1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `author`: The author of the game. It only appears when downloaded from
84 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
85 an internal ID used to track versions.
87 Used to set default settings when running this game.
89 In the same format as the one in builtin.
90 This settingtypes.txt will be parsed by the menu and the settings will be
91 displayed in the "Games" category in the advanced settings tab.
92 * If the game contains a folder called `textures` the server will load it as a
93 texturepack, overriding mod textures.
94 Any server texturepack will override mod textures and the game texturepack.
99 Games can provide custom main menu images. They are put inside a `menu`
100 directory inside the game directory.
102 The images are named `$identifier.png`, where `$identifier` is one of
103 `overlay`, `background`, `footer`, `header`.
104 If you want to specify multiple images for one identifier, add additional
105 images named like `$identifier.$n.png`, with an ascending number $n starting
106 with 1, and a random image will be chosen from the provided ones.
117 Paths are relative to the directories listed in the [Paths] section above.
119 * `games/<gameid>/mods/`
121 * `worlds/<worldname>/worldmods/`
126 It is possible to include a game in a world; in this case, no mods or
127 games are loaded or checked from anywhere else.
129 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
132 Mods should then be placed in `<worldname>/game/mods/`.
137 Mods can be put in a subdirectory, if the parent directory, which otherwise
138 should be a mod, contains a file named `modpack.conf`.
139 The file is a key-value store of modpack details.
141 * `name`: The modpack name. Allows Minetest to determine the modpack name even
142 if the folder is wrongly named.
143 * `description`: Description of mod to be shown in the Mods tab of the main
145 * `author`: The author of the modpack. It only appears when downloaded from
147 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
148 internal ID used to track versions.
149 * `title`: A human-readable title to address the modpack.
151 Note: to support 0.4.x, please also create an empty modpack.txt file.
153 Mod directory structure
154 -----------------------
160 │ ├── settingtypes.txt
164 │ │ ├── modname_stuff.png
165 │ │ ├── modname_stuff_normal.png
166 │ │ ├── modname_something_else.png
167 │ │ ├── subfolder_foo
168 │ │ │ ├── modname_more_stuff.png
169 │ │ │ └── another_subfolder
170 │ │ └── bar_subfolder
179 The location of this directory can be fetched by using
180 `minetest.get_modpath(modname)`.
184 A `Settings` file that provides meta information about the mod.
186 * `name`: The mod name. Allows Minetest to determine the mod name even if the
187 folder is wrongly named.
188 * `description`: Description of mod to be shown in the Mods tab of the main
190 * `depends`: A comma separated list of dependencies. These are mods that must be
191 loaded before this mod.
192 * `optional_depends`: A comma separated list of optional dependencies.
193 Like a dependency, but no error if the mod doesn't exist.
194 * `author`: The author of the mod. It only appears when downloaded from
196 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
197 internal ID used to track versions.
198 * `title`: A human-readable title to address the mod.
200 Note: to support 0.4.x, please also provide depends.txt.
204 A screenshot shown in the mod manager within the main menu. It should
205 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
209 **Deprecated:** you should use mod.conf instead.
211 This file is used if there are no dependencies in mod.conf.
213 List of mods that have to be loaded before loading this mod.
215 A single line contains a single modname.
217 Optional dependencies can be defined by appending a question mark
218 to a single modname. This means that if the specified mod
219 is missing, it does not prevent this mod from being loaded.
221 ### `description.txt`
223 **Deprecated:** you should use mod.conf instead.
225 This file is used if there is no description in mod.conf.
227 A file containing a description to be shown in the Mods tab of the main menu.
229 ### `settingtypes.txt`
231 The format is documented in `builtin/settingtypes.txt`.
232 It is parsed by the main menu settings dialogue to list mod-specific
233 settings in the "Mods" category.
237 The main Lua script. Running this script should register everything it
238 wants to register. Subsequent execution depends on minetest calling the
239 registered callbacks.
241 `minetest.settings` can be used to read custom or existing settings at load
242 time, if necessary. (See [`Settings`])
244 ### `textures`, `sounds`, `media`, `models`, `locale`
246 Media files (textures, sounds, whatever) that will be transferred to the
247 client and will be available for use by the mod and translation files for
248 the clients (see [Translations]).
250 It is suggested to use the folders for the purpous they are thought for,
251 eg. put textures into `textures`, translation files into `locale`,
252 models for entities or meshnodes into `models` et cetera.
254 These folders and subfolders can contain subfolders.
255 Subfolders with names starting with `_` or `.` are ignored.
256 If a subfolder contains a media file with the same name as a media file
257 in one of its parents, the parent's file is used.
259 Although it is discouraged, a mod can overwrite a media file of any mod that it
260 depends on by supplying a file with an equal name.
265 Registered names should generally be in this format:
269 `<whatever>` can have these characters:
273 This is to prevent conflicting names from corrupting maps and is
274 enforced by the mod loader.
276 Registered names can be overridden by prefixing the name with `:`. This can
277 be used for overriding the registrations of some other mod.
279 The `:` prefix can also be used for maintaining backwards compatibility.
283 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
284 So the name should be `experimental:tnt`.
286 Any mod can redefine `experimental:tnt` by using the name
290 when registering it. That mod is required to have `experimental` as a
299 Aliases of itemnames can be added by using
300 `minetest.register_alias(alias, original_name)` or
301 `minetest.register_alias_force(alias, original_name)`.
303 This adds an alias `alias` for the item called `original_name`.
304 From now on, you can use `alias` to refer to the item `original_name`.
306 The only difference between `minetest.register_alias` and
307 `minetest.register_alias_force` is that if an item named `alias` already exists,
308 `minetest.register_alias` will do nothing while
309 `minetest.register_alias_force` will unregister it.
311 This can be used for maintaining backwards compatibility.
313 This can also set quick access names for things, e.g. if
314 you have an item called `epiclylongmodname:stuff`, you could do
316 minetest.register_alias("stuff", "epiclylongmodname:stuff")
318 and be able to use `/giveme stuff`.
323 In a game, a certain number of these must be set to tell core mapgens which
324 of the game's nodes are to be used for core mapgen generation. For example:
326 minetest.register_alias("mapgen_stone", "default:stone")
328 ### Aliases for non-V6 mapgens
330 #### Essential aliases
333 * mapgen_water_source
334 * mapgen_river_water_source
336 `mapgen_river_water_source` is required for mapgens with sloping rivers where
337 it is necessary to have a river liquid node with a short `liquid_range` and
338 `liquid_renewable = false` to avoid flooding.
340 #### Optional aliases
344 Fallback lava node used if cave liquids are not defined in biome definitions.
345 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
349 Fallback node used if dungeon nodes are not defined in biome definitions.
350 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
352 ### Aliases needed for Mapgen V6
355 * mapgen_water_source
358 * mapgen_dirt_with_grass
361 * mapgen_desert_stone
363 * mapgen_dirt_with_snow
372 * mapgen_jungleleaves
375 * mapgen_pine_needles
378 * mapgen_stair_cobble
380 * mapgen_stair_desert_stone
382 ### Setting the node used in Mapgen Singlenode
384 By default the world is filled with air nodes. To set a different node use, for
387 minetest.register_alias("mapgen_singlenode", "default:stone")
395 Mods should generally prefix their textures with `modname_`, e.g. given
396 the mod name `foomod`, a texture could be called:
400 Textures are referred to by their complete name, or alternatively by
401 stripping out the file extension:
403 * e.g. `foomod_foothing.png`
404 * e.g. `foomod_foothing`
410 There are various texture modifiers that can be used
411 to let the client generate textures on-the-fly.
412 The modifiers are applied directly in sRGB colorspace,
413 i.e. without gamma-correction.
415 ### Texture overlaying
417 Textures can be overlaid by putting a `^` between them.
421 default_dirt.png^default_grass_side.png
423 `default_grass_side.png` is overlaid over `default_dirt.png`.
424 The texture with the lower resolution will be automatically upscaled to
425 the higher resolution texture.
429 Textures can be grouped together by enclosing them in `(` and `)`.
431 Example: `cobble.png^(thing1.png^thing2.png)`
433 A texture for `thing1.png^thing2.png` is created and the resulting
434 texture is overlaid on top of `cobble.png`.
438 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
439 passing complex texture names as arguments. Escaping is done with backslash and
440 is required for `^` and `:`.
442 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
444 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
445 on top of `cobble.png`.
447 ### Advanced texture modifiers
453 * `[crack:<t>:<n>:<p>`
454 * `[cracko:<t>:<n>:<p>`
458 * `<t>`: tile count (in each direction)
459 * `<n>`: animation frame count
460 * `<p>`: current animation frame
462 Draw a step of the crack animation on the texture.
463 `crack` draws it normally, while `cracko` lays it over, keeping transparent
468 default_cobble.png^[crack:10:1
470 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
476 * `<file>`: texture to combine
478 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
479 specified coordinates.
483 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
485 #### `[resize:<w>x<h>`
487 Resizes the texture to the given dimensions.
491 default_sandstone.png^[resize:16x16
495 Makes the base image transparent according to the given ratio.
497 `r` must be between 0 (transparent) and 255 (opaque).
501 default_sandstone.png^[opacity:127
503 #### `[invert:<mode>`
505 Inverts the given channels of the base image.
506 Mode may contain the characters "r", "g", "b", "a".
507 Only the channels that are mentioned in the mode string will be inverted.
511 default_apple.png^[invert:rgb
515 Brightens the texture.
519 tnt_tnt_side.png^[brighten
523 Makes the texture completely opaque.
527 default_leaves.png^[noalpha
529 #### `[makealpha:<r>,<g>,<b>`
531 Convert one color to transparency.
535 default_cobble.png^[makealpha:128,128,128
539 * `<t>`: transformation(s) to apply
541 Rotates and/or flips the image.
543 `<t>` can be a number (between 0 and 7) or a transform name.
544 Rotations are counter-clockwise.
547 1 R90 rotate by 90 degrees
548 2 R180 rotate by 180 degrees
549 3 R270 rotate by 270 degrees
551 5 FXR90 flip X then rotate by 90 degrees
553 7 FYR90 flip Y then rotate by 90 degrees
557 default_stone.png^[transformFXR90
559 #### `[inventorycube{<top>{<left>{<right>`
561 Escaping does not apply here and `^` is replaced by `&` in texture names
564 Create an inventory cube texture using the side textures.
568 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
570 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
571 `dirt.png^grass_side.png` textures
573 #### `[lowpart:<percent>:<file>`
575 Blit the lower `<percent>`% part of `<file>` on the texture.
579 base.png^[lowpart:25:overlay.png
581 #### `[verticalframe:<t>:<n>`
583 * `<t>`: animation frame count
584 * `<n>`: current animation frame
586 Crops the texture to a frame of a vertical animation.
590 default_torch_animated.png^[verticalframe:16:8
594 Apply a mask to the base image.
596 The mask is applied using binary AND.
598 #### `[sheet:<w>x<h>:<x>,<y>`
600 Retrieves a tile at position x,y from the base image
601 which it assumes to be a tilesheet with dimensions w,h.
603 #### `[colorize:<color>:<ratio>`
605 Colorize the textures with the given color.
606 `<color>` is specified as a `ColorString`.
607 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
608 it is an int, then it specifies how far to interpolate between the
609 colors where 0 is only the texture color and 255 is only `<color>`. If
610 omitted, the alpha of `<color>` will be used as the ratio. If it is
611 the word "`alpha`", then each texture pixel will contain the RGB of
612 `<color>` and the alpha of `<color>` multiplied by the alpha of the
615 #### `[multiply:<color>`
617 Multiplies texture colors with the given color.
618 `<color>` is specified as a `ColorString`.
619 Result is more like what you'd expect if you put a color on top of another
620 color, meaning white surfaces get a lot of your new color while black parts
621 don't change very much.
626 The goal of hardware coloring is to simplify the creation of
627 colorful nodes. If your textures use the same pattern, and they only
628 differ in their color (like colored wool blocks), you can use hardware
629 coloring instead of creating and managing many texture files.
630 All of these methods use color multiplication (so a white-black texture
631 with red coloring will result in red-black color).
635 This method is useful if you wish to create nodes/items with
636 the same texture, in different colors, each in a new node/item definition.
640 When you register an item or node, set its `color` field (which accepts a
641 `ColorSpec`) to the desired color.
643 An `ItemStack`'s static color can be overwritten by the `color` metadata
644 field. If you set that field to a `ColorString`, that color will be used.
648 Each tile may have an individual static color, which overwrites every
649 other coloring method. To disable the coloring of a face,
650 set its color to white (because multiplying with white does nothing).
651 You can set the `color` property of the tiles in the node's definition
652 if the tile is in table format.
656 For nodes and items which can have many colors, a palette is more
657 suitable. A palette is a texture, which can contain up to 256 pixels.
658 Each pixel is one possible color for the node/item.
659 You can register one node/item, which can have up to 256 colors.
661 #### Palette indexing
663 When using palettes, you always provide a pixel index for the given
664 node or `ItemStack`. The palette is read from left to right and from
665 top to bottom. If the palette has less than 256 pixels, then it is
666 stretched to contain exactly 256 pixels (after arranging the pixels
667 to one line). The indexing starts from 0.
671 * 16x16 palette, index = 0: the top left corner
672 * 16x16 palette, index = 4: the fifth pixel in the first row
673 * 16x16 palette, index = 16: the pixel below the top left corner
674 * 16x16 palette, index = 255: the bottom right corner
675 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
676 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
677 to ensure the total 256 pixels.
678 * 2x4 palette, index = 32: the top right corner
679 * 2x4 palette, index = 63: the top right corner
680 * 2x4 palette, index = 64: the pixel below the top left corner
682 #### Using palettes with items
684 When registering an item, set the item definition's `palette` field to
685 a texture. You can also use texture modifiers.
687 The `ItemStack`'s color depends on the `palette_index` field of the
688 stack's metadata. `palette_index` is an integer, which specifies the
689 index of the pixel to use.
691 #### Linking palettes with nodes
693 When registering a node, set the item definition's `palette` field to
694 a texture. You can also use texture modifiers.
695 The node's color depends on its `param2`, so you also must set an
696 appropriate `paramtype2`:
698 * `paramtype2 = "color"` for nodes which use their full `param2` for
699 palette indexing. These nodes can have 256 different colors.
700 The palette should contain 256 pixels.
701 * `paramtype2 = "colorwallmounted"` for nodes which use the first
702 five bits (most significant) of `param2` for palette indexing.
703 The remaining three bits are describing rotation, as in `wallmounted`
704 paramtype2. Division by 8 yields the palette index (without stretching the
705 palette). These nodes can have 32 different colors, and the palette
706 should contain 32 pixels.
708 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
709 pixel will be picked from the palette.
710 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
711 pixel will be picked from the palette.
712 * `paramtype2 = "colorfacedir"` for nodes which use the first
713 three bits of `param2` for palette indexing. The remaining
714 five bits are describing rotation, as in `facedir` paramtype2.
715 Division by 32 yields the palette index (without stretching the
716 palette). These nodes can have 8 different colors, and the
717 palette should contain 8 pixels.
719 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
720 first (= 0 + 1) pixel will be picked from the palette.
721 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
722 second (= 1 + 1) pixel will be picked from the palette.
724 To colorize a node on the map, set its `param2` value (according
725 to the node's paramtype2).
727 ### Conversion between nodes in the inventory and on the map
729 Static coloring is the same for both cases, there is no need
732 If the `ItemStack`'s metadata contains the `color` field, it will be
733 lost on placement, because nodes on the map can only use palettes.
735 If the `ItemStack`'s metadata contains the `palette_index` field, it is
736 automatically transferred between node and item forms by the engine,
737 when a player digs or places a colored node.
738 You can disable this feature by setting the `drop` field of the node
739 to itself (without metadata).
740 To transfer the color to a special drop, you need a drop table.
744 minetest.register_node("mod:stone", {
745 description = "Stone",
746 tiles = {"default_stone.png"},
747 paramtype2 = "color",
748 palette = "palette.png",
751 -- assume that mod:cobblestone also has the same palette
752 {items = {"mod:cobblestone"}, inherit_color = true },
757 ### Colored items in craft recipes
759 Craft recipes only support item strings, but fortunately item strings
760 can also contain metadata. Example craft recipe registration:
762 minetest.register_craft({
763 output = minetest.itemstring_with_palette("wool:block", 3),
771 To set the `color` field, you can use `minetest.itemstring_with_color`.
773 Metadata field filtering in the `recipe` field are not supported yet,
774 so the craft output is independent of the color of the ingredients.
779 Sometimes hardware coloring is not enough, because it affects the
780 whole tile. Soft texture overlays were added to Minetest to allow
781 the dynamic coloring of only specific parts of the node's texture.
782 For example a grass block may have colored grass, while keeping the
785 These overlays are 'soft', because unlike texture modifiers, the layers
786 are not merged in the memory, but they are simply drawn on top of each
787 other. This allows different hardware coloring, but also means that
788 tiles with overlays are drawn slower. Using too much overlays might
791 For inventory and wield images you can specify overlays which
792 hardware coloring does not modify. You have to set `inventory_overlay`
793 and `wield_overlay` fields to an image name.
795 To define a node overlay, simply set the `overlay_tiles` field of the node
796 definition. These tiles are defined in the same way as plain tiles:
797 they can have a texture name, color etc.
798 To skip one face, set that overlay tile to an empty string.
800 Example (colored grass block):
802 minetest.register_node("default:dirt_with_grass", {
803 description = "Dirt with Grass",
804 -- Regular tiles, as usual
805 -- The dirt tile disables palette coloring
806 tiles = {{name = "default_grass.png"},
807 {name = "default_dirt.png", color = "white"}},
808 -- Overlay tiles: define them in the same style
809 -- The top and bottom tile does not have overlay
810 overlay_tiles = {"", "",
811 {name = "default_grass_side.png"}},
812 -- Global color, used in inventory
814 -- Palette in the world
815 paramtype2 = "color",
816 palette = "default_foilage.png",
825 Only Ogg Vorbis files are supported.
827 For positional playing of sounds, only single-channel (mono) files are
828 supported. Otherwise OpenAL will play them non-positionally.
830 Mods should generally prefix their sounds with `modname_`, e.g. given
831 the mod name "`foomod`", a sound could be called:
835 Sounds are referred to by their name with a dot, a single digit and the
836 file extension stripped out. When a sound is played, the actual sound file
837 is chosen randomly from the matching sounds.
839 When playing the sound `foomod_foosound`, the sound is chosen randomly
840 from the available ones of the following files:
842 * `foomod_foosound.ogg`
843 * `foomod_foosound.0.ogg`
844 * `foomod_foosound.1.ogg`
846 * `foomod_foosound.9.ogg`
848 Examples of sound parameter tables:
850 -- Play locationless on all clients
852 gain = 1.0, -- default
853 fade = 0.0, -- default, change to a value > 0 to fade the sound in
854 pitch = 1.0, -- default
856 -- Play locationless to one player
859 gain = 1.0, -- default
860 fade = 0.0, -- default, change to a value > 0 to fade the sound in
861 pitch = 1.0, -- default
863 -- Play locationless to one player, looped
866 gain = 1.0, -- default
869 -- Play at a location
871 pos = {x = 1, y = 2, z = 3},
872 gain = 1.0, -- default
873 max_hear_distance = 32, -- default, uses an euclidean metric
875 -- Play connected to an object, looped
877 object = <an ObjectRef>,
878 gain = 1.0, -- default
879 max_hear_distance = 32, -- default, uses an euclidean metric
882 -- Play at a location, heard by anyone *but* the given player
884 pos = {x = 32, y = 0, z = 100},
885 max_hear_distance = 40,
886 exclude_player = name,
889 Looped sounds must either be connected to an object or played locationless to
890 one player using `to_player = name`.
892 A positional sound will only be heard by players that are within
893 `max_hear_distance` of the sound position, at the start of the sound.
895 `exclude_player = name` can be applied to locationless, positional and object-
896 bound sounds to exclude a single player from hearing them.
901 Specifies a sound name, gain (=volume) and pitch.
902 This is either a string or a table.
904 In string form, you just specify the sound name or
905 the empty string for no sound.
907 Table form has the following fields:
910 * `gain`: Volume (`1.0` = 100%)
911 * `pitch`: Pitch (`1.0` = 100%)
913 `gain` and `pitch` are optional and default to `1.0`.
919 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
920 * `{name = "default_place_node"}`: Same as above
921 * `{name = "default_place_node", gain = 0.5}`: 50% volume
922 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
927 These sound files are played back by the engine if provided.
929 * `player_damage`: Played when the local player takes damage (gain = 0.5)
930 * `player_falling_damage`: Played when the local player takes
931 damage by falling (gain = 0.5)
932 * `player_jump`: Played when the local player jumps
933 * `default_dig_<groupname>`: Default node digging sound
934 (see node sound definition for details)
936 Registered definitions
937 ======================
939 Anything added using certain [Registration functions] gets added to one or more
940 of the global [Registered definition tables].
942 Note that in some cases you will stumble upon things that are not contained
943 in these tables (e.g. when a mod has been removed). Always check for
944 existence before trying to access the fields.
948 All nodes register with `minetest.register_node` get added to the table
949 `minetest.registered_nodes`.
951 If you want to check the drawtype of a node, you could do:
953 local function get_nodedef_field(nodename, fieldname)
954 if not minetest.registered_nodes[nodename] then
957 return minetest.registered_nodes[nodename][fieldname]
959 local drawtype = get_nodedef_field(nodename, "drawtype")
967 Nodes are the bulk data of the world: cubes and other things that take the
968 space of a cube. Huge amounts of them are handled efficiently, but they
971 The definition of a node is stored and can be accessed by using
973 minetest.registered_nodes[node.name]
975 See [Registered definitions].
977 Nodes are passed by value between Lua and the engine.
978 They are represented by a table:
980 {name="name", param1=num, param2=num}
982 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
983 them for certain automated functions. If you don't use these functions, you can
984 use them to store arbitrary values.
989 The functions of `param1` and `param2` are determined by certain fields in the
992 The function of `param1` is determined by `paramtype` in node definition.
993 `param1` is reserved for the engine when `paramtype != "none"`.
995 * `paramtype = "light"`
996 * The value stores light with and without sun in its upper and lower 4 bits
998 * Required by a light source node to enable spreading its light.
999 * Required by the following drawtypes as they determine their visual
1000 brightness from their internal light value:
1010 * `paramtype = "none"`
1011 * `param1` will not be used by the engine and can be used to store
1014 The function of `param2` is determined by `paramtype2` in node definition.
1015 `param2` is reserved for the engine when `paramtype2 != "none"`.
1017 * `paramtype2 = "flowingliquid"`
1018 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1019 * The liquid level and a flag of the liquid are stored in `param2`
1020 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1021 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1022 to access/manipulate the content of this field
1023 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1024 * `paramtype2 = "wallmounted"`
1025 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
1026 * The rotation of the node is stored in `param2`
1027 * You can make this value by using `minetest.dir_to_wallmounted()`
1028 * Values range 0 - 5
1029 * The value denotes at which direction the node is "mounted":
1030 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1031 * `paramtype2 = "facedir"`
1032 * Supported drawtypes: "normal", "nodebox", "mesh"
1033 * The rotation of the node is stored in `param2`. Furnaces and chests are
1034 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1035 * Values range 0 - 23
1036 * facedir / 4 = axis direction:
1037 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1038 * facedir modulo 4 = rotation around that axis
1039 * `paramtype2 = "leveled"`
1040 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1042 * The level of the top face of the nodebox is stored in `param2`.
1043 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1045 * The nodebox height is (`param2` / 64) nodes.
1046 * The maximum accepted value of `param2` is 127.
1048 * The height of the 'plantlike' section is stored in `param2`.
1049 * The height is (`param2` / 16) nodes.
1050 * `paramtype2 = "degrotate"`
1051 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1053 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1054 get the actual rotation in degrees of the node.
1055 * `paramtype2 = "meshoptions"`
1056 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1057 optional modifiers of the "plant". `param2` is a bitfield.
1058 * Bits 0 to 2 select the shape.
1059 Use only one of the values below:
1060 * 0 = a "x" shaped plant (ordinary plant)
1061 * 1 = a "+" shaped plant (just rotated 45 degrees)
1062 * 2 = a "*" shaped plant with 3 faces instead of 2
1063 * 3 = a "#" shaped plant with 4 faces instead of 2
1064 * 4 = a "#" shaped plant with 4 faces that lean outwards
1065 * 5-7 are unused and reserved for future meshes.
1066 * Bits 3 to 7 are used to enable any number of optional modifiers.
1067 Just add the corresponding value(s) below to `param2`:
1068 * 8 - Makes the plant slightly vary placement horizontally
1069 * 16 - Makes the plant mesh 1.4x larger
1070 * 32 - Moves each face randomly a small bit down (1/8 max)
1071 * values 64 and 128 (bits 6-7) are reserved for future use.
1072 * Example: `param2 = 0` selects a normal "x" shaped plant
1073 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1074 * `paramtype2 = "color"`
1075 * `param2` tells which color is picked from the palette.
1076 The palette should have 256 pixels.
1077 * `paramtype2 = "colorfacedir"`
1078 * Same as `facedir`, but with colors.
1079 * The first three bits of `param2` tells which color is picked from the
1080 palette. The palette should have 8 pixels.
1081 * `paramtype2 = "colorwallmounted"`
1082 * Same as `wallmounted`, but with colors.
1083 * The first five bits of `param2` tells which color is picked from the
1084 palette. The palette should have 32 pixels.
1085 * `paramtype2 = "glasslikeliquidlevel"`
1086 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1088 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1090 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1091 * `paramtype2 = "none"`
1092 * `param2` will not be used by the engine and can be used to store
1095 Nodes can also contain extra data. See [Node Metadata].
1100 There are a bunch of different looking node types.
1102 Look for examples in `games/devtest` or `games/minetest_game`.
1105 * A node-sized cube.
1107 * Invisible, uses no texture.
1109 * The cubic source node for a liquid.
1111 * The flowing version of a liquid, appears with various heights and slopes.
1113 * Often used for partially-transparent nodes.
1114 * Only external sides of textures are visible.
1115 * `glasslike_framed`
1116 * All face-connected nodes are drawn as one volume within a surrounding
1118 * The frame appearance is generated from the edges of the first texture
1119 specified in `tiles`. The width of the edges used are 1/16th of texture
1120 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1121 * The glass 'shine' (or other desired detail) on each node face is supplied
1122 by the second texture specified in `tiles`.
1123 * `glasslike_framed_optional`
1124 * This switches between the above 2 drawtypes according to the menu setting
1127 * Often used for partially-transparent nodes.
1128 * External and internal sides of textures are visible.
1129 * `allfaces_optional`
1130 * Often used for leaves nodes.
1131 * This switches between `normal`, `glasslike` and `allfaces` according to
1132 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1133 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1134 is used instead, if present. This allows a visually thicker texture to be
1135 used to compensate for how `glasslike` reduces visual thickness.
1137 * A single vertical texture.
1138 * If placed on top of a node, uses the first texture specified in `tiles`.
1139 * If placed against the underside of a node, uses the second texture
1140 specified in `tiles`.
1141 * If placed on the side of a node, uses the third texture specified in
1142 `tiles` and is perpendicular to that node.
1144 * A single texture parallel to, and mounted against, the top, underside or
1147 * Two vertical and diagonal textures at right-angles to each other.
1148 * See `paramtype2 = "meshoptions"` above for other options.
1150 * When above a flat surface, appears as 6 textures, the central 2 as
1151 `plantlike` plus 4 more surrounding those.
1152 * If not above a surface the central 2 do not appear, but the texture
1153 appears against the faces of surrounding nodes if they are present.
1155 * A 3D model suitable for a wooden fence.
1156 * One placed node appears as a single vertical post.
1157 * Adjacently-placed nodes cause horizontal bars to appear between them.
1159 * Often used for tracks for mining carts.
1160 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1161 curved, t-junction, crossing.
1162 * Each placed node automatically switches to a suitable rotated texture
1163 determined by the adjacent `raillike` nodes, in order to create a
1164 continuous track network.
1165 * Becomes a sloping node if placed against stepped nodes.
1167 * Often used for stairs and slabs.
1168 * Allows defining nodes consisting of an arbitrary number of boxes.
1169 * See [Node boxes] below for more information.
1171 * Uses models for nodes.
1172 * Tiles should hold model materials textures.
1173 * Only static meshes are implemented.
1174 * For supported model formats see Irrlicht engine documentation.
1175 * `plantlike_rooted`
1176 * Enables underwater `plantlike` without air bubbles around the nodes.
1177 * Consists of a base cube at the co-ordinates of the node plus a
1178 `plantlike` extension above with a height of `param2 / 16` nodes.
1179 * The `plantlike` extension visually passes through any nodes above the
1180 base cube without affecting them.
1181 * The base cube texture tiles are defined as normal, the `plantlike`
1182 extension uses the defined special tile, for example:
1183 `special_tiles = {{name = "default_papyrus.png"}},`
1185 `*_optional` drawtypes need less rendering time if deactivated
1186 (always client-side).
1191 Node selection boxes are defined using "node boxes".
1193 A nodebox is defined as any of:
1196 -- A normal cube; the default in most things
1200 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1202 fixed = box OR {box1, box2, ...}
1205 -- A variable height box (or boxes) with the top face position defined
1206 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1208 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1210 fixed = box OR {box1, box2, ...}
1213 -- A box like the selection box for torches
1214 -- (wallmounted param2 is used, if applicable)
1215 type = "wallmounted",
1221 -- A node that has optional boxes depending on neighbouring nodes'
1222 -- presence and type. See also `connects_to`.
1224 fixed = box OR {box1, box2, ...}
1225 connect_top = box OR {box1, box2, ...}
1226 connect_bottom = box OR {box1, box2, ...}
1227 connect_front = box OR {box1, box2, ...}
1228 connect_left = box OR {box1, box2, ...}
1229 connect_back = box OR {box1, box2, ...}
1230 connect_right = box OR {box1, box2, ...}
1231 -- The following `disconnected_*` boxes are the opposites of the
1232 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1233 -- on the respective side, the corresponding disconnected box is drawn.
1234 disconnected_top = box OR {box1, box2, ...}
1235 disconnected_bottom = box OR {box1, box2, ...}
1236 disconnected_front = box OR {box1, box2, ...}
1237 disconnected_left = box OR {box1, box2, ...}
1238 disconnected_back = box OR {box1, box2, ...}
1239 disconnected_right = box OR {box1, box2, ...}
1240 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1241 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1242 -- neighbours to the sides
1245 A `box` is defined as:
1247 {x1, y1, z1, x2, y2, z2}
1249 A box of a regular node would look like:
1251 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1253 To avoid collision issues, keep each value within the range of +/- 1.45.
1254 This also applies to leveled nodeboxes, where the final height shall not
1255 exceed this soft limit.
1259 Map terminology and coordinates
1260 ===============================
1262 Nodes, mapblocks, mapchunks
1263 ---------------------------
1265 A 'node' is the fundamental cubic unit of a world and appears to a player as
1266 roughly 1x1x1 meters in size.
