hence, mod and
3361 engine APIs still need to be able to cope with them in many places.
3363 Manually constructed tables are deprecated and highly discouraged. This interface
3364 should be used to ensure seamless compatibility between mods and the Minetest API.
3365 This is especially important to callback function parameters and functions overwritten
3367 Also, though not likely, the internal implementation of a vector might change in
3369 In your own code, or if you define your own API, you can, of course, still use
3370 other representations of vectors.
3372 Vectors provided by API functions will provide an instance of this class if not
3373 stated otherwise. Mods should adapt this for convenience reasons.
3375 Special properties of the class
3376 -------------------------------
3378 Vectors can be indexed with numbers and allow method and operator syntax.
3380 All these forms of addressing a vector `v` are valid:
3381 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3382 Note: Prefer letter over number indexing for performance and compatibility reasons.
3384 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3385 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3387 `tostring` is defined for vectors, see `vector.to_string`.
3389 The metatable that is used for vectors can be accessed via `vector.metatable`.
3392 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3393 Returned vectors always have a metatable set.
3395 Common functions and methods
3396 ----------------------------
3398 For the following functions (and subchapters),
3399 `v`, `v1`, `v2` are vectors,
3400 `p1`, `p2` are position vectors,
3401 `s` is a scalar (a number),
3402 vectors are written like this: `(x, y, z)`:
3404 * `vector.new([a[, b, c]])`:
3405 * Returns a new vector `(a, b, c)`.
3406 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3407 `vector.new(v)` does the same as `vector.copy(v)`
3409 * Returns a new vector `(0, 0, 0)`.
3411 * Returns a copy of the vector `v`.
3412 * `vector.from_string(s[, init])`:
3413 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3414 `np` is the next position in the string after the vector.
3415 * Returns `nil` on failure.
3416 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3417 spaces, leaving away commas and adding an additional comma to the end
3419 * `init`: If given starts looking for the vector at this string index.
3420 * `vector.to_string(v)`:
3421 * Returns a string of the form `"(x, y, z)"`.
3422 * `tostring(v)` does the same.
3423 * `vector.direction(p1, p2)`:
3424 * Returns a vector of length 1 with direction `p1` to `p2`.
3425 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3426 * `vector.distance(p1, p2)`:
3427 * Returns zero or a positive number, the distance between `p1` and `p2`.
3428 * `vector.length(v)`:
3429 * Returns zero or a positive number, the length of vector `v`.
3430 * `vector.normalize(v)`:
3431 * Returns a vector of length 1 with direction of vector `v`.
3432 * If `v` has zero length, returns `(0, 0, 0)`.
3433 * `vector.floor(v)`:
3434 * Returns a vector, each dimension rounded down.
3435 * `vector.round(v)`:
3436 * Returns a vector, each dimension rounded to nearest integer.
3437 * At a multiple of 0.5, rounds away from zero.
3438 * `vector.apply(v, func)`:
3439 * Returns a vector where the function `func` has been applied to each
3441 * `vector.combine(v, w, func)`:
3442 * Returns a vector where the function `func` has combined both components of `v` and `w`
3444 * `vector.equals(v1, v2)`:
3445 * Returns a boolean, `true` if the vectors are identical.
3446 * `vector.sort(v1, v2)`:
3447 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3448 * `vector.angle(v1, v2)`:
3449 * Returns the angle between `v1` and `v2` in radians.
3450 * `vector.dot(v1, v2)`:
3451 * Returns the dot product of `v1` and `v2`.
3452 * `vector.cross(v1, v2)`:
3453 * Returns the cross product of `v1` and `v2`.
3454 * `vector.offset(v, x, y, z)`:
3455 * Returns the sum of the vectors `v` and `(x, y, z)`.
3456 * `vector.check(v)`:
3457 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3458 by a `vector.*` function.
3459 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3461 For the following functions `x` can be either a vector or a number:
3463 * `vector.add(v, x)`:
3465 * If `x` is a vector: Returns the sum of `v` and `x`.
3466 * If `x` is a number: Adds `x` to each component of `v`.
3467 * `vector.subtract(v, x)`:
3469 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3470 * If `x` is a number: Subtracts `x` from each component of `v`.
3471 * `vector.multiply(v, s)`:
3472 * Returns a scaled vector.
3473 * Deprecated: If `s` is a vector: Returns the Schur product.
3474 * `vector.divide(v, s)`:
3475 * Returns a scaled vector.
3476 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3481 Operators can be used if all of the involved vectors have metatables:
3483 * Returns whether `v1` and `v2` are identical.
3485 * Returns the additive inverse of v.
3487 * Returns the sum of both vectors.
3488 * Note: `+` can not be used together with scalars.
3490 * Returns the difference of `v1` subtracted by `v2`.
3491 * Note: `-` can not be used together with scalars.
3492 * `v * s` or `s * v`:
3493 * Returns `v` scaled by `s`.
3495 * Returns `v` scaled by `1 / s`.
3497 Rotation-related functions
3498 --------------------------
3500 For the following functions `a` is an angle in radians and `r` is a rotation
3501 vector (`{x = <pitch>, y = <yaw>, z = <roll>}`) where pitch, yaw and roll are
3504 * `vector.rotate(v, r)`:
3505 * Applies the rotation `r` to `v` and returns the result.
3506 * `vector.rotate(vector.new(0, 0, 1), r)` and
3507 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3508 forward and up relative to an entity's rotation `r`.
3509 * `vector.rotate_around_axis(v1, v2, a)`:
3510 * Returns `v1` rotated around axis `v2` by `a` radians according to
3511 the right hand rule.
3512 * `vector.dir_to_rotation(direction[, up])`:
3513 * Returns a rotation vector for `direction` pointing forward using `up`
3515 * If `up` is omitted, the roll of the returned vector defaults to zero.
3516 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3521 There are more helper functions involving vectors, but they are listed elsewhere
3522 because they only work on specific sorts of vectors or involve things that are not
3527 * `minetest.hash_node_position` (Only works on node positions.)
3528 * `minetest.dir_to_wallmounted` (Involves wallmounted param2 values.)
3536 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3537 human-readable, handles reference loops.
3538 * `obj`: arbitrary variable
3539 * `name`: string, default: `"_"`
3540 * `dumped`: table, default: `{}`
3541 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3542 * `obj`: arbitrary variable
3543 * `dumped`: table, default: `{}`
3544 * `math.hypot(x, y)`
3545 * Get the hypotenuse of a triangle with legs x and y.
3546 Useful for distance calculation.
3547 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3548 * Get the sign of a number.
3549 * tolerance: number, default: `0.0`
3550 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3552 * `math.factorial(x)`: returns the factorial of `x`
3553 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3554 * At a multiple of 0.5, rounds away from zero.
3555 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3556 * `separator`: string, default: `","`
3557 * `include_empty`: boolean, default: `false`
3558 * `max_splits`: number, if it's negative, splits aren't limited,
3560 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3561 string or a pattern (regex), default: `false`
3562 * e.g. `"a,b":split","` returns `{"a","b"}`
3563 * `string:trim()`: returns the string without whitespace pre- and suffixes
3564 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3565 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3566 * Adds newlines to the string to keep it within the specified character
3568 * Note that the returned lines may be longer than the limit since it only
3569 splits at word borders.
3570 * `limit`: number, maximal amount of characters in one line
3571 * `as_table`: boolean, if set to true, a table of lines instead of a string
3572 is returned, default: `false`
3573 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3574 * `pos`: table {x=X, y=Y, z=Z}
3575 * Converts the position `pos` to a human-readable, printable string
3576 * `decimal_places`: number, if specified, the x, y and z values of
3577 the position are rounded to the given decimal place.
3578 * `minetest.string_to_pos(string)`: returns a position or `nil`
3579 * Same but in reverse.
3580 * If the string can't be parsed to a position, nothing is returned.
3581 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)", relative_to)`:
3582 * returns two positions
3583 * Converts a string representing an area box into two positions
3584 * X1, Y1, ... Z2 are coordinates
3585 * `relative_to`: Optional. If set to a position, each coordinate
3586 can use the tilde notation for relative positions
3587 * Tilde notation: "~": Relative coordinate
3588 "~<number>": Relative coordinate plus <number>
3589 * Example: `minetest.string_to_area("(1,2,3) (~5,~-5,~)", {x=10,y=10,z=10})`
3590 returns `{x=1,y=2,z=3}, {x=15,y=5,z=10}`
3591 * `minetest.formspec_escape(string)`: returns a string
3592 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3594 * `minetest.is_yes(arg)`
3595 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3596 * `minetest.is_nan(arg)`
3597 * returns true when the passed number represents NaN.
3598 * `minetest.get_us_time()`
3599 * returns time with microsecond precision. May not return wall time.
3600 * `table.copy(table)`: returns a table
3601 * returns a deep copy of `table`
3602 * `table.indexof(list, val)`: returns the smallest numerical index containing
3603 the value `val` in the table `list`. Non-numerical indices are ignored.
3604 If `val` could not be found, `-1` is returned. `list` must not have
3606 * `table.insert_all(table, other_table)`:
3607 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3609 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3610 * If multiple keys in `t` map to the same value, it is unspecified which
3611 value maps to that key.
3612 * `table.shuffle(table, [from], [to], [random_func])`:
3613 * Shuffles elements `from` to `to` in `table` in place
3614 * `from` defaults to `1`
3615 * `to` defaults to `#table`
3616 * `random_func` defaults to `math.random`. This function receives two
3617 integers as arguments and should return a random integer inclusively
3619 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3621 * returns the exact position on the surface of a pointed node
3622 * `minetest.get_tool_wear_after_use(uses [, initial_wear])`
3623 * Simulates a tool being used once and returns the added wear,
3624 such that, if only this function is used to calculate wear,
3625 the tool will break exactly after `uses` times of uses
3626 * `uses`: Number of times the tool can be used
3627 * `initial_wear`: The initial wear the tool starts with (default: 0)
3628 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3629 Simulates an item that digs a node.
3630 Returns a table with the following fields:
3631 * `diggable`: `true` if node can be dug, `false` otherwise.
3632 * `time`: Time it would take to dig the node.
3633 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3634 `time` and `wear` are meaningless if node's not diggable
3636 * `groups`: Table of the node groups of the node that would be dug
3637 * `tool_capabilities`: Tool capabilities table of the item
3638 * `wear`: Amount of wear the tool starts with (default: 0)
3639 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3640 Simulates an item that punches an object.
3641 Returns a table with the following fields:
3642 * `hp`: How much damage the punch would cause (between -65535 and 65535).
3643 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3645 * `groups`: Damage groups of the object
3646 * `tool_capabilities`: Tool capabilities table of the item
3647 * `time_from_last_punch`: time in seconds since last punch action
3648 * `wear`: Amount of wear the item starts with (default: 0)
3656 Texts can be translated client-side with the help of `minetest.translate` and
3659 Consider using the tool [update_translations](https://github.com/minetest-tools/update_translations)
3660 to generate and update translation files automatically from the Lua source.
3662 Translating a string
3663 --------------------
3665 Two functions are provided to translate strings: `minetest.translate` and
3666 `minetest.get_translator`.
3668 * `minetest.get_translator(textdomain)` is a simple wrapper around
3669 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3670 equivalent to `minetest.translate(textdomain, str, ...)`.
3671 It is intended to be used in the following way, so that it avoids verbose
3672 repetitions of `minetest.translate`:
3674 local S = minetest.get_translator(textdomain)
3677 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3679 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3680 the given `textdomain` for disambiguation. The textdomain must match the
3681 textdomain specified in the translation file in order to get the string
3682 translated. This can be used so that a string is translated differently in
3684 It is advised to use the name of the mod as textdomain whenever possible, to
3685 avoid clashes with other mods.
3686 This function must be given a number of arguments equal to the number of
3687 arguments the translated string expects.
3688 Arguments are literal strings -- they will not be translated, so if you want
3689 them to be, they need to come as outputs of `minetest.translate` as well.
3691 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3692 by the translation of "Red". We can do the following:
3694 local S = minetest.get_translator()
3695 S("@1 Wool", S("Red"))
3697 This will be displayed as "Red Wool" on old clients and on clients that do
3698 not have localization enabled. However, if we have for instance a translation
3699 file named `wool.fr.tr` containing the following:
3704 this will be displayed as "Laine Rouge" on clients with a French locale.
3706 Operations on translated strings
3707 --------------------------------
3709 The output of `minetest.translate` is a string, with escape sequences adding
3710 additional information to that string so that it can be translated on the
3711 different clients. In particular, you can't expect operations like string.length
3712 to work on them like you would expect them to, or string.gsub to work in the
3713 expected manner. However, string concatenation will still work as expected
3714 (note that you should only use this for things like formspecs; do not translate
3715 sentences by breaking them into parts; arguments should be used instead), and
3716 operations such as `minetest.colorize` which are also concatenation.
3718 Translation file format
3719 -----------------------
3721 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3722 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3723 The file should be a text file, with the following format:
3725 * Lines beginning with `# textdomain:` (the space is significant) can be used
3726 to specify the text domain of all following translations in the file.
3727 * All other empty lines or lines beginning with `#` are ignored.
3728 * Other lines should be in the format `original=translated`. Both `original`
3729 and `translated` can contain escape sequences beginning with `@` to insert
3730 arguments, literal `@`, `=` or newline (See [Escapes] below).
3731 There must be no extraneous whitespace around the `=` or at the beginning or
3732 the end of the line.
3737 Strings that need to be translated can contain several escapes, preceded by `@`.
3739 * `@@` acts as a literal `@`.
3740 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3741 string that will be inlined when translated. Due to how translations are
3742 implemented, the original translation string **must** have its arguments in
3743 increasing order, without gaps or repetitions, starting from 1.
3744 * `@=` acts as a literal `=`. It is not required in strings given to
3745 `minetest.translate`, but is in translation files to avoid being confused
3746 with the `=` separating the original from the translation.
3747 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3748 As with `@=`, this escape is not required in strings given to
3749 `minetest.translate`, but is in translation files.
3750 * `@n` acts as a literal newline as well.
3752 Server side translations
3753 ------------------------
3755 On some specific cases, server translation could be useful. For example, filter
3756 a list on labels and send results to client. A method is supplied to achieve
3759 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3760 translations for `lang_code` language. It gives the same result as if the string
3761 was translated by the client.
3763 The `lang_code` to use for a given player can be retrieved from
3764 the table returned by `minetest.get_player_information(name)`.
3766 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3767 You do not need to use this to get translated strings to show up on the client.
3772 Perlin noise creates a continuously-varying value depending on the input values.
3773 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3774 The result is used during map generation to create the terrain shape, vary heat
3775 and humidity to distribute biomes, vary the density of decorations or vary the
3778 Structure of perlin noise
3779 -------------------------
3781 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3782 The smooth wavy noise it generates has a single characteristic scale, almost
3783 like a 'wavelength', so on its own does not create fine detail.
3784 Due to this perlin noise combines several octaves to create variation on
3785 multiple scales. Each additional octave has a smaller 'wavelength' than the
3788 This combination results in noise varying very roughly between -2.0 and 2.0 and
3789 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3790 and offset the noise variation.
3792 The final perlin noise variation is created as follows:
3794 noise = offset + scale * (octave1 +
3795 octave2 * persistence +
3796 octave3 * persistence ^ 2 +
3797 octave4 * persistence ^ 3 +
3803 Noise Parameters are commonly called `NoiseParams`.
3807 After the multiplication by `scale` this is added to the result and is the final
3808 step in creating the noise value.
3809 Can be positive or negative.
3813 Once all octaves have been combined, the result is multiplied by this.
3814 Can be positive or negative.
3818 For octave1, this is roughly the change of input value needed for a very large
3819 variation in the noise value generated by octave1. It is almost like a
3820 'wavelength' for the wavy noise variation.
3821 Each additional octave has a 'wavelength' that is smaller than the previous
3822 octave, to create finer detail. `spread` will therefore roughly be the typical
3823 size of the largest structures in the final noise variation.
3825 `spread` is a vector with values for x, y, z to allow the noise variation to be
3826 stretched or compressed in the desired axes.
3827 Values are positive numbers.
3831 This is a whole number that determines the entire pattern of the noise
3832 variation. Altering it enables different noise patterns to be created.
3833 With other parameters equal, different seeds produce different noise patterns
3834 and identical seeds produce identical noise patterns.
3836 For this parameter you can randomly choose any whole number. Usually it is
3837 preferable for this to be different from other seeds, but sometimes it is useful
3838 to be able to create identical noise patterns.
3840 In some noise APIs the world seed is added to the seed specified in noise
3841 parameters. This is done to make the resulting noise pattern vary in different
3842 worlds, and be 'world-specific'.
3846 The number of simple noise generators that are combined.
3847 A whole number, 1 or more.
3848 Each additional octave adds finer detail to the noise but also increases the
3849 noise calculation load.
3850 3 is a typical minimum for a high quality, complex and natural-looking noise
3851 variation. 1 octave has a slight 'gridlike' appearance.
3853 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3854 size of the finest detail you require. For example:
3855 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3856 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3857 512, 256, 128, 64, 32, 16 nodes.
3858 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3862 Each additional octave has an amplitude that is the amplitude of the previous
3863 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3864 as is often helpful and natural to do so.
3865 Since this controls the balance of fine detail to large-scale detail
3866 `persistence` can be thought of as the 'roughness' of the noise.
3868 A positive or negative non-zero number, often between 0.3 and 1.0.
3869 A common medium value is 0.5, such that each octave has half the amplitude of
3870 the previous octave.
3871 This may need to be tuned when altering `lacunarity`; when doing so consider
3872 that a common medium value is 1 / lacunarity.
3876 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3877 previous octave multiplied by 1 / lacunarity, to create finer detail.
3878 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3880 A positive number no smaller than 1.0.
3881 Values below 2.0 create higher quality noise at the expense of requiring more
3882 octaves to cover a paticular range of 'wavelengths'.
3886 Leave this field unset for no special handling.
3887 Currently supported are `defaults`, `eased` and `absvalue`:
3891 Specify this if you would like to keep auto-selection of eased/not-eased while
3892 specifying some other flags.
3896 Maps noise gradient values onto a quintic S-curve before performing
3897 interpolation. This results in smooth, rolling noise.
3898 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3900 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3902 Easing a 3D noise significantly increases the noise calculation load, so use
3907 The absolute value of each octave's noise variation is used when combining the
3908 octaves. The final perlin noise variation is created as follows:
3910 noise = offset + scale * (abs(octave1) +
3911 abs(octave2) * persistence +
3912 abs(octave3) * persistence ^ 2 +
3913 abs(octave4) * persistence ^ 3 +
3918 For 2D or 3D perlin noise or perlin noise maps:
3923 spread = {x = 500, y = 500, z = 500},
3928 flags = "defaults, absvalue",
3931 For 2D noise the Z component of `spread` is still defined but is ignored.
3932 A single noise parameter table can be used for 2D or 3D noise.
3943 These tell in what manner the ore is generated.
3945 All default ores are of the uniformly-distributed scatter type.
3949 Randomly chooses a location and generates a cluster of ore.
3951 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3952 at that point is greater than the `noise_threshold`, giving the ability to
3953 create a non-equal distribution of ore.
3957 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3958 described by `noise_params` and `noise_threshold`. This is essentially an
3959 improved version of the so-called "stratus" ore seen in some unofficial mods.
3961 This sheet consists of vertical columns of uniform randomly distributed height,
3962 varying between the inclusive range `column_height_min` and `column_height_max`.
3963 If `column_height_min` is not specified, this parameter defaults to 1.
3964 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3965 for reverse compatibility. New code should prefer `column_height_max`.
3967 The `column_midpoint_factor` parameter controls the position of the column at
3968 which ore emanates from.
3969 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3970 equally starting from each direction.
3971 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3972 this parameter is not specified, the default is 0.5.
3974 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3979 Creates a sheet of ore in a cloud-like puff shape.
3981 As with the `sheet` ore type, the size and shape of puffs are described by
3982 `noise_params` and `noise_threshold` and are placed at random vertical
3983 positions within the currently generated chunk.
3985 The vertical top and bottom displacement of each puff are determined by the
3986 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3990 Creates a deformed sphere of ore according to 3d perlin noise described by
3991 `noise_params`. The maximum size of the blob is `clust_size`, and
3992 `clust_scarcity` has the same meaning as with the `scatter` type.
3996 Creates veins of ore varying in density by according to the intersection of two
3997 instances of 3d perlin noise with different seeds, both described by
4000 `random_factor` varies the influence random chance has on placement of an ore
4001 inside the vein, which is `1` by default. Note that modifying this parameter
4002 may require adjusting `noise_threshold`.
4004 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
4007 This ore type is difficult to control since it is sensitive to small changes.
4008 The following is a decent set of parameters to work from:
4013 spread = {x=200, y=200, z=200},
4020 noise_threshold = 1.6
4022 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
4023 computationally expensive than any other ore.
4027 Creates a single undulating ore stratum that is continuous across mapchunk
4028 borders and horizontally spans the world.
4030 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
4031 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
4032 defines the stratum's vertical thickness (in units of nodes). Due to being
4033 continuous across mapchunk borders the stratum's vertical thickness is
4036 If the noise parameter `noise_params` is omitted the ore will occur from y_min
4037 to y_max in a simple horizontal stratum.
4039 A parameter `stratum_thickness` can be provided instead of the noise parameter
4040 `np_stratum_thickness`, to create a constant thickness.
4042 Leaving out one or both noise parameters makes the ore generation less
4043 intensive, useful when adding multiple strata.
4045 `y_min` and `y_max` define the limits of the ore generation and for performance
4046 reasons should be set as close together as possible but without clipping the
4047 stratum's Y variation.
4049 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
4050 solid-ore stratum would require a `clust_scarcity` of 1.
4052 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
4053 `random_factor` are ignored by this ore type.
4058 See section [Flag Specifier Format].
4060 Currently supported flags:
4061 `puff_cliffs`, `puff_additive_composition`.
4065 If set, puff ore generation will not taper down large differences in
4066 displacement when approaching the edge of a puff. This flag has no effect for
4067 ore types other than `puff`.
4069 ### `puff_additive_composition`
4071 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
4072 in a negative displacement, the sub-column at that point is not generated. With
4073 this attribute set, puff ore generation will instead generate the absolute
4074 difference in noise displacement values. This flag has no effect for ore types
4083 The varying types of decorations that can be placed.
4088 Creates a 1 times `H` times 1 column of a specified node (or a random node from
4089 a list, if a decoration list is specified). Can specify a certain node it must
4090 spawn next to, such as water or lava, for example. Can also generate a
4091 decoration of random height between a specified lower and upper bound.
4092 This type of decoration is intended for placement of grass, flowers, cacti,
4093 papyri, waterlilies and so on.
4098 Copies a box of `MapNodes` from a specified schematic file (or raw description).
4099 Can specify a probability of a node randomly appearing when placed.
4100 This decoration type is intended to be used for multi-node sized discrete
4101 structures, such as trees, cave spikes, rocks, and so on.
4110 --------------------
4112 A schematic specifier identifies a schematic by either a filename to a
4113 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
4114 in the form of a table. This table specifies the following fields:
4116 * The `size` field is a 3D vector containing the dimensions of the provided
4117 schematic. (required field)
4118 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
4119 sets the probability of a particular horizontal slice of the schematic being
4120 placed. (optional field)
4121 `ypos` = 0 for the lowest horizontal slice of a schematic.
4122 The default of `prob` is 255.
4123 * The `data` field is a flat table of MapNode tables making up the schematic,
4124 in the order of `[z [y [x]]]`. (required field)
4125 Each MapNode table contains:
4126 * `name`: the name of the map node to place (required)
4127 * `prob` (alias `param1`): the probability of this node being placed
4129 * `param2`: the raw param2 value of the node being placed onto the map
4131 * `force_place`: boolean representing if the node should forcibly overwrite
4132 any previous contents (default: false)
4134 About probability values:
4136 * A probability value of `0` or `1` means that node will never appear
4138 * A probability value of `254` or `255` means the node will always appear
4140 * If the probability value `p` is greater than `1`, then there is a
4141 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4144 Schematic attributes
4145 --------------------
4147 See section [Flag Specifier Format].
4149 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4152 * `place_center_x`: Placement of this decoration is centered along the X axis.
4153 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4154 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4155 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4161 Lua Voxel Manipulator
4162 =====================
4167 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4168 facility. The purpose of this object is for fast, low-level, bulk access to
4169 reading and writing Map content. As such, setting map nodes through VoxelManip
4170 will lack many of the higher level features and concepts you may be used to
4171 with other methods of setting nodes. For example, nodes will not have their
4172 construction and destruction callbacks run, and no rollback information is
4175 It is important to note that VoxelManip is designed for speed, and *not* ease
4176 of use or flexibility. If your mod requires a map manipulation facility that
4177 will handle 100% of all edge cases, or the use of high level node placement
4178 features, perhaps `minetest.set_node()` is better suited for the job.
4180 In addition, VoxelManip might not be faster, or could even be slower, for your
4181 specific use case. VoxelManip is most effective when setting large areas of map
4182 at once - for example, if only setting a 3x3x3 node area, a
4183 `minetest.set_node()` loop may be more optimal. Always profile code using both
4184 methods of map manipulation to determine which is most appropriate for your
4187 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4188 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4193 A VoxelManip object can be created any time using either:
4194 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4196 If the optional position parameters are present for either of these routines,
4197 the specified region will be pre-loaded into the VoxelManip object on creation.
