1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These mapgen settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `disabled_settings = <comma-separated settings>`
83 e.g. `disabled_settings = enable_damage, creative_mode`
84 These settings are hidden for this game in the "Start game" tab
85 and will be initialized as `false` when the game is started.
86 Prepend a setting name with an exclamation mark to initialize it to `true`
87 (this does not work for `enable_server`).
88 Only these settings are supported:
89 `enable_damage`, `creative_mode`, `enable_server`.
90 * `author`: The author of the game. It only appears when downloaded from
92 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
93 an internal ID used to track versions.
95 Used to set default settings when running this game.
97 In the same format as the one in builtin.
98 This settingtypes.txt will be parsed by the menu and the settings will be
99 displayed in the "Games" category in the advanced settings tab.
100 * If the game contains a folder called `textures` the server will load it as a
101 texturepack, overriding mod textures.
102 Any server texturepack will override mod textures and the game texturepack.
107 Games can provide custom main menu images. They are put inside a `menu`
108 directory inside the game directory.
110 The images are named `$identifier.png`, where `$identifier` is one of
111 `overlay`, `background`, `footer`, `header`.
112 If you want to specify multiple images for one identifier, add additional
113 images named like `$identifier.$n.png`, with an ascending number $n starting
114 with 1, and a random image will be chosen from the provided ones.
125 Paths are relative to the directories listed in the [Paths] section above.
127 * `games/<gameid>/mods/`
129 * `worlds/<worldname>/worldmods/`
134 It is possible to include a game in a world; in this case, no mods or
135 games are loaded or checked from anywhere else.
137 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
140 Mods should then be placed in `<worldname>/game/mods/`.
145 Mods can be put in a subdirectory, if the parent directory, which otherwise
146 should be a mod, contains a file named `modpack.conf`.
147 The file is a key-value store of modpack details.
149 * `name`: The modpack name. Allows Minetest to determine the modpack name even
150 if the folder is wrongly named.
151 * `description`: Description of mod to be shown in the Mods tab of the main
153 * `author`: The author of the modpack. It only appears when downloaded from
155 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
156 internal ID used to track versions.
157 * `title`: A human-readable title to address the modpack.
159 Note: to support 0.4.x, please also create an empty modpack.txt file.
161 Mod directory structure
162 -----------------------
168 │ ├── settingtypes.txt
172 │ │ ├── modname_stuff.png
173 │ │ ├── modname_stuff_normal.png
174 │ │ ├── modname_something_else.png
175 │ │ ├── subfolder_foo
176 │ │ │ ├── modname_more_stuff.png
177 │ │ │ └── another_subfolder
178 │ │ └── bar_subfolder
187 The location of this directory can be fetched by using
188 `minetest.get_modpath(modname)`.
192 A `Settings` file that provides meta information about the mod.
194 * `name`: The mod name. Allows Minetest to determine the mod name even if the
195 folder is wrongly named.
196 * `description`: Description of mod to be shown in the Mods tab of the main
198 * `depends`: A comma separated list of dependencies. These are mods that must be
199 loaded before this mod.
200 * `optional_depends`: A comma separated list of optional dependencies.
201 Like a dependency, but no error if the mod doesn't exist.
202 * `author`: The author of the mod. It only appears when downloaded from
204 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
205 internal ID used to track versions.
206 * `title`: A human-readable title to address the mod.
208 Note: to support 0.4.x, please also provide depends.txt.
212 A screenshot shown in the mod manager within the main menu. It should
213 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
217 **Deprecated:** you should use mod.conf instead.
219 This file is used if there are no dependencies in mod.conf.
221 List of mods that have to be loaded before loading this mod.
223 A single line contains a single modname.
225 Optional dependencies can be defined by appending a question mark
226 to a single modname. This means that if the specified mod
227 is missing, it does not prevent this mod from being loaded.
229 ### `description.txt`
231 **Deprecated:** you should use mod.conf instead.
233 This file is used if there is no description in mod.conf.
235 A file containing a description to be shown in the Mods tab of the main menu.
237 ### `settingtypes.txt`
239 The format is documented in `builtin/settingtypes.txt`.
240 It is parsed by the main menu settings dialogue to list mod-specific
241 settings in the "Mods" category.
245 The main Lua script. Running this script should register everything it
246 wants to register. Subsequent execution depends on minetest calling the
247 registered callbacks.
249 `minetest.settings` can be used to read custom or existing settings at load
250 time, if necessary. (See [`Settings`])
252 ### `textures`, `sounds`, `media`, `models`, `locale`
254 Media files (textures, sounds, whatever) that will be transferred to the
255 client and will be available for use by the mod and translation files for
256 the clients (see [Translations]).
258 It is suggested to use the folders for the purpose they are thought for,
259 eg. put textures into `textures`, translation files into `locale`,
260 models for entities or meshnodes into `models` et cetera.
262 These folders and subfolders can contain subfolders.
263 Subfolders with names starting with `_` or `.` are ignored.
264 If a subfolder contains a media file with the same name as a media file
265 in one of its parents, the parent's file is used.
267 Although it is discouraged, a mod can overwrite a media file of any mod that it
268 depends on by supplying a file with an equal name.
273 Registered names should generally be in this format:
277 `<whatever>` can have these characters:
281 This is to prevent conflicting names from corrupting maps and is
282 enforced by the mod loader.
284 Registered names can be overridden by prefixing the name with `:`. This can
285 be used for overriding the registrations of some other mod.
287 The `:` prefix can also be used for maintaining backwards compatibility.
291 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
292 So the name should be `experimental:tnt`.
294 Any mod can redefine `experimental:tnt` by using the name
298 when registering it. That mod is required to have `experimental` as a
307 Aliases of itemnames can be added by using
308 `minetest.register_alias(alias, original_name)` or
309 `minetest.register_alias_force(alias, original_name)`.
311 This adds an alias `alias` for the item called `original_name`.
312 From now on, you can use `alias` to refer to the item `original_name`.
314 The only difference between `minetest.register_alias` and
315 `minetest.register_alias_force` is that if an item named `alias` already exists,
316 `minetest.register_alias` will do nothing while
317 `minetest.register_alias_force` will unregister it.
319 This can be used for maintaining backwards compatibility.
321 This can also set quick access names for things, e.g. if
322 you have an item called `epiclylongmodname:stuff`, you could do
324 minetest.register_alias("stuff", "epiclylongmodname:stuff")
326 and be able to use `/giveme stuff`.
331 In a game, a certain number of these must be set to tell core mapgens which
332 of the game's nodes are to be used for core mapgen generation. For example:
334 minetest.register_alias("mapgen_stone", "default:stone")
336 ### Aliases for non-V6 mapgens
338 #### Essential aliases
341 * mapgen_water_source
342 * mapgen_river_water_source
344 `mapgen_river_water_source` is required for mapgens with sloping rivers where
345 it is necessary to have a river liquid node with a short `liquid_range` and
346 `liquid_renewable = false` to avoid flooding.
348 #### Optional aliases
352 Fallback lava node used if cave liquids are not defined in biome definitions.
353 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
357 Fallback node used if dungeon nodes are not defined in biome definitions.
358 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
360 ### Aliases needed for Mapgen V6
363 * mapgen_water_source
366 * mapgen_dirt_with_grass
369 * mapgen_desert_stone
371 * mapgen_dirt_with_snow
380 * mapgen_jungleleaves
383 * mapgen_pine_needles
386 * mapgen_stair_cobble
388 * mapgen_stair_desert_stone
390 ### Setting the node used in Mapgen Singlenode
392 By default the world is filled with air nodes. To set a different node use, for
395 minetest.register_alias("mapgen_singlenode", "default:stone")
403 Mods should generally prefix their textures with `modname_`, e.g. given
404 the mod name `foomod`, a texture could be called:
408 Textures are referred to by their complete name, or alternatively by
409 stripping out the file extension:
411 * e.g. `foomod_foothing.png`
412 * e.g. `foomod_foothing`
418 There are various texture modifiers that can be used
419 to let the client generate textures on-the-fly.
420 The modifiers are applied directly in sRGB colorspace,
421 i.e. without gamma-correction.
423 ### Texture overlaying
425 Textures can be overlaid by putting a `^` between them.
429 default_dirt.png^default_grass_side.png
431 `default_grass_side.png` is overlaid over `default_dirt.png`.
432 The texture with the lower resolution will be automatically upscaled to
433 the higher resolution texture.
437 Textures can be grouped together by enclosing them in `(` and `)`.
439 Example: `cobble.png^(thing1.png^thing2.png)`
441 A texture for `thing1.png^thing2.png` is created and the resulting
442 texture is overlaid on top of `cobble.png`.
446 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
447 passing complex texture names as arguments. Escaping is done with backslash and
448 is required for `^` and `:`.
450 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
452 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
453 on top of `cobble.png`.
455 ### Advanced texture modifiers
461 * `[crack:<t>:<n>:<p>`
462 * `[cracko:<t>:<n>:<p>`
466 * `<t>`: tile count (in each direction)
467 * `<n>`: animation frame count
468 * `<p>`: current animation frame
470 Draw a step of the crack animation on the texture.
471 `crack` draws it normally, while `cracko` lays it over, keeping transparent
476 default_cobble.png^[crack:10:1
478 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
484 * `<file>`: texture to combine
486 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
487 specified coordinates.
491 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
493 #### `[resize:<w>x<h>`
495 Resizes the texture to the given dimensions.
499 default_sandstone.png^[resize:16x16
503 Makes the base image transparent according to the given ratio.
505 `r` must be between 0 (transparent) and 255 (opaque).
509 default_sandstone.png^[opacity:127
511 #### `[invert:<mode>`
513 Inverts the given channels of the base image.
514 Mode may contain the characters "r", "g", "b", "a".
515 Only the channels that are mentioned in the mode string will be inverted.
519 default_apple.png^[invert:rgb
523 Brightens the texture.
527 tnt_tnt_side.png^[brighten
531 Makes the texture completely opaque.
535 default_leaves.png^[noalpha
537 #### `[makealpha:<r>,<g>,<b>`
539 Convert one color to transparency.
543 default_cobble.png^[makealpha:128,128,128
547 * `<t>`: transformation(s) to apply
549 Rotates and/or flips the image.
551 `<t>` can be a number (between 0 and 7) or a transform name.
552 Rotations are counter-clockwise.
555 1 R90 rotate by 90 degrees
556 2 R180 rotate by 180 degrees
557 3 R270 rotate by 270 degrees
559 5 FXR90 flip X then rotate by 90 degrees
561 7 FYR90 flip Y then rotate by 90 degrees
565 default_stone.png^[transformFXR90
567 #### `[inventorycube{<top>{<left>{<right>`
569 Escaping does not apply here and `^` is replaced by `&` in texture names
572 Create an inventory cube texture using the side textures.
576 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
578 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
579 `dirt.png^grass_side.png` textures
581 #### `[lowpart:<percent>:<file>`
583 Blit the lower `<percent>`% part of `<file>` on the texture.
587 base.png^[lowpart:25:overlay.png
589 #### `[verticalframe:<t>:<n>`
591 * `<t>`: animation frame count
592 * `<n>`: current animation frame
594 Crops the texture to a frame of a vertical animation.
598 default_torch_animated.png^[verticalframe:16:8
602 Apply a mask to the base image.
604 The mask is applied using binary AND.
606 #### `[sheet:<w>x<h>:<x>,<y>`
608 Retrieves a tile at position x,y from the base image
609 which it assumes to be a tilesheet with dimensions w,h.
611 #### `[colorize:<color>:<ratio>`
613 Colorize the textures with the given color.
614 `<color>` is specified as a `ColorString`.
615 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
616 it is an int, then it specifies how far to interpolate between the
617 colors where 0 is only the texture color and 255 is only `<color>`. If
618 omitted, the alpha of `<color>` will be used as the ratio. If it is
619 the word "`alpha`", then each texture pixel will contain the RGB of
620 `<color>` and the alpha of `<color>` multiplied by the alpha of the
623 #### `[multiply:<color>`
625 Multiplies texture colors with the given color.
626 `<color>` is specified as a `ColorString`.
627 Result is more like what you'd expect if you put a color on top of another
628 color, meaning white surfaces get a lot of your new color while black parts
629 don't change very much.
634 The goal of hardware coloring is to simplify the creation of
635 colorful nodes. If your textures use the same pattern, and they only
636 differ in their color (like colored wool blocks), you can use hardware
637 coloring instead of creating and managing many texture files.
638 All of these methods use color multiplication (so a white-black texture
639 with red coloring will result in red-black color).
643 This method is useful if you wish to create nodes/items with
644 the same texture, in different colors, each in a new node/item definition.
648 When you register an item or node, set its `color` field (which accepts a
649 `ColorSpec`) to the desired color.
651 An `ItemStack`'s static color can be overwritten by the `color` metadata
652 field. If you set that field to a `ColorString`, that color will be used.
656 Each tile may have an individual static color, which overwrites every
657 other coloring method. To disable the coloring of a face,
658 set its color to white (because multiplying with white does nothing).
659 You can set the `color` property of the tiles in the node's definition
660 if the tile is in table format.
664 For nodes and items which can have many colors, a palette is more
665 suitable. A palette is a texture, which can contain up to 256 pixels.
666 Each pixel is one possible color for the node/item.
667 You can register one node/item, which can have up to 256 colors.
669 #### Palette indexing
671 When using palettes, you always provide a pixel index for the given
672 node or `ItemStack`. The palette is read from left to right and from
673 top to bottom. If the palette has less than 256 pixels, then it is
674 stretched to contain exactly 256 pixels (after arranging the pixels
675 to one line). The indexing starts from 0.
679 * 16x16 palette, index = 0: the top left corner
680 * 16x16 palette, index = 4: the fifth pixel in the first row
681 * 16x16 palette, index = 16: the pixel below the top left corner
682 * 16x16 palette, index = 255: the bottom right corner
683 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
684 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
685 to ensure the total 256 pixels.
686 * 2x4 palette, index = 32: the top right corner
687 * 2x4 palette, index = 63: the top right corner
688 * 2x4 palette, index = 64: the pixel below the top left corner
690 #### Using palettes with items
692 When registering an item, set the item definition's `palette` field to
693 a texture. You can also use texture modifiers.
695 The `ItemStack`'s color depends on the `palette_index` field of the
696 stack's metadata. `palette_index` is an integer, which specifies the
697 index of the pixel to use.
699 #### Linking palettes with nodes
701 When registering a node, set the item definition's `palette` field to
702 a texture. You can also use texture modifiers.
703 The node's color depends on its `param2`, so you also must set an
704 appropriate `paramtype2`:
706 * `paramtype2 = "color"` for nodes which use their full `param2` for
707 palette indexing. These nodes can have 256 different colors.
708 The palette should contain 256 pixels.
709 * `paramtype2 = "colorwallmounted"` for nodes which use the first
710 five bits (most significant) of `param2` for palette indexing.
711 The remaining three bits are describing rotation, as in `wallmounted`
712 paramtype2. Division by 8 yields the palette index (without stretching the
713 palette). These nodes can have 32 different colors, and the palette
714 should contain 32 pixels.
716 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
717 pixel will be picked from the palette.
718 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
719 pixel will be picked from the palette.
720 * `paramtype2 = "colorfacedir"` for nodes which use the first
721 three bits of `param2` for palette indexing. The remaining
722 five bits are describing rotation, as in `facedir` paramtype2.
723 Division by 32 yields the palette index (without stretching the
724 palette). These nodes can have 8 different colors, and the
725 palette should contain 8 pixels.
727 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
728 first (= 0 + 1) pixel will be picked from the palette.
729 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
730 second (= 1 + 1) pixel will be picked from the palette.
732 To colorize a node on the map, set its `param2` value (according
733 to the node's paramtype2).
735 ### Conversion between nodes in the inventory and on the map
737 Static coloring is the same for both cases, there is no need
740 If the `ItemStack`'s metadata contains the `color` field, it will be
741 lost on placement, because nodes on the map can only use palettes.
743 If the `ItemStack`'s metadata contains the `palette_index` field, it is
744 automatically transferred between node and item forms by the engine,
745 when a player digs or places a colored node.
746 You can disable this feature by setting the `drop` field of the node
747 to itself (without metadata).
748 To transfer the color to a special drop, you need a drop table.
752 minetest.register_node("mod:stone", {
753 description = "Stone",
754 tiles = {"default_stone.png"},
755 paramtype2 = "color",
756 palette = "palette.png",
759 -- assume that mod:cobblestone also has the same palette
760 {items = {"mod:cobblestone"}, inherit_color = true },
765 ### Colored items in craft recipes
767 Craft recipes only support item strings, but fortunately item strings
768 can also contain metadata. Example craft recipe registration:
770 minetest.register_craft({
771 output = minetest.itemstring_with_palette("wool:block", 3),
779 To set the `color` field, you can use `minetest.itemstring_with_color`.
781 Metadata field filtering in the `recipe` field are not supported yet,
782 so the craft output is independent of the color of the ingredients.
787 Sometimes hardware coloring is not enough, because it affects the
788 whole tile. Soft texture overlays were added to Minetest to allow
789 the dynamic coloring of only specific parts of the node's texture.
790 For example a grass block may have colored grass, while keeping the
793 These overlays are 'soft', because unlike texture modifiers, the layers
794 are not merged in the memory, but they are simply drawn on top of each
795 other. This allows different hardware coloring, but also means that
796 tiles with overlays are drawn slower. Using too much overlays might
799 For inventory and wield images you can specify overlays which
800 hardware coloring does not modify. You have to set `inventory_overlay`
801 and `wield_overlay` fields to an image name.
803 To define a node overlay, simply set the `overlay_tiles` field of the node
804 definition. These tiles are defined in the same way as plain tiles:
805 they can have a texture name, color etc.
806 To skip one face, set that overlay tile to an empty string.
808 Example (colored grass block):
810 minetest.register_node("default:dirt_with_grass", {
811 description = "Dirt with Grass",
812 -- Regular tiles, as usual
813 -- The dirt tile disables palette coloring
814 tiles = {{name = "default_grass.png"},
815 {name = "default_dirt.png", color = "white"}},
816 -- Overlay tiles: define them in the same style
817 -- The top and bottom tile does not have overlay
818 overlay_tiles = {"", "",
819 {name = "default_grass_side.png"}},
820 -- Global color, used in inventory
822 -- Palette in the world
823 paramtype2 = "color",
824 palette = "default_foilage.png",
833 Only Ogg Vorbis files are supported.
835 For positional playing of sounds, only single-channel (mono) files are
836 supported. Otherwise OpenAL will play them non-positionally.
838 Mods should generally prefix their sounds with `modname_`, e.g. given
839 the mod name "`foomod`", a sound could be called:
843 Sounds are referred to by their name with a dot, a single digit and the
844 file extension stripped out. When a sound is played, the actual sound file
845 is chosen randomly from the matching sounds.
847 When playing the sound `foomod_foosound`, the sound is chosen randomly
848 from the available ones of the following files:
850 * `foomod_foosound.ogg`
851 * `foomod_foosound.0.ogg`
852 * `foomod_foosound.1.ogg`
854 * `foomod_foosound.9.ogg`
856 Examples of sound parameter tables:
858 -- Play locationless on all clients
860 gain = 1.0, -- default
861 fade = 0.0, -- default, change to a value > 0 to fade the sound in
862 pitch = 1.0, -- default
864 -- Play locationless to one player
867 gain = 1.0, -- default
868 fade = 0.0, -- default, change to a value > 0 to fade the sound in
869 pitch = 1.0, -- default
871 -- Play locationless to one player, looped
874 gain = 1.0, -- default
877 -- Play at a location
879 pos = {x = 1, y = 2, z = 3},
880 gain = 1.0, -- default
881 max_hear_distance = 32, -- default, uses an euclidean metric
883 -- Play connected to an object, looped
885 object = <an ObjectRef>,
886 gain = 1.0, -- default
887 max_hear_distance = 32, -- default, uses an euclidean metric
890 -- Play at a location, heard by anyone *but* the given player
892 pos = {x = 32, y = 0, z = 100},
893 max_hear_distance = 40,
894 exclude_player = name,
897 Looped sounds must either be connected to an object or played locationless to
898 one player using `to_player = name`.
900 A positional sound will only be heard by players that are within
901 `max_hear_distance` of the sound position, at the start of the sound.
903 `exclude_player = name` can be applied to locationless, positional and object-
904 bound sounds to exclude a single player from hearing them.
909 Specifies a sound name, gain (=volume) and pitch.
910 This is either a string or a table.
912 In string form, you just specify the sound name or
913 the empty string for no sound.
915 Table form has the following fields:
918 * `gain`: Volume (`1.0` = 100%)
919 * `pitch`: Pitch (`1.0` = 100%)
921 `gain` and `pitch` are optional and default to `1.0`.
927 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
928 * `{name = "default_place_node"}`: Same as above
929 * `{name = "default_place_node", gain = 0.5}`: 50% volume
930 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
935 These sound files are played back by the engine if provided.
937 * `player_damage`: Played when the local player takes damage (gain = 0.5)
938 * `player_falling_damage`: Played when the local player takes
939 damage by falling (gain = 0.5)
940 * `player_jump`: Played when the local player jumps
941 * `default_dig_<groupname>`: Default node digging sound
942 (see node sound definition for details)
944 Registered definitions
945 ======================
947 Anything added using certain [Registration functions] gets added to one or more
948 of the global [Registered definition tables].
950 Note that in some cases you will stumble upon things that are not contained
951 in these tables (e.g. when a mod has been removed). Always check for
952 existence before trying to access the fields.
956 All nodes register with `minetest.register_node` get added to the table
957 `minetest.registered_nodes`.
959 If you want to check the drawtype of a node, you could do:
961 local function get_nodedef_field(nodename, fieldname)
962 if not minetest.registered_nodes[nodename] then
965 return minetest.registered_nodes[nodename][fieldname]
967 local drawtype = get_nodedef_field(nodename, "drawtype")
975 Nodes are the bulk data of the world: cubes and other things that take the
976 space of a cube. Huge amounts of them are handled efficiently, but they
979 The definition of a node is stored and can be accessed by using
981 minetest.registered_nodes[node.name]
983 See [Registered definitions].
985 Nodes are passed by value between Lua and the engine.
986 They are represented by a table:
988 {name="name", param1=num, param2=num}
990 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
991 them for certain automated functions. If you don't use these functions, you can
992 use them to store arbitrary values.
997 The functions of `param1` and `param2` are determined by certain fields in the
1000 The function of `param1` is determined by `paramtype` in node definition.
1001 `param1` is reserved for the engine when `paramtype != "none"`.
1003 * `paramtype = "light"`
1004 * The value stores light with and without sun in its upper and lower 4 bits
1006 * Required by a light source node to enable spreading its light.
1007 * Required by the following drawtypes as they determine their visual
1008 brightness from their internal light value:
1018 * `paramtype = "none"`
1019 * `param1` will not be used by the engine and can be used to store
1022 The function of `param2` is determined by `paramtype2` in node definition.
1023 `param2` is reserved for the engine when `paramtype2 != "none"`.
1025 * `paramtype2 = "flowingliquid"`
1026 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1027 * The liquid level and a flag of the liquid are stored in `param2`
1028 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1029 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1030 to access/manipulate the content of this field
1031 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1032 * `paramtype2 = "wallmounted"`
1033 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1034 "plantlike_rooted", "normal", "nodebox", "mesh"
1035 * The rotation of the node is stored in `param2`
1036 * You can make this value by using `minetest.dir_to_wallmounted()`
1037 * Values range 0 - 5
1038 * The value denotes at which direction the node is "mounted":
1039 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1040 * `paramtype2 = "facedir"`
1041 * Supported drawtypes: "normal", "nodebox", "mesh"
1042 * The rotation of the node is stored in `param2`. Furnaces and chests are
1043 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1044 * Values range 0 - 23
1045 * facedir / 4 = axis direction:
1046 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1047 * facedir modulo 4 = rotation around that axis
1048 * `paramtype2 = "leveled"`
1049 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1051 * The level of the top face of the nodebox is stored in `param2`.
1052 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1054 * The nodebox height is (`param2` / 64) nodes.
1055 * The maximum accepted value of `param2` is 127.
1057 * The height of the 'plantlike' section is stored in `param2`.
1058 * The height is (`param2` / 16) nodes.
1059 * `paramtype2 = "degrotate"`
1060 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1062 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1063 get the actual rotation in degrees of the node.
1064 * `paramtype2 = "meshoptions"`
1065 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1066 optional modifiers of the "plant". `param2` is a bitfield.
1067 * Bits 0 to 2 select the shape.
1068 Use only one of the values below:
1069 * 0 = a "x" shaped plant (ordinary plant)
1070 * 1 = a "+" shaped plant (just rotated 45 degrees)
1071 * 2 = a "*" shaped plant with 3 faces instead of 2
1072 * 3 = a "#" shaped plant with 4 faces instead of 2
1073 * 4 = a "#" shaped plant with 4 faces that lean outwards
1074 * 5-7 are unused and reserved for future meshes.
1075 * Bits 3 to 7 are used to enable any number of optional modifiers.
1076 Just add the corresponding value(s) below to `param2`:
1077 * 8 - Makes the plant slightly vary placement horizontally
1078 * 16 - Makes the plant mesh 1.4x larger
1079 * 32 - Moves each face randomly a small bit down (1/8 max)
1080 * values 64 and 128 (bits 6-7) are reserved for future use.
1081 * Example: `param2 = 0` selects a normal "x" shaped plant
1082 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1083 * `paramtype2 = "color"`
1084 * `param2` tells which color is picked from the palette.
1085 The palette should have 256 pixels.
1086 * `paramtype2 = "colorfacedir"`
1087 * Same as `facedir`, but with colors.
1088 * The first three bits of `param2` tells which color is picked from the
1089 palette. The palette should have 8 pixels.
1090 * `paramtype2 = "colorwallmounted"`
1091 * Same as `wallmounted`, but with colors.
1092 * The first five bits of `param2` tells which color is picked from the
1093 palette. The palette should have 32 pixels.
1094 * `paramtype2 = "glasslikeliquidlevel"`
1095 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1096 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1097 "Connected Glass" setting is enabled.
1098 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1100 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1101 both of these values may be added to `param2`:
1102 * 64 - Makes the node not connect with neighbors above or below it.
1103 * 128 - Makes the node not connect with neighbors to its sides.
1104 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1105 * `paramtype2 = "colordegrotate"`
1106 * Same as `degrotate`, but with colors.
1107 * The first (most-significant) three bits of `param2` tells which color
1108 is picked from the palette. The palette should have 8 pixels.
1109 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1110 * `paramtype2 = "none"`
1111 * `param2` will not be used by the engine and can be used to store
1114 Nodes can also contain extra data. See [Node Metadata].
1119 There are a bunch of different looking node types.
1121 Look for examples in `games/devtest` or `games/minetest_game`.
1124 * A node-sized cube.
1126 * Invisible, uses no texture.
1128 * The cubic source node for a liquid.
1129 * Faces bordering to the same node are never rendered.
1130 * Connects to node specified in `liquid_alternative_flowing`.
1131 * Use `backface_culling = false` for the tiles you want to make
1132 visible when inside the node.
1134 * The flowing version of a liquid, appears with various heights and slopes.
1135 * Faces bordering to the same node are never rendered.
1136 * Connects to node specified in `liquid_alternative_source`.
1137 * Node textures are defined with `special_tiles` where the first tile
1138 is for the top and bottom faces and the second tile is for the side
1140 * `tiles` is used for the item/inventory/wield image rendering.
1141 * Use `backface_culling = false` for the special tiles you want to make
1142 visible when inside the node
1144 * Often used for partially-transparent nodes.
1145 * Only external sides of textures are visible.
1146 * `glasslike_framed`
1147 * All face-connected nodes are drawn as one volume within a surrounding
1149 * The frame appearance is generated from the edges of the first texture
1150 specified in `tiles`. The width of the edges used are 1/16th of texture
1151 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1152 * The glass 'shine' (or other desired detail) on each node face is supplied
1153 by the second texture specified in `tiles`.
1154 * `glasslike_framed_optional`
1155 * This switches between the above 2 drawtypes according to the menu setting
1158 * Often used for partially-transparent nodes.
1159 * External and internal sides of textures are visible.
1160 * `allfaces_optional`
1161 * Often used for leaves nodes.
1162 * This switches between `normal`, `glasslike` and `allfaces` according to
1163 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1164 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1165 is used instead, if present. This allows a visually thicker texture to be
1166 used to compensate for how `glasslike` reduces visual thickness.
1168 * A single vertical texture.
1169 * If `paramtype2="[color]wallmounted":
1170 * If placed on top of a node, uses the first texture specified in `tiles`.
1171 * If placed against the underside of a node, uses the second texture
1172 specified in `tiles`.
1173 * If placed on the side of a node, uses the third texture specified in
1174 `tiles` and is perpendicular to that node.
1175 * If `paramtype2="none"`:
1176 * Will be rendered as if placed on top of a node (see
1177 above) and only the first texture is used.
1179 * A single texture parallel to, and mounted against, the top, underside or
1181 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1182 * If `paramtype2="none"`, it will always be on the floor.
1184 * Two vertical and diagonal textures at right-angles to each other.
1185 * See `paramtype2 = "meshoptions"` above for other options.
1187 * When above a flat surface, appears as 6 textures, the central 2 as
1188 `plantlike` plus 4 more surrounding those.
1189 * If not above a surface the central 2 do not appear, but the texture
1190 appears against the faces of surrounding nodes if they are present.
1192 * A 3D model suitable for a wooden fence.
1193 * One placed node appears as a single vertical post.
1194 * Adjacently-placed nodes cause horizontal bars to appear between them.
1196 * Often used for tracks for mining carts.
1197 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1198 curved, t-junction, crossing.
1199 * Each placed node automatically switches to a suitable rotated texture
1200 determined by the adjacent `raillike` nodes, in order to create a
1201 continuous track network.
1202 * Becomes a sloping node if placed against stepped nodes.
1204 * Often used for stairs and slabs.
1205 * Allows defining nodes consisting of an arbitrary number of boxes.
1206 * See [Node boxes] below for more information.
1208 * Uses models for nodes.
1209 * Tiles should hold model materials textures.
1210 * Only static meshes are implemented.
1211 * For supported model formats see Irrlicht engine documentation.
1212 * `plantlike_rooted`
1213 * Enables underwater `plantlike` without air bubbles around the nodes.
1214 * Consists of a base cube at the co-ordinates of the node plus a
1215 `plantlike` extension above
1216 * If `paramtype2="leveled", the `plantlike` extension has a height
1217 of `param2 / 16` nodes, otherwise it's the height of 1 node
1218 * If `paramtype2="wallmounted"`, the `plantlike` extension
1219 will be at one of the corresponding 6 sides of the base cube.
1220 Also, the base cube rotates like a `normal` cube would
1221 * The `plantlike` extension visually passes through any nodes above the
1222 base cube without affecting them.
1223 * The base cube texture tiles are defined as normal, the `plantlike`
1224 extension uses the defined special tile, for example:
1225 `special_tiles = {{name = "default_papyrus.png"}},`
1227 `*_optional` drawtypes need less rendering time if deactivated
1228 (always client-side).
1233 Node selection boxes are defined using "node boxes".
1235 A nodebox is defined as any of:
1238 -- A normal cube; the default in most things
1242 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1244 fixed = box OR {box1, box2, ...}
1247 -- A variable height box (or boxes) with the top face position defined
1248 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1250 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1252 fixed = box OR {box1, box2, ...}
1255 -- A box like the selection box for torches
1256 -- (wallmounted param2 is used, if applicable)
1257 type = "wallmounted",
1263 -- A node that has optional boxes depending on neighbouring nodes'
1264 -- presence and type. See also `connects_to`.
1266 fixed = box OR {box1, box2, ...}
1267 connect_top = box OR {box1, box2, ...}
1268 connect_bottom = box OR {box1, box2, ...}
1269 connect_front = box OR {box1, box2, ...}
1270 connect_left = box OR {box1, box2, ...}
1271 connect_back = box OR {box1, box2, ...}
1272 connect_right = box OR {box1, box2, ...}
1273 -- The following `disconnected_*` boxes are the opposites of the
1274 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1275 -- on the respective side, the corresponding disconnected box is drawn.
