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 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, human readable name e.g. `name = Minetest`
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
79 Used to set default settings when running this game.
81 In the same format as the one in builtin.
82 This settingtypes.txt will be parsed by the menu and the settings will be
83 displayed in the "Games" category in the advanced settings tab.
84 * If the game contains a folder called `textures` the server will load it as a
85 texturepack, overriding mod textures.
86 Any server texturepack will override mod textures and the game texturepack.
91 Games can provide custom main menu images. They are put inside a `menu`
92 directory inside the game directory.
94 The images are named `$identifier.png`, where `$identifier` is one of
95 `overlay`, `background`, `footer`, `header`.
96 If you want to specify multiple images for one identifier, add additional
97 images named like `$identifier.$n.png`, with an ascending number $n starting
98 with 1, and a random image will be chosen from the provided ones.
109 Paths are relative to the directories listed in the [Paths] section above.
111 * `games/<gameid>/mods/`
113 * `worlds/<worldname>/worldmods/`
118 It is possible to include a game in a world; in this case, no mods or
119 games are loaded or checked from anywhere else.
121 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
124 Mods should then be placed in `<worldname>/game/mods/`.
129 Mods can be put in a subdirectory, if the parent directory, which otherwise
130 should be a mod, contains a file named `modpack.conf`.
131 The file is a key-value store of modpack details.
133 * `name`: The modpack name.
134 * `description`: Description of mod to be shown in the Mods tab of the main
137 Note: to support 0.4.x, please also create an empty modpack.txt file.
139 Mod directory structure
140 -----------------------
146 │ ├── settingtypes.txt
150 │ │ ├── modname_stuff.png
151 │ │ └── modname_something_else.png
160 The location of this directory can be fetched by using
161 `minetest.get_modpath(modname)`.
165 A `Settings` file that provides meta information about the mod.
167 * `name`: The mod name. Allows Minetest to determine the mod name even if the
168 folder is wrongly named.
169 * `description`: Description of mod to be shown in the Mods tab of the main
171 * `depends`: A comma separated list of dependencies. These are mods that must be
172 loaded before this mod.
173 * `optional_depends`: A comma separated list of optional dependencies.
174 Like a dependency, but no error if the mod doesn't exist.
176 Note: to support 0.4.x, please also provide depends.txt.
180 A screenshot shown in the mod manager within the main menu. It should
181 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
185 **Deprecated:** you should use mod.conf instead.
187 This file is used if there are no dependencies in mod.conf.
189 List of mods that have to be loaded before loading this mod.
191 A single line contains a single modname.
193 Optional dependencies can be defined by appending a question mark
194 to a single modname. This means that if the specified mod
195 is missing, it does not prevent this mod from being loaded.
197 ### `description.txt`
199 **Deprecated:** you should use mod.conf instead.
201 This file is used if there is no description in mod.conf.
203 A file containing a description to be shown in the Mods tab of the main menu.
205 ### `settingtypes.txt`
207 The format is documented in `builtin/settingtypes.txt`.
208 It is parsed by the main menu settings dialogue to list mod-specific
209 settings in the "Mods" category.
213 The main Lua script. Running this script should register everything it
214 wants to register. Subsequent execution depends on minetest calling the
215 registered callbacks.
217 `minetest.settings` can be used to read custom or existing settings at load
218 time, if necessary. (See [`Settings`])
222 Models for entities or meshnodes.
224 ### `textures`, `sounds`, `media`
226 Media files (textures, sounds, whatever) that will be transferred to the
227 client and will be available for use by the mod.
231 Translation files for the clients. (See [Translations])
236 Registered names should generally be in this format:
240 `<whatever>` can have these characters:
244 This is to prevent conflicting names from corrupting maps and is
245 enforced by the mod loader.
247 Registered names can be overridden by prefixing the name with `:`. This can
248 be used for overriding the registrations of some other mod.
250 The `:` prefix can also be used for maintaining backwards compatibility.
254 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
255 So the name should be `experimental:tnt`.
257 Any mod can redefine `experimental:tnt` by using the name
261 when registering it. That mod is required to have `experimental` as a
270 Aliases of itemnames can be added by using
271 `minetest.register_alias(alias, original_name)` or
272 `minetest.register_alias_force(alias, original_name)`.
274 This adds an alias `alias` for the item called `original_name`.
275 From now on, you can use `alias` to refer to the item `original_name`.
277 The only difference between `minetest.register_alias` and
278 `minetest.register_alias_force` is that if an item named `alias` already exists,
279 `minetest.register_alias` will do nothing while
280 `minetest.register_alias_force` will unregister it.
282 This can be used for maintaining backwards compatibility.
284 This can also set quick access names for things, e.g. if
285 you have an item called `epiclylongmodname:stuff`, you could do
287 minetest.register_alias("stuff", "epiclylongmodname:stuff")
289 and be able to use `/giveme stuff`.
294 In a game, a certain number of these must be set to tell core mapgens which
295 of the game's nodes are to be used for core mapgen generation. For example:
297 minetest.register_alias("mapgen_stone", "default:stone")
299 ### Aliases for non-V6 mapgens
301 #### Essential aliases
304 * mapgen_water_source
305 * mapgen_river_water_source
307 `mapgen_river_water_source` is required for mapgens with sloping rivers where
308 it is necessary to have a river liquid node with a short `liquid_range` and
309 `liquid_renewable = false` to avoid flooding.
311 #### Optional aliases
315 Fallback lava node used if cave liquids are not defined in biome definitions.
316 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
320 Fallback node used if dungeon nodes are not defined in biome definitions.
321 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
323 ### Aliases needed for Mapgen V6
326 * mapgen_water_source
329 * mapgen_dirt_with_grass
332 * mapgen_desert_stone
334 * mapgen_dirt_with_snow
343 * mapgen_jungleleaves
346 * mapgen_pine_needles
349 * mapgen_stair_cobble
351 * mapgen_stair_desert_stone
353 ### Setting the node used in Mapgen Singlenode
355 By default the world is filled with air nodes. To set a different node use, for
358 minetest.register_alias("mapgen_singlenode", "default:stone")
366 Mods should generally prefix their textures with `modname_`, e.g. given
367 the mod name `foomod`, a texture could be called:
371 Textures are referred to by their complete name, or alternatively by
372 stripping out the file extension:
374 * e.g. `foomod_foothing.png`
375 * e.g. `foomod_foothing`
380 There are various texture modifiers that can be used
381 to generate textures on-the-fly.
383 ### Texture overlaying
385 Textures can be overlaid by putting a `^` between them.
389 default_dirt.png^default_grass_side.png
391 `default_grass_side.png` is overlaid over `default_dirt.png`.
392 The texture with the lower resolution will be automatically upscaled to
393 the higher resolution texture.
397 Textures can be grouped together by enclosing them in `(` and `)`.
399 Example: `cobble.png^(thing1.png^thing2.png)`
401 A texture for `thing1.png^thing2.png` is created and the resulting
402 texture is overlaid on top of `cobble.png`.
406 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
407 passing complex texture names as arguments. Escaping is done with backslash and
408 is required for `^` and `:`.
410 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
412 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
413 on top of `cobble.png`.
415 ### Advanced texture modifiers
421 * `[crack:<t>:<n>:<p>`
422 * `[cracko:<t>:<n>:<p>`
426 * `<t>`: tile count (in each direction)
427 * `<n>`: animation frame count
428 * `<p>`: current animation frame
430 Draw a step of the crack animation on the texture.
431 `crack` draws it normally, while `cracko` lays it over, keeping transparent
436 default_cobble.png^[crack:10:1
438 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
444 * `<file>`: texture to combine
446 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
447 specified coordinates.
451 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
453 #### `[resize:<w>x<h>`
455 Resizes the texture to the given dimensions.
459 default_sandstone.png^[resize:16x16
463 Makes the base image transparent according to the given ratio.
465 `r` must be between 0 (transparent) and 255 (opaque).
469 default_sandstone.png^[opacity:127
471 #### `[invert:<mode>`
473 Inverts the given channels of the base image.
474 Mode may contain the characters "r", "g", "b", "a".
475 Only the channels that are mentioned in the mode string will be inverted.
479 default_apple.png^[invert:rgb
483 Brightens the texture.
487 tnt_tnt_side.png^[brighten
491 Makes the texture completely opaque.
495 default_leaves.png^[noalpha
497 #### `[makealpha:<r>,<g>,<b>`
499 Convert one color to transparency.
503 default_cobble.png^[makealpha:128,128,128
507 * `<t>`: transformation(s) to apply
509 Rotates and/or flips the image.
511 `<t>` can be a number (between 0 and 7) or a transform name.
512 Rotations are counter-clockwise.
515 1 R90 rotate by 90 degrees
516 2 R180 rotate by 180 degrees
517 3 R270 rotate by 270 degrees
519 5 FXR90 flip X then rotate by 90 degrees
521 7 FYR90 flip Y then rotate by 90 degrees
525 default_stone.png^[transformFXR90
527 #### `[inventorycube{<top>{<left>{<right>`
529 Escaping does not apply here and `^` is replaced by `&` in texture names
532 Create an inventory cube texture using the side textures.
536 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
538 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
539 `dirt.png^grass_side.png` textures
541 #### `[lowpart:<percent>:<file>`
543 Blit the lower `<percent>`% part of `<file>` on the texture.
547 base.png^[lowpart:25:overlay.png
549 #### `[verticalframe:<t>:<n>`
551 * `<t>`: animation frame count
552 * `<n>`: current animation frame
554 Crops the texture to a frame of a vertical animation.
558 default_torch_animated.png^[verticalframe:16:8
562 Apply a mask to the base image.
564 The mask is applied using binary AND.
566 #### `[sheet:<w>x<h>:<x>,<y>`
568 Retrieves a tile at position x,y from the base image
569 which it assumes to be a tilesheet with dimensions w,h.
571 #### `[colorize:<color>:<ratio>`
573 Colorize the textures with the given color.
574 `<color>` is specified as a `ColorString`.
575 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
576 it is an int, then it specifies how far to interpolate between the
577 colors where 0 is only the texture color and 255 is only `<color>`. If
578 omitted, the alpha of `<color>` will be used as the ratio. If it is
579 the word "`alpha`", then each texture pixel will contain the RGB of
580 `<color>` and the alpha of `<color>` multiplied by the alpha of the
583 #### `[multiply:<color>`
585 Multiplies texture colors with the given color.
586 `<color>` is specified as a `ColorString`.
587 Result is more like what you'd expect if you put a color on top of another
588 color, meaning white surfaces get a lot of your new color while black parts
589 don't change very much.
594 The goal of hardware coloring is to simplify the creation of
595 colorful nodes. If your textures use the same pattern, and they only
596 differ in their color (like colored wool blocks), you can use hardware
597 coloring instead of creating and managing many texture files.
598 All of these methods use color multiplication (so a white-black texture
599 with red coloring will result in red-black color).
603 This method is useful if you wish to create nodes/items with
604 the same texture, in different colors, each in a new node/item definition.
608 When you register an item or node, set its `color` field (which accepts a
609 `ColorSpec`) to the desired color.
611 An `ItemStack`'s static color can be overwritten by the `color` metadata
612 field. If you set that field to a `ColorString`, that color will be used.
616 Each tile may have an individual static color, which overwrites every
617 other coloring method. To disable the coloring of a face,
618 set its color to white (because multiplying with white does nothing).
619 You can set the `color` property of the tiles in the node's definition
620 if the tile is in table format.
624 For nodes and items which can have many colors, a palette is more
625 suitable. A palette is a texture, which can contain up to 256 pixels.
626 Each pixel is one possible color for the node/item.
627 You can register one node/item, which can have up to 256 colors.
629 #### Palette indexing
631 When using palettes, you always provide a pixel index for the given
632 node or `ItemStack`. The palette is read from left to right and from
633 top to bottom. If the palette has less than 256 pixels, then it is
634 stretched to contain exactly 256 pixels (after arranging the pixels
635 to one line). The indexing starts from 0.
639 * 16x16 palette, index = 0: the top left corner
640 * 16x16 palette, index = 4: the fifth pixel in the first row
641 * 16x16 palette, index = 16: the pixel below the top left corner
642 * 16x16 palette, index = 255: the bottom right corner
643 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
644 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
645 to ensure the total 256 pixels.
646 * 2x4 palette, index = 32: the top right corner
647 * 2x4 palette, index = 63: the top right corner
648 * 2x4 palette, index = 64: the pixel below the top left corner
650 #### Using palettes with items
652 When registering an item, set the item definition's `palette` field to
653 a texture. You can also use texture modifiers.
655 The `ItemStack`'s color depends on the `palette_index` field of the
656 stack's metadata. `palette_index` is an integer, which specifies the
657 index of the pixel to use.
659 #### Linking palettes with nodes
661 When registering a node, set the item definition's `palette` field to
662 a texture. You can also use texture modifiers.
663 The node's color depends on its `param2`, so you also must set an
664 appropriate `paramtype2`:
666 * `paramtype2 = "color"` for nodes which use their full `param2` for
667 palette indexing. These nodes can have 256 different colors.
668 The palette should contain 256 pixels.
669 * `paramtype2 = "colorwallmounted"` for nodes which use the first
670 five bits (most significant) of `param2` for palette indexing.
671 The remaining three bits are describing rotation, as in `wallmounted`
672 paramtype2. Division by 8 yields the palette index (without stretching the
673 palette). These nodes can have 32 different colors, and the palette
674 should contain 32 pixels.
676 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
677 pixel will be picked from the palette.
678 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
679 pixel will be picked from the palette.