4198 Otherwise, the area of map you wish to manipulate must first be loaded into the
4199 VoxelManip object using `VoxelManip:read_from_map()`.
4201 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4202 formed by these positions indicate the minimum and maximum (respectively)
4203 positions of the area actually loaded in the VoxelManip, which may be larger
4204 than the area requested. For convenience, the loaded area coordinates can also
4205 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4207 Now that the VoxelManip object is populated with map data, your mod can fetch a
4208 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4209 which retrieves an individual node in a MapNode formatted table at the position
4210 requested is the simplest method to use, but also the slowest.
4212 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4215 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4217 * `VoxelManip:get_light_data()` for node light levels, and
4218 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4220 See section [Flat array format] for more details.
4222 It is very important to understand that the tables returned by any of the above
4223 three functions represent a snapshot of the VoxelManip's internal state at the
4224 time of the call. This copy of the data will not magically update itself if
4225 another function modifies the internal VoxelManip state.
4226 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4227 internal state unless otherwise explicitly stated.
4229 Once the bulk data has been edited to your liking, the internal VoxelManip
4230 state can be set using:
4232 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4234 * `VoxelManip:set_light_data()` for node light levels, and
4235 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4237 The parameter to each of the above three functions can use any table at all in
4238 the same flat array format as produced by `get_data()` etc. and is not required
4239 to be a table retrieved from `get_data()`.
4241 Once the internal VoxelManip state has been modified to your liking, the
4242 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4244 ### Flat array format
4247 `Nx = p2.X - p1.X + 1`,
4248 `Ny = p2.Y - p1.Y + 1`, and
4249 `Nz = p2.Z - p1.Z + 1`.
4251 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4252 including the value of the expression `Nx * Ny * Nz`.
4254 Positions offset from p1 are present in the array with the format of:
4257 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4258 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4260 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4261 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4263 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4265 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4268 and the array index for a position p contained completely in p1..p2 is:
4270 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4272 Note that this is the same "flat 3D array" format as
4273 `PerlinNoiseMap:get3dMap_flat()`.
4274 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4275 of the index for a single point in a flat VoxelManip array.
4279 A Content ID is a unique integer identifier for a specific node type.
4280 These IDs are used by VoxelManip in place of the node name string for
4281 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4282 `minetest.get_content_id()` to look up the Content ID for the specified node
4283 name, and `minetest.get_name_from_content_id()` to look up the node name string
4284 for a given Content ID.
4285 After registration of a node, its Content ID will remain the same throughout
4286 execution of the mod.
4287 Note that the node being queried needs to have already been been registered.
4289 The following builtin node types have their Content IDs defined as constants:
4291 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4292 * `minetest.CONTENT_AIR`: ID for "air" nodes
4293 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4295 ### Mapgen VoxelManip objects
4297 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4298 VoxelManip object used by the core's Map Generator (commonly abbreviated
4299 Mapgen). Most of the rules previously described still apply but with a few
4302 * The Mapgen VoxelManip object is retrieved using:
4303 `minetest.get_mapgen_object("voxelmanip")`
4304 * This VoxelManip object already has the region of map just generated loaded
4305 into it; it's not necessary to call `VoxelManip:read_from_map()`.
4306 Note that the region of map it has loaded is NOT THE SAME as the `minp`, `maxp`
4307 parameters of `on_generated()`. Refer to `minetest.get_mapgen_object` docs.
4308 * The `on_generated()` callbacks of some mods may place individual nodes in the
4309 generated area using non-VoxelManip map modification methods. Because the
4310 same Mapgen VoxelManip object is passed through each `on_generated()`
4311 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4312 consistency with the current map state. For this reason, calling any of
4313 `minetest.add_node()`, `minetest.set_node()` or `minetest.swap_node()`
4314 will also update the Mapgen VoxelManip object's internal state active on the
4316 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4317 necessary to update lighting information using either:
4318 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4320 ### Other API functions operating on a VoxelManip
4322 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4323 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4324 flowing. It is recommended to call this function only after having written all
4325 buffered data back to the VoxelManip object, save for special situations where
4326 the modder desires to only have certain liquid nodes begin flowing.
4328 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4329 will generate all registered decorations and ores throughout the full area
4330 inside of the specified VoxelManip object.
4332 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4333 `minetest.place_schematic()`, except instead of placing the specified schematic
4334 directly on the map at the specified position, it will place the schematic
4335 inside the VoxelManip.
4339 * Attempting to read data from a VoxelManip object before map is read will
4340 result in a zero-length array table for `VoxelManip:get_data()`, and an
4341 "ignore" node at any position for `VoxelManip:get_node_at()`.
4342 * If either a region of map has not yet been generated or is out-of-bounds of
4343 the map, that region is filled with "ignore" nodes.
4344 * Other mods, or the core itself, could possibly modify the area of map
4345 currently loaded into a VoxelManip object. With the exception of Mapgen
4346 VoxelManips (see above section), the internal buffers are not updated. For
4347 this reason, it is strongly encouraged to complete the usage of a particular
4348 VoxelManip object in the same callback it had been created.
4349 * If a VoxelManip object will be used often, such as in an `on_generated()`
4350 callback, consider passing a file-scoped table as the optional parameter to
4351 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4352 to write map data to instead of returning a new table each call. This greatly
4353 enhances performance by avoiding unnecessary memory allocations.
4358 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4359 containing the region formed by `p1` and `p2`.
4360 * returns actual emerged `pmin`, actual emerged `pmax`
4361 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4363 * **important**: data must be set using `VoxelManip:set_data()` before
4365 * if `light` is true, then lighting is automatically recalculated.
4366 The default value is true.
4367 If `light` is false, no light calculations happen, and you should correct
4368 all modified blocks with `minetest.fix_light()` as soon as possible.
4369 Keep in mind that modifying the map where light is incorrect can cause
4371 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4372 the `VoxelManip` at that position
4373 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4375 * `get_data([buffer])`: Retrieves the node content data loaded into the
4376 `VoxelManip` object.
4377 * returns raw node data in the form of an array of node content IDs
4378 * if the param `buffer` is present, this table will be used to store the
4380 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4381 * `update_map()`: Does nothing, kept for compatibility.
4382 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4384 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4385 * To be used only by a `VoxelManip` object from
4386 `minetest.get_mapgen_object`.
4387 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4389 * `get_light_data([buffer])`: Gets the light data read into the
4391 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4393 * Each value is the bitwise combination of day and night light values
4395 * `light = day + (night * 16)`
4396 * If the param `buffer` is present, this table will be used to store the
4398 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4399 in the `VoxelManip`.
4400 * expects lighting data in the same format that `get_light_data()` returns
4401 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4402 `VoxelManip` object.
4403 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4405 * If the param `buffer` is present, this table will be used to store the
4407 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4409 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4411 * To be used only by a `VoxelManip` object from
4412 `minetest.get_mapgen_object`.
4413 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4414 area if left out or nil. For almost all uses these should be left out
4415 or nil to use the default.
4416 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4417 generated mapchunk above are propagated down into the mapchunk, defaults
4418 to `true` if left out.
4419 * `update_liquids()`: Update liquid flow
4420 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4421 manipulator had been modified since the last read from map, due to a call to
4422 `minetest.set_data()` on the loaded area elsewhere.
4423 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4428 A helper class for voxel areas.
4429 It can be created via `VoxelArea:new({MinEdge = pmin, MaxEdge = pmax})`.
4430 The coordinates are *inclusive*, like most other things in Minetest.
4434 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4435 `MinEdge` and `MaxEdge`.
4436 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4438 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4440 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4441 * The position (x, y, z) is not checked for being inside the area volume,
4442 being outside can cause an incorrect index result.
4443 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4444 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4445 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4446 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4447 is not checked for being inside the area volume.
4448 * `position(i)`: returns the absolute position vector corresponding to index
4450 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4451 `MinEdge` and `MaxEdge`.
4452 * `containsp(p)`: same as above, except takes a vector
4453 * `containsi(i)`: same as above, except takes an index `i`
4454 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4456 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4458 * `iterp(minp, maxp)`: same as above, except takes a vector
4460 ### Y stride and z stride of a flat array
4462 For a particular position in a voxel area, whose flat array index is known,
4463 it is often useful to know the index of a neighboring or nearby position.
4464 The table below shows the changes of index required for 1 node movements along
4465 the axes in a voxel area:
4467 Movement Change of index
4477 local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
4479 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4488 A mapgen object is a construct used in map generation. Mapgen objects can be
4489 used by an `on_generate` callback to speed up operations by avoiding
4490 unnecessary recalculations, these can be retrieved using the
4491 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4492 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4493 callback, `nil` is returned.
4495 The following Mapgen objects are currently available:
4499 This returns three values; the `VoxelManip` object to be used, minimum and
4500 maximum emerged position, in that order. All mapgens support this object.
4504 Returns an array containing the y coordinates of the ground levels of nodes in
4505 the most recently generated chunk by the current mapgen.
4509 Returns an array containing the biome IDs of nodes in the most recently
4510 generated chunk by the current mapgen.
4514 Returns an array containing the temperature values of nodes in the most
4515 recently generated chunk by the current mapgen.
4519 Returns an array containing the humidity values of nodes in the most recently
4520 generated chunk by the current mapgen.
4524 Returns a table mapping requested generation notification types to arrays of
4525 positions at which the corresponding generated structures are located within
4526 the current chunk. To enable the capture of positions of interest to be recorded
4527 call `minetest.set_gen_notify()` first.
4529 Possible fields of the returned table are:
4531 * `dungeon`: bottom center position of dungeon rooms
4532 * `temple`: as above but for desert temples (mgv6 only)
4535 * `large_cave_begin`
4537 * `decoration#id` (see below)
4539 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4540 numeric unique decoration ID as returned by `minetest.get_decoration_id()`.
4541 For example, `decoration#123`.
4543 The returned positions are the ground surface 'place_on' nodes,
4544 not the decorations themselves. A 'simple' type decoration is often 1
4545 node above the returned position and possibly displaced by 'place_offset_y'.
4551 Functions receive a "luaentity" table as `self`:
4553 * It has the member `name`, which is the registered name `("mod:thing")`
4554 * It has the member `object`, which is an `ObjectRef` pointing to the object
4555 * The original prototype is visible directly via a metatable
4559 * `on_activate(self, staticdata, dtime_s)`
4560 * Called when the object is instantiated.
4561 * `dtime_s` is the time passed since the object was unloaded, which can be
4562 used for updating the entity state.
4563 * `on_deactivate(self, removal)`
4564 * Called when the object is about to get removed or unloaded.
4565 * `removal`: boolean indicating whether the object is about to get removed.
4566 Calling `object:remove()` on an active object will call this with `removal=true`.
4567 The mapblock the entity resides in being unloaded will call this with `removal=false`.
4568 * Note that this won't be called if the object hasn't been activated in the first place.
4569 In particular, `minetest.clear_objects({mode = "full"})` won't call this,
4570 whereas `minetest.clear_objects({mode = "quick"})` might call this.
4571 * `on_step(self, dtime, moveresult)`
4572 * Called on every server tick, after movement and collision processing.
4573 * `dtime`: elapsed time since last call
4574 * `moveresult`: table with collision info (only available if physical=true)
4575 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4576 * Called when somebody punches the object.
4577 * Note that you probably want to handle most punches using the automatic
4579 * `puncher`: an `ObjectRef` (can be `nil`)
4580 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4582 * `tool_capabilities`: capability table of used item (can be `nil`)
4583 * `dir`: unit vector of direction of punch. Always defined. Points from the
4584 puncher to the punched.
4585 * `damage`: damage that will be done to entity.
4586 * Can return `true` to prevent the default damage mechanism.
4587 * `on_death(self, killer)`
4588 * Called when the object dies.
4589 * `killer`: an `ObjectRef` (can be `nil`)
4590 * `on_rightclick(self, clicker)`
4591 * Called when `clicker` pressed the 'place/use' key while pointing
4592 to the object (not neccessarily an actual rightclick)
4593 * `clicker`: an `ObjectRef` (may or may not be a player)
4594 * `on_attach_child(self, child)`
4595 * `child`: an `ObjectRef` of the child that attaches
4596 * `on_detach_child(self, child)`
4597 * `child`: an `ObjectRef` of the child that detaches
4598 * `on_detach(self, parent)`
4599 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4600 * This happens before the parent object is removed from the world
4601 * `get_staticdata(self)`
4602 * Should return a string that will be passed to `on_activate` when the
4603 object is instantiated the next time.
4605 Collision info passed to `on_step` (`moveresult` argument):
4608 touching_ground = boolean,
4609 -- Note that touching_ground is only true if the entity was moving and
4610 -- collided with ground.
4613 standing_on_object = boolean,
4617 type = string, -- "node" or "object",
4618 axis = string, -- "x", "y" or "z"
4619 node_pos = vector, -- if type is "node"
4620 object = ObjectRef, -- if type is "object"
4621 old_velocity = vector,
4622 new_velocity = vector,
4626 -- `collisions` does not contain data of unloaded mapblock collisions
4627 -- or when the velocity changes are negligibly small
4639 axiom, --string initial tree axiom
4640 rules_a, --string rules set A
4641 rules_b, --string rules set B
4642 rules_c, --string rules set C
4643 rules_d, --string rules set D
4644 trunk, --string trunk node name
4645 leaves, --string leaves node name
4646 leaves2, --string secondary leaves node name
4647 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4648 angle, --num angle in deg
4649 iterations, --num max # of iterations, usually 2 -5
4650 random_level, --num factor to lower nr of iterations, usually 0 - 3
4651 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4652 -- 2x2 nodes or 3x3 in cross shape
4653 thin_branches, --boolean true -> use thin (1 node) branches
4654 fruit, --string fruit node name
4655 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4656 seed, --num random seed, if no seed is provided, the engine
4660 Key for special L-System symbols used in axioms
4661 -----------------------------------------------
4663 * `G`: move forward one unit with the pen up
4664 * `F`: move forward one unit with the pen down drawing trunks and branches
4665 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4666 * `T`: move forward one unit with the pen down drawing trunks only
4667 * `R`: move forward one unit with the pen down placing fruit
4668 * `A`: replace with rules set A
4669 * `B`: replace with rules set B
4670 * `C`: replace with rules set C
4671 * `D`: replace with rules set D
4672 * `a`: replace with rules set A, chance 90%
4673 * `b`: replace with rules set B, chance 80%
4674 * `c`: replace with rules set C, chance 70%
4675 * `d`: replace with rules set D, chance 60%
4676 * `+`: yaw the turtle right by `angle` parameter
4677 * `-`: yaw the turtle left by `angle` parameter
4678 * `&`: pitch the turtle down by `angle` parameter
4679 * `^`: pitch the turtle up by `angle` parameter
4680 * `/`: roll the turtle to the right by `angle` parameter
4681 * `*`: roll the turtle to the left by `angle` parameter
4682 * `[`: save in stack current state info
4683 * `]`: recover from stack state info
4688 Spawn a small apple tree:
4690 pos = {x=230,y=20,z=4}
4693 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4694 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4695 trunk="default:tree",
4696 leaves="default:leaves",
4700 trunk_type="single",
4703 fruit="default:apple"
4705 minetest.spawn_tree(pos,apple_tree)
4711 Privileges provide a means for server administrators to give certain players
4712 access to special abilities in the engine, games or mods.
4713 For example, game moderators may need to travel instantly to any place in the world,
4714 this ability is implemented in `/teleport` command which requires `teleport` privilege.
4716 Registering privileges
4717 ----------------------
4719 A mod can register a custom privilege using `minetest.register_privilege` function
4720 to give server administrators fine-grained access control over mod functionality.
4722 For consistency and practical reasons, privileges should strictly increase the abilities of the user.
4723 Do not register custom privileges that e.g. restrict the player from certain in-game actions.
4728 A mod can call `minetest.check_player_privs` to test whether a player has privileges
4729 to perform an operation.
4730 Also, when registering a chat command with `minetest.register_chatcommand` a mod can
4731 declare privileges that the command requires using the `privs` field of the command
4734 Managing player privileges
4735 --------------------------
4737 A mod can update player privileges using `minetest.set_player_privs` function.
4738 Players holding the `privs` privilege can see and manage privileges for all
4739 players on the server.
4741 A mod can subscribe to changes in player privileges using `minetest.register_on_priv_grant`
4742 and `minetest.register_on_priv_revoke` functions.
4747 Minetest includes a set of built-in privileges that control capabilities
4748 provided by the Minetest engine and can be used by mods:
4750 * Basic privileges are normally granted to all players:
4751 * `shout`: can communicate using the in-game chat.
4752 * `interact`: can modify the world by digging, building and interacting
4753 with the nodes, entities and other players. Players without the `interact`
4754 privilege can only travel and observe the world.
4756 * Advanced privileges allow bypassing certain aspects of the gameplay:
4757 * `fast`: can use "fast mode" to move with maximum speed.
4758 * `fly`: can use "fly mode" to move freely above the ground without falling.
4759 * `noclip`: can use "noclip mode" to fly through solid nodes (e.g. walls).
4760 * `teleport`: can use `/teleport` command to move to any point in the world.
4761 * `creative`: can access creative inventory.
4762 * `bring`: can teleport other players to oneself.
4763 * `give`: can use `/give` and `/giveme` commands to give any item
4764 in the game to oneself or others.
4765 * `settime`: can use `/time` command to change current in-game time.
4766 * `debug`: can enable wireframe rendering mode.
4768 * Security-related privileges:
4769 * `privs`: can modify privileges of the players using `/grant[me]` and
4770 `/revoke[me]` commands.
4771 * `basic_privs`: can grant and revoke basic privileges as defined by
4772 the `basic_privs` setting.
4773 * `kick`: can kick other players from the server using `/kick` command.
4774 * `ban`: can ban other players using `/ban` command.
4775 * `password`: can use `/setpassword` and `/clearpassword` commands
4776 to manage players' passwords.
4777 * `protection_bypass`: can bypass node protection. Note that the engine does not act upon this privilege,
4778 it is only an implementation suggestion for games.
4780 * Administrative privileges:
4781 * `server`: can use `/fixlight`, `/deleteblocks` and `/deleteobjects`
4782 commands. Can clear inventory of other players using `/clearinv` command.
4783 * `rollback`: can use `/rollback_check` and `/rollback` commands.
4788 Minetest includes the following settings to control behavior of privileges:
4790 * `default_privs`: defines privileges granted to new players.
4791 * `basic_privs`: defines privileges that can be granted/revoked by players having
4792 the `basic_privs` privilege. This can be used, for example, to give
4793 limited moderation powers to selected users.
4795 'minetest' namespace reference
4796 ==============================
4801 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4803 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4804 e.g. `"/home/user/.minetest/usermods/modname"`.
4805 * Returns nil if the mod is not enabled or does not exist (not installed).
4806 * Works regardless of whether the mod has been loaded yet.
4807 * Useful for loading additional `.lua` modules or static data from a mod,
4808 or checking if a mod is enabled.
4809 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4810 * Does not include disabled mods, even if they are installed.
4811 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4812 * Useful for storing custom data
4813 * `minetest.is_singleplayer()`
4814 * `minetest.features`: Table containing API feature flags
4817 glasslike_framed = true, -- 0.4.7
4818 nodebox_as_selectionbox = true, -- 0.4.7
4819 get_all_craft_recipes_works = true, -- 0.4.7
4820 -- The transparency channel of textures can optionally be used on
4822 use_texture_alpha = true,
4823 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4824 no_legacy_abms = true,
4825 -- Texture grouping is possible using parentheses (0.4.11)
4826 texture_names_parens = true,
4827 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4828 area_store_custom_ids = true,
4829 -- add_entity supports passing initial staticdata to on_activate
4831 add_entity_with_staticdata = true,
4832 -- Chat messages are no longer predicted (0.4.16)
4833 no_chat_message_prediction = true,
4834 -- The transparency channel of textures can optionally be used on
4835 -- objects (ie: players and lua entities) (5.0.0)
4836 object_use_texture_alpha = true,
4837 -- Object selectionbox is settable independently from collisionbox
4839 object_independent_selectionbox = true,
4840 -- Specifies whether binary data can be uploaded or downloaded using
4841 -- the HTTP API (5.1.0)
4842 httpfetch_binary_data = true,
4843 -- Whether formspec_version[<version>] may be used (5.1.0)
4844 formspec_version_element = true,
4845 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4846 area_store_persistent_ids = true,
4847 -- Whether minetest.find_path is functional (5.2.0)
4848 pathfinder_works = true,
4849 -- Whether Collision info is available to an objects' on_step (5.3.0)
4850 object_step_has_moveresult = true,
4851 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4852 direct_velocity_on_players = true,
4853 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4854 use_texture_alpha_string_modes = true,
4855 -- degrotate param2 rotates in units of 1.5° instead of 2°
4856 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4857 degrotate_240_steps = true,
4858 -- ABM supports min_y and max_y fields in definition (5.5.0)
4859 abm_min_max_y = true,
4860 -- dynamic_add_media supports passing a table with options (5.5.0)
4861 dynamic_add_media_table = true,
4862 -- particlespawners support texpools and animation of properties,
4863 -- particle textures support smooth fade and scale animations, and
4864 -- sprite-sheet particle animations can by synced to the lifetime
4865 -- of individual particles (5.6.0)
4866 particlespawner_tweenable = true,
4867 -- allows get_sky to return a table instead of separate values (5.6.0)
4868 get_sky_as_table = true,
4869 -- VoxelManip:get_light_data accepts an optional buffer argument (5.7.0)
4870 get_light_data_buffer = true,
4873 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4874 * `arg`: string or table in format `{foo=true, bar=true}`
4875 * `missing_features`: `{foo=true, bar=true}`
4876 * `minetest.get_player_information(player_name)`: Table containing information
4877 about a player. Example return value:
4880 address = "127.0.0.1", -- IP address of client
4881 ip_version = 4, -- IPv4 / IPv6
4882 connection_uptime = 200, -- seconds since client connected
4883 protocol_version = 32, -- protocol version used by client
4884 formspec_version = 2, -- supported formspec version
4885 lang_code = "fr" -- Language code used for translation
4886 -- the following keys can be missing if no stats have been collected yet
4887 min_rtt = 0.01, -- minimum round trip time
4888 max_rtt = 0.2, -- maximum round trip time
4889 avg_rtt = 0.02, -- average round trip time
4890 min_jitter = 0.01, -- minimum packet time jitter
4891 max_jitter = 0.5, -- maximum packet time jitter
4892 avg_jitter = 0.03, -- average packet time jitter
4893 -- the following information is available in a debug build only!!!
4894 -- DO NOT USE IN MODS
4895 --ser_vers = 26, -- serialization version used by client
4896 --major = 0, -- major version number
4897 --minor = 4, -- minor version number
4898 --patch = 10, -- patch version number
4899 --vers_string = "0.4.9-git", -- full version string
4900 --state = "Active" -- current client state
4903 * `minetest.mkdir(path)`: returns success.
4904 * Creates a directory specified by `path`, creating parent directories
4905 if they don't exist.
4906 * `minetest.rmdir(path, recursive)`: returns success.
4907 * Removes a directory specified by `path`.
4908 * If `recursive` is set to `true`, the directory is recursively removed.
4909 Otherwise, the directory will only be removed if it is empty.
4910 * Returns true on success, false on failure.
4911 * `minetest.cpdir(source, destination)`: returns success.
4912 * Copies a directory specified by `path` to `destination`
4913 * Any files in `destination` will be overwritten if they already exist.
4914 * Returns true on success, false on failure.
4915 * `minetest.mvdir(source, destination)`: returns success.
4916 * Moves a directory specified by `path` to `destination`.
4917 * If the `destination` is a non-empty directory, then the move will fail.
4918 * Returns true on success, false on failure.
4919 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4921 * nil: return all entries,
4922 * true: return only subdirectory names, or
4923 * false: return only file names.
4924 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4925 * Replaces contents of file at path with new contents in a safe (atomic)
4926 way. Use this instead of below code when writing e.g. database files:
4927 `local f = io.open(path, "wb"); f:write(content); f:close()`
4928 * `minetest.get_version()`: returns a table containing components of the
4929 engine version. Components:
4930 * `project`: Name of the project, eg, "Minetest"
4931 * `string`: Simple version, eg, "1.2.3-dev"
4932 * `hash`: Full git version (only set if available),
4933 eg, "1.2.3-dev-01234567-dirty".
4934 * `is_dev`: Boolean value indicating whether it's a development build
4935 Use this for informational purposes only. The information in the returned
4936 table does not represent the capabilities of the engine, nor is it
4937 reliable or verifiable. Compatible forks will have a different name and
4938 version entirely. To check for the presence of engine features, test
4939 whether the functions exported by the wanted features exist. For example:
4940 `if minetest.check_for_falling then ... end`.
4941 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4942 * `data`: string of data to hash
4943 * `raw`: return raw bytes instead of hex digits, default: false
4944 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4945 ColorString. If the ColorSpec is invalid, returns `nil`.
4946 * `colorspec`: The ColorSpec to convert
4947 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4948 string of four bytes in an RGBA layout, returned as a string.
4949 * `colorspec`: The ColorSpec to convert
4950 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4951 image and return it in string form.
4952 * `width`: Width of the image
4953 * `height`: Height of the image
4954 * `data`: Image data, one of:
4955 * array table of ColorSpec, length must be width*height
4956 * string with raw RGBA pixels, length must be width*height*4
4957 * `compression`: Optional zlib compression level, number in range 0 to 9.
4958 The data is one-dimensional, starting in the upper left corner of the image
4959 and laid out in scanlines going from left to right, then top to bottom.
4960 Please note that it's not safe to use string.char to generate raw data,
4961 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4962 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4963 You may use this to procedurally generate textures during server init.
4968 * `minetest.debug(...)`
4969 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4970 * `minetest.log([level,] text)`
4971 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4972 `"info"`, or `"verbose"`. Default is `"none"`.