1276 disconnected_top = box OR {box1, box2, ...}
1277 disconnected_bottom = box OR {box1, box2, ...}
1278 disconnected_front = box OR {box1, box2, ...}
1279 disconnected_left = box OR {box1, box2, ...}
1280 disconnected_back = box OR {box1, box2, ...}
1281 disconnected_right = box OR {box1, box2, ...}
1282 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1283 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1284 -- neighbours to the sides
1287 A `box` is defined as:
1289 {x1, y1, z1, x2, y2, z2}
1291 A box of a regular node would look like:
1293 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1295 To avoid collision issues, keep each value within the range of +/- 1.45.
1296 This also applies to leveled nodeboxes, where the final height shall not
1297 exceed this soft limit.
1301 Map terminology and coordinates
1302 ===============================
1304 Nodes, mapblocks, mapchunks
1305 ---------------------------
1307 A 'node' is the fundamental cubic unit of a world and appears to a player as
1308 roughly 1x1x1 meters in size.
1310 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1311 fundamental region of a world that is stored in the world database, sent to
1312 clients and handled by many parts of the engine.
1313 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1314 'node', however 'block' often appears in the API.
1316 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1317 (80x80x80 nodes) and is the volume of world generated in one operation by
1319 The size in mapblocks has been chosen to optimise map generation.
1324 ### Orientation of axes
1326 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1328 ### Node coordinates
1330 Almost all positions used in the API use node coordinates.
1332 ### Mapblock coordinates
1334 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1335 specify a particular mapblock.
1336 For example blockpos (0,0,0) specifies the mapblock that extends from
1337 node position (0,0,0) to node position (15,15,15).
1339 #### Converting node position to the containing blockpos
1341 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1344 * blockpos = math.floor(nodepos / 16)
1346 #### Converting blockpos to min/max node positions
1348 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1352 nodepos = blockpos * 16
1354 nodepos = blockpos * 16 + 15
1365 The position field is used for all element types.
1367 To account for differing resolutions, the position coordinates are the
1368 percentage of the screen, ranging in value from `0` to `1`.
1370 The name field is not yet used, but should contain a description of what the
1371 HUD element represents.
1373 The `direction` field is the direction in which something is drawn.
1374 `0` draws from left to right, `1` draws from right to left, `2` draws from
1375 top to bottom, and `3` draws from bottom to top.
1377 The `alignment` field specifies how the item will be aligned. It is a table
1378 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1379 moved to the left/up, and `1` is to the right/down. Fractional values can be
1382 The `offset` field specifies a pixel offset from the position. Contrary to
1383 position, the offset is not scaled to screen size. This allows for some
1384 precisely positioned items in the HUD.
1386 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1389 The `z_index` field specifies the order of HUD elements from back to front.
1390 Lower z-index elements are displayed behind higher z-index elements. Elements
1391 with same z-index are displayed in an arbitrary order. Default 0.
1392 Supports negative values. By convention, the following values are recommended:
1394 * -400: Graphical effects, such as vignette
1395 * -300: Name tags, waypoints
1397 * -100: Things that block the player's view, e.g. masks
1398 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1399 minimap, builtin statbars, etc.
1400 * 100: Temporary text messages or notification icons
1401 * 1000: Full-screen effects such as full-black screen or credits.
1402 This includes effects that cover the entire screen
1403 * Other: If your HUD element doesn't fit into any category, pick a number
1404 between the suggested values
1408 Below are the specific uses for fields in each type; fields not listed for that
1413 Displays an image on the HUD.
1415 * `scale`: The scale of the image, with 1 being the original texture size.
1416 Only the X coordinate scale is used (positive values).
1417 Negative values represent that percentage of the screen it
1418 should take; e.g. `x=-100` means 100% (width).
1419 * `text`: The name of the texture that is displayed.
1420 * `alignment`: The alignment of the image.
1421 * `offset`: offset in pixels from position.
1425 Displays text on the HUD.
1427 * `scale`: Defines the bounding rectangle of the text.
1428 A value such as `{x=100, y=100}` should work.
1429 * `text`: The text to be displayed in the HUD element.
1430 * `number`: An integer containing the RGB value of the color used to draw the
1431 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1432 * `alignment`: The alignment of the text.
1433 * `offset`: offset in pixels from position.
1434 * `size`: size of the text.
1435 The player-set font size is multiplied by size.x (y value isn't used).
1439 Displays a horizontal bar made up of half-images with an optional background.
1441 * `text`: The name of the texture to use.
1442 * `text2`: Optional texture name to enable a background / "off state"
1443 texture (useful to visualize the maximal value). Both textures
1444 must have the same size.
1445 * `number`: The number of half-textures that are displayed.
1446 If odd, will end with a vertically center-split texture.
1447 * `item`: Same as `number` but for the "off state" texture
1448 * `direction`: To which direction the images will extend to
1449 * `offset`: offset in pixels from position.
1450 * `size`: If used, will force full-image size to this value (override texture
1455 * `text`: The name of the inventory list to be displayed.
1456 * `number`: Number of items in the inventory to be displayed.
1457 * `item`: Position of item that is selected.
1459 * `offset`: offset in pixels from position.
1463 Displays distance to selected world position.
1465 * `name`: The name of the waypoint.
1466 * `text`: Distance suffix. Can be blank.
1467 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1468 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1469 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1470 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1471 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1472 `precision = n` will show multiples of `1/n`
1473 * `number:` An integer containing the RGB value of the color used to draw the
1475 * `world_pos`: World position of the waypoint.
1476 * `offset`: offset in pixels from position.
1477 * `alignment`: The alignment of the waypoint.
1479 ### `image_waypoint`
1481 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1483 * `scale`: The scale of the image, with 1 being the original texture size.
1484 Only the X coordinate scale is used (positive values).
1485 Negative values represent that percentage of the screen it
1486 should take; e.g. `x=-100` means 100% (width).
1487 * `text`: The name of the texture that is displayed.
1488 * `alignment`: The alignment of the image.
1489 * `world_pos`: World position of the waypoint.
1490 * `offset`: offset in pixels from position.
1494 Displays an image oriented or translated according to current heading direction.
1496 * `size`: The size of this element. Negative values represent percentage
1497 of the screen; e.g. `x=-100` means 100% (width).
1498 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1499 * `text`: The name of the texture to use.
1500 * `alignment`: The alignment of the image.
1501 * `offset`: Offset in pixels from position.
1502 * `dir`: How the image is rotated/translated:
1503 * 0 - Rotate as heading direction
1504 * 1 - Rotate in reverse direction
1505 * 2 - Translate as landscape direction
1506 * 3 - Translate in reverse direction
1508 If translation is chosen, texture is repeated horizontally to fill the whole element.
1512 Displays a minimap on the HUD.
1514 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1516 * `alignment`: The alignment of the minimap.
1517 * `offset`: offset in pixels from position.
1519 Representations of simple things
1520 ================================
1525 {x=num, y=num, z=num}
1527 Note: it is highly recommended to construct a vector using the helper function:
1528 vector.new(num, num, num)
1530 For helper functions see [Spatial Vectors].
1535 * `{type="nothing"}`
1536 * `{type="node", under=pos, above=pos}`
1537 * Indicates a pointed node selection box.
1538 * `under` refers to the node position behind the pointed face.
1539 * `above` refers to the node position in front of the pointed face.
1540 * `{type="object", ref=ObjectRef}`
1542 Exact pointing location (currently only `Raycast` supports these fields):
1544 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1545 point on the selection box which is pointed at. May be in the selection box
1546 if the pointer is in the box too.
1547 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1549 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1550 selected selection box. This specifies which face is pointed at.
1551 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1557 Flag Specifier Format
1558 =====================
1560 Flags using the standardized flag specifier format can be specified in either
1561 of two ways, by string or table.
1563 The string format is a comma-delimited set of flag names; whitespace and
1564 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1565 flag, and specifying a flag prefixed by the string `"no"` explicitly
1566 clears the flag from whatever the default may be.
1568 In addition to the standard string flag format, the schematic flags field can
1569 also be a table of flag names to boolean values representing whether or not the
1570 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1571 is present, mapped to a boolean of any value, the specified flag is unset.
1573 E.g. A flag field of value
1575 {place_center_x = true, place_center_y=false, place_center_z=true}
1579 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1581 which is equivalent to
1583 "place_center_x, noplace_center_y, place_center_z"
1587 "place_center_x, place_center_z"
1589 since, by default, no schematic attributes are set.
1597 Items are things that can be held by players, dropped in the map and
1598 stored in inventories.
1599 Items come in the form of item stacks, which are collections of equal
1600 items that occupy a single inventory slot.
1605 There are three kinds of items: nodes, tools and craftitems.
1607 * Node: Placeable item form of a node in the world's voxel grid
1608 * Tool: Has a changable wear property but cannot be stacked
1609 * Craftitem: Has no special properties
1611 Every registered node (the voxel in the world) has a corresponding
1612 item form (the thing in your inventory) that comes along with it.
1613 This item form can be placed which will create a node in the
1615 Both the 'actual' node and its item form share the same identifier.
1616 For all practical purposes, you can treat the node and its item form
1617 interchangeably. We usually just say 'node' to the item form of
1620 Note the definition of tools is purely technical. The only really
1621 unique thing about tools is their wear, and that's basically it.
1622 Beyond that, you can't make any gameplay-relevant assumptions
1623 about tools or non-tools. It is perfectly valid to register something
1624 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1626 Craftitems can be used for items that neither need to be a node
1632 All item stacks have an amount between 0 and 65535. It is 1 by
1633 default. Tool item stacks can not have an amount greater than 1.
1635 Tools use a wear (damage) value ranging from 0 to 65535. The
1636 value 0 is the default and is used for unworn tools. The values
1637 1 to 65535 are used for worn tools, where a higher value stands for
1638 a higher wear. Non-tools technically also have a wear property,
1639 but it is always 0. There is also a special 'toolrepair' crafting
1640 recipe that is only available to tools.
1645 Items and item stacks can exist in three formats: Serializes, table format
1648 When an item must be passed to a function, it can usually be in any of
1653 This is called "stackstring" or "itemstring". It is a simple string with
1654 1-3 components: the full item identifier, an optional amount and an optional
1657 <identifier> [<amount>[ <wear>]]
1661 * `'default:apple'`: 1 apple
1662 * `'default:dirt 5'`: 5 dirt
1663 * `'default:pick_stone'`: a new stone pickaxe
1664 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1672 {name="default:dirt", count=5, wear=0, metadata=""}
1674 A wooden pick about 1/3 worn out:
1676 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1680 {name="default:apple", count=1, wear=0, metadata=""}
1684 A native C++ format with many helper methods. Useful for converting
1685 between formats. See the [Class reference] section for details.
1693 In a number of places, there is a group table. Groups define the
1694 properties of a thing (item, node, armor of entity, tool capabilities)
1695 in such a way that the engine and other mods can can interact with
1696 the thing without actually knowing what the thing is.
1701 Groups are stored in a table, having the group names with keys and the
1702 group ratings as values. Group ratings are integer values within the
1703 range [-32767, 32767]. For example:
1706 groups = {crumbly=3, soil=1}
1708 -- A more special dirt-kind of thing
1709 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1711 Groups always have a rating associated with them. If there is no
1712 useful meaning for a rating for an enabled group, it shall be `1`.
1714 When not defined, the rating of a group defaults to `0`. Thus when you
1715 read groups, you must interpret `nil` and `0` as the same value, `0`.
1717 You can read the rating of a group for an item or a node by using
1719 minetest.get_item_group(itemname, groupname)
1724 Groups of items can define what kind of an item it is (e.g. wool).
1729 In addition to the general item things, groups are used to define whether
1730 a node is destroyable and how long it takes to destroy by a tool.
1735 For entities, groups are, as of now, used only for calculating damage.
1736 The rating is the percentage of damage caused by items with this damage group.
1737 See [Entity damage mechanism].
1739 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1740 object.set_armor_groups({fleshy=30, cracky=80})
1742 Groups of tool capabilities
1743 ---------------------------
1745 Groups in tool capabilities define which groups of nodes and entities they
1746 are effective towards.
1748 Groups in crafting recipes
1749 --------------------------
1751 An example: Make meat soup from any meat, any water and any bowl:
1754 output = 'food:meat_soup_raw',
1760 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1763 Another example: Make red wool from white wool and red dye:
1767 output = 'wool:red',
1768 recipe = {'wool:white', 'group:dye,basecolor_red'},
1774 The asterisk `(*)` after a group name describes that there is no engine
1775 functionality bound to it, and implementation is left up as a suggestion
1778 ### Node and item groups
1780 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1781 that the item should be hidden in item lists.
1784 ### Node-only groups
1786 * `attached_node`: if the node under it is not a walkable block the node will be
1787 dropped as an item. If the node is wallmounted the wallmounted direction is
1789 * `bouncy`: value is bounce speed in percent
1790 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1791 connect to each other
1792 * `dig_immediate`: Player can always pick up node without reducing tool wear
1793 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1794 * `3`: the node always gets the digging time 0 seconds (torch)
1795 * `disable_jump`: Player (and possibly other things) cannot jump from node
1796 or if their feet are in the node. Note: not supported for `new_move = false`
1797 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1798 the top of this node. There's also an armor group with the same name.
1799 The final player damage is determined by the following formula:
1802 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1803 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1804 - (14) -- constant tolerance
1805 Negative damage values are discarded as no damage.
1806 * `falling_node`: if there is no walkable block under the node it will fall
1807 * `float`: the node will not fall through liquids
1808 * `level`: Can be used to give an additional sense of progression in the game.
1809 * A larger level will cause e.g. a weapon of a lower level make much less
1810 damage, and get worn out much faster, or not be able to get drops
1811 from destroyed nodes.
1812 * `0` is something that is directly accessible at the start of gameplay
1813 * There is no upper limit
1814 * See also: `leveldiff` in [Tool Capabilities]
1815 * `slippery`: Players and items will slide on the node.
1816 Slipperiness rises steadily with `slippery` value, starting at 1.
1819 ### Tool-only groups
1821 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1822 `"toolrepair"` crafting recipe
1825 ### `ObjectRef` armor groups
1827 * `immortal`: Skips all damage and breath handling for an object. This group
1828 will also hide the integrated HUD status bars for players. It is
1829 automatically set to all players when damage is disabled on the server and
1830 cannot be reset (subject to change).
1831 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1832 when they hit the ground. It is analog to the node group with the same
1833 name. See the node group above for the exact calculation.
1834 * `punch_operable`: For entities; disables the regular damage mechanism for
1835 players punching it by hand or a non-tool item, so that it can do something
1836 else than take damage.
1840 Known damage and digging time defining groups
1841 ---------------------------------------------
1843 * `crumbly`: dirt, sand
1844 * `cracky`: tough but crackable stuff like stone.
1845 * `snappy`: something that can be cut using things like scissors, shears,
1846 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1847 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1848 * `fleshy`: Living things like animals and the player. This could imply
1849 some blood effects when hitting.
1850 * `explody`: Especially prone to explosions
1851 * `oddly_breakable_by_hand`:
1852 Can be added to nodes that shouldn't logically be breakable by the
1853 hand but are. Somewhat similar to `dig_immediate`, but times are more
1854 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1855 digging speed of an item if it can dig at a faster speed than this
1856 suggests for the hand.
1858 Examples of custom groups
1859 -------------------------
1861 Item groups are often used for defining, well, _groups of items_.
1863 * `meat`: any meat-kind of a thing (rating might define the size or healing
1864 ability or be irrelevant -- it is not defined as of yet)
1865 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1867 * `flammable`: can be set on fire. Rating might define the intensity of the
1868 fire, affecting e.g. the speed of the spreading of an open fire.
1869 * `wool`: any wool (any origin, any color)
1870 * `metal`: any metal
1871 * `weapon`: any weapon
1872 * `heavy`: anything considerably heavy
1874 Digging time calculation specifics
1875 ----------------------------------
1877 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1878 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1879 faster digging time.
1881 The `level` group is used to limit the toughness of nodes an item capable
1882 of digging can dig and to scale the digging times / damage to a greater extent.
1884 **Please do understand this**, otherwise you cannot use the system to it's
1887 Items define their properties by a list of parameters for groups. They
1888 cannot dig other groups; thus it is important to use a standard bunch of
1889 groups to enable interaction with items.
1897 'Tool capabilities' is a property of items that defines two things:
1899 1) Which nodes it can dig and how fast
1900 2) Which objects it can hurt by punching and by how much
1902 Tool capabilities are available for all items, not just tools.
1903 But only tools can receive wear from digging and punching.
1905 Missing or incomplete tool capabilities will default to the
1908 Tool capabilities definition
1909 ----------------------------
1911 Tool capabilities define:
1913 * Full punch interval
1914 * Maximum drop level
1915 * For an arbitrary list of node groups:
1916 * Uses (until the tool breaks)
1917 * Maximum level (usually `0`, `1`, `2` or `3`)
1920 * Punch attack uses (until the tool breaks)
1922 ### Full punch interval
1924 When used as a weapon, the item will do full damage if this time is spent
1925 between punches. If e.g. half the time is spent, the item will do half
1928 ### Maximum drop level
1930 Suggests the maximum level of node, when dug with the item, that will drop
1931 its useful item. (e.g. iron ore to drop a lump of iron).
1933 This is not automated; it is the responsibility of the node definition
1936 ### Uses (tools only)
1938 Determines how many uses the tool has when it is used for digging a node,
1939 of this group, of the maximum level. For lower leveled nodes, the use count
1940 is multiplied by `3^leveldiff`.
1941 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1942 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1944 * `uses=10, leveldiff=0`: actual uses: 10
1945 * `uses=10, leveldiff=1`: actual uses: 30
1946 * `uses=10, leveldiff=2`: actual uses: 90
1948 For non-tools, this has no effect.
1952 Tells what is the maximum level of a node of this group that the item will
1957 List of digging times for different ratings of the group, for nodes of the
1960 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1961 result in the item to be able to dig nodes that have a rating of `2` or `3`
1962 for this group, and unable to dig the rating `1`, which is the toughest.
1963 Unless there is a matching group that enables digging otherwise.
1965 If the result digging time is 0, a delay of 0.15 seconds is added between
1966 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1967 i.e. players can more quickly click the nodes away instead of holding LMB.
1971 List of damage for groups of entities. See [Entity damage mechanism].
1973 ### Punch attack uses (tools only)
1975 Determines how many uses (before breaking) the tool has when dealing damage
1976 to an object, when the full punch interval (see above) was always
1979 Wear received by the tool is proportional to the time spent, scaled by
1980 the full punch interval.
1982 For non-tools, this has no effect.
1984 Example definition of the capabilities of an item
1985 -------------------------------------------------
1987 tool_capabilities = {
1988 full_punch_interval=1.5,
1991 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1993 damage_groups = {fleshy=2},
1996 This makes the item capable of digging nodes that fulfil both of these:
1998 * Have the `crumbly` group
1999 * Have a `level` group less or equal to `2`
2001 Table of resulting digging times:
2003 crumbly 0 1 2 3 4 <- level
2005 1 0.80 1.60 1.60 - -
2006 2 0.60 1.20 1.20 - -
2007 3 0.40 0.80 0.80 - -
2009 level diff: 2 1 0 -1 -2
2011 Table of resulting tool uses:
2020 * At `crumbly==0`, the node is not diggable.
2021 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2022 easy nodes to be quickly breakable.
2023 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2028 Entity damage mechanism
2029 =======================
2034 foreach group in cap.damage_groups:
2035 damage += cap.damage_groups[group]
2036 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2037 * (object.armor_groups[group] / 100.0)
2038 -- Where object.armor_groups[group] is 0 for inexistent values
2041 Client predicts damage based on damage groups. Because of this, it is able to
2042 give an immediate response when an entity is damaged or dies; the response is
2043 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2045 Currently a smoke puff will appear when an entity dies.
2047 The group `immortal` completely disables normal damage.
2049 Entities can define a special armor group, which is `punch_operable`. This
2050 group disables the regular damage mechanism for players punching it by hand or
2051 a non-tool item, so that it can do something else than take damage.
2053 On the Lua side, every punch calls:
2055 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2058 This should never be called directly, because damage is usually not handled by
2061 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2062 accessed unless absolutely required, to encourage interoperability.
2063 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2064 * `tool_capabilities` can be `nil`.
2065 * `direction` is a unit vector, pointing from the source of the punch to
2067 * `damage` damage that will be done to entity
2068 Return value of this function will determine if damage is done by this function
2069 (retval true) or shall be done by engine (retval false)
2071 To punch an entity/object in Lua, call:
2073 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2075 * Return value is tool wear.
2076 * Parameters are equal to the above callback.
2077 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2078 will be automatically filled in based on the location of `puncher`.
2089 The instance of a node in the world normally only contains the three values
2090 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2091 It is called "node metadata"; See `NodeMetaRef`.
2093 Node metadata contains two things:
2098 Some of the values in the key-value store are handled specially:
2100 * `formspec`: Defines an inventory menu that is opened with the
2101 'place/use' key. Only works if no `on_rightclick` was
2102 defined for the node. See also [Formspec].
2103 * `infotext`: Text shown on the screen when the node is pointed at.
2104 Line-breaks will be applied automatically.
2105 If the infotext is very long, it will be truncated.
2109 local meta = minetest.get_meta(pos)
2110 meta:set_string("formspec",
2112 "list[context;main;0,0;8,4;]"..
2113 "list[current_player;main;0,5;8,4;]")
2114 meta:set_string("infotext", "Chest");
2115 local inv = meta:get_inventory()
2116 inv:set_size("main", 8*4)
2117 print(dump(meta:to_table()))
2120 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2121 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2122 [10] = "", [11] = "", [12] = "", [13] = "",
2123 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2124 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2125 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2126 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2130 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2138 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2140 Item metadata only contains a key-value store.
2142 Some of the values in the key-value store are handled specially:
2144 * `description`: Set the item stack's description.
2145 See also: `get_description` in [`ItemStack`]
2146 * `short_description`: Set the item stack's short description.
2147 See also: `get_short_description` in [`ItemStack`]
2148 * `color`: A `ColorString`, which sets the stack's color.
2149 * `palette_index`: If the item has a palette, this is used to get the
2150 current color from the palette.
2154 local meta = stack:get_meta()
2155 meta:set_string("key", "value")
2156 print(dump(meta:to_table()))
2164 Formspec defines a menu. This supports inventories and some of the
2165 typical widgets like buttons, checkboxes, text input fields, etc.
2166 It is a string, with a somewhat strange format.
2168 A formspec is made out of formspec elements, which includes widgets
2169 like buttons but also can be used to set stuff like background color.
2171 Many formspec elements have a `name`, which is a unique identifier which
2172 is used when the server receives user input. You must not use the name
2173 "quit" for formspec elements.
2175 Spaces and newlines can be inserted between the blocks, as is used in the
2178 Position and size units are inventory slots unless the new coordinate system
2179 is enabled. `X` and `Y` position the formspec element relative to the top left
2180 of the menu or container. `W` and `H` are its width and height values.
2182 If the new system is enabled, all elements have unified coordinates for all
2183 elements with no padding or spacing in between. This is highly recommended
2184 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2187 Inventories with a `player:<name>` inventory location are only sent to the
2188 player named `<name>`.
2190 When displaying text which can contain formspec code, e.g. text set by a player,
2191 use `minetest.formspec_escape`.
2192 For coloured text you can use `minetest.colorize`.
2194 Since formspec version 3, elements drawn in the order they are defined. All
2195 background elements are drawn before all other elements.
2197 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2198 reserved to pass key press events to formspec!
2200 **WARNING**: Minetest allows you to add elements to every single formspec instance
2201 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2202 appearing when you don't expect them to, or why things are styled differently
2203 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2211 list[context;main;0,0;8,4;]
2212 list[current_player;main;0,5;8,4;]
2217 list[context;fuel;2,3;1,1;]
2218 list[context;src;2,1;1,1;]
2219 list[context;dst;5,1;2,2;]
2220 list[current_player;main;0,5;8,4;]
2222 ### Minecraft-like player inventory
2225 image[1,0.6;1,2;player.png]
2226 list[current_player;main;0,3.5;8,4;]
2227 list[current_player;craft;3,0;3,3;]
2228 list[current_player;craftpreview;7,1;1,1;]
2233 * FORMSPEC VERSION 1:
2235 * FORMSPEC VERSION 2:
2236 * Forced real coordinates
2237 * background9[]: 9-slice scaling parameters
2238 * FORMSPEC VERSION 3:
2239 * Formspec elements are drawn in the order of definition
2240 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2241 * box[] and image[] elements enable clipping by default
2242 * new element: scroll_container[]
2243 * FORMSPEC VERSION 4:
2244 * Allow dropdown indexing events
2249 ### `formspec_version[<version>]`
2251 * Set the formspec version to a certain number. If not specified,
2252 version 1 is assumed.
2253 * Must be specified before `size` element.
2254 * Clients older than this version can neither show newer elements nor display
2255 elements with new arguments correctly.
2256 * Available since feature `formspec_version_element`.
2257 * See also: [Version History]
2259 ### `size[<W>,<H>,<fixed_size>]`
2261 * Define the size of the menu in inventory slots
2262 * `fixed_size`: `true`/`false` (optional)
2263 * deprecated: `invsize[<W>,<H>;]`
2265 ### `position[<X>,<Y>]`
2267 * Must be used after `size` element.
2268 * Defines the position on the game window of the formspec's `anchor` point.
2269 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2271 * [0.0, 0.0] sets the position to the top left corner of the game window.
2272 * [1.0, 1.0] sets the position to the bottom right of the game window.
2273 * Defaults to the center of the game window [0.5, 0.5].
2275 ### `anchor[<X>,<Y>]`
2277 * Must be used after both `size` and `position` (if present) elements.
2278 * Defines the location of the anchor point within the formspec.
2279 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2281 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2282 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2283 * Defaults to the center of the formspec [0.5, 0.5].
2285 * `position` and `anchor` elements need suitable values to avoid a formspec
2286 extending off the game window due to particular game window sizes.
2290 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2291 * Disables player:set_formspec_prepend() from applying to this formspec.
2293 ### `real_coordinates[<bool>]`
2295 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2296 * When set to true, all following formspec elements will use the new coordinate system.
2297 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2298 (if present), the form size will use the new coordinate system.
2299 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2300 They must enable it explicitly.
2301 * For information on converting forms to the new coordinate system, see `Migrating
2302 to Real Coordinates`.
2304 ### `container[<X>,<Y>]`
2306 * Start of a container block, moves all physical elements in the container by
2308 * Must have matching `container_end`
2309 * Containers can be nested, in which case the offsets are added
2310 (child containers are relative to parent containers)
2312 ### `container_end[]`
2314 * End of a container, following elements are no longer relative to this
2317 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2319 * Start of a scroll_container block. All contained elements will ...
2320 * take the scroll_container coordinate as position origin,
2321 * be additionally moved by the current value of the scrollbar with the name
2322 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2323 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2324 * `orientation`: possible values are `vertical` and `horizontal`.
2325 * `scroll factor`: optional, defaults to `0.1`.
2326 * Nesting is possible.
2327 * Some elements might work a little different if they are in a scroll_container.
2328 * Note: If you want the scroll_container to actually work, you also need to add a
2329 scrollbar element with the specified name. Furthermore, it is highly recommended
2330 to use a scrollbaroptions element on this scrollbar.
2332 ### `scroll_container_end[]`
2334 * End of a scroll_container, following elements are no longer bound to this
2337 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2339 * Show an inventory list if it has been sent to the client. Nothing will
2340 be shown if the inventory list is of size 0.
2341 * **Note**: With the new coordinate system, the spacing between inventory
2342 slots is one-fourth the size of an inventory slot by default. Also see
2343 [Styling Formspecs] for changing the size of slots and spacing.
2345 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2347 * Show an inventory list if it has been sent to the client. Nothing will
2348 be shown if the inventory list is of size 0.
2349 * **Note**: With the new coordinate system, the spacing between inventory
2350 slots is one-fourth the size of an inventory slot.
2352 ### `listring[<inventory location>;<list name>]`
2354 * Allows to create a ring of inventory lists
2355 * Shift-clicking on items in one element of the ring
2356 will send them to the next inventory list inside the ring
2357 * The first occurrence of an element inside the ring will
2358 determine the inventory where items will be sent to
2362 * Shorthand for doing `listring[<inventory location>;<list name>]`
2363 for the last two inventory lists added by list[...]
2365 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2367 * Sets background color of slots as `ColorString`
2368 * Sets background color of slots on mouse hovering
2370 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2372 * Sets background color of slots as `ColorString`
2373 * Sets background color of slots on mouse hovering
2374 * Sets color of slots border
2376 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2378 * Sets background color of slots as `ColorString`
2379 * Sets background color of slots on mouse hovering
2380 * Sets color of slots border
2381 * Sets default background color of tooltips
2382 * Sets default font color of tooltips
2384 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2386 * Adds tooltip for an element
2387 * `bgcolor` tooltip background color as `ColorString` (optional)
2388 * `fontcolor` tooltip font color as `ColorString` (optional)
2390 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2392 * Adds tooltip for an area. Other tooltips will take priority when present.
2393 * `bgcolor` tooltip background color as `ColorString` (optional)
2394 * `fontcolor` tooltip font color as `ColorString` (optional)
2396 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2400 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2402 * Show an animated image. The image is drawn like a "vertical_frames" tile
2403 animation (See [Tile animation definition]), but uses a frame count/duration
2405 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2406 * `texture name`: The image to use.
2407 * `frame count`: The number of frames animating the image.
2408 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2409 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2411 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2413 * Show a mesh model.
2414 * `name`: Element name that can be used for styling
2415 * `mesh`: The mesh model to use.
2416 * `textures`: The mesh textures to use according to the mesh materials.
2417 Texture names must be separated by commas.
2418 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2419 The axes are euler angles in degrees.
2420 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2421 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2422 * `frame loop range` (Optional): Range of the animation frames.
2423 * Defaults to the full range of all available frames.
2424 * Syntax: `<begin>,<end>`
2425 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2427 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2429 * Show an inventory image of registered item/node
2431 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2433 * Sets background color of formspec.
2434 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2435 of the non-fullscreen and the fullscreen background.
2436 * `fullscreen` (optional) can be one of the following:
2437 * `false`: Only the non-fullscreen background color is drawn. (default)
2438 * `true`: Only the fullscreen background color is drawn.
2439 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2440 * `neither`: No background color is drawn.
2441 * Note: Leave a parameter empty to not modify the value.
2442 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2443 are not bools are only available since formspec version 3.
2445 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2447 * Example for formspec 8x4 in 16x resolution: image shall be sized
2448 8 times 16px times 4 times 16px.
2450 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2452 * Example for formspec 8x4 in 16x resolution:
2453 image shall be sized 8 times 16px times 4 times 16px
2454 * If `auto_clip` is `true`, the background is clipped to the formspec size
2455 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2457 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2459 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2460 * Middle is a rect which defines the middle of the 9-slice.
2461 * `x` - The middle will be x pixels from all sides.
2462 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2463 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2464 will be added to the width and height of the texture, allowing it to be used as the
2465 distance from the far end.
2466 * All numbers in middle are integers.
2467 * Example for formspec 8x4 in 16x resolution:
2468 image shall be sized 8 times 16px times 4 times 16px
2469 * If `auto_clip` is `true`, the background is clipped to the formspec size
2470 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2471 * Available since formspec version 2
2473 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2475 * Textual password style field; will be sent to server when a button is clicked
2476 * When enter is pressed in field, fields.key_enter_field will be sent with the
2478 * With the old coordinate system, fields are a set height, but will be vertically
2479 centred on `H`. With the new coordinate system, `H` will modify the height.
2480 * `name` is the name of the field as returned in fields to `on_receive_fields`
2481 * `label`, if not blank, will be text printed on the top left above the field
2482 * See `field_close_on_enter` to stop enter closing the formspec
2484 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2486 * Textual field; will be sent to server when a button is clicked
2487 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2488 the name of this field.
2489 * With the old coordinate system, fields are a set height, but will be vertically
2490 centred on `H`. With the new coordinate system, `H` will modify the height.