680 * `paramtype2 = "colorfacedir"` for nodes which use the first
681 three bits of `param2` for palette indexing. The remaining
682 five bits are describing rotation, as in `facedir` paramtype2.
683 Division by 32 yields the palette index (without stretching the
684 palette). These nodes can have 8 different colors, and the
685 palette should contain 8 pixels.
687 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
688 first (= 0 + 1) pixel will be picked from the palette.
689 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
690 second (= 1 + 1) pixel will be picked from the palette.
692 To colorize a node on the map, set its `param2` value (according
693 to the node's paramtype2).
695 ### Conversion between nodes in the inventory and on the map
697 Static coloring is the same for both cases, there is no need
700 If the `ItemStack`'s metadata contains the `color` field, it will be
701 lost on placement, because nodes on the map can only use palettes.
703 If the `ItemStack`'s metadata contains the `palette_index` field, it is
704 automatically transferred between node and item forms by the engine,
705 when a player digs or places a colored node.
706 You can disable this feature by setting the `drop` field of the node
707 to itself (without metadata).
708 To transfer the color to a special drop, you need a drop table.
712 minetest.register_node("mod:stone", {
713 description = "Stone",
714 tiles = {"default_stone.png"},
715 paramtype2 = "color",
716 palette = "palette.png",
719 -- assume that mod:cobblestone also has the same palette
720 {items = {"mod:cobblestone"}, inherit_color = true },
725 ### Colored items in craft recipes
727 Craft recipes only support item strings, but fortunately item strings
728 can also contain metadata. Example craft recipe registration:
730 minetest.register_craft({
731 output = minetest.itemstring_with_palette("wool:block", 3),
739 To set the `color` field, you can use `minetest.itemstring_with_color`.
741 Metadata field filtering in the `recipe` field are not supported yet,
742 so the craft output is independent of the color of the ingredients.
747 Sometimes hardware coloring is not enough, because it affects the
748 whole tile. Soft texture overlays were added to Minetest to allow
749 the dynamic coloring of only specific parts of the node's texture.
750 For example a grass block may have colored grass, while keeping the
753 These overlays are 'soft', because unlike texture modifiers, the layers
754 are not merged in the memory, but they are simply drawn on top of each
755 other. This allows different hardware coloring, but also means that
756 tiles with overlays are drawn slower. Using too much overlays might
759 For inventory and wield images you can specify overlays which
760 hardware coloring does not modify. You have to set `inventory_overlay`
761 and `wield_overlay` fields to an image name.
763 To define a node overlay, simply set the `overlay_tiles` field of the node
764 definition. These tiles are defined in the same way as plain tiles:
765 they can have a texture name, color etc.
766 To skip one face, set that overlay tile to an empty string.
768 Example (colored grass block):
770 minetest.register_node("default:dirt_with_grass", {
771 description = "Dirt with Grass",
772 -- Regular tiles, as usual
773 -- The dirt tile disables palette coloring
774 tiles = {{name = "default_grass.png"},
775 {name = "default_dirt.png", color = "white"}},
776 -- Overlay tiles: define them in the same style
777 -- The top and bottom tile does not have overlay
778 overlay_tiles = {"", "",
779 {name = "default_grass_side.png", tileable_vertical = false}},
780 -- Global color, used in inventory
782 -- Palette in the world
783 paramtype2 = "color",
784 palette = "default_foilage.png",
793 Only Ogg Vorbis files are supported.
795 For positional playing of sounds, only single-channel (mono) files are
796 supported. Otherwise OpenAL will play them non-positionally.
798 Mods should generally prefix their sounds with `modname_`, e.g. given
799 the mod name "`foomod`", a sound could be called:
803 Sounds are referred to by their name with a dot, a single digit and the
804 file extension stripped out. When a sound is played, the actual sound file
805 is chosen randomly from the matching sounds.
807 When playing the sound `foomod_foosound`, the sound is chosen randomly
808 from the available ones of the following files:
810 * `foomod_foosound.ogg`
811 * `foomod_foosound.0.ogg`
812 * `foomod_foosound.1.ogg`
814 * `foomod_foosound.9.ogg`
816 Examples of sound parameter tables:
818 -- Play locationless on all clients
820 gain = 1.0, -- default
821 fade = 0.0, -- default, change to a value > 0 to fade the sound in
822 pitch = 1.0, -- default
824 -- Play locationless to one player
827 gain = 1.0, -- default
828 fade = 0.0, -- default, change to a value > 0 to fade the sound in
829 pitch = 1.0, -- default
831 -- Play locationless to one player, looped
834 gain = 1.0, -- default
837 -- Play at a location
839 pos = {x = 1, y = 2, z = 3},
840 gain = 1.0, -- default
841 max_hear_distance = 32, -- default, uses an euclidean metric
843 -- Play connected to an object, looped
845 object = <an ObjectRef>,
846 gain = 1.0, -- default
847 max_hear_distance = 32, -- default, uses an euclidean metric
850 -- Play at a location, heard by anyone *but* the given player
852 pos = {x = 32, y = 0, z = 100},
853 max_hear_distance = 40,
854 exclude_player = name,
857 Looped sounds must either be connected to an object or played locationless to
858 one player using `to_player = name`.
860 A positional sound will only be heard by players that are within
861 `max_hear_distance` of the sound position, at the start of the sound.
863 `exclude_player = name` can be applied to locationless, positional and object-
864 bound sounds to exclude a single player from hearing them.
869 Specifies a sound name, gain (=volume) and pitch.
870 This is either a string or a table.
872 In string form, you just specify the sound name or
873 the empty string for no sound.
875 Table form has the following fields:
878 * `gain`: Volume (`1.0` = 100%)
879 * `pitch`: Pitch (`1.0` = 100%)
881 `gain` and `pitch` are optional and default to `1.0`.
887 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
888 * `{name = "default_place_node"}`: Same as above
889 * `{name = "default_place_node", gain = 0.5}`: 50% volume
890 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
895 These sound files are played back by the engine if provided.
897 * `player_damage`: Played when the local player takes damage (gain = 0.5)
898 * `player_falling_damage`: Played when the local player takes
899 damage by falling (gain = 0.5)
900 * `player_jump`: Played when the local player jumps
901 * `default_dig_<groupname>`: Default node digging sound
902 (see node sound definition for details)
904 Registered definitions
905 ======================
907 Anything added using certain [Registration functions] gets added to one or more
908 of the global [Registered definition tables].
910 Note that in some cases you will stumble upon things that are not contained
911 in these tables (e.g. when a mod has been removed). Always check for
912 existence before trying to access the fields.
916 All nodes register with `minetest.register_node` get added to the table
917 `minetest.registered_nodes`.
919 If you want to check the drawtype of a node, you could do:
921 local function get_nodedef_field(nodename, fieldname)
922 if not minetest.registered_nodes[nodename] then
925 return minetest.registered_nodes[nodename][fieldname]
927 local drawtype = get_nodedef_field(nodename, "drawtype")
935 Nodes are the bulk data of the world: cubes and other things that take the
936 space of a cube. Huge amounts of them are handled efficiently, but they
939 The definition of a node is stored and can be accessed by using
941 minetest.registered_nodes[node.name]
943 See [Registered definitions].
945 Nodes are passed by value between Lua and the engine.
946 They are represented by a table:
948 {name="name", param1=num, param2=num}
950 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
951 them for certain automated functions. If you don't use these functions, you can
952 use them to store arbitrary values.
957 The functions of `param1` and `param2` are determined by certain fields in the
960 The function of `param1` is determined by `paramtype` in node definition.
961 `param1` is reserved for the engine when `paramtype != "none"`.
963 * `paramtype = "light"`
964 * The value stores light with and without sun in its upper and lower 4 bits
966 * Required by a light source node to enable spreading its light.
967 * Required by the following drawtypes as they determine their visual
968 brightness from their internal light value:
978 * `paramtype = "none"`
979 * `param1` will not be used by the engine and can be used to store
982 The function of `param2` is determined by `paramtype2` in node definition.
983 `param2` is reserved for the engine when `paramtype2 != "none"`.
985 * `paramtype2 = "flowingliquid"`
986 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
987 * The liquid level and a flag of the liquid are stored in `param2`
988 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
989 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
990 * `paramtype2 = "wallmounted"`
991 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
992 * The rotation of the node is stored in `param2`
993 * You can make this value by using `minetest.dir_to_wallmounted()`
995 * The value denotes at which direction the node is "mounted":
996 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
997 * `paramtype2 = "facedir"`
998 * Supported drawtypes: "normal", "nodebox", "mesh"
999 * The rotation of the node is stored in `param2`. Furnaces and chests are
1000 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1001 * Values range 0 - 23
1002 * facedir / 4 = axis direction:
1003 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1004 * facedir modulo 4 = rotation around that axis
1005 * `paramtype2 = "leveled"`
1006 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1008 * The level of the top face of the nodebox is stored in `param2`.
1009 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1011 * The nodebox height is (`param2` / 64) nodes.
1012 * The maximum accepted value of `param2` is 127.
1014 * The height of the 'plantlike' section is stored in `param2`.
1015 * The height is (`param2` / 16) nodes.
1016 * `paramtype2 = "degrotate"`
1017 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1019 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1020 get the actual rotation in degrees of the node.
1021 * `paramtype2 = "meshoptions"`
1022 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1023 optional modifiers of the "plant". `param2` is a bitfield.
1024 * Bits 0 to 2 select the shape.
1025 Use only one of the values below:
1026 * 0 = a "x" shaped plant (ordinary plant)
1027 * 1 = a "+" shaped plant (just rotated 45 degrees)
1028 * 2 = a "*" shaped plant with 3 faces instead of 2
1029 * 3 = a "#" shaped plant with 4 faces instead of 2
1030 * 4 = a "#" shaped plant with 4 faces that lean outwards
1031 * 5-7 are unused and reserved for future meshes.
1032 * Bits 3 to 7 are used to enable any number of optional modifiers.
1033 Just add the corresponding value(s) below to `param2`:
1034 * 8 - Makes the plant slightly vary placement horizontally
1035 * 16 - Makes the plant mesh 1.4x larger
1036 * 32 - Moves each face randomly a small bit down (1/8 max)
1037 * values 64 and 128 (bits 6-7) are reserved for future use.
1038 * Example: `param2 = 0` selects a normal "x" shaped plant
1039 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1040 * `paramtype2 = "color"`
1041 * `param2` tells which color is picked from the palette.
1042 The palette should have 256 pixels.
1043 * `paramtype2 = "colorfacedir"`
1044 * Same as `facedir`, but with colors.
1045 * The first three bits of `param2` tells which color is picked from the
1046 palette. The palette should have 8 pixels.
1047 * `paramtype2 = "colorwallmounted"`
1048 * Same as `wallmounted`, but with colors.
1049 * The first five bits of `param2` tells which color is picked from the
1050 palette. The palette should have 32 pixels.
1051 * `paramtype2 = "glasslikeliquidlevel"`
1052 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1054 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1056 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1057 * `paramtype2 = "none"`
1058 * `param2` will not be used by the engine and can be used to store
1061 Nodes can also contain extra data. See [Node Metadata].
1066 There are a bunch of different looking node types.
1068 Look for examples in `games/minimal` or `games/minetest_game`.
1071 * A node-sized cube.
1073 * Invisible, uses no texture.
1075 * The cubic source node for a liquid.
1077 * The flowing version of a liquid, appears with various heights and slopes.
1079 * Often used for partially-transparent nodes.
1080 * Only external sides of textures are visible.
1081 * `glasslike_framed`
1082 * All face-connected nodes are drawn as one volume within a surrounding
1084 * The frame appearance is generated from the edges of the first texture
1085 specified in `tiles`. The width of the edges used are 1/16th of texture
1086 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1087 * The glass 'shine' (or other desired detail) on each node face is supplied
1088 by the second texture specified in `tiles`.
1089 * `glasslike_framed_optional`
1090 * This switches between the above 2 drawtypes according to the menu setting
1093 * Often used for partially-transparent nodes.
1094 * External and internal sides of textures are visible.
1095 * `allfaces_optional`
1096 * Often used for leaves nodes.
1097 * This switches between `normal`, `glasslike` and `allfaces` according to
1098 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1099 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1100 is used instead, if present. This allows a visually thicker texture to be
1101 used to compensate for how `glasslike` reduces visual thickness.
1103 * A single vertical texture.
1104 * If placed on top of a node, uses the first texture specified in `tiles`.
1105 * If placed against the underside of a node, uses the second texture
1106 specified in `tiles`.
1107 * If placed on the side of a node, uses the third texture specified in
1108 `tiles` and is perpendicular to that node.
1110 * A single texture parallel to, and mounted against, the top, underside or
1113 * Two vertical and diagonal textures at right-angles to each other.
1114 * See `paramtype2 = "meshoptions"` above for other options.
1116 * When above a flat surface, appears as 6 textures, the central 2 as
1117 `plantlike` plus 4 more surrounding those.
1118 * If not above a surface the central 2 do not appear, but the texture
1119 appears against the faces of surrounding nodes if they are present.
1121 * A 3D model suitable for a wooden fence.
1122 * One placed node appears as a single vertical post.
1123 * Adjacently-placed nodes cause horizontal bars to appear between them.
1125 * Often used for tracks for mining carts.
1126 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1127 curved, t-junction, crossing.
1128 * Each placed node automatically switches to a suitable rotated texture
1129 determined by the adjacent `raillike` nodes, in order to create a
1130 continuous track network.
1131 * Becomes a sloping node if placed against stepped nodes.