4974 Registration functions
4975 ----------------------
4977 Call these functions only at load time!
4981 * `minetest.register_node(name, node definition)`
4982 * `minetest.register_craftitem(name, item definition)`
4983 * `minetest.register_tool(name, item definition)`
4984 * `minetest.override_item(name, redefinition)`
4985 * Overrides fields of an item registered with register_node/tool/craftitem.
4986 * Note: Item must already be defined, (opt)depend on the mod defining it.
4987 * Example: `minetest.override_item("default:mese",
4988 {light_source=minetest.LIGHT_MAX})`
4989 * `minetest.unregister_item(name)`
4990 * Unregisters the item from the engine, and deletes the entry with key
4991 `name` from `minetest.registered_items` and from the associated item table
4992 according to its nature: `minetest.registered_nodes`, etc.
4993 * `minetest.register_entity(name, entity definition)`
4994 * `minetest.register_abm(abm definition)`
4995 * `minetest.register_lbm(lbm definition)`
4996 * `minetest.register_alias(alias, original_name)`
4997 * Also use this to set the 'mapgen aliases' needed in a game for the core
4998 mapgens. See [Mapgen aliases] section above.
4999 * `minetest.register_alias_force(alias, original_name)`
5000 * `minetest.register_ore(ore definition)`
5001 * Returns an integer object handle uniquely identifying the registered
5003 * The order of ore registrations determines the order of ore generation.
5004 * `minetest.register_biome(biome definition)`
5005 * Returns an integer object handle uniquely identifying the registered
5006 biome on success. To get the biome ID, use `minetest.get_biome_id`.
5007 * `minetest.unregister_biome(name)`
5008 * Unregisters the biome from the engine, and deletes the entry with key
5009 `name` from `minetest.registered_biomes`.
5010 * Warning: This alters the biome to biome ID correspondences, so any
5011 decorations or ores using the 'biomes' field must afterwards be cleared
5013 * `minetest.register_decoration(decoration definition)`
5014 * Returns an integer object handle uniquely identifying the registered
5015 decoration on success. To get the decoration ID, use
5016 `minetest.get_decoration_id`.
5017 * The order of decoration registrations determines the order of decoration
5019 * `minetest.register_schematic(schematic definition)`
5020 * Returns an integer object handle uniquely identifying the registered
5021 schematic on success.
5022 * If the schematic is loaded from a file, the `name` field is set to the
5024 * If the function is called when loading the mod, and `name` is a relative
5025 path, then the current mod path will be prepended to the schematic
5027 * `minetest.clear_registered_biomes()`
5028 * Clears all biomes currently registered.
5029 * Warning: Clearing and re-registering biomes alters the biome to biome ID
5030 correspondences, so any decorations or ores using the 'biomes' field must
5031 afterwards be cleared and re-registered.
5032 * `minetest.clear_registered_decorations()`
5033 * Clears all decorations currently registered.
5034 * `minetest.clear_registered_ores()`
5035 * Clears all ores currently registered.
5036 * `minetest.clear_registered_schematics()`
5037 * Clears all schematics currently registered.
5041 * `minetest.register_craft(recipe)`
5042 * Check recipe table syntax for different types below.
5043 * `minetest.clear_craft(recipe)`
5044 * Will erase existing craft based either on output item or on input recipe.
5045 * Specify either output or input only. If you specify both, input will be
5046 ignored. For input use the same recipe table syntax as for
5047 `minetest.register_craft(recipe)`. For output specify only the item,
5049 * Returns false if no erase candidate could be found, otherwise returns true.
5050 * **Warning**! The type field ("shaped", "cooking" or any other) will be
5051 ignored if the recipe contains output. Erasing is then done independently
5052 from the crafting method.
5053 * `minetest.register_chatcommand(cmd, chatcommand definition)`
5054 * `minetest.override_chatcommand(name, redefinition)`
5055 * Overrides fields of a chatcommand registered with `register_chatcommand`.
5056 * `minetest.unregister_chatcommand(name)`
5057 * Unregisters a chatcommands registered with `register_chatcommand`.
5058 * `minetest.register_privilege(name, definition)`
5059 * `definition` can be a description or a definition table (see [Privilege
5061 * If it is a description, the priv will be granted to singleplayer and admin
5063 * To allow players with `basic_privs` to grant, see the `basic_privs`
5064 minetest.conf setting.
5065 * `minetest.register_authentication_handler(authentication handler definition)`
5066 * Registers an auth handler that overrides the builtin one.
5067 * This function can be called by a single mod once only.
5069 Global callback registration functions
5070 --------------------------------------
5072 Call these functions only at load time!
5074 * `minetest.register_globalstep(function(dtime))`
5075 * Called every server step, usually interval of 0.1s
5076 * `minetest.register_on_mods_loaded(function())`
5077 * Called after mods have finished loading and before the media is cached or the
5079 * `minetest.register_on_shutdown(function())`
5080 * Called before server shutdown
5081 * **Warning**: If the server terminates abnormally (i.e. crashes), the
5082 registered callbacks **will likely not be run**. Data should be saved at
5083 semi-frequent intervals as well as on server shutdown.
5084 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
5085 * Called when a node has been placed
5086 * If return `true` no item is taken from `itemstack`
5087 * `placer` may be any valid ObjectRef or nil.
5088 * **Not recommended**; use `on_construct` or `after_place_node` in node
5089 definition whenever possible.
5090 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
5091 * Called when a node has been dug.
5092 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
5093 definition whenever possible.
5094 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
5095 * Called when a node is punched
5096 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
5097 * Called after generating a piece of world. Modifying nodes inside the area
5098 is a bit faster than usual.
5099 * `minetest.register_on_newplayer(function(ObjectRef))`
5100 * Called when a new player enters the world for the first time
5101 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
5102 * Called when a player is punched
5103 * Note: This callback is invoked even if the punched player is dead.
5104 * `player`: ObjectRef - Player that was punched
5105 * `hitter`: ObjectRef - Player that hit
5106 * `time_from_last_punch`: Meant for disallowing spamming of clicks
5108 * `tool_capabilities`: Capability table of used item (can be nil)
5109 * `dir`: Unit vector of direction of punch. Always defined. Points from
5110 the puncher to the punched.
5111 * `damage`: Number that represents the damage calculated by the engine
5112 * should return `true` to prevent the default damage mechanism
5113 * `minetest.register_on_rightclickplayer(function(player, clicker))`
5114 * Called when the 'place/use' key was used while pointing a player
5115 (not neccessarily an actual rightclick)
5116 * `player`: ObjectRef - Player that is acted upon
5117 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
5118 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
5119 * Called when the player gets damaged or healed
5120 * `player`: ObjectRef of the player
5121 * `hp_change`: the amount of change. Negative when it is damage.
5122 * `reason`: a PlayerHPChangeReason table.
5123 * The `type` field will have one of the following values:
5124 * `set_hp`: A mod or the engine called `set_hp` without
5125 giving a type - use this for custom damage types.
5126 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
5128 * `node_damage`: `damage_per_second` from a neighbouring node.
5129 `reason.node` will hold the node name or nil.
5132 * Any of the above types may have additional fields from mods.
5133 * `reason.from` will be `mod` or `engine`.
5134 * `modifier`: when true, the function should return the actual `hp_change`.
5135 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
5136 Modifiers can return true as a second argument to stop the execution of further functions.
5137 Non-modifiers receive the final HP change calculated by the modifiers.
5138 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
5139 * Called when a player dies
5140 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
5141 * `minetest.register_on_respawnplayer(function(ObjectRef))`
5142 * Called when player is to be respawned
5143 * Called _before_ repositioning of player occurs
5144 * return true in func to disable regular player placement
5145 * `minetest.register_on_prejoinplayer(function(name, ip))`
5146 * Called when a client connects to the server, prior to authentication
5147 * If it returns a string, the client is disconnected with that string as
5149 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
5150 * Called when a player joins the game
5151 * `last_login`: The timestamp of the previous login, or nil if player is new
5152 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
5153 * Called when a player leaves the game
5154 * `timed_out`: True for timeout, false for other reasons.
5155 * `minetest.register_on_authplayer(function(name, ip, is_success))`
5156 * Called when a client attempts to log into an account.
5157 * `name`: The name of the account being authenticated.
5158 * `ip`: The IP address of the client
5159 * `is_success`: Whether the client was successfully authenticated
5160 * For newly registered accounts, `is_success` will always be true
5161 * `minetest.register_on_auth_fail(function(name, ip))`
5162 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
5163 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
5164 * Called when a player cheats
5165 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
5167 * `interacted_too_far`
5168 * `interacted_with_self`
5169 * `interacted_while_dead`
5170 * `finished_unknown_dig`
5173 * `minetest.register_on_chat_message(function(name, message))`
5174 * Called always when a player says something
5175 * Return `true` to mark the message as handled, which means that it will
5176 not be sent to other players.
5177 * `minetest.register_on_chatcommand(function(name, command, params))`
5178 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
5179 is checked to see if the command exists, but after the input is parsed.
5180 * Return `true` to mark the command as handled, which means that the default
5181 handlers will be prevented.
5182 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
5183 * Called when the server received input from `player` in a formspec with
5184 the given `formname`. Specifically, this is called on any of the
5186 * a button was pressed,
5187 * Enter was pressed while the focus was on a text field
5188 * a checkbox was toggled,
5189 * something was selected in a dropdown list,
5190 * a different tab was selected,
5191 * selection was changed in a textlist or table,
5192 * an entry was double-clicked in a textlist or table,
5193 * a scrollbar was moved, or
5194 * the form was actively closed by the player.
5195 * Fields are sent for formspec elements which define a field. `fields`
5196 is a table containing each formspecs element value (as string), with
5197 the `name` parameter as index for each. The value depends on the
5198 formspec element type:
5199 * `animated_image`: Returns the index of the current frame.
5200 * `button` and variants: If pressed, contains the user-facing button
5201 text as value. If not pressed, is `nil`
5202 * `field`, `textarea` and variants: Text in the field
5203 * `dropdown`: Either the index or value, depending on the `index event`
5205 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
5206 * `checkbox`: `"true"` if checked, `"false"` if unchecked
5207 * `textlist`: See `minetest.explode_textlist_event`
5208 * `table`: See `minetest.explode_table_event`
5209 * `scrollbar`: See `minetest.explode_scrollbar_event`
5210 * Special case: `["quit"]="true"` is sent when the user actively
5211 closed the form by mouse click, keypress or through a button_exit[]
5213 * Special case: `["key_enter"]="true"` is sent when the user pressed
5214 the Enter key and the focus was either nowhere (causing the formspec
5215 to be closed) or on a button. If the focus was on a text field,
5216 additionally, the index `key_enter_field` contains the name of the
5217 text field. See also: `field_close_on_enter`.
5218 * Newest functions are called first
5219 * If function returns `true`, remaining functions are not called
5220 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
5221 * Called when `player` crafts something
5222 * `itemstack` is the output
5223 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
5225 * `craft_inv` is the inventory with the crafting grid
5226 * Return either an `ItemStack`, to replace the output, or `nil`, to not
5228 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
5229 * The same as before, except that it is called before the player crafts, to
5230 make craft prediction, and it should not change anything.
5231 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
5232 * Determines how much of a stack may be taken, put or moved to a
5234 * `player` (type `ObjectRef`) is the player who modified the inventory
5235 `inventory` (type `InvRef`).
5236 * List of possible `action` (string) values and their
5237 `inventory_info` (table) contents:
5238 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
5239 * `put`: `{listname=string, index=number, stack=ItemStack}`
5240 * `take`: Same as `put`
5241 * Return a numeric value to limit the amount of items to be taken, put or
5242 moved. A value of `-1` for `take` will make the source stack infinite.
5243 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
5244 * Called after a take, put or move event from/to/in a player inventory
5245 * Function arguments: see `minetest.register_allow_player_inventory_action`
5246 * Does not accept or handle any return value.
5247 * `minetest.register_on_protection_violation(function(pos, name))`
5248 * Called by `builtin` and mods when a player violates protection at a
5249 position (eg, digs a node or punches a protected entity).
5250 * The registered functions can be called using
5251 `minetest.record_protection_violation`.
5252 * The provided function should check that the position is protected by the
5253 mod calling this function before it prints a message, if it does, to
5254 allow for multiple protection mods.
5255 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
5256 * Called when an item is eaten, by `minetest.item_eat`
5257 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
5258 * `minetest.register_on_priv_grant(function(name, granter, priv))`
5259 * Called when `granter` grants the priv `priv` to `name`.
5260 * Note that the callback will be called twice if it's done by a player,
5261 once with granter being the player name, and again with granter being nil.
5262 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
5263 * Called when `revoker` revokes the priv `priv` from `name`.
5264 * Note that the callback will be called twice if it's done by a player,
5265 once with revoker being the player name, and again with revoker being nil.
5266 * `minetest.register_can_bypass_userlimit(function(name, ip))`
5267 * Called when `name` user connects with `ip`.
5268 * Return `true` to by pass the player limit
5269 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
5270 * Called when an incoming mod channel message is received
5271 * You should have joined some channels to receive events.
5272 * If message comes from a server mod, `sender` field is an empty string.
5273 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5274 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5275 engine's liquid transformation process.
5276 * `pos_list` is an array of all modified positions.
5277 * `node_list` is an array of the old node that was previously at the position
5278 with the corresponding index in pos_list.
5283 * `minetest.settings`: Settings object containing all of the settings from the
5284 main config file (`minetest.conf`).
5285 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5286 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5291 * `minetest.string_to_privs(str[, delim])`:
5292 * Converts string representation of privs into table form
5293 * `delim`: String separating the privs. Defaults to `","`.
5294 * Returns `{ priv1 = true, ... }`
5295 * `minetest.privs_to_string(privs[, delim])`:
5296 * Returns the string representation of `privs`
5297 * `delim`: String to delimit privs. Defaults to `","`.
5298 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5299 * `minetest.check_player_privs(player_or_name, ...)`:
5300 returns `bool, missing_privs`
5301 * A quickhand for checking privileges.
5302 * `player_or_name`: Either a Player object or the name of a player.
5303 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5304 a table, e.g. `{ priva = true, privb = true }`.
5306 * `minetest.check_password_entry(name, entry, password)`
5307 * Returns true if the "password entry" for a player with name matches given
5308 password, false otherwise.
5309 * The "password entry" is the password representation generated by the
5310 engine as returned as part of a `get_auth()` call on the auth handler.
5311 * Only use this function for making it possible to log in via password from
5312 external protocols such as IRC, other uses are frowned upon.
5313 * `minetest.get_password_hash(name, raw_password)`
5314 * Convert a name-password pair to a password hash that Minetest can use.
5315 * The returned value alone is not a good basis for password checks based
5316 on comparing the password hash in the database with the password hash
5317 from the function, with an externally provided password, as the hash
5318 in the db might use the new SRP verifier format.
5319 * For this purpose, use `minetest.check_password_entry` instead.
5320 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5322 * The player needs to be online for this to be successful.
5324 * `minetest.get_auth_handler()`: Return the currently active auth handler
5325 * See the [Authentication handler definition]
5326 * Use this to e.g. get the authentication data for a player:
5327 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5328 * `minetest.notify_authentication_modified(name)`
5329 * Must be called by the authentication handler for privilege changes.
5330 * `name`: string; if omitted, all auth data should be considered modified
5331 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5333 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5335 * `minetest.auth_reload()`
5336 * See `reload()` in authentication handler definition
5338 `minetest.set_player_password`, `minetest.set_player_privs`,
5339 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5345 * `minetest.chat_send_all(text)`
5346 * `minetest.chat_send_player(name, text)`
5347 * `minetest.format_chat_message(name, message)`
5348 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5349 Refer to the documentation of the setting for a list of valid placeholders.
5350 * Takes player name and message, and returns the formatted string to be sent to players.
5351 * Can be redefined by mods if required, for things like colored names or messages.
5352 * **Only** the first occurrence of each placeholder will be replaced.
5357 * `minetest.set_node(pos, node)`
5358 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5359 * Set node at position `pos`
5360 * `node`: table `{name=string, param1=number, param2=number}`
5361 * If param1 or param2 is omitted, it's set to `0`.
5362 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5363 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5364 * Set node on all positions set in the first argument.
5365 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5366 * For node specification or position syntax see `minetest.set_node` call
5367 * Faster than set_node due to single call, but still considerably slower
5368 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5369 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5370 in spread out positions which would cause LVMs to waste memory.
5371 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5373 * `minetest.swap_node(pos, node)`
5374 * Set node at position, but don't remove metadata
5375 * `minetest.remove_node(pos)`
5376 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5377 * `minetest.get_node(pos)`
5378 * Returns the node at the given position as table in the format
5379 `{name="node_name", param1=0, param2=0}`,
5380 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5381 * `minetest.get_node_or_nil(pos)`
5382 * Same as `get_node` but returns `nil` for unloaded areas.
5383 * `minetest.get_node_light(pos, timeofday)`
5384 * Gets the light value at the given position. Note that the light value
5385 "inside" the node at the given position is returned, so you usually want
5386 to get the light value of a neighbor.
5387 * `pos`: The position where to measure the light.
5388 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5389 * Returns a number between `0` and `15` or `nil`
5390 * `nil` is returned e.g. when the map isn't loaded at `pos`
5391 * `minetest.get_natural_light(pos[, timeofday])`
5392 * Figures out the sunlight (or moonlight) value at pos at the given time of
5394 * `pos`: The position of the node
5395 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5396 * Returns a number between `0` and `15` or `nil`
5397 * This function tests 203 nodes in the worst case, which happens very
5399 * `minetest.get_artificial_light(param1)`
5400 * Calculates the artificial light (light from e.g. torches) value from the
5402 * `param1`: The param1 value of a `paramtype = "light"` node.
5403 * Returns a number between `0` and `15`
5404 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5405 ensures compatibility.
5406 * `minetest.place_node(pos, node)`
5407 * Place node with the same effects that a player would cause
5408 * `minetest.dig_node(pos)`
5409 * Dig node with the same effects that a player would cause
5410 * Returns `true` if successful, `false` on failure (e.g. protected location)
5411 * `minetest.punch_node(pos)`
5412 * Punch node with the same effects that a player would cause
5413 * `minetest.spawn_falling_node(pos)`
5414 * Change node into falling node
5415 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5417 * `minetest.find_nodes_with_meta(pos1, pos2)`
5418 * Get a table of positions of nodes that have metadata within a region
5420 * `minetest.get_meta(pos)`
5421 * Get a `NodeMetaRef` at that position
5422 * `minetest.get_node_timer(pos)`
5423 * Get `NodeTimerRef`
5425 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5427 * Returns `ObjectRef`, or `nil` if failed
5428 * `minetest.add_item(pos, item)`: Spawn item
5429 * Returns `ObjectRef`, or `nil` if failed
5430 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5431 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5433 * `radius`: using an euclidean metric
5434 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5436 * `pos1` and `pos2` are the min and max positions of the area to search.
5437 * `minetest.set_timeofday(val)`
5438 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5439 * `minetest.get_timeofday()`
5440 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5442 * `minetest.get_day_count()`: returns number days elapsed since world was
5444 * accounts for time changes.
5445 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5447 * `radius`: using a maximum metric
5448 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5449 * `search_center` is an optional boolean (default: `false`)
5450 If true `pos` is also checked for the nodes
5451 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5452 * `pos1` and `pos2` are the min and max positions of the area to search.
5453 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5454 * If `grouped` is true the return value is a table indexed by node name
5455 which contains lists of positions.
5456 * If `grouped` is false or absent the return values are as follows:
5457 first value: Table with all node positions
5458 second value: Table with the count of each node with the node name
5460 * Area volume is limited to 4,096,000 nodes
5461 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5463 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5464 * Return value: Table with all node positions with a node air above
5465 * Area volume is limited to 4,096,000 nodes
5466 * `minetest.get_perlin(noiseparams)`
5467 * Return world-specific perlin noise.
5468 * The actual seed used is the noiseparams seed plus the world seed.
5469 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5470 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5471 * Return world-specific perlin noise.
5472 * `minetest.get_voxel_manip([pos1, pos2])`
5473 * Return voxel manipulator object.
5474 * Loads the manipulator from the map if positions are passed.
5475 * `minetest.set_gen_notify(flags, {deco_ids})`
5476 * Set the types of on-generate notifications that should be collected.
5477 * `flags` is a flag field with the available flags:
5485 * The second parameter is a list of IDs of decorations which notification
5487 * `minetest.get_gen_notify()`
5488 * Returns a flagstring and a table with the `deco_id`s.
5489 * `minetest.get_decoration_id(decoration_name)`
5490 * Returns the decoration ID number for the provided decoration name string,
5491 or `nil` on failure.
5492 * `minetest.get_mapgen_object(objectname)`
5493 * Return requested mapgen object if available (see [Mapgen objects])
5494 * `minetest.get_heat(pos)`
5495 * Returns the heat at the position, or `nil` on failure.
5496 * `minetest.get_humidity(pos)`
5497 * Returns the humidity at the position, or `nil` on failure.
5498 * `minetest.get_biome_data(pos)`
5499 * Returns a table containing:
5500 * `biome` the biome id of the biome at that position
5501 * `heat` the heat at the position
5502 * `humidity` the humidity at the position
5503 * Or returns `nil` on failure.
5504 * `minetest.get_biome_id(biome_name)`
5505 * Returns the biome id, as used in the biomemap Mapgen object and returned
5506 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5507 * `minetest.get_biome_name(biome_id)`
5508 * Returns the biome name string for the provided biome id, or `nil` on
5510 * If no biomes have been registered, such as in mgv6, returns `default`.
5511 * `minetest.get_mapgen_params()`
5512 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5513 * Returns a table containing:
5519 * `minetest.set_mapgen_params(MapgenParams)`
5520 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5522 * Set map generation parameters.
5523 * Function cannot be called after the registration period.
5524 * Takes a table as an argument with the fields:
5530 * Leave field unset to leave that parameter unchanged.
5531 * `flags` contains a comma-delimited string of flags to set, or if the
5532 prefix `"no"` is attached, clears instead.
5533 * `flags` is in the same format and has the same options as `mg_flags` in
5535 * `minetest.get_mapgen_setting(name)`
5536 * Gets the *active* mapgen setting (or nil if none exists) in string
5537 format with the following order of precedence:
5538 1) Settings loaded from map_meta.txt or overrides set during mod
5540 2) Settings set by mods without a metafile override
5541 3) Settings explicitly set in the user config file, minetest.conf
5542 4) Settings set as the user config default
5543 * `minetest.get_mapgen_setting_noiseparams(name)`
5544 * Same as above, but returns the value as a NoiseParams table if the
5545 setting `name` exists and is a valid NoiseParams.
5546 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5547 * Sets a mapgen param to `value`, and will take effect if the corresponding
5548 mapgen setting is not already present in map_meta.txt.
5549 * `override_meta` is an optional boolean (default: `false`). If this is set
5550 to true, the setting will become the active setting regardless of the map
5552 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5553 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5554 * Same as above, except value is a NoiseParams table.
5555 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5556 * Sets the noiseparams setting of `name` to the noiseparams table specified
5558 * `set_default` is an optional boolean (default: `true`) that specifies
5559 whether the setting should be applied to the default config or current
5561 * `minetest.get_noiseparams(name)`
5562 * Returns a table of the noiseparams for name.
5563 * `minetest.generate_ores(vm, pos1, pos2)`
5564 * Generate all registered ores within the VoxelManip `vm` and in the area
5565 from `pos1` to `pos2`.
5566 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5567 * `minetest.generate_decorations(vm, pos1, pos2)`
5568 * Generate all registered decorations within the VoxelManip `vm` and in the
5569 area from `pos1` to `pos2`.
5570 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5571 * `minetest.clear_objects([options])`
5572 * Clear all objects in the environment
5573 * Takes an optional table as an argument with the field `mode`.
5574 * mode = `"full"` : Load and go through every mapblock, clearing
5576 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5577 clear objects in unloaded mapblocks only when the
5578 mapblocks are next activated.
5579 * `minetest.load_area(pos1[, pos2])`
5580 * Load the mapblocks containing the area from `pos1` to `pos2`.
5581 `pos2` defaults to `pos1` if not specified.
5582 * This function does not trigger map generation.
5583 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5584 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5585 asynchronously fetched from memory, loaded from disk, or if inexistent,
5587 * If `callback` is a valid Lua function, this will be called for each block
5589 * The function signature of callback is:
5590 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5591 * `blockpos` is the *block* coordinates of the block that had been
5593 * `action` could be one of the following constant values:
5594 * `minetest.EMERGE_CANCELLED`
5595 * `minetest.EMERGE_ERRORED`
5596 * `minetest.EMERGE_FROM_MEMORY`
5597 * `minetest.EMERGE_FROM_DISK`
5598 * `minetest.EMERGE_GENERATED`
5599 * `calls_remaining` is the number of callbacks to be expected after
5601 * `param` is the user-defined parameter passed to emerge_area (or
5602 nil if the parameter was absent).
5603 * `minetest.delete_area(pos1, pos2)`
5604 * delete all mapblocks in the area from pos1 to pos2, inclusive
5605 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5606 * Checks if there is anything other than air between pos1 and pos2.
5607 * Returns false if something is blocking the sight.
5608 * Returns the position of the blocking node when `false`
5609 * `pos1`: First position
5610 * `pos2`: Second position
5611 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5612 * Creates a `Raycast` object.
5613 * `pos1`: start of the ray
5614 * `pos2`: end of the ray
5615 * `objects`: if false, only nodes will be returned. Default is `true`.
5616 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5617 returned. Default is `false`.