2491 * `name` is the name of the field as returned in fields to `on_receive_fields`
2492 * `label`, if not blank, will be text printed on the top left above the field
2493 * `default` is the default value of the field
2494 * `default` may contain variable references such as `${text}` which
2495 will fill the value from the metadata value `text`
2496 * **Note**: no extra text or more than a single variable is supported ATM.
2497 * See `field_close_on_enter` to stop enter closing the formspec
2499 ### `field[<name>;<label>;<default>]`
2501 * As above, but without position/size units
2502 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2503 the name of this field.
2504 * Special field for creating simple forms, such as sign text input
2505 * Must be used without a `size[]` element
2506 * A "Proceed" button will be added automatically
2507 * See `field_close_on_enter` to stop enter closing the formspec
2509 ### `field_close_on_enter[<name>;<close_on_enter>]`
2511 * <name> is the name of the field
2512 * if <close_on_enter> is false, pressing enter in the field will submit the
2513 form but not close it.
2514 * defaults to true when not specified (ie: no tag for a field)
2516 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2518 * Same as fields above, but with multi-line input
2519 * If the text overflows, a vertical scrollbar is added.
2520 * If the name is empty, the textarea is read-only and
2521 the background is not shown, which corresponds to a multi-line label.
2523 ### `label[<X>,<Y>;<label>]`
2525 * The label formspec element displays the text set in `label`
2526 at the specified position.
2527 * **Note**: If the new coordinate system is enabled, labels are
2528 positioned from the center of the text, not the top.
2529 * The text is displayed directly without automatic line breaking,
2530 so label should not be used for big text chunks. Newlines can be
2531 used to make labels multiline.
2532 * **Note**: With the new coordinate system, newlines are spaced with
2533 half a coordinate. With the old system, newlines are spaced 2/5 of
2536 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2537 * Displays a static formatted text with hyperlinks.
2538 * **Note**: This element is currently unstable and subject to change.
2539 * `x`, `y`, `w` and `h` work as per field
2540 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2541 * `text` is the formatted text using `Markup Language` described below.
2543 ### `vertlabel[<X>,<Y>;<label>]`
2544 * Textual label drawn vertically
2545 * `label` is the text on the label
2546 * **Note**: If the new coordinate system is enabled, vertlabels are
2547 positioned from the center of the text, not the left.
2549 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2551 * Clickable button. When clicked, fields will be sent.
2552 * With the old coordinate system, buttons are a set height, but will be vertically
2553 centred on `H`. With the new coordinate system, `H` will modify the height.
2554 * `label` is the text on the button
2556 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2558 * `texture name` is the filename of an image
2559 * **Note**: Height is supported on both the old and new coordinate systems
2562 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2564 * `texture name` is the filename of an image
2565 * `noclip=true` means the image button doesn't need to be within specified
2567 * `drawborder`: draw button border or not
2568 * `pressed texture name` is the filename of an image on pressed state
2570 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2572 * `item name` is the registered name of an item/node
2573 * The item description will be used as the tooltip. This can be overridden with
2576 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2578 * When clicked, fields will be sent and the form will quit.
2579 * Same as `button` in all other respects.
2581 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2583 * When clicked, fields will be sent and the form will quit.
2584 * Same as `image_button` in all other respects.
2586 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2588 * Scrollable item list showing arbitrary text elements
2589 * `name` fieldname sent to server on doubleclick value is current selected
2591 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2593 * if you want a listelement to start with "#" write "##".
2595 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2597 * Scrollable itemlist showing arbitrary text elements
2598 * `name` fieldname sent to server on doubleclick value is current selected
2600 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2601 * if you want a listelement to start with "#" write "##"
2602 * Index to be selected within textlist
2603 * `true`/`false`: draw transparent background
2604 * See also `minetest.explode_textlist_event`
2605 (main menu: `core.explode_textlist_event`).
2607 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2609 * Show a tab**header** at specific position (ignores formsize)
2610 * `X` and `Y`: position of the tabheader
2611 * *Note*: Width and height are automatically chosen with this syntax
2612 * `name` fieldname data is transferred to Lua
2613 * `caption 1`...: name shown on top of tab
2614 * `current_tab`: index of selected tab 1...
2615 * `transparent` (optional): if true, tabs are semi-transparent
2616 * `draw_border` (optional): if true, draw a thin line at tab base
2618 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2620 * Show a tab**header** at specific position (ignores formsize)
2621 * **Important note**: This syntax for tabheaders can only be used with the
2622 new coordinate system.
2623 * `X` and `Y`: position of the tabheader
2624 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2625 * `name` fieldname data is transferred to Lua
2626 * `caption 1`...: name shown on top of tab
2627 * `current_tab`: index of selected tab 1...
2628 * `transparent` (optional): show transparent
2629 * `draw_border` (optional): draw border
2631 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2633 * Show a tab**header** at specific position (ignores formsize)
2634 * **Important note**: This syntax for tabheaders can only be used with the
2635 new coordinate system.
2636 * `X` and `Y`: position of the tabheader
2637 * `W` and `H`: width and height of the tabheader
2638 * `name` fieldname data is transferred to Lua
2639 * `caption 1`...: name shown on top of tab
2640 * `current_tab`: index of selected tab 1...
2641 * `transparent` (optional): show transparent
2642 * `draw_border` (optional): draw border
2644 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2646 * Simple colored box
2647 * `color` is color specified as a `ColorString`.
2648 If the alpha component is left blank, the box will be semitransparent.
2649 If the color is not specified, the box will use the options specified by
2650 its style. If the color is specified, all styling options will be ignored.
2652 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2654 * Show a dropdown field
2655 * **Important note**: There are two different operation modes:
2656 1. handle directly on change (only changed dropdown is submitted)
2657 2. read the value on pressing a button (all dropdown values are available)
2658 * `X` and `Y`: position of the dropdown
2659 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2660 * Fieldname data is transferred to Lua
2661 * Items to be shown in dropdown
2662 * Index of currently selected dropdown item
2663 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2664 event field value for selected items.
2665 * `true`: Selected item index
2666 * `false` (default): Selected item value
2668 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2670 * Show a dropdown field
2671 * **Important note**: This syntax for dropdowns can only be used with the
2672 new coordinate system.
2673 * **Important note**: There are two different operation modes:
2674 1. handle directly on change (only changed dropdown is submitted)
2675 2. read the value on pressing a button (all dropdown values are available)
2676 * `X` and `Y`: position of the dropdown
2677 * `W` and `H`: width and height of the dropdown
2678 * Fieldname data is transferred to Lua
2679 * Items to be shown in dropdown
2680 * Index of currently selected dropdown item
2681 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2682 event field value for selected items.
2683 * `true`: Selected item index
2684 * `false` (default): Selected item value
2686 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2689 * `name` fieldname data is transferred to Lua
2690 * `label` to be shown left of checkbox
2691 * `selected` (optional): `true`/`false`
2692 * **Note**: If the new coordinate system is enabled, checkboxes are
2693 positioned from the center of the checkbox, not the top.
2695 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2697 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2698 * There are two ways to use it:
2699 1. handle the changed event (only changed scrollbar is available)
2700 2. read the value on pressing a button (all scrollbars are available)
2701 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2702 * Fieldname data is transferred to Lua
2703 * Value of this trackbar is set to (`0`-`1000`) by default
2704 * See also `minetest.explode_scrollbar_event`
2705 (main menu: `core.explode_scrollbar_event`).
2707 ### `scrollbaroptions[opt1;opt2;...]`
2708 * Sets options for all following `scrollbar[]` elements
2710 * Sets scrollbar minimum value, defaults to `0`.
2712 * Sets scrollbar maximum value, defaults to `1000`.
2713 If the max is equal to the min, the scrollbar will be disabled.
2715 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2717 * If this is set to a negative number, the value will be reset to `10`.
2719 * Sets scrollbar step value used by page up and page down.
2720 * If this is set to a negative number, the value will be reset to `100`.
2722 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2723 units the thumb spans out of the range of the scrollbar values.
2724 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2725 would span a tenth of the scrollbar space.
2726 * If this is set to zero or less, the value will be reset to `1`.
2727 * `arrows=<show/hide/default>`
2728 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2729 when the scrollbar gets too small, but shows them otherwise.
2731 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2733 * Show scrollable table using options defined by the previous `tableoptions[]`
2734 * Displays cells as defined by the previous `tablecolumns[]`
2735 * `name`: fieldname sent to server on row select or doubleclick
2736 * `cell 1`...`cell n`: cell contents given in row-major order
2737 * `selected idx`: index of row to be selected within table (first row = `1`)
2738 * See also `minetest.explode_table_event`
2739 (main menu: `core.explode_table_event`).
2741 ### `tableoptions[<opt 1>;<opt 2>;...]`
2743 * Sets options for `table[]`
2745 * default text color (`ColorString`), defaults to `#FFFFFF`
2746 * `background=#RRGGBB`
2747 * table background color (`ColorString`), defaults to `#000000`
2748 * `border=<true/false>`
2749 * should the table be drawn with a border? (default: `true`)
2750 * `highlight=#RRGGBB`
2751 * highlight background color (`ColorString`), defaults to `#466432`
2752 * `highlight_text=#RRGGBB`
2753 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2754 * `opendepth=<value>`
2755 * all subtrees up to `depth < value` are open (default value = `0`)
2756 * only useful when there is a column of type "tree"
2758 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2760 * Sets columns for `table[]`
2761 * Types: `text`, `image`, `color`, `indent`, `tree`
2762 * `text`: show cell contents as text
2763 * `image`: cell contents are an image index, use column options to define
2765 * `color`: cell contents are a ColorString and define color of following
2767 * `indent`: cell contents are a number and define indentation of following
2769 * `tree`: same as indent, but user can open and close subtrees
2773 * for `text` and `image`: content alignment within cells.
2774 Available values: `left` (default), `center`, `right`, `inline`
2776 * for `text` and `image`: minimum width in em (default: `0`)
2777 * for `indent` and `tree`: indent width in em (default: `1.5`)
2778 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2779 Exception: defaults to 0 for indent columns
2780 * `tooltip=<value>`: tooltip text (default: empty)
2781 * `image` column options:
2782 * `0=<value>` sets image for image index 0
2783 * `1=<value>` sets image for image index 1
2784 * `2=<value>` sets image for image index 2
2785 * and so on; defined indices need not be contiguous empty or
2786 non-numeric cells are treated as `0`.
2787 * `color` column options:
2788 * `span=<value>`: number of following columns to affect
2789 (default: infinite).
2791 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2793 * Set the style for the element(s) matching `selector` by name.
2794 * `selector` can be one of:
2795 * `<name>` - An element name. Includes `*`, which represents every element.
2796 * `<name>:<state>` - An element name, a colon, and one or more states.
2797 * `state` is a list of states separated by the `+` character.
2798 * If a state is provided, the style will only take effect when the element is in that state.
2799 * All provided states must be active for the style to apply.
2800 * Note: this **must** be before the element is defined.
2801 * See [Styling Formspecs].
2804 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2806 * Set the style for the element(s) matching `selector` by type.
2807 * `selector` can be one of:
2808 * `<type>` - An element type. Includes `*`, which represents every element.
2809 * `<type>:<state>` - An element type, a colon, and one or more states.
2810 * `state` is a list of states separated by the `+` character.
2811 * If a state is provided, the style will only take effect when the element is in that state.
2812 * All provided states must be active for the style to apply.
2813 * See [Styling Formspecs].
2815 ### `set_focus[<name>;<force>]`
2817 * Sets the focus to the element with the same `name` parameter.
2818 * **Note**: This element must be placed before the element it focuses.
2819 * `force` (optional, default `false`): By default, focus is not applied for
2820 re-sent formspecs with the same name so that player-set focus is kept.
2821 `true` sets the focus to the specified element for every sent formspec.
2822 * The following elements have the ability to be focused:
2837 Migrating to Real Coordinates
2838 -----------------------------
2840 In the old system, positions included padding and spacing. Padding is a gap between
2841 the formspec window edges and content, and spacing is the gaps between items. For
2842 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2843 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2844 in the new coordinate system from scratch.
2846 To recreate an old layout with padding, you'll need to pass the positions and sizes
2847 through the following formula to re-introduce padding:
2850 pos = (oldpos + 1)*spacing + padding
2856 You'll need to change the `size[]` tag like this:
2859 size = (oldsize-1)*spacing + padding*2 + 1
2862 A few elements had random offsets in the old system. Here is a table which shows these
2863 offsets when migrating:
2865 | Element | Position | Size | Notes
2866 |---------|------------|---------|-------
2867 | box | +0.3, +0.1 | 0, -0.4 |
2868 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2869 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2870 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2875 Formspec elements can be themed using the style elements:
2877 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2878 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2879 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2880 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2884 property_name=property_value
2888 style_type[button;bgcolor=#006699]
2889 style[world_delete;bgcolor=red;textcolor=yellow]
2890 button[4,3.95;2.6,1;world_delete;Delete]
2892 A name/type can optionally be a comma separated list of names/types, like so:
2894 world_delete,world_create,world_configure
2897 A `*` type can be used to select every element in the formspec.
2899 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2901 world_delete:hovered+pressed
2904 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2906 Setting a property to nothing will reset it to the default value. For example:
2908 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2909 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2912 ### Supported Element Types
2914 Some types may inherit styles from parent types.
2916 * animated_image, inherits from image
2919 * button_exit, inherits from button
2929 * pwdfield, inherits from field
2935 * vertlabel, inherits from label
2938 ### Valid Properties
2941 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2943 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2944 * Defaults to false in formspec_version version 3 or higher
2945 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2946 * Single value (e.g. `#FF0`): All corners/borders.
2947 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2948 top and bottom,left and right.
2949 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2950 * These work similarly to CSS borders.
2951 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2952 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2953 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2954 negative, the border will extend inside the box, whereas positive extends outside
2955 the box. A width of zero results in no border; this is default.
2956 * button, button_exit, image_button, item_image_button
2957 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2958 * bgcolor - color, sets button tint.
2959 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2960 * This is deprecated, use states instead.
2961 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2962 * This is deprecated, use states instead.
2963 * bgimg - standard background image. Defaults to none.
2964 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2965 * This is deprecated, use states instead.
2966 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2967 See background9[] documentation for more details. This property also pads the
2968 button's content when set.
2969 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2970 * This is deprecated, use states instead.
2971 * font - Sets font type. This is a comma separated list of options. Valid options:
2972 * Main font type options. These cannot be combined with each other:
2973 * `normal`: Default font
2974 * `mono`: Monospaced font
2975 * Font modification options. If used without a main font type, `normal` is used:
2976 * `bold`: Makes font bold.
2977 * `italic`: Makes font italic.
2979 * font_size - Sets font size. Default is user-set. Can have multiple values:
2980 * `<number>`: Sets absolute font size to `number`.
2981 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2982 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2983 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2984 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2985 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2986 * padding - rect, adds space between the edges of the button and the content. This value is
2987 relative to bgimg_middle.
2988 * sound - a sound to be played when triggered.
2989 * textcolor - color, default white.
2991 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2992 * sound - a sound to be played when triggered.
2994 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2995 * sound - a sound to be played when the entry is changed.
2996 * field, pwdfield, textarea
2997 * border - set to false to hide the textbox background and border. Default true.
2998 * font - Sets font type. See button `font` property for more information.
2999 * font_size - Sets font size. See button `font_size` property for more information.
3000 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3001 * textcolor - color. Default white.
3003 * bgcolor - color, sets background color.
3004 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3005 * Default to false in formspec_version version 3 or higher
3007 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3008 * Default to false in formspec_version version 3 or higher
3010 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3012 * font - Sets font type. See button `font` property for more information.
3013 * font_size - Sets font size. See button `font_size` property for more information.
3014 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3016 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3017 * size - 2d vector, sets the size of inventory slots in coordinates.
3018 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3019 * image_button (additional properties)
3020 * fgimg - standard image. Defaults to none.
3021 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3022 * This is deprecated, use states instead.
3023 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3024 * This is deprecated, use states instead.
3025 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3026 * sound - a sound to be played when triggered.
3028 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3030 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3031 * sound - a sound to be played when a different tab is selected.
3032 * textcolor - color. Default white.
3034 * font - Sets font type. See button `font` property for more information.
3035 * font_size - Sets font size. See button `font_size` property for more information.
3036 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3041 * default - Equivalent to providing no states
3042 * button, button_exit, image_button, item_image_button
3043 * hovered - Active when the mouse is hovering over the element
3044 * pressed - Active when the button is pressed
3049 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3050 The markup language is currently unstable and subject to change. Use with caution.
3051 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3052 Tags can have attributes, in that case, attributes are in the opening tag in
3053 form of a key/value separated with equal signs. Attribute values should not be quoted.
3055 If you want to insert a literal greater-than sign or a backslash into the text,
3056 you must escape it by preceding it with a backslash.
3058 These are the technically basic tags but see below for usual tags. Base tags are:
3060 `<style color=... font=... size=...>...</style>`
3062 Changes the style of the text.
3064 * `color`: Text color. Given color is a `colorspec`.
3065 * `size`: Text size.
3066 * `font`: Text font (`mono` or `normal`).
3068 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3073 * `background`: Text background, a `colorspec` or `none`.
3074 * `margin`: Page margins in pixel.
3075 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3077 Inheriting styles (affects child elements):
3078 * `color`: Default text color. Given color is a `colorspec`.
3079 * `hovercolor`: Color of <action> tags when mouse is over.
3080 * `size`: Default text size.
3081 * `font`: Default text font (`mono` or `normal`).
3082 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3084 This tag needs to be placed only once as it changes the global settings of the
3085 text. Anyway, if several tags are placed, each changed will be made in the order
3088 `<tag name=... color=... hovercolor=... font=... size=...>`
3090 Defines or redefines tag style. This can be used to define new tags.
3091 * `name`: Name of the tag to define or change.
3092 * `color`: Text color. Given color is a `colorspec`.
3093 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3094 * `size`: Text size.
3095 * `font`: Text font (`mono` or `normal`).
3097 Following tags are the usual tags for text layout. They are defined by default.
3098 Other tags can be added using `<tag ...>` tag.
3100 `<normal>...</normal>`: Normal size text
3102 `<big>...</big>`: Big text
3104 `<bigger>...</bigger>`: Bigger text
3106 `<center>...</center>`: Centered text
3108 `<left>...</left>`: Left-aligned text
3110 `<right>...</right>`: Right-aligned text
3112 `<justify>...</justify>`: Justified text
3114 `<mono>...</mono>`: Monospaced font
3116 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3118 `<action name=...>...</action>`
3120 Make that text a clickable text triggering an action.
3122 * `name`: Name of the action (mandatory).
3124 When clicked, the formspec is send to the server. The value of the text field
3125 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3128 `<img name=... float=... width=... height=...>`
3130 Draws an image which is present in the client media cache.
3132 * `name`: Name of the texture (mandatory).
3133 * `float`: If present, makes the image floating (`left` or `right`).
3134 * `width`: Force image width instead of taking texture width.
3135 * `height`: Force image height instead of taking texture height.
3137 If only width or height given, texture aspect is kept.
3139 `<item name=... float=... width=... height=... rotate=...>`
3141 Draws an item image.
3143 * `name`: Item string of the item to draw (mandatory).
3144 * `float`: If present, makes the image floating (`left` or `right`).
3145 * `width`: Item image width.
3146 * `height`: Item image height.
3147 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3148 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3149 `inventory_items_animations` is set to true.
3150 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3151 X, Y and Z being angles around each three axes. Works only if
3152 `inventory_items_animations` is set to true.
3160 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3161 * `"current_player"`: Player to whom the menu is shown
3162 * `"player:<name>"`: Any player
3163 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3164 * `"detached:<name>"`: A detached inventory
3166 Player Inventory lists
3167 ----------------------
3169 * `main`: list containing the default inventory
3170 * `craft`: list containing the craft input
3171 * `craftpreview`: list containing the craft prediction
3172 * `craftresult`: list containing the crafted output
3173 * `hand`: list containing an override for the empty hand
3174 * Is not created automatically, use `InvRef:set_size`
3175 * Is only used to enhance the empty hand's tool capabilities
3183 `#RGB` defines a color in hexadecimal format.
3185 `#RGBA` defines a color in hexadecimal format and alpha channel.
3187 `#RRGGBB` defines a color in hexadecimal format.
3189 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3191 Named colors are also supported and are equivalent to
3192 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3193 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3194 the color name (e.g. `colorname#08`).
3199 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3202 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3203 * `colorspec = {a=255, r=0, g=255, b=0}`
3204 * numerical form: The raw integer value of an ARGB8 quad:
3205 * `colorspec = 0xFF00FF00`
3206 * string form: A ColorString (defined above):
3207 * `colorspec = "green"`
3215 Most text can contain escape sequences, that can for example color the text.
3216 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3217 The following functions provide escape sequences:
3219 * `minetest.get_color_escape_sequence(color)`:
3220 * `color` is a ColorString
3221 * The escape sequence sets the text color to `color`
3222 * `minetest.colorize(color, message)`:
3224 `minetest.get_color_escape_sequence(color) ..
3226 minetest.get_color_escape_sequence("#ffffff")`
3227 * `minetest.get_background_escape_sequence(color)`
3228 * `color` is a ColorString
3229 * The escape sequence sets the background of the whole text element to
3230 `color`. Only defined for item descriptions and tooltips.
3231 * `minetest.strip_foreground_colors(str)`
3232 * Removes foreground colors added by `get_color_escape_sequence`.
3233 * `minetest.strip_background_colors(str)`
3234 * Removes background colors added by `get_background_escape_sequence`.
3235 * `minetest.strip_colors(str)`
3236 * Removes all color escape sequences.
3243 A spatial vector is similar to a position, but instead using
3244 absolute world coordinates, it uses *relative* coordinates, relative to
3245 no particular point.
3247 Internally, it is implemented as a table with the 3 fields
3248 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3249 However, one should *never* create a vector manually as above, such misbehavior
3250 is deprecated. The vector helpers set a metatable for the created vectors which
3251 allows indexing with numbers, calling functions directly on vectors and using
3252 operators (like `+`). Furthermore, the internal implementation might change in
3254 Old code might still use vectors without metatables, be aware of this!
3256 All these forms of addressing a vector `v` are valid:
3257 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3259 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3260 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3262 The metatable that is used for vectors can be accessed via `vector.metatable`.
3265 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3266 Returned vectors always have a metatable set.
3268 For the following functions, `v`, `v1`, `v2` are vectors,
3269 `p1`, `p2` are positions,
3270 `s` is a scalar (a number),
3271 vectors are written like this: `(x, y, z)`:
3273 * `vector.new([a[, b, c]])`:
3275 * A copy of `a` if `a` is a vector.
3276 * `(a, b, c)`, if all of `a`, `b`, `c` are defined numbers.
3277 * `(0, 0, 0)`, if no arguments are given.
3278 * `vector.from_string(s[, init])`:
3279 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3280 `np` is the next position in the string after the vector.
3281 * Returns `nil` on failure.
3282 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3283 spaces, leaving away commas and adding an additional comma to the end
3285 * `init`: If given starts looking for the vector at this string index.
3286 * `vector.to_string(v)`:
3287 * Returns a string of the form `"(x, y, z)"`.
3288 * `vector.direction(p1, p2)`:
3289 * Returns a vector of length 1 with direction `p1` to `p2`.
3290 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3291 * `vector.distance(p1, p2)`:
3292 * Returns zero or a positive number, the distance between `p1` and `p2`.
3293 * `vector.length(v)`:
3294 * Returns zero or a positive number, the length of vector `v`.
3295 * `vector.normalize(v)`:
3296 * Returns a vector of length 1 with direction of vector `v`.
3297 * If `v` has zero length, returns `(0, 0, 0)`.
3298 * `vector.floor(v)`:
3299 * Returns a vector, each dimension rounded down.
3300 * `vector.round(v)`:
3301 * Returns a vector, each dimension rounded to nearest integer.
3302 * At a multiple of 0.5, rounds away from zero.
3303 * `vector.apply(v, func)`:
3304 * Returns a vector where the function `func` has been applied to each
3306 * `vector.equals(v1, v2)`:
3307 * Returns a boolean, `true` if the vectors are identical.
3308 * `vector.sort(v1, v2)`:
3309 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3310 * `vector.angle(v1, v2)`:
3311 * Returns the angle between `v1` and `v2` in radians.
3312 * `vector.dot(v1, v2)`:
3313 * Returns the dot product of `v1` and `v2`.
3314 * `vector.cross(v1, v2)`:
3315 * Returns the cross product of `v1` and `v2`.
3316 * `vector.offset(v, x, y, z)`:
3317 * Returns the sum of the vectors `v` and `(x, y, z)`.
3319 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3320 by a `vector.*` function.
3321 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3323 For the following functions `x` can be either a vector or a number:
3325 * `vector.add(v, x)`:
3327 * If `x` is a vector: Returns the sum of `v` and `x`.
3328 * If `x` is a number: Adds `x` to each component of `v`.
3329 * `vector.subtract(v, x)`:
3331 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3332 * If `x` is a number: Subtracts `x` from each component of `v`.
3333 * `vector.multiply(v, s)`:
3334 * Returns a scaled vector.
3335 * Deprecated: If `s` is a vector: Returns the Schur product.
3336 * `vector.divide(v, s)`:
3337 * Returns a scaled vector.
3338 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3340 Operators can be used if all of the involved vectors have metatables:
3342 * Returns whether `v1` and `v2` are identical.
3344 * Returns the additive inverse of v.
3346 * Returns the sum of both vectors.
3347 * Note: `+` can not be used together with scalars.
3349 * Returns the difference of `v1` subtracted by `v2`.
3350 * Note: `-` can not be used together with scalars.
3351 * `v * s` or `s * v`:
3352 * Returns `v` scaled by `s`.
3354 * Returns `v` scaled by `1 / s`.
3356 For the following functions `a` is an angle in radians and `r` is a rotation
3357 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3360 * `vector.rotate(v, r)`:
3361 * Applies the rotation `r` to `v` and returns the result.
3362 * `vector.rotate(vector.new(0, 0, 1), r)` and
3363 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3364 forward and up relative to an entity's rotation `r`.
3365 * `vector.rotate_around_axis(v1, v2, a)`:
3366 * Returns `v1` rotated around axis `v2` by `a` radians according to
3367 the right hand rule.
3368 * `vector.dir_to_rotation(direction[, up])`:
3369 * Returns a rotation vector for `direction` pointing forward using `up`
3371 * If `up` is omitted, the roll of the returned vector defaults to zero.
3372 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3380 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3381 human-readable, handles reference loops.
3382 * `obj`: arbitrary variable
3383 * `name`: string, default: `"_"`
3384 * `dumped`: table, default: `{}`
3385 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3386 * `obj`: arbitrary variable
3387 * `dumped`: table, default: `{}`
3388 * `math.hypot(x, y)`
3389 * Get the hypotenuse of a triangle with legs x and y.
3390 Useful for distance calculation.
3391 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3392 * Get the sign of a number.
3393 * tolerance: number, default: `0.0`
3394 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3396 * `math.factorial(x)`: returns the factorial of `x`
3397 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3398 * At a multiple of 0.5, rounds away from zero.
3399 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3400 * `separator`: string, default: `","`
3401 * `include_empty`: boolean, default: `false`
3402 * `max_splits`: number, if it's negative, splits aren't limited,
3404 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3405 string or a pattern (regex), default: `false`
3406 * e.g. `"a,b":split","` returns `{"a","b"}`
3407 * `string:trim()`: returns the string without whitespace pre- and suffixes
3408 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3409 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3410 * Adds newlines to the string to keep it within the specified character
3412 * Note that the returned lines may be longer than the limit since it only
3413 splits at word borders.
3414 * `limit`: number, maximal amount of characters in one line
3415 * `as_table`: boolean, if set to true, a table of lines instead of a string
3416 is returned, default: `false`
3417 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3418 * `pos`: table {x=X, y=Y, z=Z}
3419 * Converts the position `pos` to a human-readable, printable string
3420 * `decimal_places`: number, if specified, the x, y and z values of
3421 the position are rounded to the given decimal place.
3422 * `minetest.string_to_pos(string)`: returns a position or `nil`
3423 * Same but in reverse.
3424 * If the string can't be parsed to a position, nothing is returned.
3425 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3426 * Converts a string representing an area box into two positions
3427 * `minetest.formspec_escape(string)`: returns a string
3428 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3430 * `minetest.is_yes(arg)`
3431 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3432 * `minetest.is_nan(arg)`
3433 * returns true when the passed number represents NaN.
3434 * `minetest.get_us_time()`
3435 * returns time with microsecond precision. May not return wall time.
3436 * `table.copy(table)`: returns a table
3437 * returns a deep copy of `table`
3438 * `table.indexof(list, val)`: returns the smallest numerical index containing
3439 the value `val` in the table `list`. Non-numerical indices are ignored.
3440 If `val` could not be found, `-1` is returned. `list` must not have
3442 * `table.insert_all(table, other_table)`:
3443 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3445 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3446 * If multiple keys in `t` map to the same value, it is unspecified which
3447 value maps to that key.
3448 * `table.shuffle(table, [from], [to], [random_func])`:
3449 * Shuffles elements `from` to `to` in `table` in place
3450 * `from` defaults to `1`
3451 * `to` defaults to `#table`
3452 * `random_func` defaults to `math.random`. This function receives two
3453 integers as arguments and should return a random integer inclusively
3455 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3457 * returns the exact position on the surface of a pointed node
3458 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates an item
3460 Returns a table with the following fields:
3461 * `diggable`: `true` if node can be dug, `false` otherwise.
3462 * `time`: Time it would take to dig the node.
3463 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3464 `time` and `wear` are meaningless if node's not diggable
3466 * `groups`: Table of the node groups of the node that would be dug
3467 * `tool_capabilities`: Tool capabilities table of the item
3468 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3469 Simulates an item that punches an object.
3470 Returns a table with the following fields:
3471 * `hp`: How much damage the punch would cause.
3472 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3474 * `groups`: Damage groups of the object
3475 * `tool_capabilities`: Tool capabilities table of the item
3476 * `time_from_last_punch`: time in seconds since last punch action
3484 Texts can be translated client-side with the help of `minetest.translate` and
3487 Translating a string
3488 --------------------
3490 Two functions are provided to translate strings: `minetest.translate` and
3491 `minetest.get_translator`.
3493 * `minetest.get_translator(textdomain)` is a simple wrapper around
3494 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3495 equivalent to `minetest.translate(textdomain, str, ...)`.
3496 It is intended to be used in the following way, so that it avoids verbose
3497 repetitions of `minetest.translate`:
3499 local S = minetest.get_translator(textdomain)
3502 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3504 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3505 the given `textdomain` for disambiguation. The textdomain must match the
3506 textdomain specified in the translation file in order to get the string
3507 translated. This can be used so that a string is translated differently in
3509 It is advised to use the name of the mod as textdomain whenever possible, to
3510 avoid clashes with other mods.
3511 This function must be given a number of arguments equal to the number of
3512 arguments the translated string expects.
3513 Arguments are literal strings -- they will not be translated, so if you want
3514 them to be, they need to come as outputs of `minetest.translate` as well.
3516 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3517 by the translation of "Red". We can do the following:
3519 local S = minetest.get_translator()
3520 S("@1 Wool", S("Red"))
3522 This will be displayed as "Red Wool" on old clients and on clients that do
3523 not have localization enabled. However, if we have for instance a translation
3524 file named `wool.fr.tr` containing the following:
3529 this will be displayed as "Laine Rouge" on clients with a French locale.
3531 Operations on translated strings
3532 --------------------------------
3534 The output of `minetest.translate` is a string, with escape sequences adding
3535 additional information to that string so that it can be translated on the
3536 different clients. In particular, you can't expect operations like string.length
3537 to work on them like you would expect them to, or string.gsub to work in the
3538 expected manner. However, string concatenation will still work as expected
3539 (note that you should only use this for things like formspecs; do not translate
3540 sentences by breaking them into parts; arguments should be used instead), and
3541 operations such as `minetest.colorize` which are also concatenation.
3543 Translation file format
3544 -----------------------
3546 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3547 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3548 The file should be a text file, with the following format:
3550 * Lines beginning with `# textdomain:` (the space is significant) can be used
3551 to specify the text domain of all following translations in the file.