1268 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1269 fundamental region of a world that is stored in the world database, sent to
1270 clients and handled by many parts of the engine.
1271 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1272 'node', however 'block' often appears in the API.
1274 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1275 (80x80x80 nodes) and is the volume of world generated in one operation by
1277 The size in mapblocks has been chosen to optimise map generation.
1282 ### Orientation of axes
1284 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1286 ### Node coordinates
1288 Almost all positions used in the API use node coordinates.
1290 ### Mapblock coordinates
1292 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1293 specify a particular mapblock.
1294 For example blockpos (0,0,0) specifies the mapblock that extends from
1295 node position (0,0,0) to node position (15,15,15).
1297 #### Converting node position to the containing blockpos
1299 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1302 * blockpos = math.floor(nodepos / 16)
1304 #### Converting blockpos to min/max node positions
1306 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1310 nodepos = blockpos * 16
1312 nodepos = blockpos * 16 + 15
1323 The position field is used for all element types.
1325 To account for differing resolutions, the position coordinates are the
1326 percentage of the screen, ranging in value from `0` to `1`.
1328 The name field is not yet used, but should contain a description of what the
1329 HUD element represents.
1331 The `direction` field is the direction in which something is drawn.
1332 `0` draws from left to right, `1` draws from right to left, `2` draws from
1333 top to bottom, and `3` draws from bottom to top.
1335 The `alignment` field specifies how the item will be aligned. It is a table
1336 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1337 moved to the left/up, and `1` is to the right/down. Fractional values can be
1340 The `offset` field specifies a pixel offset from the position. Contrary to
1341 position, the offset is not scaled to screen size. This allows for some
1342 precisely positioned items in the HUD.
1344 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1347 The `z_index` field specifies the order of HUD elements from back to front.
1348 Lower z-index elements are displayed behind higher z-index elements. Elements
1349 with same z-index are displayed in an arbitrary order. Default 0.
1350 Supports negative values. By convention, the following values are recommended:
1352 * -400: Graphical effects, such as vignette
1353 * -300: Name tags, waypoints
1355 * -100: Things that block the player's view, e.g. masks
1356 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1357 minimap, builtin statbars, etc.
1358 * 100: Temporary text messages or notification icons
1359 * 1000: Full-screen effects such as full-black screen or credits.
1360 This includes effects that cover the entire screen
1361 * Other: If your HUD element doesn't fit into any category, pick a number
1362 between the suggested values
1366 Below are the specific uses for fields in each type; fields not listed for that
1371 Displays an image on the HUD.
1373 * `scale`: The scale of the image, with 1 being the original texture size.
1374 Only the X coordinate scale is used (positive values).
1375 Negative values represent that percentage of the screen it
1376 should take; e.g. `x=-100` means 100% (width).
1377 * `text`: The name of the texture that is displayed.
1378 * `alignment`: The alignment of the image.
1379 * `offset`: offset in pixels from position.
1383 Displays text on the HUD.
1385 * `scale`: Defines the bounding rectangle of the text.
1386 A value such as `{x=100, y=100}` should work.
1387 * `text`: The text to be displayed in the HUD element.
1388 * `number`: An integer containing the RGB value of the color used to draw the
1389 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1390 * `alignment`: The alignment of the text.
1391 * `offset`: offset in pixels from position.
1392 * `size`: size of the text.
1393 The player-set font size is multiplied by size.x (y value isn't used).
1397 Displays a horizontal bar made up of half-images with an optional background.
1399 * `text`: The name of the texture to use.
1400 * `text2`: Optional texture name to enable a background / "off state"
1401 texture (useful to visualize the maximal value). Both textures
1402 must have the same size.
1403 * `number`: The number of half-textures that are displayed.
1404 If odd, will end with a vertically center-split texture.
1405 * `item`: Same as `number` but for the "off state" texture
1406 * `direction`: To which direction the images will extend to
1407 * `offset`: offset in pixels from position.
1408 * `size`: If used, will force full-image size to this value (override texture
1413 * `text`: The name of the inventory list to be displayed.
1414 * `number`: Number of items in the inventory to be displayed.
1415 * `item`: Position of item that is selected.
1417 * `offset`: offset in pixels from position.
1421 Displays distance to selected world position.
1423 * `name`: The name of the waypoint.
1424 * `text`: Distance suffix. Can be blank.
1425 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1426 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1427 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1428 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1429 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1430 `precision = n` will show multiples of `1/n`
1431 * `number:` An integer containing the RGB value of the color used to draw the
1433 * `world_pos`: World position of the waypoint.
1434 * `offset`: offset in pixels from position.
1435 * `alignment`: The alignment of the waypoint.
1437 ### `image_waypoint`
1439 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1441 * `scale`: The scale of the image, with 1 being the original texture size.
1442 Only the X coordinate scale is used (positive values).
1443 Negative values represent that percentage of the screen it
1444 should take; e.g. `x=-100` means 100% (width).
1445 * `text`: The name of the texture that is displayed.
1446 * `alignment`: The alignment of the image.
1447 * `world_pos`: World position of the waypoint.
1448 * `offset`: offset in pixels from position.
1452 Displays an image oriented or translated according to current heading direction.
1454 * `size`: The size of this element. Negative values represent percentage
1455 of the screen; e.g. `x=-100` means 100% (width).
1456 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1457 * `text`: The name of the texture to use.
1458 * `alignment`: The alignment of the image.
1459 * `offset`: Offset in pixels from position.
1460 * `dir`: How the image is rotated/translated:
1461 * 0 - Rotate as heading direction
1462 * 1 - Rotate in reverse direction
1463 * 2 - Translate as landscape direction
1464 * 3 - Translate in reverse direction
1466 If translation is chosen, texture is repeated horizontally to fill the whole element.
1470 Displays a minimap on the HUD.
1472 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1474 * `alignment`: The alignment of the minimap.
1475 * `offset`: offset in pixels from position.
1477 Representations of simple things
1478 ================================
1483 {x=num, y=num, z=num}
1485 For helper functions see [Spatial Vectors].
1490 * `{type="nothing"}`
1491 * `{type="node", under=pos, above=pos}`
1492 * Indicates a pointed node selection box.
1493 * `under` refers to the node position behind the pointed face.
1494 * `above` refers to the node position in front of the pointed face.
1495 * `{type="object", ref=ObjectRef}`
1497 Exact pointing location (currently only `Raycast` supports these fields):
1499 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1500 point on the selection box which is pointed at. May be in the selection box
1501 if the pointer is in the box too.
1502 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1504 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1505 selected selection box. This specifies which face is pointed at.
1506 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1512 Flag Specifier Format
1513 =====================
1515 Flags using the standardized flag specifier format can be specified in either
1516 of two ways, by string or table.
1518 The string format is a comma-delimited set of flag names; whitespace and
1519 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1520 flag, and specifying a flag prefixed by the string `"no"` explicitly
1521 clears the flag from whatever the default may be.
1523 In addition to the standard string flag format, the schematic flags field can
1524 also be a table of flag names to boolean values representing whether or not the
1525 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1526 is present, mapped to a boolean of any value, the specified flag is unset.
1528 E.g. A flag field of value
1530 {place_center_x = true, place_center_y=false, place_center_z=true}
1534 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1536 which is equivalent to
1538 "place_center_x, noplace_center_y, place_center_z"
1542 "place_center_x, place_center_z"
1544 since, by default, no schematic attributes are set.
1555 There are three kinds of items: nodes, tools and craftitems.
1557 * Node: Can be placed in the world's voxel grid
1558 * Tool: Has a wear property but cannot be stacked. The default use action is to
1559 dig nodes or hit objects according to its tool capabilities.
1560 * Craftitem: Cannot dig nodes or be placed
1565 All item stacks have an amount between 0 and 65535. It is 1 by
1566 default. Tool item stacks can not have an amount greater than 1.
1568 Tools use a wear (damage) value ranging from 0 to 65535. The
1569 value 0 is the default and is used for unworn tools. The values
1570 1 to 65535 are used for worn tools, where a higher value stands for
1571 a higher wear. Non-tools always have a wear value of 0.
1576 Items and item stacks can exist in three formats: Serializes, table format
1579 When an item must be passed to a function, it can usually be in any of
1584 This is called "stackstring" or "itemstring". It is a simple string with
1585 1-3 components: the full item identifier, an optional amount and an optional
1588 <identifier> [<amount>[ <wear>]]
1592 * `'default:apple'`: 1 apple
1593 * `'default:dirt 5'`: 5 dirt
1594 * `'default:pick_stone'`: a new stone pickaxe
1595 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1603 {name="default:dirt", count=5, wear=0, metadata=""}
1605 A wooden pick about 1/3 worn out:
1607 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1611 {name="default:apple", count=1, wear=0, metadata=""}
1615 A native C++ format with many helper methods. Useful for converting
1616 between formats. See the [Class reference] section for details.
1624 In a number of places, there is a group table. Groups define the
1625 properties of a thing (item, node, armor of entity, capabilities of
1626 tool) in such a way that the engine and other mods can can interact with
1627 the thing without actually knowing what the thing is.
1632 Groups are stored in a table, having the group names with keys and the
1633 group ratings as values. Group ratings are integer values within the
1634 range [-32767, 32767]. For example:
1637 groups = {crumbly=3, soil=1}
1639 -- A more special dirt-kind of thing
1640 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1642 Groups always have a rating associated with them. If there is no
1643 useful meaning for a rating for an enabled group, it shall be `1`.
1645 When not defined, the rating of a group defaults to `0`. Thus when you
1646 read groups, you must interpret `nil` and `0` as the same value, `0`.
1648 You can read the rating of a group for an item or a node by using
1650 minetest.get_item_group(itemname, groupname)
1655 Groups of items can define what kind of an item it is (e.g. wool).
1660 In addition to the general item things, groups are used to define whether
1661 a node is destroyable and how long it takes to destroy by a tool.
1666 For entities, groups are, as of now, used only for calculating damage.
1667 The rating is the percentage of damage caused by tools with this damage group.
1668 See [Entity damage mechanism].
1670 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1671 object.set_armor_groups({fleshy=30, cracky=80})
1676 Groups in tools define which groups of nodes and entities they are
1679 Groups in crafting recipes
1680 --------------------------
1682 An example: Make meat soup from any meat, any water and any bowl:
1685 output = 'food:meat_soup_raw',
1691 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1694 Another example: Make red wool from white wool and red dye:
1698 output = 'wool:red',
1699 recipe = {'wool:white', 'group:dye,basecolor_red'},
1705 The asterisk `(*)` after a group name describes that there is no engine
1706 functionality bound to it, and implementation is left up as a suggestion
1709 ### Node, item and tool groups
1711 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1712 that the item should be hidden in item lists.
1715 ### Node-only groups
1717 * `attached_node`: if the node under it is not a walkable block the node will be
1718 dropped as an item. If the node is wallmounted the wallmounted direction is
1720 * `bouncy`: value is bounce speed in percent
1721 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1722 connect to each other
1723 * `dig_immediate`: Player can always pick up node without reducing tool wear
1724 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1725 * `3`: the node always gets the digging time 0 seconds (torch)
1726 * `disable_jump`: Player (and possibly other things) cannot jump from node
1727 or if their feet are in the node. Note: not supported for `new_move = false`
1728 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1729 * `falling_node`: if there is no walkable block under the node it will fall
1730 * `float`: the node will not fall through liquids
1731 * `level`: Can be used to give an additional sense of progression in the game.
1732 * A larger level will cause e.g. a weapon of a lower level make much less
1733 damage, and get worn out much faster, or not be able to get drops
1734 from destroyed nodes.
1735 * `0` is something that is directly accessible at the start of gameplay
1736 * There is no upper limit
1737 * See also: `leveldiff` in [Tools]
1738 * `slippery`: Players and items will slide on the node.
1739 Slipperiness rises steadily with `slippery` value, starting at 1.
1742 ### Tool-only groups
1744 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1745 `"toolrepair"` crafting recipe
1748 ### `ObjectRef` groups
1750 * `immortal`: Skips all damage and breath handling for an object. This group
1751 will also hide the integrated HUD status bars for players. It is
1752 automatically set to all players when damage is disabled on the server and
1753 cannot be reset (subject to change).
1754 * `punch_operable`: For entities; disables the regular damage mechanism for
1755 players punching it by hand or a non-tool item, so that it can do something
1756 else than take damage.
1760 Known damage and digging time defining groups
1761 ---------------------------------------------
1763 * `crumbly`: dirt, sand
1764 * `cracky`: tough but crackable stuff like stone.
1765 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1766 plants, wire, sheets of metal
1767 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1768 * `fleshy`: Living things like animals and the player. This could imply
1769 some blood effects when hitting.
1770 * `explody`: Especially prone to explosions
1771 * `oddly_breakable_by_hand`:
1772 Can be added to nodes that shouldn't logically be breakable by the
1773 hand but are. Somewhat similar to `dig_immediate`, but times are more
1774 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1775 speed of a tool if the tool can dig at a faster speed than this
1776 suggests for the hand.
1778 Examples of custom groups
1779 -------------------------
1781 Item groups are often used for defining, well, _groups of items_.
1783 * `meat`: any meat-kind of a thing (rating might define the size or healing
1784 ability or be irrelevant -- it is not defined as of yet)
1785 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1787 * `flammable`: can be set on fire. Rating might define the intensity of the
1788 fire, affecting e.g. the speed of the spreading of an open fire.
1789 * `wool`: any wool (any origin, any color)
1790 * `metal`: any metal
1791 * `weapon`: any weapon
1792 * `heavy`: anything considerably heavy
1794 Digging time calculation specifics
1795 ----------------------------------
1797 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1798 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1799 faster digging time.
1801 The `level` group is used to limit the toughness of nodes a tool can dig
1802 and to scale the digging times / damage to a greater extent.
1804 **Please do understand this**, otherwise you cannot use the system to it's
1807 Tools define their properties by a list of parameters for groups. They
1808 cannot dig other groups; thus it is important to use a standard bunch of
1809 groups to enable interaction with tools.
1822 * Full punch interval
1823 * Maximum drop level
1824 * For an arbitrary list of groups:
1825 * Uses (until the tool breaks)
1826 * Maximum level (usually `0`, `1`, `2` or `3`)
1830 ### Full punch interval
1832 When used as a weapon, the tool will do full damage if this time is spent
1833 between punches. If e.g. half the time is spent, the tool will do half
1836 ### Maximum drop level
1838 Suggests the maximum level of node, when dug with the tool, that will drop
1839 it's useful item. (e.g. iron ore to drop a lump of iron).
1841 This is not automated; it is the responsibility of the node definition
1846 Determines how many uses the tool has when it is used for digging a node,
1847 of this group, of the maximum level. For lower leveled nodes, the use count
1848 is multiplied by `3^leveldiff`.
1849 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1850 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1852 * `uses=10, leveldiff=0`: actual uses: 10
1853 * `uses=10, leveldiff=1`: actual uses: 30
1854 * `uses=10, leveldiff=2`: actual uses: 90
1858 Tells what is the maximum level of a node of this group that the tool will
1863 List of digging times for different ratings of the group, for nodes of the
1866 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1867 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1868 for this group, and unable to dig the rating `1`, which is the toughest.
1869 Unless there is a matching group that enables digging otherwise.
1871 If the result digging time is 0, a delay of 0.15 seconds is added between
1872 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1873 i.e. players can more quickly click the nodes away instead of holding LMB.
1877 List of damage for groups of entities. See [Entity damage mechanism].
1879 Example definition of the capabilities of a tool
1880 ------------------------------------------------
1882 tool_capabilities = {
1883 full_punch_interval=1.5,
1886 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1888 damage_groups = {fleshy=2},
1891 This makes the tool be able to dig nodes that fulfil both of these:
1893 * Have the `crumbly` group
1894 * Have a `level` group less or equal to `2`
1896 Table of resulting digging times:
1898 crumbly 0 1 2 3 4 <- level
1900 1 0.80 1.60 1.60 - -
1901 2 0.60 1.20 1.20 - -
1902 3 0.40 0.80 0.80 - -
1904 level diff: 2 1 0 -1 -2
1906 Table of resulting tool uses:
1915 * At `crumbly==0`, the node is not diggable.
1916 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1917 easy nodes to be quickly breakable.
1918 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1923 Entity damage mechanism
1924 =======================
1929 foreach group in cap.damage_groups:
1930 damage += cap.damage_groups[group]
1931 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1932 * (object.armor_groups[group] / 100.0)
1933 -- Where object.armor_groups[group] is 0 for inexistent values
1936 Client predicts damage based on damage groups. Because of this, it is able to
1937 give an immediate response when an entity is damaged or dies; the response is
1938 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1940 Currently a smoke puff will appear when an entity dies.
1942 The group `immortal` completely disables normal damage.
1944 Entities can define a special armor group, which is `punch_operable`. This
1945 group disables the regular damage mechanism for players punching it by hand or
1946 a non-tool item, so that it can do something else than take damage.
1948 On the Lua side, every punch calls:
1950 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1953 This should never be called directly, because damage is usually not handled by
1956 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1957 accessed unless absolutely required, to encourage interoperability.
1958 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1959 * `tool_capabilities` can be `nil`.
1960 * `direction` is a unit vector, pointing from the source of the punch to
1962 * `damage` damage that will be done to entity
1963 Return value of this function will determine if damage is done by this function
1964 (retval true) or shall be done by engine (retval false)
1966 To punch an entity/object in Lua, call:
1968 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1970 * Return value is tool wear.
1971 * Parameters are equal to the above callback.
1972 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1973 will be automatically filled in based on the location of `puncher`.
1984 The instance of a node in the world normally only contains the three values
1985 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1986 It is called "node metadata"; See `NodeMetaRef`.
1988 Node metadata contains two things:
1993 Some of the values in the key-value store are handled specially:
1995 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1996 * `infotext`: Text shown on the screen when the node is pointed at
2000 local meta = minetest.get_meta(pos)
2001 meta:set_string("formspec",
2003 "list[context;main;0,0;8,4;]"..
2004 "list[current_player;main;0,5;8,4;]")
2005 meta:set_string("infotext", "Chest");
2006 local inv = meta:get_inventory()
2007 inv:set_size("main", 8*4)
2008 print(dump(meta:to_table()))
2011 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2012 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2013 [10] = "", [11] = "", [12] = "", [13] = "",
2014 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2015 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2016 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2017 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2021 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2029 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2031 Item metadata only contains a key-value store.
2033 Some of the values in the key-value store are handled specially:
2035 * `description`: Set the item stack's description.
2036 See also: `get_description` in [`ItemStack`]
2037 * `short_description`: Set the item stack's short description.
2038 See also: `get_short_description` in [`ItemStack`]
2039 * `color`: A `ColorString`, which sets the stack's color.
2040 * `palette_index`: If the item has a palette, this is used to get the
2041 current color from the palette.
2045 local meta = stack:get_meta()
2046 meta:set_string("key", "value")
2047 print(dump(meta:to_table()))
2055 Formspec defines a menu. This supports inventories and some of the
2056 typical widgets like buttons, checkboxes, text input fields, etc.
2057 It is a string, with a somewhat strange format.
2059 A formspec is made out of formspec elements, which includes widgets
2060 like buttons but also can be used to set stuff like background color.
2062 Many formspec elements have a `name`, which is a unique identifier which
2063 is used when the server receives user input. You must not use the name
2064 "quit" for formspec elements.
2066 Spaces and newlines can be inserted between the blocks, as is used in the
2069 Position and size units are inventory slots unless the new coordinate system
2070 is enabled. `X` and `Y` position the formspec element relative to the top left
2071 of the menu or container. `W` and `H` are its width and height values.
2073 If the new system is enabled, all elements have unified coordinates for all
2074 elements with no padding or spacing in between. This is highly recommended
2075 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2078 Inventories with a `player:<name>` inventory location are only sent to the
2079 player named `<name>`.
2081 When displaying text which can contain formspec code, e.g. text set by a player,
2082 use `minetest.formspec_escape`.
2083 For coloured text you can use `minetest.colorize`.
2085 Since formspec version 3, elements drawn in the order they are defined. All
2086 background elements are drawn before all other elements.
2088 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2089 reserved to pass key press events to formspec!
2091 **WARNING**: Minetest allows you to add elements to every single formspec instance
2092 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2093 appearing when you don't expect them to, or why things are styled differently
2094 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2102 list[context;main;0,0;8,4;]
2103 list[current_player;main;0,5;8,4;]
2108 list[context;fuel;2,3;1,1;]
2109 list[context;src;2,1;1,1;]
2110 list[context;dst;5,1;2,2;]
2111 list[current_player;main;0,5;8,4;]
2113 ### Minecraft-like player inventory
2116 image[1,0.6;1,2;player.png]
2117 list[current_player;main;0,3.5;8,4;]
2118 list[current_player;craft;3,0;3,3;]
2119 list[current_player;craftpreview;7,1;1,1;]
2124 * FORMSPEC VERSION 1:
2126 * FORMSPEC VERSION 2:
2127 * Forced real coordinates
2128 * background9[]: 9-slice scaling parameters
2129 * FORMSPEC VERSION 3:
2130 * Formspec elements are drawn in the order of definition
2131 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2132 * box[] and image[] elements enable clipping by default
2133 * new element: scroll_container[]
2134 * FORMSPEC VERSION 4:
2135 * Allow dropdown indexing events
2140 ### `formspec_version[<version>]`
2142 * Set the formspec version to a certain number. If not specified,
2143 version 1 is assumed.
2144 * Must be specified before `size` element.
2145 * Clients older than this version can neither show newer elements nor display
2146 elements with new arguments correctly.
2147 * Available since feature `formspec_version_element`.
2148 * See also: [Version History]
2150 ### `size[<W>,<H>,<fixed_size>]`
2152 * Define the size of the menu in inventory slots
2153 * `fixed_size`: `true`/`false` (optional)
2154 * deprecated: `invsize[<W>,<H>;]`
2156 ### `position[<X>,<Y>]`
2158 * Must be used after `size` element.
2159 * Defines the position on the game window of the formspec's `anchor` point.
2160 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2162 * [0.0, 0.0] sets the position to the top left corner of the game window.
2163 * [1.0, 1.0] sets the position to the bottom right of the game window.
2164 * Defaults to the center of the game window [0.5, 0.5].
2166 ### `anchor[<X>,<Y>]`
2168 * Must be used after both `size` and `position` (if present) elements.
2169 * Defines the location of the anchor point within the formspec.
2170 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2172 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2173 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2174 * Defaults to the center of the formspec [0.5, 0.5].
2176 * `position` and `anchor` elements need suitable values to avoid a formspec
2177 extending off the game window due to particular game window sizes.
2181 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2182 * Disables player:set_formspec_prepend() from applying to this formspec.
2184 ### `real_coordinates[<bool>]`
2186 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2187 * When set to true, all following formspec elements will use the new coordinate system.
2188 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2189 (if present), the form size will use the new coordinate system.
2190 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2191 They must enable it explicitly.
2192 * For information on converting forms to the new coordinate system, see `Migrating
2193 to Real Coordinates`.
2195 ### `container[<X>,<Y>]`
2197 * Start of a container block, moves all physical elements in the container by
2199 * Must have matching `container_end`
2200 * Containers can be nested, in which case the offsets are added
2201 (child containers are relative to parent containers)
2203 ### `container_end[]`
2205 * End of a container, following elements are no longer relative to this
2208 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2210 * Start of a scroll_container block. All contained elements will ...
2211 * take the scroll_container coordinate as position origin,
2212 * be additionally moved by the current value of the scrollbar with the name
2213 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2214 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2215 * `orientation`: possible values are `vertical` and `horizontal`.
2216 * `scroll factor`: optional, defaults to `0.1`.
2217 * Nesting is possible.
2218 * Some elements might work a little different if they are in a scroll_container.
2219 * Note: If you want the scroll_container to actually work, you also need to add a
2220 scrollbar element with the specified name. Furthermore, it is highly recommended
2221 to use a scrollbaroptions element on this scrollbar.
2223 ### `scroll_container_end[]`
2225 * End of a scroll_container, following elements are no longer bound to this
2228 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2230 * Show an inventory list if it has been sent to the client. Nothing will
2231 be shown if the inventory list is of size 0.
2232 * **Note**: With the new coordinate system, the spacing between inventory
2233 slots is one-fourth the size of an inventory slot by default. Also see
2234 [Styling Formspecs] for changing the size of slots and spacing.
2236 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2238 * Show an inventory list if it has been sent to the client. Nothing will
2239 be shown if the inventory list is of size 0.
2240 * **Note**: With the new coordinate system, the spacing between inventory
2241 slots is one-fourth the size of an inventory slot.
2243 ### `listring[<inventory location>;<list name>]`
2245 * Allows to create a ring of inventory lists
2246 * Shift-clicking on items in one element of the ring
2247 will send them to the next inventory list inside the ring
2248 * The first occurrence of an element inside the ring will
2249 determine the inventory where items will be sent to
2253 * Shorthand for doing `listring[<inventory location>;<list name>]`
2254 for the last two inventory lists added by list[...]
2256 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2258 * Sets background color of slots as `ColorString`
2259 * Sets background color of slots on mouse hovering
2261 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2263 * Sets background color of slots as `ColorString`
2264 * Sets background color of slots on mouse hovering
2265 * Sets color of slots border
2267 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2269 * Sets background color of slots as `ColorString`
2270 * Sets background color of slots on mouse hovering
2271 * Sets color of slots border
2272 * Sets default background color of tooltips
2273 * Sets default font color of tooltips
2275 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2277 * Adds tooltip for an element
2278 * `bgcolor` tooltip background color as `ColorString` (optional)
2279 * `fontcolor` tooltip font color as `ColorString` (optional)
2281 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2283 * Adds tooltip for an area. Other tooltips will take priority when present.
2284 * `bgcolor` tooltip background color as `ColorString` (optional)
2285 * `fontcolor` tooltip font color as `ColorString` (optional)
2287 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2291 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2293 * Show an animated image. The image is drawn like a "vertical_frames" tile
2294 animation (See [Tile animation definition]), but uses a frame count/duration
2296 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2297 * `texture name`: The image to use.
2298 * `frame count`: The number of frames animating the image.
2299 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2300 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2302 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>]`
2304 * Show a mesh model.
2305 * `name`: Element name that can be used for styling
2306 * `mesh`: The mesh model to use.
2307 * `textures`: The mesh textures to use according to the mesh materials.
2308 Texture names must be separated by commas.
2309 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2310 The axes are euler angles in degrees.
2311 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2312 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2313 * `frame loop range` (Optional): Range of the animation frames.
2314 * Defaults to the full range of all available frames.
2315 * Syntax: `<begin>,<end>`
2317 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2319 * Show an inventory image of registered item/node
2321 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2323 * Sets background color of formspec.
2324 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2325 of the non-fullscreen and the fullscreen background.
2326 * `fullscreen` (optional) can be one of the following:
2327 * `false`: Only the non-fullscreen background color is drawn. (default)
2328 * `true`: Only the fullscreen background color is drawn.
2329 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2330 * `neither`: No background color is drawn.
2331 * Note: Leave a parameter empty to not modify the value.
2332 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2333 are not bools are only available since formspec version 3.
2335 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2337 * Example for formspec 8x4 in 16x resolution: image shall be sized
2338 8 times 16px times 4 times 16px.
2340 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2342 * Example for formspec 8x4 in 16x resolution:
2343 image shall be sized 8 times 16px times 4 times 16px
2344 * If `auto_clip` is `true`, the background is clipped to the formspec size
2345 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2347 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2349 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2350 * Middle is a rect which defines the middle of the 9-slice.
2351 * `x` - The middle will be x pixels from all sides.
2352 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2353 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2354 will be added to the width and height of the texture, allowing it to be used as the
2355 distance from the far end.
2356 * All numbers in middle are integers.
2357 * Example for formspec 8x4 in 16x resolution:
2358 image shall be sized 8 times 16px times 4 times 16px
2359 * If `auto_clip` is `true`, the background is clipped to the formspec size
2360 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2361 * Available since formspec version 2
2363 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2365 * Textual password style field; will be sent to server when a button is clicked
2366 * When enter is pressed in field, fields.key_enter_field will be sent with the
2368 * With the old coordinate system, fields are a set height, but will be vertically
2369 centred on `H`. With the new coordinate system, `H` will modify the height.
2370 * `name` is the name of the field as returned in fields to `on_receive_fields`
2371 * `label`, if not blank, will be text printed on the top left above the field
2372 * See `field_close_on_enter` to stop enter closing the formspec
2374 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2376 * Textual field; will be sent to server when a button is clicked
2377 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2378 the name of this field.
2379 * With the old coordinate system, fields are a set height, but will be vertically
2380 centred on `H`. With the new coordinate system, `H` will modify the height.
2381 * `name` is the name of the field as returned in fields to `on_receive_fields`
2382 * `label`, if not blank, will be text printed on the top left above the field
2383 * `default` is the default value of the field
2384 * `default` may contain variable references such as `${text}` which
2385 will fill the value from the metadata value `text`
2386 * **Note**: no extra text or more than a single variable is supported ATM.
2387 * See `field_close_on_enter` to stop enter closing the formspec
2389 ### `field[<name>;<label>;<default>]`
2391 * As above, but without position/size units
2392 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2393 the name of this field.
2394 * Special field for creating simple forms, such as sign text input
2395 * Must be used without a `size[]` element
2396 * A "Proceed" button will be added automatically
2397 * See `field_close_on_enter` to stop enter closing the formspec
2399 ### `field_close_on_enter[<name>;<close_on_enter>]`
2401 * <name> is the name of the field
2402 * if <close_on_enter> is false, pressing enter in the field will submit the
2403 form but not close it.
2404 * defaults to true when not specified (ie: no tag for a field)
2406 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2408 * Same as fields above, but with multi-line input
2409 * If the text overflows, a vertical scrollbar is added.
2410 * If the name is empty, the textarea is read-only and
2411 the background is not shown, which corresponds to a multi-line label.
2413 ### `label[<X>,<Y>;<label>]`
2415 * The label formspec element displays the text set in `label`
2416 at the specified position.
2417 * **Note**: If the new coordinate system is enabled, labels are
2418 positioned from the center of the text, not the top.
2419 * The text is displayed directly without automatic line breaking,
2420 so label should not be used for big text chunks. Newlines can be
2421 used to make labels multiline.
2422 * **Note**: With the new coordinate system, newlines are spaced with
2423 half a coordinate. With the old system, newlines are spaced 2/5 of
2426 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2427 * Displays a static formatted text with hyperlinks.
2428 * **Note**: This element is currently unstable and subject to change.
2429 * `x`, `y`, `w` and `h` work as per field
2430 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2431 * `text` is the formatted text using `Markup Language` described below.
2433 ### `vertlabel[<X>,<Y>;<label>]`
2434 * Textual label drawn vertically
2435 * `label` is the text on the label
2436 * **Note**: If the new coordinate system is enabled, vertlabels are
2437 positioned from the center of the text, not the left.
2439 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2441 * Clickable button. When clicked, fields will be sent.