5618 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5619 * returns table containing path that can be walked on
5620 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5622 * Reasons for failure:
5623 * No path exists at all
5624 * No path exists within `searchdistance` (see below)
5625 * Start or end pos is buried in land
5626 * `pos1`: start position
5627 * `pos2`: end position
5628 * `searchdistance`: maximum distance from the search positions to search in.
5629 In detail: Path must be completely inside a cuboid. The minimum
5630 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5631 Larger values will increase the size of this cuboid in all directions
5632 * `max_jump`: maximum height difference to consider walkable
5633 * `max_drop`: maximum height difference to consider droppable
5634 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5635 Difference between `"A*"` and `"A*_noprefetch"` is that
5636 `"A*"` will pre-calculate the cost-data, the other will calculate it
5638 * `minetest.spawn_tree (pos, {treedef})`
5639 * spawns L-system tree at given `pos` with definition in `treedef` table
5640 * `minetest.transforming_liquid_add(pos)`
5641 * add node to liquid flow update queue
5642 * `minetest.get_node_max_level(pos)`
5643 * get max available level for leveled node
5644 * `minetest.get_node_level(pos)`
5645 * get level of leveled node (water, snow)
5646 * `minetest.set_node_level(pos, level)`
5647 * set level of leveled node, default `level` equals `1`
5648 * if `totallevel > maxlevel`, returns rest (`total-max`).
5649 * `minetest.add_node_level(pos, level)`
5650 * increase level of leveled node by level, default `level` equals `1`
5651 * if `totallevel > maxlevel`, returns rest (`total-max`)
5652 * `level` must be between -127 and 127
5653 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5654 * resets the light in a cuboid-shaped part of
5655 the map and removes lighting bugs.
5656 * Loads the area if it is not loaded.
5657 * `pos1` is the corner of the cuboid with the least coordinates
5658 (in node coordinates), inclusive.
5659 * `pos2` is the opposite corner of the cuboid, inclusive.
5660 * The actual updated cuboid might be larger than the specified one,
5661 because only whole map blocks can be updated.
5662 The actual updated area consists of those map blocks that intersect
5663 with the given cuboid.
5664 * However, the neighborhood of the updated area might change
5665 as well, as light can spread out of the cuboid, also light
5667 * returns `false` if the area is not fully generated,
5669 * `minetest.check_single_for_falling(pos)`
5670 * causes an unsupported `group:falling_node` node to fall and causes an
5671 unattached `group:attached_node` node to fall.
5672 * does not spread these updates to neighbours.
5673 * `minetest.check_for_falling(pos)`
5674 * causes an unsupported `group:falling_node` node to fall and causes an
5675 unattached `group:attached_node` node to fall.
5676 * spread these updates to neighbours and can cause a cascade
5678 * `minetest.get_spawn_level(x, z)`
5679 * Returns a player spawn y co-ordinate for the provided (x, z)
5680 co-ordinates, or `nil` for an unsuitable spawn point.
5681 * For most mapgens a 'suitable spawn point' is one with y between
5682 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5683 so `nil` will be returned for many (x, z) co-ordinates.
5684 * The spawn level returned is for a player spawn in unmodified terrain.
5685 * The spawn level is intentionally above terrain level to cope with
5686 full-node biome 'dust' nodes.
5691 You can find mod channels communication scheme in `doc/mod_channels.png`.
5693 * `minetest.mod_channel_join(channel_name)`
5694 * Server joins channel `channel_name`, and creates it if necessary. You
5695 should listen for incoming messages with
5696 `minetest.register_on_modchannel_message`
5701 `minetest.get_inventory(location)`: returns an `InvRef`
5704 * `{type="player", name="celeron55"}`
5705 * `{type="node", pos={x=, y=, z=}}`
5706 * `{type="detached", name="creative"}`
5707 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5709 * `callbacks`: See [Detached inventory callbacks]
5710 * `player_name`: Make detached inventory available to one player
5711 exclusively, by default they will be sent to every player (even if not
5713 Note that this parameter is mostly just a workaround and will be removed
5715 * Creates a detached inventory. If it already exists, it is cleared.
5716 * `minetest.remove_detached_inventory(name)`
5717 * Returns a `boolean` indicating whether the removal succeeded.
5718 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5719 returns leftover ItemStack or nil to indicate no inventory change
5720 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5725 * `minetest.show_formspec(playername, formname, formspec)`
5726 * `playername`: name of player to show formspec
5727 * `formname`: name passed to `on_player_receive_fields` callbacks.
5728 It should follow the `"modname:<whatever>"` naming convention
5729 * `formspec`: formspec to display
5730 * `minetest.close_formspec(playername, formname)`
5731 * `playername`: name of player to close formspec
5732 * `formname`: has to exactly match the one given in `show_formspec`, or the
5733 formspec will not close.
5734 * calling `show_formspec(playername, formname, "")` is equal to this
5736 * to close a formspec regardless of the formname, call
5737 `minetest.close_formspec(playername, "")`.
5738 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5739 * `minetest.formspec_escape(string)`: returns a string
5740 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5742 * `minetest.explode_table_event(string)`: returns a table
5743 * returns e.g. `{type="CHG", row=1, column=2}`
5745 * `"INV"`: no row selected
5747 * `"DCL"`: double-click
5748 * `minetest.explode_textlist_event(string)`: returns a table
5749 * returns e.g. `{type="CHG", index=1}`
5751 * `"INV"`: no row selected
5753 * `"DCL"`: double-click
5754 * `minetest.explode_scrollbar_event(string)`: returns a table
5755 * returns e.g. `{type="CHG", value=500}`
5757 * `"INV"`: something failed
5758 * `"CHG"`: has been changed
5759 * `"VAL"`: not changed
5764 * `minetest.inventorycube(img1, img2, img3)`
5765 * Returns a string for making an image of a cube (useful as an item image)
5766 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5767 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5768 does not refer to a node or entity.
5769 * If the optional `above` parameter is true and the `pointed_thing` refers
5770 to a node, then it will return the `above` position of the `pointed_thing`.
5771 * `minetest.dir_to_facedir(dir, is6d)`
5772 * Convert a vector to a facedir value, used in `param2` for
5773 `paramtype2="facedir"`.
5774 * passing something non-`nil`/`false` for the optional second parameter
5775 causes it to take the y component into account.
5776 * `minetest.facedir_to_dir(facedir)`
5777 * Convert a facedir back into a vector aimed directly out the "back" of a
5779 * `minetest.dir_to_wallmounted(dir)`
5780 * Convert a vector to a wallmounted value, used for
5781 `paramtype2="wallmounted"`.
5782 * `minetest.wallmounted_to_dir(wallmounted)`
5783 * Convert a wallmounted value back into a vector aimed directly out the
5785 * `minetest.dir_to_yaw(dir)`
5786 * Convert a vector into a yaw (angle)
5787 * `minetest.yaw_to_dir(yaw)`
5788 * Convert yaw (angle) to a vector
5789 * `minetest.is_colored_paramtype(ptype)`
5790 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5791 color information (`color`, `colorwallmounted` or `colorfacedir`).
5792 * `minetest.strip_param2_color(param2, paramtype2)`
5793 * Removes everything but the color information from the
5794 given `param2` value.
5795 * Returns `nil` if the given `paramtype2` does not contain color
5797 * `minetest.get_node_drops(node, toolname)`
5798 * Returns list of itemstrings that are dropped by `node` when dug
5799 with the item `toolname` (not limited to tools).
5800 * `node`: node as table or node name
5801 * `toolname`: name of the item used to dig (can be `nil`)
5802 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5803 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5804 * `input.width` = for example `3`
5805 * `input.items` = for example
5806 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5807 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5808 * `output.time` = a number, if unsuccessful: `0`
5809 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5810 placed in `decremented_input.items`. Replacements can be placed in
5811 `decremented_input` if the stack of the replaced item has a count of 1.
5812 * `decremented_input` = like `input`
5813 * `minetest.get_craft_recipe(output)`: returns input
5814 * returns last registered recipe for output item (node)
5815 * `output` is a node or item type such as `"default:torch"`
5816 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5817 * `input.width` = for example `3`
5818 * `input.items` = for example
5819 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5820 * `input.items` = `nil` if no recipe found
5821 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5822 * returns indexed table with all registered recipes for query item (node)
5823 or `nil` if no recipe was found.
5824 * recipe entry table:
5825 * `method`: 'normal' or 'cooking' or 'fuel'
5826 * `width`: 0-3, 0 means shapeless recipe
5827 * `items`: indexed [1-9] table with recipe items
5828 * `output`: string with item name and quantity
5829 * Example result for `"default:gold_ingot"` with two recipes:
5833 method = "cooking", width = 3,
5834 output = "default:gold_ingot", items = {"default:gold_lump"}
5837 method = "normal", width = 1,
5838 output = "default:gold_ingot 9", items = {"default:goldblock"}
5842 * `minetest.handle_node_drops(pos, drops, digger)`
5843 * `drops`: list of itemstrings
5844 * Handles drops from nodes after digging: Default action is to put them
5845 into digger's inventory.
5846 * Can be overridden to get different functionality (e.g. dropping items on
5848 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5850 * Creates an item string which contains palette index information
5851 for hardware colorization. You can use the returned string
5852 as an output in a craft recipe.
5853 * `item`: the item stack which becomes colored. Can be in string,
5854 table and native form.
5855 * `palette_index`: this index is added to the item stack
5856 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5857 * Creates an item string which contains static color information
5858 for hardware colorization. Use this method if you wish to colorize
5859 an item that does not own a palette. You can use the returned string
5860 as an output in a craft recipe.
5861 * `item`: the item stack which becomes colored. Can be in string,
5862 table and native form.
5863 * `colorstring`: the new color of the item stack
5868 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5869 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5870 * Find who has done something to a node, or near a node
5871 * `actor`: `"player:<name>"`, also `"liquid"`.
5872 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5873 `boolean, log_messages`.
5874 * Revert latest actions of someone
5875 * `actor`: `"player:<name>"`, also `"liquid"`.
5877 Defaults for the `on_place` and `on_drop` item definition functions
5878 -------------------------------------------------------------------
5880 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5881 * Place item as a node
5882 * `param2` overrides `facedir` and wallmounted `param2`
5883 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5884 for the newly placed node to prevent a callback and placement loop
5885 * returns `itemstack, position`
5886 * `position`: the location the node was placed to. `nil` if nothing was placed.
5887 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5889 * returns the leftover itemstack
5890 * **Note**: This function is deprecated and will never be called.
5891 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5892 * Wrapper that calls `minetest.item_place_node` if appropriate
5893 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5894 * **Note**: is not called when wielded item overrides `on_place`
5895 * `param2` overrides facedir and wallmounted `param2`
5896 * returns `itemstack, position`
5897 * `position`: the location the node was placed to. `nil` if nothing was placed.
5898 * `minetest.item_drop(itemstack, dropper, pos)`
5900 * returns the leftover itemstack
5901 * `minetest.item_eat(hp_change[, replace_with_item])`
5902 * Returns `function(itemstack, user, pointed_thing)` as a
5903 function wrapper for `minetest.do_item_eat`.
5904 * `replace_with_item` is the itemstring which is added to the inventory.
5905 If the player is eating a stack, then replace_with_item goes to a
5908 Defaults for the `on_punch` and `on_dig` node definition callbacks
5909 ------------------------------------------------------------------
5911 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5912 * Calls functions registered by `minetest.register_on_punchnode()`
5913 * `minetest.node_dig(pos, node, digger)`
5914 * Checks if node can be dug, puts item into inventory, removes node
5915 * Calls functions registered by `minetest.registered_on_dignodes()`
5920 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5921 * `spec` is a `SimpleSoundSpec`
5922 * `parameters` is a sound parameter table
5923 * `ephemeral` is a boolean (default: false)
5924 Ephemeral sounds will not return a handle and can't be stopped or faded.
5925 It is recommend to use this for short sounds that happen in response to
5926 player actions (e.g. door closing).
5927 * `minetest.sound_stop(handle)`
5928 * `handle` is a handle returned by `minetest.sound_play`
5929 * `minetest.sound_fade(handle, step, gain)`
5930 * `handle` is a handle returned by `minetest.sound_play`
5931 * `step` determines how fast a sound will fade.
5932 The gain will change by this much per second,
5933 until it reaches the target gain.
5934 Note: Older versions used a signed step. This is deprecated, but old
5935 code will still work. (the client uses abs(step) to correct it)
5936 * `gain` the target gain for the fade.
5937 Fading to zero will delete the sound.
5942 * `minetest.after(time, func, ...)` : returns job table to use as below.
5943 * Call the function `func` after `time` seconds, may be fractional
5944 * Optional: Variable number of arguments that are passed to `func`
5947 * Cancels the job function from being called
5952 The engine allows you to submit jobs to be ran in an isolated environment
5953 concurrently with normal server operation.
5954 A job consists of a function to be ran in the async environment, any amount of
5955 arguments (will be serialized) and a callback that will be called with the return
5956 value of the job function once it is finished.
5958 The async environment does *not* have access to the map, entities, players or any
5959 globals defined in the 'usual' environment. Consequently, functions like
5960 `minetest.get_node()` or `minetest.get_player_by_name()` simply do not exist in it.
5962 Arguments and return values passed through this can contain certain userdata
5963 objects that will be seamlessly copied (not shared) to the async environment.
5964 This allows you easy interoperability for delegating work to jobs.
5966 * `minetest.handle_async(func, callback, ...)`:
5967 * Queue the function `func` to be ran in an async environment.
5968 Note that there are multiple persistent workers and any of them may
5969 end up running a given job. The engine will scale the amount of
5970 worker threads automatically.
5971 * When `func` returns the callback is called (in the normal environment)
5972 with all of the return values as arguments.
5973 * Optional: Variable number of arguments that are passed to `func`
5974 * `minetest.register_async_dofile(path)`:
5975 * Register a path to a Lua file to be imported when an async environment
5976 is initialized. You can use this to preload code which you can then call
5977 later using `minetest.handle_async()`.
5979 ### List of APIs available in an async environment
5990 * only if transferred into environment; can't read/write to map
5993 Class instances that can be transferred between environments:
6000 * Standalone helpers such as logging, filesystem, encoding,
6001 hashing or compression APIs
6002 * `minetest.request_insecure_environment` (same restrictions apply)
6005 * `minetest.settings`
6006 * `minetest.registered_items`, `registered_nodes`, `registered_tools`,
6007 `registered_craftitems` and `registered_aliases`
6008 * with all functions and userdata values replaced by `true`, calling any
6009 callbacks here is obviously not possible
6014 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
6015 server shutdown. Will display `message` to clients.
6016 * `reconnect` == true displays a reconnect button
6017 * `delay` adds an optional delay (in seconds) before shutdown.
6018 Negative delay cancels the current active shutdown.
6019 Zero delay triggers an immediate shutdown.
6020 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
6021 * `minetest.get_server_status(name, joined)`
6022 * Returns the server status string when a player joins or when the command
6023 `/status` is called. Returns `nil` or an empty string when the message is
6025 * `joined`: Boolean value, indicates whether the function was called when
6027 * This function may be overwritten by mods to customize the status message.
6028 * `minetest.get_server_uptime()`: returns the server uptime in seconds
6029 * `minetest.get_server_max_lag()`: returns the current maximum lag
6030 of the server in seconds or nil if server is not fully loaded yet
6031 * `minetest.remove_player(name)`: remove player from database (if they are not
6033 * As auth data is not removed, minetest.player_exists will continue to
6034 return true. Call the below method as well if you want to remove auth
6036 * Returns a code (0: successful, 1: no such player, 2: player is connected)
6037 * `minetest.remove_player_auth(name)`: remove player authentication data
6038 * Returns boolean indicating success (false if player nonexistant)
6039 * `minetest.dynamic_add_media(options, callback)`
6040 * `options`: table containing the following parameters
6041 * `filepath`: path to a media file on the filesystem
6042 * `to_player`: name of the player the media should be sent to instead of
6043 all players (optional)
6044 * `ephemeral`: boolean that marks the media as ephemeral,
6045 it will not be cached on the client (optional, default false)
6046 * `callback`: function with arguments `name`, which is a player name
6047 * Pushes the specified media file to client(s). (details below)
6048 The file must be a supported image, sound or model format.
6049 Dynamically added media is not persisted between server restarts.
6050 * Returns false on error, true if the request was accepted
6051 * The given callback will be called for every player as soon as the
6052 media is available on the client.
6054 * If `ephemeral`=false and `to_player` is unset the file is added to the media
6055 sent to clients on startup, this means the media will appear even on
6056 old clients if they rejoin the server.
6057 * If `ephemeral`=false the file must not be modified, deleted, moved or
6058 renamed after calling this function.
6059 * Regardless of any use of `ephemeral`, adding media files with the same
6060 name twice is not possible/guaranteed to work. An exception to this is the
6061 use of `to_player` to send the same, already existent file to multiple
6063 * Clients will attempt to fetch files added this way via remote media,
6064 this can make transfer of bigger files painless (if set up). Nevertheless
6065 it is advised not to use dynamic media for big media files.
6070 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
6071 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
6072 IP address or name formatted as string
6073 * `minetest.ban_player(name)`: ban the IP of a currently connected player
6074 * Returns boolean indicating success
6075 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
6077 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
6079 * Returns boolean indicating success (false if player nonexistant)
6080 * `minetest.disconnect_player(name, [reason])`: disconnect a player with an
6081 optional reason, this will not prefix with 'Kicked: ' like kick_player.
6082 If no reason is given, it will default to 'Disconnected.'
6083 * Returns boolean indicating success (false if player nonexistant)
6088 * `minetest.add_particle(particle definition)`
6089 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
6090 expirationtime, size, collisiondetection, texture, playername)`
6092 * `minetest.add_particlespawner(particlespawner definition)`
6093 * Add a `ParticleSpawner`, an object that spawns an amount of particles
6094 over `time` seconds.
6095 * Returns an `id`, and -1 if adding didn't succeed
6096 * Deprecated: `minetest.add_particlespawner(amount, time,
6100 minexptime, maxexptime,
6102 collisiondetection, texture, playername)`
6104 * `minetest.delete_particlespawner(id, player)`
6105 * Delete `ParticleSpawner` with `id` (return value from
6106 `minetest.add_particlespawner`).
6107 * If playername is specified, only deletes on the player's client,
6108 otherwise on all clients.
6113 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
6114 * Create a schematic from the volume of map specified by the box formed by
6116 * Apply the specified probability and per-node force-place to the specified
6117 nodes according to the `probability_list`.
6118 * `probability_list` is an array of tables containing two fields, `pos`
6120 * `pos` is the 3D vector specifying the absolute coordinates of the
6121 node being modified,
6122 * `prob` is an integer value from `0` to `255` that encodes
6123 probability and per-node force-place. Probability has levels
6124 0-127, then 128 may be added to encode per-node force-place.
6125 For probability stated as 0-255, divide by 2 and round down to
6126 get values 0-127, then add 128 to apply per-node force-place.
6127 * If there are two or more entries with the same pos value, the
6129 * If `pos` is not inside the box formed by `p1` and `p2`, it is
6131 * If `probability_list` equals `nil`, no probabilities are applied.
6132 * Apply the specified probability to the specified horizontal slices
6133 according to the `slice_prob_list`.
6134 * `slice_prob_list` is an array of tables containing two fields, `ypos`
6136 * `ypos` indicates the y position of the slice with a probability
6137 applied, the lowest slice being `ypos = 0`.
6138 * If slice probability list equals `nil`, no slice probabilities
6140 * Saves schematic in the Minetest Schematic format to filename.
6142 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
6143 * Place the schematic specified by schematic (see [Schematic specifier]) at
6145 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
6146 * If the `rotation` parameter is omitted, the schematic is not rotated.
6147 * `replacements` = `{["old_name"] = "convert_to", ...}`
6148 * `force_placement` is a boolean indicating whether nodes other than `air`
6149 and `ignore` are replaced by the schematic.
6150 * Returns nil if the schematic could not be loaded.
6151 * **Warning**: Once you have loaded a schematic from a file, it will be
6152 cached. Future calls will always use the cached version and the
6153 replacement list defined for it, regardless of whether the file or the
6154 replacement list parameter have changed. The only way to load the file
6155 anew is to restart the server.
6156 * `flags` is a flag field with the available flags:
6161 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
6162 * This function is analogous to minetest.place_schematic, but places a
6163 schematic onto the specified VoxelManip object `vmanip` instead of the
6165 * Returns false if any part of the schematic was cut-off due to the
6166 VoxelManip not containing the full area required, and true if the whole
6167 schematic was able to fit.
6168 * Returns nil if the schematic could not be loaded.
6169 * After execution, any external copies of the VoxelManip contents are
6171 * `flags` is a flag field with the available flags:
6176 * `minetest.serialize_schematic(schematic, format, options)`
6177 * Return the serialized schematic specified by schematic
6178 (see [Schematic specifier])
6179 * in the `format` of either "mts" or "lua".
6180 * "mts" - a string containing the binary MTS data used in the MTS file
6182 * "lua" - a string containing Lua code representing the schematic in table
6184 * `options` is a table containing the following optional parameters:
6185 * If `lua_use_comments` is true and `format` is "lua", the Lua code
6186 generated will have (X, Z) position comments for every X row
6187 generated in the schematic data for easier reading.
6188 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
6189 the Lua code generated will use that number of spaces as indentation
6190 instead of a tab character.
6192 * `minetest.read_schematic(schematic, options)`
6193 * Returns a Lua table representing the schematic (see: [Schematic specifier])
6194 * `schematic` is the schematic to read (see: [Schematic specifier])
6195 * `options` is a table containing the following optional parameters:
6196 * `write_yslice_prob`: string value:
6197 * `none`: no `write_yslice_prob` table is inserted,
6198 * `low`: only probabilities that are not 254 or 255 are written in
6199 the `write_ylisce_prob` table,
6200 * `all`: write all probabilities to the `write_yslice_prob` table.
6201 * The default for this option is `all`.
6202 * Any invalid value will be interpreted as `all`.
6207 * `minetest.request_http_api()`:
6208 * returns `HTTPApiTable` containing http functions if the calling mod has
6209 been granted access by being listed in the `secure.http_mods` or
6210 `secure.trusted_mods` setting, otherwise returns `nil`.
6211 * The returned table contains the functions `fetch`, `fetch_async` and
6212 `fetch_async_get` described below.
6213 * Only works at init time and must be called from the mod's main scope
6214 (not from a function).
6215 * Function only exists if minetest server was built with cURL support.
6216 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
6218 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
6219 * Performs given request asynchronously and calls callback upon completion
6220 * callback: `function(HTTPRequestResult res)`
6221 * Use this HTTP function if you are unsure, the others are for advanced use
6222 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
6223 * Performs given request asynchronously and returns handle for
6224 `HTTPApiTable.fetch_async_get`
6225 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
6226 * Return response data for given asynchronous HTTP request
6231 * `minetest.get_mod_storage()`:
6232 * returns reference to mod private `StorageRef`
6233 * must be called during mod load time
6238 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
6239 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
6240 * `minetest.player_exists(name)`: boolean, whether player exists
6241 (regardless of online status)
6242 * `minetest.hud_replace_builtin(name, hud_definition)`
6243 * Replaces definition of a builtin hud element
6244 * `name`: `"breath"` or `"health"`
6245 * `hud_definition`: definition to replace builtin definition
6246 * `minetest.send_join_message(player_name)`
6247 * This function can be overridden by mods to change the join message.
6248 * `minetest.send_leave_message(player_name, timed_out)`
6249 * This function can be overridden by mods to change the leave message.
6250 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
6251 * `pos`: table {x=number, y=number, z=number},
6252 * Gives a unique hash number for a node position (16+16+16=48bit)
6253 * `minetest.get_position_from_hash(hash)`: returns a position
6254 * Inverse transform of `minetest.hash_node_position`
6255 * `minetest.get_item_group(name, group)`: returns a rating
6256 * Get rating of a group of an item. (`0` means: not in group)
6257 * `minetest.get_node_group(name, group)`: returns a rating
6258 * Deprecated: An alias for the former.
6259 * `minetest.raillike_group(name)`: returns a rating
6260 * Returns rating of the connect_to_raillike group corresponding to name
6261 * If name is not yet the name of a connect_to_raillike group, a new group
6262 id is created, with that name.
6263 * `minetest.get_content_id(name)`: returns an integer
6264 * Gets the internal content ID of `name`
6265 * `minetest.get_name_from_content_id(content_id)`: returns a string
6266 * Gets the name of the content with that content ID
6267 * `minetest.parse_json(string[, nullvalue])`: returns something
6268 * Convert a string containing JSON data into the Lua equivalent
6269 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
6270 * On success returns a table, a string, a number, a boolean or `nullvalue`
6271 * On failure outputs an error message and returns `nil`
6272 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
6273 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
6275 * Convert a Lua table into a JSON string
6276 * styled: Outputs in a human-readable format if this is set, defaults to
6278 * Unserializable things like functions and userdata will cause an error.
6279 * **Warning**: JSON is more strict than the Lua table format.
6280 1. You can only use strings and positive integers of at least one as
6282 2. You can not mix string and integer keys.
6283 This is due to the fact that JSON has two distinct array and object
6285 * Example: `write_json({10, {a = false}})`,
6286 returns `'[10, {"a": false}]'`
6287 * `minetest.serialize(table)`: returns a string
6288 * Convert a table containing tables, strings, numbers, booleans and `nil`s
6289 into string form readable by `minetest.deserialize`
6290 * Example: `serialize({foo="bar"})`, returns `'return { ["foo"] = "bar" }'`
6291 * `minetest.deserialize(string[, safe])`: returns a table
6292 * Convert a string returned by `minetest.serialize` into a table
6293 * `string` is loaded in an empty sandbox environment.