3552 * All other empty lines or lines beginning with `#` are ignored.
3553 * Other lines should be in the format `original=translated`. Both `original`
3554 and `translated` can contain escape sequences beginning with `@` to insert
3555 arguments, literal `@`, `=` or newline (See [Escapes] below).
3556 There must be no extraneous whitespace around the `=` or at the beginning or
3557 the end of the line.
3562 Strings that need to be translated can contain several escapes, preceded by `@`.
3564 * `@@` acts as a literal `@`.
3565 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3566 string that will be inlined when translated. Due to how translations are
3567 implemented, the original translation string **must** have its arguments in
3568 increasing order, without gaps or repetitions, starting from 1.
3569 * `@=` acts as a literal `=`. It is not required in strings given to
3570 `minetest.translate`, but is in translation files to avoid being confused
3571 with the `=` separating the original from the translation.
3572 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3573 As with `@=`, this escape is not required in strings given to
3574 `minetest.translate`, but is in translation files.
3575 * `@n` acts as a literal newline as well.
3577 Server side translations
3578 ------------------------
3580 On some specific cases, server translation could be useful. For example, filter
3581 a list on labels and send results to client. A method is supplied to achieve
3584 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3585 translations for `lang_code` language. It gives the same result as if the string
3586 was translated by the client.
3588 The `lang_code` to use for a given player can be retrieved from
3589 the table returned by `minetest.get_player_information(name)`.
3591 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3592 You do not need to use this to get translated strings to show up on the client.
3597 Perlin noise creates a continuously-varying value depending on the input values.
3598 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3599 The result is used during map generation to create the terrain shape, vary heat
3600 and humidity to distribute biomes, vary the density of decorations or vary the
3603 Structure of perlin noise
3604 -------------------------
3606 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3607 The smooth wavy noise it generates has a single characteristic scale, almost
3608 like a 'wavelength', so on its own does not create fine detail.
3609 Due to this perlin noise combines several octaves to create variation on
3610 multiple scales. Each additional octave has a smaller 'wavelength' than the
3613 This combination results in noise varying very roughly between -2.0 and 2.0 and
3614 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3615 and offset the noise variation.
3617 The final perlin noise variation is created as follows:
3619 noise = offset + scale * (octave1 +
3620 octave2 * persistence +
3621 octave3 * persistence ^ 2 +
3622 octave4 * persistence ^ 3 +
3628 Noise Parameters are commonly called `NoiseParams`.
3632 After the multiplication by `scale` this is added to the result and is the final
3633 step in creating the noise value.
3634 Can be positive or negative.
3638 Once all octaves have been combined, the result is multiplied by this.
3639 Can be positive or negative.
3643 For octave1, this is roughly the change of input value needed for a very large
3644 variation in the noise value generated by octave1. It is almost like a
3645 'wavelength' for the wavy noise variation.
3646 Each additional octave has a 'wavelength' that is smaller than the previous
3647 octave, to create finer detail. `spread` will therefore roughly be the typical
3648 size of the largest structures in the final noise variation.
3650 `spread` is a vector with values for x, y, z to allow the noise variation to be
3651 stretched or compressed in the desired axes.
3652 Values are positive numbers.
3656 This is a whole number that determines the entire pattern of the noise
3657 variation. Altering it enables different noise patterns to be created.
3658 With other parameters equal, different seeds produce different noise patterns
3659 and identical seeds produce identical noise patterns.
3661 For this parameter you can randomly choose any whole number. Usually it is
3662 preferable for this to be different from other seeds, but sometimes it is useful
3663 to be able to create identical noise patterns.
3665 In some noise APIs the world seed is added to the seed specified in noise
3666 parameters. This is done to make the resulting noise pattern vary in different
3667 worlds, and be 'world-specific'.
3671 The number of simple noise generators that are combined.
3672 A whole number, 1 or more.
3673 Each additional octave adds finer detail to the noise but also increases the
3674 noise calculation load.
3675 3 is a typical minimum for a high quality, complex and natural-looking noise
3676 variation. 1 octave has a slight 'gridlike' appearance.
3678 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3679 size of the finest detail you require. For example:
3680 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3681 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3682 512, 256, 128, 64, 32, 16 nodes.
3683 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3687 Each additional octave has an amplitude that is the amplitude of the previous
3688 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3689 as is often helpful and natural to do so.
3690 Since this controls the balance of fine detail to large-scale detail
3691 `persistence` can be thought of as the 'roughness' of the noise.
3693 A positive or negative non-zero number, often between 0.3 and 1.0.
3694 A common medium value is 0.5, such that each octave has half the amplitude of
3695 the previous octave.
3696 This may need to be tuned when altering `lacunarity`; when doing so consider
3697 that a common medium value is 1 / lacunarity.
3701 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3702 previous octave multiplied by 1 / lacunarity, to create finer detail.
3703 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3705 A positive number no smaller than 1.0.
3706 Values below 2.0 create higher quality noise at the expense of requiring more
3707 octaves to cover a paticular range of 'wavelengths'.
3711 Leave this field unset for no special handling.
3712 Currently supported are `defaults`, `eased` and `absvalue`:
3716 Specify this if you would like to keep auto-selection of eased/not-eased while
3717 specifying some other flags.
3721 Maps noise gradient values onto a quintic S-curve before performing
3722 interpolation. This results in smooth, rolling noise.
3723 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3725 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3727 Easing a 3D noise significantly increases the noise calculation load, so use
3732 The absolute value of each octave's noise variation is used when combining the
3733 octaves. The final perlin noise variation is created as follows:
3735 noise = offset + scale * (abs(octave1) +
3736 abs(octave2) * persistence +
3737 abs(octave3) * persistence ^ 2 +
3738 abs(octave4) * persistence ^ 3 +
3743 For 2D or 3D perlin noise or perlin noise maps:
3748 spread = {x = 500, y = 500, z = 500},
3753 flags = "defaults, absvalue",
3756 For 2D noise the Z component of `spread` is still defined but is ignored.
3757 A single noise parameter table can be used for 2D or 3D noise.
3768 These tell in what manner the ore is generated.
3770 All default ores are of the uniformly-distributed scatter type.
3774 Randomly chooses a location and generates a cluster of ore.
3776 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3777 at that point is greater than the `noise_threshold`, giving the ability to
3778 create a non-equal distribution of ore.
3782 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3783 described by `noise_params` and `noise_threshold`. This is essentially an
3784 improved version of the so-called "stratus" ore seen in some unofficial mods.
3786 This sheet consists of vertical columns of uniform randomly distributed height,
3787 varying between the inclusive range `column_height_min` and `column_height_max`.
3788 If `column_height_min` is not specified, this parameter defaults to 1.
3789 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3790 for reverse compatibility. New code should prefer `column_height_max`.
3792 The `column_midpoint_factor` parameter controls the position of the column at
3793 which ore emanates from.
3794 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3795 equally starting from each direction.
3796 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3797 this parameter is not specified, the default is 0.5.
3799 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3804 Creates a sheet of ore in a cloud-like puff shape.
3806 As with the `sheet` ore type, the size and shape of puffs are described by
3807 `noise_params` and `noise_threshold` and are placed at random vertical
3808 positions within the currently generated chunk.
3810 The vertical top and bottom displacement of each puff are determined by the
3811 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3815 Creates a deformed sphere of ore according to 3d perlin noise described by
3816 `noise_params`. The maximum size of the blob is `clust_size`, and
3817 `clust_scarcity` has the same meaning as with the `scatter` type.
3821 Creates veins of ore varying in density by according to the intersection of two
3822 instances of 3d perlin noise with different seeds, both described by
3825 `random_factor` varies the influence random chance has on placement of an ore
3826 inside the vein, which is `1` by default. Note that modifying this parameter
3827 may require adjusting `noise_threshold`.
3829 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3832 This ore type is difficult to control since it is sensitive to small changes.
3833 The following is a decent set of parameters to work from:
3838 spread = {x=200, y=200, z=200},
3845 noise_threshold = 1.6
3847 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3848 computationally expensive than any other ore.
3852 Creates a single undulating ore stratum that is continuous across mapchunk
3853 borders and horizontally spans the world.
3855 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3856 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3857 defines the stratum's vertical thickness (in units of nodes). Due to being
3858 continuous across mapchunk borders the stratum's vertical thickness is
3861 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3862 to y_max in a simple horizontal stratum.
3864 A parameter `stratum_thickness` can be provided instead of the noise parameter
3865 `np_stratum_thickness`, to create a constant thickness.
3867 Leaving out one or both noise parameters makes the ore generation less
3868 intensive, useful when adding multiple strata.
3870 `y_min` and `y_max` define the limits of the ore generation and for performance
3871 reasons should be set as close together as possible but without clipping the
3872 stratum's Y variation.
3874 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3875 solid-ore stratum would require a `clust_scarcity` of 1.
3877 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3878 `random_factor` are ignored by this ore type.
3883 See section [Flag Specifier Format].
3885 Currently supported flags:
3886 `puff_cliffs`, `puff_additive_composition`.
3890 If set, puff ore generation will not taper down large differences in
3891 displacement when approaching the edge of a puff. This flag has no effect for
3892 ore types other than `puff`.
3894 ### `puff_additive_composition`
3896 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3897 in a negative displacement, the sub-column at that point is not generated. With
3898 this attribute set, puff ore generation will instead generate the absolute
3899 difference in noise displacement values. This flag has no effect for ore types
3908 The varying types of decorations that can be placed.
3913 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3914 a list, if a decoration list is specified). Can specify a certain node it must
3915 spawn next to, such as water or lava, for example. Can also generate a
3916 decoration of random height between a specified lower and upper bound.
3917 This type of decoration is intended for placement of grass, flowers, cacti,
3918 papyri, waterlilies and so on.
3923 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3924 Can specify a probability of a node randomly appearing when placed.
3925 This decoration type is intended to be used for multi-node sized discrete
3926 structures, such as trees, cave spikes, rocks, and so on.
3935 --------------------
3937 A schematic specifier identifies a schematic by either a filename to a
3938 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3939 in the form of a table. This table specifies the following fields:
3941 * The `size` field is a 3D vector containing the dimensions of the provided
3942 schematic. (required field)
3943 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3944 sets the probability of a particular horizontal slice of the schematic being
3945 placed. (optional field)
3946 `ypos` = 0 for the lowest horizontal slice of a schematic.
3947 The default of `prob` is 255.
3948 * The `data` field is a flat table of MapNode tables making up the schematic,
3949 in the order of `[z [y [x]]]`. (required field)
3950 Each MapNode table contains:
3951 * `name`: the name of the map node to place (required)
3952 * `prob` (alias `param1`): the probability of this node being placed
3954 * `param2`: the raw param2 value of the node being placed onto the map
3956 * `force_place`: boolean representing if the node should forcibly overwrite
3957 any previous contents (default: false)
3959 About probability values:
3961 * A probability value of `0` or `1` means that node will never appear
3963 * A probability value of `254` or `255` means the node will always appear
3965 * If the probability value `p` is greater than `1`, then there is a
3966 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3969 Schematic attributes
3970 --------------------
3972 See section [Flag Specifier Format].
3974 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3977 * `place_center_x`: Placement of this decoration is centered along the X axis.
3978 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3979 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3980 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3986 Lua Voxel Manipulator
3987 =====================
3992 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3993 facility. The purpose of this object is for fast, low-level, bulk access to
3994 reading and writing Map content. As such, setting map nodes through VoxelManip
3995 will lack many of the higher level features and concepts you may be used to
3996 with other methods of setting nodes. For example, nodes will not have their
3997 construction and destruction callbacks run, and no rollback information is
4000 It is important to note that VoxelManip is designed for speed, and *not* ease
4001 of use or flexibility. If your mod requires a map manipulation facility that
4002 will handle 100% of all edge cases, or the use of high level node placement
4003 features, perhaps `minetest.set_node()` is better suited for the job.
4005 In addition, VoxelManip might not be faster, or could even be slower, for your
4006 specific use case. VoxelManip is most effective when setting large areas of map
4007 at once - for example, if only setting a 3x3x3 node area, a
4008 `minetest.set_node()` loop may be more optimal. Always profile code using both
4009 methods of map manipulation to determine which is most appropriate for your
4012 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4013 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4018 A VoxelManip object can be created any time using either:
4019 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4021 If the optional position parameters are present for either of these routines,
4022 the specified region will be pre-loaded into the VoxelManip object on creation.
4023 Otherwise, the area of map you wish to manipulate must first be loaded into the
4024 VoxelManip object using `VoxelManip:read_from_map()`.
4026 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4027 formed by these positions indicate the minimum and maximum (respectively)
4028 positions of the area actually loaded in the VoxelManip, which may be larger
4029 than the area requested. For convenience, the loaded area coordinates can also
4030 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4032 Now that the VoxelManip object is populated with map data, your mod can fetch a
4033 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4034 which retrieves an individual node in a MapNode formatted table at the position
4035 requested is the simplest method to use, but also the slowest.
4037 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4040 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4042 * `VoxelManip:get_light_data()` for node light levels, and
4043 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4045 See section [Flat array format] for more details.
4047 It is very important to understand that the tables returned by any of the above
4048 three functions represent a snapshot of the VoxelManip's internal state at the
4049 time of the call. This copy of the data will not magically update itself if
4050 another function modifies the internal VoxelManip state.
4051 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4052 internal state unless otherwise explicitly stated.
4054 Once the bulk data has been edited to your liking, the internal VoxelManip
4055 state can be set using:
4057 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4059 * `VoxelManip:set_light_data()` for node light levels, and
4060 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4062 The parameter to each of the above three functions can use any table at all in
4063 the same flat array format as produced by `get_data()` etc. and is not required
4064 to be a table retrieved from `get_data()`.
4066 Once the internal VoxelManip state has been modified to your liking, the
4067 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4069 ### Flat array format
4072 `Nx = p2.X - p1.X + 1`,
4073 `Ny = p2.Y - p1.Y + 1`, and
4074 `Nz = p2.Z - p1.Z + 1`.
4076 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4077 including the value of the expression `Nx * Ny * Nz`.
4079 Positions offset from p1 are present in the array with the format of:
4082 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4083 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4085 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4086 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4088 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4090 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4093 and the array index for a position p contained completely in p1..p2 is:
4095 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4097 Note that this is the same "flat 3D array" format as
4098 `PerlinNoiseMap:get3dMap_flat()`.
4099 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4100 of the index for a single point in a flat VoxelManip array.
4104 A Content ID is a unique integer identifier for a specific node type.
4105 These IDs are used by VoxelManip in place of the node name string for
4106 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4107 `minetest.get_content_id()` to look up the Content ID for the specified node
4108 name, and `minetest.get_name_from_content_id()` to look up the node name string
4109 for a given Content ID.
4110 After registration of a node, its Content ID will remain the same throughout
4111 execution of the mod.
4112 Note that the node being queried needs to have already been been registered.
4114 The following builtin node types have their Content IDs defined as constants:
4116 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4117 * `minetest.CONTENT_AIR`: ID for "air" nodes
4118 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4120 ### Mapgen VoxelManip objects
4122 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4123 VoxelManip object used by the core's Map Generator (commonly abbreviated
4124 Mapgen). Most of the rules previously described still apply but with a few
4127 * The Mapgen VoxelManip object is retrieved using:
4128 `minetest.get_mapgen_object("voxelmanip")`
4129 * This VoxelManip object already has the region of map just generated loaded
4130 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4131 a Mapgen VoxelManip.
4132 * The `on_generated()` callbacks of some mods may place individual nodes in the
4133 generated area using non-VoxelManip map modification methods. Because the
4134 same Mapgen VoxelManip object is passed through each `on_generated()`
4135 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4136 consistency with the current map state. For this reason, calling any of the
4137 following functions:
4138 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4139 will also update the Mapgen VoxelManip object's internal state active on the
4141 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4142 necessary to update lighting information using either:
4143 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4145 ### Other API functions operating on a VoxelManip
4147 If any VoxelManip contents were set to a liquid node,
4148 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4149 flowing. It is recommended to call this function only after having written all
4150 buffered data back to the VoxelManip object, save for special situations where
4151 the modder desires to only have certain liquid nodes begin flowing.
4153 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4154 will generate all registered decorations and ores throughout the full area
4155 inside of the specified VoxelManip object.
4157 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4158 `minetest.place_schematic()`, except instead of placing the specified schematic
4159 directly on the map at the specified position, it will place the schematic
4160 inside the VoxelManip.
4164 * Attempting to read data from a VoxelManip object before map is read will
4165 result in a zero-length array table for `VoxelManip:get_data()`, and an
4166 "ignore" node at any position for `VoxelManip:get_node_at()`.
4167 * If either a region of map has not yet been generated or is out-of-bounds of
4168 the map, that region is filled with "ignore" nodes.
4169 * Other mods, or the core itself, could possibly modify the area of map
4170 currently loaded into a VoxelManip object. With the exception of Mapgen
4171 VoxelManips (see above section), the internal buffers are not updated. For
4172 this reason, it is strongly encouraged to complete the usage of a particular
4173 VoxelManip object in the same callback it had been created.
4174 * If a VoxelManip object will be used often, such as in an `on_generated()`
4175 callback, consider passing a file-scoped table as the optional parameter to
4176 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4177 to write map data to instead of returning a new table each call. This greatly
4178 enhances performance by avoiding unnecessary memory allocations.
4183 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4184 containing the region formed by `p1` and `p2`.
4185 * returns actual emerged `pmin`, actual emerged `pmax`
4186 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4188 * **important**: data must be set using `VoxelManip:set_data()` before
4190 * if `light` is true, then lighting is automatically recalculated.
4191 The default value is true.
4192 If `light` is false, no light calculations happen, and you should correct
4193 all modified blocks with `minetest.fix_light()` as soon as possible.
4194 Keep in mind that modifying the map where light is incorrect can cause
4196 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4197 the `VoxelManip` at that position
4198 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4200 * `get_data([buffer])`: Retrieves the node content data loaded into the
4201 `VoxelManip` object.
4202 * returns raw node data in the form of an array of node content IDs
4203 * if the param `buffer` is present, this table will be used to store the
4205 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4206 * `update_map()`: Does nothing, kept for compatibility.
4207 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4209 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4210 * To be used only by a `VoxelManip` object from
4211 `minetest.get_mapgen_object`.
4212 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4214 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4215 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4217 * Each value is the bitwise combination of day and night light values
4219 * `light = day + (night * 16)`
4220 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4221 in the `VoxelManip`.
4222 * expects lighting data in the same format that `get_light_data()` returns
4223 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4224 `VoxelManip` object.
4225 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4227 * If the param `buffer` is present, this table will be used to store the
4229 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4231 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4233 * To be used only by a `VoxelManip` object from
4234 `minetest.get_mapgen_object`.
4235 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4236 area if left out or nil. For almost all uses these should be left out
4237 or nil to use the default.
4238 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4239 generated mapchunk above are propagated down into the mapchunk, defaults
4240 to `true` if left out.
4241 * `update_liquids()`: Update liquid flow
4242 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4243 manipulator had been modified since the last read from map, due to a call to
4244 `minetest.set_data()` on the loaded area elsewhere.
4245 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4250 A helper class for voxel areas.
4251 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4252 The coordinates are *inclusive*, like most other things in Minetest.
4256 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4257 `MinEdge` and `MaxEdge`.
4258 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4260 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4262 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4263 * The position (x, y, z) is not checked for being inside the area volume,
4264 being outside can cause an incorrect index result.
4265 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4266 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4267 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4268 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4269 is not checked for being inside the area volume.
4270 * `position(i)`: returns the absolute position vector corresponding to index
4272 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4273 `MinEdge` and `MaxEdge`.
4274 * `containsp(p)`: same as above, except takes a vector
4275 * `containsi(i)`: same as above, except takes an index `i`
4276 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4278 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4280 * `iterp(minp, maxp)`: same as above, except takes a vector
4282 ### Y stride and z stride of a flat array
4284 For a particular position in a voxel area, whose flat array index is known,
4285 it is often useful to know the index of a neighboring or nearby position.
4286 The table below shows the changes of index required for 1 node movements along
4287 the axes in a voxel area:
4289 Movement Change of index
4299 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4301 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4310 A mapgen object is a construct used in map generation. Mapgen objects can be
4311 used by an `on_generate` callback to speed up operations by avoiding
4312 unnecessary recalculations, these can be retrieved using the
4313 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4314 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4315 callback, `nil` is returned.
4317 The following Mapgen objects are currently available:
4321 This returns three values; the `VoxelManip` object to be used, minimum and
4322 maximum emerged position, in that order. All mapgens support this object.
4326 Returns an array containing the y coordinates of the ground levels of nodes in
4327 the most recently generated chunk by the current mapgen.
4331 Returns an array containing the biome IDs of nodes in the most recently
4332 generated chunk by the current mapgen.
4336 Returns an array containing the temperature values of nodes in the most
4337 recently generated chunk by the current mapgen.
4341 Returns an array containing the humidity values of nodes in the most recently
4342 generated chunk by the current mapgen.
4346 Returns a table mapping requested generation notification types to arrays of
4347 positions at which the corresponding generated structures are located within
4348 the current chunk. To set the capture of positions of interest to be recorded
4349 on generate, use `minetest.set_gen_notify()`.
4350 For decorations, the returned positions are the ground surface 'place_on'
4351 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4352 node above the returned position and possibly displaced by 'place_offset_y'.
4354 Possible fields of the table returned are:
4360 * `large_cave_begin`
4364 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4365 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4373 Functions receive a "luaentity" as `self`:
4375 * It has the member `.name`, which is the registered name `("mod:thing")`
4376 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4377 * The original prototype stuff is visible directly via a metatable
4381 * `on_activate(self, staticdata, dtime_s)`
4382 * Called when the object is instantiated.
4383 * `dtime_s` is the time passed since the object was unloaded, which can be
4384 used for updating the entity state.
4385 * `on_deactivate(self)
4386 * Called when the object is about to get removed or unloaded.
4387 * `on_step(self, dtime)`
4388 * Called on every server tick, after movement and collision processing.
4389 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4391 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4392 * Called when somebody punches the object.
4393 * Note that you probably want to handle most punches using the automatic
4395 * `puncher`: an `ObjectRef` (can be `nil`)
4396 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4398 * `tool_capabilities`: capability table of used item (can be `nil`)
4399 * `dir`: unit vector of direction of punch. Always defined. Points from the
4400 puncher to the punched.
4401 * `damage`: damage that will be done to entity.
4402 * Can return `true` to prevent the default damage mechanism.
4403 * `on_death(self, killer)`
4404 * Called when the object dies.
4405 * `killer`: an `ObjectRef` (can be `nil`)
4406 * `on_rightclick(self, clicker)`
4407 * Called when `clicker` pressed the 'place/use' key while pointing
4408 to the object (not neccessarily an actual rightclick)
4409 * `clicker`: an `ObjectRef` (may or may not be a player)
4410 * `on_attach_child(self, child)`
4411 * `child`: an `ObjectRef` of the child that attaches
4412 * `on_detach_child(self, child)`
4413 * `child`: an `ObjectRef` of the child that detaches
4414 * `on_detach(self, parent)`
4415 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4416 * This happens before the parent object is removed from the world
4417 * `get_staticdata(self)`
4418 * Should return a string that will be passed to `on_activate` when the
4419 object is instantiated the next time.
4431 axiom, --string initial tree axiom
4432 rules_a, --string rules set A
4433 rules_b, --string rules set B
4434 rules_c, --string rules set C
4435 rules_d, --string rules set D
4436 trunk, --string trunk node name
4437 leaves, --string leaves node name
4438 leaves2, --string secondary leaves node name
4439 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4440 angle, --num angle in deg
4441 iterations, --num max # of iterations, usually 2 -5
4442 random_level, --num factor to lower nr of iterations, usually 0 - 3
4443 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4444 -- 2x2 nodes or 3x3 in cross shape
4445 thin_branches, --boolean true -> use thin (1 node) branches
4446 fruit, --string fruit node name
4447 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4448 seed, --num random seed, if no seed is provided, the engine
4452 Key for special L-System symbols used in axioms
4453 -----------------------------------------------
4455 * `G`: move forward one unit with the pen up
4456 * `F`: move forward one unit with the pen down drawing trunks and branches
4457 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4458 * `T`: move forward one unit with the pen down drawing trunks only
4459 * `R`: move forward one unit with the pen down placing fruit
4460 * `A`: replace with rules set A
4461 * `B`: replace with rules set B
4462 * `C`: replace with rules set C
4463 * `D`: replace with rules set D
4464 * `a`: replace with rules set A, chance 90%
4465 * `b`: replace with rules set B, chance 80%
4466 * `c`: replace with rules set C, chance 70%
4467 * `d`: replace with rules set D, chance 60%
4468 * `+`: yaw the turtle right by `angle` parameter
4469 * `-`: yaw the turtle left by `angle` parameter
4470 * `&`: pitch the turtle down by `angle` parameter
4471 * `^`: pitch the turtle up by `angle` parameter
4472 * `/`: roll the turtle to the right by `angle` parameter
4473 * `*`: roll the turtle to the left by `angle` parameter
4474 * `[`: save in stack current state info
4475 * `]`: recover from stack state info
4480 Spawn a small apple tree:
4482 pos = {x=230,y=20,z=4}
4485 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4486 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4487 trunk="default:tree",
4488 leaves="default:leaves",
4492 trunk_type="single",
4495 fruit="default:apple"
4497 minetest.spawn_tree(pos,apple_tree)
4502 'minetest' namespace reference
4503 ==============================
4508 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4510 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4511 e.g. `"/home/user/.minetest/usermods/modname"`.
4512 * Returns nil if the mod is not enabled or does not exist (not installed).
4513 * Works regardless of whether the mod has been loaded yet.
4514 * Useful for loading additional `.lua` modules or static data from a mod,
4515 or checking if a mod is enabled.
4516 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4517 * Does not include disabled mods, even if they are installed.
4518 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4519 * Useful for storing custom data
4520 * `minetest.is_singleplayer()`
4521 * `minetest.features`: Table containing API feature flags
4524 glasslike_framed = true, -- 0.4.7
4525 nodebox_as_selectionbox = true, -- 0.4.7
4526 get_all_craft_recipes_works = true, -- 0.4.7
4527 -- The transparency channel of textures can optionally be used on
4529 use_texture_alpha = true,
4530 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4531 no_legacy_abms = true,
4532 -- Texture grouping is possible using parentheses (0.4.11)
4533 texture_names_parens = true,
4534 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4535 area_store_custom_ids = true,
4536 -- add_entity supports passing initial staticdata to on_activate
4538 add_entity_with_staticdata = true,
4539 -- Chat messages are no longer predicted (0.4.16)
4540 no_chat_message_prediction = true,
4541 -- The transparency channel of textures can optionally be used on
4542 -- objects (ie: players and lua entities) (5.0.0)
4543 object_use_texture_alpha = true,
4544 -- Object selectionbox is settable independently from collisionbox
4546 object_independent_selectionbox = true,
4547 -- Specifies whether binary data can be uploaded or downloaded using
4548 -- the HTTP API (5.1.0)
4549 httpfetch_binary_data = true,
4550 -- Whether formspec_version[<version>] may be used (5.1.0)
4551 formspec_version_element = true,
4552 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4553 area_store_persistent_ids = true,
4554 -- Whether minetest.find_path is functional (5.2.0)
4555 pathfinder_works = true,
4556 -- Whether Collision info is available to an objects' on_step (5.3.0)
4557 object_step_has_moveresult = true,
4558 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4559 direct_velocity_on_players = true,
4560 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4561 use_texture_alpha_string_modes = true,
4562 -- degrotate param2 rotates in units of 1.5° instead of 2°
4563 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4564 degrotate_240_steps = true,
4565 -- ABM supports min_y and max_y fields in definition (5.5.0)
4566 abm_min_max_y = true,
4569 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4570 * `arg`: string or table in format `{foo=true, bar=true}`
4571 * `missing_features`: `{foo=true, bar=true}`
4572 * `minetest.get_player_information(player_name)`: Table containing information
4573 about a player. Example return value:
4576 address = "127.0.0.1", -- IP address of client
4577 ip_version = 4, -- IPv4 / IPv6
4578 connection_uptime = 200, -- seconds since client connected
4579 protocol_version = 32, -- protocol version used by client
4580 formspec_version = 2, -- supported formspec version
4581 lang_code = "fr" -- Language code used for translation
4582 -- the following keys can be missing if no stats have been collected yet
4583 min_rtt = 0.01, -- minimum round trip time
4584 max_rtt = 0.2, -- maximum round trip time
4585 avg_rtt = 0.02, -- average round trip time
4586 min_jitter = 0.01, -- minimum packet time jitter
4587 max_jitter = 0.5, -- maximum packet time jitter
4588 avg_jitter = 0.03, -- average packet time jitter
4589 -- the following information is available in a debug build only!!!
4590 -- DO NOT USE IN MODS
4591 --ser_vers = 26, -- serialization version used by client
4592 --major = 0, -- major version number
4593 --minor = 4, -- minor version number
4594 --patch = 10, -- patch version number
4595 --vers_string = "0.4.9-git", -- full version string
4596 --state = "Active" -- current client state
4599 * `minetest.mkdir(path)`: returns success.
4600 * Creates a directory specified by `path`, creating parent directories
4601 if they don't exist.
4602 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4604 * nil: return all entries,
4605 * true: return only subdirectory names, or
4606 * false: return only file names.
4607 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4608 * Replaces contents of file at path with new contents in a safe (atomic)
4609 way. Use this instead of below code when writing e.g. database files:
4610 `local f = io.open(path, "wb"); f:write(content); f:close()`
4611 * `minetest.get_version()`: returns a table containing components of the
4612 engine version. Components:
4613 * `project`: Name of the project, eg, "Minetest"
4614 * `string`: Simple version, eg, "1.2.3-dev"
4615 * `hash`: Full git version (only set if available),
4616 eg, "1.2.3-dev-01234567-dirty".
4617 Use this for informational purposes only. The information in the returned
4618 table does not represent the capabilities of the engine, nor is it
4619 reliable or verifiable. Compatible forks will have a different name and
4620 version entirely. To check for the presence of engine features, test
4621 whether the functions exported by the wanted features exist. For example:
4622 `if minetest.check_for_falling then ... end`.
4623 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4624 * `data`: string of data to hash
4625 * `raw`: return raw bytes instead of hex digits, default: false
4626 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4627 ColorString. If the ColorSpec is invalid, returns `nil`.
4628 * `colorspec`: The ColorSpec to convert
4629 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4630 string of four bytes in an RGBA layout, returned as a string.
4631 * `colorspec`: The ColorSpec to convert
4632 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4633 image and return it in string form.
4634 * `width`: Width of the image
4635 * `height`: Height of the image
4636 * `data`: Image data, one of:
4637 * array table of ColorSpec, length must be width*height
4638 * string with raw RGBA pixels, length must be width*height*4
4639 * `compression`: Optional zlib compression level, number in range 0 to 9.
4640 The data is one-dimensional, starting in the upper left corner of the image
4641 and laid out in scanlines going from left to right, then top to bottom.
4642 Please note that it's not safe to use string.char to generate raw data,
4643 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4644 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4645 You may use this to procedurally generate textures during server init.
4650 * `minetest.debug(...)`
4651 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4652 * `minetest.log([level,] text)`
4653 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4654 `"info"`, or `"verbose"`. Default is `"none"`.
4656 Registration functions
4657 ----------------------
4659 Call these functions only at load time!
4663 * `minetest.register_node(name, node definition)`
4664 * `minetest.register_craftitem(name, item definition)`
4665 * `minetest.register_tool(name, item definition)`
4666 * `minetest.override_item(name, redefinition)`
4667 * Overrides fields of an item registered with register_node/tool/craftitem.
4668 * Note: Item must already be defined, (opt)depend on the mod defining it.
4669 * Example: `minetest.override_item("default:mese",
4670 {light_source=minetest.LIGHT_MAX})`
4671 * `minetest.unregister_item(name)`
4672 * Unregisters the item from the engine, and deletes the entry with key
4673 `name` from `minetest.registered_items` and from the associated item table
4674 according to its nature: `minetest.registered_nodes`, etc.