2442 * With the old coordinate system, buttons are a set height, but will be vertically
2443 centred on `H`. With the new coordinate system, `H` will modify the height.
2444 * `label` is the text on the button
2446 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2448 * `texture name` is the filename of an image
2449 * **Note**: Height is supported on both the old and new coordinate systems
2452 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2454 * `texture name` is the filename of an image
2455 * `noclip=true` means the image button doesn't need to be within specified
2457 * `drawborder`: draw button border or not
2458 * `pressed texture name` is the filename of an image on pressed state
2460 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2462 * `item name` is the registered name of an item/node
2463 * The item description will be used as the tooltip. This can be overridden with
2466 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2468 * When clicked, fields will be sent and the form will quit.
2469 * Same as `button` in all other respects.
2471 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2473 * When clicked, fields will be sent and the form will quit.
2474 * Same as `image_button` in all other respects.
2476 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2478 * Scrollable item list showing arbitrary text elements
2479 * `name` fieldname sent to server on doubleclick value is current selected
2481 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2483 * if you want a listelement to start with "#" write "##".
2485 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2487 * Scrollable itemlist showing arbitrary text elements
2488 * `name` fieldname sent to server on doubleclick value is current selected
2490 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2491 * if you want a listelement to start with "#" write "##"
2492 * Index to be selected within textlist
2493 * `true`/`false`: draw transparent background
2494 * See also `minetest.explode_textlist_event`
2495 (main menu: `core.explode_textlist_event`).
2497 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2499 * Show a tab**header** at specific position (ignores formsize)
2500 * `X` and `Y`: position of the tabheader
2501 * *Note*: Width and height are automatically chosen with this syntax
2502 * `name` fieldname data is transferred to Lua
2503 * `caption 1`...: name shown on top of tab
2504 * `current_tab`: index of selected tab 1...
2505 * `transparent` (optional): if true, tabs are semi-transparent
2506 * `draw_border` (optional): if true, draw a thin line at tab base
2508 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2510 * Show a tab**header** at specific position (ignores formsize)
2511 * **Important note**: This syntax for tabheaders can only be used with the
2512 new coordinate system.
2513 * `X` and `Y`: position of the tabheader
2514 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2515 * `name` fieldname data is transferred to Lua
2516 * `caption 1`...: name shown on top of tab
2517 * `current_tab`: index of selected tab 1...
2518 * `transparent` (optional): show transparent
2519 * `draw_border` (optional): draw border
2521 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2523 * Show a tab**header** at specific position (ignores formsize)
2524 * **Important note**: This syntax for tabheaders can only be used with the
2525 new coordinate system.
2526 * `X` and `Y`: position of the tabheader
2527 * `W` and `H`: width and height of the tabheader
2528 * `name` fieldname data is transferred to Lua
2529 * `caption 1`...: name shown on top of tab
2530 * `current_tab`: index of selected tab 1...
2531 * `transparent` (optional): show transparent
2532 * `draw_border` (optional): draw border
2534 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2536 * Simple colored box
2537 * `color` is color specified as a `ColorString`.
2538 If the alpha component is left blank, the box will be semitransparent.
2539 If the color is not specified, the box will use the options specified by
2540 its style. If the color is specified, all styling options will be ignored.
2542 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2544 * Show a dropdown field
2545 * **Important note**: There are two different operation modes:
2546 1. handle directly on change (only changed dropdown is submitted)
2547 2. read the value on pressing a button (all dropdown values are available)
2548 * `X` and `Y`: position of the dropdown
2549 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2550 * Fieldname data is transferred to Lua
2551 * Items to be shown in dropdown
2552 * Index of currently selected dropdown item
2553 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2554 event field value for selected items.
2555 * `true`: Selected item index
2556 * `false` (default): Selected item value
2558 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2560 * Show a dropdown field
2561 * **Important note**: This syntax for dropdowns can only be used with the
2562 new coordinate system.
2563 * **Important note**: There are two different operation modes:
2564 1. handle directly on change (only changed dropdown is submitted)
2565 2. read the value on pressing a button (all dropdown values are available)
2566 * `X` and `Y`: position of the dropdown
2567 * `W` and `H`: width and height of the dropdown
2568 * Fieldname data is transferred to Lua
2569 * Items to be shown in dropdown
2570 * Index of currently selected dropdown item
2571 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2572 event field value for selected items.
2573 * `true`: Selected item index
2574 * `false` (default): Selected item value
2576 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2579 * `name` fieldname data is transferred to Lua
2580 * `label` to be shown left of checkbox
2581 * `selected` (optional): `true`/`false`
2582 * **Note**: If the new coordinate system is enabled, checkboxes are
2583 positioned from the center of the checkbox, not the top.
2585 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2587 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2588 * There are two ways to use it:
2589 1. handle the changed event (only changed scrollbar is available)
2590 2. read the value on pressing a button (all scrollbars are available)
2591 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2592 * Fieldname data is transferred to Lua
2593 * Value of this trackbar is set to (`0`-`1000`) by default
2594 * See also `minetest.explode_scrollbar_event`
2595 (main menu: `core.explode_scrollbar_event`).
2597 ### `scrollbaroptions[opt1;opt2;...]`
2598 * Sets options for all following `scrollbar[]` elements
2600 * Sets scrollbar minimum value, defaults to `0`.
2602 * Sets scrollbar maximum value, defaults to `1000`.
2603 If the max is equal to the min, the scrollbar will be disabled.
2605 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2607 * If this is set to a negative number, the value will be reset to `10`.
2609 * Sets scrollbar step value used by page up and page down.
2610 * If this is set to a negative number, the value will be reset to `100`.
2612 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2613 units the thumb spans out of the range of the scrollbar values.
2614 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2615 would span a tenth of the scrollbar space.
2616 * If this is set to zero or less, the value will be reset to `1`.
2617 * `arrows=<show/hide/default>`
2618 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2619 when the scrollbar gets too small, but shows them otherwise.
2621 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2623 * Show scrollable table using options defined by the previous `tableoptions[]`
2624 * Displays cells as defined by the previous `tablecolumns[]`
2625 * `name`: fieldname sent to server on row select or doubleclick
2626 * `cell 1`...`cell n`: cell contents given in row-major order
2627 * `selected idx`: index of row to be selected within table (first row = `1`)
2628 * See also `minetest.explode_table_event`
2629 (main menu: `core.explode_table_event`).
2631 ### `tableoptions[<opt 1>;<opt 2>;...]`
2633 * Sets options for `table[]`
2635 * default text color (`ColorString`), defaults to `#FFFFFF`
2636 * `background=#RRGGBB`
2637 * table background color (`ColorString`), defaults to `#000000`
2638 * `border=<true/false>`
2639 * should the table be drawn with a border? (default: `true`)
2640 * `highlight=#RRGGBB`
2641 * highlight background color (`ColorString`), defaults to `#466432`
2642 * `highlight_text=#RRGGBB`
2643 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2644 * `opendepth=<value>`
2645 * all subtrees up to `depth < value` are open (default value = `0`)
2646 * only useful when there is a column of type "tree"
2648 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2650 * Sets columns for `table[]`
2651 * Types: `text`, `image`, `color`, `indent`, `tree`
2652 * `text`: show cell contents as text
2653 * `image`: cell contents are an image index, use column options to define
2655 * `color`: cell contents are a ColorString and define color of following
2657 * `indent`: cell contents are a number and define indentation of following
2659 * `tree`: same as indent, but user can open and close subtrees
2663 * for `text` and `image`: content alignment within cells.
2664 Available values: `left` (default), `center`, `right`, `inline`
2666 * for `text` and `image`: minimum width in em (default: `0`)
2667 * for `indent` and `tree`: indent width in em (default: `1.5`)
2668 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2669 Exception: defaults to 0 for indent columns
2670 * `tooltip=<value>`: tooltip text (default: empty)
2671 * `image` column options:
2672 * `0=<value>` sets image for image index 0
2673 * `1=<value>` sets image for image index 1
2674 * `2=<value>` sets image for image index 2
2675 * and so on; defined indices need not be contiguous empty or
2676 non-numeric cells are treated as `0`.
2677 * `color` column options:
2678 * `span=<value>`: number of following columns to affect
2679 (default: infinite).
2681 ### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2683 * Set the style for the element(s) matching `selector` by name.
2684 * `selector` can be one of:
2685 * `<name>` - An element name. Includes `*`, which represents every element.
2686 * `<name>:<state>` - An element name, a colon, and one or more states.
2687 * `state` is a list of states separated by the `+` character.
2688 * If a state is provided, the style will only take effect when the element is in that state.
2689 * All provided states must be active for the style to apply.
2690 * Note: this **must** be before the element is defined.
2691 * See [Styling Formspecs].
2694 ### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2696 * Set the style for the element(s) matching `selector` by type.
2697 * `selector` can be one of:
2698 * `<type>` - An element type. Includes `*`, which represents every element.
2699 * `<type>:<state>` - An element type, a colon, and one or more states.
2700 * `state` is a list of states separated by the `+` character.
2701 * If a state is provided, the style will only take effect when the element is in that state.
2702 * All provided states must be active for the style to apply.
2703 * See [Styling Formspecs].
2705 ### `set_focus[<name>;<force>]`
2707 * Sets the focus to the element with the same `name` parameter.
2708 * **Note**: This element must be placed before the element it focuses.
2709 * `force` (optional, default `false`): By default, focus is not applied for
2710 re-sent formspecs with the same name so that player-set focus is kept.
2711 `true` sets the focus to the specified element for every sent formspec.
2712 * The following elements have the ability to be focused:
2727 Migrating to Real Coordinates
2728 -----------------------------
2730 In the old system, positions included padding and spacing. Padding is a gap between
2731 the formspec window edges and content, and spacing is the gaps between items. For
2732 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2733 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2734 in the new coordinate system from scratch.
2736 To recreate an old layout with padding, you'll need to pass the positions and sizes
2737 through the following formula to re-introduce padding:
2740 pos = (oldpos + 1)*spacing + padding
2746 You'll need to change the `size[]` tag like this:
2749 size = (oldsize-1)*spacing + padding*2 + 1
2752 A few elements had random offsets in the old system. Here is a table which shows these
2753 offsets when migrating:
2755 | Element | Position | Size | Notes
2756 |---------|------------|---------|-------
2757 | box | +0.3, +0.1 | 0, -0.4 |
2758 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2759 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2760 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2765 Formspec elements can be themed using the style elements:
2767 style[<name 1>,<name 2>;<prop1>;<prop2>;...]
2768 style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
2769 style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
2770 style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
2774 property_name=property_value
2778 style_type[button;bgcolor=#006699]
2779 style[world_delete;bgcolor=red;textcolor=yellow]
2780 button[4,3.95;2.6,1;world_delete;Delete]
2782 A name/type can optionally be a comma separated list of names/types, like so:
2784 world_delete,world_create,world_configure
2787 A `*` type can be used to select every element in the formspec.
2789 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2791 world_delete:hovered+pressed
2794 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2796 Setting a property to nothing will reset it to the default value. For example:
2798 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2799 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2802 ### Supported Element Types
2804 Some types may inherit styles from parent types.
2806 * animated_image, inherits from image
2809 * button_exit, inherits from button
2819 * pwdfield, inherits from field
2825 * vertlabel, inherits from label
2828 ### Valid Properties
2831 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2833 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2834 * Defaults to false in formspec_version version 3 or higher
2835 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2836 * Single value (e.g. `#FF0`): All corners/borders.
2837 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2838 top and bottom,left and right.
2839 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2840 * These work similarly to CSS borders.
2841 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2842 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2843 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2844 negative, the border will extend inside the box, whereas positive extends outside
2845 the box. A width of zero results in no border; this is default.
2846 * button, button_exit, image_button, item_image_button
2847 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2848 * bgcolor - color, sets button tint.
2849 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2850 * This is deprecated, use states instead.
2851 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2852 * This is deprecated, use states instead.
2853 * bgimg - standard background image. Defaults to none.
2854 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2855 * This is deprecated, use states instead.
2856 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2857 See background9[] documentation for more details. This property also pads the
2858 button's content when set.
2859 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2860 * This is deprecated, use states instead.
2861 * font - Sets font type. This is a comma separated list of options. Valid options:
2862 * Main font type options. These cannot be combined with each other:
2863 * `normal`: Default font
2864 * `mono`: Monospaced font
2865 * Font modification options. If used without a main font type, `normal` is used:
2866 * `bold`: Makes font bold.
2867 * `italic`: Makes font italic.
2869 * font_size - Sets font size. Default is user-set. Can have multiple values:
2870 * `<number>`: Sets absolute font size to `number`.
2871 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2872 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2873 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2874 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2875 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2876 * padding - rect, adds space between the edges of the button and the content. This value is
2877 relative to bgimg_middle.
2878 * sound - a sound to be played when triggered.
2879 * textcolor - color, default white.
2881 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2882 * sound - a sound to be played when triggered.
2884 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2885 * sound - a sound to be played when the entry is changed.
2886 * field, pwdfield, textarea
2887 * border - set to false to hide the textbox background and border. Default true.
2888 * font - Sets font type. See button `font` property for more information.
2889 * font_size - Sets font size. See button `font_size` property for more information.
2890 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2891 * textcolor - color. Default white.
2893 * bgcolor - color, sets background color.
2894 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2895 * Default to false in formspec_version version 3 or higher
2897 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2898 * Default to false in formspec_version version 3 or higher
2900 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2902 * font - Sets font type. See button `font` property for more information.
2903 * font_size - Sets font size. See button `font_size` property for more information.
2904 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2906 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2907 * size - 2d vector, sets the size of inventory slots in coordinates.
2908 * spacing - 2d vector, sets the space between inventory slots in coordinates.
2909 * image_button (additional properties)
2910 * fgimg - standard image. Defaults to none.
2911 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2912 * This is deprecated, use states instead.
2913 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2914 * This is deprecated, use states instead.
2915 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2916 * sound - a sound to be played when triggered.
2918 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2920 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2921 * sound - a sound to be played when a different tab is selected.
2922 * textcolor - color. Default white.
2924 * font - Sets font type. See button `font` property for more information.
2925 * font_size - Sets font size. See button `font_size` property for more information.
2926 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2931 * default - Equivalent to providing no states
2932 * button, button_exit, image_button, item_image_button
2933 * hovered - Active when the mouse is hovering over the element
2934 * pressed - Active when the button is pressed
2939 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2940 The markup language is currently unstable and subject to change. Use with caution.
2941 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2942 Tags can have attributes, in that case, attributes are in the opening tag in
2943 form of a key/value separated with equal signs. Attribute values should not be quoted.
2945 These are the technically basic tags but see below for usual tags. Base tags are:
2947 `<style color=... font=... size=...>...</style>`
2949 Changes the style of the text.
2951 * `color`: Text color. Given color is a `colorspec`.
2952 * `size`: Text size.
2953 * `font`: Text font (`mono` or `normal`).
2955 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2960 * `background`: Text background, a `colorspec` or `none`.
2961 * `margin`: Page margins in pixel.
2962 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2964 Inheriting styles (affects child elements):
2965 * `color`: Default text color. Given color is a `colorspec`.
2966 * `hovercolor`: Color of <action> tags when mouse is over.
2967 * `size`: Default text size.
2968 * `font`: Default text font (`mono` or `normal`).
2969 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2971 This tag needs to be placed only once as it changes the global settings of the
2972 text. Anyway, if several tags are placed, each changed will be made in the order
2975 `<tag name=... color=... hovercolor=... font=... size=...>`
2977 Defines or redefines tag style. This can be used to define new tags.
2978 * `name`: Name of the tag to define or change.
2979 * `color`: Text color. Given color is a `colorspec`.
2980 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2981 * `size`: Text size.
2982 * `font`: Text font (`mono` or `normal`).
2984 Following tags are the usual tags for text layout. They are defined by default.
2985 Other tags can be added using `<tag ...>` tag.
2987 `<normal>...</normal>`: Normal size text
2989 `<big>...</big>`: Big text
2991 `<bigger>...</bigger>`: Bigger text
2993 `<center>...</center>`: Centered text
2995 `<left>...</left>`: Left-aligned text
2997 `<right>...</right>`: Right-aligned text
2999 `<justify>...</justify>`: Justified text
3001 `<mono>...</mono>`: Monospaced font
3003 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3005 `<action name=...>...</action>`
3007 Make that text a clickable text triggering an action.
3009 * `name`: Name of the action (mandatory).
3011 When clicked, the formspec is send to the server. The value of the text field
3012 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3015 `<img name=... float=... width=... height=...>`
3017 Draws an image which is present in the client media cache.
3019 * `name`: Name of the texture (mandatory).
3020 * `float`: If present, makes the image floating (`left` or `right`).
3021 * `width`: Force image width instead of taking texture width.
3022 * `height`: Force image height instead of taking texture height.
3024 If only width or height given, texture aspect is kept.
3026 `<item name=... float=... width=... height=... rotate=...>`
3028 Draws an item image.
3030 * `name`: Item string of the item to draw (mandatory).
3031 * `float`: If present, makes the image floating (`left` or `right`).
3032 * `width`: Item image width.
3033 * `height`: Item image height.
3034 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3035 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3036 `inventory_items_animations` is set to true.
3037 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3038 X, Y and Z being angles around each three axes. Works only if
3039 `inventory_items_animations` is set to true.
3047 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3048 * `"current_player"`: Player to whom the menu is shown
3049 * `"player:<name>"`: Any player
3050 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3051 * `"detached:<name>"`: A detached inventory
3053 Player Inventory lists
3054 ----------------------
3056 * `main`: list containing the default inventory
3057 * `craft`: list containing the craft input
3058 * `craftpreview`: list containing the craft prediction
3059 * `craftresult`: list containing the crafted output
3060 * `hand`: list containing an override for the empty hand
3061 * Is not created automatically, use `InvRef:set_size`
3062 * Is only used to enhance the empty hand's tool capabilities
3070 `#RGB` defines a color in hexadecimal format.
3072 `#RGBA` defines a color in hexadecimal format and alpha channel.
3074 `#RRGGBB` defines a color in hexadecimal format.
3076 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3078 Named colors are also supported and are equivalent to
3079 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3080 To specify the value of the alpha channel, append `#AA` to the end of the color
3081 name (e.g. `colorname#08`). For named colors the hexadecimal string
3082 representing the alpha value must (always) be two hexadecimal digits.
3087 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3090 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3091 * `colorspec = {a=255, r=0, g=255, b=0}`
3092 * numerical form: The raw integer value of an ARGB8 quad:
3093 * `colorspec = 0xFF00FF00`
3094 * string form: A ColorString (defined above):
3095 * `colorspec = "green"`
3103 Most text can contain escape sequences, that can for example color the text.
3104 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3105 The following functions provide escape sequences:
3107 * `minetest.get_color_escape_sequence(color)`:
3108 * `color` is a ColorString
3109 * The escape sequence sets the text color to `color`
3110 * `minetest.colorize(color, message)`:
3112 `minetest.get_color_escape_sequence(color) ..
3114 minetest.get_color_escape_sequence("#ffffff")`
3115 * `minetest.get_background_escape_sequence(color)`
3116 * `color` is a ColorString
3117 * The escape sequence sets the background of the whole text element to
3118 `color`. Only defined for item descriptions and tooltips.
3119 * `minetest.strip_foreground_colors(str)`
3120 * Removes foreground colors added by `get_color_escape_sequence`.
3121 * `minetest.strip_background_colors(str)`
3122 * Removes background colors added by `get_background_escape_sequence`.
3123 * `minetest.strip_colors(str)`
3124 * Removes all color escape sequences.
3131 A spatial vector is similar to a position, but instead using
3132 absolute world coordinates, it uses *relative* coordinates, relative to
3133 no particular point.
3135 Internally, it is implemented as a table with the 3 fields
3136 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3138 For the following functions, `v`, `v1`, `v2` are vectors,
3139 `p1`, `p2` are positions,
3140 `s` is a scalar (a number):
3142 * `vector.new(a[, b, c])`:
3144 * A copy of `a` if `a` is a vector.
3145 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
3146 * `vector.direction(p1, p2)`:
3147 * Returns a vector of length 1 with direction `p1` to `p2`.
3148 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
3149 * `vector.distance(p1, p2)`:
3150 * Returns zero or a positive number, the distance between `p1` and `p2`.
3151 * `vector.length(v)`:
3152 * Returns zero or a positive number, the length of vector `v`.
3153 * `vector.normalize(v)`:
3154 * Returns a vector of length 1 with direction of vector `v`.
3155 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
3156 * `vector.floor(v)`:
3157 * Returns a vector, each dimension rounded down.
3158 * `vector.round(v)`:
3159 * Returns a vector, each dimension rounded to nearest integer.
3160 * `vector.apply(v, func)`:
3161 * Returns a vector where the function `func` has been applied to each
3163 * `vector.equals(v1, v2)`:
3164 * Returns a boolean, `true` if the vectors are identical.
3165 * `vector.sort(v1, v2)`:
3166 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3167 * `vector.angle(v1, v2)`:
3168 * Returns the angle between `v1` and `v2` in radians.
3169 * `vector.dot(v1, v2)`:
3170 * Returns the dot product of `v1` and `v2`.
3171 * `vector.cross(v1, v2)`:
3172 * Returns the cross product of `v1` and `v2`.
3173 * `vector.offset(v, x, y, z)`:
3174 * Returns the sum of the vectors `v` and `{x = x, y = y, z = z}`.
3176 For the following functions `x` can be either a vector or a number:
3178 * `vector.add(v, x)`:
3180 * If `x` is a vector: Returns the sum of `v` and `x`.
3181 * If `x` is a number: Adds `x` to each component of `v`.
3182 * `vector.subtract(v, x)`:
3184 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3185 * If `x` is a number: Subtracts `x` from each component of `v`.
3186 * `vector.multiply(v, s)`:
3187 * Returns a scaled vector.
3188 * Deprecated: If `s` is a vector: Returns the Schur product.
3189 * `vector.divide(v, s)`:
3190 * Returns a scaled vector.
3191 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3193 For the following functions `a` is an angle in radians and `r` is a rotation
3194 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3197 * `vector.rotate(v, r)`:
3198 * Applies the rotation `r` to `v` and returns the result.
3199 * `vector.rotate({x = 0, y = 0, z = 1}, r)` and
3200 `vector.rotate({x = 0, y = 1, z = 0}, r)` return vectors pointing
3201 forward and up relative to an entity's rotation `r`.
3202 * `vector.rotate_around_axis(v1, v2, a)`:
3203 * Returns `v1` rotated around axis `v2` by `a` radians according to
3204 the right hand rule.
3205 * `vector.dir_to_rotation(direction[, up])`:
3206 * Returns a rotation vector for `direction` pointing forward using `up`
3208 * If `up` is omitted, the roll of the returned vector defaults to zero.
3209 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3217 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3218 human-readable, handles reference loops.
3219 * `obj`: arbitrary variable
3220 * `name`: string, default: `"_"`
3221 * `dumped`: table, default: `{}`
3222 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3223 * `obj`: arbitrary variable
3224 * `dumped`: table, default: `{}`
3225 * `math.hypot(x, y)`
3226 * Get the hypotenuse of a triangle with legs x and y.
3227 Useful for distance calculation.
3228 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3229 * Get the sign of a number.
3230 * tolerance: number, default: `0.0`
3231 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3233 * `math.factorial(x)`: returns the factorial of `x`
3234 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3235 * `separator`: string, default: `","`
3236 * `include_empty`: boolean, default: `false`
3237 * `max_splits`: number, if it's negative, splits aren't limited,
3239 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3240 string or a pattern (regex), default: `false`
3241 * e.g. `"a,b":split","` returns `{"a","b"}`
3242 * `string:trim()`: returns the string without whitespace pre- and suffixes
3243 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3244 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3245 * Adds newlines to the string to keep it within the specified character
3247 * Note that the returned lines may be longer than the limit since it only
3248 splits at word borders.
3249 * `limit`: number, maximal amount of characters in one line
3250 * `as_table`: boolean, if set to true, a table of lines instead of a string
3251 is returned, default: `false`
3252 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3253 * `pos`: table {x=X, y=Y, z=Z}
3254 * Converts the position `pos` to a human-readable, printable string
3255 * `decimal_places`: number, if specified, the x, y and z values of
3256 the position are rounded to the given decimal place.
3257 * `minetest.string_to_pos(string)`: returns a position or `nil`
3258 * Same but in reverse.
3259 * If the string can't be parsed to a position, nothing is returned.
3260 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3261 * Converts a string representing an area box into two positions
3262 * `minetest.formspec_escape(string)`: returns a string
3263 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3265 * `minetest.is_yes(arg)`
3266 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3267 * `minetest.is_nan(arg)`
3268 * returns true when the passed number represents NaN.
3269 * `minetest.get_us_time()`
3270 * returns time with microsecond precision. May not return wall time.
3271 * This value might overflow on certain 32-bit systems!
3272 * `table.copy(table)`: returns a table
3273 * returns a deep copy of `table`
3274 * `table.indexof(list, val)`: returns the smallest numerical index containing
3275 the value `val` in the table `list`. Non-numerical indices are ignored.
3276 If `val` could not be found, `-1` is returned. `list` must not have
3278 * `table.insert_all(table, other_table)`:
3279 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3281 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3282 * If multiple keys in `t` map to the same value, it is unspecified which
3283 value maps to that key.
3284 * `table.shuffle(table, [from], [to], [random_func])`:
3285 * Shuffles elements `from` to `to` in `table` in place
3286 * `from` defaults to `1`
3287 * `to` defaults to `#table`
3288 * `random_func` defaults to `math.random`. This function receives two
3289 integers as arguments and should return a random integer inclusively
3291 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3293 * returns the exact position on the surface of a pointed node
3294 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3296 Returns a table with the following fields:
3297 * `diggable`: `true` if node can be dug, `false` otherwise.
3298 * `time`: Time it would take to dig the node.
3299 * `wear`: How much wear would be added to the tool.
3300 `time` and `wear` are meaningless if node's not diggable
3302 * `groups`: Table of the node groups of the node that would be dug
3303 * `tool_capabilities`: Tool capabilities table of the tool
3304 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3305 Simulates an item that punches an object.
3306 Returns a table with the following fields:
3307 * `hp`: How much damage the punch would cause.
3308 * `wear`: How much wear would be added to the tool.
3310 * `groups`: Damage groups of the object
3311 * `tool_capabilities`: Tool capabilities table of the item
3312 * `time_from_last_punch`: time in seconds since last punch action
3320 Texts can be translated client-side with the help of `minetest.translate` and
3323 Translating a string
3324 --------------------
3326 Two functions are provided to translate strings: `minetest.translate` and
3327 `minetest.get_translator`.
3329 * `minetest.get_translator(textdomain)` is a simple wrapper around
3330 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3331 equivalent to `minetest.translate(textdomain, str, ...)`.
3332 It is intended to be used in the following way, so that it avoids verbose
3333 repetitions of `minetest.translate`:
3335 local S = minetest.get_translator(textdomain)
3338 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3340 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3341 the given `textdomain` for disambiguation. The textdomain must match the
3342 textdomain specified in the translation file in order to get the string
3343 translated. This can be used so that a string is translated differently in
3345 It is advised to use the name of the mod as textdomain whenever possible, to
3346 avoid clashes with other mods.
3347 This function must be given a number of arguments equal to the number of
3348 arguments the translated string expects.
3349 Arguments are literal strings -- they will not be translated, so if you want
3350 them to be, they need to come as outputs of `minetest.translate` as well.
3352 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3353 by the translation of "Red". We can do the following:
3355 local S = minetest.get_translator()
3356 S("@1 Wool", S("Red"))
3358 This will be displayed as "Red Wool" on old clients and on clients that do
3359 not have localization enabled. However, if we have for instance a translation
3360 file named `wool.fr.tr` containing the following:
3365 this will be displayed as "Laine Rouge" on clients with a French locale.
3367 Operations on translated strings
3368 --------------------------------
3370 The output of `minetest.translate` is a string, with escape sequences adding
3371 additional information to that string so that it can be translated on the
3372 different clients. In particular, you can't expect operations like string.length
3373 to work on them like you would expect them to, or string.gsub to work in the
3374 expected manner. However, string concatenation will still work as expected
3375 (note that you should only use this for things like formspecs; do not translate
3376 sentences by breaking them into parts; arguments should be used instead), and
3377 operations such as `minetest.colorize` which are also concatenation.
3379 Translation file format
3380 -----------------------
3382 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3383 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3384 The file should be a text file, with the following format:
3386 * Lines beginning with `# textdomain:` (the space is significant) can be used
3387 to specify the text domain of all following translations in the file.
3388 * All other empty lines or lines beginning with `#` are ignored.
3389 * Other lines should be in the format `original=translated`. Both `original`
3390 and `translated` can contain escape sequences beginning with `@` to insert
3391 arguments, literal `@`, `=` or newline (See [Escapes] below).
3392 There must be no extraneous whitespace around the `=` or at the beginning or
3393 the end of the line.
3398 Strings that need to be translated can contain several escapes, preceded by `@`.
3400 * `@@` acts as a literal `@`.
3401 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3402 string that will be inlined when translated. Due to how translations are
3403 implemented, the original translation string **must** have its arguments in
3404 increasing order, without gaps or repetitions, starting from 1.
3405 * `@=` acts as a literal `=`. It is not required in strings given to
3406 `minetest.translate`, but is in translation files to avoid being confused
3407 with the `=` separating the original from the translation.
3408 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3409 As with `@=`, this escape is not required in strings given to
3410 `minetest.translate`, but is in translation files.
3411 * `@n` acts as a literal newline as well.
3413 Server side translations
3414 ------------------------
3416 On some specific cases, server translation could be useful. For example, filter
3417 a list on labels and send results to client. A method is supplied to achieve
3420 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3421 translations for `lang_code` language. It gives the same result as if the string
3422 was translated by the client.
3424 The `lang_code` to use for a given player can be retrieved from
3425 the table returned by `minetest.get_player_information(name)`.
3427 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3428 You do not need to use this to get translated strings to show up on the client.
3433 Perlin noise creates a continuously-varying value depending on the input values.
3434 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3435 The result is used during map generation to create the terrain shape, vary heat
3436 and humidity to distribute biomes, vary the density of decorations or vary the
3439 Structure of perlin noise
3440 -------------------------
3442 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3443 The smooth wavy noise it generates has a single characteristic scale, almost
3444 like a 'wavelength', so on its own does not create fine detail.
3445 Due to this perlin noise combines several octaves to create variation on
3446 multiple scales. Each additional octave has a smaller 'wavelength' than the
3449 This combination results in noise varying very roughly between -2.0 and 2.0 and
3450 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3451 and offset the noise variation.
3453 The final perlin noise variation is created as follows:
3455 noise = offset + scale * (octave1 +
3456 octave2 * persistence +
3457 octave3 * persistence ^ 2 +
3458 octave4 * persistence ^ 3 +
3464 Noise Parameters are commonly called `NoiseParams`.
3468 After the multiplication by `scale` this is added to the result and is the final
3469 step in creating the noise value.