1133 * Often used for stairs and slabs.
1134 * Allows defining nodes consisting of an arbitrary number of boxes.
1135 * See [Node boxes] below for more information.
1137 * Uses models for nodes.
1138 * Tiles should hold model materials textures.
1139 * Only static meshes are implemented.
1140 * For supported model formats see Irrlicht engine documentation.
1141 * `plantlike_rooted`
1142 * Enables underwater `plantlike` without air bubbles around the nodes.
1143 * Consists of a base cube at the co-ordinates of the node plus a
1144 `plantlike` extension above with a height of `param2 / 16` nodes.
1145 * The `plantlike` extension visually passes through any nodes above the
1146 base cube without affecting them.
1147 * The base cube texture tiles are defined as normal, the `plantlike`
1148 extension uses the defined special tile, for example:
1149 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1151 `*_optional` drawtypes need less rendering time if deactivated
1152 (always client-side).
1157 Node selection boxes are defined using "node boxes".
1159 A nodebox is defined as any of:
1162 -- A normal cube; the default in most things
1166 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1168 fixed = box OR {box1, box2, ...}
1171 -- A variable height box (or boxes) with the top face position defined
1172 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1174 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1176 fixed = box OR {box1, box2, ...}
1179 -- A box like the selection box for torches
1180 -- (wallmounted param2 is used, if applicable)
1181 type = "wallmounted",
1187 -- A node that has optional boxes depending on neighbouring nodes'
1188 -- presence and type. See also `connects_to`.
1190 fixed = box OR {box1, box2, ...}
1191 connect_top = box OR {box1, box2, ...}
1192 connect_bottom = box OR {box1, box2, ...}
1193 connect_front = box OR {box1, box2, ...}
1194 connect_left = box OR {box1, box2, ...}
1195 connect_back = box OR {box1, box2, ...}
1196 connect_right = box OR {box1, box2, ...}
1197 -- The following `disconnected_*` boxes are the opposites of the
1198 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1199 -- on the respective side, the corresponding disconnected box is drawn.
1200 disconnected_top = box OR {box1, box2, ...}
1201 disconnected_bottom = box OR {box1, box2, ...}
1202 disconnected_front = box OR {box1, box2, ...}
1203 disconnected_left = box OR {box1, box2, ...}
1204 disconnected_back = box OR {box1, box2, ...}
1205 disconnected_right = box OR {box1, box2, ...}
1206 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1207 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1208 -- neighbours to the sides
1211 A `box` is defined as:
1213 {x1, y1, z1, x2, y2, z2}
1215 A box of a regular node would look like:
1217 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1222 Map terminology and coordinates
1223 ===============================
1225 Nodes, mapblocks, mapchunks
1226 ---------------------------
1228 A 'node' is the fundamental cubic unit of a world and appears to a player as
1229 roughly 1x1x1 meters in size.
1231 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1232 fundamental region of a world that is stored in the world database, sent to
1233 clients and handled by many parts of the engine.
1234 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1235 'node', however 'block' often appears in the API.
1237 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1238 (80x80x80 nodes) and is the volume of world generated in one operation by
1240 The size in mapblocks has been chosen to optimise map generation.
1245 ### Orientation of axes
1247 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1249 ### Node coordinates
1251 Almost all positions used in the API use node coordinates.
1253 ### Mapblock coordinates
1255 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1256 specify a particular mapblock.
1257 For example blockpos (0,0,0) specifies the mapblock that extends from
1258 node position (0,0,0) to node position (15,15,15).
1260 #### Converting node position to the containing blockpos
1262 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1265 * blockpos = math.floor(nodepos / 16)
1267 #### Converting blockpos to min/max node positions
1269 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1273 nodepos = blockpos * 16
1275 nodepos = blockpos * 16 + 15
1286 The position field is used for all element types.
1288 To account for differing resolutions, the position coordinates are the
1289 percentage of the screen, ranging in value from `0` to `1`.
1291 The name field is not yet used, but should contain a description of what the
1292 HUD element represents. The direction field is the direction in which something
1295 `0` draws from left to right, `1` draws from right to left, `2` draws from
1296 top to bottom, and `3` draws from bottom to top.
1298 The `alignment` field specifies how the item will be aligned. It is a table
1299 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1300 moved to the left/up, and `1` is to the right/down. Fractional values can be
1303 The `offset` field specifies a pixel offset from the position. Contrary to
1304 position, the offset is not scaled to screen size. This allows for some
1305 precisely positioned items in the HUD.
1307 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1310 The `z_index` field specifies the order of HUD elements from back to front.
1311 Lower z-index elements are displayed behind higher z-index elements. Elements
1312 with same z-index are displayed in an arbitrary order. Default 0.
1313 Supports negative values. By convention, the following values are recommended:
1315 * -400: Graphical effects, such as vignette
1316 * -300: Name tags, waypoints
1318 * -100: Things that block the player's view, e.g. masks
1319 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1320 minimap, builtin statbars, etc.
1321 * 100: Temporary text messages or notification icons
1322 * 1000: Full-screen effects such as full-black screen or credits.
1323 This includes effects that cover the entire screen
1324 * Other: If your HUD element doesn't fit into any category, pick a number
1325 between the suggested values
1329 Below are the specific uses for fields in each type; fields not listed for that
1334 Displays an image on the HUD.
1336 * `scale`: The scale of the image, with 1 being the original texture size.
1337 Only the X coordinate scale is used (positive values).
1338 Negative values represent that percentage of the screen it
1339 should take; e.g. `x=-100` means 100% (width).
1340 * `text`: The name of the texture that is displayed.
1341 * `alignment`: The alignment of the image.
1342 * `offset`: offset in pixels from position.
1346 Displays text on the HUD.
1348 * `scale`: Defines the bounding rectangle of the text.
1349 A value such as `{x=100, y=100}` should work.
1350 * `text`: The text to be displayed in the HUD element.
1351 * `number`: An integer containing the RGB value of the color used to draw the
1352 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1353 * `alignment`: The alignment of the text.
1354 * `offset`: offset in pixels from position.
1358 Displays a horizontal bar made up of half-images.
1360 * `text`: The name of the texture that is used.
1361 * `number`: The number of half-textures that are displayed.
1362 If odd, will end with a vertically center-split texture.
1364 * `offset`: offset in pixels from position.
1365 * `size`: If used, will force full-image size to this value (override texture
1370 * `text`: The name of the inventory list to be displayed.
1371 * `number`: Number of items in the inventory to be displayed.
1372 * `item`: Position of item that is selected.
1374 * `offset`: offset in pixels from position.
1378 Displays distance to selected world position.
1380 * `name`: The name of the waypoint.
1381 * `text`: Distance suffix. Can be blank.
1382 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1383 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1384 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1385 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1386 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1387 `precision = n` will show multiples of `1/n`
1388 * `number:` An integer containing the RGB value of the color used to draw the
1390 * `world_pos`: World position of the waypoint.
1391 * `offset`: offset in pixels from position.
1392 * `alignment`: The alignment of the waypoint.
1394 ### `image_waypoint`
1396 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1398 * `scale`: The scale of the image, with 1 being the original texture size.
1399 Only the X coordinate scale is used (positive values).
1400 Negative values represent that percentage of the screen it
1401 should take; e.g. `x=-100` means 100% (width).
1402 * `text`: The name of the texture that is displayed.
1403 * `alignment`: The alignment of the image.
1404 * `world_pos`: World position of the waypoint.
1405 * `offset`: offset in pixels from position.
1409 Representations of simple things
1410 ================================
1415 {x=num, y=num, z=num}
1417 For helper functions see [Spatial Vectors].
1422 * `{type="nothing"}`
1423 * `{type="node", under=pos, above=pos}`
1424 * Indicates a pointed node selection box.
1425 * `under` refers to the node position behind the pointed face.
1426 * `above` refers to the node position in front of the pointed face.
1427 * `{type="object", ref=ObjectRef}`
1429 Exact pointing location (currently only `Raycast` supports these fields):
1431 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1432 point on the selection box which is pointed at. May be in the selection box
1433 if the pointer is in the box too.
1434 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1436 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1437 selected selection box. This specifies which face is pointed at.
1438 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1444 Flag Specifier Format
1445 =====================
1447 Flags using the standardized flag specifier format can be specified in either
1448 of two ways, by string or table.
1450 The string format is a comma-delimited set of flag names; whitespace and
1451 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1452 flag, and specifying a flag prefixed by the string `"no"` explicitly
1453 clears the flag from whatever the default may be.
1455 In addition to the standard string flag format, the schematic flags field can
1456 also be a table of flag names to boolean values representing whether or not the
1457 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1458 is present, mapped to a boolean of any value, the specified flag is unset.
1460 E.g. A flag field of value
1462 {place_center_x = true, place_center_y=false, place_center_z=true}
1466 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1468 which is equivalent to
1470 "place_center_x, noplace_center_y, place_center_z"
1474 "place_center_x, place_center_z"
1476 since, by default, no schematic attributes are set.
1487 There are three kinds of items: nodes, tools and craftitems.
1489 * Node: Can be placed in the world's voxel grid
1490 * Tool: Has a wear property but cannot be stacked. The default use action is to
1491 dig nodes or hit objects according to its tool capabilities.
1492 * Craftitem: Cannot dig nodes or be placed
1497 All item stacks have an amount between 0 and 65535. It is 1 by
1498 default. Tool item stacks can not have an amount greater than 1.
1500 Tools use a wear (damage) value ranging from 0 to 65535. The
1501 value 0 is the default and is used for unworn tools. The values
1502 1 to 65535 are used for worn tools, where a higher value stands for
1503 a higher wear. Non-tools always have a wear value of 0.
1508 Items and item stacks can exist in three formats: Serializes, table format
1511 When an item must be passed to a function, it can usually be in any of
1516 This is called "stackstring" or "itemstring". It is a simple string with
1517 1-3 components: the full item identifier, an optional amount and an optional
1520 <identifier> [<amount>[ <wear>]]
1524 * `'default:apple'`: 1 apple
1525 * `'default:dirt 5'`: 5 dirt
1526 * `'default:pick_stone'`: a new stone pickaxe
1527 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1535 {name="default:dirt", count=5, wear=0, metadata=""}
1537 A wooden pick about 1/3 worn out:
1539 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1543 {name="default:apple", count=1, wear=0, metadata=""}
1547 A native C++ format with many helper methods. Useful for converting
1548 between formats. See the [Class reference] section for details.
1556 In a number of places, there is a group table. Groups define the
1557 properties of a thing (item, node, armor of entity, capabilities of
1558 tool) in such a way that the engine and other mods can can interact with
1559 the thing without actually knowing what the thing is.
1564 Groups are stored in a table, having the group names with keys and the
1565 group ratings as values. Group ratings are integer values within the
1566 range [-32767, 32767]. For example:
1569 groups = {crumbly=3, soil=1}
1571 -- A more special dirt-kind of thing
1572 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1574 Groups always have a rating associated with them. If there is no
1575 useful meaning for a rating for an enabled group, it shall be `1`.
1577 When not defined, the rating of a group defaults to `0`. Thus when you
1578 read groups, you must interpret `nil` and `0` as the same value, `0`.
1580 You can read the rating of a group for an item or a node by using
1582 minetest.get_item_group(itemname, groupname)
1587 Groups of items can define what kind of an item it is (e.g. wool).
1592 In addition to the general item things, groups are used to define whether
1593 a node is destroyable and how long it takes to destroy by a tool.
1598 For entities, groups are, as of now, used only for calculating damage.
1599 The rating is the percentage of damage caused by tools with this damage group.
1600 See [Entity damage mechanism].
1602 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1603 object.set_armor_groups({fleshy=30, cracky=80})
1608 Groups in tools define which groups of nodes and entities they are
1611 Groups in crafting recipes
1612 --------------------------
1614 An example: Make meat soup from any meat, any water and any bowl:
1617 output = 'food:meat_soup_raw',
1623 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1626 Another example: Make red wool from white wool and red dye:
1630 output = 'wool:red',
1631 recipe = {'wool:white', 'group:dye,basecolor_red'},
1637 The asterisk `(*)` after a group name describes that there is no engine
1638 functionality bound to it, and implementation is left up as a suggestion
1641 ### Node, item and tool groups
1643 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1644 that the item should be hidden in item lists.
1647 ### Node-only groups
1649 * `attached_node`: if the node under it is not a walkable block the node will be
1650 dropped as an item. If the node is wallmounted the wallmounted direction is
1652 * `bouncy`: value is bounce speed in percent
1653 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1654 connect to each other
1655 * `dig_immediate`: Player can always pick up node without reducing tool wear
1656 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1657 * `3`: the node always gets the digging time 0 seconds (torch)
1658 * `disable_jump`: Player (and possibly other things) cannot jump from node
1659 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1660 * `falling_node`: if there is no walkable block under the node it will fall
1661 * `float`: the node will not fall through liquids
1662 * `level`: Can be used to give an additional sense of progression in the game.
1663 * A larger level will cause e.g. a weapon of a lower level make much less
1664 damage, and get worn out much faster, or not be able to get drops
1665 from destroyed nodes.
1666 * `0` is something that is directly accessible at the start of gameplay
1667 * There is no upper limit
1668 * See also: `leveldiff` in [Tools]
1669 * `slippery`: Players and items will slide on the node.
1670 Slipperiness rises steadily with `slippery` value, starting at 1.
1673 ### Tool-only groups
1675 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1676 `"toolrepair"` crafting recipe
1679 ### `ObjectRef` groups
1681 * `immortal`: Skips all damage and breath handling for an object. This group
1682 will also hide the integrated HUD status bars for players, and is
1683 automatically set to all players when damage is disabled on the server.