6294 * Will load functions if safe is false or omitted. Although these functions
6295 cannot directly access the global environment, they could bypass this
6296 restriction with maliciously crafted Lua bytecode if mod security is
6298 * This function should not be used on untrusted data, regardless of the
6299 value of `safe`. It is fine to serialize then deserialize user-provided
6300 data, but directly providing user input to deserialize is always unsafe.
6301 * Example: `deserialize('return { ["foo"] = "bar" }')`,
6302 returns `{foo="bar"}`
6303 * Example: `deserialize('print("foo")')`, returns `nil`
6304 (function call fails), returns
6305 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
6306 * `minetest.compress(data, method, ...)`: returns `compressed_data`
6307 * Compress a string of data.
6308 * `method` is a string identifying the compression method to be used.
6309 * Supported compression methods:
6310 * Deflate (zlib): `"deflate"`
6311 * `...` indicates method-specific arguments. Currently defined arguments
6313 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
6314 * `minetest.decompress(compressed_data, method, ...)`: returns data
6315 * Decompress a string of data (using ZLib).
6316 * See documentation on `minetest.compress()` for supported compression
6318 * `...` indicates method-specific arguments. Currently, no methods use this
6319 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
6320 * Each argument is a 8 Bit unsigned integer
6321 * Returns the ColorString from rgb or rgba values
6322 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
6323 * `minetest.encode_base64(string)`: returns string encoded in base64
6324 * Encodes a string in base64.
6325 * `minetest.decode_base64(string)`: returns string or nil on failure
6326 * Padding characters are only supported starting at version 5.4.0, where
6327 5.5.0 and newer perform proper checks.
6328 * Decodes a string encoded in base64.
6329 * `minetest.is_protected(pos, name)`: returns boolean
6330 * Returning `true` restricts the player `name` from modifying (i.e. digging,
6331 placing) the node at position `pos`.
6332 * `name` will be `""` for non-players or unknown players.
6333 * This function should be overridden by protection mods. It is highly
6334 recommended to grant access to players with the `protection_bypass` privilege.
6335 * Cache and call the old version of this function if the position is
6336 not protected by the mod. This will allow using multiple protection mods.
6339 local old_is_protected = minetest.is_protected
6340 function minetest.is_protected(pos, name)
6341 if mymod:position_protected_from(pos, name) then
6344 return old_is_protected(pos, name)
6346 * `minetest.record_protection_violation(pos, name)`
6347 * This function calls functions registered with
6348 `minetest.register_on_protection_violation`.
6349 * `minetest.is_creative_enabled(name)`: returns boolean
6350 * Returning `true` means that Creative Mode is enabled for player `name`.
6351 * `name` will be `""` for non-players or if the player is unknown.
6352 * This function should be overridden by Creative Mode-related mods to
6353 implement a per-player Creative Mode.
6354 * By default, this function returns `true` if the setting
6355 `creative_mode` is `true` and `false` otherwise.
6356 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6357 * Returns the position of the first node that `player_name` may not modify
6358 in the specified cuboid between `pos1` and `pos2`.
6359 * Returns `false` if no protections were found.
6360 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6361 The points are spaced evenly throughout the volume and have a spacing
6362 similar to, but no larger than, `interval`.
6363 * All corners and edges of the defined volume are checked.
6364 * `interval` defaults to 4.
6365 * `interval` should be carefully chosen and maximised to avoid an excessive
6366 number of points being checked.
6367 * Like `minetest.is_protected`, this function may be extended or
6368 overwritten by mods to provide a faster implementation to check the
6369 cuboid for intersections.
6370 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6371 orient_flags, prevent_after_place])`
6372 * Attempt to predict the desired orientation of the facedir-capable node
6373 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6374 or hanging from the ceiling).
6375 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6376 stacks are handled normally.
6377 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6378 * `invert_wall`: if `true`, place wall-orientation on the ground and
6379 ground-orientation on the wall.
6380 * `force_wall` : if `true`, always place the node in wall orientation.
6381 * `force_ceiling`: if `true`, always place on the ceiling.
6382 * `force_floor`: if `true`, always place the node on the floor.
6383 * `force_facedir`: if `true`, forcefully reset the facedir to north
6384 when placing on the floor or ceiling.
6385 * The first four options are mutually-exclusive; the last in the list
6386 takes precedence over the first.
6387 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6388 * Returns the new itemstack after placement
6389 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6390 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6391 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6392 parameter and `prevent_after_place` set to `true`.
6394 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6395 tool_capabilities, dir, distance, damage)`
6396 * Returns the amount of knockback applied on the punched player.
6397 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6398 * `distance`: distance between puncher and punched player
6399 * This function can be overriden by mods that wish to modify this behaviour.
6400 * You may want to cache and call the old function to allow multiple mods to
6401 change knockback behaviour.
6403 * `minetest.forceload_block(pos[, transient])`
6404 * forceloads the position `pos`.
6405 * returns `true` if area could be forceloaded
6406 * If `transient` is `false` or absent, the forceload will be persistent
6407 (saved between server runs). If `true`, the forceload will be transient
6408 (not saved between server runs).
6410 * `minetest.forceload_free_block(pos[, transient])`
6411 * stops forceloading the position `pos`
6412 * If `transient` is `false` or absent, frees a persistent forceload.
6413 If `true`, frees a transient forceload.
6415 * `minetest.compare_block_status(pos, condition)`
6416 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6417 * `condition` may be one of the following values:
6418 * `"unknown"`: not in memory
6419 * `"emerging"`: in the queue for loading from disk or generating
6420 * `"loaded"`: in memory but inactive (no ABMs are executed)
6421 * `"active"`: in memory and active
6422 * Other values are reserved for future functionality extensions
6423 * Return value, the comparison status:
6424 * `false`: Mapblock does not fulfil the wanted condition
6425 * `true`: Mapblock meets the requirement
6426 * `nil`: Unsupported `condition` value
6428 * `minetest.request_insecure_environment()`: returns an environment containing
6429 insecure functions if the calling mod has been listed as trusted in the
6430 `secure.trusted_mods` setting or security is disabled, otherwise returns
6432 * Only works at init time and must be called from the mod's main scope
6433 (ie: the init.lua of the mod, not from another Lua file or within a function).
6434 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6435 IT IN A LOCAL VARIABLE!**
6437 * `minetest.global_exists(name)`
6438 * Checks if a global variable has been set, without triggering a warning.
6443 * `minetest.env`: `EnvRef` of the server environment and world.
6444 * Any function in the minetest namespace can be called using the syntax
6445 `minetest.env:somefunction(somearguments)`
6446 instead of `minetest.somefunction(somearguments)`
6447 * Deprecated, but support is not to be dropped soon
6452 ### Registered definition tables
6454 * `minetest.registered_items`
6455 * Map of registered items, indexed by name
6456 * `minetest.registered_nodes`
6457 * Map of registered node definitions, indexed by name
6458 * `minetest.registered_craftitems`
6459 * Map of registered craft item definitions, indexed by name
6460 * `minetest.registered_tools`
6461 * Map of registered tool definitions, indexed by name
6462 * `minetest.registered_entities`
6463 * Map of registered entity prototypes, indexed by name
6464 * Values in this table may be modified directly.
6465 Note: changes to initial properties will only affect entities spawned afterwards,
6466 as they are only read when spawning.
6467 * `minetest.object_refs`
6468 * Map of object references, indexed by active object id
6469 * `minetest.luaentities`
6470 * Map of Lua entities, indexed by active object id
6471 * `minetest.registered_abms`
6472 * List of ABM definitions
6473 * `minetest.registered_lbms`
6474 * List of LBM definitions
6475 * `minetest.registered_aliases`
6476 * Map of registered aliases, indexed by name
6477 * `minetest.registered_ores`
6478 * Map of registered ore definitions, indexed by the `name` field.
6479 * If `name` is nil, the key is the object handle returned by
6480 `minetest.register_ore`.
6481 * `minetest.registered_biomes`
6482 * Map of registered biome definitions, indexed by the `name` field.
6483 * If `name` is nil, the key is the object handle returned by
6484 `minetest.register_biome`.
6485 * `minetest.registered_decorations`
6486 * Map of registered decoration definitions, indexed by the `name` field.
6487 * If `name` is nil, the key is the object handle returned by
6488 `minetest.register_decoration`.
6489 * `minetest.registered_schematics`
6490 * Map of registered schematic definitions, indexed by the `name` field.
6491 * If `name` is nil, the key is the object handle returned by
6492 `minetest.register_schematic`.
6493 * `minetest.registered_chatcommands`
6494 * Map of registered chat command definitions, indexed by name
6495 * `minetest.registered_privileges`
6496 * Map of registered privilege definitions, indexed by name
6497 * Registered privileges can be modified directly in this table.
6499 ### Registered callback tables
6501 All callbacks registered with [Global callback registration functions] are added
6502 to corresponding `minetest.registered_*` tables.
6510 Sorted alphabetically.
6515 AreaStore is a data structure to calculate intersections of 3D cuboid volumes
6516 and points. The `data` field (string) may be used to store and retrieve any
6517 mod-relevant information to the specified area.
6519 Despite its name, mods must take care of persisting AreaStore data. They may
6520 use the provided load and write functions for this.
6525 * `AreaStore(type_name)`
6526 * Returns a new AreaStore instance
6527 * `type_name`: optional, forces the internally used API.
6528 * Possible values: `"LibSpatial"` (default).
6529 * When other values are specified, or SpatialIndex is not available,
6530 the custom Minetest functions are used.
6531 * `get_area(id, include_corners, include_data)`
6532 * Returns the area information about the specified ID.
6533 * Returned values are either of these:
6535 nil -- Area not found
6536 true -- Without `include_corners` and `include_data`
6538 min = pos, max = pos -- `include_corners == true`
6539 data = string -- `include_data == true`
6542 * `get_areas_for_pos(pos, include_corners, include_data)`
6543 * Returns all areas as table, indexed by the area ID.
6544 * Table values: see `get_area`.
6545 * `get_areas_in_area(corner1, corner2, accept_overlap, include_corners, include_data)`
6546 * Returns all areas that contain all nodes inside the area specified by`
6547 `corner1 and `corner2` (inclusive).
6548 * `accept_overlap`: if `true`, areas are returned that have nodes in
6549 common (intersect) with the specified area.
6550 * Returns the same values as `get_areas_for_pos`.
6551 * `insert_area(corner1, corner2, data, [id])`: inserts an area into the store.
6552 * Returns the new area's ID, or nil if the insertion failed.
6553 * The (inclusive) positions `corner1` and `corner2` describe the area.
6554 * `data` is a string stored with the area.
6555 * `id` (optional): will be used as the internal area ID if it is an unique
6556 number between 0 and 2^32-2.
6558 * Requires SpatialIndex, no-op function otherwise.
6559 * Reserves resources for `count` many contained areas to improve
6560 efficiency when working with many area entries. Additional areas can still
6561 be inserted afterwards at the usual complexity.
6562 * `remove_area(id)`: removes the area with the given id from the store, returns
6564 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6565 Calling invalidates the cache, so that its elements have to be newly
6567 * `params` is a table with the following fields:
6569 enabled = boolean, -- Whether to enable, default true
6570 block_radius = int, -- The radius (in nodes) of the areas the cache
6571 -- generates prefiltered lists for, minimum 16,
6573 limit = int, -- The cache size, minimum 20, default 1000
6574 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6576 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6578 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6580 Returns success and, optionally, an error message.
6581 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6587 An `InvRef` is a reference to an inventory.
6591 * `is_empty(listname)`: return `true` if list is empty
6592 * `get_size(listname)`: get size of a list
6593 * `set_size(listname, size)`: set size of a list
6594 * returns `false` on error (e.g. invalid `listname` or `size`)
6595 * `get_width(listname)`: get width of a list
6596 * `set_width(listname, width)`: set width of list; currently used for crafting
6597 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6598 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6599 * `get_list(listname)`: return full list (list of `ItemStack`s)
6600 * `set_list(listname, list)`: set full list (size will not change)
6601 * `get_lists()`: returns table that maps listnames to inventory lists
6602 * `set_lists(lists)`: sets inventory lists (size will not change)
6603 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6605 * `room_for_item(listname, stack):` returns `true` if the stack of items
6606 can be fully added to the list
6607 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6608 the stack of items can be fully taken from the list.
6609 If `match_meta` is false, only the items' names are compared
6611 * `remove_item(listname, stack)`: take as many items as specified from the
6612 list, returns the items that were actually removed (as an `ItemStack`)
6613 -- note that any item metadata is ignored, so attempting to remove a specific
6614 unique item this way will likely remove the wrong one -- to do that use
6615 `set_stack` with an empty `ItemStack`.
6616 * `get_location()`: returns a location compatible to
6617 `minetest.get_inventory(location)`.
6618 * returns `{type="undefined"}` in case location is not known
6622 Detached & nodemeta inventories provide the following callbacks for move actions:
6626 The `allow_*` callbacks return how many items can be moved.
6628 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6629 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6630 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6634 The `on_*` callbacks are called after the items have been placed in the inventories.
6636 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6637 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6638 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6642 When a player tries to put an item to a place where another item is, the items are *swapped*.
6643 This means that all callbacks will be called twice (once for each action).
6648 An `ItemStack` is a stack of items.
6650 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6651 an itemstring, a table or `nil`.
6655 * `is_empty()`: returns `true` if stack is empty.
6656 * `get_name()`: returns item name (e.g. `"default:stone"`).
6657 * `set_name(item_name)`: returns a boolean indicating whether the item was
6659 * `get_count()`: Returns number of items on the stack.
6660 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6661 * `count`: number, unsigned 16 bit integer
6662 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6663 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6664 * `wear`: number, unsigned 16 bit integer
6665 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6666 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6668 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6669 * `get_description()`: returns the description shown in inventory list tooltips.
6670 * The engine uses this when showing item descriptions in tooltips.
6671 * Fields for finding the description, in order:
6672 * `description` in item metadata (See [Item Metadata].)
6673 * `description` in item definition
6675 * `get_short_description()`: returns the short description or nil.
6676 * Unlike the description, this does not include new lines.
6677 * Fields for finding the short description, in order:
6678 * `short_description` in item metadata (See [Item Metadata].)
6679 * `short_description` in item definition
6680 * first line of the description (From item meta or def, see `get_description()`.)
6681 * Returns nil if none of the above are set
6682 * `clear()`: removes all items from the stack, making it empty.
6683 * `replace(item)`: replace the contents of this stack.
6684 * `item` can also be an itemstring or table.
6685 * `to_string()`: returns the stack in itemstring form.
6686 * `to_table()`: returns the stack in Lua table form.
6687 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6689 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6690 * `is_known()`: returns `true` if the item name refers to a defined item type.
6691 * `get_definition()`: returns the item definition table.
6692 * `get_tool_capabilities()`: returns the digging properties of the item,
6693 or those of the hand if none are defined for this item type
6694 * `add_wear(amount)`
6695 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6696 * Valid `amount` range is [0,65536]
6697 * `amount`: number, integer
6698 * `add_wear_by_uses(max_uses)`
6699 * Increases wear in such a way that, if only this function is called,
6700 the item breaks after `max_uses` times
6701 * Valid `max_uses` range is [0,65536]
6702 * Does nothing if item is not a tool or if `max_uses` is 0
6703 * `add_item(item)`: returns leftover `ItemStack`
6704 * Put some item or stack onto this stack
6705 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6707 * `take_item(n)`: returns taken `ItemStack`
6708 * Take (and remove) up to `n` items from this stack
6709 * `n`: number, default: `1`
6710 * `peek_item(n)`: returns taken `ItemStack`
6711 * Copy (don't remove) up to `n` items from this stack
6712 * `n`: number, default: `1`
6717 ItemStack metadata: reference extra data and functionality stored in a stack.
6718 Can be obtained via `item:get_meta()`.
6722 * All methods in MetaDataRef
6723 * `set_tool_capabilities([tool_capabilities])`
6724 * Overrides the item's tool capabilities
6725 * A nil value will clear the override data and restore the original
6731 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6732 and [`PlayerMetaRef`].
6736 * `contains(key)`: Returns true if key present, otherwise false.
6737 * Returns `nil` when the MetaData is inexistent.
6738 * `get(key)`: Returns `nil` if key not present, else the stored string.
6739 * `set_string(key, value)`: Value of `""` will delete the key.
6740 * `get_string(key)`: Returns `""` if key not present.
6741 * `set_int(key, value)`
6742 * `get_int(key)`: Returns `0` if key not present.
6743 * `set_float(key, value)`
6744 * `get_float(key)`: Returns `0` if key not present.
6745 * `to_table()`: returns `nil` or a table with keys:
6746 * `fields`: key-value storage
6747 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6748 * `from_table(nil or {})`
6749 * Any non-table value will clear the metadata
6750 * See [Node Metadata] for an example
6751 * returns `true` on success
6753 * returns `true` if this metadata has the same key-value pairs as `other`
6758 An interface to use mod channels on client and server
6762 * `leave()`: leave the mod channel.
6763 * Server leaves channel `channel_name`.
6764 * No more incoming or outgoing messages can be sent to this channel from
6766 * This invalidate all future object usage.
6767 * Ensure you set mod_channel to nil after that to free Lua resources.
6768 * `is_writeable()`: returns true if channel is writeable and mod can send over
6770 * `send_all(message)`: Send `message` though the mod channel.
6771 * If mod channel is not writeable or invalid, message will be dropped.
6772 * Message size is limited to 65535 characters by protocol.
6777 Node metadata: reference extra data and functionality stored in a node.
6778 Can be obtained via `minetest.get_meta(pos)`.
6782 * All methods in MetaDataRef
6783 * `get_inventory()`: returns `InvRef`
6784 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6785 This will prevent them from being sent to the client. Note that the "private"
6786 status will only be remembered if an associated key-value pair exists,
6787 meaning it's best to call this when initializing all other meta (e.g.
6793 Node Timers: a high resolution persistent per-node timer.
6794 Can be gotten via `minetest.get_node_timer(pos)`.
6798 * `set(timeout,elapsed)`
6799 * set a timer's state
6800 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6801 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6802 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6806 * equivalent to `set(timeout,0)`
6809 * `get_timeout()`: returns current timeout in seconds
6810 * if `timeout` equals `0`, timer is inactive
6811 * `get_elapsed()`: returns current elapsed time in seconds
6812 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6814 * `is_started()`: returns boolean state of timer
6815 * returns `true` if timer is started, otherwise `false`
6820 Moving things in the game are generally these.
6821 This is basically a reference to a C++ `ServerActiveObject`.
6823 ### Advice on handling `ObjectRefs`
6825 When you receive an `ObjectRef` as a callback argument or from another API
6826 function, it is possible to store the reference somewhere and keep it around.
6827 It will keep functioning until the object is unloaded or removed.
6829 However, doing this is **NOT** recommended as there is (intentionally) no method
6830 to test if a previously acquired `ObjectRef` is still valid.
6831 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6832 Lua back to the engine.
6833 Doing so is much less error-prone and you will never need to wonder if the
6834 object you are working with still exists.
6838 It is possible to attach objects to other objects (`set_attach` method).
6840 When an object is attached, it is positioned relative to the parent's position
6841 and rotation. `get_pos` and `get_rotation` will always return the parent's
6842 values and changes via their setter counterparts are ignored.
6844 To change position or rotation call `set_attach` again with the new values.
6846 **Note**: Just like model dimensions, the relative position in `set_attach`
6847 must be multiplied by 10 compared to world positions.
6849 It is also possible to attach to a bone of the parent object. In that case the
6850 child will follow movement and rotation of that bone.
6854 * `get_pos()`: returns `{x=num, y=num, z=num}`
6855 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6856 * `get_velocity()`: returns the velocity, a vector.
6857 * `add_velocity(vel)`
6858 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6859 * In comparison to using get_velocity, adding the velocity and then using
6860 set_velocity, add_velocity is supposed to avoid synchronization problems.
6861 Additionally, players also do not support set_velocity.
6863 * Does not apply during free_move.
6864 * Note that since the player speed is normalized at each move step,
6865 increasing e.g. Y velocity beyond what would usually be achieved
6866 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6867 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6868 pressing the jump key (assuming default settings)
6869 * `move_to(pos, continuous=false)`
6870 * Does an interpolated move for Lua entities for visually smooth transitions.
6871 * If `continuous` is true, the Lua entity will not be moved to the current
6872 position before starting the interpolated move.
6873 * For players this does the same as `set_pos`,`continuous` is ignored.
6874 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6875 * `puncher` = another `ObjectRef`,
6876 * `time_from_last_punch` = time since last punch action of the puncher
6877 * `direction`: can be `nil`
6878 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6879 * `get_hp()`: returns number of health points
6880 * `set_hp(hp, reason)`: set number of health points
6881 * See reason in register_on_player_hpchange
6882 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6883 * For players: HP are also limited by `hp_max` specified in object properties
6884 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6885 * `get_wield_list()`: returns the name of the inventory list the wielded item
6887 * `get_wield_index()`: returns the index of the wielded item
6888 * `get_wielded_item()`: returns an `ItemStack`
6889 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6891 * `set_armor_groups({group1=rating, group2=rating, ...})`
6892 * `get_armor_groups()`: returns a table with the armor group ratings
6893 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6894 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6895 * `frame_speed`: number, default: `15.0`
6896 * `frame_blend`: number, default: `0.0`
6897 * `frame_loop`: boolean, default: `true`
6898 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6900 * `set_animation_frame_speed(frame_speed)`
6901 * `frame_speed`: number, default: `15.0`
6902 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6903 * `parent`: `ObjectRef` to attach to
6904 * `bone`: default `""` (the root bone)
6905 * `position`: relative position, default `{x=0, y=0, z=0}`
6906 * `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
6907 * `forced_visible`: Boolean to control whether the attached entity
6908 should appear in first person, default `false`.
6909 * Please also read the [Attachments] section above.
6910 * This command may fail silently (do nothing) when it would result
6911 in circular attachments.
6912 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6913 or nil if it isn't attached.
6914 * `get_children()`: returns a list of ObjectRefs that are attached to the
6917 * `set_bone_position([bone, position, rotation])`
6918 * `bone`: string. Default is `""`, the root bone
6919 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6920 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6921 * `get_bone_position(bone)`: returns position and rotation of the bone
6922 * `set_properties(object property table)`
6923 * `get_properties()`: returns object property table
6924 * `is_player()`: returns true for players, false otherwise
6925 * `get_nametag_attributes()`
6926 * returns a table with the attributes of the nametag of an object
6929 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6930 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6932 * `set_nametag_attributes(attributes)`
6933 * sets the attributes of the nametag of an object
6936 text = "My Nametag",
6939 bgcolor = ColorSpec or false,
6940 -- ^ Sets background color of nametag
6941 -- `false` will cause the background to be set automatically based on user settings
6945 #### Lua entity only (no-op for other objects)
6947 * `remove()`: remove object
6948 * The object is removed after returning from Lua. However the `ObjectRef`
6949 itself instantly becomes unusable with all further method calls having
6950 no effect and returning `nil`.
6951 * `set_velocity(vel)`
6952 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6953 * `set_acceleration(acc)`
6955 * `get_acceleration()`: returns the acceleration, a vector
6956 * `set_rotation(rot)`
6957 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6958 and Z is roll (bank).
6959 * `get_rotation()`: returns the rotation, a vector (radians)
6960 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6961 * `get_yaw()`: returns number in radians
6962 * `set_texture_mod(mod)`
6963 * Set a texture modifier to the base texture, for sprites and meshes.
6964 * When calling `set_texture_mod` again, the previous one is discarded.
6965 * `mod` the texture modifier. See [Texture modifiers].
6966 * `get_texture_mod()` returns current texture modifier
6967 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6968 * Specifies and starts a sprite animation
6969 * Animations iterate along the frame `y` position.
6970 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6971 first frame, default: `{x=0, y=0}`
6972 * `num_frames`: Total frames in the texture, default: `1`
6973 * `framelength`: Time per animated frame in seconds, default: `0.2`
6974 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6975 position according to the view direction. default: `false`.
6976 * First column: subject facing the camera
6977 * Second column: subject looking to the left
6978 * Third column: subject backing the camera
6979 * Fourth column: subject looking to the right
6980 * Fifth column: subject viewed from above
6981 * Sixth column: subject viewed from below
6982 * `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
6985 #### Player only (no-op for other objects)
6987 * `get_player_name()`: returns `""` if is not a player
6988 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6989 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6990 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6991 * `get_look_dir()`: get camera direction as a unit vector
6992 * `get_look_vertical()`: pitch in radians
6993 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6995 * `get_look_horizontal()`: yaw in radians
6996 * Angle is counter-clockwise from the +z direction.
6997 * `set_look_vertical(radians)`: sets look pitch
6998 * radians: Angle from looking forward, where positive is downwards.
6999 * `set_look_horizontal(radians)`: sets look yaw
7000 * radians: Angle from the +z direction, where positive is counter-clockwise.
7001 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
7002 `get_look_vertical`.
7003 * Angle ranges between -pi/2 and pi/2, which are straight down and up
7005 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
7006 `get_look_horizontal`.
7007 * Angle is counter-clockwise from the +x direction.
7008 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
7009 `set_look_vertical`.
7010 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
7011 `set_look_horizontal`.
7012 * `get_breath()`: returns player's breath
7013 * `set_breath(value)`: sets player's breath
7015 * `0`: player is drowning
7016 * max: bubbles bar is not shown
7017 * See [Object properties] for more information
7018 * Is limited to range 0 ... 65535 (2^16 - 1)
7019 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
7021 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
7022 Defaults to `false`.
7023 * `transition_time`: If defined, enables smooth FOV transition.