3470 Can be positive or negative.
3474 Once all octaves have been combined, the result is multiplied by this.
3475 Can be positive or negative.
3479 For octave1, this is roughly the change of input value needed for a very large
3480 variation in the noise value generated by octave1. It is almost like a
3481 'wavelength' for the wavy noise variation.
3482 Each additional octave has a 'wavelength' that is smaller than the previous
3483 octave, to create finer detail. `spread` will therefore roughly be the typical
3484 size of the largest structures in the final noise variation.
3486 `spread` is a vector with values for x, y, z to allow the noise variation to be
3487 stretched or compressed in the desired axes.
3488 Values are positive numbers.
3492 This is a whole number that determines the entire pattern of the noise
3493 variation. Altering it enables different noise patterns to be created.
3494 With other parameters equal, different seeds produce different noise patterns
3495 and identical seeds produce identical noise patterns.
3497 For this parameter you can randomly choose any whole number. Usually it is
3498 preferable for this to be different from other seeds, but sometimes it is useful
3499 to be able to create identical noise patterns.
3501 In some noise APIs the world seed is added to the seed specified in noise
3502 parameters. This is done to make the resulting noise pattern vary in different
3503 worlds, and be 'world-specific'.
3507 The number of simple noise generators that are combined.
3508 A whole number, 1 or more.
3509 Each additional octave adds finer detail to the noise but also increases the
3510 noise calculation load.
3511 3 is a typical minimum for a high quality, complex and natural-looking noise
3512 variation. 1 octave has a slight 'gridlike' appearence.
3514 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3515 size of the finest detail you require. For example:
3516 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3517 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3518 512, 256, 128, 64, 32, 16 nodes.
3519 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3523 Each additional octave has an amplitude that is the amplitude of the previous
3524 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3525 as is often helpful and natural to do so.
3526 Since this controls the balance of fine detail to large-scale detail
3527 `persistence` can be thought of as the 'roughness' of the noise.
3529 A positive or negative non-zero number, often between 0.3 and 1.0.
3530 A common medium value is 0.5, such that each octave has half the amplitude of
3531 the previous octave.
3532 This may need to be tuned when altering `lacunarity`; when doing so consider
3533 that a common medium value is 1 / lacunarity.
3537 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3538 previous octave multiplied by 1 / lacunarity, to create finer detail.
3539 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3541 A positive number no smaller than 1.0.
3542 Values below 2.0 create higher quality noise at the expense of requiring more
3543 octaves to cover a paticular range of 'wavelengths'.
3547 Leave this field unset for no special handling.
3548 Currently supported are `defaults`, `eased` and `absvalue`:
3552 Specify this if you would like to keep auto-selection of eased/not-eased while
3553 specifying some other flags.
3557 Maps noise gradient values onto a quintic S-curve before performing
3558 interpolation. This results in smooth, rolling noise.
3559 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3561 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3563 Easing a 3D noise significantly increases the noise calculation load, so use
3568 The absolute value of each octave's noise variation is used when combining the
3569 octaves. The final perlin noise variation is created as follows:
3571 noise = offset + scale * (abs(octave1) +
3572 abs(octave2) * persistence +
3573 abs(octave3) * persistence ^ 2 +
3574 abs(octave4) * persistence ^ 3 +
3579 For 2D or 3D perlin noise or perlin noise maps:
3584 spread = {x = 500, y = 500, z = 500},
3589 flags = "defaults, absvalue",
3592 For 2D noise the Z component of `spread` is still defined but is ignored.
3593 A single noise parameter table can be used for 2D or 3D noise.
3604 These tell in what manner the ore is generated.
3606 All default ores are of the uniformly-distributed scatter type.
3610 Randomly chooses a location and generates a cluster of ore.
3612 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3613 at that point is greater than the `noise_threshold`, giving the ability to
3614 create a non-equal distribution of ore.
3618 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3619 described by `noise_params` and `noise_threshold`. This is essentially an
3620 improved version of the so-called "stratus" ore seen in some unofficial mods.
3622 This sheet consists of vertical columns of uniform randomly distributed height,
3623 varying between the inclusive range `column_height_min` and `column_height_max`.
3624 If `column_height_min` is not specified, this parameter defaults to 1.
3625 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3626 for reverse compatibility. New code should prefer `column_height_max`.
3628 The `column_midpoint_factor` parameter controls the position of the column at
3629 which ore emanates from.
3630 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3631 equally starting from each direction.
3632 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3633 this parameter is not specified, the default is 0.5.
3635 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3640 Creates a sheet of ore in a cloud-like puff shape.
3642 As with the `sheet` ore type, the size and shape of puffs are described by
3643 `noise_params` and `noise_threshold` and are placed at random vertical
3644 positions within the currently generated chunk.
3646 The vertical top and bottom displacement of each puff are determined by the
3647 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3651 Creates a deformed sphere of ore according to 3d perlin noise described by
3652 `noise_params`. The maximum size of the blob is `clust_size`, and
3653 `clust_scarcity` has the same meaning as with the `scatter` type.
3657 Creates veins of ore varying in density by according to the intersection of two
3658 instances of 3d perlin noise with different seeds, both described by
3661 `random_factor` varies the influence random chance has on placement of an ore
3662 inside the vein, which is `1` by default. Note that modifying this parameter
3663 may require adjusting `noise_threshold`.
3665 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3668 This ore type is difficult to control since it is sensitive to small changes.
3669 The following is a decent set of parameters to work from:
3674 spread = {x=200, y=200, z=200},
3681 noise_threshold = 1.6
3683 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3684 computationally expensive than any other ore.
3688 Creates a single undulating ore stratum that is continuous across mapchunk
3689 borders and horizontally spans the world.
3691 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3692 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3693 defines the stratum's vertical thickness (in units of nodes). Due to being
3694 continuous across mapchunk borders the stratum's vertical thickness is
3697 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3698 to y_max in a simple horizontal stratum.
3700 A parameter `stratum_thickness` can be provided instead of the noise parameter
3701 `np_stratum_thickness`, to create a constant thickness.
3703 Leaving out one or both noise parameters makes the ore generation less
3704 intensive, useful when adding multiple strata.
3706 `y_min` and `y_max` define the limits of the ore generation and for performance
3707 reasons should be set as close together as possible but without clipping the
3708 stratum's Y variation.
3710 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3711 solid-ore stratum would require a `clust_scarcity` of 1.
3713 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3714 `random_factor` are ignored by this ore type.
3719 See section [Flag Specifier Format].
3721 Currently supported flags:
3722 `puff_cliffs`, `puff_additive_composition`.
3726 If set, puff ore generation will not taper down large differences in
3727 displacement when approaching the edge of a puff. This flag has no effect for
3728 ore types other than `puff`.
3730 ### `puff_additive_composition`
3732 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3733 in a negative displacement, the sub-column at that point is not generated. With
3734 this attribute set, puff ore generation will instead generate the absolute
3735 difference in noise displacement values. This flag has no effect for ore types
3744 The varying types of decorations that can be placed.
3749 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3750 a list, if a decoration list is specified). Can specify a certain node it must
3751 spawn next to, such as water or lava, for example. Can also generate a
3752 decoration of random height between a specified lower and upper bound.
3753 This type of decoration is intended for placement of grass, flowers, cacti,
3754 papyri, waterlilies and so on.
3759 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3760 Can specify a probability of a node randomly appearing when placed.
3761 This decoration type is intended to be used for multi-node sized discrete
3762 structures, such as trees, cave spikes, rocks, and so on.
3771 --------------------
3773 A schematic specifier identifies a schematic by either a filename to a
3774 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3775 in the form of a table. This table specifies the following fields:
3777 * The `size` field is a 3D vector containing the dimensions of the provided
3778 schematic. (required field)
3779 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3780 sets the probability of a particular horizontal slice of the schematic being
3781 placed. (optional field)
3782 `ypos` = 0 for the lowest horizontal slice of a schematic.
3783 The default of `prob` is 255.
3784 * The `data` field is a flat table of MapNode tables making up the schematic,
3785 in the order of `[z [y [x]]]`. (required field)
3786 Each MapNode table contains:
3787 * `name`: the name of the map node to place (required)
3788 * `prob` (alias `param1`): the probability of this node being placed
3790 * `param2`: the raw param2 value of the node being placed onto the map
3792 * `force_place`: boolean representing if the node should forcibly overwrite
3793 any previous contents (default: false)
3795 About probability values:
3797 * A probability value of `0` or `1` means that node will never appear
3799 * A probability value of `254` or `255` means the node will always appear
3801 * If the probability value `p` is greater than `1`, then there is a
3802 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3805 Schematic attributes
3806 --------------------
3808 See section [Flag Specifier Format].
3810 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3813 * `place_center_x`: Placement of this decoration is centered along the X axis.
3814 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3815 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3816 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3822 Lua Voxel Manipulator
3823 =====================
3828 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3829 facility. The purpose of this object is for fast, low-level, bulk access to
3830 reading and writing Map content. As such, setting map nodes through VoxelManip
3831 will lack many of the higher level features and concepts you may be used to
3832 with other methods of setting nodes. For example, nodes will not have their
3833 construction and destruction callbacks run, and no rollback information is
3836 It is important to note that VoxelManip is designed for speed, and *not* ease
3837 of use or flexibility. If your mod requires a map manipulation facility that
3838 will handle 100% of all edge cases, or the use of high level node placement
3839 features, perhaps `minetest.set_node()` is better suited for the job.
3841 In addition, VoxelManip might not be faster, or could even be slower, for your
3842 specific use case. VoxelManip is most effective when setting large areas of map
3843 at once - for example, if only setting a 3x3x3 node area, a
3844 `minetest.set_node()` loop may be more optimal. Always profile code using both
3845 methods of map manipulation to determine which is most appropriate for your
3848 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3849 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3854 A VoxelManip object can be created any time using either:
3855 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3857 If the optional position parameters are present for either of these routines,
3858 the specified region will be pre-loaded into the VoxelManip object on creation.
3859 Otherwise, the area of map you wish to manipulate must first be loaded into the
3860 VoxelManip object using `VoxelManip:read_from_map()`.
3862 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3863 formed by these positions indicate the minimum and maximum (respectively)
3864 positions of the area actually loaded in the VoxelManip, which may be larger
3865 than the area requested. For convenience, the loaded area coordinates can also
3866 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3868 Now that the VoxelManip object is populated with map data, your mod can fetch a
3869 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3870 which retrieves an individual node in a MapNode formatted table at the position
3871 requested is the simplest method to use, but also the slowest.
3873 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3876 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3878 * `VoxelManip:get_light_data()` for node light levels, and
3879 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3881 See section [Flat array format] for more details.
3883 It is very important to understand that the tables returned by any of the above
3884 three functions represent a snapshot of the VoxelManip's internal state at the
3885 time of the call. This copy of the data will not magically update itself if
3886 another function modifies the internal VoxelManip state.
3887 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3888 internal state unless otherwise explicitly stated.
3890 Once the bulk data has been edited to your liking, the internal VoxelManip
3891 state can be set using:
3893 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3895 * `VoxelManip:set_light_data()` for node light levels, and
3896 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3898 The parameter to each of the above three functions can use any table at all in
3899 the same flat array format as produced by `get_data()` etc. and is not required
3900 to be a table retrieved from `get_data()`.
3902 Once the internal VoxelManip state has been modified to your liking, the
3903 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3905 ### Flat array format
3908 `Nx = p2.X - p1.X + 1`,
3909 `Ny = p2.Y - p1.Y + 1`, and
3910 `Nz = p2.Z - p1.Z + 1`.
3912 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3913 including the value of the expression `Nx * Ny * Nz`.
3915 Positions offset from p1 are present in the array with the format of:
3918 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3919 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3921 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3922 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3924 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3926 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3929 and the array index for a position p contained completely in p1..p2 is:
3931 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3933 Note that this is the same "flat 3D array" format as
3934 `PerlinNoiseMap:get3dMap_flat()`.
3935 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3936 of the index for a single point in a flat VoxelManip array.
3940 A Content ID is a unique integer identifier for a specific node type.
3941 These IDs are used by VoxelManip in place of the node name string for
3942 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3943 `minetest.get_content_id()` to look up the Content ID for the specified node
3944 name, and `minetest.get_name_from_content_id()` to look up the node name string
3945 for a given Content ID.
3946 After registration of a node, its Content ID will remain the same throughout
3947 execution of the mod.
3948 Note that the node being queried needs to have already been been registered.
3950 The following builtin node types have their Content IDs defined as constants:
3952 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3953 * `minetest.CONTENT_AIR`: ID for "air" nodes
3954 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3956 ### Mapgen VoxelManip objects
3958 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3959 VoxelManip object used by the core's Map Generator (commonly abbreviated
3960 Mapgen). Most of the rules previously described still apply but with a few
3963 * The Mapgen VoxelManip object is retrieved using:
3964 `minetest.get_mapgen_object("voxelmanip")`
3965 * This VoxelManip object already has the region of map just generated loaded
3966 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3967 a Mapgen VoxelManip.
3968 * The `on_generated()` callbacks of some mods may place individual nodes in the
3969 generated area using non-VoxelManip map modification methods. Because the
3970 same Mapgen VoxelManip object is passed through each `on_generated()`
3971 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3972 consistency with the current map state. For this reason, calling any of the
3973 following functions:
3974 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3975 will also update the Mapgen VoxelManip object's internal state active on the
3977 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3978 necessary to update lighting information using either:
3979 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3981 ### Other API functions operating on a VoxelManip
3983 If any VoxelManip contents were set to a liquid node,
3984 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3985 flowing. It is recommended to call this function only after having written all
3986 buffered data back to the VoxelManip object, save for special situations where
3987 the modder desires to only have certain liquid nodes begin flowing.
3989 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3990 will generate all registered decorations and ores throughout the full area
3991 inside of the specified VoxelManip object.
3993 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3994 `minetest.place_schematic()`, except instead of placing the specified schematic
3995 directly on the map at the specified position, it will place the schematic
3996 inside the VoxelManip.
4000 * Attempting to read data from a VoxelManip object before map is read will
4001 result in a zero-length array table for `VoxelManip:get_data()`, and an
4002 "ignore" node at any position for `VoxelManip:get_node_at()`.
4003 * If either a region of map has not yet been generated or is out-of-bounds of
4004 the map, that region is filled with "ignore" nodes.
4005 * Other mods, or the core itself, could possibly modify the area of map
4006 currently loaded into a VoxelManip object. With the exception of Mapgen
4007 VoxelManips (see above section), the internal buffers are not updated. For
4008 this reason, it is strongly encouraged to complete the usage of a particular
4009 VoxelManip object in the same callback it had been created.
4010 * If a VoxelManip object will be used often, such as in an `on_generated()`
4011 callback, consider passing a file-scoped table as the optional parameter to
4012 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4013 to write map data to instead of returning a new table each call. This greatly
4014 enhances performance by avoiding unnecessary memory allocations.
4019 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4020 containing the region formed by `p1` and `p2`.
4021 * returns actual emerged `pmin`, actual emerged `pmax`
4022 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4024 * **important**: data must be set using `VoxelManip:set_data()` before
4026 * if `light` is true, then lighting is automatically recalculated.
4027 The default value is true.
4028 If `light` is false, no light calculations happen, and you should correct
4029 all modified blocks with `minetest.fix_light()` as soon as possible.
4030 Keep in mind that modifying the map where light is incorrect can cause
4032 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4033 the `VoxelManip` at that position
4034 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4036 * `get_data([buffer])`: Retrieves the node content data loaded into the
4037 `VoxelManip` object.
4038 * returns raw node data in the form of an array of node content IDs
4039 * if the param `buffer` is present, this table will be used to store the
4041 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4042 * `update_map()`: Does nothing, kept for compatibility.
4043 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4045 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4046 * To be used only by a `VoxelManip` object from
4047 `minetest.get_mapgen_object`.
4048 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4050 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4051 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4053 * Each value is the bitwise combination of day and night light values
4055 * `light = day + (night * 16)`
4056 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4057 in the `VoxelManip`.
4058 * expects lighting data in the same format that `get_light_data()` returns
4059 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4060 `VoxelManip` object.
4061 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4063 * If the param `buffer` is present, this table will be used to store the
4065 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4067 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4069 * To be used only by a `VoxelManip` object from
4070 `minetest.get_mapgen_object`.
4071 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4072 area if left out or nil. For almost all uses these should be left out
4073 or nil to use the default.
4074 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4075 generated mapchunk above are propagated down into the mapchunk, defaults
4076 to `true` if left out.
4077 * `update_liquids()`: Update liquid flow
4078 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4079 manipulator had been modified since the last read from map, due to a call to
4080 `minetest.set_data()` on the loaded area elsewhere.
4081 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4086 A helper class for voxel areas.
4087 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4088 The coordinates are *inclusive*, like most other things in Minetest.
4092 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4093 `MinEdge` and `MaxEdge`.
4094 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4096 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4098 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4099 * The position (x, y, z) is not checked for being inside the area volume,
4100 being outside can cause an incorrect index result.
4101 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4102 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4103 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4104 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4105 is not checked for being inside the area volume.
4106 * `position(i)`: returns the absolute position vector corresponding to index
4108 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4109 `MinEdge` and `MaxEdge`.
4110 * `containsp(p)`: same as above, except takes a vector
4111 * `containsi(i)`: same as above, except takes an index `i`
4112 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4114 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4116 * `iterp(minp, maxp)`: same as above, except takes a vector
4118 ### Y stride and z stride of a flat array
4120 For a particular position in a voxel area, whose flat array index is known,
4121 it is often useful to know the index of a neighboring or nearby position.
4122 The table below shows the changes of index required for 1 node movements along
4123 the axes in a voxel area:
4125 Movement Change of index
4135 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4137 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4146 A mapgen object is a construct used in map generation. Mapgen objects can be
4147 used by an `on_generate` callback to speed up operations by avoiding
4148 unnecessary recalculations, these can be retrieved using the
4149 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4150 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4151 callback, `nil` is returned.
4153 The following Mapgen objects are currently available:
4157 This returns three values; the `VoxelManip` object to be used, minimum and
4158 maximum emerged position, in that order. All mapgens support this object.
4162 Returns an array containing the y coordinates of the ground levels of nodes in
4163 the most recently generated chunk by the current mapgen.
4167 Returns an array containing the biome IDs of nodes in the most recently
4168 generated chunk by the current mapgen.
4172 Returns an array containing the temperature values of nodes in the most
4173 recently generated chunk by the current mapgen.
4177 Returns an array containing the humidity values of nodes in the most recently
4178 generated chunk by the current mapgen.
4182 Returns a table mapping requested generation notification types to arrays of
4183 positions at which the corresponding generated structures are located within
4184 the current chunk. To set the capture of positions of interest to be recorded
4185 on generate, use `minetest.set_gen_notify()`.
4186 For decorations, the returned positions are the ground surface 'place_on'
4187 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4188 node above the returned position and possibly displaced by 'place_offset_y'.
4190 Possible fields of the table returned are:
4196 * `large_cave_begin`
4200 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4201 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4209 Functions receive a "luaentity" as `self`:
4211 * It has the member `.name`, which is the registered name `("mod:thing")`
4212 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4213 * The original prototype stuff is visible directly via a metatable
4217 * `on_activate(self, staticdata, dtime_s)`
4218 * Called when the object is instantiated.
4219 * `dtime_s` is the time passed since the object was unloaded, which can be
4220 used for updating the entity state.
4221 * `on_deactivate(self)
4222 * Called when the object is about to get removed or unloaded.
4223 * `on_step(self, dtime)`
4224 * Called on every server tick, after movement and collision processing.
4225 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4227 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4228 * Called when somebody punches the object.
4229 * Note that you probably want to handle most punches using the automatic
4231 * `puncher`: an `ObjectRef` (can be `nil`)
4232 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4234 * `tool_capabilities`: capability table of used tool (can be `nil`)
4235 * `dir`: unit vector of direction of punch. Always defined. Points from the
4236 puncher to the punched.
4237 * `damage`: damage that will be done to entity.
4238 * Can return `true` to prevent the default damage mechanism.
4239 * `on_death(self, killer)`
4240 * Called when the object dies.
4241 * `killer`: an `ObjectRef` (can be `nil`)
4242 * `on_rightclick(self, clicker)`
4243 * `on_attach_child(self, child)`
4244 * `child`: an `ObjectRef` of the child that attaches
4245 * `on_detach_child(self, child)`
4246 * `child`: an `ObjectRef` of the child that detaches
4247 * `on_detach(self, parent)`
4248 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4249 * This happens before the parent object is removed from the world
4250 * `get_staticdata(self)`
4251 * Should return a string that will be passed to `on_activate` when the
4252 object is instantiated the next time.
4264 axiom, --string initial tree axiom
4265 rules_a, --string rules set A
4266 rules_b, --string rules set B
4267 rules_c, --string rules set C
4268 rules_d, --string rules set D
4269 trunk, --string trunk node name
4270 leaves, --string leaves node name
4271 leaves2, --string secondary leaves node name
4272 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4273 angle, --num angle in deg
4274 iterations, --num max # of iterations, usually 2 -5
4275 random_level, --num factor to lower nr of iterations, usually 0 - 3
4276 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4277 -- 2x2 nodes or 3x3 in cross shape
4278 thin_branches, --boolean true -> use thin (1 node) branches
4279 fruit, --string fruit node name
4280 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4281 seed, --num random seed, if no seed is provided, the engine
4285 Key for special L-System symbols used in axioms
4286 -----------------------------------------------
4288 * `G`: move forward one unit with the pen up
4289 * `F`: move forward one unit with the pen down drawing trunks and branches
4290 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4291 * `T`: move forward one unit with the pen down drawing trunks only
4292 * `R`: move forward one unit with the pen down placing fruit
4293 * `A`: replace with rules set A
4294 * `B`: replace with rules set B
4295 * `C`: replace with rules set C
4296 * `D`: replace with rules set D
4297 * `a`: replace with rules set A, chance 90%
4298 * `b`: replace with rules set B, chance 80%
4299 * `c`: replace with rules set C, chance 70%
4300 * `d`: replace with rules set D, chance 60%
4301 * `+`: yaw the turtle right by `angle` parameter
4302 * `-`: yaw the turtle left by `angle` parameter
4303 * `&`: pitch the turtle down by `angle` parameter
4304 * `^`: pitch the turtle up by `angle` parameter
4305 * `/`: roll the turtle to the right by `angle` parameter
4306 * `*`: roll the turtle to the left by `angle` parameter
4307 * `[`: save in stack current state info
4308 * `]`: recover from stack state info
4313 Spawn a small apple tree:
4315 pos = {x=230,y=20,z=4}
4318 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4319 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4320 trunk="default:tree",
4321 leaves="default:leaves",
4325 trunk_type="single",
4328 fruit="default:apple"
4330 minetest.spawn_tree(pos,apple_tree)
4335 'minetest' namespace reference
4336 ==============================
4341 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4343 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4344 e.g. `"/home/user/.minetest/usermods/modname"`.
4345 * Returns nil if the mod is not enabled or does not exist (not installed).
4346 * Works regardless of whether the mod has been loaded yet.
4347 * Useful for loading additional `.lua` modules or static data from a mod,
4348 or checking if a mod is enabled.
4349 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4350 * Does not include disabled mods, even if they are installed.
4351 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4352 * Useful for storing custom data
4353 * `minetest.is_singleplayer()`
4354 * `minetest.features`: Table containing API feature flags
4357 glasslike_framed = true, -- 0.4.7
4358 nodebox_as_selectionbox = true, -- 0.4.7
4359 get_all_craft_recipes_works = true, -- 0.4.7
4360 -- The transparency channel of textures can optionally be used on
4362 use_texture_alpha = true,
4363 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4364 no_legacy_abms = true,
4365 -- Texture grouping is possible using parentheses (0.4.11)
4366 texture_names_parens = true,
4367 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4368 area_store_custom_ids = true,
4369 -- add_entity supports passing initial staticdata to on_activate
4371 add_entity_with_staticdata = true,
4372 -- Chat messages are no longer predicted (0.4.16)
4373 no_chat_message_prediction = true,
4374 -- The transparency channel of textures can optionally be used on
4375 -- objects (ie: players and lua entities) (5.0.0)
4376 object_use_texture_alpha = true,
4377 -- Object selectionbox is settable independently from collisionbox
4379 object_independent_selectionbox = true,
4380 -- Specifies whether binary data can be uploaded or downloaded using
4381 -- the HTTP API (5.1.0)
4382 httpfetch_binary_data = true,
4383 -- Whether formspec_version[<version>] may be used (5.1.0)
4384 formspec_version_element = true,
4385 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4386 area_store_persistent_ids = true,
4387 -- Whether minetest.find_path is functional (5.2.0)
4388 pathfinder_works = true,
4389 -- Whether Collision info is available to an objects' on_step (5.3.0)
4390 object_step_has_moveresult = true,
4391 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4392 direct_velocity_on_players = true,
4393 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4394 use_texture_alpha_string_modes = true,
4397 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4398 * `arg`: string or table in format `{foo=true, bar=true}`
4399 * `missing_features`: `{foo=true, bar=true}`
4400 * `minetest.get_player_information(player_name)`: Table containing information
4401 about a player. Example return value:
4404 address = "127.0.0.1", -- IP address of client
4405 ip_version = 4, -- IPv4 / IPv6
4406 connection_uptime = 200, -- seconds since client connected
4407 protocol_version = 32, -- protocol version used by client
4408 formspec_version = 2, -- supported formspec version
4409 lang_code = "fr" -- Language code used for translation
4410 -- the following keys can be missing if no stats have been collected yet
4411 min_rtt = 0.01, -- minimum round trip time
4412 max_rtt = 0.2, -- maximum round trip time
4413 avg_rtt = 0.02, -- average round trip time
4414 min_jitter = 0.01, -- minimum packet time jitter
4415 max_jitter = 0.5, -- maximum packet time jitter
4416 avg_jitter = 0.03, -- average packet time jitter
4417 -- the following information is available in a debug build only!!!
4418 -- DO NOT USE IN MODS
4419 --ser_vers = 26, -- serialization version used by client
4420 --major = 0, -- major version number
4421 --minor = 4, -- minor version number
4422 --patch = 10, -- patch version number
4423 --vers_string = "0.4.9-git", -- full version string
4424 --state = "Active" -- current client state
4427 * `minetest.mkdir(path)`: returns success.
4428 * Creates a directory specified by `path`, creating parent directories
4429 if they don't exist.
4430 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4432 * nil: return all entries,
4433 * true: return only subdirectory names, or
4434 * false: return only file names.
4435 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4436 * Replaces contents of file at path with new contents in a safe (atomic)
4437 way. Use this instead of below code when writing e.g. database files:
4438 `local f = io.open(path, "wb"); f:write(content); f:close()`
4439 * `minetest.get_version()`: returns a table containing components of the
4440 engine version. Components:
4441 * `project`: Name of the project, eg, "Minetest"
4442 * `string`: Simple version, eg, "1.2.3-dev"
4443 * `hash`: Full git version (only set if available),
4444 eg, "1.2.3-dev-01234567-dirty".
4445 Use this for informational purposes only. The information in the returned
4446 table does not represent the capabilities of the engine, nor is it
4447 reliable or verifiable. Compatible forks will have a different name and
4448 version entirely. To check for the presence of engine features, test
4449 whether the functions exported by the wanted features exist. For example:
4450 `if minetest.check_for_falling then ... end`.
4451 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4452 * `data`: string of data to hash
4453 * `raw`: return raw bytes instead of hex digits, default: false
4458 * `minetest.debug(...)`
4459 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4460 * `minetest.log([level,] text)`
4461 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4462 `"info"`, or `"verbose"`. Default is `"none"`.
4464 Registration functions
4465 ----------------------
4467 Call these functions only at load time!
4471 * `minetest.register_node(name, node definition)`
4472 * `minetest.register_craftitem(name, item definition)`
4473 * `minetest.register_tool(name, item definition)`
4474 * `minetest.override_item(name, redefinition)`
4475 * Overrides fields of an item registered with register_node/tool/craftitem.
4476 * Note: Item must already be defined, (opt)depend on the mod defining it.
4477 * Example: `minetest.override_item("default:mese",
4478 {light_source=minetest.LIGHT_MAX})`
4479 * `minetest.unregister_item(name)`
4480 * Unregisters the item from the engine, and deletes the entry with key
4481 `name` from `minetest.registered_items` and from the associated item table
4482 according to its nature: `minetest.registered_nodes`, etc.
4483 * `minetest.register_entity(name, entity definition)`
4484 * `minetest.register_abm(abm definition)`
4485 * `minetest.register_lbm(lbm definition)`
4486 * `minetest.register_alias(alias, original_name)`
4487 * Also use this to set the 'mapgen aliases' needed in a game for the core
4488 mapgens. See [Mapgen aliases] section above.
4489 * `minetest.register_alias_force(alias, original_name)`
4490 * `minetest.register_ore(ore definition)`
4491 * Returns an integer object handle uniquely identifying the registered
4493 * The order of ore registrations determines the order of ore generation.
4494 * `minetest.register_biome(biome definition)`
4495 * Returns an integer object handle uniquely identifying the registered
4496 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4497 * `minetest.unregister_biome(name)`
4498 * Unregisters the biome from the engine, and deletes the entry with key
4499 `name` from `minetest.registered_biomes`.
4500 * Warning: This alters the biome to biome ID correspondences, so any
4501 decorations or ores using the 'biomes' field must afterwards be cleared
4503 * `minetest.register_decoration(decoration definition)`
4504 * Returns an integer object handle uniquely identifying the registered
4505 decoration on success. To get the decoration ID, use
4506 `minetest.get_decoration_id`.
4507 * The order of decoration registrations determines the order of decoration
4509 * `minetest.register_schematic(schematic definition)`
4510 * Returns an integer object handle uniquely identifying the registered
4511 schematic on success.
4512 * If the schematic is loaded from a file, the `name` field is set to the
4514 * If the function is called when loading the mod, and `name` is a relative
4515 path, then the current mod path will be prepended to the schematic
4517 * `minetest.clear_registered_biomes()`
4518 * Clears all biomes currently registered.
4519 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4520 correspondences, so any decorations or ores using the 'biomes' field must
4521 afterwards be cleared and re-registered.
4522 * `minetest.clear_registered_decorations()`
4523 * Clears all decorations currently registered.
4524 * `minetest.clear_registered_ores()`
4525 * Clears all ores currently registered.
4526 * `minetest.clear_registered_schematics()`
4527 * Clears all schematics currently registered.
4531 * `minetest.register_craft(recipe)`
4532 * Check recipe table syntax for different types below.
4533 * `minetest.clear_craft(recipe)`
4534 * Will erase existing craft based either on output item or on input recipe.
4535 * Specify either output or input only. If you specify both, input will be
4536 ignored. For input use the same recipe table syntax as for
4537 `minetest.register_craft(recipe)`. For output specify only the item,
4539 * Returns false if no erase candidate could be found, otherwise returns true.
4540 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4541 ignored if the recipe contains output. Erasing is then done independently
4542 from the crafting method.
4543 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4544 * `minetest.override_chatcommand(name, redefinition)`
4545 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4546 * `minetest.unregister_chatcommand(name)`
4547 * Unregisters a chatcommands registered with `register_chatcommand`.