1684 * `punch_operable`: For entities; disables the regular damage mechanism for
1685 players punching it by hand or a non-tool item, so that it can do something
1686 else than take damage.
1690 Known damage and digging time defining groups
1691 ---------------------------------------------
1693 * `crumbly`: dirt, sand
1694 * `cracky`: tough but crackable stuff like stone.
1695 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1696 plants, wire, sheets of metal
1697 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1698 * `fleshy`: Living things like animals and the player. This could imply
1699 some blood effects when hitting.
1700 * `explody`: Especially prone to explosions
1701 * `oddly_breakable_by_hand`:
1702 Can be added to nodes that shouldn't logically be breakable by the
1703 hand but are. Somewhat similar to `dig_immediate`, but times are more
1704 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1705 speed of a tool if the tool can dig at a faster speed than this
1706 suggests for the hand.
1708 Examples of custom groups
1709 -------------------------
1711 Item groups are often used for defining, well, _groups of items_.
1713 * `meat`: any meat-kind of a thing (rating might define the size or healing
1714 ability or be irrelevant -- it is not defined as of yet)
1715 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1717 * `flammable`: can be set on fire. Rating might define the intensity of the
1718 fire, affecting e.g. the speed of the spreading of an open fire.
1719 * `wool`: any wool (any origin, any color)
1720 * `metal`: any metal
1721 * `weapon`: any weapon
1722 * `heavy`: anything considerably heavy
1724 Digging time calculation specifics
1725 ----------------------------------
1727 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1728 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1729 faster digging time.
1731 The `level` group is used to limit the toughness of nodes a tool can dig
1732 and to scale the digging times / damage to a greater extent.
1734 **Please do understand this**, otherwise you cannot use the system to it's
1737 Tools define their properties by a list of parameters for groups. They
1738 cannot dig other groups; thus it is important to use a standard bunch of
1739 groups to enable interaction with tools.
1752 * Full punch interval
1753 * Maximum drop level
1754 * For an arbitrary list of groups:
1755 * Uses (until the tool breaks)
1756 * Maximum level (usually `0`, `1`, `2` or `3`)
1760 ### Full punch interval
1762 When used as a weapon, the tool will do full damage if this time is spent
1763 between punches. If e.g. half the time is spent, the tool will do half
1766 ### Maximum drop level
1768 Suggests the maximum level of node, when dug with the tool, that will drop
1769 it's useful item. (e.g. iron ore to drop a lump of iron).
1771 This is not automated; it is the responsibility of the node definition
1776 Determines how many uses the tool has when it is used for digging a node,
1777 of this group, of the maximum level. For lower leveled nodes, the use count
1778 is multiplied by `3^leveldiff`.
1779 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1780 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1782 * `uses=10, leveldiff=0`: actual uses: 10
1783 * `uses=10, leveldiff=1`: actual uses: 30
1784 * `uses=10, leveldiff=2`: actual uses: 90
1788 Tells what is the maximum level of a node of this group that the tool will
1793 List of digging times for different ratings of the group, for nodes of the
1796 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1797 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1798 for this group, and unable to dig the rating `1`, which is the toughest.
1799 Unless there is a matching group that enables digging otherwise.
1801 If the result digging time is 0, a delay of 0.15 seconds is added between
1802 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1803 i.e. players can more quickly click the nodes away instead of holding LMB.
1807 List of damage for groups of entities. See [Entity damage mechanism].
1809 Example definition of the capabilities of a tool
1810 ------------------------------------------------
1812 tool_capabilities = {
1813 full_punch_interval=1.5,
1816 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1818 damage_groups = {fleshy=2},
1821 This makes the tool be able to dig nodes that fulfil both of these:
1823 * Have the `crumbly` group
1824 * Have a `level` group less or equal to `2`
1826 Table of resulting digging times:
1828 crumbly 0 1 2 3 4 <- level
1830 1 0.80 1.60 1.60 - -
1831 2 0.60 1.20 1.20 - -
1832 3 0.40 0.80 0.80 - -
1834 level diff: 2 1 0 -1 -2
1836 Table of resulting tool uses:
1845 * At `crumbly==0`, the node is not diggable.
1846 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1847 easy nodes to be quickly breakable.
1848 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1853 Entity damage mechanism
1854 =======================
1859 foreach group in cap.damage_groups:
1860 damage += cap.damage_groups[group]
1861 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1862 * (object.armor_groups[group] / 100.0)
1863 -- Where object.armor_groups[group] is 0 for inexistent values
1866 Client predicts damage based on damage groups. Because of this, it is able to
1867 give an immediate response when an entity is damaged or dies; the response is
1868 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1870 Currently a smoke puff will appear when an entity dies.
1872 The group `immortal` completely disables normal damage.
1874 Entities can define a special armor group, which is `punch_operable`. This
1875 group disables the regular damage mechanism for players punching it by hand or
1876 a non-tool item, so that it can do something else than take damage.
1878 On the Lua side, every punch calls:
1880 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1883 This should never be called directly, because damage is usually not handled by
1886 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1887 accessed unless absolutely required, to encourage interoperability.
1888 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1889 * `tool_capabilities` can be `nil`.
1890 * `direction` is a unit vector, pointing from the source of the punch to
1892 * `damage` damage that will be done to entity
1893 Return value of this function will determine if damage is done by this function
1894 (retval true) or shall be done by engine (retval false)
1896 To punch an entity/object in Lua, call:
1898 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1900 * Return value is tool wear.
1901 * Parameters are equal to the above callback.
1902 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1903 will be automatically filled in based on the location of `puncher`.
1914 The instance of a node in the world normally only contains the three values
1915 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1916 It is called "node metadata"; See `NodeMetaRef`.
1918 Node metadata contains two things:
1923 Some of the values in the key-value store are handled specially:
1925 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1926 * `infotext`: Text shown on the screen when the node is pointed at
1930 local meta = minetest.get_meta(pos)
1931 meta:set_string("formspec",
1933 "list[context;main;0,0;8,4;]"..
1934 "list[current_player;main;0,5;8,4;]")
1935 meta:set_string("infotext", "Chest");
1936 local inv = meta:get_inventory()
1937 inv:set_size("main", 8*4)
1938 print(dump(meta:to_table()))
1941 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1942 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1943 [10] = "", [11] = "", [12] = "", [13] = "",
1944 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1945 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1946 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1947 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1951 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1959 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1961 Item metadata only contains a key-value store.
1963 Some of the values in the key-value store are handled specially:
1965 * `description`: Set the item stack's description. Defaults to
1967 * `color`: A `ColorString`, which sets the stack's color.
1968 * `palette_index`: If the item has a palette, this is used to get the
1969 current color from the palette.
1973 local meta = stack:get_meta()
1974 meta:set_string("key", "value")
1975 print(dump(meta:to_table()))
1983 Formspec defines a menu. This supports inventories and some of the
1984 typical widgets like buttons, checkboxes, text input fields, etc.
1985 It is a string, with a somewhat strange format.
1987 A formspec is made out of formspec elements, which includes widgets
1988 like buttons but also can be used to set stuff like background color.
1990 Many formspec elements have a `name`, which is a unique identifier which
1991 is used when the server receives user input. You must not use the name
1992 "quit" for formspec elements.
1994 Spaces and newlines can be inserted between the blocks, as is used in the
1997 Position and size units are inventory slots unless the new coordinate system
1998 is enabled. `X` and `Y` position the formspec element relative to the top left
1999 of the menu or container. `W` and `H` are its width and height values.
2001 If the new system is enabled, all elements have unified coordinates for all
2002 elements with no padding or spacing in between. This is highly recommended
2003 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2006 Inventories with a `player:<name>` inventory location are only sent to the
2007 player named `<name>`.
2009 When displaying text which can contain formspec code, e.g. text set by a player,
2010 use `minetest.formspec_escape`.
2011 For coloured text you can use `minetest.colorize`.
2013 Since formspec version 3, elements drawn in the order they are defined. All
2014 background elements are drawn before all other elements.
2016 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2017 reserved to pass key press events to formspec!
2019 **WARNING**: Minetest allows you to add elements to every single formspec instance
2020 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2021 appearing when you don't expect them to, or why things are styled differently
2022 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2030 list[context;main;0,0;8,4;]
2031 list[current_player;main;0,5;8,4;]
2036 list[context;fuel;2,3;1,1;]
2037 list[context;src;2,1;1,1;]
2038 list[context;dst;5,1;2,2;]
2039 list[current_player;main;0,5;8,4;]
2041 ### Minecraft-like player inventory
2044 image[1,0.6;1,2;player.png]
2045 list[current_player;main;0,3.5;8,4;]
2046 list[current_player;craft;3,0;3,3;]
2047 list[current_player;craftpreview;7,1;1,1;]
2052 ### `formspec_version[<version>]`
2054 * Set the formspec version to a certain number. If not specified,
2055 version 1 is assumed.
2056 * Must be specified before `size` element.
2057 * Clients older than this version can neither show newer elements nor display
2058 elements with new arguments correctly.
2059 * Available since feature `formspec_version_element`.
2061 ### `size[<W>,<H>,<fixed_size>]`
2063 * Define the size of the menu in inventory slots
2064 * `fixed_size`: `true`/`false` (optional)
2065 * deprecated: `invsize[<W>,<H>;]`
2067 ### `position[<X>,<Y>]`
2069 * Must be used after `size` element.
2070 * Defines the position on the game window of the formspec's `anchor` point.
2071 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2073 * [0.0, 0.0] sets the position to the top left corner of the game window.
2074 * [1.0, 1.0] sets the position to the bottom right of the game window.
2075 * Defaults to the center of the game window [0.5, 0.5].
2077 ### `anchor[<X>,<Y>]`
2079 * Must be used after both `size` and `position` (if present) elements.
2080 * Defines the location of the anchor point within the formspec.
2081 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2083 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2084 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2085 * Defaults to the center of the formspec [0.5, 0.5].
2087 * `position` and `anchor` elements need suitable values to avoid a formspec
2088 extending off the game window due to particular game window sizes.
2092 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2093 * Disables player:set_formspec_prepend() from applying to this formspec.
2095 ### `real_coordinates[<bool>]`
2097 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2098 * When set to true, all following formspec elements will use the new coordinate system.
2099 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2100 (if present), the form size will use the new coordinate system.
2101 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2102 They must enable it explicitly.
2103 * For information on converting forms to the new coordinate system, see `Migrating
2104 to Real Coordinates`.
2106 ### `container[<X>,<Y>]`
2108 * Start of a container block, moves all physical elements in the container by
2110 * Must have matching `container_end`
2111 * Containers can be nested, in which case the offsets are added
2112 (child containers are relative to parent containers)
2114 ### `container_end[]`
2116 * End of a container, following elements are no longer relative to this
2119 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2121 * Start of a scroll_container block. All contained elements will ...
2122 * take the scroll_container coordinate as position origin,
2123 * be additionally moved by the current value of the scrollbar with the name
2124 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2125 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2126 * `orientation`: possible values are `vertical` and `horizontal`.
2127 * `scroll factor`: optional, defaults to `0.1`.
2128 * Nesting is possible.
2129 * Some elements might work a little different if they are in a scroll_container.
2130 * Note: If you want the scroll_container to actually work, you also need to add a
2131 scrollbar element with the specified name. Furthermore, it is highly recommended
2132 to use a scrollbaroptions element on this scrollbar.
2134 ### `scroll_container_end[]`
2136 * End of a scroll_container, following elements are no longer bound to this
2139 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2141 * Show an inventory list if it has been sent to the client. Nothing will
2142 be shown if the inventory list is of size 0.
2143 * **Note**: With the new coordinate system, the spacing between inventory
2144 slots is one-fourth the size of an inventory slot.
2146 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2148 * Show an inventory list if it has been sent to the client. Nothing will
2149 be shown if the inventory list is of size 0.
2150 * **Note**: With the new coordinate system, the spacing between inventory
2151 slots is one-fourth the size of an inventory slot.
2153 ### `listring[<inventory location>;<list name>]`
2155 * Allows to create a ring of inventory lists
2156 * Shift-clicking on items in one element of the ring
2157 will send them to the next inventory list inside the ring
2158 * The first occurrence of an element inside the ring will
2159 determine the inventory where items will be sent to
2163 * Shorthand for doing `listring[<inventory location>;<list name>]`
2164 for the last two inventory lists added by list[...]
2166 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2168 * Sets background color of slots as `ColorString`
2169 * Sets background color of slots on mouse hovering
2171 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2173 * Sets background color of slots as `ColorString`
2174 * Sets background color of slots on mouse hovering
2175 * Sets color of slots border
2177 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2179 * Sets background color of slots as `ColorString`
2180 * Sets background color of slots on mouse hovering
2181 * Sets color of slots border
2182 * Sets default background color of tooltips
2183 * Sets default font color of tooltips
2185 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2187 * Adds tooltip for an element
2188 * `bgcolor` tooltip background color as `ColorString` (optional)
2189 * `fontcolor` tooltip font color as `ColorString` (optional)
2191 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2193 * Adds tooltip for an area. Other tooltips will take priority when present.
2194 * `bgcolor` tooltip background color as `ColorString` (optional)
2195 * `fontcolor` tooltip font color as `ColorString` (optional)
2197 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2201 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2203 * Show an animated image. The image is drawn like a "vertical_frames" tile
2204 animation (See [Tile animation definition]), but uses a frame count/duration
2206 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2207 * `texture name`: The image to use.
2208 * `frame count`: The number of frames animating the image.