7024 Interpreted as the time (in seconds) to reach target FOV.
7025 If set to 0, FOV change is instantaneous. Defaults to 0.
7026 * Set `fov` to 0 to clear FOV override.
7027 * `get_fov()`: Returns the following:
7028 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
7029 * Boolean indicating whether the FOV value is a multiplier.
7030 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
7031 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
7032 * Sets an extra attribute with value on player.
7033 * `value` must be a string, or a number which will be converted to a
7035 * If `value` is `nil`, remove attribute from player.
7036 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
7037 * Returns value (a string) for extra attribute.
7038 * Returns `nil` if no attribute found.
7039 * `get_meta()`: Returns a PlayerMetaRef.
7040 * `set_inventory_formspec(formspec)`
7041 * Redefine player's inventory form
7042 * Should usually be called in `on_joinplayer`
7043 * If `formspec` is `""`, the player's inventory is disabled.
7044 * `get_inventory_formspec()`: returns a formspec string
7045 * `set_formspec_prepend(formspec)`:
7046 * the formspec string will be added to every formspec shown to the user,
7047 except for those with a no_prepend[] tag.
7048 * This should be used to set style elements such as background[] and
7049 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
7050 * Only affects formspecs shown after this is called.
7051 * `get_formspec_prepend(formspec)`: returns a formspec string.
7052 * `get_player_control()`: returns table with player pressed keys
7053 * The table consists of fields with the following boolean values
7054 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
7055 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
7056 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
7057 and exist only to preserve backwards compatibility.
7058 * Returns an empty table `{}` if the object is not a player.
7059 * `get_player_control_bits()`: returns integer with bit packed player pressed
7072 * Returns `0` (no bits set) if the object is not a player.
7073 * `set_physics_override(override_table)`
7074 * `override_table` is a table with the following fields:
7075 * `speed`: multiplier to default walking speed value (default: `1`)
7076 * `jump`: multiplier to default jump value (default: `1`)
7077 * `gravity`: multiplier to default gravity value (default: `1`)
7078 * `sneak`: whether player can sneak (default: `true`)
7079 * `sneak_glitch`: whether player can use the new move code replications
7080 of the old sneak side-effects: sneak ladders and 2 node sneak jump
7082 * `new_move`: use new move/sneak code. When `false` the exact old code
7083 is used for the specific old sneak behaviour (default: `true`)
7084 * `get_physics_override()`: returns the table given to `set_physics_override`
7085 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
7087 * `hud_remove(id)`: remove the HUD element of the specified id
7088 * `hud_change(id, stat, value)`: change a value of a previously added HUD
7090 * `stat` supports the same keys as in the hud definition table except for
7092 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
7093 * `hud_set_flags(flags)`: sets specified HUD flags of player.
7094 * `flags`: A table with the following fields set to boolean values
7100 * `minimap`: Modifies the client's permission to view the minimap.
7101 The client may locally elect to not view the minimap.
7102 * `minimap_radar`: is only usable when `minimap` is true
7103 * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
7104 This includes map seed, player position, look direction, the pointed node and block bounds.
7105 Does not affect players with the `debug` privilege.
7106 * If a flag equals `nil`, the flag is not modified
7107 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
7108 * See `hud_set_flags` for a list of flags that can be toggled.
7109 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
7110 * `count`: number of items, must be between `1` and `32`
7111 * `hud_get_hotbar_itemcount`: returns number of visible items
7112 * `hud_set_hotbar_image(texturename)`
7113 * sets background image for hotbar
7114 * `hud_get_hotbar_image`: returns texturename
7115 * `hud_set_hotbar_selected_image(texturename)`
7116 * sets image for selected item of hotbar
7117 * `hud_get_hotbar_selected_image`: returns texturename
7118 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
7119 * Overrides the available minimap modes (and toggle order), and changes the
7121 * `mode` is a table consisting of up to four fields:
7122 * `type`: Available type:
7123 * `off`: Minimap off
7124 * `surface`: Minimap in surface mode
7125 * `radar`: Minimap in radar mode
7126 * `texture`: Texture to be displayed instead of terrain map
7127 (texture is centered around 0,0 and can be scaled).
7128 Texture size is limited to 512 x 512 pixel.
7129 * `label`: Optional label to display on minimap mode toggle
7130 The translation must be handled within the mod.
7131 * `size`: Sidelength or diameter, in number of nodes, of the terrain
7132 displayed in minimap
7133 * `texture`: Only for texture type, name of the texture to display
7134 * `scale`: Only for texture type, scale of the texture map in nodes per
7135 pixel (for example a `scale` of 2 means each pixel represents a 2x2
7137 * `selected_mode` is the mode index to be selected after modes have been changed
7138 (0 is the first mode).
7139 * `set_sky(sky_parameters)`
7140 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
7141 whether `set_sky` accepts this format. Check the legacy format otherwise.
7142 * Passing no arguments resets the sky to its default values.
7143 * `sky_parameters` is a table with the following optional fields:
7144 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
7145 (default: `#ffffff`)
7146 * `type`: Available types:
7147 * `"regular"`: Uses 0 textures, `base_color` ignored
7148 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
7149 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
7150 (default: `"regular"`)
7151 * `textures`: A table containing up to six textures in the following
7152 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
7153 * `clouds`: Boolean for whether clouds appear. (default: `true`)
7154 * `sky_color`: A table used in `"regular"` type only, containing the
7155 following values (alpha is ignored):
7156 * `day_sky`: ColorSpec, for the top half of the sky during the day.
7157 (default: `#61b5f5`)
7158 * `day_horizon`: ColorSpec, for the bottom half of the sky during the day.
7159 (default: `#90d3f6`)
7160 * `dawn_sky`: ColorSpec, for the top half of the sky during dawn/sunset.
7161 (default: `#b4bafa`)
7162 The resulting sky color will be a darkened version of the ColorSpec.
7163 Warning: The darkening of the ColorSpec is subject to change.
7164 * `dawn_horizon`: ColorSpec, for the bottom half of the sky during dawn/sunset.
7165 (default: `#bac1f0`)
7166 The resulting sky color will be a darkened version of the ColorSpec.
7167 Warning: The darkening of the ColorSpec is subject to change.
7168 * `night_sky`: ColorSpec, for the top half of the sky during the night.
7169 (default: `#006bff`)
7170 The resulting sky color will be a dark version of the ColorSpec.
7171 Warning: The darkening of the ColorSpec is subject to change.
7172 * `night_horizon`: ColorSpec, for the bottom half of the sky during the night.
7173 (default: `#4090ff`)
7174 The resulting sky color will be a dark version of the ColorSpec.
7175 Warning: The darkening of the ColorSpec is subject to change.
7176 * `indoors`: ColorSpec, for when you're either indoors or underground.
7177 (default: `#646464`)
7178 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
7179 at sunrise and sunset. (default: `#f47d1d`)
7180 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
7181 at sunrise and sunset. (default: `#7f99cc`)
7182 * `fog_tint_type`: string, changes which mode the directional fog
7183 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
7184 `"default"` uses the classic Minetest sun and moon tinting.
7185 Will use tonemaps, if set to `"default"`. (default: `"default"`)
7186 * `set_sky(base_color, type, {texture names}, clouds)`
7187 * Deprecated. Use `set_sky(sky_parameters)`
7188 * `base_color`: ColorSpec, defaults to white
7189 * `type`: Available types:
7190 * `"regular"`: Uses 0 textures, `bgcolor` ignored
7191 * `"skybox"`: Uses 6 textures, `bgcolor` used
7192 * `"plain"`: Uses 0 textures, `bgcolor` used
7193 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
7194 `"plain"` custom skyboxes (default: `true`)
7195 * `get_sky(as_table)`:
7196 * `as_table`: boolean that determines whether the deprecated version of this
7197 function is being used.
7198 * `true` returns a table containing sky parameters as defined in `set_sky(sky_parameters)`.
7199 * Deprecated: `false` or `nil` returns base_color, type, table of textures,
7201 * `get_sky_color()`:
7202 * Deprecated: Use `get_sky(as_table)` instead.
7203 * returns a table with the `sky_color` parameters as in `set_sky`.
7204 * `set_sun(sun_parameters)`:
7205 * Passing no arguments resets the sun to its default values.
7206 * `sun_parameters` is a table with the following optional fields:
7207 * `visible`: Boolean for whether the sun is visible.
7209 * `texture`: A regular texture for the sun. Setting to `""`
7210 will re-enable the mesh sun. (default: "sun.png", if it exists)
7211 The texture appears non-rotated at sunrise and rotated 180 degrees
7212 (upside down) at sunset.
7213 * `tonemap`: A 512x1 texture containing the tonemap for the sun
7214 (default: `"sun_tonemap.png"`)
7215 * `sunrise`: A regular texture for the sunrise texture.
7216 (default: `"sunrisebg.png"`)
7217 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
7219 * `scale`: Float controlling the overall size of the sun. (default: `1`)
7220 Note: For legacy reasons, the sun is bigger than the moon by a factor
7221 of about `1.57` for equal `scale` values.
7222 * `get_sun()`: returns a table with the current sun parameters as in
7224 * `set_moon(moon_parameters)`:
7225 * Passing no arguments resets the moon to its default values.
7226 * `moon_parameters` is a table with the following optional fields:
7227 * `visible`: Boolean for whether the moon is visible.
7229 * `texture`: A regular texture for the moon. Setting to `""`
7230 will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
7231 The texture appears non-rotated at sunrise / moonset and rotated 180
7232 degrees (upside down) at sunset / moonrise.
7233 Note: Relative to the sun, the moon texture is hence rotated by 180°.
7234 You can use the `^[transformR180` texture modifier to achieve the same orientation.
7235 * `tonemap`: A 512x1 texture containing the tonemap for the moon
7236 (default: `"moon_tonemap.png"`)
7237 * `scale`: Float controlling the overall size of the moon (default: `1`)
7238 Note: For legacy reasons, the sun is bigger than the moon by a factor
7239 of about `1.57` for equal `scale` values.
7240 * `get_moon()`: returns a table with the current moon parameters as in
7242 * `set_stars(star_parameters)`:
7243 * Passing no arguments resets stars to their default values.
7244 * `star_parameters` is a table with the following optional fields:
7245 * `visible`: Boolean for whether the stars are visible.
7247 * `day_opacity`: Float for maximum opacity of stars at day.
7248 No effect if `visible` is false.
7249 (default: 0.0; maximum: 1.0; minimum: 0.0)
7250 * `count`: Integer number to set the number of stars in
7251 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
7253 * `star_color`: ColorSpec, sets the colors of the stars,
7254 alpha channel is used to set overall star brightness.
7255 (default: `#ebebff69`)
7256 * `scale`: Float controlling the overall size of the stars (default: `1`)
7257 * `get_stars()`: returns a table with the current stars parameters as in
7259 * `set_clouds(cloud_parameters)`: set cloud parameters
7260 * Passing no arguments resets clouds to their default values.
7261 * `cloud_parameters` is a table with the following optional fields:
7262 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
7263 * `color`: basic cloud color with alpha channel, ColorSpec
7264 (default `#fff0f0e5`).
7265 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
7266 ColorSpec (alpha ignored, default `#000000`)
7267 * `height`: cloud height, i.e. y of cloud base (default per conf,
7269 * `thickness`: cloud thickness in nodes (default `16`)
7270 * `speed`: 2D cloud speed + direction in nodes per second
7271 (default `{x=0, z=-2}`).
7272 * `get_clouds()`: returns a table with the current cloud parameters as in
7274 * `override_day_night_ratio(ratio or nil)`
7275 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
7277 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
7278 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
7279 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
7280 set animation for player model in third person view.
7281 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
7282 * `frame_speed` sets the animations frame speed. Default is 30.
7283 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
7285 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
7286 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
7287 * in first person view
7288 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
7289 * `get_eye_offset()`: returns first and third person offsets.
7290 * `send_mapblock(blockpos)`:
7291 * Sends an already loaded mapblock to the player.
7292 * Returns `false` if nothing was sent (note that this can also mean that
7293 the client already has the block)
7294 * Resource intensive - use sparsely
7295 * `set_lighting(light_definition)`: sets lighting for the player
7296 * `light_definition` is a table with the following optional fields:
7297 * `shadows` is a table that controls ambient shadows
7298 * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
7299 * `get_lighting()`: returns the current state of lighting for the player.
7300 * Result is a table with the same fields as `light_definition` in `set_lighting`.
7301 * `respawn()`: Respawns the player using the same mechanism as the death screen,
7302 including calling on_respawnplayer callbacks.
7307 A 32-bit pseudorandom number generator.
7308 Uses PCG32, an algorithm of the permuted congruential generator family,
7309 offering very strong randomness.
7311 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
7315 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
7316 * `next(min, max)`: return next integer random number [`min`...`max`]
7317 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
7318 random number [`min`...`max`].
7319 * This is only a rough approximation of a normal distribution with:
7320 * `mean = (max - min) / 2`, and
7321 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
7322 * Increasing `num_trials` improves accuracy of the approximation
7327 A perlin noise generator.
7328 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
7329 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
7330 plus the world seed, to create world-specific noise.
7332 `PerlinNoise(noiseparams)`
7333 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
7335 `minetest.get_perlin(noiseparams)`
7336 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
7340 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
7341 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
7346 A fast, bulk perlin noise generator.
7348 It can be created via `PerlinNoiseMap(noiseparams, size)` or
7349 `minetest.get_perlin_map(noiseparams, size)`.
7350 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
7351 plus the world seed, to create world-specific noise.
7353 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
7354 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
7357 For each of the functions with an optional `buffer` parameter: If `buffer` is
7358 not nil, this table will be used to store the result instead of creating a new
7363 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
7364 with values starting at `pos={x=,y=}`
7365 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
7366 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
7367 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
7368 array of 2D noise with values starting at `pos={x=,y=}`
7369 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
7370 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
7371 is stored internally.
7372 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
7373 is stored internally.
7374 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
7375 returns a slice of the most recently computed noise results. The result slice
7376 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
7377 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
7379 `noisevals = noise:get_map_slice({y=20}, {y=2})`
7380 It is important to note that `slice_offset` offset coordinates begin at 1,
7381 and are relative to the starting position of the most recently calculated
7383 To grab a single vertical column of noise starting at map coordinates
7384 x = 1023, y=1000, z = 1000:
7385 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
7386 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
7392 Uses the same method of storage as the deprecated player attribute API, so
7393 data there will also be in player meta.
7394 Can be obtained using `player:get_meta()`.
7398 * All methods in MetaDataRef
7403 A 16-bit pseudorandom number generator.
7404 Uses a well-known LCG algorithm introduced by K&R.
7406 It can be created via `PseudoRandom(seed)`.
7410 * `next()`: return next integer random number [`0`...`32767`]
7411 * `next(min, max)`: return next integer random number [`min`...`max`]
7412 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7413 due to the simple implementation making bad distribution otherwise.
7418 A raycast on the map. It works with selection boxes.
7419 Can be used as an iterator in a for loop as:
7421 local ray = Raycast(...)
7422 for pointed_thing in ray do
7426 The map is loaded as the ray advances. If the map is modified after the
7427 `Raycast` is created, the changes may or may not have an effect on the object.
7429 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7430 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7432 * `pos1`: start of the ray
7433 * `pos2`: end of the ray
7434 * `objects`: if false, only nodes will be returned. Default is true.
7435 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7436 returned. Default is false.
7440 * `next()`: returns a `pointed_thing` with exact pointing location
7441 * Returns the next thing pointed by the ray or nil.
7446 Interface for the operating system's crypto-secure PRNG.
7448 It can be created via `SecureRandom()`. The constructor returns nil if a
7449 secure random device cannot be found on the system.
7453 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7454 random bytes, as a string.
7459 An interface to read config files in the format of `minetest.conf`.
7461 It can be created via `Settings(filename)`.
7465 * `get(key)`: returns a value
7466 * `get_bool(key, [default])`: returns a boolean
7467 * `default` is the value returned if `key` is not found.
7468 * Returns `nil` if `key` is not found and `default` not specified.
7469 * `get_np_group(key)`: returns a NoiseParams table
7471 * Returns `{flag = true/false, ...}` according to the set flags.
7472 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7473 flags like `mgv5_spflags`.
7475 * Setting names can't contain whitespace or any of `="{}#`.
7476 * Setting values can't contain the sequence `\n"""`.
7477 * Setting names starting with "secure." can't be set on the main settings
7478 object (`minetest.settings`).
7479 * `set_bool(key, value)`
7480 * See documentation for set() above.
7481 * `set_np_group(key, value)`
7482 * `value` is a NoiseParams table.
7483 * Also, see documentation for set() above.
7484 * `remove(key)`: returns a boolean (`true` for success)
7485 * `get_names()`: returns `{key1,...}`
7486 * `write()`: returns a boolean (`true` for success)
7487 * Writes changes to file.
7488 * `to_table()`: returns `{[key1]=value1,...}`
7492 The settings have the format `key = value`. Example:
7504 Mod metadata: per mod metadata, saved automatically.
7505 Can be obtained via `minetest.get_mod_storage()` during load time.
7507 WARNING: This storage backend is incapable of saving raw binary data due
7508 to restrictions of JSON.
7512 * All methods in MetaDataRef
7523 Used by `ObjectRef` methods. Part of an Entity definition.
7524 These properties are not persistent, but are applied automatically to the
7525 corresponding Lua entity using the given registration fields.
7526 Player properties need to be saved manually.
7530 -- Defines the maximum and default HP of the entity
7531 -- For Lua entities the maximum is not enforced.
7532 -- For players this defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7535 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7538 -- For players only. Zoom FOV in degrees.
7539 -- Note that zoom loads and/or generates world beyond the server's
7540 -- maximum send and generate distances, so acts like a telescope.
7541 -- Smaller zoom_fov values increase the distance loaded/generated.
7542 -- Defaults to 15 in creative mode, 0 in survival mode.
7543 -- zoom_fov = 0 disables zooming for the player.
7546 -- For players only. Camera height above feet position in nodes.
7549 -- Collide with `walkable` nodes.
7551 collide_with_objects = true,
7552 -- Collide with other objects if physical = true
7554 collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
7555 selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
7556 -- Selection box uses collision box dimensions when not set.
7557 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7561 -- Whether the object can be pointed at
7563 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7564 -- "cube" is a node-sized cube.
7565 -- "sprite" is a flat texture always facing the player.
7566 -- "upright_sprite" is a vertical flat texture.
7567 -- "mesh" uses the defined mesh model.
7568 -- "wielditem" is used for dropped items.
7569 -- (see builtin/game/item_entity.lua).
7570 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7571 -- If the item has a 'wield_image' the object will be an extrusion of
7573 -- If 'itemname' is a cubic node or nodebox the object will appear
7574 -- identical to 'itemname'.
7575 -- If 'itemname' is a plantlike node the object will be an extrusion
7577 -- Otherwise for non-node items, the object will be an extrusion of
7578 -- 'inventory_image'.
7579 -- If 'itemname' contains a ColorString or palette index (e.g. from
7580 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7581 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7583 visual_size = {x = 1, y = 1, z = 1},
7584 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7585 -- to scale the entity along both horizontal axes.
7588 -- File name of mesh when using "mesh" visual
7591 -- Number of required textures depends on visual.
7592 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7593 -- "sprite" uses 1 texture.
7594 -- "upright_sprite" uses 2 textures: {front, back}.
7595 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7596 -- "mesh" requires one texture for each mesh buffer/material (in order)
7599 -- Number of required colors depends on visual
7601 use_texture_alpha = false,
7602 -- Use texture's alpha channel.
7603 -- Excludes "upright_sprite" and "wielditem".
7604 -- Note: currently causes visual issues when viewed through other
7605 -- semi-transparent materials such as water.
7607 spritediv = {x = 1, y = 1},
7608 -- Used with spritesheet textures for animation and/or frame selection
7609 -- according to position relative to player.
7610 -- Defines the number of columns and rows in the spritesheet:
7613 initial_sprite_basepos = {x = 0, y = 0},
7614 -- Used with spritesheet textures.
7615 -- Defines the {column, row} position of the initially used frame in the
7619 -- If false, object is invisible and can't be pointed.
7621 makes_footstep_sound = false,
7622 -- If true, is able to make footstep sounds of nodes
7623 -- (see node sound definition for details).
7625 automatic_rotate = 0,
7626 -- Set constant rotation in radians per second, positive or negative.
7627 -- Object rotates along the local Y-axis, and works with set_rotation.
7628 -- Set to 0 to disable constant rotation.
7631 -- If positive number, object will climb upwards when it moves
7632 -- horizontally against a `walkable` node, if the height difference
7633 -- is within `stepheight`.
7635 automatic_face_movement_dir = 0.0,
7636 -- Automatically set yaw to movement direction, offset in degrees.
7637 -- 'false' to disable.
7639 automatic_face_movement_max_rotation_per_sec = -1,
7640 -- Limit automatic rotation to this value in degrees per second.
7641 -- No limit if value <= 0.
7643 backface_culling = true,
7644 -- Set to false to disable backface_culling for model
7647 -- Add this much extra lighting when calculating texture color.
7648 -- Value < 0 disables light's effect on texture color.
7649 -- For faking self-lighting, UI style entities, or programmatic coloring
7653 -- The name to display on the head of the object. By default empty.
7654 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7655 -- For all other objects, a nil or empty string removes the nametag.
7656 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7658 nametag_color = <ColorSpec>,
7659 -- Sets text color of nametag
7661 nametag_bgcolor = <ColorSpec>,
7662 -- Sets background color of nametag
7663 -- `false` will cause the background to be set automatically based on user settings.
7667 -- Same as infotext for nodes. Empty by default
7670 -- If false, never save this object statically. It will simply be
7671 -- deleted when the block gets unloaded.
7672 -- The get_staticdata() callback is never called then.
7673 -- Defaults to 'true'.
7675 damage_texture_modifier = "^[brighten",
7676 -- Texture modifier to be applied for a short duration when object is hit
7679 -- Setting this to 'false' disables diffuse lighting of entity
7681 show_on_minimap = false,
7682 -- Defaults to true for players, false for other entities.
7683 -- If set to true the entity will show as a marker on the minimap.
7689 Used by `minetest.register_entity`.
7692 initial_properties = {
7694 mesh = "boats_boat.obj",
7697 -- A table of object properties, see the `Object properties` section.
7698 -- The properties in this table are applied to the object
7699 -- once when it is spawned.
7701 -- Refer to the "Registered entities" section for explanations
7702 on_activate = function(self, staticdata, dtime_s),
7703 on_deactivate = function(self, removal),
7704 on_step = function(self, dtime, moveresult),
7705 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage),
7706 on_death = function(self, killer),
7707 on_rightclick = function(self, clicker),
7708 on_attach_child = function(self, child),
7709 on_detach_child = function(self, child),
7710 on_detach = function(self, parent),
7711 get_staticdata = function(self),
7713 _custom_field = whatever,
7714 -- You can define arbitrary member variables here (see Item definition
7715 -- for more info) by using a '_' prefix
7719 ABM (ActiveBlockModifier) definition
7720 ------------------------------------
7722 Used by `minetest.register_abm`.
7725 label = "Lava cooling",
7726 -- Descriptive label for profiling purposes (optional).
7727 -- Definitions with identical labels will be listed as one.
7729 nodenames = {"default:lava_source"},
7730 -- Apply `action` function to these nodes.
7731 -- `group:groupname` can also be used here.
7733 neighbors = {"default:water_source", "default:water_flowing"},
7734 -- Only apply `action` to nodes that have one of, or any
7735 -- combination of, these neighbors.
7736 -- If left out or empty, any neighbor will do.
7737 -- `group:groupname` can also be used here.
7740 -- Operation interval in seconds
7743 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7748 -- min and max height levels where ABM will be processed (inclusive)
7749 -- can be used to reduce CPU usage
7752 -- If true, catch-up behaviour is enabled: The `chance` value is
7753 -- temporarily reduced when returning to an area to simulate time lost
7754 -- by the area being unattended. Note that the `chance` value can often
7757 action = function(pos, node, active_object_count, active_object_count_wider),
7758 -- Function triggered for each qualifying node.
7759 -- `active_object_count` is number of active objects in the node's
7761 -- `active_object_count_wider` is number of active objects in the node's
7762 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7763 -- mapblocks are unloaded an estmate is calculated for them based on
7764 -- loaded mapblocks.
7767 LBM (LoadingBlockModifier) definition
7768 -------------------------------------
7770 Used by `minetest.register_lbm`.
7772 A loading block modifier (LBM) is used to define a function that is called for
7773 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7774 gets activated (not loaded!)
7777 label = "Upgrade legacy doors",
7778 -- Descriptive label for profiling purposes (optional).
7779 -- Definitions with identical labels will be listed as one.
7781 name = "modname:replace_legacy_door",
7782 -- Identifier of the LBM, should follow the modname:<whatever> convention
7784 nodenames = {"default:lava_source"},
7785 -- List of node names to trigger the LBM on.
7786 -- Names of non-registered nodes and groups (as group:groupname)
7787 -- will work as well.
7789 run_at_every_load = false,
7790 -- Whether to run the LBM's action every time a block gets activated,
7791 -- and not only the first time the block gets activated after the LBM
7794 action = function(pos, node),
7795 -- Function triggered for each qualifying node.
7802 * `{name="image.png", animation={Tile Animation definition}}`
7803 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7804 * backface culling enabled by default for most nodes
7805 * align style determines whether the texture will be rotated with the node
7806 or kept aligned with its surroundings. "user" means that client
7807 setting will be used, similar to `glasslike_framed_optional`.
7808 Note: supported by solid nodes and nodeboxes only.
7809 * scale is used to make texture span several (exactly `scale`) nodes,
7810 instead of just one, in each direction. Works for world-aligned
7812 Note that as the effect is applied on per-mapblock basis, `16` should
7813 be equally divisible by `scale` or you may get wrong results.