4548 * `minetest.register_privilege(name, definition)`
4549 * `definition` can be a description or a definition table (see [Privilege
4551 * If it is a description, the priv will be granted to singleplayer and admin
4553 * To allow players with `basic_privs` to grant, see the `basic_privs`
4554 minetest.conf setting.
4555 * `minetest.register_authentication_handler(authentication handler definition)`
4556 * Registers an auth handler that overrides the builtin one.
4557 * This function can be called by a single mod once only.
4559 Global callback registration functions
4560 --------------------------------------
4562 Call these functions only at load time!
4564 * `minetest.register_globalstep(function(dtime))`
4565 * Called every server step, usually interval of 0.1s
4566 * `minetest.register_on_mods_loaded(function())`
4567 * Called after mods have finished loading and before the media is cached or the
4569 * `minetest.register_on_shutdown(function())`
4570 * Called before server shutdown
4571 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4572 registered callbacks **will likely not be run**. Data should be saved at
4573 semi-frequent intervals as well as on server shutdown.
4574 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4575 * Called when a node has been placed
4576 * If return `true` no item is taken from `itemstack`
4577 * `placer` may be any valid ObjectRef or nil.
4578 * **Not recommended**; use `on_construct` or `after_place_node` in node
4579 definition whenever possible.
4580 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4581 * Called when a node has been dug.
4582 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4583 definition whenever possible.
4584 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4585 * Called when a node is punched
4586 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4587 * Called after generating a piece of world. Modifying nodes inside the area
4588 is a bit faster than usually.
4589 * `minetest.register_on_newplayer(function(ObjectRef))`
4590 * Called when a new player enters the world for the first time
4591 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4592 * Called when a player is punched
4593 * Note: This callback is invoked even if the punched player is dead.
4594 * `player`: ObjectRef - Player that was punched
4595 * `hitter`: ObjectRef - Player that hit
4596 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4598 * `tool_capabilities`: Capability table of used tool (can be nil)
4599 * `dir`: Unit vector of direction of punch. Always defined. Points from
4600 the puncher to the punched.
4601 * `damage`: Number that represents the damage calculated by the engine
4602 * should return `true` to prevent the default damage mechanism
4603 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4604 * Called when a player is right-clicked
4605 * `player`: ObjectRef - Player that was right-clicked
4606 * `clicker`: ObjectRef - Object that right-clicked, may or may not be a player
4607 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4608 * Called when the player gets damaged or healed
4609 * `player`: ObjectRef of the player
4610 * `hp_change`: the amount of change. Negative when it is damage.
4611 * `reason`: a PlayerHPChangeReason table.
4612 * The `type` field will have one of the following values:
4613 * `set_hp`: A mod or the engine called `set_hp` without
4614 giving a type - use this for custom damage types.
4615 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4617 * `node_damage`: `damage_per_second` from a neighbouring node.
4618 `reason.node` will hold the node name or nil.
4621 * Any of the above types may have additional fields from mods.
4622 * `reason.from` will be `mod` or `engine`.
4623 * `modifier`: when true, the function should return the actual `hp_change`.
4624 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4625 Modifiers can return true as a second argument to stop the execution of further functions.
4626 Non-modifiers receive the final HP change calculated by the modifiers.
4627 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4628 * Called when a player dies
4629 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4630 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4631 * Called when player is to be respawned
4632 * Called _before_ repositioning of player occurs
4633 * return true in func to disable regular player placement
4634 * `minetest.register_on_prejoinplayer(function(name, ip))`
4635 * Called when a client connects to the server, prior to authentication
4636 * If it returns a string, the client is disconnected with that string as
4638 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4639 * Called when a player joins the game
4640 * `last_login`: The timestamp of the previous login, or nil if player is new
4641 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4642 * Called when a player leaves the game
4643 * `timed_out`: True for timeout, false for other reasons.
4644 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4645 * Called when a client attempts to log into an account.
4646 * `name`: The name of the account being authenticated.
4647 * `ip`: The IP address of the client
4648 * `is_success`: Whether the client was successfully authenticated
4649 * For newly registered accounts, `is_success` will always be true
4650 * `minetest.register_on_auth_fail(function(name, ip))`
4651 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4652 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4653 * Called when a player cheats
4654 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4656 * `interacted_too_far`
4657 * `interacted_while_dead`
4658 * `finished_unknown_dig`
4661 * `minetest.register_on_chat_message(function(name, message))`
4662 * Called always when a player says something
4663 * Return `true` to mark the message as handled, which means that it will
4664 not be sent to other players.
4665 * `minetest.register_on_chatcommand(function(name, command, params))`
4666 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4667 is checked to see if the command exists, but after the input is parsed.
4668 * Return `true` to mark the command as handled, which means that the default
4669 handlers will be prevented.
4670 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4671 * Called when the server received input from `player` in a formspec with
4672 the given `formname`. Specifically, this is called on any of the
4674 * a button was pressed,
4675 * Enter was pressed while the focus was on a text field
4676 * a checkbox was toggled,
4677 * something was selected in a dropdown list,
4678 * a different tab was selected,
4679 * selection was changed in a textlist or table,
4680 * an entry was double-clicked in a textlist or table,
4681 * a scrollbar was moved, or
4682 * the form was actively closed by the player.
4683 * Fields are sent for formspec elements which define a field. `fields`
4684 is a table containing each formspecs element value (as string), with
4685 the `name` parameter as index for each. The value depends on the
4686 formspec element type:
4687 * `animated_image`: Returns the index of the current frame.
4688 * `button` and variants: If pressed, contains the user-facing button
4689 text as value. If not pressed, is `nil`
4690 * `field`, `textarea` and variants: Text in the field
4691 * `dropdown`: Either the index or value, depending on the `index event`
4693 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4694 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4695 * `textlist`: See `minetest.explode_textlist_event`
4696 * `table`: See `minetest.explode_table_event`
4697 * `scrollbar`: See `minetest.explode_scrollbar_event`
4698 * Special case: `["quit"]="true"` is sent when the user actively
4699 closed the form by mouse click, keypress or through a button_exit[]
4701 * Special case: `["key_enter"]="true"` is sent when the user pressed
4702 the Enter key and the focus was either nowhere (causing the formspec
4703 to be closed) or on a button. If the focus was on a text field,
4704 additionally, the index `key_enter_field` contains the name of the
4705 text field. See also: `field_close_on_enter`.
4706 * Newest functions are called first
4707 * If function returns `true`, remaining functions are not called
4708 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4709 * Called when `player` crafts something
4710 * `itemstack` is the output
4711 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4713 * `craft_inv` is the inventory with the crafting grid
4714 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4716 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4717 * The same as before, except that it is called before the player crafts, to
4718 make craft prediction, and it should not change anything.
4719 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4720 * Determines how much of a stack may be taken, put or moved to a
4722 * `player` (type `ObjectRef`) is the player who modified the inventory
4723 `inventory` (type `InvRef`).
4724 * List of possible `action` (string) values and their
4725 `inventory_info` (table) contents:
4726 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4727 * `put`: `{listname=string, index=number, stack=ItemStack}`
4728 * `take`: Same as `put`
4729 * Return a numeric value to limit the amount of items to be taken, put or
4730 moved. A value of `-1` for `take` will make the source stack infinite.
4731 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4732 * Called after a take, put or move event from/to/in a player inventory
4733 * Function arguments: see `minetest.register_allow_player_inventory_action`
4734 * Does not accept or handle any return value.
4735 * `minetest.register_on_protection_violation(function(pos, name))`
4736 * Called by `builtin` and mods when a player violates protection at a
4737 position (eg, digs a node or punches a protected entity).
4738 * The registered functions can be called using
4739 `minetest.record_protection_violation`.
4740 * The provided function should check that the position is protected by the
4741 mod calling this function before it prints a message, if it does, to
4742 allow for multiple protection mods.
4743 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4744 * Called when an item is eaten, by `minetest.item_eat`
4745 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4746 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4747 * Called when `granter` grants the priv `priv` to `name`.
4748 * Note that the callback will be called twice if it's done by a player,
4749 once with granter being the player name, and again with granter being nil.
4750 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4751 * Called when `revoker` revokes the priv `priv` from `name`.
4752 * Note that the callback will be called twice if it's done by a player,
4753 once with revoker being the player name, and again with revoker being nil.
4754 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4755 * Called when `name` user connects with `ip`.
4756 * Return `true` to by pass the player limit
4757 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4758 * Called when an incoming mod channel message is received
4759 * You should have joined some channels to receive events.
4760 * If message comes from a server mod, `sender` field is an empty string.
4765 * `minetest.settings`: Settings object containing all of the settings from the
4766 main config file (`minetest.conf`).
4767 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4768 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4773 * `minetest.string_to_privs(str[, delim])`:
4774 * Converts string representation of privs into table form
4775 * `delim`: String separating the privs. Defaults to `","`.
4776 * Returns `{ priv1 = true, ... }`
4777 * `minetest.privs_to_string(privs[, delim])`:
4778 * Returns the string representation of `privs`
4779 * `delim`: String to delimit privs. Defaults to `","`.
4780 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4781 * `minetest.check_player_privs(player_or_name, ...)`:
4782 returns `bool, missing_privs`
4783 * A quickhand for checking privileges.
4784 * `player_or_name`: Either a Player object or the name of a player.
4785 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4786 a table, e.g. `{ priva = true, privb = true }`.
4788 * `minetest.check_password_entry(name, entry, password)`
4789 * Returns true if the "password entry" for a player with name matches given
4790 password, false otherwise.
4791 * The "password entry" is the password representation generated by the
4792 engine as returned as part of a `get_auth()` call on the auth handler.
4793 * Only use this function for making it possible to log in via password from
4794 external protocols such as IRC, other uses are frowned upon.
4795 * `minetest.get_password_hash(name, raw_password)`
4796 * Convert a name-password pair to a password hash that Minetest can use.
4797 * The returned value alone is not a good basis for password checks based
4798 on comparing the password hash in the database with the password hash
4799 from the function, with an externally provided password, as the hash
4800 in the db might use the new SRP verifier format.
4801 * For this purpose, use `minetest.check_password_entry` instead.
4802 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4804 * The player needs to be online for this to be successful.
4806 * `minetest.get_auth_handler()`: Return the currently active auth handler
4807 * See the [Authentication handler definition]
4808 * Use this to e.g. get the authentication data for a player:
4809 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4810 * `minetest.notify_authentication_modified(name)`
4811 * Must be called by the authentication handler for privilege changes.
4812 * `name`: string; if omitted, all auth data should be considered modified
4813 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4815 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4817 * `minetest.auth_reload()`
4818 * See `reload()` in authentication handler definition
4820 `minetest.set_player_password`, `minetest.set_player_privs`,
4821 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4827 * `minetest.chat_send_all(text)`
4828 * `minetest.chat_send_player(name, text)`
4829 * `minetest.format_chat_message(name, message)`
4830 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4831 Refer to the documentation of the setting for a list of valid placeholders.
4832 * Takes player name and message, and returns the formatted string to be sent to players.
4833 * Can be redefined by mods if required, for things like colored names or messages.
4834 * **Only** the first occurrence of each placeholder will be replaced.
4839 * `minetest.set_node(pos, node)`
4840 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4841 * Set node at position `pos`
4842 * `node`: table `{name=string, param1=number, param2=number}`
4843 * If param1 or param2 is omitted, it's set to `0`.
4844 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4845 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4846 * Set node on all positions set in the first argument.
4847 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4848 * For node specification or position syntax see `minetest.set_node` call
4849 * Faster than set_node due to single call, but still considerably slower
4850 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4851 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4852 in spread out positions which would cause LVMs to waste memory.
4853 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4855 * `minetest.swap_node(pos, node)`
4856 * Set node at position, but don't remove metadata
4857 * `minetest.remove_node(pos)`
4858 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4859 * `minetest.get_node(pos)`
4860 * Returns the node at the given position as table in the format
4861 `{name="node_name", param1=0, param2=0}`,
4862 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4863 * `minetest.get_node_or_nil(pos)`
4864 * Same as `get_node` but returns `nil` for unloaded areas.
4865 * `minetest.get_node_light(pos, timeofday)`
4866 * Gets the light value at the given position. Note that the light value
4867 "inside" the node at the given position is returned, so you usually want
4868 to get the light value of a neighbor.
4869 * `pos`: The position where to measure the light.
4870 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4871 * Returns a number between `0` and `15` or `nil`
4872 * `nil` is returned e.g. when the map isn't loaded at `pos`
4873 * `minetest.get_natural_light(pos[, timeofday])`
4874 * Figures out the sunlight (or moonlight) value at pos at the given time of
4876 * `pos`: The position of the node
4877 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4878 * Returns a number between `0` and `15` or `nil`
4879 * This function tests 203 nodes in the worst case, which happens very
4881 * `minetest.get_artificial_light(param1)`
4882 * Calculates the artificial light (light from e.g. torches) value from the
4884 * `param1`: The param1 value of a `paramtype = "light"` node.
4885 * Returns a number between `0` and `15`
4886 * Currently it's the same as `math.floor(param1 / 16)`, except that it
4887 ensures compatibility.
4888 * `minetest.place_node(pos, node)`
4889 * Place node with the same effects that a player would cause
4890 * `minetest.dig_node(pos)`
4891 * Dig node with the same effects that a player would cause
4892 * Returns `true` if successful, `false` on failure (e.g. protected location)
4893 * `minetest.punch_node(pos)`
4894 * Punch node with the same effects that a player would cause
4895 * `minetest.spawn_falling_node(pos)`
4896 * Change node into falling node
4897 * Returns `true` if successful, `false` on failure
4899 * `minetest.find_nodes_with_meta(pos1, pos2)`
4900 * Get a table of positions of nodes that have metadata within a region
4902 * `minetest.get_meta(pos)`
4903 * Get a `NodeMetaRef` at that position
4904 * `minetest.get_node_timer(pos)`
4905 * Get `NodeTimerRef`
4907 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4909 * Returns `ObjectRef`, or `nil` if failed
4910 * `minetest.add_item(pos, item)`: Spawn item
4911 * Returns `ObjectRef`, or `nil` if failed
4912 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4913 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4915 * `radius`: using an euclidean metric
4916 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
4918 * `pos1` and `pos2` are the min and max positions of the area to search.
4919 * `minetest.set_timeofday(val)`
4920 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4921 * `minetest.get_timeofday()`
4922 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4924 * `minetest.get_day_count()`: returns number days elapsed since world was
4926 * accounts for time changes.
4927 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4929 * `radius`: using a maximum metric
4930 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4931 * `search_center` is an optional boolean (default: `false`)
4932 If true `pos` is also checked for the nodes
4933 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
4934 * `pos1` and `pos2` are the min and max positions of the area to search.
4935 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4936 * If `grouped` is true the return value is a table indexed by node name
4937 which contains lists of positions.
4938 * If `grouped` is false or absent the return values are as follows:
4939 first value: Table with all node positions
4940 second value: Table with the count of each node with the node name
4942 * Area volume is limited to 4,096,000 nodes
4943 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4945 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4946 * Return value: Table with all node positions with a node air above
4947 * Area volume is limited to 4,096,000 nodes
4948 * `minetest.get_perlin(noiseparams)`
4949 * Return world-specific perlin noise.
4950 * The actual seed used is the noiseparams seed plus the world seed.
4951 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4952 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
4953 * Return world-specific perlin noise.
4954 * `minetest.get_voxel_manip([pos1, pos2])`
4955 * Return voxel manipulator object.
4956 * Loads the manipulator from the map if positions are passed.
4957 * `minetest.set_gen_notify(flags, {deco_ids})`
4958 * Set the types of on-generate notifications that should be collected.
4959 * `flags` is a flag field with the available flags:
4967 * The second parameter is a list of IDs of decorations which notification
4969 * `minetest.get_gen_notify()`
4970 * Returns a flagstring and a table with the `deco_id`s.
4971 * `minetest.get_decoration_id(decoration_name)`
4972 * Returns the decoration ID number for the provided decoration name string,
4973 or `nil` on failure.
4974 * `minetest.get_mapgen_object(objectname)`
4975 * Return requested mapgen object if available (see [Mapgen objects])
4976 * `minetest.get_heat(pos)`
4977 * Returns the heat at the position, or `nil` on failure.
4978 * `minetest.get_humidity(pos)`
4979 * Returns the humidity at the position, or `nil` on failure.
4980 * `minetest.get_biome_data(pos)`
4981 * Returns a table containing:
4982 * `biome` the biome id of the biome at that position
4983 * `heat` the heat at the position
4984 * `humidity` the humidity at the position
4985 * Or returns `nil` on failure.
4986 * `minetest.get_biome_id(biome_name)`
4987 * Returns the biome id, as used in the biomemap Mapgen object and returned
4988 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4989 * `minetest.get_biome_name(biome_id)`
4990 * Returns the biome name string for the provided biome id, or `nil` on
4992 * If no biomes have been registered, such as in mgv6, returns `default`.
4993 * `minetest.get_mapgen_params()`
4994 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4995 * Returns a table containing:
5001 * `minetest.set_mapgen_params(MapgenParams)`
5002 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5004 * Set map generation parameters.
5005 * Function cannot be called after the registration period; only
5006 initialization and `on_mapgen_init`.
5007 * Takes a table as an argument with the fields:
5013 * Leave field unset to leave that parameter unchanged.
5014 * `flags` contains a comma-delimited string of flags to set, or if the
5015 prefix `"no"` is attached, clears instead.
5016 * `flags` is in the same format and has the same options as `mg_flags` in
5018 * `minetest.get_mapgen_setting(name)`
5019 * Gets the *active* mapgen setting (or nil if none exists) in string
5020 format with the following order of precedence:
5021 1) Settings loaded from map_meta.txt or overrides set during mod
5023 2) Settings set by mods without a metafile override
5024 3) Settings explicitly set in the user config file, minetest.conf
5025 4) Settings set as the user config default
5026 * `minetest.get_mapgen_setting_noiseparams(name)`
5027 * Same as above, but returns the value as a NoiseParams table if the
5028 setting `name` exists and is a valid NoiseParams.
5029 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5030 * Sets a mapgen param to `value`, and will take effect if the corresponding
5031 mapgen setting is not already present in map_meta.txt.
5032 * `override_meta` is an optional boolean (default: `false`). If this is set
5033 to true, the setting will become the active setting regardless of the map
5035 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5036 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5037 * Same as above, except value is a NoiseParams table.
5038 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5039 * Sets the noiseparams setting of `name` to the noiseparams table specified
5041 * `set_default` is an optional boolean (default: `true`) that specifies
5042 whether the setting should be applied to the default config or current
5044 * `minetest.get_noiseparams(name)`
5045 * Returns a table of the noiseparams for name.
5046 * `minetest.generate_ores(vm, pos1, pos2)`
5047 * Generate all registered ores within the VoxelManip `vm` and in the area
5048 from `pos1` to `pos2`.
5049 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5050 * `minetest.generate_decorations(vm, pos1, pos2)`
5051 * Generate all registered decorations within the VoxelManip `vm` and in the
5052 area from `pos1` to `pos2`.
5053 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5054 * `minetest.clear_objects([options])`
5055 * Clear all objects in the environment
5056 * Takes an optional table as an argument with the field `mode`.
5057 * mode = `"full"` : Load and go through every mapblock, clearing
5059 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5060 clear objects in unloaded mapblocks only when the
5061 mapblocks are next activated.
5062 * `minetest.load_area(pos1[, pos2])`
5063 * Load the mapblocks containing the area from `pos1` to `pos2`.
5064 `pos2` defaults to `pos1` if not specified.
5065 * This function does not trigger map generation.
5066 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5067 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5068 asynchronously fetched from memory, loaded from disk, or if inexistent,
5070 * If `callback` is a valid Lua function, this will be called for each block
5072 * The function signature of callback is:
5073 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5074 * `blockpos` is the *block* coordinates of the block that had been
5076 * `action` could be one of the following constant values:
5077 * `minetest.EMERGE_CANCELLED`
5078 * `minetest.EMERGE_ERRORED`
5079 * `minetest.EMERGE_FROM_MEMORY`
5080 * `minetest.EMERGE_FROM_DISK`
5081 * `minetest.EMERGE_GENERATED`
5082 * `calls_remaining` is the number of callbacks to be expected after
5084 * `param` is the user-defined parameter passed to emerge_area (or
5085 nil if the parameter was absent).
5086 * `minetest.delete_area(pos1, pos2)`
5087 * delete all mapblocks in the area from pos1 to pos2, inclusive
5088 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5089 * Checks if there is anything other than air between pos1 and pos2.
5090 * Returns false if something is blocking the sight.
5091 * Returns the position of the blocking node when `false`
5092 * `pos1`: First position
5093 * `pos2`: Second position
5094 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5095 * Creates a `Raycast` object.
5096 * `pos1`: start of the ray
5097 * `pos2`: end of the ray
5098 * `objects`: if false, only nodes will be returned. Default is `true`.
5099 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5100 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5101 * returns table containing path that can be walked on
5102 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5104 * Reasons for failure:
5105 * No path exists at all
5106 * No path exists within `searchdistance` (see below)
5107 * Start or end pos is buried in land
5108 * `pos1`: start position
5109 * `pos2`: end position
5110 * `searchdistance`: maximum distance from the search positions to search in.
5111 In detail: Path must be completely inside a cuboid. The minimum
5112 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5113 Larger values will increase the size of this cuboid in all directions
5114 * `max_jump`: maximum height difference to consider walkable
5115 * `max_drop`: maximum height difference to consider droppable
5116 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5117 Difference between `"A*"` and `"A*_noprefetch"` is that
5118 `"A*"` will pre-calculate the cost-data, the other will calculate it
5120 * `minetest.spawn_tree (pos, {treedef})`
5121 * spawns L-system tree at given `pos` with definition in `treedef` table
5122 * `minetest.transforming_liquid_add(pos)`
5123 * add node to liquid update queue
5124 * `minetest.get_node_max_level(pos)`
5125 * get max available level for leveled node
5126 * `minetest.get_node_level(pos)`
5127 * get level of leveled node (water, snow)
5128 * `minetest.set_node_level(pos, level)`
5129 * set level of leveled node, default `level` equals `1`
5130 * if `totallevel > maxlevel`, returns rest (`total-max`).
5131 * `minetest.add_node_level(pos, level)`
5132 * increase level of leveled node by level, default `level` equals `1`
5133 * if `totallevel > maxlevel`, returns rest (`total-max`)
5134 * `level` must be between -127 and 127
5135 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5136 * resets the light in a cuboid-shaped part of
5137 the map and removes lighting bugs.
5138 * Loads the area if it is not loaded.
5139 * `pos1` is the corner of the cuboid with the least coordinates
5140 (in node coordinates), inclusive.
5141 * `pos2` is the opposite corner of the cuboid, inclusive.
5142 * The actual updated cuboid might be larger than the specified one,
5143 because only whole map blocks can be updated.
5144 The actual updated area consists of those map blocks that intersect
5145 with the given cuboid.
5146 * However, the neighborhood of the updated area might change
5147 as well, as light can spread out of the cuboid, also light
5149 * returns `false` if the area is not fully generated,
5151 * `minetest.check_single_for_falling(pos)`
5152 * causes an unsupported `group:falling_node` node to fall and causes an
5153 unattached `group:attached_node` node to fall.
5154 * does not spread these updates to neighbours.
5155 * `minetest.check_for_falling(pos)`
5156 * causes an unsupported `group:falling_node` node to fall and causes an
5157 unattached `group:attached_node` node to fall.
5158 * spread these updates to neighbours and can cause a cascade
5160 * `minetest.get_spawn_level(x, z)`
5161 * Returns a player spawn y co-ordinate for the provided (x, z)
5162 co-ordinates, or `nil` for an unsuitable spawn point.
5163 * For most mapgens a 'suitable spawn point' is one with y between
5164 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5165 so `nil` will be returned for many (x, z) co-ordinates.
5166 * The spawn level returned is for a player spawn in unmodified terrain.
5167 * The spawn level is intentionally above terrain level to cope with
5168 full-node biome 'dust' nodes.
5173 You can find mod channels communication scheme in `doc/mod_channels.png`.
5175 * `minetest.mod_channel_join(channel_name)`
5176 * Server joins channel `channel_name`, and creates it if necessary. You
5177 should listen for incoming messages with
5178 `minetest.register_on_modchannel_message`
5183 `minetest.get_inventory(location)`: returns an `InvRef`
5186 * `{type="player", name="celeron55"}`
5187 * `{type="node", pos={x=, y=, z=}}`
5188 * `{type="detached", name="creative"}`
5189 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5191 * `callbacks`: See [Detached inventory callbacks]
5192 * `player_name`: Make detached inventory available to one player
5193 exclusively, by default they will be sent to every player (even if not
5195 Note that this parameter is mostly just a workaround and will be removed
5197 * Creates a detached inventory. If it already exists, it is cleared.
5198 * `minetest.remove_detached_inventory(name)`
5199 * Returns a `boolean` indicating whether the removal succeeded.
5200 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5201 returns left over ItemStack.
5202 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5207 * `minetest.show_formspec(playername, formname, formspec)`
5208 * `playername`: name of player to show formspec
5209 * `formname`: name passed to `on_player_receive_fields` callbacks.
5210 It should follow the `"modname:<whatever>"` naming convention
5211 * `formspec`: formspec to display
5212 * `minetest.close_formspec(playername, formname)`
5213 * `playername`: name of player to close formspec
5214 * `formname`: has to exactly match the one given in `show_formspec`, or the
5215 formspec will not close.
5216 * calling `show_formspec(playername, formname, "")` is equal to this
5218 * to close a formspec regardless of the formname, call
5219 `minetest.close_formspec(playername, "")`.
5220 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5221 * `minetest.formspec_escape(string)`: returns a string
5222 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5224 * `minetest.explode_table_event(string)`: returns a table
5225 * returns e.g. `{type="CHG", row=1, column=2}`
5227 * `"INV"`: no row selected
5229 * `"DCL"`: double-click
5230 * `minetest.explode_textlist_event(string)`: returns a table
5231 * returns e.g. `{type="CHG", index=1}`
5233 * `"INV"`: no row selected
5235 * `"DCL"`: double-click
5236 * `minetest.explode_scrollbar_event(string)`: returns a table
5237 * returns e.g. `{type="CHG", value=500}`
5239 * `"INV"`: something failed
5240 * `"CHG"`: has been changed
5241 * `"VAL"`: not changed
5246 * `minetest.inventorycube(img1, img2, img3)`
5247 * Returns a string for making an image of a cube (useful as an item image)
5248 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5249 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5250 does not refer to a node or entity.
5251 * If the optional `above` parameter is true and the `pointed_thing` refers
5252 to a node, then it will return the `above` position of the `pointed_thing`.
5253 * `minetest.dir_to_facedir(dir, is6d)`
5254 * Convert a vector to a facedir value, used in `param2` for
5255 `paramtype2="facedir"`.
5256 * passing something non-`nil`/`false` for the optional second parameter
5257 causes it to take the y component into account.
5258 * `minetest.facedir_to_dir(facedir)`
5259 * Convert a facedir back into a vector aimed directly out the "back" of a
5261 * `minetest.dir_to_wallmounted(dir)`
5262 * Convert a vector to a wallmounted value, used for
5263 `paramtype2="wallmounted"`.
5264 * `minetest.wallmounted_to_dir(wallmounted)`
5265 * Convert a wallmounted value back into a vector aimed directly out the
5267 * `minetest.dir_to_yaw(dir)`
5268 * Convert a vector into a yaw (angle)
5269 * `minetest.yaw_to_dir(yaw)`
5270 * Convert yaw (angle) to a vector
5271 * `minetest.is_colored_paramtype(ptype)`
5272 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5273 color information (`color`, `colorwallmounted` or `colorfacedir`).
5274 * `minetest.strip_param2_color(param2, paramtype2)`
5275 * Removes everything but the color information from the
5276 given `param2` value.
5277 * Returns `nil` if the given `paramtype2` does not contain color
5279 * `minetest.get_node_drops(node, toolname)`
5280 * Returns list of itemstrings that are dropped by `node` when dug
5282 * `node`: node as table or node name
5283 * `toolname`: name of the tool item (can be `nil`)
5284 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5285 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5286 * `input.width` = for example `3`
5287 * `input.items` = for example
5288 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5289 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5290 * `output.time` = a number, if unsuccessful: `0`
5291 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5292 placed in `decremented_input.items`. Replacements can be placed in
5293 `decremented_input` if the stack of the replaced item has a count of 1.
5294 * `decremented_input` = like `input`
5295 * `minetest.get_craft_recipe(output)`: returns input
5296 * returns last registered recipe for output item (node)
5297 * `output` is a node or item type such as `"default:torch"`
5298 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5299 * `input.width` = for example `3`
5300 * `input.items` = for example
5301 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5302 * `input.items` = `nil` if no recipe found
5303 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5304 * returns indexed table with all registered recipes for query item (node)
5305 or `nil` if no recipe was found.
5306 * recipe entry table:
5307 * `method`: 'normal' or 'cooking' or 'fuel'
5308 * `width`: 0-3, 0 means shapeless recipe
5309 * `items`: indexed [1-9] table with recipe items
5310 * `output`: string with item name and quantity
5311 * Example query for `"default:gold_ingot"` will return table:
5314 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5315 items = {1 = "default:gold_lump"}},
5316 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5317 items = {1 = "default:goldblock"}}
5319 * `minetest.handle_node_drops(pos, drops, digger)`
5320 * `drops`: list of itemstrings
5321 * Handles drops from nodes after digging: Default action is to put them
5322 into digger's inventory.
5323 * Can be overridden to get different functionality (e.g. dropping items on
5325 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5327 * Creates an item string which contains palette index information
5328 for hardware colorization. You can use the returned string
5329 as an output in a craft recipe.
5330 * `item`: the item stack which becomes colored. Can be in string,
5331 table and native form.
5332 * `palette_index`: this index is added to the item stack
5333 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5334 * Creates an item string which contains static color information
5335 for hardware colorization. Use this method if you wish to colorize
5336 an item that does not own a palette. You can use the returned string
5337 as an output in a craft recipe.
5338 * `item`: the item stack which becomes colored. Can be in string,
5339 table and native form.
5340 * `colorstring`: the new color of the item stack
5345 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5346 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5347 * Find who has done something to a node, or near a node
5348 * `actor`: `"player:<name>"`, also `"liquid"`.
5349 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5350 `boolean, log_messages`.
5351 * Revert latest actions of someone
5352 * `actor`: `"player:<name>"`, also `"liquid"`.
5354 Defaults for the `on_place` and `on_drop` item definition functions
5355 -------------------------------------------------------------------
5357 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5358 * Place item as a node
5359 * `param2` overrides `facedir` and wallmounted `param2`
5360 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5361 for the newly placed node to prevent a callback and placement loop
5362 * returns `itemstack, position`
5363 * `position`: the location the node was placed to. `nil` if nothing was placed.
5364 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5366 * returns the leftover itemstack
5367 * **Note**: This function is deprecated and will never be called.