2209 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2210 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2212 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2214 * Show an inventory image of registered item/node
2216 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2218 * Sets background color of formspec.
2219 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2220 of the non-fullscreen and the fullscreen background.
2221 * `fullscreen` (optional) can be one of the following:
2222 * `false`: Only the non-fullscreen background color is drawn. (default)
2223 * `true`: Only the fullscreen background color is drawn.
2224 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2225 * `neither`: No background color is drawn.
2226 * Note: Leave a parameter empty to not modify the value.
2227 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2228 are not bools are only available since formspec version 3.
2230 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2232 * Example for formspec 8x4 in 16x resolution: image shall be sized
2233 8 times 16px times 4 times 16px.
2235 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2237 * Example for formspec 8x4 in 16x resolution:
2238 image shall be sized 8 times 16px times 4 times 16px
2239 * If `auto_clip` is `true`, the background is clipped to the formspec size
2240 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2242 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2244 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2245 * Middle is a rect which defines the middle of the 9-slice.
2246 * `x` - The middle will be x pixels from all sides.
2247 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2248 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2249 will be added to the width and height of the texture, allowing it to be used as the
2250 distance from the far end.
2251 * All numbers in middle are integers.
2252 * Example for formspec 8x4 in 16x resolution:
2253 image shall be sized 8 times 16px times 4 times 16px
2254 * If `auto_clip` is `true`, the background is clipped to the formspec size
2255 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2256 * Available since formspec version 2
2258 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2260 * Textual password style field; will be sent to server when a button is clicked
2261 * When enter is pressed in field, fields.key_enter_field will be sent with the
2263 * With the old coordinate system, fields are a set height, but will be vertically
2264 centred on `H`. With the new coordinate system, `H` will modify the height.
2265 * `name` is the name of the field as returned in fields to `on_receive_fields`
2266 * `label`, if not blank, will be text printed on the top left above the field
2267 * See `field_close_on_enter` to stop enter closing the formspec
2269 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2271 * Textual field; will be sent to server when a button is clicked
2272 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2273 the name of this field.
2274 * With the old coordinate system, fields are a set height, but will be vertically
2275 centred on `H`. With the new coordinate system, `H` will modify the height.
2276 * `name` is the name of the field as returned in fields to `on_receive_fields`
2277 * `label`, if not blank, will be text printed on the top left above the field
2278 * `default` is the default value of the field
2279 * `default` may contain variable references such as `${text}` which
2280 will fill the value from the metadata value `text`
2281 * **Note**: no extra text or more than a single variable is supported ATM.
2282 * See `field_close_on_enter` to stop enter closing the formspec
2284 ### `field[<name>;<label>;<default>]`
2286 * As above, but without position/size units
2287 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2288 the name of this field.
2289 * Special field for creating simple forms, such as sign text input
2290 * Must be used without a `size[]` element
2291 * A "Proceed" button will be added automatically
2292 * See `field_close_on_enter` to stop enter closing the formspec
2294 ### `field_close_on_enter[<name>;<close_on_enter>]`
2296 * <name> is the name of the field
2297 * if <close_on_enter> is false, pressing enter in the field will submit the
2298 form but not close it.
2299 * defaults to true when not specified (ie: no tag for a field)
2301 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2303 * Same as fields above, but with multi-line input
2304 * If the text overflows, a vertical scrollbar is added.
2305 * If the name is empty, the textarea is read-only and
2306 the background is not shown, which corresponds to a multi-line label.
2308 ### `label[<X>,<Y>;<label>]`
2310 * The label formspec element displays the text set in `label`
2311 at the specified position.
2312 * **Note**: If the new coordinate system is enabled, labels are
2313 positioned from the center of the text, not the top.
2314 * The text is displayed directly without automatic line breaking,
2315 so label should not be used for big text chunks. Newlines can be
2316 used to make labels multiline.
2317 * **Note**: With the new coordinate system, newlines are spaced with
2318 half a coordinate. With the old system, newlines are spaced 2/5 of
2321 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2322 * Displays a static formatted text with hyperlinks.
2323 * **Note**: This element is currently unstable and subject to change.
2324 * `x`, `y`, `w` and `h` work as per field
2325 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2326 * `text` is the formatted text using `Markup Language` described below.
2328 ### `vertlabel[<X>,<Y>;<label>]`
2329 * Textual label drawn vertically
2330 * `label` is the text on the label
2331 * **Note**: If the new coordinate system is enabled, vertlabels are
2332 positioned from the center of the text, not the left.
2334 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2336 * Clickable button. When clicked, fields will be sent.
2337 * With the old coordinate system, buttons are a set height, but will be vertically
2338 centred on `H`. With the new coordinate system, `H` will modify the height.
2339 * `label` is the text on the button
2341 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2343 * `texture name` is the filename of an image
2344 * **Note**: Height is supported on both the old and new coordinate systems
2347 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2349 * `texture name` is the filename of an image
2350 * `noclip=true` means the image button doesn't need to be within specified
2352 * `drawborder`: draw button border or not
2353 * `pressed texture name` is the filename of an image on pressed state
2355 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2357 * `item name` is the registered name of an item/node
2358 * The item description will be used as the tooltip. This can be overridden with
2361 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2363 * When clicked, fields will be sent and the form will quit.
2364 * Same as `button` in all other respects.
2366 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2368 * When clicked, fields will be sent and the form will quit.
2369 * Same as `image_button` in all other respects.
2371 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2373 * Scrollable item list showing arbitrary text elements
2374 * `name` fieldname sent to server on doubleclick value is current selected
2376 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2378 * if you want a listelement to start with "#" write "##".
2380 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2382 * Scrollable itemlist showing arbitrary text elements
2383 * `name` fieldname sent to server on doubleclick value is current selected
2385 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2386 * if you want a listelement to start with "#" write "##"
2387 * Index to be selected within textlist
2388 * `true`/`false`: draw transparent background
2389 * See also `minetest.explode_textlist_event`
2390 (main menu: `core.explode_textlist_event`).
2392 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2394 * Show a tab**header** at specific position (ignores formsize)
2395 * `X` and `Y`: position of the tabheader
2396 * *Note*: Width and height are automatically chosen with this syntax
2397 * `name` fieldname data is transferred to Lua
2398 * `caption 1`...: name shown on top of tab
2399 * `current_tab`: index of selected tab 1...
2400 * `transparent` (optional): if true, tabs are semi-transparent
2401 * `draw_border` (optional): if true, draw a thin line at tab base
2403 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2405 * Show a tab**header** at specific position (ignores formsize)
2406 * **Important note**: This syntax for tabheaders can only be used with the
2407 new coordinate system.
2408 * `X` and `Y`: position of the tabheader
2409 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2410 * `name` fieldname data is transferred to Lua
2411 * `caption 1`...: name shown on top of tab
2412 * `current_tab`: index of selected tab 1...
2413 * `transparent` (optional): show transparent
2414 * `draw_border` (optional): draw border
2416 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2418 * Show a tab**header** at specific position (ignores formsize)
2419 * **Important note**: This syntax for tabheaders can only be used with the
2420 new coordinate system.
2421 * `X` and `Y`: position of the tabheader
2422 * `W` and `H`: width and height of the tabheader
2423 * `name` fieldname data is transferred to Lua
2424 * `caption 1`...: name shown on top of tab
2425 * `current_tab`: index of selected tab 1...
2426 * `transparent` (optional): show transparent
2427 * `draw_border` (optional): draw border
2429 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2431 * Simple colored box
2432 * `color` is color specified as a `ColorString`.
2433 If the alpha component is left blank, the box will be semitransparent.
2435 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2437 * Show a dropdown field
2438 * **Important note**: There are two different operation modes:
2439 1. handle directly on change (only changed dropdown is submitted)
2440 2. read the value on pressing a button (all dropdown values are available)
2441 * `X` and `Y`: position of the dropdown
2442 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2443 * Fieldname data is transferred to Lua
2444 * Items to be shown in dropdown
2445 * Index of currently selected dropdown item
2447 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2449 * Show a dropdown field
2450 * **Important note**: This syntax for dropdowns can only be used with the
2451 new coordinate system.
2452 * **Important note**: There are two different operation modes:
2453 1. handle directly on change (only changed dropdown is submitted)
2454 2. read the value on pressing a button (all dropdown values are available)
2455 * `X` and `Y`: position of the dropdown
2456 * `W` and `H`: width and height of the dropdown
2457 * Fieldname data is transferred to Lua
2458 * Items to be shown in dropdown
2459 * Index of currently selected dropdown item
2461 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2464 * `name` fieldname data is transferred to Lua
2465 * `label` to be shown left of checkbox
2466 * `selected` (optional): `true`/`false`
2467 * **Note**: If the new coordinate system is enabled, checkboxes are
2468 positioned from the center of the checkbox, not the top.
2470 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2472 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2473 * There are two ways to use it:
2474 1. handle the changed event (only changed scrollbar is available)
2475 2. read the value on pressing a button (all scrollbars are available)
2476 * `orientation`: `vertical`/`horizontal`
2477 * Fieldname data is transferred to Lua
2478 * Value of this trackbar is set to (`0`-`1000`) by default
2479 * See also `minetest.explode_scrollbar_event`
2480 (main menu: `core.explode_scrollbar_event`).
2482 ### `scrollbaroptions[opt1;opt2;...]`
2483 * Sets options for all following `scrollbar[]` elements
2485 * Sets scrollbar minimum value, defaults to `0`.
2487 * Sets scrollbar maximum value, defaults to `1000`.
2488 If the max is equal to the min, the scrollbar will be disabled.
2490 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2492 * If this is set to a negative number, the value will be reset to `10`.
2494 * Sets scrollbar step value used by page up and page down.
2495 * If this is set to a negative number, the value will be reset to `100`.
2497 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2498 units the thumb spans out of the range of the scrollbar values.
2499 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2500 would span a tenth of the scrollbar space.
2501 * If this is set to zero or less, the value will be reset to `1`.
2502 * `arrows=<show/hide/default>`
2503 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2504 when the scrollbar gets too small, but shows them otherwise.
2506 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2508 * Show scrollable table using options defined by the previous `tableoptions[]`
2509 * Displays cells as defined by the previous `tablecolumns[]`
2510 * `name`: fieldname sent to server on row select or doubleclick
2511 * `cell 1`...`cell n`: cell contents given in row-major order
2512 * `selected idx`: index of row to be selected within table (first row = `1`)
2513 * See also `minetest.explode_table_event`
2514 (main menu: `core.explode_table_event`).
2516 ### `tableoptions[<opt 1>;<opt 2>;...]`
2518 * Sets options for `table[]`
2520 * default text color (`ColorString`), defaults to `#FFFFFF`
2521 * `background=#RRGGBB`
2522 * table background color (`ColorString`), defaults to `#000000`
2523 * `border=<true/false>`
2524 * should the table be drawn with a border? (default: `true`)
2525 * `highlight=#RRGGBB`
2526 * highlight background color (`ColorString`), defaults to `#466432`
2527 * `highlight_text=#RRGGBB`
2528 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2529 * `opendepth=<value>`
2530 * all subtrees up to `depth < value` are open (default value = `0`)
2531 * only useful when there is a column of type "tree"
2533 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2535 * Sets columns for `table[]`
2536 * Types: `text`, `image`, `color`, `indent`, `tree`
2537 * `text`: show cell contents as text
2538 * `image`: cell contents are an image index, use column options to define
2540 * `color`: cell contents are a ColorString and define color of following
2542 * `indent`: cell contents are a number and define indentation of following
2544 * `tree`: same as indent, but user can open and close subtrees
2548 * for `text` and `image`: content alignment within cells.
2549 Available values: `left` (default), `center`, `right`, `inline`
2551 * for `text` and `image`: minimum width in em (default: `0`)
2552 * for `indent` and `tree`: indent width in em (default: `1.5`)
2553 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2554 Exception: defaults to 0 for indent columns
2555 * `tooltip=<value>`: tooltip text (default: empty)
2556 * `image` column options:
2557 * `0=<value>` sets image for image index 0
2558 * `1=<value>` sets image for image index 1
2559 * `2=<value>` sets image for image index 2
2560 * and so on; defined indices need not be contiguous empty or
2561 non-numeric cells are treated as `0`.
2562 * `color` column options:
2563 * `span=<value>`: number of following columns to affect
2564 (default: infinite).
2566 ### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2568 * Set the style for the element(s) matching `selector` by name.
2569 * `selector` can be one of:
2570 * `<name>` - An element name. Includes `*`, which represents every element.
2571 * `<name>:<state>` - An element name, a colon, and one or more states.
2572 * `state` is a list of states separated by the `+` character.
2573 * If a state is provided, the style will only take effect when the element is in that state.
2574 * All provided states must be active for the style to apply.
2575 * Note: this **must** be before the element is defined.
2576 * See [Styling Formspecs].
2579 ### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2581 * Set the style for the element(s) matching `selector` by type.
2582 * `selector` can be one of:
2583 * `<type>` - An element type. Includes `*`, which represents every element.
2584 * `<type>:<state>` - An element type, a colon, and one or more states.
2585 * `state` is a list of states separated by the `+` character.
2586 * If a state is provided, the style will only take effect when the element is in that state.
2587 * All provided states must be active for the style to apply.
2588 * See [Styling Formspecs].
2590 Migrating to Real Coordinates
2591 -----------------------------
2593 In the old system, positions included padding and spacing. Padding is a gap between
2594 the formspec window edges and content, and spacing is the gaps between items. For
2595 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2596 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2597 in the new coordinate system from scratch.