4675 * `minetest.register_entity(name, entity definition)`
4676 * `minetest.register_abm(abm definition)`
4677 * `minetest.register_lbm(lbm definition)`
4678 * `minetest.register_alias(alias, original_name)`
4679 * Also use this to set the 'mapgen aliases' needed in a game for the core
4680 mapgens. See [Mapgen aliases] section above.
4681 * `minetest.register_alias_force(alias, original_name)`
4682 * `minetest.register_ore(ore definition)`
4683 * Returns an integer object handle uniquely identifying the registered
4685 * The order of ore registrations determines the order of ore generation.
4686 * `minetest.register_biome(biome definition)`
4687 * Returns an integer object handle uniquely identifying the registered
4688 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4689 * `minetest.unregister_biome(name)`
4690 * Unregisters the biome from the engine, and deletes the entry with key
4691 `name` from `minetest.registered_biomes`.
4692 * Warning: This alters the biome to biome ID correspondences, so any
4693 decorations or ores using the 'biomes' field must afterwards be cleared
4695 * `minetest.register_decoration(decoration definition)`
4696 * Returns an integer object handle uniquely identifying the registered
4697 decoration on success. To get the decoration ID, use
4698 `minetest.get_decoration_id`.
4699 * The order of decoration registrations determines the order of decoration
4701 * `minetest.register_schematic(schematic definition)`
4702 * Returns an integer object handle uniquely identifying the registered
4703 schematic on success.
4704 * If the schematic is loaded from a file, the `name` field is set to the
4706 * If the function is called when loading the mod, and `name` is a relative
4707 path, then the current mod path will be prepended to the schematic
4709 * `minetest.clear_registered_biomes()`
4710 * Clears all biomes currently registered.
4711 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4712 correspondences, so any decorations or ores using the 'biomes' field must
4713 afterwards be cleared and re-registered.
4714 * `minetest.clear_registered_decorations()`
4715 * Clears all decorations currently registered.
4716 * `minetest.clear_registered_ores()`
4717 * Clears all ores currently registered.
4718 * `minetest.clear_registered_schematics()`
4719 * Clears all schematics currently registered.
4723 * `minetest.register_craft(recipe)`
4724 * Check recipe table syntax for different types below.
4725 * `minetest.clear_craft(recipe)`
4726 * Will erase existing craft based either on output item or on input recipe.
4727 * Specify either output or input only. If you specify both, input will be
4728 ignored. For input use the same recipe table syntax as for
4729 `minetest.register_craft(recipe)`. For output specify only the item,
4731 * Returns false if no erase candidate could be found, otherwise returns true.
4732 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4733 ignored if the recipe contains output. Erasing is then done independently
4734 from the crafting method.
4735 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4736 * `minetest.override_chatcommand(name, redefinition)`
4737 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4738 * `minetest.unregister_chatcommand(name)`
4739 * Unregisters a chatcommands registered with `register_chatcommand`.
4740 * `minetest.register_privilege(name, definition)`
4741 * `definition` can be a description or a definition table (see [Privilege
4743 * If it is a description, the priv will be granted to singleplayer and admin
4745 * To allow players with `basic_privs` to grant, see the `basic_privs`
4746 minetest.conf setting.
4747 * `minetest.register_authentication_handler(authentication handler definition)`
4748 * Registers an auth handler that overrides the builtin one.
4749 * This function can be called by a single mod once only.
4751 Global callback registration functions
4752 --------------------------------------
4754 Call these functions only at load time!
4756 * `minetest.register_globalstep(function(dtime))`
4757 * Called every server step, usually interval of 0.1s
4758 * `minetest.register_on_mods_loaded(function())`
4759 * Called after mods have finished loading and before the media is cached or the
4761 * `minetest.register_on_shutdown(function())`
4762 * Called before server shutdown
4763 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4764 registered callbacks **will likely not be run**. Data should be saved at
4765 semi-frequent intervals as well as on server shutdown.
4766 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4767 * Called when a node has been placed
4768 * If return `true` no item is taken from `itemstack`
4769 * `placer` may be any valid ObjectRef or nil.
4770 * **Not recommended**; use `on_construct` or `after_place_node` in node
4771 definition whenever possible.
4772 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4773 * Called when a node has been dug.
4774 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4775 definition whenever possible.
4776 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4777 * Called when a node is punched
4778 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4779 * Called after generating a piece of world. Modifying nodes inside the area
4780 is a bit faster than usually.
4781 * `minetest.register_on_newplayer(function(ObjectRef))`
4782 * Called when a new player enters the world for the first time
4783 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4784 * Called when a player is punched
4785 * Note: This callback is invoked even if the punched player is dead.
4786 * `player`: ObjectRef - Player that was punched
4787 * `hitter`: ObjectRef - Player that hit
4788 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4790 * `tool_capabilities`: Capability table of used item (can be nil)
4791 * `dir`: Unit vector of direction of punch. Always defined. Points from
4792 the puncher to the punched.
4793 * `damage`: Number that represents the damage calculated by the engine
4794 * should return `true` to prevent the default damage mechanism
4795 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4796 * Called when the 'place/use' key was used while pointing a player
4797 (not neccessarily an actual rightclick)
4798 * `player`: ObjectRef - Player that is acted upon
4799 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
4800 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4801 * Called when the player gets damaged or healed
4802 * `player`: ObjectRef of the player
4803 * `hp_change`: the amount of change. Negative when it is damage.
4804 * `reason`: a PlayerHPChangeReason table.
4805 * The `type` field will have one of the following values:
4806 * `set_hp`: A mod or the engine called `set_hp` without
4807 giving a type - use this for custom damage types.
4808 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4810 * `node_damage`: `damage_per_second` from a neighbouring node.
4811 `reason.node` will hold the node name or nil.
4814 * Any of the above types may have additional fields from mods.
4815 * `reason.from` will be `mod` or `engine`.
4816 * `modifier`: when true, the function should return the actual `hp_change`.
4817 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4818 Modifiers can return true as a second argument to stop the execution of further functions.
4819 Non-modifiers receive the final HP change calculated by the modifiers.
4820 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4821 * Called when a player dies
4822 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4823 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4824 * Called when player is to be respawned
4825 * Called _before_ repositioning of player occurs
4826 * return true in func to disable regular player placement
4827 * `minetest.register_on_prejoinplayer(function(name, ip))`
4828 * Called when a client connects to the server, prior to authentication
4829 * If it returns a string, the client is disconnected with that string as
4831 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4832 * Called when a player joins the game
4833 * `last_login`: The timestamp of the previous login, or nil if player is new
4834 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4835 * Called when a player leaves the game
4836 * `timed_out`: True for timeout, false for other reasons.
4837 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4838 * Called when a client attempts to log into an account.
4839 * `name`: The name of the account being authenticated.
4840 * `ip`: The IP address of the client
4841 * `is_success`: Whether the client was successfully authenticated
4842 * For newly registered accounts, `is_success` will always be true
4843 * `minetest.register_on_auth_fail(function(name, ip))`
4844 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4845 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4846 * Called when a player cheats
4847 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4849 * `interacted_too_far`
4850 * `interacted_with_self`
4851 * `interacted_while_dead`
4852 * `finished_unknown_dig`
4855 * `minetest.register_on_chat_message(function(name, message))`
4856 * Called always when a player says something
4857 * Return `true` to mark the message as handled, which means that it will
4858 not be sent to other players.
4859 * `minetest.register_on_chatcommand(function(name, command, params))`
4860 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4861 is checked to see if the command exists, but after the input is parsed.
4862 * Return `true` to mark the command as handled, which means that the default
4863 handlers will be prevented.
4864 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4865 * Called when the server received input from `player` in a formspec with
4866 the given `formname`. Specifically, this is called on any of the
4868 * a button was pressed,
4869 * Enter was pressed while the focus was on a text field
4870 * a checkbox was toggled,
4871 * something was selected in a dropdown list,
4872 * a different tab was selected,
4873 * selection was changed in a textlist or table,
4874 * an entry was double-clicked in a textlist or table,
4875 * a scrollbar was moved, or
4876 * the form was actively closed by the player.
4877 * Fields are sent for formspec elements which define a field. `fields`
4878 is a table containing each formspecs element value (as string), with
4879 the `name` parameter as index for each. The value depends on the
4880 formspec element type:
4881 * `animated_image`: Returns the index of the current frame.
4882 * `button` and variants: If pressed, contains the user-facing button
4883 text as value. If not pressed, is `nil`
4884 * `field`, `textarea` and variants: Text in the field
4885 * `dropdown`: Either the index or value, depending on the `index event`
4887 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4888 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4889 * `textlist`: See `minetest.explode_textlist_event`
4890 * `table`: See `minetest.explode_table_event`
4891 * `scrollbar`: See `minetest.explode_scrollbar_event`
4892 * Special case: `["quit"]="true"` is sent when the user actively
4893 closed the form by mouse click, keypress or through a button_exit[]
4895 * Special case: `["key_enter"]="true"` is sent when the user pressed
4896 the Enter key and the focus was either nowhere (causing the formspec
4897 to be closed) or on a button. If the focus was on a text field,
4898 additionally, the index `key_enter_field` contains the name of the
4899 text field. See also: `field_close_on_enter`.
4900 * Newest functions are called first
4901 * If function returns `true`, remaining functions are not called
4902 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4903 * Called when `player` crafts something
4904 * `itemstack` is the output
4905 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4907 * `craft_inv` is the inventory with the crafting grid
4908 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4910 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4911 * The same as before, except that it is called before the player crafts, to
4912 make craft prediction, and it should not change anything.
4913 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4914 * Determines how much of a stack may be taken, put or moved to a
4916 * `player` (type `ObjectRef`) is the player who modified the inventory
4917 `inventory` (type `InvRef`).
4918 * List of possible `action` (string) values and their
4919 `inventory_info` (table) contents:
4920 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4921 * `put`: `{listname=string, index=number, stack=ItemStack}`
4922 * `take`: Same as `put`
4923 * Return a numeric value to limit the amount of items to be taken, put or
4924 moved. A value of `-1` for `take` will make the source stack infinite.
4925 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4926 * Called after a take, put or move event from/to/in a player inventory
4927 * Function arguments: see `minetest.register_allow_player_inventory_action`
4928 * Does not accept or handle any return value.
4929 * `minetest.register_on_protection_violation(function(pos, name))`
4930 * Called by `builtin` and mods when a player violates protection at a
4931 position (eg, digs a node or punches a protected entity).
4932 * The registered functions can be called using
4933 `minetest.record_protection_violation`.
4934 * The provided function should check that the position is protected by the
4935 mod calling this function before it prints a message, if it does, to
4936 allow for multiple protection mods.
4937 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4938 * Called when an item is eaten, by `minetest.item_eat`
4939 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4940 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4941 * Called when `granter` grants the priv `priv` to `name`.
4942 * Note that the callback will be called twice if it's done by a player,
4943 once with granter being the player name, and again with granter being nil.
4944 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4945 * Called when `revoker` revokes the priv `priv` from `name`.
4946 * Note that the callback will be called twice if it's done by a player,
4947 once with revoker being the player name, and again with revoker being nil.
4948 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4949 * Called when `name` user connects with `ip`.
4950 * Return `true` to by pass the player limit
4951 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4952 * Called when an incoming mod channel message is received
4953 * You should have joined some channels to receive events.
4954 * If message comes from a server mod, `sender` field is an empty string.
4955 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
4956 * Called after liquid nodes are modified by the engine's liquid transformation
4958 * `pos_list` is an array of all modified positions.
4959 * `node_list` is an array of the old node that was previously at the position
4960 with the corresponding index in pos_list.
4965 * `minetest.settings`: Settings object containing all of the settings from the
4966 main config file (`minetest.conf`).
4967 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4968 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4973 * `minetest.string_to_privs(str[, delim])`:
4974 * Converts string representation of privs into table form
4975 * `delim`: String separating the privs. Defaults to `","`.
4976 * Returns `{ priv1 = true, ... }`
4977 * `minetest.privs_to_string(privs[, delim])`:
4978 * Returns the string representation of `privs`
4979 * `delim`: String to delimit privs. Defaults to `","`.
4980 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4981 * `minetest.check_player_privs(player_or_name, ...)`:
4982 returns `bool, missing_privs`
4983 * A quickhand for checking privileges.
4984 * `player_or_name`: Either a Player object or the name of a player.
4985 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4986 a table, e.g. `{ priva = true, privb = true }`.
4988 * `minetest.check_password_entry(name, entry, password)`
4989 * Returns true if the "password entry" for a player with name matches given
4990 password, false otherwise.
4991 * The "password entry" is the password representation generated by the
4992 engine as returned as part of a `get_auth()` call on the auth handler.
4993 * Only use this function for making it possible to log in via password from
4994 external protocols such as IRC, other uses are frowned upon.
4995 * `minetest.get_password_hash(name, raw_password)`
4996 * Convert a name-password pair to a password hash that Minetest can use.
4997 * The returned value alone is not a good basis for password checks based
4998 on comparing the password hash in the database with the password hash
4999 from the function, with an externally provided password, as the hash
5000 in the db might use the new SRP verifier format.
5001 * For this purpose, use `minetest.check_password_entry` instead.
5002 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5004 * The player needs to be online for this to be successful.
5006 * `minetest.get_auth_handler()`: Return the currently active auth handler
5007 * See the [Authentication handler definition]
5008 * Use this to e.g. get the authentication data for a player:
5009 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5010 * `minetest.notify_authentication_modified(name)`
5011 * Must be called by the authentication handler for privilege changes.
5012 * `name`: string; if omitted, all auth data should be considered modified
5013 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5015 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5017 * `minetest.auth_reload()`
5018 * See `reload()` in authentication handler definition
5020 `minetest.set_player_password`, `minetest.set_player_privs`,
5021 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5027 * `minetest.chat_send_all(text)`
5028 * `minetest.chat_send_player(name, text)`
5029 * `minetest.format_chat_message(name, message)`
5030 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5031 Refer to the documentation of the setting for a list of valid placeholders.
5032 * Takes player name and message, and returns the formatted string to be sent to players.
5033 * Can be redefined by mods if required, for things like colored names or messages.
5034 * **Only** the first occurrence of each placeholder will be replaced.
5039 * `minetest.set_node(pos, node)`
5040 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5041 * Set node at position `pos`
5042 * `node`: table `{name=string, param1=number, param2=number}`
5043 * If param1 or param2 is omitted, it's set to `0`.
5044 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5045 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5046 * Set node on all positions set in the first argument.
5047 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5048 * For node specification or position syntax see `minetest.set_node` call
5049 * Faster than set_node due to single call, but still considerably slower
5050 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5051 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5052 in spread out positions which would cause LVMs to waste memory.
5053 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5055 * `minetest.swap_node(pos, node)`
5056 * Set node at position, but don't remove metadata
5057 * `minetest.remove_node(pos)`
5058 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5059 * `minetest.get_node(pos)`
5060 * Returns the node at the given position as table in the format
5061 `{name="node_name", param1=0, param2=0}`,
5062 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5063 * `minetest.get_node_or_nil(pos)`
5064 * Same as `get_node` but returns `nil` for unloaded areas.
5065 * `minetest.get_node_light(pos, timeofday)`
5066 * Gets the light value at the given position. Note that the light value
5067 "inside" the node at the given position is returned, so you usually want
5068 to get the light value of a neighbor.
5069 * `pos`: The position where to measure the light.
5070 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5071 * Returns a number between `0` and `15` or `nil`
5072 * `nil` is returned e.g. when the map isn't loaded at `pos`
5073 * `minetest.get_natural_light(pos[, timeofday])`
5074 * Figures out the sunlight (or moonlight) value at pos at the given time of
5076 * `pos`: The position of the node
5077 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5078 * Returns a number between `0` and `15` or `nil`
5079 * This function tests 203 nodes in the worst case, which happens very
5081 * `minetest.get_artificial_light(param1)`
5082 * Calculates the artificial light (light from e.g. torches) value from the
5084 * `param1`: The param1 value of a `paramtype = "light"` node.
5085 * Returns a number between `0` and `15`
5086 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5087 ensures compatibility.
5088 * `minetest.place_node(pos, node)`
5089 * Place node with the same effects that a player would cause
5090 * `minetest.dig_node(pos)`
5091 * Dig node with the same effects that a player would cause
5092 * Returns `true` if successful, `false` on failure (e.g. protected location)
5093 * `minetest.punch_node(pos)`
5094 * Punch node with the same effects that a player would cause
5095 * `minetest.spawn_falling_node(pos)`
5096 * Change node into falling node
5097 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5099 * `minetest.find_nodes_with_meta(pos1, pos2)`
5100 * Get a table of positions of nodes that have metadata within a region
5102 * `minetest.get_meta(pos)`
5103 * Get a `NodeMetaRef` at that position
5104 * `minetest.get_node_timer(pos)`
5105 * Get `NodeTimerRef`
5107 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5109 * Returns `ObjectRef`, or `nil` if failed
5110 * `minetest.add_item(pos, item)`: Spawn item
5111 * Returns `ObjectRef`, or `nil` if failed
5112 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5113 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5115 * `radius`: using an euclidean metric
5116 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5118 * `pos1` and `pos2` are the min and max positions of the area to search.
5119 * `minetest.set_timeofday(val)`
5120 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5121 * `minetest.get_timeofday()`
5122 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5124 * `minetest.get_day_count()`: returns number days elapsed since world was
5126 * accounts for time changes.
5127 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5129 * `radius`: using a maximum metric
5130 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5131 * `search_center` is an optional boolean (default: `false`)
5132 If true `pos` is also checked for the nodes
5133 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5134 * `pos1` and `pos2` are the min and max positions of the area to search.
5135 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5136 * If `grouped` is true the return value is a table indexed by node name
5137 which contains lists of positions.
5138 * If `grouped` is false or absent the return values are as follows:
5139 first value: Table with all node positions
5140 second value: Table with the count of each node with the node name
5142 * Area volume is limited to 4,096,000 nodes
5143 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5145 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5146 * Return value: Table with all node positions with a node air above
5147 * Area volume is limited to 4,096,000 nodes
5148 * `minetest.get_perlin(noiseparams)`
5149 * Return world-specific perlin noise.
5150 * The actual seed used is the noiseparams seed plus the world seed.
5151 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5152 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5153 * Return world-specific perlin noise.
5154 * `minetest.get_voxel_manip([pos1, pos2])`
5155 * Return voxel manipulator object.
5156 * Loads the manipulator from the map if positions are passed.
5157 * `minetest.set_gen_notify(flags, {deco_ids})`
5158 * Set the types of on-generate notifications that should be collected.
5159 * `flags` is a flag field with the available flags:
5167 * The second parameter is a list of IDs of decorations which notification
5169 * `minetest.get_gen_notify()`
5170 * Returns a flagstring and a table with the `deco_id`s.
5171 * `minetest.get_decoration_id(decoration_name)`
5172 * Returns the decoration ID number for the provided decoration name string,
5173 or `nil` on failure.
5174 * `minetest.get_mapgen_object(objectname)`
5175 * Return requested mapgen object if available (see [Mapgen objects])
5176 * `minetest.get_heat(pos)`
5177 * Returns the heat at the position, or `nil` on failure.
5178 * `minetest.get_humidity(pos)`
5179 * Returns the humidity at the position, or `nil` on failure.
5180 * `minetest.get_biome_data(pos)`
5181 * Returns a table containing:
5182 * `biome` the biome id of the biome at that position
5183 * `heat` the heat at the position
5184 * `humidity` the humidity at the position
5185 * Or returns `nil` on failure.
5186 * `minetest.get_biome_id(biome_name)`
5187 * Returns the biome id, as used in the biomemap Mapgen object and returned
5188 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5189 * `minetest.get_biome_name(biome_id)`
5190 * Returns the biome name string for the provided biome id, or `nil` on
5192 * If no biomes have been registered, such as in mgv6, returns `default`.
5193 * `minetest.get_mapgen_params()`
5194 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5195 * Returns a table containing:
5201 * `minetest.set_mapgen_params(MapgenParams)`
5202 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5204 * Set map generation parameters.
5205 * Function cannot be called after the registration period; only
5206 initialization and `on_mapgen_init`.
5207 * Takes a table as an argument with the fields:
5213 * Leave field unset to leave that parameter unchanged.
5214 * `flags` contains a comma-delimited string of flags to set, or if the
5215 prefix `"no"` is attached, clears instead.
5216 * `flags` is in the same format and has the same options as `mg_flags` in
5218 * `minetest.get_mapgen_setting(name)`
5219 * Gets the *active* mapgen setting (or nil if none exists) in string
5220 format with the following order of precedence:
5221 1) Settings loaded from map_meta.txt or overrides set during mod
5223 2) Settings set by mods without a metafile override
5224 3) Settings explicitly set in the user config file, minetest.conf
5225 4) Settings set as the user config default
5226 * `minetest.get_mapgen_setting_noiseparams(name)`
5227 * Same as above, but returns the value as a NoiseParams table if the
5228 setting `name` exists and is a valid NoiseParams.
5229 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5230 * Sets a mapgen param to `value`, and will take effect if the corresponding
5231 mapgen setting is not already present in map_meta.txt.
5232 * `override_meta` is an optional boolean (default: `false`). If this is set
5233 to true, the setting will become the active setting regardless of the map
5235 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5236 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5237 * Same as above, except value is a NoiseParams table.
5238 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5239 * Sets the noiseparams setting of `name` to the noiseparams table specified
5241 * `set_default` is an optional boolean (default: `true`) that specifies
5242 whether the setting should be applied to the default config or current
5244 * `minetest.get_noiseparams(name)`
5245 * Returns a table of the noiseparams for name.
5246 * `minetest.generate_ores(vm, pos1, pos2)`
5247 * Generate all registered ores within the VoxelManip `vm` and in the area
5248 from `pos1` to `pos2`.
5249 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5250 * `minetest.generate_decorations(vm, pos1, pos2)`
5251 * Generate all registered decorations within the VoxelManip `vm` and in the
5252 area from `pos1` to `pos2`.
5253 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5254 * `minetest.clear_objects([options])`
5255 * Clear all objects in the environment
5256 * Takes an optional table as an argument with the field `mode`.
5257 * mode = `"full"` : Load and go through every mapblock, clearing
5259 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5260 clear objects in unloaded mapblocks only when the
5261 mapblocks are next activated.
5262 * `minetest.load_area(pos1[, pos2])`
5263 * Load the mapblocks containing the area from `pos1` to `pos2`.
5264 `pos2` defaults to `pos1` if not specified.
5265 * This function does not trigger map generation.
5266 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5267 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5268 asynchronously fetched from memory, loaded from disk, or if inexistent,
5270 * If `callback` is a valid Lua function, this will be called for each block
5272 * The function signature of callback is:
5273 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5274 * `blockpos` is the *block* coordinates of the block that had been
5276 * `action` could be one of the following constant values:
5277 * `minetest.EMERGE_CANCELLED`
5278 * `minetest.EMERGE_ERRORED`
5279 * `minetest.EMERGE_FROM_MEMORY`
5280 * `minetest.EMERGE_FROM_DISK`
5281 * `minetest.EMERGE_GENERATED`
5282 * `calls_remaining` is the number of callbacks to be expected after
5284 * `param` is the user-defined parameter passed to emerge_area (or
5285 nil if the parameter was absent).
5286 * `minetest.delete_area(pos1, pos2)`
5287 * delete all mapblocks in the area from pos1 to pos2, inclusive
5288 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5289 * Checks if there is anything other than air between pos1 and pos2.
5290 * Returns false if something is blocking the sight.
5291 * Returns the position of the blocking node when `false`
5292 * `pos1`: First position
5293 * `pos2`: Second position
5294 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5295 * Creates a `Raycast` object.
5296 * `pos1`: start of the ray
5297 * `pos2`: end of the ray
5298 * `objects`: if false, only nodes will be returned. Default is `true`.
5299 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5300 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5301 * returns table containing path that can be walked on
5302 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5304 * Reasons for failure:
5305 * No path exists at all
5306 * No path exists within `searchdistance` (see below)
5307 * Start or end pos is buried in land
5308 * `pos1`: start position
5309 * `pos2`: end position
5310 * `searchdistance`: maximum distance from the search positions to search in.
5311 In detail: Path must be completely inside a cuboid. The minimum
5312 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5313 Larger values will increase the size of this cuboid in all directions
5314 * `max_jump`: maximum height difference to consider walkable
5315 * `max_drop`: maximum height difference to consider droppable
5316 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5317 Difference between `"A*"` and `"A*_noprefetch"` is that
5318 `"A*"` will pre-calculate the cost-data, the other will calculate it
5320 * `minetest.spawn_tree (pos, {treedef})`
5321 * spawns L-system tree at given `pos` with definition in `treedef` table
5322 * `minetest.transforming_liquid_add(pos)`
5323 * add node to liquid update queue
5324 * `minetest.get_node_max_level(pos)`
5325 * get max available level for leveled node
5326 * `minetest.get_node_level(pos)`
5327 * get level of leveled node (water, snow)
5328 * `minetest.set_node_level(pos, level)`
5329 * set level of leveled node, default `level` equals `1`
5330 * if `totallevel > maxlevel`, returns rest (`total-max`).
5331 * `minetest.add_node_level(pos, level)`
5332 * increase level of leveled node by level, default `level` equals `1`
5333 * if `totallevel > maxlevel`, returns rest (`total-max`)
5334 * `level` must be between -127 and 127
5335 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5336 * resets the light in a cuboid-shaped part of
5337 the map and removes lighting bugs.
5338 * Loads the area if it is not loaded.
5339 * `pos1` is the corner of the cuboid with the least coordinates
5340 (in node coordinates), inclusive.
5341 * `pos2` is the opposite corner of the cuboid, inclusive.
5342 * The actual updated cuboid might be larger than the specified one,
5343 because only whole map blocks can be updated.
5344 The actual updated area consists of those map blocks that intersect
5345 with the given cuboid.
5346 * However, the neighborhood of the updated area might change
5347 as well, as light can spread out of the cuboid, also light
5349 * returns `false` if the area is not fully generated,
5351 * `minetest.check_single_for_falling(pos)`
5352 * causes an unsupported `group:falling_node` node to fall and causes an
5353 unattached `group:attached_node` node to fall.
5354 * does not spread these updates to neighbours.
5355 * `minetest.check_for_falling(pos)`
5356 * causes an unsupported `group:falling_node` node to fall and causes an
5357 unattached `group:attached_node` node to fall.
5358 * spread these updates to neighbours and can cause a cascade
5360 * `minetest.get_spawn_level(x, z)`
5361 * Returns a player spawn y co-ordinate for the provided (x, z)
5362 co-ordinates, or `nil` for an unsuitable spawn point.
5363 * For most mapgens a 'suitable spawn point' is one with y between
5364 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5365 so `nil` will be returned for many (x, z) co-ordinates.
5366 * The spawn level returned is for a player spawn in unmodified terrain.
5367 * The spawn level is intentionally above terrain level to cope with
5368 full-node biome 'dust' nodes.
5373 You can find mod channels communication scheme in `doc/mod_channels.png`.
5375 * `minetest.mod_channel_join(channel_name)`
5376 * Server joins channel `channel_name`, and creates it if necessary. You
5377 should listen for incoming messages with
5378 `minetest.register_on_modchannel_message`
5383 `minetest.get_inventory(location)`: returns an `InvRef`
5386 * `{type="player", name="celeron55"}`
5387 * `{type="node", pos={x=, y=, z=}}`
5388 * `{type="detached", name="creative"}`
5389 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5391 * `callbacks`: See [Detached inventory callbacks]
5392 * `player_name`: Make detached inventory available to one player
5393 exclusively, by default they will be sent to every player (even if not
5395 Note that this parameter is mostly just a workaround and will be removed
5397 * Creates a detached inventory. If it already exists, it is cleared.
5398 * `minetest.remove_detached_inventory(name)`
5399 * Returns a `boolean` indicating whether the removal succeeded.
5400 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5401 returns left over ItemStack.
5402 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5407 * `minetest.show_formspec(playername, formname, formspec)`
5408 * `playername`: name of player to show formspec
5409 * `formname`: name passed to `on_player_receive_fields` callbacks.
5410 It should follow the `"modname:<whatever>"` naming convention
5411 * `formspec`: formspec to display
5412 * `minetest.close_formspec(playername, formname)`
5413 * `playername`: name of player to close formspec
5414 * `formname`: has to exactly match the one given in `show_formspec`, or the
5415 formspec will not close.
5416 * calling `show_formspec(playername, formname, "")` is equal to this
5418 * to close a formspec regardless of the formname, call
5419 `minetest.close_formspec(playername, "")`.
5420 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5421 * `minetest.formspec_escape(string)`: returns a string
5422 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5424 * `minetest.explode_table_event(string)`: returns a table
5425 * returns e.g. `{type="CHG", row=1, column=2}`
5427 * `"INV"`: no row selected
5429 * `"DCL"`: double-click
5430 * `minetest.explode_textlist_event(string)`: returns a table
5431 * returns e.g. `{type="CHG", index=1}`
5433 * `"INV"`: no row selected
5435 * `"DCL"`: double-click
5436 * `minetest.explode_scrollbar_event(string)`: returns a table
5437 * returns e.g. `{type="CHG", value=500}`
5439 * `"INV"`: something failed
5440 * `"CHG"`: has been changed
5441 * `"VAL"`: not changed
5446 * `minetest.inventorycube(img1, img2, img3)`
5447 * Returns a string for making an image of a cube (useful as an item image)
5448 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5449 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5450 does not refer to a node or entity.
5451 * If the optional `above` parameter is true and the `pointed_thing` refers
5452 to a node, then it will return the `above` position of the `pointed_thing`.
5453 * `minetest.dir_to_facedir(dir, is6d)`
5454 * Convert a vector to a facedir value, used in `param2` for
5455 `paramtype2="facedir"`.
5456 * passing something non-`nil`/`false` for the optional second parameter
5457 causes it to take the y component into account.
5458 * `minetest.facedir_to_dir(facedir)`
5459 * Convert a facedir back into a vector aimed directly out the "back" of a
5461 * `minetest.dir_to_wallmounted(dir)`
5462 * Convert a vector to a wallmounted value, used for
5463 `paramtype2="wallmounted"`.
5464 * `minetest.wallmounted_to_dir(wallmounted)`
5465 * Convert a wallmounted value back into a vector aimed directly out the
5467 * `minetest.dir_to_yaw(dir)`
5468 * Convert a vector into a yaw (angle)
5469 * `minetest.yaw_to_dir(yaw)`
5470 * Convert yaw (angle) to a vector
5471 * `minetest.is_colored_paramtype(ptype)`
5472 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5473 color information (`color`, `colorwallmounted` or `colorfacedir`).
5474 * `minetest.strip_param2_color(param2, paramtype2)`
5475 * Removes everything but the color information from the
5476 given `param2` value.
5477 * Returns `nil` if the given `paramtype2` does not contain color
5479 * `minetest.get_node_drops(node, toolname)`
5480 * Returns list of itemstrings that are dropped by `node` when dug
5481 with the item `toolname` (not limited to tools).
5482 * `node`: node as table or node name
5483 * `toolname`: name of the item used to dig (can be `nil`)
5484 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5485 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5486 * `input.width` = for example `3`
5487 * `input.items` = for example
5488 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5489 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5490 * `output.time` = a number, if unsuccessful: `0`
5491 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5492 placed in `decremented_input.items`. Replacements can be placed in
5493 `decremented_input` if the stack of the replaced item has a count of 1.
5494 * `decremented_input` = like `input`
5495 * `minetest.get_craft_recipe(output)`: returns input
5496 * returns last registered recipe for output item (node)
5497 * `output` is a node or item type such as `"default:torch"`
5498 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5499 * `input.width` = for example `3`
5500 * `input.items` = for example
5501 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5502 * `input.items` = `nil` if no recipe found
5503 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5504 * returns indexed table with all registered recipes for query item (node)
5505 or `nil` if no recipe was found.