5368 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5369 * Wrapper that calls `minetest.item_place_node` if appropriate
5370 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5371 * **Note**: is not called when wielded item overrides `on_place`
5372 * `param2` overrides facedir and wallmounted `param2`
5373 * returns `itemstack, position`
5374 * `position`: the location the node was placed to. `nil` if nothing was placed.
5375 * `minetest.item_drop(itemstack, dropper, pos)`
5377 * returns the leftover itemstack
5378 * `minetest.item_eat(hp_change[, replace_with_item])`
5379 * Returns `function(itemstack, user, pointed_thing)` as a
5380 function wrapper for `minetest.do_item_eat`.
5381 * `replace_with_item` is the itemstring which is added to the inventory.
5382 If the player is eating a stack, then replace_with_item goes to a
5385 Defaults for the `on_punch` and `on_dig` node definition callbacks
5386 ------------------------------------------------------------------
5388 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5389 * Calls functions registered by `minetest.register_on_punchnode()`
5390 * `minetest.node_dig(pos, node, digger)`
5391 * Checks if node can be dug, puts item into inventory, removes node
5392 * Calls functions registered by `minetest.registered_on_dignodes()`
5397 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5398 * `spec` is a `SimpleSoundSpec`
5399 * `parameters` is a sound parameter table
5400 * `ephemeral` is a boolean (default: false)
5401 Ephemeral sounds will not return a handle and can't be stopped or faded.
5402 It is recommend to use this for short sounds that happen in response to
5403 player actions (e.g. door closing).
5404 * `minetest.sound_stop(handle)`
5405 * `handle` is a handle returned by `minetest.sound_play`
5406 * `minetest.sound_fade(handle, step, gain)`
5407 * `handle` is a handle returned by `minetest.sound_play`
5408 * `step` determines how fast a sound will fade.
5409 The gain will change by this much per second,
5410 until it reaches the target gain.
5411 Note: Older versions used a signed step. This is deprecated, but old
5412 code will still work. (the client uses abs(step) to correct it)
5413 * `gain` the target gain for the fade.
5414 Fading to zero will delete the sound.
5419 * `minetest.after(time, func, ...)` : returns job table to use as below.
5420 * Call the function `func` after `time` seconds, may be fractional
5421 * Optional: Variable number of arguments that are passed to `func`
5424 * Cancels the job function from being called
5429 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5430 server shutdown. Will display `message` to clients.
5431 * `reconnect` == true displays a reconnect button
5432 * `delay` adds an optional delay (in seconds) before shutdown.
5433 Negative delay cancels the current active shutdown.
5434 Zero delay triggers an immediate shutdown.
5435 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5436 * `minetest.get_server_status(name, joined)`
5437 * Returns the server status string when a player joins or when the command
5438 `/status` is called. Returns `nil` or an empty string when the message is
5440 * `joined`: Boolean value, indicates whether the function was called when
5442 * This function may be overwritten by mods to customize the status message.
5443 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5444 * `minetest.remove_player(name)`: remove player from database (if they are not
5446 * As auth data is not removed, minetest.player_exists will continue to
5447 return true. Call the below method as well if you want to remove auth
5449 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5450 * `minetest.remove_player_auth(name)`: remove player authentication data
5451 * Returns boolean indicating success (false if player nonexistant)
5452 * `minetest.dynamic_add_media(filepath, callback)`
5453 * `filepath`: path to a media file on the filesystem
5454 * `callback`: function with arguments `name`, where name is a player name
5455 (previously there was no callback argument; omitting it is deprecated)
5456 * Adds the file to the media sent to clients by the server on startup
5457 and also pushes this file to already connected clients.
5458 The file must be a supported image, sound or model format. It must not be
5459 modified, deleted, moved or renamed after calling this function.
5460 The list of dynamically added media is not persisted.
5461 * Returns false on error, true if the request was accepted
5462 * The given callback will be called for every player as soon as the
5463 media is available on the client.
5464 Old clients that lack support for this feature will not see the media
5465 unless they reconnect to the server. (callback won't be called)
5466 * Since media transferred this way currently does not use client caching
5467 or HTTP transfers, dynamic media should not be used with big files.
5472 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5473 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5474 IP address or name formatted as string
5475 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5476 * Returns boolean indicating success
5477 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5479 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5481 * Returns boolean indicating success (false if player nonexistant)
5486 * `minetest.add_particle(particle definition)`
5487 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5488 expirationtime, size, collisiondetection, texture, playername)`
5490 * `minetest.add_particlespawner(particlespawner definition)`
5491 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5492 over `time` seconds.
5493 * Returns an `id`, and -1 if adding didn't succeed
5494 * Deprecated: `minetest.add_particlespawner(amount, time,
5498 minexptime, maxexptime,
5500 collisiondetection, texture, playername)`
5502 * `minetest.delete_particlespawner(id, player)`
5503 * Delete `ParticleSpawner` with `id` (return value from
5504 `minetest.add_particlespawner`).
5505 * If playername is specified, only deletes on the player's client,
5506 otherwise on all clients.
5511 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5512 * Create a schematic from the volume of map specified by the box formed by
5514 * Apply the specified probability and per-node force-place to the specified
5515 nodes according to the `probability_list`.
5516 * `probability_list` is an array of tables containing two fields, `pos`
5518 * `pos` is the 3D vector specifying the absolute coordinates of the
5519 node being modified,
5520 * `prob` is an integer value from `0` to `255` that encodes
5521 probability and per-node force-place. Probability has levels
5522 0-127, then 128 may be added to encode per-node force-place.
5523 For probability stated as 0-255, divide by 2 and round down to
5524 get values 0-127, then add 128 to apply per-node force-place.
5525 * If there are two or more entries with the same pos value, the
5527 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5529 * If `probability_list` equals `nil`, no probabilities are applied.
5530 * Apply the specified probability to the specified horizontal slices
5531 according to the `slice_prob_list`.
5532 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5534 * `ypos` indicates the y position of the slice with a probability
5535 applied, the lowest slice being `ypos = 0`.
5536 * If slice probability list equals `nil`, no slice probabilities
5538 * Saves schematic in the Minetest Schematic format to filename.
5540 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5541 * Place the schematic specified by schematic (see [Schematic specifier]) at
5543 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5544 * If the `rotation` parameter is omitted, the schematic is not rotated.
5545 * `replacements` = `{["old_name"] = "convert_to", ...}`
5546 * `force_placement` is a boolean indicating whether nodes other than `air`
5547 and `ignore` are replaced by the schematic.
5548 * Returns nil if the schematic could not be loaded.
5549 * **Warning**: Once you have loaded a schematic from a file, it will be
5550 cached. Future calls will always use the cached version and the
5551 replacement list defined for it, regardless of whether the file or the
5552 replacement list parameter have changed. The only way to load the file
5553 anew is to restart the server.
5554 * `flags` is a flag field with the available flags:
5559 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5560 * This function is analogous to minetest.place_schematic, but places a
5561 schematic onto the specified VoxelManip object `vmanip` instead of the
5563 * Returns false if any part of the schematic was cut-off due to the
5564 VoxelManip not containing the full area required, and true if the whole
5565 schematic was able to fit.
5566 * Returns nil if the schematic could not be loaded.
5567 * After execution, any external copies of the VoxelManip contents are
5569 * `flags` is a flag field with the available flags:
5574 * `minetest.serialize_schematic(schematic, format, options)`
5575 * Return the serialized schematic specified by schematic
5576 (see [Schematic specifier])
5577 * in the `format` of either "mts" or "lua".
5578 * "mts" - a string containing the binary MTS data used in the MTS file
5580 * "lua" - a string containing Lua code representing the schematic in table
5582 * `options` is a table containing the following optional parameters:
5583 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5584 generated will have (X, Z) position comments for every X row
5585 generated in the schematic data for easier reading.
5586 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5587 the Lua code generated will use that number of spaces as indentation
5588 instead of a tab character.
5590 * `minetest.read_schematic(schematic, options)`
5591 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5592 * `schematic` is the schematic to read (see: [Schematic specifier])
5593 * `options` is a table containing the following optional parameters:
5594 * `write_yslice_prob`: string value:
5595 * `none`: no `write_yslice_prob` table is inserted,
5596 * `low`: only probabilities that are not 254 or 255 are written in
5597 the `write_ylisce_prob` table,
5598 * `all`: write all probabilities to the `write_yslice_prob` table.
5599 * The default for this option is `all`.
5600 * Any invalid value will be interpreted as `all`.
5605 * `minetest.request_http_api()`:
5606 * returns `HTTPApiTable` containing http functions if the calling mod has
5607 been granted access by being listed in the `secure.http_mods` or
5608 `secure.trusted_mods` setting, otherwise returns `nil`.
5609 * The returned table contains the functions `fetch`, `fetch_async` and
5610 `fetch_async_get` described below.
5611 * Only works at init time and must be called from the mod's main scope
5612 (not from a function).
5613 * Function only exists if minetest server was built with cURL support.
5614 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5616 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5617 * Performs given request asynchronously and calls callback upon completion
5618 * callback: `function(HTTPRequestResult res)`
5619 * Use this HTTP function if you are unsure, the others are for advanced use
5620 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5621 * Performs given request asynchronously and returns handle for
5622 `HTTPApiTable.fetch_async_get`
5623 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5624 * Return response data for given asynchronous HTTP request
5629 * `minetest.get_mod_storage()`:
5630 * returns reference to mod private `StorageRef`
5631 * must be called during mod load time
5636 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5637 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5638 * `minetest.player_exists(name)`: boolean, whether player exists
5639 (regardless of online status)
5640 * `minetest.hud_replace_builtin(name, hud_definition)`
5641 * Replaces definition of a builtin hud element
5642 * `name`: `"breath"` or `"health"`
5643 * `hud_definition`: definition to replace builtin definition
5644 * `minetest.send_join_message(player_name)`
5645 * This function can be overridden by mods to change the join message.
5646 * `minetest.send_leave_message(player_name, timed_out)`
5647 * This function can be overridden by mods to change the leave message.
5648 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5649 * `pos`: table {x=number, y=number, z=number},
5650 * Gives a unique hash number for a node position (16+16+16=48bit)
5651 * `minetest.get_position_from_hash(hash)`: returns a position
5652 * Inverse transform of `minetest.hash_node_position`
5653 * `minetest.get_item_group(name, group)`: returns a rating
5654 * Get rating of a group of an item. (`0` means: not in group)
5655 * `minetest.get_node_group(name, group)`: returns a rating
5656 * Deprecated: An alias for the former.
5657 * `minetest.raillike_group(name)`: returns a rating
5658 * Returns rating of the connect_to_raillike group corresponding to name
5659 * If name is not yet the name of a connect_to_raillike group, a new group
5660 id is created, with that name.
5661 * `minetest.get_content_id(name)`: returns an integer
5662 * Gets the internal content ID of `name`
5663 * `minetest.get_name_from_content_id(content_id)`: returns a string
5664 * Gets the name of the content with that content ID
5665 * `minetest.parse_json(string[, nullvalue])`: returns something
5666 * Convert a string containing JSON data into the Lua equivalent
5667 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5668 * On success returns a table, a string, a number, a boolean or `nullvalue`
5669 * On failure outputs an error message and returns `nil`
5670 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5671 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5673 * Convert a Lua table into a JSON string
5674 * styled: Outputs in a human-readable format if this is set, defaults to
5676 * Unserializable things like functions and userdata will cause an error.
5677 * **Warning**: JSON is more strict than the Lua table format.
5678 1. You can only use strings and positive integers of at least one as
5680 2. You can not mix string and integer keys.
5681 This is due to the fact that JSON has two distinct array and object
5683 * Example: `write_json({10, {a = false}})`,
5684 returns `"[10, {\"a\": false}]"`
5685 * `minetest.serialize(table)`: returns a string
5686 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5687 into string form readable by `minetest.deserialize`
5688 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5689 * `minetest.deserialize(string[, safe])`: returns a table
5690 * Convert a string returned by `minetest.serialize` into a table
5691 * `string` is loaded in an empty sandbox environment.
5692 * Will load functions if safe is false or omitted. Although these functions
5693 cannot directly access the global environment, they could bypass this
5694 restriction with maliciously crafted Lua bytecode if mod security is
5696 * This function should not be used on untrusted data, regardless of the
5697 value of `safe`. It is fine to serialize then deserialize user-provided
5698 data, but directly providing user input to deserialize is always unsafe.
5699 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5700 returns `{foo='bar'}`
5701 * Example: `deserialize('print("foo")')`, returns `nil`
5702 (function call fails), returns
5703 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5704 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5705 * Compress a string of data.
5706 * `method` is a string identifying the compression method to be used.
5707 * Supported compression methods:
5708 * Deflate (zlib): `"deflate"`
5709 * `...` indicates method-specific arguments. Currently defined arguments
5711 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5712 * `minetest.decompress(compressed_data, method, ...)`: returns data
5713 * Decompress a string of data (using ZLib).
5714 * See documentation on `minetest.compress()` for supported compression
5716 * `...` indicates method-specific arguments. Currently, no methods use this
5717 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5718 * Each argument is a 8 Bit unsigned integer
5719 * Returns the ColorString from rgb or rgba values
5720 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5721 * `minetest.encode_base64(string)`: returns string encoded in base64
5722 * Encodes a string in base64.
5723 * `minetest.decode_base64(string)`: returns string or nil for invalid base64
5724 * Decodes a string encoded in base64.
5725 * `minetest.is_protected(pos, name)`: returns boolean
5726 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5727 placing) the node at position `pos`.
5728 * `name` will be `""` for non-players or unknown players.
5729 * This function should be overridden by protection mods. It is highly
5730 recommended to grant access to players with the `protection_bypass` privilege.
5731 * Cache and call the old version of this function if the position is
5732 not protected by the mod. This will allow using multiple protection mods.
5735 local old_is_protected = minetest.is_protected
5736 function minetest.is_protected(pos, name)
5737 if mymod:position_protected_from(pos, name) then
5740 return old_is_protected(pos, name)
5742 * `minetest.record_protection_violation(pos, name)`
5743 * This function calls functions registered with
5744 `minetest.register_on_protection_violation`.
5745 * `minetest.is_creative_enabled(name)`: returns boolean
5746 * Returning `true` means that Creative Mode is enabled for player `name`.
5747 * `name` will be `""` for non-players or if the player is unknown.
5748 * This function should be overridden by Creative Mode-related mods to
5749 implement a per-player Creative Mode.
5750 * By default, this function returns `true` if the setting
5751 `creative_mode` is `true` and `false` otherwise.
5752 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5753 * Returns the position of the first node that `player_name` may not modify
5754 in the specified cuboid between `pos1` and `pos2`.
5755 * Returns `false` if no protections were found.
5756 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5757 The points are spaced evenly throughout the volume and have a spacing
5758 similar to, but no larger than, `interval`.
5759 * All corners and edges of the defined volume are checked.
5760 * `interval` defaults to 4.
5761 * `interval` should be carefully chosen and maximised to avoid an excessive
5762 number of points being checked.
5763 * Like `minetest.is_protected`, this function may be extended or
5764 overwritten by mods to provide a faster implementation to check the
5765 cuboid for intersections.
5766 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5767 orient_flags, prevent_after_place])`
5768 * Attempt to predict the desired orientation of the facedir-capable node
5769 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5770 or hanging from the ceiling).
5771 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5772 stacks are handled normally.
5773 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5774 * `invert_wall`: if `true`, place wall-orientation on the ground and
5775 ground-orientation on the wall.
5776 * `force_wall` : if `true`, always place the node in wall orientation.
5777 * `force_ceiling`: if `true`, always place on the ceiling.
5778 * `force_floor`: if `true`, always place the node on the floor.
5779 * `force_facedir`: if `true`, forcefully reset the facedir to north
5780 when placing on the floor or ceiling.
5781 * The first four options are mutually-exclusive; the last in the list
5782 takes precedence over the first.
5783 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5784 * Returns the new itemstack after placement
5785 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5786 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5787 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5788 parameter and `prevent_after_place` set to `true`.
5790 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5791 tool_capabilities, dir, distance, damage)`
5792 * Returns the amount of knockback applied on the punched player.
5793 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5794 * `distance`: distance between puncher and punched player
5795 * This function can be overriden by mods that wish to modify this behaviour.
5796 * You may want to cache and call the old function to allow multiple mods to
5797 change knockback behaviour.
5799 * `minetest.forceload_block(pos[, transient])`
5800 * forceloads the position `pos`.
5801 * returns `true` if area could be forceloaded
5802 * If `transient` is `false` or absent, the forceload will be persistent
5803 (saved between server runs). If `true`, the forceload will be transient
5804 (not saved between server runs).
5806 * `minetest.forceload_free_block(pos[, transient])`
5807 * stops forceloading the position `pos`
5808 * If `transient` is `false` or absent, frees a persistent forceload.
5809 If `true`, frees a transient forceload.
5811 * `minetest.request_insecure_environment()`: returns an environment containing
5812 insecure functions if the calling mod has been listed as trusted in the
5813 `secure.trusted_mods` setting or security is disabled, otherwise returns
5815 * Only works at init time and must be called from the mod's main scope
5816 (ie: the init.lua of the mod, not from another Lua file or within a function).
5817 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5818 IT IN A LOCAL VARIABLE!**
5820 * `minetest.global_exists(name)`
5821 * Checks if a global variable has been set, without triggering a warning.
5826 * `minetest.env`: `EnvRef` of the server environment and world.
5827 * Any function in the minetest namespace can be called using the syntax
5828 `minetest.env:somefunction(somearguments)`
5829 instead of `minetest.somefunction(somearguments)`
5830 * Deprecated, but support is not to be dropped soon
5835 ### Registered definition tables
5837 * `minetest.registered_items`
5838 * Map of registered items, indexed by name
5839 * `minetest.registered_nodes`
5840 * Map of registered node definitions, indexed by name
5841 * `minetest.registered_craftitems`
5842 * Map of registered craft item definitions, indexed by name
5843 * `minetest.registered_tools`
5844 * Map of registered tool definitions, indexed by name
5845 * `minetest.registered_entities`
5846 * Map of registered entity prototypes, indexed by name
5847 * Values in this table may be modified directly.
5848 Note: changes to initial properties will only affect entities spawned afterwards,
5849 as they are only read when spawning.
5850 * `minetest.object_refs`
5851 * Map of object references, indexed by active object id
5852 * `minetest.luaentities`
5853 * Map of Lua entities, indexed by active object id
5854 * `minetest.registered_abms`
5855 * List of ABM definitions
5856 * `minetest.registered_lbms`
5857 * List of LBM definitions
5858 * `minetest.registered_aliases`
5859 * Map of registered aliases, indexed by name
5860 * `minetest.registered_ores`
5861 * Map of registered ore definitions, indexed by the `name` field.
5862 * If `name` is nil, the key is the object handle returned by
5863 `minetest.register_ore`.
5864 * `minetest.registered_biomes`
5865 * Map of registered biome definitions, indexed by the `name` field.
5866 * If `name` is nil, the key is the object handle returned by
5867 `minetest.register_biome`.
5868 * `minetest.registered_decorations`
5869 * Map of registered decoration definitions, indexed by the `name` field.
5870 * If `name` is nil, the key is the object handle returned by
5871 `minetest.register_decoration`.
5872 * `minetest.registered_schematics`
5873 * Map of registered schematic definitions, indexed by the `name` field.
5874 * If `name` is nil, the key is the object handle returned by
5875 `minetest.register_schematic`.
5876 * `minetest.registered_chatcommands`
5877 * Map of registered chat command definitions, indexed by name
5878 * `minetest.registered_privileges`
5879 * Map of registered privilege definitions, indexed by name
5880 * Registered privileges can be modified directly in this table.
5882 ### Registered callback tables
5884 All callbacks registered with [Global callback registration functions] are added
5885 to corresponding `minetest.registered_*` tables.
5893 Sorted alphabetically.
5898 A fast access data structure to store areas, and find areas near a given
5900 Every area has a `data` string attribute to store additional information.
5901 You can create an empty `AreaStore` by calling `AreaStore()`, or
5902 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5903 If you chose the parameter-less constructor, a fast implementation will be
5904 automatically chosen for you.
5908 * `get_area(id, include_borders, include_data)`
5909 * Returns the area information about the specified ID.
5910 * Returned values are either of these:
5912 nil -- Area not found
5913 true -- Without `include_borders` and `include_data`
5915 min = pos, max = pos -- `include_borders == true`
5916 data = string -- `include_data == true`
5919 * `get_areas_for_pos(pos, include_borders, include_data)`
5920 * Returns all areas as table, indexed by the area ID.
5921 * Table values: see `get_area`.
5922 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5923 * Returns all areas that contain all nodes inside the area specified by `edge1`
5924 and `edge2` (inclusive).
5925 * `accept_overlap`: if `true`, areas are returned that have nodes in
5926 common (intersect) with the specified area.
5927 * Returns the same values as `get_areas_for_pos`.
5928 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5929 * Returns the new area's ID, or nil if the insertion failed.
5930 * The (inclusive) positions `edge1` and `edge2` describe the area.
5931 * `data` is a string stored with the area.
5932 * `id` (optional): will be used as the internal area ID if it is an unique
5933 number between 0 and 2^32-2.
5934 * `reserve(count)`: reserves resources for at most `count` many contained
5936 Only needed for efficiency, and only some implementations profit.
5937 * `remove_area(id)`: removes the area with the given id from the store, returns
5939 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5940 Calling invalidates the cache, so that its elements have to be newly
5942 * `params` is a table with the following fields:
5944 enabled = boolean, -- Whether to enable, default true
5945 block_radius = int, -- The radius (in nodes) of the areas the cache
5946 -- generates prefiltered lists for, minimum 16,
5948 limit = int, -- The cache size, minimum 20, default 1000
5949 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5951 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5953 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5955 Returns success and, optionally, an error message.
5956 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5962 An `InvRef` is a reference to an inventory.
5966 * `is_empty(listname)`: return `true` if list is empty
5967 * `get_size(listname)`: get size of a list
5968 * `set_size(listname, size)`: set size of a list
5969 * returns `false` on error (e.g. invalid `listname` or `size`)
5970 * `get_width(listname)`: get width of a list
5971 * `set_width(listname, width)`: set width of list; currently used for crafting
5972 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5973 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5974 * `get_list(listname)`: return full list
5975 * `set_list(listname, list)`: set full list (size will not change)
5976 * `get_lists()`: returns list of inventory lists
5977 * `set_lists(lists)`: sets inventory lists (size will not change)
5978 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5980 * `room_for_item(listname, stack):` returns `true` if the stack of items
5981 can be fully added to the list
5982 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5983 the stack of items can be fully taken from the list.
5984 If `match_meta` is false, only the items' names are compared
5986 * `remove_item(listname, stack)`: take as many items as specified from the
5987 list, returns the items that were actually removed (as an `ItemStack`)
5988 -- note that any item metadata is ignored, so attempting to remove a specific
5989 unique item this way will likely remove the wrong one -- to do that use
5990 `set_stack` with an empty `ItemStack`.
5991 * `get_location()`: returns a location compatible to
5992 `minetest.get_inventory(location)`.
5993 * returns `{type="undefined"}` in case location is not known
5997 Detached & nodemeta inventories provide the following callbacks for move actions:
6001 The `allow_*` callbacks return how many items can be moved.
6003 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6004 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6005 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6009 The `on_*` callbacks are called after the items have been placed in the inventories.
6011 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6012 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6013 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6017 When a player tries to put an item to a place where another item is, the items are *swapped*.
6018 This means that all callbacks will be called twice (once for each action).
6023 An `ItemStack` is a stack of items.
6025 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6026 an itemstring, a table or `nil`.
6030 * `is_empty()`: returns `true` if stack is empty.
6031 * `get_name()`: returns item name (e.g. `"default:stone"`).
6032 * `set_name(item_name)`: returns a boolean indicating whether the item was
6034 * `get_count()`: Returns number of items on the stack.
6035 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6036 * `count`: number, unsigned 16 bit integer
6037 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6038 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6039 * `wear`: number, unsigned 16 bit integer
6040 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6041 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6043 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6044 * `get_description()`: returns the description shown in inventory list tooltips.
6045 * The engine uses this when showing item descriptions in tooltips.
6046 * Fields for finding the description, in order:
6047 * `description` in item metadata (See [Item Metadata].)
6048 * `description` in item definition
6050 * `get_short_description()`: returns the short description or nil.
6051 * Unlike the description, this does not include new lines.
6052 * Fields for finding the short description, in order:
6053 * `short_description` in item metadata (See [Item Metadata].)
6054 * `short_description` in item definition
6055 * first line of the description (From item meta or def, see `get_description()`.)
6056 * Returns nil if none of the above are set
6057 * `clear()`: removes all items from the stack, making it empty.
6058 * `replace(item)`: replace the contents of this stack.
6059 * `item` can also be an itemstring or table.
6060 * `to_string()`: returns the stack in itemstring form.
6061 * `to_table()`: returns the stack in Lua table form.
6062 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6064 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6065 * `is_known()`: returns `true` if the item name refers to a defined item type.
6066 * `get_definition()`: returns the item definition table.
6067 * `get_tool_capabilities()`: returns the digging properties of the item,
6068 or those of the hand if none are defined for this item type
6069 * `add_wear(amount)`
6070 * Increases wear by `amount` if the item is a tool
6071 * `amount`: number, integer
6072 * `add_item(item)`: returns leftover `ItemStack`
6073 * Put some item or stack onto this stack
6074 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6076 * `take_item(n)`: returns taken `ItemStack`
6077 * Take (and remove) up to `n` items from this stack
6078 * `n`: number, default: `1`
6079 * `peek_item(n)`: returns taken `ItemStack`
6080 * Copy (don't remove) up to `n` items from this stack
6081 * `n`: number, default: `1`
6086 ItemStack metadata: reference extra data and functionality stored in a stack.
6087 Can be obtained via `item:get_meta()`.
6091 * All methods in MetaDataRef
6092 * `set_tool_capabilities([tool_capabilities])`
6093 * Overrides the item's tool capabilities
6094 * A nil value will clear the override data and restore the original
6100 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6101 and [`PlayerMetaRef`].
6105 * `contains(key)`: Returns true if key present, otherwise false.
6106 * Returns `nil` when the MetaData is inexistent.
6107 * `get(key)`: Returns `nil` if key not present, else the stored string.
6108 * `set_string(key, value)`: Value of `""` will delete the key.
6109 * `get_string(key)`: Returns `""` if key not present.
6110 * `set_int(key, value)`
6111 * `get_int(key)`: Returns `0` if key not present.
6112 * `set_float(key, value)`
6113 * `get_float(key)`: Returns `0` if key not present.
6114 * `to_table()`: returns `nil` or a table with keys:
6115 * `fields`: key-value storage
6116 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6117 * `from_table(nil or {})`
6118 * Any non-table value will clear the metadata
6119 * See [Node Metadata] for an example
6120 * returns `true` on success
6122 * returns `true` if this metadata has the same key-value pairs as `other`
6127 An interface to use mod channels on client and server
6131 * `leave()`: leave the mod channel.
6132 * Server leaves channel `channel_name`.
6133 * No more incoming or outgoing messages can be sent to this channel from
6135 * This invalidate all future object usage.
6136 * Ensure you set mod_channel to nil after that to free Lua resources.
6137 * `is_writeable()`: returns true if channel is writeable and mod can send over
6139 * `send_all(message)`: Send `message` though the mod channel.
6140 * If mod channel is not writeable or invalid, message will be dropped.
6141 * Message size is limited to 65535 characters by protocol.
6146 Node metadata: reference extra data and functionality stored in a node.
6147 Can be obtained via `minetest.get_meta(pos)`.
6151 * All methods in MetaDataRef
6152 * `get_inventory()`: returns `InvRef`
6153 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6154 This will prevent them from being sent to the client. Note that the "private"
6155 status will only be remembered if an associated key-value pair exists,
6156 meaning it's best to call this when initializing all other meta (e.g.
6162 Node Timers: a high resolution persistent per-node timer.
6163 Can be gotten via `minetest.get_node_timer(pos)`.
6167 * `set(timeout,elapsed)`
6168 * set a timer's state
6169 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6170 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6171 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6175 * equivalent to `set(timeout,0)`
6178 * `get_timeout()`: returns current timeout in seconds
6179 * if `timeout` equals `0`, timer is inactive
6180 * `get_elapsed()`: returns current elapsed time in seconds
6181 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6183 * `is_started()`: returns boolean state of timer
6184 * returns `true` if timer is started, otherwise `false`
6189 Moving things in the game are generally these.
6190 This is basically a reference to a C++ `ServerActiveObject`.
6192 ### Advice on handling `ObjectRefs`
6194 When you receive an `ObjectRef` as a callback argument or from another API
6195 function, it is possible to store the reference somewhere and keep it around.
6196 It will keep functioning until the object is unloaded or removed.
6198 However, doing this is **NOT** recommended as there is (intentionally) no method
6199 to test if a previously acquired `ObjectRef` is still valid.
6200 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6201 Lua back to the engine.
6202 Doing so is much less error-prone and you will never need to wonder if the
6203 object you are working with still exists.
6208 * `get_pos()`: returns `{x=num, y=num, z=num}`
6209 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6210 * `get_velocity()`: returns the velocity, a vector.
6211 * `add_velocity(vel)`
6212 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6213 * In comparison to using get_velocity, adding the velocity and then using
6214 set_velocity, add_velocity is supposed to avoid synchronization problems.
6215 Additionally, players also do not support set_velocity.
6217 * Does not apply during free_move.
6218 * Note that since the player speed is normalized at each move step,
6219 increasing e.g. Y velocity beyond what would usually be achieved
6220 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6221 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6222 pressing the jump key (assuming default settings)
6223 * `move_to(pos, continuous=false)`
6224 * Does an interpolated move for Lua entities for visually smooth transitions.
6225 * If `continuous` is true, the Lua entity will not be moved to the current
6226 position before starting the interpolated move.
6227 * For players this does the same as `set_pos`,`continuous` is ignored.
6228 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6229 * `puncher` = another `ObjectRef`,
6230 * `time_from_last_punch` = time since last punch action of the puncher
6231 * `direction`: can be `nil`
6232 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6233 * `get_hp()`: returns number of health points
6234 * `set_hp(hp, reason)`: set number of health points
6235 * See reason in register_on_player_hpchange
6236 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6237 * For players: HP are also limited by `hp_max` specified in the player's
6239 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6240 * `get_wield_list()`: returns the name of the inventory list the wielded item
6242 * `get_wield_index()`: returns the index of the wielded item
6243 * `get_wielded_item()`: returns an `ItemStack`
6244 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6246 * `set_armor_groups({group1=rating, group2=rating, ...})`
6247 * `get_armor_groups()`: returns a table with the armor group ratings
6248 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6249 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6250 * `frame_speed`: number, default: `15.0`
6251 * `frame_blend`: number, default: `0.0`
6252 * `frame_loop`: boolean, default: `true`
6253 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6255 * `set_animation_frame_speed(frame_speed)`
6256 * `frame_speed`: number, default: `15.0`
6257 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6258 * `bone`: string. Default is `""`, the root bone
6259 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6260 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6261 Default `{x=0, y=0, z=0}`
6262 * `forced_visible`: Boolean to control whether the attached entity
6263 should appear in first person. Default `false`.