2599 To recreate an old layout with padding, you'll need to pass the positions and sizes
2600 through the following formula to re-introduce padding:
2603 pos = (oldpos + 1)*spacing + padding
2609 You'll need to change the `size[]` tag like this:
2612 size = (oldsize-1)*spacing + padding*2 + 1
2615 A few elements had random offsets in the old system. Here is a table which shows these
2616 offsets when migrating:
2618 | Element | Position | Size | Notes
2619 |---------|------------|---------|-------
2620 | box | +0.3, +0.1 | 0, -0.4 |
2621 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2622 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2623 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2628 Formspec elements can be themed using the style elements:
2630 style[<name 1>,<name 2>;<prop1>;<prop2>;...]
2631 style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
2632 style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
2633 style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
2637 property_name=property_value
2641 style_type[button;bgcolor=#006699]
2642 style[world_delete;bgcolor=red;textcolor=yellow]
2643 button[4,3.95;2.6,1;world_delete;Delete]
2645 A name/type can optionally be a comma separated list of names/types, like so:
2647 world_delete,world_create,world_configure
2650 A `*` type can be used to select every element in the formspec.
2652 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2654 world_delete:hovered+pressed
2657 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2659 Setting a property to nothing will reset it to the default value. For example:
2661 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2662 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2665 ### Supported Element Types
2667 Some types may inherit styles from parent types.
2669 * animated_image, inherits from image
2671 * button_exit, inherits from button
2678 * pwdfield, inherits from field
2681 * vertlabel, inherits from field
2687 ### Valid Properties
2690 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2692 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2693 * Default to false in formspec_version version 3 or higher
2694 * button, button_exit, image_button, item_image_button
2695 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2696 * bgcolor - color, sets button tint.
2697 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2698 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2699 * bgimg - standard background image. Defaults to none.
2700 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2701 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2702 See background9[] documentation for more details. This property also pads the
2703 button's content when set.
2704 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2705 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2706 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2707 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2708 * padding - rect, adds space between the edges of the button and the content. This value is
2709 relative to bgimg_middle.
2710 * textcolor - color, default white.
2712 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2714 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2716 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2718 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2719 * field, pwdfield, textarea
2720 * border - set to false to hide the textbox background and border. Default true.
2721 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2722 * textcolor - color. Default white.
2724 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2725 * Default to false in formspec_version version 3 or higher
2727 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2729 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2730 * image_button (additional properties)
2731 * fgimg - standard image. Defaults to none.
2732 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2733 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2734 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2736 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2737 * textcolor - color. Default white.
2742 * default - Equivalent to providing no states
2743 * button, button_exit, image_button, item_image_button
2744 * hovered - Active when the mouse is hovering over the element
2745 * pressed - Active when the button is pressed
2750 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2751 The markup language is currently unstable and subject to change. Use with caution.
2752 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2753 Tags can have attributes, in that case, attributes are in the opening tag in
2754 form of a key/value separated with equal signs. Attribute values should not be quoted.
2756 These are the technically basic tags but see below for usual tags. Base tags are:
2758 `<style color=... font=... size=...>...</style>`
2760 Changes the style of the text.
2762 * `color`: Text color. Given color is a `colorspec`.
2763 * `size`: Text size.
2764 * `font`: Text font (`mono` or `normal`).
2766 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2771 * `background`: Text background, a `colorspec` or `none`.
2772 * `margin`: Page margins in pixel.
2773 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2775 Inheriting styles (affects child elements):
2776 * `color`: Default text color. Given color is a `colorspec`.
2777 * `hovercolor`: Color of <action> tags when mouse is over.
2778 * `size`: Default text size.
2779 * `font`: Default text font (`mono` or `normal`).
2780 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2782 This tag needs to be placed only once as it changes the global settings of the
2783 text. Anyway, if several tags are placed, each changed will be made in the order
2786 `<tag name=... color=... hovercolor=... font=... size=...>`
2788 Defines or redefines tag style. This can be used to define new tags.
2789 * `name`: Name of the tag to define or change.
2790 * `color`: Text color. Given color is a `colorspec`.
2791 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2792 * `size`: Text size.
2793 * `font`: Text font (`mono` or `normal`).
2795 Following tags are the usual tags for text layout. They are defined by default.
2796 Other tags can be added using `<tag ...>` tag.
2798 `<normal>...</normal>`: Normal size text
2800 `<big>...</big>`: Big text
2802 `<bigger>...</bigger>`: Bigger text
2804 `<center>...</center>`: Centered text
2806 `<left>...</left>`: Left-aligned text
2808 `<right>...</right>`: Right-aligned text
2810 `<justify>...</justify>`: Justified text
2812 `<mono>...</mono>`: Monospaced font
2814 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2816 `<action name=...>...</action>`
2818 Make that text a clickable text triggering an action.
2820 * `name`: Name of the action (mandatory).
2822 When clicked, the formspec is send to the server. The value of the text field
2823 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2826 `<img name=... float=... width=... height=...>`
2828 Draws an image which is present in the client media cache.
2830 * `name`: Name of the texture (mandatory).
2831 * `float`: If present, makes the image floating (`left` or `right`).
2832 * `width`: Force image width instead of taking texture width.
2833 * `height`: Force image height instead of taking texture height.
2835 If only width or height given, texture aspect is kept.
2837 `<item name=... float=... width=... height=... rotate=...>`
2839 Draws an item image.
2841 * `name`: Item string of the item to draw (mandatory).
2842 * `float`: If present, makes the image floating (`left` or `right`).
2843 * `width`: Item image width.
2844 * `height`: Item image height.
2845 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2846 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2847 `inventory_items_animations` is set to true.
2848 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2849 X, Y and Z being angles around each three axes. Works only if
2850 `inventory_items_animations` is set to true.
2858 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2859 * `"current_player"`: Player to whom the menu is shown
2860 * `"player:<name>"`: Any player
2861 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2862 * `"detached:<name>"`: A detached inventory
2864 Player Inventory lists
2865 ----------------------
2867 * `main`: list containing the default inventory
2868 * `craft`: list containing the craft input
2869 * `craftpreview`: list containing the craft prediction
2870 * `craftresult`: list containing the crafted output
2871 * `hand`: list containing an override for the empty hand
2872 * Is not created automatically, use `InvRef:set_size`
2873 * Is only used to enhance the empty hand's tool capabilities
2881 `#RGB` defines a color in hexadecimal format.
2883 `#RGBA` defines a color in hexadecimal format and alpha channel.
2885 `#RRGGBB` defines a color in hexadecimal format.
2887 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2889 Named colors are also supported and are equivalent to
2890 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2891 To specify the value of the alpha channel, append `#AA` to the end of the color
2892 name (e.g. `colorname#08`). For named colors the hexadecimal string
2893 representing the alpha value must (always) be two hexadecimal digits.
2898 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2901 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2902 * `colorspec = {a=255, r=0, g=255, b=0}`
2903 * numerical form: The raw integer value of an ARGB8 quad:
2904 * `colorspec = 0xFF00FF00`
2905 * string form: A ColorString (defined above):
2906 * `colorspec = "green"`
2914 Most text can contain escape sequences, that can for example color the text.
2915 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2916 The following functions provide escape sequences:
2918 * `minetest.get_color_escape_sequence(color)`:
2919 * `color` is a ColorString
2920 * The escape sequence sets the text color to `color`
2921 * `minetest.colorize(color, message)`:
2923 `minetest.get_color_escape_sequence(color) ..
2925 minetest.get_color_escape_sequence("#ffffff")`
2926 * `minetest.get_background_escape_sequence(color)`
2927 * `color` is a ColorString
2928 * The escape sequence sets the background of the whole text element to
2929 `color`. Only defined for item descriptions and tooltips.
2930 * `minetest.strip_foreground_colors(str)`
2931 * Removes foreground colors added by `get_color_escape_sequence`.
2932 * `minetest.strip_background_colors(str)`
2933 * Removes background colors added by `get_background_escape_sequence`.
2934 * `minetest.strip_colors(str)`
2935 * Removes all color escape sequences.
2942 A spatial vector is similar to a position, but instead using
2943 absolute world coordinates, it uses *relative* coordinates, relative to
2944 no particular point.
2946 Internally, it is implemented as a table with the 3 fields
2947 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2949 For the following functions, `v`, `v1`, `v2` are vectors,
2950 `p1`, `p2` are positions:
2952 * `vector.new(a[, b, c])`:
2954 * A copy of `a` if `a` is a vector.
2955 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2956 * `vector.direction(p1, p2)`:
2957 * Returns a vector of length 1 with direction `p1` to `p2`.
2958 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2959 * `vector.distance(p1, p2)`:
2960 * Returns zero or a positive number, the distance between `p1` and `p2`.
2961 * `vector.length(v)`:
2962 * Returns zero or a positive number, the length of vector `v`.
2963 * `vector.normalize(v)`:
2964 * Returns a vector of length 1 with direction of vector `v`.
2965 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2966 * `vector.floor(v)`:
2967 * Returns a vector, each dimension rounded down.
2968 * `vector.round(v)`:
2969 * Returns a vector, each dimension rounded to nearest integer.
2970 * `vector.apply(v, func)`:
2971 * Returns a vector where the function `func` has been applied to each
2973 * `vector.equals(v1, v2)`:
2974 * Returns a boolean, `true` if the vectors are identical.
2975 * `vector.sort(v1, v2)`:
2976 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2977 * `vector.angle(v1, v2)`:
2978 * Returns the angle between `v1` and `v2` in radians.
2979 * `vector.dot(v1, v2)`
2980 * Returns the dot product of `v1` and `v2`
2981 * `vector.cross(v1, v2)`
2982 * Returns the cross product of `v1` and `v2`
2984 For the following functions `x` can be either a vector or a number:
2986 * `vector.add(v, x)`:
2988 * If `x` is a vector: Returns the sum of `v` and `x`.
2989 * If `x` is a number: Adds `x` to each component of `v`.
2990 * `vector.subtract(v, x)`:
2992 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2993 * If `x` is a number: Subtracts `x` from each component of `v`.
2994 * `vector.multiply(v, x)`:
2995 * Returns a scaled vector or Schur product.
2996 * `vector.divide(v, x)`:
2997 * Returns a scaled vector or Schur quotient.
3005 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3006 human-readable, handles reference loops.
3007 * `obj`: arbitrary variable
3008 * `name`: string, default: `"_"`
3009 * `dumped`: table, default: `{}`
3010 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3011 * `obj`: arbitrary variable
3012 * `dumped`: table, default: `{}`
3013 * `math.hypot(x, y)`
3014 * Get the hypotenuse of a triangle with legs x and y.
3015 Useful for distance calculation.
3016 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3017 * Get the sign of a number.
3018 * tolerance: number, default: `0.0`
3019 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3021 * `math.factorial(x)`: returns the factorial of `x`
3022 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3023 * `separator`: string, default: `","`
3024 * `include_empty`: boolean, default: `false`
3025 * `max_splits`: number, if it's negative, splits aren't limited,
3027 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3028 string or a pattern (regex), default: `false`
3029 * e.g. `"a,b":split","` returns `{"a","b"}`
3030 * `string:trim()`: returns the string without whitespace pre- and suffixes
3031 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3032 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3033 * Adds newlines to the string to keep it within the specified character
3035 * Note that the returned lines may be longer than the limit since it only
3036 splits at word borders.
3037 * `limit`: number, maximal amount of characters in one line
3038 * `as_table`: boolean, if set to true, a table of lines instead of a string
3039 is returned, default: `false`
3040 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3041 * `pos`: table {x=X, y=Y, z=Z}
3042 * Converts the position `pos` to a human-readable, printable string
3043 * `decimal_places`: number, if specified, the x, y and z values of
3044 the position are rounded to the given decimal place.
3045 * `minetest.string_to_pos(string)`: returns a position or `nil`
3046 * Same but in reverse.
3047 * If the string can't be parsed to a position, nothing is returned.
3048 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3049 * Converts a string representing an area box into two positions
3050 * `minetest.formspec_escape(string)`: returns a string
3051 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3053 * `minetest.is_yes(arg)`
3054 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3055 * `minetest.is_nan(arg)`
3056 * returns true when the passed number represents NaN.
3057 * `minetest.get_us_time()`
3058 * returns time with microsecond precision. May not return wall time.
3059 * `table.copy(table)`: returns a table
3060 * returns a deep copy of `table`
3061 * `table.indexof(list, val)`: returns the smallest numerical index containing
3062 the value `val` in the table `list`. Non-numerical indices are ignored.
3063 If `val` could not be found, `-1` is returned. `list` must not have
3065 * `table.insert_all(table, other_table)`:
3066 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3068 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3069 * If multiple keys in `t` map to the same value, the result is undefined.
3070 * `table.shuffle(table, [from], [to], [random_func])`:
3071 * Shuffles elements `from` to `to` in `table` in place
3072 * `from` defaults to `1`
3073 * `to` defaults to `#table`
3074 * `random_func` defaults to `math.random`. This function receives two
3075 integers as arguments and should return a random integer inclusively
3077 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3079 * returns the exact position on the surface of a pointed node
3080 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3082 Returns a table with the following fields:
3083 * `diggable`: `true` if node can be dug, `false` otherwise.
3084 * `time`: Time it would take to dig the node.
3085 * `wear`: How much wear would be added to the tool.
3086 `time` and `wear` are meaningless if node's not diggable
3088 * `groups`: Table of the node groups of the node that would be dug
3089 * `tool_capabilities`: Tool capabilities table of the tool
3090 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3091 Simulates an item that punches an object.