5506 * recipe entry table:
5507 * `method`: 'normal' or 'cooking' or 'fuel'
5508 * `width`: 0-3, 0 means shapeless recipe
5509 * `items`: indexed [1-9] table with recipe items
5510 * `output`: string with item name and quantity
5511 * Example query for `"default:gold_ingot"` will return table:
5514 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5515 items = {1 = "default:gold_lump"}},
5516 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5517 items = {1 = "default:goldblock"}}
5519 * `minetest.handle_node_drops(pos, drops, digger)`
5520 * `drops`: list of itemstrings
5521 * Handles drops from nodes after digging: Default action is to put them
5522 into digger's inventory.
5523 * Can be overridden to get different functionality (e.g. dropping items on
5525 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5527 * Creates an item string which contains palette index information
5528 for hardware colorization. You can use the returned string
5529 as an output in a craft recipe.
5530 * `item`: the item stack which becomes colored. Can be in string,
5531 table and native form.
5532 * `palette_index`: this index is added to the item stack
5533 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5534 * Creates an item string which contains static color information
5535 for hardware colorization. Use this method if you wish to colorize
5536 an item that does not own a palette. You can use the returned string
5537 as an output in a craft recipe.
5538 * `item`: the item stack which becomes colored. Can be in string,
5539 table and native form.
5540 * `colorstring`: the new color of the item stack
5545 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5546 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5547 * Find who has done something to a node, or near a node
5548 * `actor`: `"player:<name>"`, also `"liquid"`.
5549 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5550 `boolean, log_messages`.
5551 * Revert latest actions of someone
5552 * `actor`: `"player:<name>"`, also `"liquid"`.
5554 Defaults for the `on_place` and `on_drop` item definition functions
5555 -------------------------------------------------------------------
5557 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5558 * Place item as a node
5559 * `param2` overrides `facedir` and wallmounted `param2`
5560 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5561 for the newly placed node to prevent a callback and placement loop
5562 * returns `itemstack, position`
5563 * `position`: the location the node was placed to. `nil` if nothing was placed.
5564 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5566 * returns the leftover itemstack
5567 * **Note**: This function is deprecated and will never be called.
5568 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5569 * Wrapper that calls `minetest.item_place_node` if appropriate
5570 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5571 * **Note**: is not called when wielded item overrides `on_place`
5572 * `param2` overrides facedir and wallmounted `param2`
5573 * returns `itemstack, position`
5574 * `position`: the location the node was placed to. `nil` if nothing was placed.
5575 * `minetest.item_drop(itemstack, dropper, pos)`
5577 * returns the leftover itemstack
5578 * `minetest.item_eat(hp_change[, replace_with_item])`
5579 * Returns `function(itemstack, user, pointed_thing)` as a
5580 function wrapper for `minetest.do_item_eat`.
5581 * `replace_with_item` is the itemstring which is added to the inventory.
5582 If the player is eating a stack, then replace_with_item goes to a
5585 Defaults for the `on_punch` and `on_dig` node definition callbacks
5586 ------------------------------------------------------------------
5588 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5589 * Calls functions registered by `minetest.register_on_punchnode()`
5590 * `minetest.node_dig(pos, node, digger)`
5591 * Checks if node can be dug, puts item into inventory, removes node
5592 * Calls functions registered by `minetest.registered_on_dignodes()`
5597 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5598 * `spec` is a `SimpleSoundSpec`
5599 * `parameters` is a sound parameter table
5600 * `ephemeral` is a boolean (default: false)
5601 Ephemeral sounds will not return a handle and can't be stopped or faded.
5602 It is recommend to use this for short sounds that happen in response to
5603 player actions (e.g. door closing).
5604 * `minetest.sound_stop(handle)`
5605 * `handle` is a handle returned by `minetest.sound_play`
5606 * `minetest.sound_fade(handle, step, gain)`
5607 * `handle` is a handle returned by `minetest.sound_play`
5608 * `step` determines how fast a sound will fade.
5609 The gain will change by this much per second,
5610 until it reaches the target gain.
5611 Note: Older versions used a signed step. This is deprecated, but old
5612 code will still work. (the client uses abs(step) to correct it)
5613 * `gain` the target gain for the fade.
5614 Fading to zero will delete the sound.
5619 * `minetest.after(time, func, ...)` : returns job table to use as below.
5620 * Call the function `func` after `time` seconds, may be fractional
5621 * Optional: Variable number of arguments that are passed to `func`
5624 * Cancels the job function from being called
5629 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5630 server shutdown. Will display `message` to clients.
5631 * `reconnect` == true displays a reconnect button
5632 * `delay` adds an optional delay (in seconds) before shutdown.
5633 Negative delay cancels the current active shutdown.
5634 Zero delay triggers an immediate shutdown.
5635 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5636 * `minetest.get_server_status(name, joined)`
5637 * Returns the server status string when a player joins or when the command
5638 `/status` is called. Returns `nil` or an empty string when the message is
5640 * `joined`: Boolean value, indicates whether the function was called when
5642 * This function may be overwritten by mods to customize the status message.
5643 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5644 * `minetest.remove_player(name)`: remove player from database (if they are not
5646 * As auth data is not removed, minetest.player_exists will continue to
5647 return true. Call the below method as well if you want to remove auth
5649 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5650 * `minetest.remove_player_auth(name)`: remove player authentication data
5651 * Returns boolean indicating success (false if player nonexistant)
5652 * `minetest.dynamic_add_media(filepath, callback)`
5653 * `filepath`: path to a media file on the filesystem
5654 * `callback`: function with arguments `name`, where name is a player name
5655 (previously there was no callback argument; omitting it is deprecated)
5656 * Adds the file to the media sent to clients by the server on startup
5657 and also pushes this file to already connected clients.
5658 The file must be a supported image, sound or model format. It must not be
5659 modified, deleted, moved or renamed after calling this function.
5660 The list of dynamically added media is not persisted.
5661 * Returns false on error, true if the request was accepted
5662 * The given callback will be called for every player as soon as the
5663 media is available on the client.
5664 Old clients that lack support for this feature will not see the media
5665 unless they reconnect to the server. (callback won't be called)
5666 * Since media transferred this way currently does not use client caching
5667 or HTTP transfers, dynamic media should not be used with big files.
5672 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5673 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5674 IP address or name formatted as string
5675 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5676 * Returns boolean indicating success
5677 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5679 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5681 * Returns boolean indicating success (false if player nonexistant)
5686 * `minetest.add_particle(particle definition)`
5687 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5688 expirationtime, size, collisiondetection, texture, playername)`
5690 * `minetest.add_particlespawner(particlespawner definition)`
5691 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5692 over `time` seconds.
5693 * Returns an `id`, and -1 if adding didn't succeed
5694 * Deprecated: `minetest.add_particlespawner(amount, time,
5698 minexptime, maxexptime,
5700 collisiondetection, texture, playername)`
5702 * `minetest.delete_particlespawner(id, player)`
5703 * Delete `ParticleSpawner` with `id` (return value from
5704 `minetest.add_particlespawner`).
5705 * If playername is specified, only deletes on the player's client,
5706 otherwise on all clients.
5711 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5712 * Create a schematic from the volume of map specified by the box formed by
5714 * Apply the specified probability and per-node force-place to the specified
5715 nodes according to the `probability_list`.
5716 * `probability_list` is an array of tables containing two fields, `pos`
5718 * `pos` is the 3D vector specifying the absolute coordinates of the
5719 node being modified,
5720 * `prob` is an integer value from `0` to `255` that encodes
5721 probability and per-node force-place. Probability has levels
5722 0-127, then 128 may be added to encode per-node force-place.
5723 For probability stated as 0-255, divide by 2 and round down to
5724 get values 0-127, then add 128 to apply per-node force-place.
5725 * If there are two or more entries with the same pos value, the
5727 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5729 * If `probability_list` equals `nil`, no probabilities are applied.
5730 * Apply the specified probability to the specified horizontal slices
5731 according to the `slice_prob_list`.
5732 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5734 * `ypos` indicates the y position of the slice with a probability
5735 applied, the lowest slice being `ypos = 0`.
5736 * If slice probability list equals `nil`, no slice probabilities
5738 * Saves schematic in the Minetest Schematic format to filename.
5740 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5741 * Place the schematic specified by schematic (see [Schematic specifier]) at
5743 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5744 * If the `rotation` parameter is omitted, the schematic is not rotated.
5745 * `replacements` = `{["old_name"] = "convert_to", ...}`
5746 * `force_placement` is a boolean indicating whether nodes other than `air`
5747 and `ignore` are replaced by the schematic.
5748 * Returns nil if the schematic could not be loaded.
5749 * **Warning**: Once you have loaded a schematic from a file, it will be
5750 cached. Future calls will always use the cached version and the
5751 replacement list defined for it, regardless of whether the file or the
5752 replacement list parameter have changed. The only way to load the file
5753 anew is to restart the server.
5754 * `flags` is a flag field with the available flags:
5759 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5760 * This function is analogous to minetest.place_schematic, but places a
5761 schematic onto the specified VoxelManip object `vmanip` instead of the
5763 * Returns false if any part of the schematic was cut-off due to the
5764 VoxelManip not containing the full area required, and true if the whole
5765 schematic was able to fit.
5766 * Returns nil if the schematic could not be loaded.
5767 * After execution, any external copies of the VoxelManip contents are
5769 * `flags` is a flag field with the available flags:
5774 * `minetest.serialize_schematic(schematic, format, options)`
5775 * Return the serialized schematic specified by schematic
5776 (see [Schematic specifier])
5777 * in the `format` of either "mts" or "lua".
5778 * "mts" - a string containing the binary MTS data used in the MTS file
5780 * "lua" - a string containing Lua code representing the schematic in table
5782 * `options` is a table containing the following optional parameters:
5783 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5784 generated will have (X, Z) position comments for every X row
5785 generated in the schematic data for easier reading.
5786 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5787 the Lua code generated will use that number of spaces as indentation
5788 instead of a tab character.
5790 * `minetest.read_schematic(schematic, options)`
5791 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5792 * `schematic` is the schematic to read (see: [Schematic specifier])
5793 * `options` is a table containing the following optional parameters:
5794 * `write_yslice_prob`: string value:
5795 * `none`: no `write_yslice_prob` table is inserted,
5796 * `low`: only probabilities that are not 254 or 255 are written in
5797 the `write_ylisce_prob` table,
5798 * `all`: write all probabilities to the `write_yslice_prob` table.
5799 * The default for this option is `all`.
5800 * Any invalid value will be interpreted as `all`.
5805 * `minetest.request_http_api()`:
5806 * returns `HTTPApiTable` containing http functions if the calling mod has
5807 been granted access by being listed in the `secure.http_mods` or
5808 `secure.trusted_mods` setting, otherwise returns `nil`.
5809 * The returned table contains the functions `fetch`, `fetch_async` and
5810 `fetch_async_get` described below.
5811 * Only works at init time and must be called from the mod's main scope
5812 (not from a function).
5813 * Function only exists if minetest server was built with cURL support.
5814 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5816 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5817 * Performs given request asynchronously and calls callback upon completion
5818 * callback: `function(HTTPRequestResult res)`
5819 * Use this HTTP function if you are unsure, the others are for advanced use
5820 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5821 * Performs given request asynchronously and returns handle for
5822 `HTTPApiTable.fetch_async_get`
5823 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5824 * Return response data for given asynchronous HTTP request
5829 * `minetest.get_mod_storage()`:
5830 * returns reference to mod private `StorageRef`
5831 * must be called during mod load time
5836 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5837 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5838 * `minetest.player_exists(name)`: boolean, whether player exists
5839 (regardless of online status)
5840 * `minetest.hud_replace_builtin(name, hud_definition)`
5841 * Replaces definition of a builtin hud element
5842 * `name`: `"breath"` or `"health"`
5843 * `hud_definition`: definition to replace builtin definition
5844 * `minetest.send_join_message(player_name)`
5845 * This function can be overridden by mods to change the join message.
5846 * `minetest.send_leave_message(player_name, timed_out)`
5847 * This function can be overridden by mods to change the leave message.
5848 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5849 * `pos`: table {x=number, y=number, z=number},
5850 * Gives a unique hash number for a node position (16+16+16=48bit)
5851 * `minetest.get_position_from_hash(hash)`: returns a position
5852 * Inverse transform of `minetest.hash_node_position`
5853 * `minetest.get_item_group(name, group)`: returns a rating
5854 * Get rating of a group of an item. (`0` means: not in group)
5855 * `minetest.get_node_group(name, group)`: returns a rating
5856 * Deprecated: An alias for the former.
5857 * `minetest.raillike_group(name)`: returns a rating
5858 * Returns rating of the connect_to_raillike group corresponding to name
5859 * If name is not yet the name of a connect_to_raillike group, a new group
5860 id is created, with that name.
5861 * `minetest.get_content_id(name)`: returns an integer
5862 * Gets the internal content ID of `name`
5863 * `minetest.get_name_from_content_id(content_id)`: returns a string
5864 * Gets the name of the content with that content ID
5865 * `minetest.parse_json(string[, nullvalue])`: returns something
5866 * Convert a string containing JSON data into the Lua equivalent
5867 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5868 * On success returns a table, a string, a number, a boolean or `nullvalue`
5869 * On failure outputs an error message and returns `nil`
5870 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5871 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5873 * Convert a Lua table into a JSON string
5874 * styled: Outputs in a human-readable format if this is set, defaults to
5876 * Unserializable things like functions and userdata will cause an error.
5877 * **Warning**: JSON is more strict than the Lua table format.
5878 1. You can only use strings and positive integers of at least one as
5880 2. You can not mix string and integer keys.
5881 This is due to the fact that JSON has two distinct array and object
5883 * Example: `write_json({10, {a = false}})`,
5884 returns `"[10, {\"a\": false}]"`
5885 * `minetest.serialize(table)`: returns a string
5886 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5887 into string form readable by `minetest.deserialize`
5888 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5889 * `minetest.deserialize(string[, safe])`: returns a table
5890 * Convert a string returned by `minetest.serialize` into a table
5891 * `string` is loaded in an empty sandbox environment.
5892 * Will load functions if safe is false or omitted. Although these functions
5893 cannot directly access the global environment, they could bypass this
5894 restriction with maliciously crafted Lua bytecode if mod security is
5896 * This function should not be used on untrusted data, regardless of the
5897 value of `safe`. It is fine to serialize then deserialize user-provided
5898 data, but directly providing user input to deserialize is always unsafe.
5899 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5900 returns `{foo='bar'}`
5901 * Example: `deserialize('print("foo")')`, returns `nil`
5902 (function call fails), returns
5903 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5904 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5905 * Compress a string of data.
5906 * `method` is a string identifying the compression method to be used.
5907 * Supported compression methods:
5908 * Deflate (zlib): `"deflate"`
5909 * `...` indicates method-specific arguments. Currently defined arguments
5911 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5912 * `minetest.decompress(compressed_data, method, ...)`: returns data
5913 * Decompress a string of data (using ZLib).
5914 * See documentation on `minetest.compress()` for supported compression
5916 * `...` indicates method-specific arguments. Currently, no methods use this
5917 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5918 * Each argument is a 8 Bit unsigned integer
5919 * Returns the ColorString from rgb or rgba values
5920 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5921 * `minetest.encode_base64(string)`: returns string encoded in base64
5922 * Encodes a string in base64.
5923 * `minetest.decode_base64(string)`: returns string or nil on failure
5924 * Padding characters are only supported starting at version 5.4.0, where
5925 5.5.0 and newer perform proper checks.
5926 * Decodes a string encoded in base64.
5927 * `minetest.is_protected(pos, name)`: returns boolean
5928 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5929 placing) the node at position `pos`.
5930 * `name` will be `""` for non-players or unknown players.
5931 * This function should be overridden by protection mods. It is highly
5932 recommended to grant access to players with the `protection_bypass` privilege.
5933 * Cache and call the old version of this function if the position is
5934 not protected by the mod. This will allow using multiple protection mods.
5937 local old_is_protected = minetest.is_protected
5938 function minetest.is_protected(pos, name)
5939 if mymod:position_protected_from(pos, name) then
5942 return old_is_protected(pos, name)
5944 * `minetest.record_protection_violation(pos, name)`
5945 * This function calls functions registered with
5946 `minetest.register_on_protection_violation`.
5947 * `minetest.is_creative_enabled(name)`: returns boolean
5948 * Returning `true` means that Creative Mode is enabled for player `name`.
5949 * `name` will be `""` for non-players or if the player is unknown.
5950 * This function should be overridden by Creative Mode-related mods to
5951 implement a per-player Creative Mode.
5952 * By default, this function returns `true` if the setting
5953 `creative_mode` is `true` and `false` otherwise.
5954 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5955 * Returns the position of the first node that `player_name` may not modify
5956 in the specified cuboid between `pos1` and `pos2`.
5957 * Returns `false` if no protections were found.
5958 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5959 The points are spaced evenly throughout the volume and have a spacing
5960 similar to, but no larger than, `interval`.
5961 * All corners and edges of the defined volume are checked.
5962 * `interval` defaults to 4.
5963 * `interval` should be carefully chosen and maximised to avoid an excessive
5964 number of points being checked.
5965 * Like `minetest.is_protected`, this function may be extended or
5966 overwritten by mods to provide a faster implementation to check the
5967 cuboid for intersections.
5968 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5969 orient_flags, prevent_after_place])`
5970 * Attempt to predict the desired orientation of the facedir-capable node
5971 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5972 or hanging from the ceiling).
5973 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5974 stacks are handled normally.
5975 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5976 * `invert_wall`: if `true`, place wall-orientation on the ground and
5977 ground-orientation on the wall.
5978 * `force_wall` : if `true`, always place the node in wall orientation.
5979 * `force_ceiling`: if `true`, always place on the ceiling.
5980 * `force_floor`: if `true`, always place the node on the floor.
5981 * `force_facedir`: if `true`, forcefully reset the facedir to north
5982 when placing on the floor or ceiling.
5983 * The first four options are mutually-exclusive; the last in the list
5984 takes precedence over the first.
5985 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5986 * Returns the new itemstack after placement
5987 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5988 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5989 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5990 parameter and `prevent_after_place` set to `true`.
5992 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5993 tool_capabilities, dir, distance, damage)`
5994 * Returns the amount of knockback applied on the punched player.
5995 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5996 * `distance`: distance between puncher and punched player
5997 * This function can be overriden by mods that wish to modify this behaviour.
5998 * You may want to cache and call the old function to allow multiple mods to
5999 change knockback behaviour.
6001 * `minetest.forceload_block(pos[, transient])`
6002 * forceloads the position `pos`.
6003 * returns `true` if area could be forceloaded
6004 * If `transient` is `false` or absent, the forceload will be persistent
6005 (saved between server runs). If `true`, the forceload will be transient
6006 (not saved between server runs).
6008 * `minetest.forceload_free_block(pos[, transient])`
6009 * stops forceloading the position `pos`
6010 * If `transient` is `false` or absent, frees a persistent forceload.
6011 If `true`, frees a transient forceload.
6013 * `minetest.compare_block_status(pos, condition)`
6014 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6015 * `condition` may be one of the following values:
6016 * `"unknown"`: not in memory
6017 * `"emerging"`: in the queue for loading from disk or generating
6018 * `"loaded"`: in memory but inactive (no ABMs are executed)
6019 * `"active"`: in memory and active
6020 * Other values are reserved for future functionality extensions
6021 * Return value, the comparison status:
6022 * `false`: Mapblock does not fulfil the wanted condition
6023 * `true`: Mapblock meets the requirement
6024 * `nil`: Unsupported `condition` value
6026 * `minetest.request_insecure_environment()`: returns an environment containing
6027 insecure functions if the calling mod has been listed as trusted in the
6028 `secure.trusted_mods` setting or security is disabled, otherwise returns
6030 * Only works at init time and must be called from the mod's main scope
6031 (ie: the init.lua of the mod, not from another Lua file or within a function).
6032 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6033 IT IN A LOCAL VARIABLE!**
6035 * `minetest.global_exists(name)`
6036 * Checks if a global variable has been set, without triggering a warning.
6041 * `minetest.env`: `EnvRef` of the server environment and world.
6042 * Any function in the minetest namespace can be called using the syntax
6043 `minetest.env:somefunction(somearguments)`
6044 instead of `minetest.somefunction(somearguments)`
6045 * Deprecated, but support is not to be dropped soon
6050 ### Registered definition tables
6052 * `minetest.registered_items`
6053 * Map of registered items, indexed by name
6054 * `minetest.registered_nodes`
6055 * Map of registered node definitions, indexed by name
6056 * `minetest.registered_craftitems`
6057 * Map of registered craft item definitions, indexed by name
6058 * `minetest.registered_tools`
6059 * Map of registered tool definitions, indexed by name
6060 * `minetest.registered_entities`
6061 * Map of registered entity prototypes, indexed by name
6062 * Values in this table may be modified directly.
6063 Note: changes to initial properties will only affect entities spawned afterwards,
6064 as they are only read when spawning.
6065 * `minetest.object_refs`
6066 * Map of object references, indexed by active object id
6067 * `minetest.luaentities`
6068 * Map of Lua entities, indexed by active object id
6069 * `minetest.registered_abms`
6070 * List of ABM definitions
6071 * `minetest.registered_lbms`
6072 * List of LBM definitions
6073 * `minetest.registered_aliases`
6074 * Map of registered aliases, indexed by name
6075 * `minetest.registered_ores`
6076 * Map of registered ore definitions, indexed by the `name` field.
6077 * If `name` is nil, the key is the object handle returned by
6078 `minetest.register_ore`.
6079 * `minetest.registered_biomes`
6080 * Map of registered biome definitions, indexed by the `name` field.
6081 * If `name` is nil, the key is the object handle returned by
6082 `minetest.register_biome`.
6083 * `minetest.registered_decorations`
6084 * Map of registered decoration definitions, indexed by the `name` field.
6085 * If `name` is nil, the key is the object handle returned by
6086 `minetest.register_decoration`.
6087 * `minetest.registered_schematics`
6088 * Map of registered schematic definitions, indexed by the `name` field.
6089 * If `name` is nil, the key is the object handle returned by
6090 `minetest.register_schematic`.
6091 * `minetest.registered_chatcommands`
6092 * Map of registered chat command definitions, indexed by name
6093 * `minetest.registered_privileges`
6094 * Map of registered privilege definitions, indexed by name
6095 * Registered privileges can be modified directly in this table.
6097 ### Registered callback tables
6099 All callbacks registered with [Global callback registration functions] are added
6100 to corresponding `minetest.registered_*` tables.
6108 Sorted alphabetically.
6113 A fast access data structure to store areas, and find areas near a given
6115 Every area has a `data` string attribute to store additional information.
6116 You can create an empty `AreaStore` by calling `AreaStore()`, or
6117 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
6118 If you chose the parameter-less constructor, a fast implementation will be
6119 automatically chosen for you.
6123 * `get_area(id, include_borders, include_data)`
6124 * Returns the area information about the specified ID.
6125 * Returned values are either of these:
6127 nil -- Area not found
6128 true -- Without `include_borders` and `include_data`
6130 min = pos, max = pos -- `include_borders == true`
6131 data = string -- `include_data == true`
6134 * `get_areas_for_pos(pos, include_borders, include_data)`
6135 * Returns all areas as table, indexed by the area ID.
6136 * Table values: see `get_area`.
6137 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
6138 * Returns all areas that contain all nodes inside the area specified by `edge1`
6139 and `edge2` (inclusive).
6140 * `accept_overlap`: if `true`, areas are returned that have nodes in
6141 common (intersect) with the specified area.
6142 * Returns the same values as `get_areas_for_pos`.
6143 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
6144 * Returns the new area's ID, or nil if the insertion failed.
6145 * The (inclusive) positions `edge1` and `edge2` describe the area.
6146 * `data` is a string stored with the area.
6147 * `id` (optional): will be used as the internal area ID if it is an unique
6148 number between 0 and 2^32-2.
6149 * `reserve(count)`: reserves resources for at most `count` many contained
6151 Only needed for efficiency, and only some implementations profit.
6152 * `remove_area(id)`: removes the area with the given id from the store, returns
6154 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6155 Calling invalidates the cache, so that its elements have to be newly
6157 * `params` is a table with the following fields:
6159 enabled = boolean, -- Whether to enable, default true
6160 block_radius = int, -- The radius (in nodes) of the areas the cache
6161 -- generates prefiltered lists for, minimum 16,
6163 limit = int, -- The cache size, minimum 20, default 1000
6164 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6166 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6168 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6170 Returns success and, optionally, an error message.
6171 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6177 An `InvRef` is a reference to an inventory.
6181 * `is_empty(listname)`: return `true` if list is empty
6182 * `get_size(listname)`: get size of a list
6183 * `set_size(listname, size)`: set size of a list
6184 * returns `false` on error (e.g. invalid `listname` or `size`)
6185 * `get_width(listname)`: get width of a list
6186 * `set_width(listname, width)`: set width of list; currently used for crafting
6187 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6188 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6189 * `get_list(listname)`: return full list
6190 * `set_list(listname, list)`: set full list (size will not change)
6191 * `get_lists()`: returns list of inventory lists
6192 * `set_lists(lists)`: sets inventory lists (size will not change)
6193 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6195 * `room_for_item(listname, stack):` returns `true` if the stack of items
6196 can be fully added to the list
6197 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6198 the stack of items can be fully taken from the list.
6199 If `match_meta` is false, only the items' names are compared
6201 * `remove_item(listname, stack)`: take as many items as specified from the
6202 list, returns the items that were actually removed (as an `ItemStack`)
6203 -- note that any item metadata is ignored, so attempting to remove a specific
6204 unique item this way will likely remove the wrong one -- to do that use
6205 `set_stack` with an empty `ItemStack`.
6206 * `get_location()`: returns a location compatible to
6207 `minetest.get_inventory(location)`.
6208 * returns `{type="undefined"}` in case location is not known
6212 Detached & nodemeta inventories provide the following callbacks for move actions:
6216 The `allow_*` callbacks return how many items can be moved.
6218 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6219 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6220 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6224 The `on_*` callbacks are called after the items have been placed in the inventories.
6226 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6227 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6228 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6232 When a player tries to put an item to a place where another item is, the items are *swapped*.
6233 This means that all callbacks will be called twice (once for each action).
6238 An `ItemStack` is a stack of items.
6240 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6241 an itemstring, a table or `nil`.
6245 * `is_empty()`: returns `true` if stack is empty.
6246 * `get_name()`: returns item name (e.g. `"default:stone"`).
6247 * `set_name(item_name)`: returns a boolean indicating whether the item was
6249 * `get_count()`: Returns number of items on the stack.
6250 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6251 * `count`: number, unsigned 16 bit integer
6252 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6253 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6254 * `wear`: number, unsigned 16 bit integer
6255 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6256 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6258 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6259 * `get_description()`: returns the description shown in inventory list tooltips.
6260 * The engine uses this when showing item descriptions in tooltips.
6261 * Fields for finding the description, in order:
6262 * `description` in item metadata (See [Item Metadata].)
6263 * `description` in item definition
6265 * `get_short_description()`: returns the short description or nil.
6266 * Unlike the description, this does not include new lines.
6267 * Fields for finding the short description, in order:
6268 * `short_description` in item metadata (See [Item Metadata].)
6269 * `short_description` in item definition
6270 * first line of the description (From item meta or def, see `get_description()`.)
6271 * Returns nil if none of the above are set
6272 * `clear()`: removes all items from the stack, making it empty.
6273 * `replace(item)`: replace the contents of this stack.
6274 * `item` can also be an itemstring or table.
6275 * `to_string()`: returns the stack in itemstring form.
6276 * `to_table()`: returns the stack in Lua table form.
6277 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6279 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6280 * `is_known()`: returns `true` if the item name refers to a defined item type.
6281 * `get_definition()`: returns the item definition table.
6282 * `get_tool_capabilities()`: returns the digging properties of the item,
6283 or those of the hand if none are defined for this item type
6284 * `add_wear(amount)`
6285 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6286 * `amount`: number, integer
6287 * `add_item(item)`: returns leftover `ItemStack`
6288 * Put some item or stack onto this stack
6289 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6291 * `take_item(n)`: returns taken `ItemStack`
6292 * Take (and remove) up to `n` items from this stack
6293 * `n`: number, default: `1`
6294 * `peek_item(n)`: returns taken `ItemStack`
6295 * Copy (don't remove) up to `n` items from this stack
6296 * `n`: number, default: `1`
6301 ItemStack metadata: reference extra data and functionality stored in a stack.
6302 Can be obtained via `item:get_meta()`.
6306 * All methods in MetaDataRef
6307 * `set_tool_capabilities([tool_capabilities])`
6308 * Overrides the item's tool capabilities
6309 * A nil value will clear the override data and restore the original
6315 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6316 and [`PlayerMetaRef`].
6320 * `contains(key)`: Returns true if key present, otherwise false.
6321 * Returns `nil` when the MetaData is inexistent.
6322 * `get(key)`: Returns `nil` if key not present, else the stored string.
6323 * `set_string(key, value)`: Value of `""` will delete the key.
6324 * `get_string(key)`: Returns `""` if key not present.
6325 * `set_int(key, value)`
6326 * `get_int(key)`: Returns `0` if key not present.
6327 * `set_float(key, value)`
6328 * `get_float(key)`: Returns `0` if key not present.
6329 * `to_table()`: returns `nil` or a table with keys:
6330 * `fields`: key-value storage
6331 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6332 * `from_table(nil or {})`
6333 * Any non-table value will clear the metadata
6334 * See [Node Metadata] for an example
6335 * returns `true` on success
6337 * returns `true` if this metadata has the same key-value pairs as `other`
6342 An interface to use mod channels on client and server
6346 * `leave()`: leave the mod channel.
6347 * Server leaves channel `channel_name`.
6348 * No more incoming or outgoing messages can be sent to this channel from
6350 * This invalidate all future object usage.
6351 * Ensure you set mod_channel to nil after that to free Lua resources.
6352 * `is_writeable()`: returns true if channel is writeable and mod can send over
6354 * `send_all(message)`: Send `message` though the mod channel.
6355 * If mod channel is not writeable or invalid, message will be dropped.
6356 * Message size is limited to 65535 characters by protocol.
6361 Node metadata: reference extra data and functionality stored in a node.
6362 Can be obtained via `minetest.get_meta(pos)`.
6366 * All methods in MetaDataRef
6367 * `get_inventory()`: returns `InvRef`
6368 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6369 This will prevent them from being sent to the client. Note that the "private"
6370 status will only be remembered if an associated key-value pair exists,
6371 meaning it's best to call this when initializing all other meta (e.g.
6377 Node Timers: a high resolution persistent per-node timer.
6378 Can be gotten via `minetest.get_node_timer(pos)`.
6382 * `set(timeout,elapsed)`
6383 * set a timer's state
6384 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6385 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6386 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6390 * equivalent to `set(timeout,0)`
6393 * `get_timeout()`: returns current timeout in seconds
6394 * if `timeout` equals `0`, timer is inactive
6395 * `get_elapsed()`: returns current elapsed time in seconds
6396 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6398 * `is_started()`: returns boolean state of timer
6399 * returns `true` if timer is started, otherwise `false`
6404 Moving things in the game are generally these.
6405 This is basically a reference to a C++ `ServerActiveObject`.
6407 ### Advice on handling `ObjectRefs`
6409 When you receive an `ObjectRef` as a callback argument or from another API
6410 function, it is possible to store the reference somewhere and keep it around.
6411 It will keep functioning until the object is unloaded or removed.
6413 However, doing this is **NOT** recommended as there is (intentionally) no method
6414 to test if a previously acquired `ObjectRef` is still valid.
6415 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6416 Lua back to the engine.
6417 Doing so is much less error-prone and you will never need to wonder if the
6418 object you are working with still exists.
6423 * `get_pos()`: returns `{x=num, y=num, z=num}`
6424 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6425 * `get_velocity()`: returns the velocity, a vector.
6426 * `add_velocity(vel)`
6427 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6428 * In comparison to using get_velocity, adding the velocity and then using
6429 set_velocity, add_velocity is supposed to avoid synchronization problems.
6430 Additionally, players also do not support set_velocity.
6432 * Does not apply during free_move.
6433 * Note that since the player speed is normalized at each move step,
6434 increasing e.g. Y velocity beyond what would usually be achieved
6435 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6436 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6437 pressing the jump key (assuming default settings)
6438 * `move_to(pos, continuous=false)`
6439 * Does an interpolated move for Lua entities for visually smooth transitions.