6264 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6265 or nil if it isn't attached.
6266 * `get_children()`: returns a list of ObjectRefs that are attached to the
6269 * `set_bone_position([bone, position, rotation])`
6270 * `bone`: string. Default is `""`, the root bone
6271 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6272 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6273 * `get_bone_position(bone)`: returns position and rotation of the bone
6274 * `set_properties(object property table)`
6275 * `get_properties()`: returns object property table
6276 * `is_player()`: returns true for players, false otherwise
6277 * `get_nametag_attributes()`
6278 * returns a table with the attributes of the nametag of an object
6281 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6282 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6284 * `set_nametag_attributes(attributes)`
6285 * sets the attributes of the nametag of an object
6288 text = "My Nametag",
6291 bgcolor = ColorSpec or false,
6292 -- ^ Sets background color of nametag
6293 -- `false` will cause the background to be set automatically based on user settings
6297 #### Lua entity only (no-op for other objects)
6299 * `remove()`: remove object
6300 * The object is removed after returning from Lua. However the `ObjectRef`
6301 itself instantly becomes unusable with all further method calls having
6302 no effect and returning `nil`.
6303 * `set_velocity(vel)`
6304 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6305 * `set_acceleration(acc)`
6307 * `get_acceleration()`: returns the acceleration, a vector
6308 * `set_rotation(rot)`
6309 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6310 and Z is roll (bank).
6311 * `get_rotation()`: returns the rotation, a vector (radians)
6312 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6313 * `get_yaw()`: returns number in radians
6314 * `set_texture_mod(mod)`
6315 * Set a texture modifier to the base texture, for sprites and meshes.
6316 * When calling `set_texture_mod` again, the previous one is discarded.
6317 * `mod` the texture modifier. See [Texture modifiers].
6318 * `get_texture_mod()` returns current texture modifier
6319 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6320 * Specifies and starts a sprite animation
6321 * Animations iterate along the frame `y` position.
6322 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6323 first frame, default: `{x=0, y=0}`
6324 * `num_frames`: Total frames in the texture, default: `1`
6325 * `framelength`: Time per animated frame in seconds, default: `0.2`
6326 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6327 position according to the view direction. default: `false`.
6328 * First column: subject facing the camera
6329 * Second column: subject looking to the left
6330 * Third column: subject backing the camera
6331 * Fourth column: subject looking to the right
6332 * Fifth column: subject viewed from above
6333 * Sixth column: subject viewed from below
6334 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6337 #### Player only (no-op for other objects)
6339 * `get_player_name()`: returns `""` if is not a player
6340 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6341 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6342 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6343 * `get_look_dir()`: get camera direction as a unit vector
6344 * `get_look_vertical()`: pitch in radians
6345 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6347 * `get_look_horizontal()`: yaw in radians
6348 * Angle is counter-clockwise from the +z direction.
6349 * `set_look_vertical(radians)`: sets look pitch
6350 * radians: Angle from looking forward, where positive is downwards.
6351 * `set_look_horizontal(radians)`: sets look yaw
6352 * radians: Angle from the +z direction, where positive is counter-clockwise.
6353 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6354 `get_look_vertical`.
6355 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6357 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6358 `get_look_horizontal`.
6359 * Angle is counter-clockwise from the +x direction.
6360 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6361 `set_look_vertical`.
6362 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6363 `set_look_horizontal`.
6364 * `get_breath()`: returns player's breath
6365 * `set_breath(value)`: sets player's breath
6367 * `0`: player is drowning
6368 * max: bubbles bar is not shown
6369 * See [Object properties] for more information
6370 * Is limited to range 0 ... 65535 (2^16 - 1)
6371 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6373 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6374 Defaults to `false`.
6375 * `transition_time`: If defined, enables smooth FOV transition.
6376 Interpreted as the time (in seconds) to reach target FOV.
6377 If set to 0, FOV change is instantaneous. Defaults to 0.
6378 * Set `fov` to 0 to clear FOV override.
6379 * `get_fov()`: Returns the following:
6380 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6381 * Boolean indicating whether the FOV value is a multiplier.
6382 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6383 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6384 * Sets an extra attribute with value on player.
6385 * `value` must be a string, or a number which will be converted to a
6387 * If `value` is `nil`, remove attribute from player.
6388 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6389 * Returns value (a string) for extra attribute.
6390 * Returns `nil` if no attribute found.
6391 * `get_meta()`: Returns a PlayerMetaRef.
6392 * `set_inventory_formspec(formspec)`
6393 * Redefine player's inventory form
6394 * Should usually be called in `on_joinplayer`
6395 * `get_inventory_formspec()`: returns a formspec string
6396 * `set_formspec_prepend(formspec)`:
6397 * the formspec string will be added to every formspec shown to the user,
6398 except for those with a no_prepend[] tag.
6399 * This should be used to set style elements such as background[] and
6400 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6401 * Only affects formspecs shown after this is called.
6402 * `get_formspec_prepend(formspec)`: returns a formspec string.
6403 * `get_player_control()`: returns table with player pressed keys
6404 * The table consists of fields with the following boolean values
6405 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6406 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6407 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6408 and exist only to preserve backwards compatibility.
6409 * `get_player_control_bits()`: returns integer with bit packed player pressed
6421 * `set_physics_override(override_table)`
6422 * `override_table` is a table with the following fields:
6423 * `speed`: multiplier to default walking speed value (default: `1`)
6424 * `jump`: multiplier to default jump value (default: `1`)
6425 * `gravity`: multiplier to default gravity value (default: `1`)
6426 * `sneak`: whether player can sneak (default: `true`)
6427 * `sneak_glitch`: whether player can use the new move code replications
6428 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6430 * `new_move`: use new move/sneak code. When `false` the exact old code
6431 is used for the specific old sneak behaviour (default: `true`)
6432 * `get_physics_override()`: returns the table given to `set_physics_override`
6433 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6435 * `hud_remove(id)`: remove the HUD element of the specified id
6436 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6438 * element `stat` values:
6439 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6440 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6441 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6442 * `flags`: A table with the following fields set to boolean values
6450 * If a flag equals `nil`, the flag is not modified
6451 * `minimap`: Modifies the client's permission to view the minimap.
6452 The client may locally elect to not view the minimap.
6453 * `minimap_radar` is only usable when `minimap` is true
6454 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6455 * See `hud_set_flags` for a list of flags that can be toggled.
6456 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6457 * `count`: number of items, must be between `1` and `32`
6458 * `hud_get_hotbar_itemcount`: returns number of visible items
6459 * `hud_set_hotbar_image(texturename)`
6460 * sets background image for hotbar
6461 * `hud_get_hotbar_image`: returns texturename
6462 * `hud_set_hotbar_selected_image(texturename)`
6463 * sets image for selected item of hotbar
6464 * `hud_get_hotbar_selected_image`: returns texturename
6465 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6466 * Overrides the available minimap modes (and toggle order), and changes the
6468 * `mode` is a table consisting of up to four fields:
6469 * `type`: Available type:
6470 * `off`: Minimap off
6471 * `surface`: Minimap in surface mode
6472 * `radar`: Minimap in radar mode
6473 * `texture`: Texture to be displayed instead of terrain map
6474 (texture is centered around 0,0 and can be scaled).
6475 Texture size is limited to 512 x 512 pixel.
6476 * `label`: Optional label to display on minimap mode toggle
6477 The translation must be handled within the mod.
6478 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6479 displayed in minimap
6480 * `texture`: Only for texture type, name of the texture to display
6481 * `scale`: Only for texture type, scale of the texture map in nodes per
6482 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6484 * `selected_mode` is the mode index to be selected after modes have been changed
6485 (0 is the first mode).
6486 * `set_sky(sky_parameters)`
6487 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6488 whether `set_sky` accepts this format. Check the legacy format otherwise.
6489 * `sky_parameters` is a table with the following optional fields:
6490 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6491 * `type`: Available types:
6492 * `"regular"`: Uses 0 textures, `base_color` ignored
6493 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6494 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6495 * `textures`: A table containing up to six textures in the following
6496 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6497 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6498 * `sky_color`: A table containing the following values, alpha is ignored:
6499 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6500 sky during the day. (default: `#8cbafa`)
6501 * `day_horizon`: ColorSpec, for the bottom half of the
6502 `"regular"` sky during the day. (default: `#9bc1f0`)
6503 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6504 sky during dawn/sunset. (default: `#b4bafa`)
6505 The resulting sky color will be a darkened version of the ColorSpec.
6506 Warning: The darkening of the ColorSpec is subject to change.
6507 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6508 sky during dawn/sunset. (default: `#bac1f0`)
6509 The resulting sky color will be a darkened version of the ColorSpec.
6510 Warning: The darkening of the ColorSpec is subject to change.
6511 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6512 sky during the night. (default: `#006aff`)
6513 The resulting sky color will be a dark version of the ColorSpec.
6514 Warning: The darkening of the ColorSpec is subject to change.
6515 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6516 sky during the night. (default: `#4090ff`)
6517 The resulting sky color will be a dark version of the ColorSpec.
6518 Warning: The darkening of the ColorSpec is subject to change.
6519 * `indoors`: ColorSpec, for when you're either indoors or
6520 underground. Only applies to the `"regular"` sky.
6521 (default: `#646464`)
6522 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6523 at sunrise and sunset.
6524 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6525 at sunrise and sunset.
6526 * `fog_tint_type`: string, changes which mode the directional fog
6527 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6528 `"default"` uses the classic Minetest sun and moon tinting.
6529 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6530 * `set_sky(base_color, type, {texture names}, clouds)`
6531 * Deprecated. Use `set_sky(sky_parameters)`
6532 * `base_color`: ColorSpec, defaults to white
6533 * `type`: Available types:
6534 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6535 * `"skybox"`: Uses 6 textures, `bgcolor` used
6536 * `"plain"`: Uses 0 textures, `bgcolor` used
6537 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6538 `"plain"` custom skyboxes (default: `true`)
6539 * `get_sky()`: returns base_color, type, table of textures, clouds.
6540 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6542 * `set_sun(sun_parameters)`:
6543 * `sun_parameters` is a table with the following optional fields:
6544 * `visible`: Boolean for whether the sun is visible.
6546 * `texture`: A regular texture for the sun. Setting to `""`
6547 will re-enable the mesh sun. (default: `"sun.png"`)
6548 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6549 (default: `"sun_tonemap.png"`)
6550 * `sunrise`: A regular texture for the sunrise texture.
6551 (default: `"sunrisebg.png"`)
6552 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6554 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6555 * `get_sun()`: returns a table with the current sun parameters as in
6557 * `set_moon(moon_parameters)`:
6558 * `moon_parameters` is a table with the following optional fields:
6559 * `visible`: Boolean for whether the moon is visible.
6561 * `texture`: A regular texture for the moon. Setting to `""`
6562 will re-enable the mesh moon. (default: `"moon.png"`)
6563 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6564 (default: `"moon_tonemap.png"`)
6565 * `scale`: Float controlling the overall size of the moon (default: `1`)
6566 * `get_moon()`: returns a table with the current moon parameters as in
6568 * `set_stars(star_parameters)`:
6569 * `star_parameters` is a table with the following optional fields:
6570 * `visible`: Boolean for whether the stars are visible.
6572 * `count`: Integer number to set the number of stars in
6573 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6575 * `star_color`: ColorSpec, sets the colors of the stars,
6576 alpha channel is used to set overall star brightness.
6577 (default: `#ebebff69`)
6578 * `scale`: Float controlling the overall size of the stars (default: `1`)
6579 * `get_stars()`: returns a table with the current stars parameters as in
6581 * `set_clouds(cloud_parameters)`: set cloud parameters
6582 * `cloud_parameters` is a table with the following optional fields:
6583 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6584 * `color`: basic cloud color with alpha channel, ColorSpec
6585 (default `#fff0f0e5`).
6586 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6587 ColorSpec (alpha ignored, default `#000000`)
6588 * `height`: cloud height, i.e. y of cloud base (default per conf,
6590 * `thickness`: cloud thickness in nodes (default `16`)
6591 * `speed`: 2D cloud speed + direction in nodes per second
6592 (default `{x=0, z=-2}`).
6593 * `get_clouds()`: returns a table with the current cloud parameters as in
6595 * `override_day_night_ratio(ratio or nil)`
6596 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6598 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6599 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6600 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6601 set animation for player model in third person view.
6602 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6603 * `frame_speed` sets the animations frame speed. Default is 30.
6604 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6606 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6607 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6608 * in first person view
6609 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6610 * `get_eye_offset()`: returns first and third person offsets.
6611 * `send_mapblock(blockpos)`:
6612 * Sends a server-side loaded mapblock to the player.
6613 * Returns `false` if failed.
6614 * Resource intensive - use sparsely
6615 * To get blockpos, integer divide pos by 16
6620 A 32-bit pseudorandom number generator.
6621 Uses PCG32, an algorithm of the permuted congruential generator family,
6622 offering very strong randomness.
6624 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6628 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6629 * `next(min, max)`: return next integer random number [`min`...`max`]
6630 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6631 random number [`min`...`max`].
6632 * This is only a rough approximation of a normal distribution with:
6633 * `mean = (max - min) / 2`, and
6634 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6635 * Increasing `num_trials` improves accuracy of the approximation
6640 A perlin noise generator.
6641 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6642 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6643 plus the world seed, to create world-specific noise.
6645 `PerlinNoise(noiseparams)`
6646 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6648 `minetest.get_perlin(noiseparams)`
6649 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6653 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6654 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6659 A fast, bulk perlin noise generator.
6661 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6662 `minetest.get_perlin_map(noiseparams, size)`.
6663 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6664 plus the world seed, to create world-specific noise.
6666 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6667 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6670 For each of the functions with an optional `buffer` parameter: If `buffer` is
6671 not nil, this table will be used to store the result instead of creating a new
6676 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6677 with values starting at `pos={x=,y=}`
6678 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6679 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6680 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6681 array of 2D noise with values starting at `pos={x=,y=}`
6682 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6683 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6684 is stored internally.
6685 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6686 is stored internally.
6687 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6688 returns a slice of the most recently computed noise results. The result slice
6689 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6690 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6692 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6693 It is important to note that `slice_offset` offset coordinates begin at 1,
6694 and are relative to the starting position of the most recently calculated
6696 To grab a single vertical column of noise starting at map coordinates
6697 x = 1023, y=1000, z = 1000:
6698 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6699 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6705 Uses the same method of storage as the deprecated player attribute API, so
6706 data there will also be in player meta.
6707 Can be obtained using `player:get_meta()`.
6711 * All methods in MetaDataRef
6716 A 16-bit pseudorandom number generator.
6717 Uses a well-known LCG algorithm introduced by K&R.
6719 It can be created via `PseudoRandom(seed)`.
6723 * `next()`: return next integer random number [`0`...`32767`]
6724 * `next(min, max)`: return next integer random number [`min`...`max`]
6725 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6726 due to the simple implementation making bad distribution otherwise.
6731 A raycast on the map. It works with selection boxes.
6732 Can be used as an iterator in a for loop as:
6734 local ray = Raycast(...)
6735 for pointed_thing in ray do
6739 The map is loaded as the ray advances. If the map is modified after the
6740 `Raycast` is created, the changes may or may not have an effect on the object.
6742 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6743 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6745 * `pos1`: start of the ray
6746 * `pos2`: end of the ray
6747 * `objects`: if false, only nodes will be returned. Default is true.
6748 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6752 * `next()`: returns a `pointed_thing` with exact pointing location
6753 * Returns the next thing pointed by the ray or nil.
6758 Interface for the operating system's crypto-secure PRNG.
6760 It can be created via `SecureRandom()`. The constructor returns nil if a
6761 secure random device cannot be found on the system.
6765 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6766 random bytes, as a string.
6771 An interface to read config files in the format of `minetest.conf`.
6773 It can be created via `Settings(filename)`.
6777 * `get(key)`: returns a value
6778 * `get_bool(key, [default])`: returns a boolean
6779 * `default` is the value returned if `key` is not found.
6780 * Returns `nil` if `key` is not found and `default` not specified.
6781 * `get_np_group(key)`: returns a NoiseParams table
6783 * Returns `{flag = true/false, ...}` according to the set flags.
6784 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6785 flags like `mgv5_spflags`.
6787 * Setting names can't contain whitespace or any of `="{}#`.
6788 * Setting values can't contain the sequence `\n"""`.
6789 * Setting names starting with "secure." can't be set on the main settings
6790 object (`minetest.settings`).
6791 * `set_bool(key, value)`
6792 * See documentation for set() above.
6793 * `set_np_group(key, value)`
6794 * `value` is a NoiseParams table.
6795 * Also, see documentation for set() above.
6796 * `remove(key)`: returns a boolean (`true` for success)
6797 * `get_names()`: returns `{key1,...}`
6798 * `write()`: returns a boolean (`true` for success)
6799 * Writes changes to file.
6800 * `to_table()`: returns `{[key1]=value1,...}`
6804 The settings have the format `key = value`. Example:
6816 Mod metadata: per mod metadata, saved automatically.
6817 Can be obtained via `minetest.get_mod_storage()` during load time.
6819 WARNING: This storage backend is incaptable to save raw binary data due
6820 to restrictions of JSON.
6824 * All methods in MetaDataRef
6835 Used by `ObjectRef` methods. Part of an Entity definition.
6836 These properties are not persistent, but are applied automatically to the
6837 corresponding Lua entity using the given registration fields.
6838 Player properties need to be saved manually.
6842 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6845 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6848 -- For players only. Zoom FOV in degrees.
6849 -- Note that zoom loads and/or generates world beyond the server's
6850 -- maximum send and generate distances, so acts like a telescope.
6851 -- Smaller zoom_fov values increase the distance loaded/generated.
6852 -- Defaults to 15 in creative mode, 0 in survival mode.
6853 -- zoom_fov = 0 disables zooming for the player.
6856 -- For players only. Camera height above feet position in nodes.
6857 -- Defaults to 1.625.
6860 -- Collide with `walkable` nodes.
6862 collide_with_objects = true,
6863 -- Collide with other objects if physical = true
6865 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6866 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6867 -- Selection box uses collision box dimensions when not set.
6868 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6872 -- Overrides selection box when false
6874 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6875 -- "cube" is a node-sized cube.
6876 -- "sprite" is a flat texture always facing the player.
6877 -- "upright_sprite" is a vertical flat texture.
6878 -- "mesh" uses the defined mesh model.
6879 -- "wielditem" is used for dropped items.
6880 -- (see builtin/game/item_entity.lua).
6881 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6882 -- If the item has a 'wield_image' the object will be an extrusion of
6884 -- If 'itemname' is a cubic node or nodebox the object will appear
6885 -- identical to 'itemname'.
6886 -- If 'itemname' is a plantlike node the object will be an extrusion
6888 -- Otherwise for non-node items, the object will be an extrusion of
6889 -- 'inventory_image'.
6890 -- If 'itemname' contains a ColorString or palette index (e.g. from
6891 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6892 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6894 visual_size = {x = 1, y = 1, z = 1},
6895 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6896 -- to scale the entity along both horizontal axes.
6899 -- File name of mesh when using "mesh" visual
6902 -- Number of required textures depends on visual.
6903 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6904 -- "sprite" uses 1 texture.
6905 -- "upright_sprite" uses 2 textures: {front, back}.
6906 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6909 -- Number of required colors depends on visual
6911 use_texture_alpha = false,
6912 -- Use texture's alpha channel.
6913 -- Excludes "upright_sprite" and "wielditem".
6914 -- Note: currently causes visual issues when viewed through other
6915 -- semi-transparent materials such as water.
6917 spritediv = {x = 1, y = 1},
6918 -- Used with spritesheet textures for animation and/or frame selection
6919 -- according to position relative to player.
6920 -- Defines the number of columns and rows in the spritesheet:
6923 initial_sprite_basepos = {x = 0, y = 0},
6924 -- Used with spritesheet textures.
6925 -- Defines the {column, row} position of the initially used frame in the
6929 -- If false, object is invisible and can't be pointed.
6931 makes_footstep_sound = false,
6932 -- If true, is able to make footstep sounds of nodes
6933 -- (see node sound definition for details).
6935 automatic_rotate = 0,
6936 -- Set constant rotation in radians per second, positive or negative.
6937 -- Object rotates along the local Y-axis, and works with set_rotation.
6938 -- Set to 0 to disable constant rotation.
6941 -- If positive number, object will climb upwards when it moves
6942 -- horizontally against a `walkable` node, if the height difference
6943 -- is within `stepheight`.
6945 automatic_face_movement_dir = 0.0,
6946 -- Automatically set yaw to movement direction, offset in degrees.
6947 -- 'false' to disable.
6949 automatic_face_movement_max_rotation_per_sec = -1,
6950 -- Limit automatic rotation to this value in degrees per second.
6951 -- No limit if value <= 0.
6953 backface_culling = true,
6954 -- Set to false to disable backface_culling for model
6957 -- Add this much extra lighting when calculating texture color.
6958 -- Value < 0 disables light's effect on texture color.
6959 -- For faking self-lighting, UI style entities, or programmatic coloring
6963 -- The name to display on the head of the object. By default empty.
6964 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
6965 -- For all other objects, a nil or empty string removes the nametag.
6966 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
6968 nametag_color = <ColorSpec>,
6969 -- Sets text color of nametag
6971 nametag_bgcolor = <ColorSpec>,
6972 -- Sets background color of nametag
6973 -- `false` will cause the background to be set automatically based on user settings.
6977 -- By default empty, text to be shown when pointed at object
6980 -- If false, never save this object statically. It will simply be
6981 -- deleted when the block gets unloaded.
6982 -- The get_staticdata() callback is never called then.
6983 -- Defaults to 'true'.
6985 damage_texture_modifier = "^[brighten",
6986 -- Texture modifier to be applied for a short duration when object is hit
6989 -- Setting this to 'false' disables diffuse lighting of entity
6991 show_on_minimap = false,
6992 -- Defaults to true for players, false for other entities.
6993 -- If set to true the entity will show as a marker on the minimap.
6999 Used by `minetest.register_entity`.
7002 initial_properties = {
7004 mesh = "boats_boat.obj",
7007 -- A table of object properties, see the `Object properties` section.
7008 -- Object properties being read directly from the entity definition
7009 -- table is deprecated. Define object properties in this
7010 -- `initial_properties` table instead.
7012 on_activate = function(self, staticdata, dtime_s),
7014 on_step = function(self, dtime, moveresult),
7015 -- Called every server step
7016 -- dtime: Elapsed time
7017 -- moveresult: Table with collision info (only available if physical=true)
7019 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7021 on_rightclick = function(self, clicker),
7023 get_staticdata = function(self),
7024 -- Called sometimes; the string returned is passed to on_activate when
7025 -- the entity is re-activated from static state
7027 _custom_field = whatever,
7028 -- You can define arbitrary member variables here (see Item definition
7029 -- for more info) by using a '_' prefix
7032 Collision info passed to `on_step`:
7035 touching_ground = boolean,
7037 standing_on_object = boolean,
7040 type = string, -- "node" or "object",
7041 axis = string, -- "x", "y" or "z"
7042 node_pos = vector, -- if type is "node"
7043 object = ObjectRef, -- if type is "object"
7044 old_velocity = vector,
7045 new_velocity = vector,
7051 ABM (ActiveBlockModifier) definition
7052 ------------------------------------
7054 Used by `minetest.register_abm`.
7057 label = "Lava cooling",
7058 -- Descriptive label for profiling purposes (optional).
7059 -- Definitions with identical labels will be listed as one.
7061 nodenames = {"default:lava_source"},
7062 -- Apply `action` function to these nodes.
7063 -- `group:groupname` can also be used here.
7065 neighbors = {"default:water_source", "default:water_flowing"},
7066 -- Only apply `action` to nodes that have one of, or any
7067 -- combination of, these neighbors.
7068 -- If left out or empty, any neighbor will do.
7069 -- `group:groupname` can also be used here.
7072 -- Operation interval in seconds
7075 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7079 -- If true, catch-up behaviour is enabled: The `chance` value is
7080 -- temporarily reduced when returning to an area to simulate time lost
7081 -- by the area being unattended. Note that the `chance` value can often
7084 action = function(pos, node, active_object_count, active_object_count_wider),
7085 -- Function triggered for each qualifying node.
7086 -- `active_object_count` is number of active objects in the node's
7088 -- `active_object_count_wider` is number of active objects in the node's
7089 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7090 -- mapblocks are unloaded an estmate is calculated for them based on
7091 -- loaded mapblocks.
7094 LBM (LoadingBlockModifier) definition
7095 -------------------------------------
7097 Used by `minetest.register_lbm`.
7099 A loading block modifier (LBM) is used to define a function that is called for
7100 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7104 label = "Upgrade legacy doors",
7105 -- Descriptive label for profiling purposes (optional).
7106 -- Definitions with identical labels will be listed as one.
7108 name = "modname:replace_legacy_door",
7110 nodenames = {"default:lava_source"},
7111 -- List of node names to trigger the LBM on.
7112 -- Also non-registered nodes will work.
7113 -- Groups (as of group:groupname) will work as well.
7115 run_at_every_load = false,
7116 -- Whether to run the LBM's action every time a block gets loaded,
7117 -- and not only the first time the block gets loaded after the LBM
7120 action = function(pos, node),
7127 * `{name="image.png", animation={Tile Animation definition}}`
7128 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7129 * backface culling enabled by default for most nodes
7130 * align style determines whether the texture will be rotated with the node
7131 or kept aligned with its surroundings. "user" means that client
7132 setting will be used, similar to `glasslike_framed_optional`.
7133 Note: supported by solid nodes and nodeboxes only.
7134 * scale is used to make texture span several (exactly `scale`) nodes,
7135 instead of just one, in each direction. Works for world-aligned
7137 Note that as the effect is applied on per-mapblock basis, `16` should
7138 be equally divisible by `scale` or you may get wrong results.
7139 * `{name="image.png", color=ColorSpec}`
7140 * the texture's color will be multiplied with this color.
7141 * the tile's color overrides the owning node's color in all cases.
7142 * deprecated, yet still supported field names:
7145 Tile animation definition
7146 -------------------------
7149 type = "vertical_frames",
7152 -- Width of a frame in pixels
7155 -- Height of a frame in pixels
7165 -- Width in number of frames
7168 -- Height in number of frames
7171 -- Length of a single frame
7177 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7178 `minetest.register_tool`.
7181 description = "Steel Axe",
7182 -- Can contain new lines. "\n" has to be used as new line character.
7183 -- See also: `get_description` in [`ItemStack`]
7185 short_description = "Steel Axe",
7186 -- Must not contain new lines.
7188 -- Use an [`ItemStack`] to get the short description, eg:
7189 -- ItemStack(itemname):get_short_description()
7192 -- key = name, value = rating; rating = 1..3.
7193 -- If rating not applicable, use 1.
7194 -- e.g. {wool = 1, fluffy = 3}
7195 -- {soil = 2, outerspace = 1, crumbly = 1}
7196 -- {bendy = 2, snappy = 1},
7197 -- {hard = 1, metal = 1, spikes = 1}
7199 inventory_image = "default_tool_steelaxe.png",
7201 inventory_overlay = "overlay.png",
7202 -- An overlay which does not get colorized
7209 -- An image file containing the palette of a node.
7210 -- You can set the currently used color as the "palette_index" field of
7211 -- the item stack metadata.
7212 -- The palette is always stretched to fit indices between 0 and 255, to
7213 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7215 color = "0xFFFFFFFF",
7216 -- The color of the item. The palette overrides this.
7218 wield_scale = {x = 1, y = 1, z = 1},
7220 -- The default value of 99 may be configured by
7221 -- users using the setting "default_stack_max"
7226 liquids_pointable = false,
7229 -- When used for nodes: Defines amount of light emitted by node.
7230 -- Otherwise: Defines texture glow when viewed as a dropped item
7231 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7232 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7235 -- See "Tools" section for an example including explanation
7236 tool_capabilities = {
7237 full_punch_interval = 1.0,
7241 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7242 uses = 20, maxlevel = 2},
7244 damage_groups = {groupname = damage},
7245 -- Damage values must be between -32768 and 32767 (2^15)
7247 punch_attack_uses = nil,
7248 -- Amount of uses this tool has for attacking players and entities
7249 -- by punching them (0 = infinite uses).
7250 -- For compatibility, this is automatically set from the first
7251 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7252 -- It is recommend to set this explicitly instead of relying on the
7253 -- fallback behavior.
7256 node_placement_prediction = nil,
7257 -- If nil and item is node, prediction is made automatically.
7258 -- If nil and item is not a node, no prediction is made.
7259 -- If "" and item is anything, no prediction is made.
7260 -- Otherwise should be name of node which the client immediately places
7261 -- on ground when the player places the item. Server will always update
7262 -- actual result to client in a short moment.
7264 node_dig_prediction = "air",
7265 -- if "", no prediction is made.
7266 -- if "air", node is removed.
7267 -- Otherwise should be name of node which the client immediately places
7268 -- upon digging. Server will always update actual result shortly.
7271 -- Definition of items sounds to be played at various events.
7272 -- All fields in this table are optional.
7274 breaks = <SimpleSoundSpec>,
7275 -- When tool breaks due to wear. Ignored for non-tools
7277 eat = <SimpleSoundSpec>,
7278 -- When item is eaten with `minetest.do_item_eat`
7281 on_place = function(itemstack, placer, pointed_thing),
7282 -- Shall place item and return the leftover itemstack.
7283 -- The placer may be any ObjectRef or nil.
7284 -- default: minetest.item_place
7286 on_secondary_use = function(itemstack, user, pointed_thing),
7287 -- Same as on_place but called when not pointing at a node.
7288 -- The user may be any ObjectRef or nil.
7291 on_drop = function(itemstack, dropper, pos),
7292 -- Shall drop item and return the leftover itemstack.
7293 -- The dropper may be any ObjectRef or nil.
7294 -- default: minetest.item_drop
7296 on_use = function(itemstack, user, pointed_thing),
7298 -- Function must return either nil if no item shall be removed from
7299 -- inventory, or an itemstack to replace the original itemstack.
7300 -- e.g. itemstack:take_item(); return itemstack
7301 -- Otherwise, the function is free to do what it wants.
7302 -- The user may be any ObjectRef or nil.
7303 -- The default functions handle regular use cases.
7305 after_use = function(itemstack, user, node, digparams),
7307 -- If defined, should return an itemstack and will be called instead of
7308 -- wearing out the tool. If returns nil, does nothing.
7309 -- If after_use doesn't exist, it is the same as:
7310 -- function(itemstack, user, node, digparams)
7311 -- itemstack:add_wear(digparams.wear)
7314 -- The user may be any ObjectRef or nil.