3092 Returns a table with the following fields:
3093 * `hp`: How much damage the punch would cause.
3094 * `wear`: How much wear would be added to the tool.
3096 * `groups`: Damage groups of the object
3097 * `tool_capabilities`: Tool capabilities table of the item
3098 * `time_from_last_punch`: time in seconds since last punch action
3106 Texts can be translated client-side with the help of `minetest.translate` and
3109 Translating a string
3110 --------------------
3112 Two functions are provided to translate strings: `minetest.translate` and
3113 `minetest.get_translator`.
3115 * `minetest.get_translator(textdomain)` is a simple wrapper around
3116 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3117 equivalent to `minetest.translate(textdomain, str, ...)`.
3118 It is intended to be used in the following way, so that it avoids verbose
3119 repetitions of `minetest.translate`:
3121 local S = minetest.get_translator(textdomain)
3124 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3126 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3127 the given `textdomain` for disambiguation. The textdomain must match the
3128 textdomain specified in the translation file in order to get the string
3129 translated. This can be used so that a string is translated differently in
3131 It is advised to use the name of the mod as textdomain whenever possible, to
3132 avoid clashes with other mods.
3133 This function must be given a number of arguments equal to the number of
3134 arguments the translated string expects.
3135 Arguments are literal strings -- they will not be translated, so if you want
3136 them to be, they need to come as outputs of `minetest.translate` as well.
3138 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3139 by the translation of "Red". We can do the following:
3141 local S = minetest.get_translator()
3142 S("@1 Wool", S("Red"))
3144 This will be displayed as "Red Wool" on old clients and on clients that do
3145 not have localization enabled. However, if we have for instance a translation
3146 file named `wool.fr.tr` containing the following:
3151 this will be displayed as "Laine Rouge" on clients with a French locale.
3153 Operations on translated strings
3154 --------------------------------
3156 The output of `minetest.translate` is a string, with escape sequences adding
3157 additional information to that string so that it can be translated on the
3158 different clients. In particular, you can't expect operations like string.length
3159 to work on them like you would expect them to, or string.gsub to work in the
3160 expected manner. However, string concatenation will still work as expected
3161 (note that you should only use this for things like formspecs; do not translate
3162 sentences by breaking them into parts; arguments should be used instead), and
3163 operations such as `minetest.colorize` which are also concatenation.
3165 Translation file format
3166 -----------------------
3168 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3169 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3170 The file should be a text file, with the following format:
3172 * Lines beginning with `# textdomain:` (the space is significant) can be used
3173 to specify the text domain of all following translations in the file.
3174 * All other empty lines or lines beginning with `#` are ignored.
3175 * Other lines should be in the format `original=translated`. Both `original`
3176 and `translated` can contain escape sequences beginning with `@` to insert
3177 arguments, literal `@`, `=` or newline (See [Escapes] below).
3178 There must be no extraneous whitespace around the `=` or at the beginning or
3179 the end of the line.
3184 Strings that need to be translated can contain several escapes, preceded by `@`.
3186 * `@@` acts as a literal `@`.
3187 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3188 string that will be inlined when translated. Due to how translations are
3189 implemented, the original translation string **must** have its arguments in
3190 increasing order, without gaps or repetitions, starting from 1.
3191 * `@=` acts as a literal `=`. It is not required in strings given to
3192 `minetest.translate`, but is in translation files to avoid being confused
3193 with the `=` separating the original from the translation.
3194 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3195 As with `@=`, this escape is not required in strings given to
3196 `minetest.translate`, but is in translation files.
3197 * `@n` acts as a literal newline as well.
3199 Server side translations
3200 ------------------------
3202 On some specific cases, server translation could be useful. For example, filter
3203 a list on labels and send results to client. A method is supplied to achieve
3206 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3207 translations for `lang_code` language. It gives the same result as if the string
3208 was translated by the client.
3210 The `lang_code` to use for a given player can be retrieved from
3211 the table returned by `minetest.get_player_information(name)`.
3213 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3214 You do not need to use this to get translated strings to show up on the client.
3219 Perlin noise creates a continuously-varying value depending on the input values.
3220 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3221 The result is used during map generation to create the terrain shape, vary heat
3222 and humidity to distribute biomes, vary the density of decorations or vary the
3225 Structure of perlin noise
3226 -------------------------
3228 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3229 The smooth wavy noise it generates has a single characteristic scale, almost
3230 like a 'wavelength', so on its own does not create fine detail.
3231 Due to this perlin noise combines several octaves to create variation on
3232 multiple scales. Each additional octave has a smaller 'wavelength' than the
3235 This combination results in noise varying very roughly between -2.0 and 2.0 and
3236 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3237 and offset the noise variation.
3239 The final perlin noise variation is created as follows:
3241 noise = offset + scale * (octave1 +
3242 octave2 * persistence +
3243 octave3 * persistence ^ 2 +
3244 octave4 * persistence ^ 3 +
3250 Noise Parameters are commonly called `NoiseParams`.
3254 After the multiplication by `scale` this is added to the result and is the final
3255 step in creating the noise value.
3256 Can be positive or negative.
3260 Once all octaves have been combined, the result is multiplied by this.
3261 Can be positive or negative.
3265 For octave1, this is roughly the change of input value needed for a very large
3266 variation in the noise value generated by octave1. It is almost like a
3267 'wavelength' for the wavy noise variation.
3268 Each additional octave has a 'wavelength' that is smaller than the previous
3269 octave, to create finer detail. `spread` will therefore roughly be the typical
3270 size of the largest structures in the final noise variation.
3272 `spread` is a vector with values for x, y, z to allow the noise variation to be
3273 stretched or compressed in the desired axes.
3274 Values are positive numbers.
3278 This is a whole number that determines the entire pattern of the noise
3279 variation. Altering it enables different noise patterns to be created.
3280 With other parameters equal, different seeds produce different noise patterns
3281 and identical seeds produce identical noise patterns.
3283 For this parameter you can randomly choose any whole number. Usually it is
3284 preferable for this to be different from other seeds, but sometimes it is useful
3285 to be able to create identical noise patterns.
3287 In some noise APIs the world seed is added to the seed specified in noise
3288 parameters. This is done to make the resulting noise pattern vary in different
3289 worlds, and be 'world-specific'.
3293 The number of simple noise generators that are combined.
3294 A whole number, 1 or more.
3295 Each additional octave adds finer detail to the noise but also increases the
3296 noise calculation load.
3297 3 is a typical minimum for a high quality, complex and natural-looking noise
3298 variation. 1 octave has a slight 'gridlike' appearence.
3300 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3301 size of the finest detail you require. For example:
3302 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3303 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3304 512, 256, 128, 64, 32, 16 nodes.
3305 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3309 Each additional octave has an amplitude that is the amplitude of the previous
3310 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3311 as is often helpful and natural to do so.
3312 Since this controls the balance of fine detail to large-scale detail
3313 `persistence` can be thought of as the 'roughness' of the noise.
3315 A positive or negative non-zero number, often between 0.3 and 1.0.
3316 A common medium value is 0.5, such that each octave has half the amplitude of
3317 the previous octave.
3318 This may need to be tuned when altering `lacunarity`; when doing so consider
3319 that a common medium value is 1 / lacunarity.
3323 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3324 previous octave multiplied by 1 / lacunarity, to create finer detail.
3325 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3327 A positive number no smaller than 1.0.
3328 Values below 2.0 create higher quality noise at the expense of requiring more
3329 octaves to cover a paticular range of 'wavelengths'.
3333 Leave this field unset for no special handling.
3334 Currently supported are `defaults`, `eased` and `absvalue`:
3338 Specify this if you would like to keep auto-selection of eased/not-eased while
3339 specifying some other flags.
3343 Maps noise gradient values onto a quintic S-curve before performing
3344 interpolation. This results in smooth, rolling noise.
3345 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3347 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3349 Easing a 3D noise significantly increases the noise calculation load, so use
3354 The absolute value of each octave's noise variation is used when combining the
3355 octaves. The final perlin noise variation is created as follows:
3357 noise = offset + scale * (abs(octave1) +
3358 abs(octave2) * persistence +
3359 abs(octave3) * persistence ^ 2 +
3360 abs(octave4) * persistence ^ 3 +
3365 For 2D or 3D perlin noise or perlin noise maps:
3370 spread = {x = 500, y = 500, z = 500},
3375 flags = "defaults, absvalue",
3378 For 2D noise the Z component of `spread` is still defined but is ignored.
3379 A single noise parameter table can be used for 2D or 3D noise.
3390 These tell in what manner the ore is generated.
3392 All default ores are of the uniformly-distributed scatter type.
3396 Randomly chooses a location and generates a cluster of ore.
3398 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3399 at that point is greater than the `noise_threshold`, giving the ability to
3400 create a non-equal distribution of ore.
3404 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3405 described by `noise_params` and `noise_threshold`. This is essentially an
3406 improved version of the so-called "stratus" ore seen in some unofficial mods.
3408 This sheet consists of vertical columns of uniform randomly distributed height,
3409 varying between the inclusive range `column_height_min` and `column_height_max`.
3410 If `column_height_min` is not specified, this parameter defaults to 1.
3411 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3412 for reverse compatibility. New code should prefer `column_height_max`.
3414 The `column_midpoint_factor` parameter controls the position of the column at
3415 which ore emanates from.
3416 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3417 equally starting from each direction.
3418 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3419 this parameter is not specified, the default is 0.5.
3421 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3426 Creates a sheet of ore in a cloud-like puff shape.
3428 As with the `sheet` ore type, the size and shape of puffs are described by
3429 `noise_params` and `noise_threshold` and are placed at random vertical
3430 positions within the currently generated chunk.
3432 The vertical top and bottom displacement of each puff are determined by the
3433 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3437 Creates a deformed sphere of ore according to 3d perlin noise described by
3438 `noise_params`. The maximum size of the blob is `clust_size`, and
3439 `clust_scarcity` has the same meaning as with the `scatter` type.
3443 Creates veins of ore varying in density by according to the intersection of two
3444 instances of 3d perlin noise with different seeds, both described by
3447 `random_factor` varies the influence random chance has on placement of an ore
3448 inside the vein, which is `1` by default. Note that modifying this parameter
3449 may require adjusting `noise_threshold`.
3451 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3454 This ore type is difficult to control since it is sensitive to small changes.
3455 The following is a decent set of parameters to work from:
3460 spread = {x=200, y=200, z=200},
3467 noise_threshold = 1.6
3469 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3470 computationally expensive than any other ore.
3474 Creates a single undulating ore stratum that is continuous across mapchunk
3475 borders and horizontally spans the world.
3477 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3478 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3479 defines the stratum's vertical thickness (in units of nodes). Due to being
3480 continuous across mapchunk borders the stratum's vertical thickness is
3483 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3484 to y_max in a simple horizontal stratum.
3486 A parameter `stratum_thickness` can be provided instead of the noise parameter
3487 `np_stratum_thickness`, to create a constant thickness.
3489 Leaving out one or both noise parameters makes the ore generation less
3490 intensive, useful when adding multiple strata.
3492 `y_min` and `y_max` define the limits of the ore generation and for performance
3493 reasons should be set as close together as possible but without clipping the
3494 stratum's Y variation.
3496 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3497 solid-ore stratum would require a `clust_scarcity` of 1.
3499 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3500 `random_factor` are ignored by this ore type.
3505 See section [Flag Specifier Format].
3507 Currently supported flags:
3508 `puff_cliffs`, `puff_additive_composition`.
3512 If set, puff ore generation will not taper down large differences in
3513 displacement when approaching the edge of a puff. This flag has no effect for
3514 ore types other than `puff`.
3516 ### `puff_additive_composition`
3518 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3519 in a negative displacement, the sub-column at that point is not generated. With
3520 this attribute set, puff ore generation will instead generate the absolute
3521 difference in noise displacement values. This flag has no effect for ore types
3530 The varying types of decorations that can be placed.
3535 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3536 a list, if a decoration list is specified). Can specify a certain node it must
3537 spawn next to, such as water or lava, for example. Can also generate a
3538 decoration of random height between a specified lower and upper bound.
3539 This type of decoration is intended for placement of grass, flowers, cacti,
3540 papyri, waterlilies and so on.
3545 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3546 Can specify a probability of a node randomly appearing when placed.
3547 This decoration type is intended to be used for multi-node sized discrete
3548 structures, such as trees, cave spikes, rocks, and so on.
3557 --------------------
3559 A schematic specifier identifies a schematic by either a filename to a
3560 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3561 in the form of a table. This table specifies the following fields:
3563 * The `size` field is a 3D vector containing the dimensions of the provided
3564 schematic. (required field)
3565 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3566 sets the probability of a particular horizontal slice of the schematic being
3567 placed. (optional field)
3568 `ypos` = 0 for the lowest horizontal slice of a schematic.
3569 The default of `prob` is 255.
3570 * The `data` field is a flat table of MapNode tables making up the schematic,
3571 in the order of `[z [y [x]]]`. (required field)
3572 Each MapNode table contains:
3573 * `name`: the name of the map node to place (required)
3574 * `prob` (alias `param1`): the probability of this node being placed
3576 * `param2`: the raw param2 value of the node being placed onto the map
3578 * `force_place`: boolean representing if the node should forcibly overwrite
3579 any previous contents (default: false)
3581 About probability values:
3583 * A probability value of `0` or `1` means that node will never appear
3585 * A probability value of `254` or `255` means the node will always appear
3587 * If the probability value `p` is greater than `1`, then there is a
3588 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3591 Schematic attributes
3592 --------------------
3594 See section [Flag Specifier Format].
3596 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3599 * `place_center_x`: Placement of this decoration is centered along the X axis.