7814 * `{name="image.png", color=ColorSpec}`
7815 * the texture's color will be multiplied with this color.
7816 * the tile's color overrides the owning node's color in all cases.
7817 * deprecated, yet still supported field names:
7820 Tile animation definition
7821 -------------------------
7824 type = "vertical_frames",
7827 -- Width of a frame in pixels
7830 -- Height of a frame in pixels
7840 -- Width in number of frames
7843 -- Height in number of frames
7846 -- Length of a single frame
7852 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7853 `minetest.register_tool`.
7857 -- Can contain new lines. "\n" has to be used as new line character.
7858 -- See also: `get_description` in [`ItemStack`]
7860 short_description = "",
7861 -- Must not contain new lines.
7863 -- Use an [`ItemStack`] to get the short description, e.g.:
7864 -- ItemStack(itemname):get_short_description()
7867 -- key = name, value = rating; rating = <number>.
7868 -- If rating not applicable, use 1.
7869 -- e.g. {wool = 1, fluffy = 3}
7870 -- {soil = 2, outerspace = 1, crumbly = 1}
7871 -- {bendy = 2, snappy = 1},
7872 -- {hard = 1, metal = 1, spikes = 1}
7874 inventory_image = "",
7875 -- Texture shown in the inventory GUI
7876 -- Defaults to a 3D rendering of the node if left empty.
7878 inventory_overlay = "",
7879 -- An overlay texture which is not affected by colorization
7882 -- Texture shown when item is held in hand
7883 -- Defaults to a 3D rendering of the node if left empty.
7886 -- Like inventory_overlay but only used in the same situation as wield_image
7888 wield_scale = {x = 1, y = 1, z = 1},
7889 -- Scale for the item when held in hand
7892 -- An image file containing the palette of a node.
7893 -- You can set the currently used color as the "palette_index" field of
7894 -- the item stack metadata.
7895 -- The palette is always stretched to fit indices between 0 and 255, to
7896 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7898 color = "#ffffffff",
7899 -- Color the item is colorized with. The palette overrides this.
7902 -- Maximum amount of items that can be in a single stack.
7903 -- The default can be changed by the setting `default_stack_max`
7906 -- Range of node and object pointing that is possible with this item held
7908 liquids_pointable = false,
7909 -- If true, item can point to all liquid nodes (`liquidtype ~= "none"`),
7910 -- even those for which `pointable = false`
7913 -- When used for nodes: Defines amount of light emitted by node.
7914 -- Otherwise: Defines texture glow when viewed as a dropped item
7915 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7916 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7919 -- See "Tool Capabilities" section for an example including explanation
7920 tool_capabilities = {
7921 full_punch_interval = 1.0,
7925 choppy = {times = {2.50, 1.40, 1.00}, uses = 20, maxlevel = 2},
7927 damage_groups = {groupname = damage},
7928 -- Damage values must be between -32768 and 32767 (2^15)
7930 punch_attack_uses = nil,
7931 -- Amount of uses this tool has for attacking players and entities
7932 -- by punching them (0 = infinite uses).
7933 -- For compatibility, this is automatically set from the first
7934 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7935 -- It is recommend to set this explicitly instead of relying on the
7936 -- fallback behavior.
7939 node_placement_prediction = nil,
7940 -- If nil and item is node, prediction is made automatically.
7941 -- If nil and item is not a node, no prediction is made.
7942 -- If "" and item is anything, no prediction is made.
7943 -- Otherwise should be name of node which the client immediately places
7944 -- on ground when the player places the item. Server will always update
7945 -- with actual result shortly.
7947 node_dig_prediction = "air",
7948 -- if "", no prediction is made.
7949 -- if "air", node is removed.
7950 -- Otherwise should be name of node which the client immediately places
7951 -- upon digging. Server will always update with actual result shortly.
7954 -- Definition of item sounds to be played at various events.
7955 -- All fields in this table are optional.
7957 breaks = <SimpleSoundSpec>,
7958 -- When tool breaks due to wear. Ignored for non-tools
7960 eat = <SimpleSoundSpec>,
7961 -- When item is eaten with `minetest.do_item_eat`
7964 on_place = function(itemstack, placer, pointed_thing),
7965 -- When the 'place' key was pressed with the item in hand
7966 -- and a node was pointed at.
7967 -- Shall place item and return the leftover itemstack
7968 -- or nil to not modify the inventory.
7969 -- The placer may be any ObjectRef or nil.
7970 -- default: minetest.item_place
7972 on_secondary_use = function(itemstack, user, pointed_thing),
7973 -- Same as on_place but called when not pointing at a node.
7974 -- Function must return either nil if inventory shall not be modified,
7975 -- or an itemstack to replace the original itemstack.
7976 -- The user may be any ObjectRef or nil.
7979 on_drop = function(itemstack, dropper, pos),
7980 -- Shall drop item and return the leftover itemstack.
7981 -- The dropper may be any ObjectRef or nil.
7982 -- default: minetest.item_drop
7984 on_use = function(itemstack, user, pointed_thing),
7986 -- When user pressed the 'punch/mine' key with the item in hand.
7987 -- Function must return either nil if inventory shall not be modified,
7988 -- or an itemstack to replace the original itemstack.
7989 -- e.g. itemstack:take_item(); return itemstack
7990 -- Otherwise, the function is free to do what it wants.
7991 -- The user may be any ObjectRef or nil.
7992 -- The default functions handle regular use cases.
7994 after_use = function(itemstack, user, node, digparams),
7996 -- If defined, should return an itemstack and will be called instead of
7997 -- wearing out the item (if tool). If returns nil, does nothing.
7998 -- If after_use doesn't exist, it is the same as:
7999 -- function(itemstack, user, node, digparams)
8000 -- itemstack:add_wear(digparams.wear)
8003 -- The user may be any ObjectRef or nil.
8005 _custom_field = whatever,
8006 -- Add your own custom fields. By convention, all custom field names
8007 -- should start with `_` to avoid naming collisions with future engine
8014 Used by `minetest.register_node`.
8017 -- <all fields allowed in item definitions>
8019 drawtype = "normal", -- See "Node drawtypes"
8022 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
8023 -- "firelike", "mesh", "nodebox", "allfaces".
8024 -- For plantlike and firelike, the image will start at the bottom of the
8025 -- node. For torchlike, the image will start at the surface to which the
8026 -- node "attaches". For the other drawtypes the image will be centered
8029 tiles = {tile definition 1, def2, def3, def4, def5, def6},
8030 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
8031 -- List can be shortened to needed length.
8033 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
8034 -- Same as `tiles`, but these textures are drawn on top of the base
8035 -- tiles. You can use this to colorize only specific parts of your
8036 -- texture. If the texture name is an empty string, that overlay is not
8037 -- drawn. Since such tiles are drawn twice, it is not recommended to use
8038 -- overlays on very common nodes.
8040 special_tiles = {tile definition 1, Tile definition 2},
8041 -- Special textures of node; used rarely.
8042 -- List can be shortened to needed length.
8045 -- The node's original color will be multiplied with this color.
8046 -- If the node has a palette, then this setting only has an effect in
8047 -- the inventory and on the wield item.
8049 use_texture_alpha = ...,
8050 -- Specifies how the texture's alpha channel will be used for rendering.
8052 -- * "opaque": Node is rendered opaque regardless of alpha channel
8053 -- * "clip": A given pixel is either fully see-through or opaque
8054 -- depending on the alpha channel being below/above 50% in value
8055 -- * "blend": The alpha channel specifies how transparent a given pixel
8056 -- of the rendered node is
8057 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
8058 -- "clip" otherwise.
8059 -- If set to a boolean value (deprecated): true either sets it to blend
8060 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
8063 -- The node's `param2` is used to select a pixel from the image.
8064 -- Pixels are arranged from left to right and from top to bottom.
8065 -- The node's color will be multiplied with the selected pixel's color.
8066 -- Tiles can override this behavior.
8067 -- Only when `paramtype2` supports palettes.
8069 post_effect_color = "#00000000",
8070 -- Screen tint if player is inside node, see "ColorSpec"
8072 paramtype = "none", -- See "Nodes"
8074 paramtype2 = "none", -- See "Nodes"
8077 -- Value for param2 that is set when player places node
8079 is_ground_content = true,
8080 -- If false, the cave generator and dungeon generator will not carve
8081 -- through this node.
8082 -- Specifically, this stops mod-added nodes being removed by caves and
8083 -- dungeons when those generate in a neighbor mapchunk and extend out
8084 -- beyond the edge of that mapchunk.
8086 sunlight_propagates = false,
8087 -- If true, sunlight will go infinitely through this node
8089 walkable = true, -- If true, objects collide with node
8091 pointable = true, -- If true, can be pointed at
8093 diggable = true, -- If false, can never be dug
8095 climbable = false, -- If true, can be climbed on like a ladder
8097 move_resistance = 0,
8098 -- Slows down movement of players through this node (max. 7).
8099 -- If this is nil, it will be equal to liquid_viscosity.
8100 -- Note: If liquid movement physics apply to the node
8101 -- (see `liquid_move_physics`), the movement speed will also be
8102 -- affected by the `movement_liquid_*` settings.
8104 buildable_to = false, -- If true, placed nodes can replace this node
8107 -- If true, liquids flow into and replace this node.
8108 -- Warning: making a liquid node 'floodable' will cause problems.
8110 liquidtype = "none", -- specifies liquid flowing physics
8111 -- * "none": no liquid flowing physics
8112 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
8113 -- recommended drawtype: "liquid".
8114 -- * "flowing": spawned from source, spawns more flowing liquid nodes
8115 -- around it until `liquid_range` is reached;
8116 -- will drain out without a source;
8117 -- recommended drawtype: "flowingliquid".
8118 -- If it's "source" or "flowing" and `liquid_range > 0`, then
8119 -- both `liquid_alternative_*` fields must be specified
8121 liquid_alternative_flowing = "",
8122 -- Node that represents the flowing version of the liquid
8124 liquid_alternative_source = "",
8125 -- Node that represents the source version of the liquid
8127 liquid_viscosity = 0,
8128 -- Controls speed at which the liquid spreads/flows (max. 7).
8129 -- 0 is fastest, 7 is slowest.
8130 -- By default, this also slows down movement of players inside the node
8131 -- (can be overridden using `move_resistance`)
8133 liquid_renewable = true,
8134 -- If true, a new liquid source can be created by placing two or more
8137 liquid_move_physics = nil, -- specifies movement physics if inside node
8138 -- * false: No liquid movement physics apply.
8139 -- * true: Enables liquid movement physics. Enables things like
8140 -- ability to "swim" up/down, sinking slowly if not moving,
8141 -- smoother speed change when falling into, etc. The `movement_liquid_*`
8143 -- * nil: Will be treated as true if `liquidype ~= "none"`
8144 -- and as false otherwise.
8147 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
8148 -- Allows defining the nodebox height without using param2.
8149 -- The nodebox height is 'leveled' / 64 nodes.
8150 -- The maximum value of 'leveled' is `leveled_max`.
8153 -- Maximum value for `leveled` (0-127), enforced in
8154 -- `minetest.set_node_level` and `minetest.add_node_level`.
8155 -- Values above 124 might causes collision detection issues.
8158 -- Maximum distance that flowing liquid nodes can spread around
8159 -- source on flat land;
8160 -- maximum = 8; set to 0 to disable liquid flow
8163 -- Player will take this amount of damage if no bubbles are left
8165 damage_per_second = 0,
8166 -- If player is inside node, this damage is caused
8168 node_box = {type = "regular"}, -- See "Node boxes"
8171 -- Used for nodebox nodes with the type == "connected".
8172 -- Specifies to what neighboring nodes connections will be drawn.
8173 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
8176 -- Tells connected nodebox nodes to connect only to these sides of this
8177 -- node. possible: "top", "bottom", "front", "left", "back", "right"
8180 -- File name of mesh when using "mesh" drawtype
8183 -- see [Node boxes] for possibilities
8185 -- Custom selection box definition. Multiple boxes can be defined.
8186 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
8187 -- definition is used for the selection box.
8190 -- see [Node boxes] for possibilities
8192 -- Custom collision box definition. Multiple boxes can be defined.
8193 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
8194 -- definition is used for the collision box.
8196 -- Support maps made in and before January 2012
8197 legacy_facedir_simple = false,
8198 legacy_wallmounted = false,
8201 -- Valid for drawtypes:
8202 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
8203 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
8204 -- 2 - wave node like leaves (whole node moves side-to-side)
8205 -- 3 - wave node like liquids (whole node moves up and down)
8206 -- Not all models will properly wave.
8207 -- plantlike drawtype can only wave like plants.
8208 -- allfaces_optional drawtype can only wave like leaves.
8209 -- liquid, flowingliquid drawtypes can only wave like liquids.
8212 -- Definition of node sounds to be played at various events.
8213 -- All fields in this table are optional.
8215 footstep = <SimpleSoundSpec>,
8216 -- If walkable, played when object walks on it. If node is
8217 -- climbable or a liquid, played when object moves through it
8219 dig = <SimpleSoundSpec> or "__group",
8220 -- While digging node.
8221 -- If `"__group"`, then the sound will be
8222 -- `default_dig_<groupname>`, where `<groupname>` is the
8223 -- name of the item's digging group with the fastest digging time.
8224 -- In case of a tie, one of the sounds will be played (but we
8225 -- cannot predict which one)
8226 -- Default value: `"__group"`
8228 dug = <SimpleSoundSpec>,
8231 place = <SimpleSoundSpec>,
8232 -- Node was placed. Also played after falling
8234 place_failed = <SimpleSoundSpec>,
8235 -- When node placement failed.
8236 -- Note: This happens if the _built-in_ node placement failed.
8237 -- This sound will still be played if the node is placed in the
8238 -- `on_place` callback manually.
8240 fall = <SimpleSoundSpec>,
8241 -- When node starts to fall or is detached
8245 -- Name of dropped item when dug.
8246 -- Default dropped item is the node itself.
8248 -- Using a table allows multiple items, drop chances and item filtering:
8251 -- Maximum number of item lists to drop.
8252 -- The entries in 'items' are processed in order. For each:
8253 -- Item filtering is applied, chance of drop is applied, if both are
8254 -- successful the entire item list is dropped.
8255 -- Entry processing continues until the number of dropped item lists
8256 -- equals 'max_items'.
8257 -- Therefore, entries should progress from low to high drop chance.
8261 -- 1 in 1000 chance of dropping a diamond.
8262 -- Default rarity is '1'.
8264 items = {"default:diamond"},
8267 -- Only drop if using an item whose name is identical to one
8269 tools = {"default:shovel_mese", "default:shovel_diamond"},
8271 items = {"default:dirt"},
8272 -- Whether all items in the dropped item list inherit the
8273 -- hardware coloring palette color from the dug node.
8274 -- Default is 'false'.
8275 inherit_color = true,
8278 -- Only drop if using an item whose name contains
8279 -- "default:shovel_" (this item filtering by string matching
8280 -- is deprecated, use tool_groups instead).
8281 tools = {"~default:shovel_"},
8283 -- The item list dropped.
8284 items = {"default:sand", "default:desert_sand"},
8287 -- Only drop if using an item in the "magicwand" group, or
8288 -- an item that is in both the "pickaxe" and the "lucky"
8292 {"pickaxe", "lucky"}
8294 items = {"default:coal_lump"},
8299 on_construct = function(pos),
8300 -- Node constructor; called after adding node.
8301 -- Can set up metadata and stuff like that.
8302 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
8305 on_destruct = function(pos),
8306 -- Node destructor; called before removing node.
8307 -- Not called for bulk node placement.
8310 after_destruct = function(pos, oldnode),
8311 -- Node destructor; called after removing node.
8312 -- Not called for bulk node placement.
8315 on_flood = function(pos, oldnode, newnode),
8316 -- Called when a liquid (newnode) is about to flood oldnode, if it has
8317 -- `floodable = true` in the nodedef. Not called for bulk node placement
8318 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
8319 -- node is not flooded, but on_flood callback will most likely be called
8320 -- over and over again every liquid update interval.
8322 -- Warning: making a liquid node 'floodable' will cause problems.
8324 preserve_metadata = function(pos, oldnode, oldmeta, drops),
8325 -- Called when oldnode is about be converted to an item, but before the
8326 -- node is deleted from the world or the drops are added. This is
8327 -- generally the result of either the node being dug or an attached node
8328 -- becoming detached.
8329 -- oldmeta are the metadata fields (table) of the node before deletion.
8330 -- drops is a table of ItemStacks, so any metadata to be preserved can
8331 -- be added directly to one or more of the dropped items. See
8332 -- "ItemStackMetaRef".
8335 after_place_node = function(pos, placer, itemstack, pointed_thing),
8336 -- Called after constructing node when node was placed using
8337 -- minetest.item_place_node / minetest.place_node.
8338 -- If return true no item is taken from itemstack.
8339 -- `placer` may be any valid ObjectRef or nil.
8342 after_dig_node = function(pos, oldnode, oldmetadata, digger),
8343 -- oldmetadata is in table format.
8344 -- Called after destructing node when node was dug using
8345 -- minetest.node_dig / minetest.dig_node.
8348 can_dig = function(pos, [player]),
8349 -- Returns true if node can be dug, or false if not.
8352 on_punch = function(pos, node, puncher, pointed_thing),
8353 -- default: minetest.node_punch
8354 -- Called when puncher (an ObjectRef) punches the node at pos.
8355 -- By default calls minetest.register_on_punchnode callbacks.
8357 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
8359 -- Called when clicker (an ObjectRef) used the 'place/build' key
8360 -- (not neccessarily an actual rightclick)
8361 -- while pointing at the node at pos with 'node' being the node table.
8362 -- itemstack will hold clicker's wielded item.
8363 -- Shall return the leftover itemstack.
8364 -- Note: pointed_thing can be nil, if a mod calls this function.
8365 -- This function does not get triggered by clients <=0.4.16 if the
8366 -- "formspec" node metadata field is set.
8368 on_dig = function(pos, node, digger),
8369 -- default: minetest.node_dig
8370 -- By default checks privileges, wears out item (if tool) and removes node.
8371 -- return true if the node was dug successfully, false otherwise.
8372 -- Deprecated: returning nil is the same as returning true.
8374 on_timer = function(pos, elapsed),
8376 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
8377 -- elapsed is the total time passed since the timer was started.
8378 -- return true to run the timer for another cycle with the same timeout
8381 on_receive_fields = function(pos, formname, fields, sender),
8382 -- fields = {name1 = value1, name2 = value2, ...}
8383 -- Called when an UI form (e.g. sign text input) returns data.
8384 -- See minetest.register_on_player_receive_fields for more info.
8387 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8388 -- Called when a player wants to move items inside the inventory.
8389 -- Return value: number of items allowed to move.
8391 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8392 -- Called when a player wants to put something into the inventory.
8393 -- Return value: number of items allowed to put.
8394 -- Return value -1: Allow and don't modify item count in inventory.
8396 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8397 -- Called when a player wants to take something out of the inventory.
8398 -- Return value: number of items allowed to take.
8399 -- Return value -1: Allow and don't modify item count in inventory.
8401 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8402 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8403 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8404 -- Called after the actual action has happened, according to what was
8408 on_blast = function(pos, intensity),
8409 -- intensity: 1.0 = mid range of regular TNT.
8410 -- If defined, called when an explosion touches the node, instead of
8411 -- removing the node.
8413 mod_origin = "modname",
8414 -- stores which mod actually registered a node
8415 -- If the source could not be determined it contains "??"
8416 -- Useful for getting which mod truly registered something
8417 -- example: if a node is registered as ":othermodname:nodename",
8418 -- nodename will show "othermodname", but mod_orgin will say "modname"
8424 Used by `minetest.register_craft`.
8429 output = "default:pick_stone",
8431 {"default:cobble", "default:cobble", "default:cobble"},
8432 {"", "default:stick", ""},
8433 {"", "default:stick", ""}, -- Also groups; e.g. "group:crumbly"
8435 replacements = <list of item pairs>,
8436 -- replacements: replace one input item with another item on crafting
8444 output = "mushrooms:mushroom_stew",
8447 "mushrooms:mushroom_brown",
8448 "mushrooms:mushroom_red",
8450 replacements = <list of item pairs>,
8456 type = "toolrepair",
8457 additional_wear = -0.02, -- multiplier of 65536
8460 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8461 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
8463 The wear of the output is determined by the wear of both tools, plus a
8464 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8465 you want `additional_wear` to be negative.
8467 The formula used to calculate the resulting wear is:
8469 65536 * (1 - ( (1 - tool_1_wear) + (1 - tool_2_wear) + additional_wear ))
8471 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8472 no crafting is possible.
8478 output = "default:glass",
8479 recipe = "default:sand",
8487 recipe = "bucket:bucket_lava",
8489 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8492 The engine does not implement anything specific to cooking or fuels, but the
8493 recpies can be retrieved later using `minetest.get_craft_result` to have a
8494 consistent interface across different games/mods.
8499 Used by `minetest.register_ore`.
8501 See [Ores] section above for essential information.
8505 -- Supported: "scatter", "sheet", "puff", "blob", "vein", "stratum"
8508 -- Ore node to place
8511 -- Param2 to set for ore (e.g. facedir rotation)
8514 -- Node to place ore in. Multiple are possible by passing a list.
8516 clust_scarcity = 8 * 8 * 8,
8517 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8518 -- If the desired average distance between ores is 'd', set this to
8522 -- Number of ores in a cluster
8525 -- Size of the bounding box of the cluster.
8526 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8527 -- nodes are coal ore.
8531 -- Lower and upper limits for ore (inclusive)
8534 -- Attributes for the ore generation, see 'Ore attributes' section above
8536 noise_threshold = 0,
8537 -- If noise is above this threshold, ore is placed. Not needed for a
8538 -- uniform distribution.
8543 spread = {x = 100, y = 100, z = 100},
8548 -- NoiseParams structure describing one of the perlin noises used for
8549 -- ore distribution.
8550 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8551 -- Omit from "scatter" ore for a uniform ore distribution.
8552 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8555 biomes = {"desert", "rainforest"},
8556 -- List of biomes in which this ore occurs.
8557 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8558 -- being used does not support biomes.
8559 -- Can be a list of (or a single) biome names, IDs, or definitions.
8561 -- Type-specific parameters
8564 column_height_min = 1,
8565 column_height_max = 16,
8566 column_midpoint_factor = 0.5,
8572 spread = {x = 100, y = 100, z = 100},
8580 spread = {x = 100, y = 100, z = 100},
8587 random_factor = 1.0,
8590 np_stratum_thickness = {
8593 spread = {x = 100, y = 100, z = 100},
8598 stratum_thickness = 8, -- only used if no noise defined
8604 Used by `minetest.register_biome`.
8606 The maximum number of biomes that can be used is 65535. However, using an
8607 excessive number of biomes will slow down map generation. Depending on desired
8608 performance and computing power the practical limit is much lower.
8613 node_dust = "default:snow",
8614 -- Node dropped onto upper surface after all else is generated
8616 node_top = "default:dirt_with_snow",
8618 -- Node forming surface layer of biome and thickness of this layer
8620 node_filler = "default:permafrost",
8622 -- Node forming lower layer of biome and thickness of this layer
8624 node_stone = "default:bluestone",
8625 -- Node that replaces all stone nodes between roughly y_min and y_max.
8627 node_water_top = "default:ice",
8628 depth_water_top = 10,
8629 -- Node forming a surface layer in seawater with the defined thickness
8632 -- Node that replaces all seawater nodes not in the surface layer
8634 node_river_water = "default:ice",
8635 -- Node that replaces river water in mapgens that use
8636 -- default:river_water
8638 node_riverbed = "default:gravel",
8640 -- Node placed under river water and thickness of this layer
8642 node_cave_liquid = "default:lava_source",
8643 node_cave_liquid = {"default:water_source", "default:lava_source"},
8644 -- Nodes placed inside 50% of the medium size caves.
8645 -- Multiple nodes can be specified, each cave will use a randomly
8646 -- chosen node from the list.
8647 -- If this field is left out or 'nil', cave liquids fall back to
8648 -- classic behaviour of lava and water distributed using 3D noise.
8649 -- For no cave liquid, specify "air".
8651 node_dungeon = "default:cobble",
8652 -- Node used for primary dungeon structure.
8653 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8654 -- alias, if that is also absent, dungeon nodes fall back to the biome
8656 -- If present, the following two nodes are also used.
8658 node_dungeon_alt = "default:mossycobble",
8659 -- Node used for randomly-distributed alternative structure nodes.
8660 -- If alternative structure nodes are not wanted leave this absent.
8662 node_dungeon_stair = "stairs:stair_cobble",
8663 -- Node used for dungeon stairs.
8664 -- If absent, stairs fall back to 'node_dungeon'.
8668 -- Upper and lower limits for biome.
8669 -- Alternatively you can use xyz limits as shown below.
8671 max_pos = {x = 31000, y = 128, z = 31000},
8672 min_pos = {x = -31000, y = 9, z = -31000},
8673 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8674 -- Biome is limited to a cuboid defined by these positions.
8675 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8676 -- 31000 in 'max_pos'.
8679 -- Vertical distance in nodes above 'y_max' over which the biome will
8680 -- blend with the biome above.
8681 -- Set to 0 for no vertical blend. Defaults to 0.
8684 humidity_point = 50,
8685 -- Characteristic temperature and humidity for the biome.
8686 -- These values create 'biome points' on a voronoi diagram with heat and
8687 -- humidity as axes. The resulting voronoi cells determine the
8688 -- distribution of the biomes.