7316 _custom_field = whatever,
7317 -- Add your own custom fields. By convention, all custom field names
7318 -- should start with `_` to avoid naming collisions with future engine
7325 Used by `minetest.register_node`.
7328 -- <all fields allowed in item definitions>,
7330 drawtype = "normal", -- See "Node drawtypes"
7333 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7334 -- "firelike", "mesh", "nodebox", "allfaces".
7335 -- For plantlike and firelike, the image will start at the bottom of the
7336 -- node. For torchlike, the image will start at the surface to which the
7337 -- node "attaches". For the other drawtypes the image will be centered
7340 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7341 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7342 -- Old field name was 'tile_images'.
7343 -- List can be shortened to needed length.
7345 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7346 -- Same as `tiles`, but these textures are drawn on top of the base
7347 -- tiles. You can use this to colorize only specific parts of your
7348 -- texture. If the texture name is an empty string, that overlay is not
7349 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7350 -- overlays on very common nodes.
7352 special_tiles = {tile definition 1, Tile definition 2},
7353 -- Special textures of node; used rarely.
7354 -- Old field name was 'special_materials'.
7355 -- List can be shortened to needed length.
7358 -- The node's original color will be multiplied with this color.
7359 -- If the node has a palette, then this setting only has an effect in
7360 -- the inventory and on the wield item.
7362 use_texture_alpha = ...,
7363 -- Specifies how the texture's alpha channel will be used for rendering.
7365 -- * "opaque": Node is rendered opaque regardless of alpha channel
7366 -- * "clip": A given pixel is either fully see-through or opaque
7367 -- depending on the alpha channel being below/above 50% in value
7368 -- * "blend": The alpha channel specifies how transparent a given pixel
7369 -- of the rendered node is
7370 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7371 -- "clip" otherwise.
7372 -- If set to a boolean value (deprecated): true either sets it to blend
7373 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7375 palette = "palette.png",
7376 -- The node's `param2` is used to select a pixel from the image.
7377 -- Pixels are arranged from left to right and from top to bottom.
7378 -- The node's color will be multiplied with the selected pixel's color.
7379 -- Tiles can override this behavior.
7380 -- Only when `paramtype2` supports palettes.
7382 post_effect_color = "green#0F",
7383 -- Screen tint if player is inside node, see "ColorSpec"
7385 paramtype = "none", -- See "Nodes"
7387 paramtype2 = "none", -- See "Nodes"
7389 place_param2 = nil, -- Force value for param2 when player places node
7391 is_ground_content = true,
7392 -- If false, the cave generator and dungeon generator will not carve
7393 -- through this node.
7394 -- Specifically, this stops mod-added nodes being removed by caves and
7395 -- dungeons when those generate in a neighbor mapchunk and extend out
7396 -- beyond the edge of that mapchunk.
7398 sunlight_propagates = false,
7399 -- If true, sunlight will go infinitely through this node
7401 walkable = true, -- If true, objects collide with node
7403 pointable = true, -- If true, can be pointed at
7405 diggable = true, -- If false, can never be dug
7407 climbable = false, -- If true, can be climbed on (ladder)
7409 buildable_to = false, -- If true, placed nodes can replace this node
7412 -- If true, liquids flow into and replace this node.
7413 -- Warning: making a liquid node 'floodable' will cause problems.
7415 liquidtype = "none", -- "none" / "source" / "flowing"
7417 liquid_alternative_flowing = "", -- Flowing version of source liquid
7419 liquid_alternative_source = "", -- Source version of flowing liquid
7421 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7423 liquid_renewable = true,
7424 -- If true, a new liquid source can be created by placing two or more
7428 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7429 -- Allows defining the nodebox height without using param2.
7430 -- The nodebox height is 'leveled' / 64 nodes.
7431 -- The maximum value of 'leveled' is `leveled_max`.
7434 -- Maximum value for `leveled` (0-127), enforced in
7435 -- `minetest.set_node_level` and `minetest.add_node_level`.
7436 -- Values above 124 might causes collision detection issues.
7438 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
7441 -- Player will take this amount of damage if no bubbles are left
7443 damage_per_second = 0,
7444 -- If player is inside node, this damage is caused
7446 node_box = {type="regular"}, -- See "Node boxes"
7448 connects_to = nodenames,
7449 -- Used for nodebox nodes with the type == "connected".
7450 -- Specifies to what neighboring nodes connections will be drawn.
7451 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7453 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7454 -- Tells connected nodebox nodes to connect only to these sides of this
7458 -- File name of mesh when using "mesh" drawtype
7463 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7464 -- Node box format: see [Node boxes]
7467 -- Custom selection box definition. Multiple boxes can be defined.
7468 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7469 -- definition is used for the selection box.
7474 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7475 -- Node box format: see [Node boxes]
7478 -- Custom collision box definition. Multiple boxes can be defined.
7479 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7480 -- definition is used for the collision box.
7482 -- Support maps made in and before January 2012
7483 legacy_facedir_simple = false,
7484 legacy_wallmounted = false,
7487 -- Valid for drawtypes:
7488 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7489 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7490 -- 2 - wave node like leaves (whole node moves side-to-side)
7491 -- 3 - wave node like liquids (whole node moves up and down)
7492 -- Not all models will properly wave.
7493 -- plantlike drawtype can only wave like plants.
7494 -- allfaces_optional drawtype can only wave like leaves.
7495 -- liquid, flowingliquid drawtypes can only wave like liquids.
7498 -- Definition of node sounds to be played at various events.
7499 -- All fields in this table are optional.
7501 footstep = <SimpleSoundSpec>,
7502 -- If walkable, played when object walks on it. If node is
7503 -- climbable or a liquid, played when object moves through it
7505 dig = <SimpleSoundSpec> or "__group",
7506 -- While digging node.
7507 -- If `"__group"`, then the sound will be
7508 -- `default_dig_<groupname>`, where `<groupname>` is the
7509 -- name of the tool's digging group with the fastest digging time.
7510 -- In case of a tie, one of the sounds will be played (but we
7511 -- cannot predict which one)
7512 -- Default value: `"__group"`
7514 dug = <SimpleSoundSpec>,
7517 place = <SimpleSoundSpec>,
7518 -- Node was placed. Also played after falling
7520 place_failed = <SimpleSoundSpec>,
7521 -- When node placement failed.
7522 -- Note: This happens if the _built-in_ node placement failed.
7523 -- This sound will still be played if the node is placed in the
7524 -- `on_place` callback manually.
7526 fall = <SimpleSoundSpec>,
7527 -- When node starts to fall or is detached
7531 -- Name of dropped item when dug.
7532 -- Default dropped item is the node itself.
7533 -- Using a table allows multiple items, drop chances and tool filtering.
7534 -- Tool filtering was undocumented until recently, tool filtering by string
7535 -- matching is deprecated.
7538 -- Maximum number of item lists to drop.
7539 -- The entries in 'items' are processed in order. For each:
7540 -- Tool filtering is applied, chance of drop is applied, if both are
7541 -- successful the entire item list is dropped.
7542 -- Entry processing continues until the number of dropped item lists
7543 -- equals 'max_items'.
7544 -- Therefore, entries should progress from low to high drop chance.
7548 -- 1 in 1000 chance of dropping a diamond.
7549 -- Default rarity is '1'.
7551 items = {"default:diamond"},
7554 -- Only drop if using a tool whose name is identical to one
7556 tools = {"default:shovel_mese", "default:shovel_diamond"},
7558 items = {"default:dirt"},
7559 -- Whether all items in the dropped item list inherit the
7560 -- hardware coloring palette color from the dug node.
7561 -- Default is 'false'.
7562 inherit_color = true,
7565 -- Only drop if using a tool whose name contains
7566 -- "default:shovel_" (this tool filtering by string matching
7568 tools = {"~default:shovel_"},
7570 -- The item list dropped.
7571 items = {"default:sand", "default:desert_sand"},
7576 on_construct = function(pos),
7577 -- Node constructor; called after adding node.
7578 -- Can set up metadata and stuff like that.
7579 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7582 on_destruct = function(pos),
7583 -- Node destructor; called before removing node.
7584 -- Not called for bulk node placement.
7587 after_destruct = function(pos, oldnode),
7588 -- Node destructor; called after removing node.
7589 -- Not called for bulk node placement.
7592 on_flood = function(pos, oldnode, newnode),
7593 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7594 -- `floodable = true` in the nodedef. Not called for bulk node placement
7595 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7596 -- node is not flooded, but on_flood callback will most likely be called
7597 -- over and over again every liquid update interval.
7599 -- Warning: making a liquid node 'floodable' will cause problems.
7601 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7602 -- Called when oldnode is about be converted to an item, but before the
7603 -- node is deleted from the world or the drops are added. This is
7604 -- generally the result of either the node being dug or an attached node
7605 -- becoming detached.
7606 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7607 -- drops is a table of ItemStacks, so any metadata to be preserved can
7608 -- be added directly to one or more of the dropped items. See
7609 -- "ItemStackMetaRef".
7612 after_place_node = function(pos, placer, itemstack, pointed_thing),
7613 -- Called after constructing node when node was placed using
7614 -- minetest.item_place_node / minetest.place_node.
7615 -- If return true no item is taken from itemstack.
7616 -- `placer` may be any valid ObjectRef or nil.
7619 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7620 -- oldmetadata is in table format.
7621 -- Called after destructing node when node was dug using
7622 -- minetest.node_dig / minetest.dig_node.
7625 can_dig = function(pos, [player]),
7626 -- Returns true if node can be dug, or false if not.
7629 on_punch = function(pos, node, puncher, pointed_thing),
7630 -- default: minetest.node_punch
7631 -- Called when puncher (an ObjectRef) punches the node at pos.
7632 -- By default calls minetest.register_on_punchnode callbacks.
7634 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7636 -- Called when clicker (an ObjectRef) "rightclicks"
7637 -- ("rightclick" here stands for the placement key) while pointing at
7638 -- the node at pos with 'node' being the node table.
7639 -- itemstack will hold clicker's wielded item.
7640 -- Shall return the leftover itemstack.
7641 -- Note: pointed_thing can be nil, if a mod calls this function.
7642 -- This function does not get triggered by clients <=0.4.16 if the
7643 -- "formspec" node metadata field is set.
7645 on_dig = function(pos, node, digger),
7646 -- default: minetest.node_dig
7647 -- By default checks privileges, wears out tool and removes node.
7648 -- return true if the node was dug successfully, false otherwise.
7649 -- Deprecated: returning nil is the same as returning true.
7651 on_timer = function(pos, elapsed),
7653 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7654 -- elapsed is the total time passed since the timer was started.
7655 -- return true to run the timer for another cycle with the same timeout
7658 on_receive_fields = function(pos, formname, fields, sender),
7659 -- fields = {name1 = value1, name2 = value2, ...}
7660 -- Called when an UI form (e.g. sign text input) returns data.
7661 -- See minetest.register_on_player_receive_fields for more info.
7664 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7665 -- Called when a player wants to move items inside the inventory.
7666 -- Return value: number of items allowed to move.
7668 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7669 -- Called when a player wants to put something into the inventory.
7670 -- Return value: number of items allowed to put.
7671 -- Return value -1: Allow and don't modify item count in inventory.
7673 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7674 -- Called when a player wants to take something out of the inventory.
7675 -- Return value: number of items allowed to take.
7676 -- Return value -1: Allow and don't modify item count in inventory.
7678 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7679 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7680 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7681 -- Called after the actual action has happened, according to what was
7685 on_blast = function(pos, intensity),
7686 -- intensity: 1.0 = mid range of regular TNT.
7687 -- If defined, called when an explosion touches the node, instead of
7688 -- removing the node.
7690 mod_origin = "modname",
7691 -- stores which mod actually registered a node
7692 -- if it can not find a source, returns "??"
7693 -- useful for getting what mod truly registered something
7694 -- example: if a node is registered as ":othermodname:nodename",
7695 -- nodename will show "othermodname", but mod_orgin will say "modname"
7701 Used by `minetest.register_craft`.
7706 output = 'default:pick_stone',
7708 {'default:cobble', 'default:cobble', 'default:cobble'},
7709 {'', 'default:stick', ''},
7710 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7712 replacements = <list of item pairs>,
7713 -- replacements: replace one input item with another item on crafting
7721 output = 'mushrooms:mushroom_stew',
7724 "mushrooms:mushroom_brown",
7725 "mushrooms:mushroom_red",
7727 replacements = <list of item pairs>,
7733 type = "toolrepair",
7734 additional_wear = -0.02,
7737 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7743 output = "default:glass",
7744 recipe = "default:sand",
7752 recipe = "bucket:bucket_lava",
7754 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7760 Used by `minetest.register_ore`.
7762 See [Ores] section above for essential information.
7765 ore_type = "scatter",
7767 ore = "default:stone_with_coal",
7770 -- Facedir rotation. Default is 0 (unchanged rotation)
7772 wherein = "default:stone",
7773 -- A list of nodenames is supported too
7775 clust_scarcity = 8 * 8 * 8,
7776 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7777 -- If the desired average distance between ores is 'd', set this to
7781 -- Number of ores in a cluster
7784 -- Size of the bounding box of the cluster.
7785 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7786 -- nodes are coal ore.
7790 -- Lower and upper limits for ore
7793 -- Attributes for the ore generation, see 'Ore attributes' section above
7795 noise_threshold = 0.5,
7796 -- If noise is above this threshold, ore is placed. Not needed for a
7797 -- uniform distribution.
7802 spread = {x = 100, y = 100, z = 100},
7807 -- NoiseParams structure describing one of the perlin noises used for
7808 -- ore distribution.
7809 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7810 -- Omit from "scatter" ore for a uniform ore distribution.
7811 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7814 biomes = {"desert", "rainforest"},
7815 -- List of biomes in which this ore occurs.
7816 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7817 -- being used does not support biomes.
7818 -- Can be a list of (or a single) biome names, IDs, or definitions.
7820 -- Type-specific parameters
7823 column_height_min = 1,
7824 column_height_max = 16,
7825 column_midpoint_factor = 0.5,
7831 spread = {x = 100, y = 100, z = 100},
7839 spread = {x = 100, y = 100, z = 100},
7846 random_factor = 1.0,
7849 np_stratum_thickness = {
7852 spread = {x = 100, y = 100, z = 100},
7857 stratum_thickness = 8,
7863 Used by `minetest.register_biome`.
7865 The maximum number of biomes that can be used is 65535. However, using an
7866 excessive number of biomes will slow down map generation. Depending on desired
7867 performance and computing power the practical limit is much lower.
7872 node_dust = "default:snow",
7873 -- Node dropped onto upper surface after all else is generated
7875 node_top = "default:dirt_with_snow",
7877 -- Node forming surface layer of biome and thickness of this layer
7879 node_filler = "default:permafrost",
7881 -- Node forming lower layer of biome and thickness of this layer
7883 node_stone = "default:bluestone",
7884 -- Node that replaces all stone nodes between roughly y_min and y_max.
7886 node_water_top = "default:ice",
7887 depth_water_top = 10,
7888 -- Node forming a surface layer in seawater with the defined thickness
7891 -- Node that replaces all seawater nodes not in the surface layer
7893 node_river_water = "default:ice",
7894 -- Node that replaces river water in mapgens that use
7895 -- default:river_water
7897 node_riverbed = "default:gravel",
7899 -- Node placed under river water and thickness of this layer
7901 node_cave_liquid = "default:lava_source",
7902 node_cave_liquid = {"default:water_source", "default:lava_source"},
7903 -- Nodes placed inside 50% of the medium size caves.
7904 -- Multiple nodes can be specified, each cave will use a randomly
7905 -- chosen node from the list.
7906 -- If this field is left out or 'nil', cave liquids fall back to
7907 -- classic behaviour of lava and water distributed using 3D noise.
7908 -- For no cave liquid, specify "air".
7910 node_dungeon = "default:cobble",
7911 -- Node used for primary dungeon structure.
7912 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7913 -- alias, if that is also absent, dungeon nodes fall back to the biome
7915 -- If present, the following two nodes are also used.
7917 node_dungeon_alt = "default:mossycobble",
7918 -- Node used for randomly-distributed alternative structure nodes.
7919 -- If alternative structure nodes are not wanted leave this absent for
7920 -- performance reasons.
7922 node_dungeon_stair = "stairs:stair_cobble",
7923 -- Node used for dungeon stairs.
7924 -- If absent, stairs fall back to 'node_dungeon'.
7928 -- Upper and lower limits for biome.
7929 -- Alternatively you can use xyz limits as shown below.
7931 max_pos = {x = 31000, y = 128, z = 31000},
7932 min_pos = {x = -31000, y = 9, z = -31000},
7933 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7934 -- Biome is limited to a cuboid defined by these positions.
7935 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7936 -- 31000 in 'max_pos'.
7939 -- Vertical distance in nodes above 'y_max' over which the biome will
7940 -- blend with the biome above.
7941 -- Set to 0 for no vertical blend. Defaults to 0.
7944 humidity_point = 50,
7945 -- Characteristic temperature and humidity for the biome.
7946 -- These values create 'biome points' on a voronoi diagram with heat and
7947 -- humidity as axes. The resulting voronoi cells determine the
7948 -- distribution of the biomes.
7949 -- Heat and humidity have average values of 50, vary mostly between
7950 -- 0 and 100 but can exceed these values.
7953 Decoration definition
7954 ---------------------
7956 See [Decoration types]. Used by `minetest.register_decoration`.
7959 deco_type = "simple",
7961 place_on = "default:dirt_with_grass",
7962 -- Node (or list of nodes) that the decoration can be placed on
7965 -- Size of the square divisions of the mapchunk being generated.
7966 -- Determines the resolution of noise variation if used.
7967 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7968 -- equal to the chunk size.
7971 -- The value determines 'decorations per surface node'.
7972 -- Used only if noise_params is not specified.
7973 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7974 -- a different and much faster method.
7979 spread = {x = 100, y = 100, z = 100},
7986 -- NoiseParams structure describing the perlin noise used for decoration
7988 -- A noise value is calculated for each square division and determines
7989 -- 'decorations per surface node' within each division.
7990 -- If the noise value >= 10.0 complete coverage is enabled and
7991 -- decoration placement uses a different and much faster method.
7993 biomes = {"Oceanside", "Hills", "Plains"},
7994 -- List of biomes in which this decoration occurs. Occurs in all biomes
7995 -- if this is omitted, and ignored if the Mapgen being used does not
7997 -- Can be a list of (or a single) biome names, IDs, or definitions.
8001 -- Lower and upper limits for decoration.
8002 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8004 spawn_by = "default:water",
8005 -- Node (or list of nodes) that the decoration only spawns next to.
8006 -- Checks two horizontal planes of 8 neighbouring nodes (including
8007 -- diagonal neighbours), one plane level with the 'place_on' node and a
8008 -- plane one node above that.
8011 -- Number of spawn_by nodes that must be surrounding the decoration
8012 -- position to occur.
8013 -- If absent or -1, decorations occur next to any nodes.
8015 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8016 -- Flags for all decoration types.
8017 -- "liquid_surface": Instead of placement on the highest solid surface
8018 -- in a mapchunk column, placement is on the highest liquid surface.
8019 -- Placement is disabled if solid nodes are found above the liquid
8021 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8022 -- by the decoration.
8023 -- "all_floors", "all_ceilings": Instead of placement on the highest
8024 -- surface in a mapchunk the decoration is placed on all floor and/or
8025 -- ceiling surfaces, for example in caves and dungeons.
8026 -- Ceiling decorations act as an inversion of floor decorations so the
8027 -- effect of 'place_offset_y' is inverted.
8028 -- Y-slice probabilities do not function correctly for ceiling
8029 -- schematic decorations as the behaviour is unchanged.
8030 -- If a single decoration registration has both flags the floor and
8031 -- ceiling decorations will be aligned vertically.
8033 ----- Simple-type parameters
8035 decoration = "default:grass",
8036 -- The node name used as the decoration.
8037 -- If instead a list of strings, a randomly selected node from the list
8038 -- is placed as the decoration.
8041 -- Decoration height in nodes.
8042 -- If height_max is not 0, this is the lower limit of a randomly
8046 -- Upper limit of the randomly selected height.
8047 -- If absent, the parameter 'height' is used as a constant.
8050 -- Param2 value of decoration nodes.
8051 -- If param2_max is not 0, this is the lower limit of a randomly
8055 -- Upper limit of the randomly selected param2.
8056 -- If absent, the parameter 'param2' is used as a constant.
8059 -- Y offset of the decoration base node relative to the standard base
8061 -- Can be positive or negative. Default is 0.
8062 -- Effect is inverted for "all_ceilings" decorations.
8063 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8064 -- to the 'place_on' node.
8066 ----- Schematic-type parameters
8068 schematic = "foobar.mts",
8069 -- If schematic is a string, it is the filepath relative to the current
8070 -- working directory of the specified Minetest schematic file.
8071 -- Could also be the ID of a previously registered schematic.
8074 size = {x = 4, y = 6, z = 4},
8076 {name = "default:cobble", param1 = 255, param2 = 0},
8077 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8078 {name = "air", param1 = 255, param2 = 0},
8082 {ypos = 2, prob = 128},
8083 {ypos = 5, prob = 64},
8087 -- Alternative schematic specification by supplying a table. The fields
8088 -- size and data are mandatory whereas yslice_prob is optional.
8089 -- See 'Schematic specifier' for details.
8091 replacements = {["oldname"] = "convert_to", ...},
8093 flags = "place_center_x, place_center_y, place_center_z",
8094 -- Flags for schematic decorations. See 'Schematic attributes'.
8097 -- Rotation can be "0", "90", "180", "270", or "random"
8100 -- If the flag 'place_center_y' is set this parameter is ignored.
8101 -- Y offset of the schematic base node layer relative to the 'place_on'
8103 -- Can be positive or negative. Default is 0.
8104 -- Effect is inverted for "all_ceilings" decorations.
8105 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8106 -- to the 'place_on' node.
8109 Chat command definition
8110 -----------------------
8112 Used by `minetest.register_chatcommand`.
8115 params = "<name> <privilege>", -- Short parameter description
8117 description = "Remove privilege from player", -- Full description
8119 privs = {privs=true}, -- Require the "privs" privilege to run
8121 func = function(name, param),
8122 -- Called when command is run. Returns boolean success and text output.
8123 -- Special case: The help message is shown to the player if `func`
8124 -- returns false without a text output.
8127 Note that in params, use of symbols is as follows:
8129 * `<>` signifies a placeholder to be replaced when the command is used. For
8130 example, when a player name is needed: `<name>`
8131 * `[]` signifies param is optional and not required when the command is used.
8132 For example, if you require param1 but param2 is optional:
8133 `<param1> [<param2>]`
8134 * `|` signifies exclusive or. The command requires one param from the options
8135 provided. For example: `<param1> | <param2>`
8136 * `()` signifies grouping. For example, when param1 and param2 are both
8137 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8139 Privilege definition
8140 --------------------
8142 Used by `minetest.register_privilege`.
8146 -- Privilege description
8148 give_to_singleplayer = true,
8149 -- Whether to grant the privilege to singleplayer.
8151 give_to_admin = true,
8152 -- Whether to grant the privilege to the server admin.
8153 -- Uses value of 'give_to_singleplayer' by default.
8155 on_grant = function(name, granter_name),
8156 -- Called when given to player 'name' by 'granter_name'.
8157 -- 'granter_name' will be nil if the priv was granted by a mod.
8159 on_revoke = function(name, revoker_name),
8160 -- Called when taken from player 'name' by 'revoker_name'.
8161 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8163 -- Note that the above two callbacks will be called twice if a player is
8164 -- responsible, once with the player name, and then with a nil player
8166 -- Return true in the above callbacks to stop register_on_priv_grant or
8167 -- revoke being called.
8170 Detached inventory callbacks
8171 ----------------------------
8173 Used by `minetest.create_detached_inventory`.
8176 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8177 -- Called when a player wants to move items inside the inventory.
8178 -- Return value: number of items allowed to move.
8180 allow_put = function(inv, listname, index, stack, player),
8181 -- Called when a player wants to put something into the inventory.
8182 -- Return value: number of items allowed to put.
8183 -- Return value -1: Allow and don't modify item count in inventory.
8185 allow_take = function(inv, listname, index, stack, player),
8186 -- Called when a player wants to take something out of the inventory.
8187 -- Return value: number of items allowed to take.
8188 -- Return value -1: Allow and don't modify item count in inventory.
8190 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8191 on_put = function(inv, listname, index, stack, player),
8192 on_take = function(inv, listname, index, stack, player),
8193 -- Called after the actual action has happened, according to what was
8203 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8206 hud_elem_type = "image", -- See HUD element types
8207 -- Type of element, can be "image", "text", "statbar", "inventory",
8208 -- "compass" or "minimap"
8210 position = {x=0.5, y=0.5},
8211 -- Left corner position of element
8215 scale = {x = 2, y = 2},
8224 -- Selected item in inventory. 0 for no item selected.
8227 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8229 alignment = {x=0, y=0},
8231 offset = {x=0, y=0},
8233 size = { x=100, y=100 },
8234 -- Size of element in pixels
8237 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8243 Used by `minetest.add_particle`.
8246 pos = {x=0, y=0, z=0},
8247 velocity = {x=0, y=0, z=0},
8248 acceleration = {x=0, y=0, z=0},
8249 -- Spawn particle at pos with velocity and acceleration
8252 -- Disappears after expirationtime seconds
8255 -- Scales the visual size of the particle texture.
8256 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8257 -- particle (just like actual node dig particles).
8259 collisiondetection = false,
8260 -- If true collides with `walkable` nodes and, depending on the
8261 -- `object_collision` field, objects too.
8263 collision_removal = false,
8264 -- If true particle is removed when it collides.
8265 -- Requires collisiondetection = true to have any effect.
8267 object_collision = false,
8268 -- If true particle collides with objects that are defined as
8269 -- `physical = true,` and `collide_with_objects = true,`.
8270 -- Requires collisiondetection = true to have any effect.
8273 -- If true faces player using y axis only
8275 texture = "image.png",
8276 -- The texture of the particle
8278 playername = "singleplayer",
8279 -- Optional, if specified spawns particle only on the player's client
8281 animation = {Tile Animation definition},
8282 -- Optional, specifies how to animate the particle texture
8285 -- Optional, specify particle self-luminescence in darkness.
8288 node = {name = "ignore", param2 = 0},
8289 -- Optional, if specified the particle will have the same appearance as
8290 -- node dig particles for the given node.
8291 -- `texture` and `animation` will be ignored if this is set.
8294 -- Optional, only valid in combination with `node`
8295 -- If set to a valid number 1-6, specifies the tile from which the
8296 -- particle texture is picked.
8297 -- Otherwise, the default behavior is used. (currently: any random tile)
8301 `ParticleSpawner` definition
8302 ----------------------------
8304 Used by `minetest.add_particlespawner`.
8308 -- Number of particles spawned over the time period `time`.
8311 -- Lifespan of spawner in seconds.
8312 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8313 -- a per-second basis.
8315 minpos = {x=0, y=0, z=0},
8316 maxpos = {x=0, y=0, z=0},
8317 minvel = {x=0, y=0, z=0},
8318 maxvel = {x=0, y=0, z=0},
8319 minacc = {x=0, y=0, z=0},
8320 maxacc = {x=0, y=0, z=0},
8325 -- The particles' properties are random values between the min and max
8327 -- applies to: pos, velocity, acceleration, expirationtime, size
8328 -- If `node` is set, min and maxsize can be set to 0 to spawn
8329 -- randomly-sized particles (just like actual node dig particles).
8331 collisiondetection = false,
8332 -- If true collide with `walkable` nodes and, depending on the
8333 -- `object_collision` field, objects too.
8335 collision_removal = false,
8336 -- If true particles are removed when they collide.
8337 -- Requires collisiondetection = true to have any effect.
8339 object_collision = false,
8340 -- If true particles collide with objects that are defined as
8341 -- `physical = true,` and `collide_with_objects = true,`.
8342 -- Requires collisiondetection = true to have any effect.
8344 attached = ObjectRef,
8345 -- If defined, particle positions, velocities and accelerations are
8346 -- relative to this object's position and yaw
8349 -- If true face player using y axis only
8351 texture = "image.png",
8352 -- The texture of the particle
8354 playername = "singleplayer",
8355 -- Optional, if specified spawns particles only on the player's client
8357 animation = {Tile Animation definition},
8358 -- Optional, specifies how to animate the particles' texture
8361 -- Optional, specify particle self-luminescence in darkness.
8364 node = {name = "ignore", param2 = 0},
8365 -- Optional, if specified the particles will have the same appearance as
8366 -- node dig particles for the given node.
8367 -- `texture` and `animation` will be ignored if this is set.
8370 -- Optional, only valid in combination with `node`
8371 -- If set to a valid number 1-6, specifies the tile from which the
8372 -- particle texture is picked.
8373 -- Otherwise, the default behavior is used. (currently: any random tile)
8376 `HTTPRequest` definition
8377 ------------------------
8379 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8382 url = "http://example.org",
8385 -- Timeout for connection in seconds. Default is 3 seconds.
8387 method = "GET", "POST", "PUT" or "DELETE"
8388 -- The http method to use. Defaults to "GET".
8390 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8391 -- Data for the POST, PUT or DELETE request.
8392 -- Accepts both a string and a table. If a table is specified, encodes
8393 -- table as x-www-form-urlencoded key-value pairs.
8395 user_agent = "ExampleUserAgent",
8396 -- Optional, if specified replaces the default minetest user agent with
8399 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8400 -- Optional, if specified adds additional headers to the HTTP request.
8401 -- You must make sure that the header strings follow HTTP specification
8405 -- Optional, if true performs a multipart HTTP request.
8406 -- Default is false.
8407 -- Post only, data must be array
8409 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8410 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8413 `HTTPRequestResult` definition
8414 ------------------------------
8416 Passed to `HTTPApiTable.fetch` callback. Returned by
8417 `HTTPApiTable.fetch_async_get`.
8421 -- If true, the request has finished (either succeeded, failed or timed
8425 -- If true, the request was successful
8428 -- If true, the request timed out
8436 Authentication handler definition
8437 ---------------------------------
8439 Used by `minetest.register_authentication_handler`.
8442 get_auth = function(name),
8443 -- Get authentication data for existing player `name` (`nil` if player
8445 -- Returns following structure:
8446 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8448 create_auth = function(name, password),
8449 -- Create new auth data for player `name`.
8450 -- Note that `password` is not plain-text but an arbitrary
8451 -- representation decided by the engine.
8453 delete_auth = function(name),
8454 -- Delete auth data of player `name`.
8455 -- Returns boolean indicating success (false if player is nonexistent).
8457 set_password = function(name, password),
8458 -- Set password of player `name` to `password`.
8459 -- Auth data should be created if not present.
8461 set_privileges = function(name, privileges),
8462 -- Set privileges of player `name`.
8463 -- `privileges` is in table form, auth data should be created if not
8466 reload = function(),
8467 -- Reload authentication data from the storage location.
8468 -- Returns boolean indicating success.
8470 record_login = function(name),
8471 -- Called when player joins, used for keeping track of last_login
8473 iterate = function(),
8474 -- Returns an iterator (use with `for` loops) for all player names
8475 -- currently in the auth database