6440 * If `continuous` is true, the Lua entity will not be moved to the current
6441 position before starting the interpolated move.
6442 * For players this does the same as `set_pos`,`continuous` is ignored.
6443 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6444 * `puncher` = another `ObjectRef`,
6445 * `time_from_last_punch` = time since last punch action of the puncher
6446 * `direction`: can be `nil`
6447 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6448 * `get_hp()`: returns number of health points
6449 * `set_hp(hp, reason)`: set number of health points
6450 * See reason in register_on_player_hpchange
6451 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6452 * For players: HP are also limited by `hp_max` specified in the player's
6454 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6455 * `get_wield_list()`: returns the name of the inventory list the wielded item
6457 * `get_wield_index()`: returns the index of the wielded item
6458 * `get_wielded_item()`: returns an `ItemStack`
6459 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6461 * `set_armor_groups({group1=rating, group2=rating, ...})`
6462 * `get_armor_groups()`: returns a table with the armor group ratings
6463 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6464 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6465 * `frame_speed`: number, default: `15.0`
6466 * `frame_blend`: number, default: `0.0`
6467 * `frame_loop`: boolean, default: `true`
6468 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6470 * `set_animation_frame_speed(frame_speed)`
6471 * `frame_speed`: number, default: `15.0`
6472 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6473 * `bone`: string. Default is `""`, the root bone
6474 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6475 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6476 Default `{x=0, y=0, z=0}`
6477 * `forced_visible`: Boolean to control whether the attached entity
6478 should appear in first person. Default `false`.
6479 * This command may fail silently (do nothing) when it would result
6480 in circular attachments.
6481 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6482 or nil if it isn't attached.
6483 * `get_children()`: returns a list of ObjectRefs that are attached to the
6486 * `set_bone_position([bone, position, rotation])`
6487 * `bone`: string. Default is `""`, the root bone
6488 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6489 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6490 * `get_bone_position(bone)`: returns position and rotation of the bone
6491 * `set_properties(object property table)`
6492 * `get_properties()`: returns object property table
6493 * `is_player()`: returns true for players, false otherwise
6494 * `get_nametag_attributes()`
6495 * returns a table with the attributes of the nametag of an object
6498 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6499 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6501 * `set_nametag_attributes(attributes)`
6502 * sets the attributes of the nametag of an object
6505 text = "My Nametag",
6508 bgcolor = ColorSpec or false,
6509 -- ^ Sets background color of nametag
6510 -- `false` will cause the background to be set automatically based on user settings
6514 #### Lua entity only (no-op for other objects)
6516 * `remove()`: remove object
6517 * The object is removed after returning from Lua. However the `ObjectRef`
6518 itself instantly becomes unusable with all further method calls having
6519 no effect and returning `nil`.
6520 * `set_velocity(vel)`
6521 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6522 * `set_acceleration(acc)`
6524 * `get_acceleration()`: returns the acceleration, a vector
6525 * `set_rotation(rot)`
6526 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6527 and Z is roll (bank).
6528 * `get_rotation()`: returns the rotation, a vector (radians)
6529 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6530 * `get_yaw()`: returns number in radians
6531 * `set_texture_mod(mod)`
6532 * Set a texture modifier to the base texture, for sprites and meshes.
6533 * When calling `set_texture_mod` again, the previous one is discarded.
6534 * `mod` the texture modifier. See [Texture modifiers].
6535 * `get_texture_mod()` returns current texture modifier
6536 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6537 * Specifies and starts a sprite animation
6538 * Animations iterate along the frame `y` position.
6539 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6540 first frame, default: `{x=0, y=0}`
6541 * `num_frames`: Total frames in the texture, default: `1`
6542 * `framelength`: Time per animated frame in seconds, default: `0.2`
6543 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6544 position according to the view direction. default: `false`.
6545 * First column: subject facing the camera
6546 * Second column: subject looking to the left
6547 * Third column: subject backing the camera
6548 * Fourth column: subject looking to the right
6549 * Fifth column: subject viewed from above
6550 * Sixth column: subject viewed from below
6551 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6554 #### Player only (no-op for other objects)
6556 * `get_player_name()`: returns `""` if is not a player
6557 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6558 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6559 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6560 * `get_look_dir()`: get camera direction as a unit vector
6561 * `get_look_vertical()`: pitch in radians
6562 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6564 * `get_look_horizontal()`: yaw in radians
6565 * Angle is counter-clockwise from the +z direction.
6566 * `set_look_vertical(radians)`: sets look pitch
6567 * radians: Angle from looking forward, where positive is downwards.
6568 * `set_look_horizontal(radians)`: sets look yaw
6569 * radians: Angle from the +z direction, where positive is counter-clockwise.
6570 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6571 `get_look_vertical`.
6572 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6574 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6575 `get_look_horizontal`.
6576 * Angle is counter-clockwise from the +x direction.
6577 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6578 `set_look_vertical`.
6579 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6580 `set_look_horizontal`.
6581 * `get_breath()`: returns player's breath
6582 * `set_breath(value)`: sets player's breath
6584 * `0`: player is drowning
6585 * max: bubbles bar is not shown
6586 * See [Object properties] for more information
6587 * Is limited to range 0 ... 65535 (2^16 - 1)
6588 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6590 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6591 Defaults to `false`.
6592 * `transition_time`: If defined, enables smooth FOV transition.
6593 Interpreted as the time (in seconds) to reach target FOV.
6594 If set to 0, FOV change is instantaneous. Defaults to 0.
6595 * Set `fov` to 0 to clear FOV override.
6596 * `get_fov()`: Returns the following:
6597 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6598 * Boolean indicating whether the FOV value is a multiplier.
6599 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6600 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6601 * Sets an extra attribute with value on player.
6602 * `value` must be a string, or a number which will be converted to a
6604 * If `value` is `nil`, remove attribute from player.
6605 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6606 * Returns value (a string) for extra attribute.
6607 * Returns `nil` if no attribute found.
6608 * `get_meta()`: Returns a PlayerMetaRef.
6609 * `set_inventory_formspec(formspec)`
6610 * Redefine player's inventory form
6611 * Should usually be called in `on_joinplayer`
6612 * `get_inventory_formspec()`: returns a formspec string
6613 * `set_formspec_prepend(formspec)`:
6614 * the formspec string will be added to every formspec shown to the user,
6615 except for those with a no_prepend[] tag.
6616 * This should be used to set style elements such as background[] and
6617 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6618 * Only affects formspecs shown after this is called.
6619 * `get_formspec_prepend(formspec)`: returns a formspec string.
6620 * `get_player_control()`: returns table with player pressed keys
6621 * The table consists of fields with the following boolean values
6622 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6623 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6624 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6625 and exist only to preserve backwards compatibility.
6626 * `get_player_control_bits()`: returns integer with bit packed player pressed
6638 * `set_physics_override(override_table)`
6639 * `override_table` is a table with the following fields:
6640 * `speed`: multiplier to default walking speed value (default: `1`)
6641 * `jump`: multiplier to default jump value (default: `1`)
6642 * `gravity`: multiplier to default gravity value (default: `1`)
6643 * `sneak`: whether player can sneak (default: `true`)
6644 * `sneak_glitch`: whether player can use the new move code replications
6645 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6647 * `new_move`: use new move/sneak code. When `false` the exact old code
6648 is used for the specific old sneak behaviour (default: `true`)
6649 * `get_physics_override()`: returns the table given to `set_physics_override`
6650 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6652 * `hud_remove(id)`: remove the HUD element of the specified id
6653 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6655 * element `stat` values:
6656 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6657 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6658 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6659 * `flags`: A table with the following fields set to boolean values
6667 * If a flag equals `nil`, the flag is not modified
6668 * `minimap`: Modifies the client's permission to view the minimap.
6669 The client may locally elect to not view the minimap.
6670 * `minimap_radar` is only usable when `minimap` is true
6671 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6672 * See `hud_set_flags` for a list of flags that can be toggled.
6673 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6674 * `count`: number of items, must be between `1` and `32`
6675 * `hud_get_hotbar_itemcount`: returns number of visible items
6676 * `hud_set_hotbar_image(texturename)`
6677 * sets background image for hotbar
6678 * `hud_get_hotbar_image`: returns texturename
6679 * `hud_set_hotbar_selected_image(texturename)`
6680 * sets image for selected item of hotbar
6681 * `hud_get_hotbar_selected_image`: returns texturename
6682 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6683 * Overrides the available minimap modes (and toggle order), and changes the
6685 * `mode` is a table consisting of up to four fields:
6686 * `type`: Available type:
6687 * `off`: Minimap off
6688 * `surface`: Minimap in surface mode
6689 * `radar`: Minimap in radar mode
6690 * `texture`: Texture to be displayed instead of terrain map
6691 (texture is centered around 0,0 and can be scaled).
6692 Texture size is limited to 512 x 512 pixel.
6693 * `label`: Optional label to display on minimap mode toggle
6694 The translation must be handled within the mod.
6695 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6696 displayed in minimap
6697 * `texture`: Only for texture type, name of the texture to display
6698 * `scale`: Only for texture type, scale of the texture map in nodes per
6699 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6701 * `selected_mode` is the mode index to be selected after modes have been changed
6702 (0 is the first mode).
6703 * `set_sky(sky_parameters)`
6704 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6705 whether `set_sky` accepts this format. Check the legacy format otherwise.
6706 * `sky_parameters` is a table with the following optional fields:
6707 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6708 * `type`: Available types:
6709 * `"regular"`: Uses 0 textures, `base_color` ignored
6710 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6711 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6712 * `textures`: A table containing up to six textures in the following
6713 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6714 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6715 * `sky_color`: A table containing the following values, alpha is ignored:
6716 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6717 sky during the day. (default: `#61b5f5`)
6718 * `day_horizon`: ColorSpec, for the bottom half of the
6719 `"regular"` sky during the day. (default: `#90d3f6`)
6720 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6721 sky during dawn/sunset. (default: `#b4bafa`)
6722 The resulting sky color will be a darkened version of the ColorSpec.
6723 Warning: The darkening of the ColorSpec is subject to change.
6724 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6725 sky during dawn/sunset. (default: `#bac1f0`)
6726 The resulting sky color will be a darkened version of the ColorSpec.
6727 Warning: The darkening of the ColorSpec is subject to change.
6728 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6729 sky during the night. (default: `#006bff`)
6730 The resulting sky color will be a dark version of the ColorSpec.
6731 Warning: The darkening of the ColorSpec is subject to change.
6732 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6733 sky during the night. (default: `#4090ff`)
6734 The resulting sky color will be a dark version of the ColorSpec.
6735 Warning: The darkening of the ColorSpec is subject to change.
6736 * `indoors`: ColorSpec, for when you're either indoors or
6737 underground. Only applies to the `"regular"` sky.
6738 (default: `#646464`)
6739 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6740 at sunrise and sunset.
6741 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6742 at sunrise and sunset.
6743 * `fog_tint_type`: string, changes which mode the directional fog
6744 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6745 `"default"` uses the classic Minetest sun and moon tinting.
6746 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6747 * `set_sky(base_color, type, {texture names}, clouds)`
6748 * Deprecated. Use `set_sky(sky_parameters)`
6749 * `base_color`: ColorSpec, defaults to white
6750 * `type`: Available types:
6751 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6752 * `"skybox"`: Uses 6 textures, `bgcolor` used
6753 * `"plain"`: Uses 0 textures, `bgcolor` used
6754 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6755 `"plain"` custom skyboxes (default: `true`)
6756 * `get_sky()`: returns base_color, type, table of textures, clouds.
6757 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6759 * `set_sun(sun_parameters)`:
6760 * `sun_parameters` is a table with the following optional fields:
6761 * `visible`: Boolean for whether the sun is visible.
6763 * `texture`: A regular texture for the sun. Setting to `""`
6764 will re-enable the mesh sun. (default: `"sun.png"`)
6765 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6766 (default: `"sun_tonemap.png"`)
6767 * `sunrise`: A regular texture for the sunrise texture.
6768 (default: `"sunrisebg.png"`)
6769 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6771 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6772 * `get_sun()`: returns a table with the current sun parameters as in
6774 * `set_moon(moon_parameters)`:
6775 * `moon_parameters` is a table with the following optional fields:
6776 * `visible`: Boolean for whether the moon is visible.
6778 * `texture`: A regular texture for the moon. Setting to `""`
6779 will re-enable the mesh moon. (default: `"moon.png"`)
6780 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6781 (default: `"moon_tonemap.png"`)
6782 * `scale`: Float controlling the overall size of the moon (default: `1`)
6783 * `get_moon()`: returns a table with the current moon parameters as in
6785 * `set_stars(star_parameters)`:
6786 * `star_parameters` is a table with the following optional fields:
6787 * `visible`: Boolean for whether the stars are visible.
6789 * `count`: Integer number to set the number of stars in
6790 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6792 * `star_color`: ColorSpec, sets the colors of the stars,
6793 alpha channel is used to set overall star brightness.
6794 (default: `#ebebff69`)
6795 * `scale`: Float controlling the overall size of the stars (default: `1`)
6796 * `get_stars()`: returns a table with the current stars parameters as in
6798 * `set_clouds(cloud_parameters)`: set cloud parameters
6799 * `cloud_parameters` is a table with the following optional fields:
6800 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6801 * `color`: basic cloud color with alpha channel, ColorSpec
6802 (default `#fff0f0e5`).
6803 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6804 ColorSpec (alpha ignored, default `#000000`)
6805 * `height`: cloud height, i.e. y of cloud base (default per conf,
6807 * `thickness`: cloud thickness in nodes (default `16`)
6808 * `speed`: 2D cloud speed + direction in nodes per second
6809 (default `{x=0, z=-2}`).
6810 * `get_clouds()`: returns a table with the current cloud parameters as in
6812 * `override_day_night_ratio(ratio or nil)`
6813 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6815 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6816 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6817 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6818 set animation for player model in third person view.
6819 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6820 * `frame_speed` sets the animations frame speed. Default is 30.
6821 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6823 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6824 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6825 * in first person view
6826 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6827 * `get_eye_offset()`: returns first and third person offsets.
6828 * `send_mapblock(blockpos)`:
6829 * Sends a server-side loaded mapblock to the player.
6830 * Returns `false` if failed.
6831 * Resource intensive - use sparsely
6832 * To get blockpos, integer divide pos by 16
6837 A 32-bit pseudorandom number generator.
6838 Uses PCG32, an algorithm of the permuted congruential generator family,
6839 offering very strong randomness.
6841 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6845 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6846 * `next(min, max)`: return next integer random number [`min`...`max`]
6847 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6848 random number [`min`...`max`].
6849 * This is only a rough approximation of a normal distribution with:
6850 * `mean = (max - min) / 2`, and
6851 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6852 * Increasing `num_trials` improves accuracy of the approximation
6857 A perlin noise generator.
6858 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6859 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6860 plus the world seed, to create world-specific noise.
6862 `PerlinNoise(noiseparams)`
6863 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6865 `minetest.get_perlin(noiseparams)`
6866 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6870 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6871 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6876 A fast, bulk perlin noise generator.
6878 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6879 `minetest.get_perlin_map(noiseparams, size)`.
6880 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6881 plus the world seed, to create world-specific noise.
6883 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6884 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6887 For each of the functions with an optional `buffer` parameter: If `buffer` is
6888 not nil, this table will be used to store the result instead of creating a new
6893 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6894 with values starting at `pos={x=,y=}`
6895 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6896 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6897 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6898 array of 2D noise with values starting at `pos={x=,y=}`
6899 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6900 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6901 is stored internally.
6902 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6903 is stored internally.
6904 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6905 returns a slice of the most recently computed noise results. The result slice
6906 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6907 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6909 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6910 It is important to note that `slice_offset` offset coordinates begin at 1,
6911 and are relative to the starting position of the most recently calculated
6913 To grab a single vertical column of noise starting at map coordinates
6914 x = 1023, y=1000, z = 1000:
6915 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6916 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6922 Uses the same method of storage as the deprecated player attribute API, so
6923 data there will also be in player meta.
6924 Can be obtained using `player:get_meta()`.
6928 * All methods in MetaDataRef
6933 A 16-bit pseudorandom number generator.
6934 Uses a well-known LCG algorithm introduced by K&R.
6936 It can be created via `PseudoRandom(seed)`.
6940 * `next()`: return next integer random number [`0`...`32767`]
6941 * `next(min, max)`: return next integer random number [`min`...`max`]
6942 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6943 due to the simple implementation making bad distribution otherwise.
6948 A raycast on the map. It works with selection boxes.
6949 Can be used as an iterator in a for loop as:
6951 local ray = Raycast(...)
6952 for pointed_thing in ray do
6956 The map is loaded as the ray advances. If the map is modified after the
6957 `Raycast` is created, the changes may or may not have an effect on the object.
6959 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6960 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6962 * `pos1`: start of the ray
6963 * `pos2`: end of the ray
6964 * `objects`: if false, only nodes will be returned. Default is true.
6965 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6969 * `next()`: returns a `pointed_thing` with exact pointing location
6970 * Returns the next thing pointed by the ray or nil.
6975 Interface for the operating system's crypto-secure PRNG.
6977 It can be created via `SecureRandom()`. The constructor returns nil if a
6978 secure random device cannot be found on the system.
6982 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6983 random bytes, as a string.
6988 An interface to read config files in the format of `minetest.conf`.
6990 It can be created via `Settings(filename)`.
6994 * `get(key)`: returns a value
6995 * `get_bool(key, [default])`: returns a boolean
6996 * `default` is the value returned if `key` is not found.
6997 * Returns `nil` if `key` is not found and `default` not specified.
6998 * `get_np_group(key)`: returns a NoiseParams table
7000 * Returns `{flag = true/false, ...}` according to the set flags.
7001 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7002 flags like `mgv5_spflags`.
7004 * Setting names can't contain whitespace or any of `="{}#`.
7005 * Setting values can't contain the sequence `\n"""`.
7006 * Setting names starting with "secure." can't be set on the main settings
7007 object (`minetest.settings`).
7008 * `set_bool(key, value)`
7009 * See documentation for set() above.
7010 * `set_np_group(key, value)`
7011 * `value` is a NoiseParams table.
7012 * Also, see documentation for set() above.
7013 * `remove(key)`: returns a boolean (`true` for success)
7014 * `get_names()`: returns `{key1,...}`
7015 * `write()`: returns a boolean (`true` for success)
7016 * Writes changes to file.
7017 * `to_table()`: returns `{[key1]=value1,...}`
7021 The settings have the format `key = value`. Example:
7033 Mod metadata: per mod metadata, saved automatically.
7034 Can be obtained via `minetest.get_mod_storage()` during load time.
7036 WARNING: This storage backend is incaptable to save raw binary data due
7037 to restrictions of JSON.
7041 * All methods in MetaDataRef
7052 Used by `ObjectRef` methods. Part of an Entity definition.
7053 These properties are not persistent, but are applied automatically to the
7054 corresponding Lua entity using the given registration fields.
7055 Player properties need to be saved manually.
7059 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7062 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7065 -- For players only. Zoom FOV in degrees.
7066 -- Note that zoom loads and/or generates world beyond the server's
7067 -- maximum send and generate distances, so acts like a telescope.
7068 -- Smaller zoom_fov values increase the distance loaded/generated.
7069 -- Defaults to 15 in creative mode, 0 in survival mode.
7070 -- zoom_fov = 0 disables zooming for the player.
7073 -- For players only. Camera height above feet position in nodes.
7074 -- Defaults to 1.625.
7077 -- Collide with `walkable` nodes.
7079 collide_with_objects = true,
7080 -- Collide with other objects if physical = true
7082 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7083 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7084 -- Selection box uses collision box dimensions when not set.
7085 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7089 -- Overrides selection box when false
7091 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7092 -- "cube" is a node-sized cube.
7093 -- "sprite" is a flat texture always facing the player.
7094 -- "upright_sprite" is a vertical flat texture.
7095 -- "mesh" uses the defined mesh model.
7096 -- "wielditem" is used for dropped items.
7097 -- (see builtin/game/item_entity.lua).
7098 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7099 -- If the item has a 'wield_image' the object will be an extrusion of
7101 -- If 'itemname' is a cubic node or nodebox the object will appear
7102 -- identical to 'itemname'.
7103 -- If 'itemname' is a plantlike node the object will be an extrusion
7105 -- Otherwise for non-node items, the object will be an extrusion of
7106 -- 'inventory_image'.
7107 -- If 'itemname' contains a ColorString or palette index (e.g. from
7108 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7109 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7111 visual_size = {x = 1, y = 1, z = 1},
7112 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7113 -- to scale the entity along both horizontal axes.
7116 -- File name of mesh when using "mesh" visual
7119 -- Number of required textures depends on visual.
7120 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7121 -- "sprite" uses 1 texture.
7122 -- "upright_sprite" uses 2 textures: {front, back}.
7123 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7126 -- Number of required colors depends on visual
7128 use_texture_alpha = false,
7129 -- Use texture's alpha channel.
7130 -- Excludes "upright_sprite" and "wielditem".
7131 -- Note: currently causes visual issues when viewed through other
7132 -- semi-transparent materials such as water.
7134 spritediv = {x = 1, y = 1},
7135 -- Used with spritesheet textures for animation and/or frame selection
7136 -- according to position relative to player.
7137 -- Defines the number of columns and rows in the spritesheet:
7140 initial_sprite_basepos = {x = 0, y = 0},
7141 -- Used with spritesheet textures.
7142 -- Defines the {column, row} position of the initially used frame in the
7146 -- If false, object is invisible and can't be pointed.
7148 makes_footstep_sound = false,
7149 -- If true, is able to make footstep sounds of nodes
7150 -- (see node sound definition for details).
7152 automatic_rotate = 0,
7153 -- Set constant rotation in radians per second, positive or negative.
7154 -- Object rotates along the local Y-axis, and works with set_rotation.
7155 -- Set to 0 to disable constant rotation.
7158 -- If positive number, object will climb upwards when it moves
7159 -- horizontally against a `walkable` node, if the height difference
7160 -- is within `stepheight`.
7162 automatic_face_movement_dir = 0.0,
7163 -- Automatically set yaw to movement direction, offset in degrees.
7164 -- 'false' to disable.
7166 automatic_face_movement_max_rotation_per_sec = -1,
7167 -- Limit automatic rotation to this value in degrees per second.
7168 -- No limit if value <= 0.
7170 backface_culling = true,
7171 -- Set to false to disable backface_culling for model
7174 -- Add this much extra lighting when calculating texture color.
7175 -- Value < 0 disables light's effect on texture color.
7176 -- For faking self-lighting, UI style entities, or programmatic coloring
7180 -- The name to display on the head of the object. By default empty.
7181 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7182 -- For all other objects, a nil or empty string removes the nametag.
7183 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7185 nametag_color = <ColorSpec>,
7186 -- Sets text color of nametag
7188 nametag_bgcolor = <ColorSpec>,
7189 -- Sets background color of nametag
7190 -- `false` will cause the background to be set automatically based on user settings.
7194 -- Same as infotext for nodes. Empty by default
7197 -- If false, never save this object statically. It will simply be
7198 -- deleted when the block gets unloaded.
7199 -- The get_staticdata() callback is never called then.
7200 -- Defaults to 'true'.
7202 damage_texture_modifier = "^[brighten",
7203 -- Texture modifier to be applied for a short duration when object is hit
7206 -- Setting this to 'false' disables diffuse lighting of entity
7208 show_on_minimap = false,
7209 -- Defaults to true for players, false for other entities.
7210 -- If set to true the entity will show as a marker on the minimap.
7216 Used by `minetest.register_entity`.
7219 initial_properties = {
7221 mesh = "boats_boat.obj",
7224 -- A table of object properties, see the `Object properties` section.
7225 -- Object properties being read directly from the entity definition
7226 -- table is deprecated. Define object properties in this
7227 -- `initial_properties` table instead.
7229 on_activate = function(self, staticdata, dtime_s),
7231 on_step = function(self, dtime, moveresult),
7232 -- Called every server step
7233 -- dtime: Elapsed time
7234 -- moveresult: Table with collision info (only available if physical=true)
7236 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7238 on_rightclick = function(self, clicker),
7240 get_staticdata = function(self),
7241 -- Called sometimes; the string returned is passed to on_activate when
7242 -- the entity is re-activated from static state
7244 _custom_field = whatever,
7245 -- You can define arbitrary member variables here (see Item definition
7246 -- for more info) by using a '_' prefix
7249 Collision info passed to `on_step`:
7252 touching_ground = boolean,
7254 standing_on_object = boolean,
7257 type = string, -- "node" or "object",
7258 axis = string, -- "x", "y" or "z"
7259 node_pos = vector, -- if type is "node"
7260 object = ObjectRef, -- if type is "object"
7261 old_velocity = vector,
7262 new_velocity = vector,
7268 ABM (ActiveBlockModifier) definition
7269 ------------------------------------
7271 Used by `minetest.register_abm`.
7274 label = "Lava cooling",
7275 -- Descriptive label for profiling purposes (optional).
7276 -- Definitions with identical labels will be listed as one.
7278 nodenames = {"default:lava_source"},
7279 -- Apply `action` function to these nodes.
7280 -- `group:groupname` can also be used here.
7282 neighbors = {"default:water_source", "default:water_flowing"},
7283 -- Only apply `action` to nodes that have one of, or any
7284 -- combination of, these neighbors.
7285 -- If left out or empty, any neighbor will do.
7286 -- `group:groupname` can also be used here.
7289 -- Operation interval in seconds
7292 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7297 -- min and max height levels where ABM will be processed
7298 -- can be used to reduce CPU usage
7301 -- If true, catch-up behaviour is enabled: The `chance` value is
7302 -- temporarily reduced when returning to an area to simulate time lost
7303 -- by the area being unattended. Note that the `chance` value can often
7306 action = function(pos, node, active_object_count, active_object_count_wider),
7307 -- Function triggered for each qualifying node.
7308 -- `active_object_count` is number of active objects in the node's
7310 -- `active_object_count_wider` is number of active objects in the node's
7311 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7312 -- mapblocks are unloaded an estmate is calculated for them based on
7313 -- loaded mapblocks.
7316 LBM (LoadingBlockModifier) definition
7317 -------------------------------------
7319 Used by `minetest.register_lbm`.
7321 A loading block modifier (LBM) is used to define a function that is called for
7322 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7326 label = "Upgrade legacy doors",
7327 -- Descriptive label for profiling purposes (optional).
7328 -- Definitions with identical labels will be listed as one.
7330 name = "modname:replace_legacy_door",
7332 nodenames = {"default:lava_source"},
7333 -- List of node names to trigger the LBM on.
7334 -- Also non-registered nodes will work.
7335 -- Groups (as of group:groupname) will work as well.
7337 run_at_every_load = false,
7338 -- Whether to run the LBM's action every time a block gets loaded,
7339 -- and not only the first time the block gets loaded after the LBM
7342 action = function(pos, node),
7349 * `{name="image.png", animation={Tile Animation definition}}`
7350 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7351 * backface culling enabled by default for most nodes
7352 * align style determines whether the texture will be rotated with the node
7353 or kept aligned with its surroundings. "user" means that client
7354 setting will be used, similar to `glasslike_framed_optional`.
7355 Note: supported by solid nodes and nodeboxes only.
7356 * scale is used to make texture span several (exactly `scale`) nodes,
7357 instead of just one, in each direction. Works for world-aligned
7359 Note that as the effect is applied on per-mapblock basis, `16` should
7360 be equally divisible by `scale` or you may get wrong results.
7361 * `{name="image.png", color=ColorSpec}`
7362 * the texture's color will be multiplied with this color.
7363 * the tile's color overrides the owning node's color in all cases.
7364 * deprecated, yet still supported field names:
7367 Tile animation definition
7368 -------------------------
7371 type = "vertical_frames",
7374 -- Width of a frame in pixels
7377 -- Height of a frame in pixels
7387 -- Width in number of frames
7390 -- Height in number of frames
7393 -- Length of a single frame
7399 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7400 `minetest.register_tool`.
7403 description = "Steel Axe",
7404 -- Can contain new lines. "\n" has to be used as new line character.
7405 -- See also: `get_description` in [`ItemStack`]
7407 short_description = "Steel Axe",
7408 -- Must not contain new lines.
7410 -- Use an [`ItemStack`] to get the short description, eg:
7411 -- ItemStack(itemname):get_short_description()
7414 -- key = name, value = rating; rating = 1..3.
7415 -- If rating not applicable, use 1.
7416 -- e.g. {wool = 1, fluffy = 3}
7417 -- {soil = 2, outerspace = 1, crumbly = 1}
7418 -- {bendy = 2, snappy = 1},
7419 -- {hard = 1, metal = 1, spikes = 1}
7421 inventory_image = "default_tool_steelaxe.png",
7423 inventory_overlay = "overlay.png",
7424 -- An overlay which does not get colorized
7431 -- An image file containing the palette of a node.
7432 -- You can set the currently used color as the "palette_index" field of
7433 -- the item stack metadata.
7434 -- The palette is always stretched to fit indices between 0 and 255, to
7435 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7437 color = "0xFFFFFFFF",
7438 -- The color of the item. The palette overrides this.
7440 wield_scale = {x = 1, y = 1, z = 1},
7442 -- The default value of 99 may be configured by
7443 -- users using the setting "default_stack_max"
7448 liquids_pointable = false,
7451 -- When used for nodes: Defines amount of light emitted by node.
7452 -- Otherwise: Defines texture glow when viewed as a dropped item
7453 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7454 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7457 -- See "Tool Capabilities" section for an example including explanation
7458 tool_capabilities = {
7459 full_punch_interval = 1.0,
7463 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7464 uses = 20, maxlevel = 2},
7466 damage_groups = {groupname = damage},
7467 -- Damage values must be between -32768 and 32767 (2^15)
7469 punch_attack_uses = nil,
7470 -- Amount of uses this tool has for attacking players and entities
7471 -- by punching them (0 = infinite uses).
7472 -- For compatibility, this is automatically set from the first
7473 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7474 -- It is recommend to set this explicitly instead of relying on the
7475 -- fallback behavior.
7478 node_placement_prediction = nil,
7479 -- If nil and item is node, prediction is made automatically.
7480 -- If nil and item is not a node, no prediction is made.
7481 -- If "" and item is anything, no prediction is made.
7482 -- Otherwise should be name of node which the client immediately places
7483 -- on ground when the player places the item. Server will always update
7484 -- actual result to client in a short moment.
7486 node_dig_prediction = "air",
7487 -- if "", no prediction is made.
7488 -- if "air", node is removed.
7489 -- Otherwise should be name of node which the client immediately places
7490 -- upon digging. Server will always update actual result shortly.
7493 -- Definition of items sounds to be played at various events.
7494 -- All fields in this table are optional.
7496 breaks = <SimpleSoundSpec>,
7497 -- When tool breaks due to wear. Ignored for non-tools
7499 eat = <SimpleSoundSpec>,
7500 -- When item is eaten with `minetest.do_item_eat`
7503 on_place = function(itemstack, placer, pointed_thing),
7504 -- When the 'place' key was pressed with the item in hand
7505 -- and a node was pointed at.
7506 -- Shall place item and return the leftover itemstack.
7507 -- The placer may be any ObjectRef or nil.
7508 -- default: minetest.item_place
7510 on_secondary_use = function(itemstack, user, pointed_thing),
7511 -- Same as on_place but called when not pointing at a node.
7512 -- The user may be any ObjectRef or nil.
7515 on_drop = function(itemstack, dropper, pos),
7516 -- Shall drop item and return the leftover itemstack.
7517 -- The dropper may be any ObjectRef or nil.
7518 -- default: minetest.item_drop
7520 on_use = function(itemstack, user, pointed_thing),
7522 -- When user pressed the 'punch/mine' key with the item in hand.
7523 -- Function must return either nil if no item shall be removed from
7524 -- inventory, or an itemstack to replace the original itemstack.
7525 -- e.g. itemstack:take_item(); return itemstack
7526 -- Otherwise, the function is free to do what it wants.
7527 -- The user may be any ObjectRef or nil.
7528 -- The default functions handle regular use cases.