8689 -- Heat and humidity have average values of 50, vary mostly between
8690 -- 0 and 100 but can exceed these values.
8693 Decoration definition
8694 ---------------------
8696 See [Decoration types]. Used by `minetest.register_decoration`.
8699 deco_type = "simple",
8700 -- Type. "simple" or "schematic" supported
8702 place_on = "default:dirt_with_grass",
8703 -- Node (or list of nodes) that the decoration can be placed on
8706 -- Size of the square (X / Z) divisions of the mapchunk being generated.
8707 -- Determines the resolution of noise variation if used.
8708 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8709 -- equal to the chunk size.
8712 -- The value determines 'decorations per surface node'.
8713 -- Used only if noise_params is not specified.
8714 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8715 -- a different and much faster method.
8720 spread = {x = 100, y = 100, z = 100},
8727 -- NoiseParams structure describing the perlin noise used for decoration
8729 -- A noise value is calculated for each square division and determines
8730 -- 'decorations per surface node' within each division.
8731 -- If the noise value >= 10.0 complete coverage is enabled and
8732 -- decoration placement uses a different and much faster method.
8734 biomes = {"Oceanside", "Hills", "Plains"},
8735 -- List of biomes in which this decoration occurs. Occurs in all biomes
8736 -- if this is omitted, and ignored if the Mapgen being used does not
8738 -- Can be a list of (or a single) biome names, IDs, or definitions.
8742 -- Lower and upper limits for decoration (inclusive).
8743 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8745 spawn_by = "default:water",
8746 -- Node (or list of nodes) that the decoration only spawns next to.
8747 -- Checks the 8 neighbouring nodes on the same Y, and also the ones
8748 -- at Y+1, excluding both center nodes.
8751 -- Number of spawn_by nodes that must be surrounding the decoration
8752 -- position to occur.
8753 -- If absent or -1, decorations occur next to any nodes.
8755 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8756 -- Flags for all decoration types.
8757 -- "liquid_surface": Instead of placement on the highest solid surface
8758 -- in a mapchunk column, placement is on the highest liquid surface.
8759 -- Placement is disabled if solid nodes are found above the liquid
8761 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8762 -- by the decoration.
8763 -- "all_floors", "all_ceilings": Instead of placement on the highest
8764 -- surface in a mapchunk the decoration is placed on all floor and/or
8765 -- ceiling surfaces, for example in caves and dungeons.
8766 -- Ceiling decorations act as an inversion of floor decorations so the
8767 -- effect of 'place_offset_y' is inverted.
8768 -- Y-slice probabilities do not function correctly for ceiling
8769 -- schematic decorations as the behaviour is unchanged.
8770 -- If a single decoration registration has both flags the floor and
8771 -- ceiling decorations will be aligned vertically.
8773 ----- Simple-type parameters
8775 decoration = "default:grass",
8776 -- The node name used as the decoration.
8777 -- If instead a list of strings, a randomly selected node from the list
8778 -- is placed as the decoration.
8781 -- Decoration height in nodes.
8782 -- If height_max is not 0, this is the lower limit of a randomly
8786 -- Upper limit of the randomly selected height.
8787 -- If absent, the parameter 'height' is used as a constant.
8790 -- Param2 value of decoration nodes.
8791 -- If param2_max is not 0, this is the lower limit of a randomly
8795 -- Upper limit of the randomly selected param2.
8796 -- If absent, the parameter 'param2' is used as a constant.
8799 -- Y offset of the decoration base node relative to the standard base
8801 -- Can be positive or negative. Default is 0.
8802 -- Effect is inverted for "all_ceilings" decorations.
8803 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8804 -- to the 'place_on' node.
8806 ----- Schematic-type parameters
8808 schematic = "foobar.mts",
8809 -- If schematic is a string, it is the filepath relative to the current
8810 -- working directory of the specified Minetest schematic file.
8811 -- Could also be the ID of a previously registered schematic.
8814 size = {x = 4, y = 6, z = 4},
8816 {name = "default:cobble", param1 = 255, param2 = 0},
8817 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8818 {name = "air", param1 = 255, param2 = 0},
8822 {ypos = 2, prob = 128},
8823 {ypos = 5, prob = 64},
8827 -- Alternative schematic specification by supplying a table. The fields
8828 -- size and data are mandatory whereas yslice_prob is optional.
8829 -- See 'Schematic specifier' for details.
8831 replacements = {["oldname"] = "convert_to", ...},
8832 -- Map of node names to replace in the schematic after reading it.
8834 flags = "place_center_x, place_center_y, place_center_z",
8835 -- Flags for schematic decorations. See 'Schematic attributes'.
8838 -- Rotation can be "0", "90", "180", "270", or "random"
8841 -- If the flag 'place_center_y' is set this parameter is ignored.
8842 -- Y offset of the schematic base node layer relative to the 'place_on'
8844 -- Can be positive or negative. Default is 0.
8845 -- Effect is inverted for "all_ceilings" decorations.
8846 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8847 -- to the 'place_on' node.
8850 Chat command definition
8851 -----------------------
8853 Used by `minetest.register_chatcommand`.
8856 params = "<name> <privilege>", -- Short parameter description
8858 description = "Remove privilege from player", -- Full description
8860 privs = {privs=true}, -- Require the "privs" privilege to run
8862 func = function(name, param),
8863 -- Called when command is run. Returns boolean success and text output.
8864 -- Special case: The help message is shown to the player if `func`
8865 -- returns false without a text output.
8868 Note that in params, use of symbols is as follows:
8870 * `<>` signifies a placeholder to be replaced when the command is used. For
8871 example, when a player name is needed: `<name>`
8872 * `[]` signifies param is optional and not required when the command is used.
8873 For example, if you require param1 but param2 is optional:
8874 `<param1> [<param2>]`
8875 * `|` signifies exclusive or. The command requires one param from the options
8876 provided. For example: `<param1> | <param2>`
8877 * `()` signifies grouping. For example, when param1 and param2 are both
8878 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8880 Privilege definition
8881 --------------------
8883 Used by `minetest.register_privilege`.
8887 -- Privilege description
8889 give_to_singleplayer = true,
8890 -- Whether to grant the privilege to singleplayer.
8892 give_to_admin = true,
8893 -- Whether to grant the privilege to the server admin.
8894 -- Uses value of 'give_to_singleplayer' by default.
8896 on_grant = function(name, granter_name),
8897 -- Called when given to player 'name' by 'granter_name'.
8898 -- 'granter_name' will be nil if the priv was granted by a mod.
8900 on_revoke = function(name, revoker_name),
8901 -- Called when taken from player 'name' by 'revoker_name'.
8902 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8904 -- Note that the above two callbacks will be called twice if a player is
8905 -- responsible, once with the player name, and then with a nil player
8907 -- Return true in the above callbacks to stop register_on_priv_grant or
8908 -- revoke being called.
8911 Detached inventory callbacks
8912 ----------------------------
8914 Used by `minetest.create_detached_inventory`.
8917 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8918 -- Called when a player wants to move items inside the inventory.
8919 -- Return value: number of items allowed to move.
8921 allow_put = function(inv, listname, index, stack, player),
8922 -- Called when a player wants to put something into the inventory.
8923 -- Return value: number of items allowed to put.
8924 -- Return value -1: Allow and don't modify item count in inventory.
8926 allow_take = function(inv, listname, index, stack, player),
8927 -- Called when a player wants to take something out of the inventory.
8928 -- Return value: number of items allowed to take.
8929 -- Return value -1: Allow and don't modify item count in inventory.
8931 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8932 on_put = function(inv, listname, index, stack, player),
8933 on_take = function(inv, listname, index, stack, player),
8934 -- Called after the actual action has happened, according to what was
8942 Since most values have multiple different functions, please see the
8943 documentation in [HUD] section.
8945 Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
8948 hud_elem_type = "image",
8949 -- Type of element, can be "image", "text", "statbar", "inventory",
8950 -- "waypoint", "image_waypoint", "compass" or "minimap"
8952 position = {x=0.5, y=0.5},
8953 -- Top left corner position of element
8957 scale = {x = 1, y = 1},
8968 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8970 alignment = {x=0, y=0},
8972 offset = {x=0, y=0},
8974 world_pos = {x=0, y=0, z=0},
8979 -- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
8987 Used by `minetest.add_particle`.
8990 pos = {x=0, y=0, z=0},
8991 velocity = {x=0, y=0, z=0},
8992 acceleration = {x=0, y=0, z=0},
8993 -- Spawn particle at pos with velocity and acceleration
8996 -- Disappears after expirationtime seconds
8999 -- Scales the visual size of the particle texture.
9000 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
9001 -- particle (just like actual node dig particles).
9003 collisiondetection = false,
9004 -- If true collides with `walkable` nodes and, depending on the
9005 -- `object_collision` field, objects too.
9007 collision_removal = false,
9008 -- If true particle is removed when it collides.
9009 -- Requires collisiondetection = true to have any effect.
9011 object_collision = false,
9012 -- If true particle collides with objects that are defined as
9013 -- `physical = true,` and `collide_with_objects = true,`.
9014 -- Requires collisiondetection = true to have any effect.
9017 -- If true faces player using y axis only
9019 texture = "image.png",
9020 -- The texture of the particle
9021 -- v5.6.0 and later: also supports the table format described in the
9022 -- following section
9024 playername = "singleplayer",
9025 -- Optional, if specified spawns particle only on the player's client
9027 animation = {Tile Animation definition},
9028 -- Optional, specifies how to animate the particle texture
9031 -- Optional, specify particle self-luminescence in darkness.
9034 node = {name = "ignore", param2 = 0},
9035 -- Optional, if specified the particle will have the same appearance as
9036 -- node dig particles for the given node.
9037 -- `texture` and `animation` will be ignored if this is set.
9040 -- Optional, only valid in combination with `node`
9041 -- If set to a valid number 1-6, specifies the tile from which the
9042 -- particle texture is picked.
9043 -- Otherwise, the default behavior is used. (currently: any random tile)
9045 drag = {x=0, y=0, z=0},
9046 -- v5.6.0 and later: Optional drag value, consult the following section
9048 bounce = {min = ..., max = ..., bias = 0},
9049 -- v5.6.0 and later: Optional bounce range, consult the following section
9053 `ParticleSpawner` definition
9054 ----------------------------
9056 Used by `minetest.add_particlespawner`.
9058 Before v5.6.0, particlespawners used a different syntax and had a more limited set
9059 of features. Definition fields that are the same in both legacy and modern versions
9060 are shown in the next listing, and the fields that are used by legacy versions are
9061 shown separated by a comment; the modern fields are too complex to compactly
9062 describe in this manner and are documented after the listing.
9064 The older syntax can be used in combination with the newer syntax (e.g. having
9065 `minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers,
9066 the new syntax will override the older syntax; on older servers, the newer syntax
9070 -- Common fields (same name and meaning in both new and legacy syntax)
9073 -- Number of particles spawned over the time period `time`.
9076 -- Lifespan of spawner in seconds.
9077 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
9078 -- a per-second basis.
9080 collisiondetection = false,
9081 -- If true collide with `walkable` nodes and, depending on the
9082 -- `object_collision` field, objects too.
9084 collision_removal = false,
9085 -- If true particles are removed when they collide.
9086 -- Requires collisiondetection = true to have any effect.
9088 object_collision = false,
9089 -- If true particles collide with objects that are defined as
9090 -- `physical = true,` and `collide_with_objects = true,`.
9091 -- Requires collisiondetection = true to have any effect.
9093 attached = ObjectRef,
9094 -- If defined, particle positions, velocities and accelerations are
9095 -- relative to this object's position and yaw
9098 -- If true face player using y axis only
9100 texture = "image.png",
9101 -- The texture of the particle
9103 playername = "singleplayer",
9104 -- Optional, if specified spawns particles only on the player's client
9106 animation = {Tile Animation definition},
9107 -- Optional, specifies how to animate the particles' texture
9108 -- v5.6.0 and later: set length to -1 to sychronize the length
9109 -- of the animation with the expiration time of individual particles.
9110 -- (-2 causes the animation to be played twice, and so on)
9113 -- Optional, specify particle self-luminescence in darkness.
9116 node = {name = "ignore", param2 = 0},
9117 -- Optional, if specified the particles will have the same appearance as
9118 -- node dig particles for the given node.
9119 -- `texture` and `animation` will be ignored if this is set.
9122 -- Optional, only valid in combination with `node`
9123 -- If set to a valid number 1-6, specifies the tile from which the
9124 -- particle texture is picked.
9125 -- Otherwise, the default behavior is used. (currently: any random tile)
9127 -- Legacy definition fields
9129 minpos = {x=0, y=0, z=0},
9130 maxpos = {x=0, y=0, z=0},
9131 minvel = {x=0, y=0, z=0},
9132 maxvel = {x=0, y=0, z=0},
9133 minacc = {x=0, y=0, z=0},
9134 maxacc = {x=0, y=0, z=0},
9139 -- The particles' properties are random values between the min and max
9141 -- applies to: pos, velocity, acceleration, expirationtime, size
9142 -- If `node` is set, min and maxsize can be set to 0 to spawn
9143 -- randomly-sized particles (just like actual node dig particles).
9146 ### Modern definition fields
9148 After v5.6.0, spawner properties can be defined in several different ways depending
9149 on the level of control you need. `pos` for instance can be set as a single vector,
9150 in which case all particles will appear at that exact point throughout the lifetime
9151 of the spawner. Alternately, it can be specified as a min-max pair, specifying a
9152 cubic range the particles can appear randomly within. Finally, some properties can
9153 be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying
9156 The following definitions are all equivalent, listed in order of precedence from
9157 lowest (the legacy syntax) to highest (tween tables). If multiple forms of a
9158 property definition are present, the highest-precidence form will be selected
9159 and all lower-precedence fields will be ignored, allowing for graceful
9160 degradation in older clients).
9164 maxpos = {x = 0, y = 0, z = 0},
9165 minpos = {x = 0, y = 0, z = 0},
9169 -- all components of every particle's position vector will be set to this
9173 pos = vector.new(0,0,0),
9174 -- all particles will appear at this exact position throughout the lifetime
9175 -- of the particlespawner
9179 -- the particle will appear at a position that is picked at random from
9180 -- within a cubic range
9182 min = vector.new(0,0,0),
9183 -- `min` is the minimum value this property will be set to in particles
9184 -- spawned by the generator
9186 max = vector.new(0,0,0),
9187 -- `max` is the minimum value this property will be set to in particles
9188 -- spawned by the generator
9191 -- when `bias` is 0, all random values are exactly as likely as any
9192 -- other. when it is positive, the higher it is, the more likely values
9193 -- will appear towards the minimum end of the allowed spectrum. when
9194 -- it is negative, the lower it is, the more likely values will appear
9195 -- towards the maximum end of the allowed spectrum. the curve is
9196 -- exponential and there is no particular maximum or minimum value
9201 -- a tween table should consist of a list of frames in the same form as the
9202 -- untweened pos property above, which the engine will interpolate between,
9203 -- and optionally a number of properties that control how the interpolation
9204 -- takes place. currently **only two frames**, the first and the last, are
9205 -- used, but extra frames are accepted for the sake of forward compatibility.
9206 -- any of the above definition styles can be used here as well in any combination
9207 -- supported by the property type
9211 -- linear animation from first to last frame (default)
9213 -- linear animation from last to first frame
9215 -- linear animation from first to last then back to first again
9217 -- like "pulse", but slightly randomized to add a bit of stutter
9220 -- number of times the animation is played over the particle's lifespan
9223 -- point in the spawner's lifespan at which the animation begins. 0 is
9224 -- the very beginning, 1 is the very end
9226 -- frames can be defined in a number of different ways, depending on the
9227 -- underlying type of the property. for now, all but the first and last
9228 -- frame are ignored
9240 { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9241 { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9244 0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 },
9248 All of the properties that can be defined in this way are listed in the next
9249 section, along with the datatypes they accept.
9251 #### List of particlespawner properties
9252 All of the properties in this list can be animated with `*_tween` tables
9253 unless otherwise specified. For example, `jitter` can be tweened by setting
9254 a `jitter_tween` table instead of (or in addition to) a `jitter` table/value.
9255 Types used are defined in the previous section.
9257 * vec3 range `pos`: the position at which particles can appear
9258 * vec3 range `vel`: the initial velocity of the particle
9259 * vec3 range `acc`: the direction and speed with which the particle
9261 * vec3 range `jitter`: offsets the velocity of each particle by a random
9262 amount within the specified range each frame. used to create Brownian motion.
9263 * vec3 range `drag`: the amount by which absolute particle velocity along
9264 each axis is decreased per second. a value of 1.0 means that the particle
9265 will be slowed to a stop over the space of a second; a value of -1.0 means
9266 that the particle speed will be doubled every second. to avoid interfering
9267 with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can
9268 be used instead of a uniform value.
9269 * float range `bounce`: how bouncy the particles are when `collisiondetection`
9270 is turned on. values less than or equal to `0` turn off particle bounce;
9271 `1` makes the particles bounce without losing any velocity, and `2` makes
9272 them double their velocity with every bounce. `bounce` is not bounded but
9273 values much larger than `1.0` probably aren't very useful.
9274 * float range `exptime`: the number of seconds after which the particle
9276 * table `attract`: sets the birth orientation of particles relative to various
9277 shapes defined in world coordinate space. this is an alternative means of
9278 setting the velocity which allows particles to emerge from or enter into
9279 some entity or node on the map, rather than simply being assigned random
9280 velocity values within a range. the velocity calculated by this method will
9281 be **added** to that specified by `vel` if `vel` is also set, so in most
9282 cases **`vel` should be set to 0**. `attract` has the fields:
9283 * string `kind`: selects the kind of shape towards which the particles will
9284 be oriented. it must have one of the following values:
9285 * `"none"`: no attractor is set and the `attractor` table is ignored
9286 * `"point"`: the particles are attracted to a specific point in space.
9287 use this also if you want a sphere-like effect, in combination with
9288 the `radius` property.
9289 * `"line"`: the particles are attracted to an (infinite) line passing
9290 through the points `origin` and `angle`. use this for e.g. beacon
9291 effects, energy beam effects, etc.
9292 * `"plane"`: the particles are attracted to an (infinite) plane on whose
9293 surface `origin` designates a point in world coordinate space. use this
9294 for e.g. particles entering or emerging from a portal.
9295 * float range `strength`: the speed with which particles will move towards
9296 `attractor`. If negative, the particles will instead move away from that
9298 * vec3 `origin`: the origin point of the shape towards which particles will
9299 initially be oriented. functions as an offset if `origin_attached` is also
9301 * vec3 `direction`: sets the direction in which the attractor shape faces. for
9302 lines, this sets the angle of the line; e.g. a vector of (0,1,0) will
9303 create a vertical line that passes through `origin`. for planes, `direction`
9304 is the surface normal of an infinite plane on whose surface `origin` is
9305 a point. functions as an offset if `direction_attached` is also set.
9306 * entity `origin_attached`: allows the origin to be specified as an offset
9307 from the position of an entity rather than a coordinate in world space.
9308 * entity `direction_attached`: allows the direction to be specified as an offset
9309 from the position of an entity rather than a coordinate in world space.
9310 * bool `die_on_contact`: if true, the particles' lifetimes are adjusted so
9311 that they will die as they cross the attractor threshold. this behavior
9312 is the default but is undesirable for some kinds of animations; set it to
9313 false to allow particles to live out their natural lives.
9314 * vec3 range `radius`: if set, particles will be arranged in a sphere around
9315 `pos`. A constant can be used to create a spherical shell of particles, a
9316 vector to create an ovoid shell, and a range to create a volume; e.g.
9317 `{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5
9318 and 1 nodes away from `pos` but will cluster them towards the center of the
9319 sphere. Usually if `radius` is used, `pos` should be a single point, but it
9320 can still be a range if you really know what you're doing (e.g. to create a
9321 "roundcube" emitter volume).
9325 In versions before v5.6.0, particlespawner textures could only be specified as a single
9326 texture string. After v5.6.0, textures can now be specified as a table as well. This
9327 table contains options that allow simple animations to be applied to the texture.
9330 name = "mymod_particle_texture.png",
9331 -- the texture specification string
9334 -- controls how visible the particle is; at 1.0 the particle is fully
9335 -- visible, at 0, it is completely invisible.
9337 alpha_tween = {1, 0},
9338 -- can be used instead of `alpha` to animate the alpha value over the
9339 -- particle's lifetime. these tween tables work identically to the tween
9340 -- tables used in particlespawner properties, except that time references
9341 -- are understood with respect to the particle's lifetime, not the
9342 -- spawner's. {1,0} fades the particle out over its lifetime.
9345 scale = {x = 1, y = 1},
9346 -- scales the texture onscreen
9352 -- animates the scale over the particle's lifetime. works like the
9353 -- alpha_tween table, but can accept two-dimensional vectors as well as
9354 -- integer values. the example value would cause the particle to shrink
9355 -- in one dimension over the course of its life until it disappears
9358 -- (default) blends transparent pixels with those they are drawn atop
9359 -- according to the alpha channel of the source texture. useful for
9360 -- e.g. material objects like rocks, dirt, smoke, or node chunks
9362 -- adds the value of pixels to those underneath them, modulo the sources
9363 -- alpha channel. useful for e.g. bright light effects like sparks or fire
9365 -- like "add" but less bright. useful for subtler light effecs. note that
9366 -- this is NOT formally equivalent to the "screen" effect used in image
9367 -- editors and compositors, as it does not respect the alpha channel of
9368 -- of the image being blended
9370 -- the inverse of "add"; the value of the source pixel is subtracted from
9371 -- the pixel underneath it. a white pixel will turn whatever is underneath
9372 -- it black; a black pixel will be "transparent". useful for creating
9373 -- darkening effects
9375 animation = {Tile Animation definition},
9376 -- overrides the particlespawner's global animation property for a single
9380 Instead of setting a single texture definition, it is also possible to set a
9381 `texpool` property. A `texpool` consists of a list of possible particle textures.
9382 Every time a particle is spawned, the engine will pick a texture at random from
9383 the `texpool` and assign it as that particle's texture. You can also specify a
9384 `texture` in addition to a `texpool`; the `texture` value will be ignored on newer
9385 clients but will be sent to older (pre-v5.6.0) clients that do not implement
9389 "mymod_particle_texture.png";
9390 { name = "mymod_spark.png", fade = "out" },
9392 name = "mymod_dust.png",
9396 type = "vertical_frames",
9397 aspect_w = 16, aspect_h = 16,
9400 -- the animation lasts for 3s and then repeats
9402 -- repeat the animation three times over the particle's lifetime
9403 -- (post-v5.6.0 clients only)
9408 #### List of animatable texture properties
9410 While animated particlespawner values vary over the course of the particlespawner's
9411 lifetime, animated texture properties vary over the lifespans of the individual
9412 particles spawned with that texture. So a particle with the texture property
9420 would be invisible at its spawning, pulse visible four times throughout its
9421 lifespan, and then vanish again before expiring.
9423 * float `alpha` (0.0 - 1.0): controls the visibility of the texture
9424 * vec2 `scale`: controls the size of the displayed billboard onscreen. Its units
9425 are multiples of the parent particle's assigned size (see the `size` property above)
9427 `HTTPRequest` definition
9428 ------------------------
9430 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
9433 url = "http://example.org",
9436 -- Timeout for request to be completed in seconds. Default depends on engine settings.
9438 method = "GET", "POST", "PUT" or "DELETE"
9439 -- The http method to use. Defaults to "GET".
9441 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
9442 -- Data for the POST, PUT or DELETE request.
9443 -- Accepts both a string and a table. If a table is specified, encodes
9444 -- table as x-www-form-urlencoded key-value pairs.
9446 user_agent = "ExampleUserAgent",
9447 -- Optional, if specified replaces the default minetest user agent with
9450 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
9451 -- Optional, if specified adds additional headers to the HTTP request.
9452 -- You must make sure that the header strings follow HTTP specification
9456 -- Optional, if true performs a multipart HTTP request.
9457 -- Default is false.
9458 -- Post only, data must be array
9460 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
9461 -- Deprecated, use `data` instead. Forces `method = "POST"`.
9464 `HTTPRequestResult` definition
9465 ------------------------------
9467 Passed to `HTTPApiTable.fetch` callback. Returned by
9468 `HTTPApiTable.fetch_async_get`.
9472 -- If true, the request has finished (either succeeded, failed or timed
9476 -- If true, the request was successful
9479 -- If true, the request timed out
9487 Authentication handler definition
9488 ---------------------------------
9490 Used by `minetest.register_authentication_handler`.
9493 get_auth = function(name),
9494 -- Get authentication data for existing player `name` (`nil` if player
9496 -- Returns following structure:
9497 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
9499 create_auth = function(name, password),
9500 -- Create new auth data for player `name`.
9501 -- Note that `password` is not plain-text but an arbitrary
9502 -- representation decided by the engine.
9504 delete_auth = function(name),
9505 -- Delete auth data of player `name`.
9506 -- Returns boolean indicating success (false if player is nonexistent).
9508 set_password = function(name, password),
9509 -- Set password of player `name` to `password`.
9510 -- Auth data should be created if not present.
9512 set_privileges = function(name, privileges),
9513 -- Set privileges of player `name`.
9514 -- `privileges` is in table form, auth data should be created if not
9517 reload = function(),
9518 -- Reload authentication data from the storage location.
9519 -- Returns boolean indicating success.
9521 record_login = function(name),
9522 -- Called when player joins, used for keeping track of last_login
9524 iterate = function(),
9525 -- Returns an iterator (use with `for` loops) for all player names
9526 -- currently in the auth database
9532 Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
9534 See http://bitop.luajit.org/ for advanced information.