7530 after_use = function(itemstack, user, node, digparams),
7532 -- If defined, should return an itemstack and will be called instead of
7533 -- wearing out the item (if tool). If returns nil, does nothing.
7534 -- If after_use doesn't exist, it is the same as:
7535 -- function(itemstack, user, node, digparams)
7536 -- itemstack:add_wear(digparams.wear)
7539 -- The user may be any ObjectRef or nil.
7541 _custom_field = whatever,
7542 -- Add your own custom fields. By convention, all custom field names
7543 -- should start with `_` to avoid naming collisions with future engine
7550 Used by `minetest.register_node`.
7553 -- <all fields allowed in item definitions>,
7555 drawtype = "normal", -- See "Node drawtypes"
7558 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7559 -- "firelike", "mesh", "nodebox", "allfaces".
7560 -- For plantlike and firelike, the image will start at the bottom of the
7561 -- node. For torchlike, the image will start at the surface to which the
7562 -- node "attaches". For the other drawtypes the image will be centered
7565 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7566 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7567 -- Old field name was 'tile_images'.
7568 -- List can be shortened to needed length.
7570 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7571 -- Same as `tiles`, but these textures are drawn on top of the base
7572 -- tiles. You can use this to colorize only specific parts of your
7573 -- texture. If the texture name is an empty string, that overlay is not
7574 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7575 -- overlays on very common nodes.
7577 special_tiles = {tile definition 1, Tile definition 2},
7578 -- Special textures of node; used rarely.
7579 -- Old field name was 'special_materials'.
7580 -- List can be shortened to needed length.
7583 -- The node's original color will be multiplied with this color.
7584 -- If the node has a palette, then this setting only has an effect in
7585 -- the inventory and on the wield item.
7587 use_texture_alpha = ...,
7588 -- Specifies how the texture's alpha channel will be used for rendering.
7590 -- * "opaque": Node is rendered opaque regardless of alpha channel
7591 -- * "clip": A given pixel is either fully see-through or opaque
7592 -- depending on the alpha channel being below/above 50% in value
7593 -- * "blend": The alpha channel specifies how transparent a given pixel
7594 -- of the rendered node is
7595 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7596 -- "clip" otherwise.
7597 -- If set to a boolean value (deprecated): true either sets it to blend
7598 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7600 palette = "palette.png",
7601 -- The node's `param2` is used to select a pixel from the image.
7602 -- Pixels are arranged from left to right and from top to bottom.
7603 -- The node's color will be multiplied with the selected pixel's color.
7604 -- Tiles can override this behavior.
7605 -- Only when `paramtype2` supports palettes.
7607 post_effect_color = "green#0F",
7608 -- Screen tint if player is inside node, see "ColorSpec"
7610 paramtype = "none", -- See "Nodes"
7612 paramtype2 = "none", -- See "Nodes"
7614 place_param2 = nil, -- Force value for param2 when player places node
7616 is_ground_content = true,
7617 -- If false, the cave generator and dungeon generator will not carve
7618 -- through this node.
7619 -- Specifically, this stops mod-added nodes being removed by caves and
7620 -- dungeons when those generate in a neighbor mapchunk and extend out
7621 -- beyond the edge of that mapchunk.
7623 sunlight_propagates = false,
7624 -- If true, sunlight will go infinitely through this node
7626 walkable = true, -- If true, objects collide with node
7628 pointable = true, -- If true, can be pointed at
7630 diggable = true, -- If false, can never be dug
7632 climbable = false, -- If true, can be climbed on (ladder)
7634 buildable_to = false, -- If true, placed nodes can replace this node
7637 -- If true, liquids flow into and replace this node.
7638 -- Warning: making a liquid node 'floodable' will cause problems.
7640 liquidtype = "none", -- specifies liquid physics
7641 -- * "none": no liquid physics
7642 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7643 -- recommended drawtype: "liquid".
7644 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7645 -- around it until `liquid_range` is reached;
7646 -- will drain out without a source;
7647 -- recommended drawtype: "flowingliquid".
7648 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7649 -- both `liquid_alternative_*` fields must be specified
7651 liquid_alternative_flowing = "", -- Flowing version of source liquid
7653 liquid_alternative_source = "", -- Source version of flowing liquid
7655 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7657 liquid_renewable = true,
7658 -- If true, a new liquid source can be created by placing two or more
7662 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7663 -- Allows defining the nodebox height without using param2.
7664 -- The nodebox height is 'leveled' / 64 nodes.
7665 -- The maximum value of 'leveled' is `leveled_max`.
7668 -- Maximum value for `leveled` (0-127), enforced in
7669 -- `minetest.set_node_level` and `minetest.add_node_level`.
7670 -- Values above 124 might causes collision detection issues.
7673 -- Maximum distance that flowing liquid nodes can spread around
7674 -- source on flat land;
7675 -- maximum = 8; set to 0 to disable liquid flow
7678 -- Player will take this amount of damage if no bubbles are left
7680 damage_per_second = 0,
7681 -- If player is inside node, this damage is caused
7683 node_box = {type="regular"}, -- See "Node boxes"
7685 connects_to = nodenames,
7686 -- Used for nodebox nodes with the type == "connected".
7687 -- Specifies to what neighboring nodes connections will be drawn.
7688 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7690 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7691 -- Tells connected nodebox nodes to connect only to these sides of this
7695 -- File name of mesh when using "mesh" drawtype
7700 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7701 -- Node box format: see [Node boxes]
7704 -- Custom selection box definition. Multiple boxes can be defined.
7705 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7706 -- definition is used for the selection box.
7711 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7712 -- Node box format: see [Node boxes]
7715 -- Custom collision box definition. Multiple boxes can be defined.
7716 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7717 -- definition is used for the collision box.
7719 -- Support maps made in and before January 2012
7720 legacy_facedir_simple = false,
7721 legacy_wallmounted = false,
7724 -- Valid for drawtypes:
7725 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7726 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7727 -- 2 - wave node like leaves (whole node moves side-to-side)
7728 -- 3 - wave node like liquids (whole node moves up and down)
7729 -- Not all models will properly wave.
7730 -- plantlike drawtype can only wave like plants.
7731 -- allfaces_optional drawtype can only wave like leaves.
7732 -- liquid, flowingliquid drawtypes can only wave like liquids.
7735 -- Definition of node sounds to be played at various events.
7736 -- All fields in this table are optional.
7738 footstep = <SimpleSoundSpec>,
7739 -- If walkable, played when object walks on it. If node is
7740 -- climbable or a liquid, played when object moves through it
7742 dig = <SimpleSoundSpec> or "__group",
7743 -- While digging node.
7744 -- If `"__group"`, then the sound will be
7745 -- `default_dig_<groupname>`, where `<groupname>` is the
7746 -- name of the item's digging group with the fastest digging time.
7747 -- In case of a tie, one of the sounds will be played (but we
7748 -- cannot predict which one)
7749 -- Default value: `"__group"`
7751 dug = <SimpleSoundSpec>,
7754 place = <SimpleSoundSpec>,
7755 -- Node was placed. Also played after falling
7757 place_failed = <SimpleSoundSpec>,
7758 -- When node placement failed.
7759 -- Note: This happens if the _built-in_ node placement failed.
7760 -- This sound will still be played if the node is placed in the
7761 -- `on_place` callback manually.
7763 fall = <SimpleSoundSpec>,
7764 -- When node starts to fall or is detached
7768 -- Name of dropped item when dug.
7769 -- Default dropped item is the node itself.
7770 -- Using a table allows multiple items, drop chances and item filtering.
7771 -- Item filtering by string matching is deprecated.
7774 -- Maximum number of item lists to drop.
7775 -- The entries in 'items' are processed in order. For each:
7776 -- Item filtering is applied, chance of drop is applied, if both are
7777 -- successful the entire item list is dropped.
7778 -- Entry processing continues until the number of dropped item lists
7779 -- equals 'max_items'.
7780 -- Therefore, entries should progress from low to high drop chance.
7784 -- 1 in 1000 chance of dropping a diamond.
7785 -- Default rarity is '1'.
7787 items = {"default:diamond"},
7790 -- Only drop if using an item whose name is identical to one
7792 tools = {"default:shovel_mese", "default:shovel_diamond"},
7794 items = {"default:dirt"},
7795 -- Whether all items in the dropped item list inherit the
7796 -- hardware coloring palette color from the dug node.
7797 -- Default is 'false'.
7798 inherit_color = true,
7801 -- Only drop if using a item whose name contains
7802 -- "default:shovel_" (this item filtering by string matching
7804 tools = {"~default:shovel_"},
7806 -- The item list dropped.
7807 items = {"default:sand", "default:desert_sand"},
7812 on_construct = function(pos),
7813 -- Node constructor; called after adding node.
7814 -- Can set up metadata and stuff like that.
7815 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7818 on_destruct = function(pos),
7819 -- Node destructor; called before removing node.
7820 -- Not called for bulk node placement.
7823 after_destruct = function(pos, oldnode),
7824 -- Node destructor; called after removing node.
7825 -- Not called for bulk node placement.
7828 on_flood = function(pos, oldnode, newnode),
7829 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7830 -- `floodable = true` in the nodedef. Not called for bulk node placement
7831 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7832 -- node is not flooded, but on_flood callback will most likely be called
7833 -- over and over again every liquid update interval.
7835 -- Warning: making a liquid node 'floodable' will cause problems.
7837 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7838 -- Called when oldnode is about be converted to an item, but before the
7839 -- node is deleted from the world or the drops are added. This is
7840 -- generally the result of either the node being dug or an attached node
7841 -- becoming detached.
7842 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7843 -- drops is a table of ItemStacks, so any metadata to be preserved can
7844 -- be added directly to one or more of the dropped items. See
7845 -- "ItemStackMetaRef".
7848 after_place_node = function(pos, placer, itemstack, pointed_thing),
7849 -- Called after constructing node when node was placed using
7850 -- minetest.item_place_node / minetest.place_node.
7851 -- If return true no item is taken from itemstack.
7852 -- `placer` may be any valid ObjectRef or nil.
7855 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7856 -- oldmetadata is in table format.
7857 -- Called after destructing node when node was dug using
7858 -- minetest.node_dig / minetest.dig_node.
7861 can_dig = function(pos, [player]),
7862 -- Returns true if node can be dug, or false if not.
7865 on_punch = function(pos, node, puncher, pointed_thing),
7866 -- default: minetest.node_punch
7867 -- Called when puncher (an ObjectRef) punches the node at pos.
7868 -- By default calls minetest.register_on_punchnode callbacks.
7870 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7872 -- Called when clicker (an ObjectRef) used the 'place/build' key
7873 -- (not neccessarily an actual rightclick)
7874 -- while pointing at the node at pos with 'node' being the node table.
7875 -- itemstack will hold clicker's wielded item.
7876 -- Shall return the leftover itemstack.
7877 -- Note: pointed_thing can be nil, if a mod calls this function.
7878 -- This function does not get triggered by clients <=0.4.16 if the
7879 -- "formspec" node metadata field is set.
7881 on_dig = function(pos, node, digger),
7882 -- default: minetest.node_dig
7883 -- By default checks privileges, wears out item (if tool) and removes node.
7884 -- return true if the node was dug successfully, false otherwise.
7885 -- Deprecated: returning nil is the same as returning true.
7887 on_timer = function(pos, elapsed),
7889 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7890 -- elapsed is the total time passed since the timer was started.
7891 -- return true to run the timer for another cycle with the same timeout
7894 on_receive_fields = function(pos, formname, fields, sender),
7895 -- fields = {name1 = value1, name2 = value2, ...}
7896 -- Called when an UI form (e.g. sign text input) returns data.
7897 -- See minetest.register_on_player_receive_fields for more info.
7900 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7901 -- Called when a player wants to move items inside the inventory.
7902 -- Return value: number of items allowed to move.
7904 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7905 -- Called when a player wants to put something into the inventory.
7906 -- Return value: number of items allowed to put.
7907 -- Return value -1: Allow and don't modify item count in inventory.
7909 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7910 -- Called when a player wants to take something out of the inventory.
7911 -- Return value: number of items allowed to take.
7912 -- Return value -1: Allow and don't modify item count in inventory.
7914 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7915 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7916 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7917 -- Called after the actual action has happened, according to what was
7921 on_blast = function(pos, intensity),
7922 -- intensity: 1.0 = mid range of regular TNT.
7923 -- If defined, called when an explosion touches the node, instead of
7924 -- removing the node.
7926 mod_origin = "modname",
7927 -- stores which mod actually registered a node
7928 -- if it can not find a source, returns "??"
7929 -- useful for getting what mod truly registered something
7930 -- example: if a node is registered as ":othermodname:nodename",
7931 -- nodename will show "othermodname", but mod_orgin will say "modname"
7937 Used by `minetest.register_craft`.
7942 output = 'default:pick_stone',
7944 {'default:cobble', 'default:cobble', 'default:cobble'},
7945 {'', 'default:stick', ''},
7946 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7948 replacements = <list of item pairs>,
7949 -- replacements: replace one input item with another item on crafting
7957 output = 'mushrooms:mushroom_stew',
7960 "mushrooms:mushroom_brown",
7961 "mushrooms:mushroom_red",
7963 replacements = <list of item pairs>,
7969 type = "toolrepair",
7970 additional_wear = -0.02, -- multiplier of 65536
7973 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
7974 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
7976 The wear of the output is determined by the wear of both tools, plus a
7977 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
7978 you want `additional_wear` to be negative.
7980 The formula used to calculate the resulting wear is:
7982 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
7984 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
7985 no crafting is possible.
7991 output = "default:glass",
7992 recipe = "default:sand",
8000 recipe = "bucket:bucket_lava",
8002 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8008 Used by `minetest.register_ore`.
8010 See [Ores] section above for essential information.
8013 ore_type = "scatter",
8015 ore = "default:stone_with_coal",
8018 -- Facedir rotation. Default is 0 (unchanged rotation)
8020 wherein = "default:stone",
8021 -- A list of nodenames is supported too
8023 clust_scarcity = 8 * 8 * 8,
8024 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8025 -- If the desired average distance between ores is 'd', set this to
8029 -- Number of ores in a cluster
8032 -- Size of the bounding box of the cluster.
8033 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8034 -- nodes are coal ore.
8038 -- Lower and upper limits for ore
8041 -- Attributes for the ore generation, see 'Ore attributes' section above
8043 noise_threshold = 0.5,
8044 -- If noise is above this threshold, ore is placed. Not needed for a
8045 -- uniform distribution.
8050 spread = {x = 100, y = 100, z = 100},
8055 -- NoiseParams structure describing one of the perlin noises used for
8056 -- ore distribution.
8057 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8058 -- Omit from "scatter" ore for a uniform ore distribution.
8059 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8062 biomes = {"desert", "rainforest"},
8063 -- List of biomes in which this ore occurs.
8064 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8065 -- being used does not support biomes.
8066 -- Can be a list of (or a single) biome names, IDs, or definitions.
8068 -- Type-specific parameters
8071 column_height_min = 1,
8072 column_height_max = 16,
8073 column_midpoint_factor = 0.5,
8079 spread = {x = 100, y = 100, z = 100},
8087 spread = {x = 100, y = 100, z = 100},
8094 random_factor = 1.0,
8097 np_stratum_thickness = {
8100 spread = {x = 100, y = 100, z = 100},
8105 stratum_thickness = 8,
8111 Used by `minetest.register_biome`.
8113 The maximum number of biomes that can be used is 65535. However, using an
8114 excessive number of biomes will slow down map generation. Depending on desired
8115 performance and computing power the practical limit is much lower.
8120 node_dust = "default:snow",
8121 -- Node dropped onto upper surface after all else is generated
8123 node_top = "default:dirt_with_snow",
8125 -- Node forming surface layer of biome and thickness of this layer
8127 node_filler = "default:permafrost",
8129 -- Node forming lower layer of biome and thickness of this layer
8131 node_stone = "default:bluestone",
8132 -- Node that replaces all stone nodes between roughly y_min and y_max.
8134 node_water_top = "default:ice",
8135 depth_water_top = 10,
8136 -- Node forming a surface layer in seawater with the defined thickness
8139 -- Node that replaces all seawater nodes not in the surface layer
8141 node_river_water = "default:ice",
8142 -- Node that replaces river water in mapgens that use
8143 -- default:river_water
8145 node_riverbed = "default:gravel",
8147 -- Node placed under river water and thickness of this layer
8149 node_cave_liquid = "default:lava_source",
8150 node_cave_liquid = {"default:water_source", "default:lava_source"},
8151 -- Nodes placed inside 50% of the medium size caves.
8152 -- Multiple nodes can be specified, each cave will use a randomly
8153 -- chosen node from the list.
8154 -- If this field is left out or 'nil', cave liquids fall back to
8155 -- classic behaviour of lava and water distributed using 3D noise.
8156 -- For no cave liquid, specify "air".
8158 node_dungeon = "default:cobble",
8159 -- Node used for primary dungeon structure.
8160 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8161 -- alias, if that is also absent, dungeon nodes fall back to the biome
8163 -- If present, the following two nodes are also used.
8165 node_dungeon_alt = "default:mossycobble",
8166 -- Node used for randomly-distributed alternative structure nodes.
8167 -- If alternative structure nodes are not wanted leave this absent for
8168 -- performance reasons.
8170 node_dungeon_stair = "stairs:stair_cobble",
8171 -- Node used for dungeon stairs.
8172 -- If absent, stairs fall back to 'node_dungeon'.
8176 -- Upper and lower limits for biome.
8177 -- Alternatively you can use xyz limits as shown below.
8179 max_pos = {x = 31000, y = 128, z = 31000},
8180 min_pos = {x = -31000, y = 9, z = -31000},
8181 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8182 -- Biome is limited to a cuboid defined by these positions.
8183 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8184 -- 31000 in 'max_pos'.
8187 -- Vertical distance in nodes above 'y_max' over which the biome will
8188 -- blend with the biome above.
8189 -- Set to 0 for no vertical blend. Defaults to 0.
8192 humidity_point = 50,
8193 -- Characteristic temperature and humidity for the biome.
8194 -- These values create 'biome points' on a voronoi diagram with heat and
8195 -- humidity as axes. The resulting voronoi cells determine the
8196 -- distribution of the biomes.
8197 -- Heat and humidity have average values of 50, vary mostly between
8198 -- 0 and 100 but can exceed these values.
8201 Decoration definition
8202 ---------------------
8204 See [Decoration types]. Used by `minetest.register_decoration`.
8207 deco_type = "simple",
8209 place_on = "default:dirt_with_grass",
8210 -- Node (or list of nodes) that the decoration can be placed on
8213 -- Size of the square divisions of the mapchunk being generated.
8214 -- Determines the resolution of noise variation if used.
8215 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8216 -- equal to the chunk size.
8219 -- The value determines 'decorations per surface node'.
8220 -- Used only if noise_params is not specified.
8221 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8222 -- a different and much faster method.
8227 spread = {x = 100, y = 100, z = 100},
8234 -- NoiseParams structure describing the perlin noise used for decoration
8236 -- A noise value is calculated for each square division and determines
8237 -- 'decorations per surface node' within each division.
8238 -- If the noise value >= 10.0 complete coverage is enabled and
8239 -- decoration placement uses a different and much faster method.
8241 biomes = {"Oceanside", "Hills", "Plains"},
8242 -- List of biomes in which this decoration occurs. Occurs in all biomes
8243 -- if this is omitted, and ignored if the Mapgen being used does not
8245 -- Can be a list of (or a single) biome names, IDs, or definitions.
8249 -- Lower and upper limits for decoration.
8250 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8252 spawn_by = "default:water",
8253 -- Node (or list of nodes) that the decoration only spawns next to.
8254 -- Checks two horizontal planes of 8 neighbouring nodes (including
8255 -- diagonal neighbours), one plane level with the 'place_on' node and a
8256 -- plane one node above that.
8259 -- Number of spawn_by nodes that must be surrounding the decoration
8260 -- position to occur.
8261 -- If absent or -1, decorations occur next to any nodes.
8263 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8264 -- Flags for all decoration types.
8265 -- "liquid_surface": Instead of placement on the highest solid surface
8266 -- in a mapchunk column, placement is on the highest liquid surface.
8267 -- Placement is disabled if solid nodes are found above the liquid
8269 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8270 -- by the decoration.
8271 -- "all_floors", "all_ceilings": Instead of placement on the highest
8272 -- surface in a mapchunk the decoration is placed on all floor and/or
8273 -- ceiling surfaces, for example in caves and dungeons.
8274 -- Ceiling decorations act as an inversion of floor decorations so the
8275 -- effect of 'place_offset_y' is inverted.
8276 -- Y-slice probabilities do not function correctly for ceiling
8277 -- schematic decorations as the behaviour is unchanged.
8278 -- If a single decoration registration has both flags the floor and
8279 -- ceiling decorations will be aligned vertically.
8281 ----- Simple-type parameters
8283 decoration = "default:grass",
8284 -- The node name used as the decoration.
8285 -- If instead a list of strings, a randomly selected node from the list
8286 -- is placed as the decoration.
8289 -- Decoration height in nodes.
8290 -- If height_max is not 0, this is the lower limit of a randomly
8294 -- Upper limit of the randomly selected height.
8295 -- If absent, the parameter 'height' is used as a constant.
8298 -- Param2 value of decoration nodes.
8299 -- If param2_max is not 0, this is the lower limit of a randomly
8303 -- Upper limit of the randomly selected param2.
8304 -- If absent, the parameter 'param2' is used as a constant.
8307 -- Y offset of the decoration base node relative to the standard base
8309 -- Can be positive or negative. Default is 0.
8310 -- Effect is inverted for "all_ceilings" decorations.
8311 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8312 -- to the 'place_on' node.
8314 ----- Schematic-type parameters
8316 schematic = "foobar.mts",
8317 -- If schematic is a string, it is the filepath relative to the current
8318 -- working directory of the specified Minetest schematic file.
8319 -- Could also be the ID of a previously registered schematic.
8322 size = {x = 4, y = 6, z = 4},
8324 {name = "default:cobble", param1 = 255, param2 = 0},
8325 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8326 {name = "air", param1 = 255, param2 = 0},
8330 {ypos = 2, prob = 128},
8331 {ypos = 5, prob = 64},
8335 -- Alternative schematic specification by supplying a table. The fields
8336 -- size and data are mandatory whereas yslice_prob is optional.
8337 -- See 'Schematic specifier' for details.
8339 replacements = {["oldname"] = "convert_to", ...},
8341 flags = "place_center_x, place_center_y, place_center_z",
8342 -- Flags for schematic decorations. See 'Schematic attributes'.
8345 -- Rotation can be "0", "90", "180", "270", or "random"
8348 -- If the flag 'place_center_y' is set this parameter is ignored.
8349 -- Y offset of the schematic base node layer relative to the 'place_on'
8351 -- Can be positive or negative. Default is 0.
8352 -- Effect is inverted for "all_ceilings" decorations.
8353 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8354 -- to the 'place_on' node.
8357 Chat command definition
8358 -----------------------
8360 Used by `minetest.register_chatcommand`.
8363 params = "<name> <privilege>", -- Short parameter description
8365 description = "Remove privilege from player", -- Full description
8367 privs = {privs=true}, -- Require the "privs" privilege to run
8369 func = function(name, param),
8370 -- Called when command is run. Returns boolean success and text output.
8371 -- Special case: The help message is shown to the player if `func`
8372 -- returns false without a text output.
8375 Note that in params, use of symbols is as follows:
8377 * `<>` signifies a placeholder to be replaced when the command is used. For
8378 example, when a player name is needed: `<name>`
8379 * `[]` signifies param is optional and not required when the command is used.
8380 For example, if you require param1 but param2 is optional:
8381 `<param1> [<param2>]`
8382 * `|` signifies exclusive or. The command requires one param from the options
8383 provided. For example: `<param1> | <param2>`
8384 * `()` signifies grouping. For example, when param1 and param2 are both
8385 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8387 Privilege definition
8388 --------------------
8390 Used by `minetest.register_privilege`.
8394 -- Privilege description
8396 give_to_singleplayer = true,
8397 -- Whether to grant the privilege to singleplayer.
8399 give_to_admin = true,
8400 -- Whether to grant the privilege to the server admin.
8401 -- Uses value of 'give_to_singleplayer' by default.
8403 on_grant = function(name, granter_name),
8404 -- Called when given to player 'name' by 'granter_name'.
8405 -- 'granter_name' will be nil if the priv was granted by a mod.
8407 on_revoke = function(name, revoker_name),
8408 -- Called when taken from player 'name' by 'revoker_name'.
8409 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8411 -- Note that the above two callbacks will be called twice if a player is
8412 -- responsible, once with the player name, and then with a nil player
8414 -- Return true in the above callbacks to stop register_on_priv_grant or
8415 -- revoke being called.
8418 Detached inventory callbacks
8419 ----------------------------
8421 Used by `minetest.create_detached_inventory`.
8424 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8425 -- Called when a player wants to move items inside the inventory.
8426 -- Return value: number of items allowed to move.
8428 allow_put = function(inv, listname, index, stack, player),
8429 -- Called when a player wants to put something into the inventory.
8430 -- Return value: number of items allowed to put.
8431 -- Return value -1: Allow and don't modify item count in inventory.
8433 allow_take = function(inv, listname, index, stack, player),
8434 -- Called when a player wants to take something out of the inventory.
8435 -- Return value: number of items allowed to take.
8436 -- Return value -1: Allow and don't modify item count in inventory.
8438 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8439 on_put = function(inv, listname, index, stack, player),
8440 on_take = function(inv, listname, index, stack, player),
8441 -- Called after the actual action has happened, according to what was
8451 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8454 hud_elem_type = "image", -- See HUD element types
8455 -- Type of element, can be "image", "text", "statbar", "inventory",
8456 -- "compass" or "minimap"
8458 position = {x=0.5, y=0.5},
8459 -- Left corner position of element
8463 scale = {x = 2, y = 2},
8472 -- Selected item in inventory. 0 for no item selected.
8475 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8477 alignment = {x=0, y=0},
8479 offset = {x=0, y=0},
8481 size = { x=100, y=100 },
8482 -- Size of element in pixels
8485 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8488 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8494 Used by `minetest.add_particle`.
8497 pos = {x=0, y=0, z=0},
8498 velocity = {x=0, y=0, z=0},
8499 acceleration = {x=0, y=0, z=0},
8500 -- Spawn particle at pos with velocity and acceleration
8503 -- Disappears after expirationtime seconds
8506 -- Scales the visual size of the particle texture.
8507 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8508 -- particle (just like actual node dig particles).
8510 collisiondetection = false,
8511 -- If true collides with `walkable` nodes and, depending on the
8512 -- `object_collision` field, objects too.
8514 collision_removal = false,
8515 -- If true particle is removed when it collides.
8516 -- Requires collisiondetection = true to have any effect.
8518 object_collision = false,
8519 -- If true particle collides with objects that are defined as
8520 -- `physical = true,` and `collide_with_objects = true,`.
8521 -- Requires collisiondetection = true to have any effect.
8524 -- If true faces player using y axis only
8526 texture = "image.png",
8527 -- The texture of the particle
8529 playername = "singleplayer",
8530 -- Optional, if specified spawns particle only on the player's client
8532 animation = {Tile Animation definition},
8533 -- Optional, specifies how to animate the particle texture
8536 -- Optional, specify particle self-luminescence in darkness.
8539 node = {name = "ignore", param2 = 0},
8540 -- Optional, if specified the particle will have the same appearance as
8541 -- node dig particles for the given node.
8542 -- `texture` and `animation` will be ignored if this is set.
8545 -- Optional, only valid in combination with `node`
8546 -- If set to a valid number 1-6, specifies the tile from which the
8547 -- particle texture is picked.
8548 -- Otherwise, the default behavior is used. (currently: any random tile)
8552 `ParticleSpawner` definition
8553 ----------------------------
8555 Used by `minetest.add_particlespawner`.
8559 -- Number of particles spawned over the time period `time`.
8562 -- Lifespan of spawner in seconds.
8563 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8564 -- a per-second basis.
8566 minpos = {x=0, y=0, z=0},
8567 maxpos = {x=0, y=0, z=0},
8568 minvel = {x=0, y=0, z=0},
8569 maxvel = {x=0, y=0, z=0},
8570 minacc = {x=0, y=0, z=0},
8571 maxacc = {x=0, y=0, z=0},
8576 -- The particles' properties are random values between the min and max
8578 -- applies to: pos, velocity, acceleration, expirationtime, size
8579 -- If `node` is set, min and maxsize can be set to 0 to spawn
8580 -- randomly-sized particles (just like actual node dig particles).
8582 collisiondetection = false,
8583 -- If true collide with `walkable` nodes and, depending on the
8584 -- `object_collision` field, objects too.
8586 collision_removal = false,
8587 -- If true particles are removed when they collide.
8588 -- Requires collisiondetection = true to have any effect.
8590 object_collision = false,
8591 -- If true particles collide with objects that are defined as
8592 -- `physical = true,` and `collide_with_objects = true,`.
8593 -- Requires collisiondetection = true to have any effect.
8595 attached = ObjectRef,
8596 -- If defined, particle positions, velocities and accelerations are
8597 -- relative to this object's position and yaw
8600 -- If true face player using y axis only
8602 texture = "image.png",
8603 -- The texture of the particle
8605 playername = "singleplayer",
8606 -- Optional, if specified spawns particles only on the player's client
8608 animation = {Tile Animation definition},
8609 -- Optional, specifies how to animate the particles' texture
8612 -- Optional, specify particle self-luminescence in darkness.
8615 node = {name = "ignore", param2 = 0},
8616 -- Optional, if specified the particles will have the same appearance as
8617 -- node dig particles for the given node.
8618 -- `texture` and `animation` will be ignored if this is set.
8621 -- Optional, only valid in combination with `node`
8622 -- If set to a valid number 1-6, specifies the tile from which the
8623 -- particle texture is picked.
8624 -- Otherwise, the default behavior is used. (currently: any random tile)
8627 `HTTPRequest` definition
8628 ------------------------
8630 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8633 url = "http://example.org",
8636 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8638 method = "GET", "POST", "PUT" or "DELETE"
8639 -- The http method to use. Defaults to "GET".
8641 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8642 -- Data for the POST, PUT or DELETE request.
8643 -- Accepts both a string and a table. If a table is specified, encodes
8644 -- table as x-www-form-urlencoded key-value pairs.
8646 user_agent = "ExampleUserAgent",
8647 -- Optional, if specified replaces the default minetest user agent with
8650 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8651 -- Optional, if specified adds additional headers to the HTTP request.
8652 -- You must make sure that the header strings follow HTTP specification
8656 -- Optional, if true performs a multipart HTTP request.
8657 -- Default is false.
8658 -- Post only, data must be array
8660 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8661 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8664 `HTTPRequestResult` definition
8665 ------------------------------
8667 Passed to `HTTPApiTable.fetch` callback. Returned by
8668 `HTTPApiTable.fetch_async_get`.
8672 -- If true, the request has finished (either succeeded, failed or timed
8676 -- If true, the request was successful
8679 -- If true, the request timed out
8687 Authentication handler definition
8688 ---------------------------------
8690 Used by `minetest.register_authentication_handler`.
8693 get_auth = function(name),
8694 -- Get authentication data for existing player `name` (`nil` if player
8696 -- Returns following structure:
8697 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8699 create_auth = function(name, password),
8700 -- Create new auth data for player `name`.
8701 -- Note that `password` is not plain-text but an arbitrary
8702 -- representation decided by the engine.
8704 delete_auth = function(name),
8705 -- Delete auth data of player `name`.
8706 -- Returns boolean indicating success (false if player is nonexistent).
8708 set_password = function(name, password),
8709 -- Set password of player `name` to `password`.
8710 -- Auth data should be created if not present.
8712 set_privileges = function(name, privileges),
8713 -- Set privileges of player `name`.
8714 -- `privileges` is in table form, auth data should be created if not
8717 reload = function(),
8718 -- Reload authentication data from the storage location.
8719 -- Returns boolean indicating success.
8721 record_login = function(name),
8722 -- Called when player joins, used for keeping track of last_login
8724 iterate = function(),
8725 -- Returns an iterator (use with `for` loops) for all player names
8726 -- currently in the auth database