3600 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3601 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3602 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3608 Lua Voxel Manipulator
3609 =====================
3614 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3615 facility. The purpose of this object is for fast, low-level, bulk access to
3616 reading and writing Map content. As such, setting map nodes through VoxelManip
3617 will lack many of the higher level features and concepts you may be used to
3618 with other methods of setting nodes. For example, nodes will not have their
3619 construction and destruction callbacks run, and no rollback information is
3622 It is important to note that VoxelManip is designed for speed, and *not* ease
3623 of use or flexibility. If your mod requires a map manipulation facility that
3624 will handle 100% of all edge cases, or the use of high level node placement
3625 features, perhaps `minetest.set_node()` is better suited for the job.
3627 In addition, VoxelManip might not be faster, or could even be slower, for your
3628 specific use case. VoxelManip is most effective when setting large areas of map
3629 at once - for example, if only setting a 3x3x3 node area, a
3630 `minetest.set_node()` loop may be more optimal. Always profile code using both
3631 methods of map manipulation to determine which is most appropriate for your
3634 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3635 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3640 A VoxelManip object can be created any time using either:
3641 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3643 If the optional position parameters are present for either of these routines,
3644 the specified region will be pre-loaded into the VoxelManip object on creation.
3645 Otherwise, the area of map you wish to manipulate must first be loaded into the
3646 VoxelManip object using `VoxelManip:read_from_map()`.
3648 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3649 formed by these positions indicate the minimum and maximum (respectively)
3650 positions of the area actually loaded in the VoxelManip, which may be larger
3651 than the area requested. For convenience, the loaded area coordinates can also
3652 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3654 Now that the VoxelManip object is populated with map data, your mod can fetch a
3655 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3656 which retrieves an individual node in a MapNode formatted table at the position
3657 requested is the simplest method to use, but also the slowest.
3659 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3662 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3664 * `VoxelManip:get_light_data()` for node light levels, and
3665 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3667 See section [Flat array format] for more details.
3669 It is very important to understand that the tables returned by any of the above
3670 three functions represent a snapshot of the VoxelManip's internal state at the
3671 time of the call. This copy of the data will not magically update itself if
3672 another function modifies the internal VoxelManip state.
3673 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3674 internal state unless otherwise explicitly stated.
3676 Once the bulk data has been edited to your liking, the internal VoxelManip
3677 state can be set using:
3679 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3681 * `VoxelManip:set_light_data()` for node light levels, and
3682 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3684 The parameter to each of the above three functions can use any table at all in
3685 the same flat array format as produced by `get_data()` etc. and is not required
3686 to be a table retrieved from `get_data()`.
3688 Once the internal VoxelManip state has been modified to your liking, the
3689 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3691 ### Flat array format
3694 `Nx = p2.X - p1.X + 1`,
3695 `Ny = p2.Y - p1.Y + 1`, and
3696 `Nz = p2.Z - p1.Z + 1`.
3698 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3699 including the value of the expression `Nx * Ny * Nz`.
3701 Positions offset from p1 are present in the array with the format of:
3704 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3705 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3707 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3708 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3710 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3712 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3715 and the array index for a position p contained completely in p1..p2 is:
3717 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3719 Note that this is the same "flat 3D array" format as
3720 `PerlinNoiseMap:get3dMap_flat()`.
3721 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3722 of the index for a single point in a flat VoxelManip array.
3726 A Content ID is a unique integer identifier for a specific node type.
3727 These IDs are used by VoxelManip in place of the node name string for
3728 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3729 `minetest.get_content_id()` to look up the Content ID for the specified node
3730 name, and `minetest.get_name_from_content_id()` to look up the node name string
3731 for a given Content ID.
3732 After registration of a node, its Content ID will remain the same throughout
3733 execution of the mod.
3734 Note that the node being queried needs to have already been been registered.
3736 The following builtin node types have their Content IDs defined as constants:
3738 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3739 * `minetest.CONTENT_AIR`: ID for "air" nodes
3740 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3742 ### Mapgen VoxelManip objects
3744 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3745 VoxelManip object used by the core's Map Generator (commonly abbreviated
3746 Mapgen). Most of the rules previously described still apply but with a few
3749 * The Mapgen VoxelManip object is retrieved using:
3750 `minetest.get_mapgen_object("voxelmanip")`
3751 * This VoxelManip object already has the region of map just generated loaded
3752 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3753 a Mapgen VoxelManip.
3754 * The `on_generated()` callbacks of some mods may place individual nodes in the
3755 generated area using non-VoxelManip map modification methods. Because the
3756 same Mapgen VoxelManip object is passed through each `on_generated()`
3757 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3758 consistency with the current map state. For this reason, calling any of the
3759 following functions:
3760 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3761 will also update the Mapgen VoxelManip object's internal state active on the
3763 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3764 necessary to update lighting information using either:
3765 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3767 ### Other API functions operating on a VoxelManip
3769 If any VoxelManip contents were set to a liquid node,
3770 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3771 flowing. It is recommended to call this function only after having written all
3772 buffered data back to the VoxelManip object, save for special situations where
3773 the modder desires to only have certain liquid nodes begin flowing.
3775 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3776 will generate all registered decorations and ores throughout the full area
3777 inside of the specified VoxelManip object.
3779 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3780 `minetest.place_schematic()`, except instead of placing the specified schematic
3781 directly on the map at the specified position, it will place the schematic
3782 inside the VoxelManip.
3786 * Attempting to read data from a VoxelManip object before map is read will
3787 result in a zero-length array table for `VoxelManip:get_data()`, and an
3788 "ignore" node at any position for `VoxelManip:get_node_at()`.
3789 * If either a region of map has not yet been generated or is out-of-bounds of
3790 the map, that region is filled with "ignore" nodes.
3791 * Other mods, or the core itself, could possibly modify the area of map
3792 currently loaded into a VoxelManip object. With the exception of Mapgen
3793 VoxelManips (see above section), the internal buffers are not updated. For
3794 this reason, it is strongly encouraged to complete the usage of a particular
3795 VoxelManip object in the same callback it had been created.
3796 * If a VoxelManip object will be used often, such as in an `on_generated()`
3797 callback, consider passing a file-scoped table as the optional parameter to
3798 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3799 to write map data to instead of returning a new table each call. This greatly
3800 enhances performance by avoiding unnecessary memory allocations.
3805 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3806 containing the region formed by `p1` and `p2`.
3807 * returns actual emerged `pmin`, actual emerged `pmax`
3808 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3810 * **important**: data must be set using `VoxelManip:set_data()` before
3812 * if `light` is true, then lighting is automatically recalculated.
3813 The default value is true.
3814 If `light` is false, no light calculations happen, and you should correct
3815 all modified blocks with `minetest.fix_light()` as soon as possible.
3816 Keep in mind that modifying the map where light is incorrect can cause
3818 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3819 the `VoxelManip` at that position
3820 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3822 * `get_data([buffer])`: Retrieves the node content data loaded into the
3823 `VoxelManip` object.
3824 * returns raw node data in the form of an array of node content IDs
3825 * if the param `buffer` is present, this table will be used to store the
3827 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3828 * `update_map()`: Does nothing, kept for compatibility.
3829 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3831 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3832 * To be used only by a `VoxelManip` object from
3833 `minetest.get_mapgen_object`.
3834 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3836 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3837 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3839 * Each value is the bitwise combination of day and night light values
3841 * `light = day + (night * 16)`
3842 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3843 in the `VoxelManip`.
3844 * expects lighting data in the same format that `get_light_data()` returns
3845 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3846 `VoxelManip` object.
3847 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3849 * If the param `buffer` is present, this table will be used to store the
3851 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3853 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3855 * To be used only by a `VoxelManip` object from
3856 `minetest.get_mapgen_object`.
3857 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3858 area if left out or nil. For almost all uses these should be left out
3859 or nil to use the default.
3860 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3861 generated mapchunk above are propagated down into the mapchunk, defaults
3862 to `true` if left out.
3863 * `update_liquids()`: Update liquid flow
3864 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3865 manipulator had been modified since the last read from map, due to a call to
3866 `minetest.set_data()` on the loaded area elsewhere.
3867 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3872 A helper class for voxel areas.
3873 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
3874 The coordinates are *inclusive*, like most other things in Minetest.
3878 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3879 `MinEdge` and `MaxEdge`.
3880 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3882 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3884 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3885 * The position (x, y, z) is not checked for being inside the area volume,
3886 being outside can cause an incorrect index result.
3887 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3888 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3889 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3890 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3891 is not checked for being inside the area volume.
3892 * `position(i)`: returns the absolute position vector corresponding to index
3894 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3895 `MinEdge` and `MaxEdge`.
3896 * `containsp(p)`: same as above, except takes a vector
3897 * `containsi(i)`: same as above, except takes an index `i`
3898 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3900 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3902 * `iterp(minp, maxp)`: same as above, except takes a vector
3904 ### Y stride and z stride of a flat array
3906 For a particular position in a voxel area, whose flat array index is known,
3907 it is often useful to know the index of a neighboring or nearby position.
3908 The table below shows the changes of index required for 1 node movements along
3909 the axes in a voxel area:
3911 Movement Change of index
3921 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
3923 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
3932 A mapgen object is a construct used in map generation. Mapgen objects can be
3933 used by an `on_generate` callback to speed up operations by avoiding
3934 unnecessary recalculations, these can be retrieved using the
3935 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3936 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3937 callback, `nil` is returned.
3939 The following Mapgen objects are currently available:
3943 This returns three values; the `VoxelManip` object to be used, minimum and
3944 maximum emerged position, in that order. All mapgens support this object.
3948 Returns an array containing the y coordinates of the ground levels of nodes in
3949 the most recently generated chunk by the current mapgen.
3953 Returns an array containing the biome IDs of nodes in the most recently
3954 generated chunk by the current mapgen.
3958 Returns an array containing the temperature values of nodes in the most
3959 recently generated chunk by the current mapgen.
3963 Returns an array containing the humidity values of nodes in the most recently
3964 generated chunk by the current mapgen.
3968 Returns a table mapping requested generation notification types to arrays of
3969 positions at which the corresponding generated structures are located within
3970 the current chunk. To set the capture of positions of interest to be recorded
3971 on generate, use `minetest.set_gen_notify()`.
3972 For decorations, the returned positions are the ground surface 'place_on'
3973 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3974 node above the returned position and possibly displaced by 'place_offset_y'.
3976 Possible fields of the table returned are:
3982 * `large_cave_begin`
3986 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3987 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
3995 Functions receive a "luaentity" as `self`:
3997 * It has the member `.name`, which is the registered name `("mod:thing")`
3998 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3999 * The original prototype stuff is visible directly via a metatable
4003 * `on_activate(self, staticdata, dtime_s)`
4004 * Called when the object is instantiated.
4005 * `dtime_s` is the time passed since the object was unloaded, which can be
4006 used for updating the entity state.
4007 * `on_step(self, dtime)`
4008 * Called on every server tick, after movement and collision processing.
4009 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4011 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4012 * Called when somebody punches the object.
4013 * Note that you probably want to handle most punches using the automatic
4015 * `puncher`: an `ObjectRef` (can be `nil`)
4016 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4018 * `tool_capabilities`: capability table of used tool (can be `nil`)
4019 * `dir`: unit vector of direction of punch. Always defined. Points from the
4020 puncher to the punched.
4021 * `damage`: damage that will be done to entity.
4022 * Can return `true` to prevent the default damage mechanism.
4023 * `on_death(self, killer)`
4024 * Called when the object dies.
4025 * `killer`: an `ObjectRef` (can be `nil`)
4026 * `on_rightclick(self, clicker)`
4027 * `on_attach_child(self, child)`
4028 * `child`: an `ObjectRef` of the child that attaches
4029 * `on_detach_child(self, child)`
4030 * `child`: an `ObjectRef` of the child that detaches
4031 * `on_detach(self, parent)`
4032 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4033 * This happens before the parent object is removed from the world
4034 * `get_staticdata(self)`
4035 * Should return a string that will be passed to `on_activate` when the
4036 object is instantiated the next time.
4048 axiom, --string initial tree axiom
4049 rules_a, --string rules set A
4050 rules_b, --string rules set B
4051 rules_c, --string rules set C
4052 rules_d, --string rules set D
4053 trunk, --string trunk node name
4054 leaves, --string leaves node name
4055 leaves2, --string secondary leaves node name
4056 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4057 angle, --num angle in deg
4058 iterations, --num max # of iterations, usually 2 -5
4059 random_level, --num factor to lower nr of iterations, usually 0 - 3
4060 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4061 -- 2x2 nodes or 3x3 in cross shape
4062 thin_branches, --boolean true -> use thin (1 node) branches
4063 fruit, --string fruit node name
4064 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4065 seed, --num random seed, if no seed is provided, the engine
4069 Key for special L-System symbols used in axioms
4070 -----------------------------------------------
4072 * `G`: move forward one unit with the pen up
4073 * `F`: move forward one unit with the pen down drawing trunks and branches
4074 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4075 * `T`: move forward one unit with the pen down drawing trunks only
4076 * `R`: move forward one unit with the pen down placing fruit
4077 * `A`: replace with rules set A
4078 * `B`: replace with rules set B
4079 * `C`: replace with rules set C
4080 * `D`: replace with rules set D
4081 * `a`: replace with rules set A, chance 90%
4082 * `b`: replace with rules set B, chance 80%
4083 * `c`: replace with rules set C, chance 70%
4084 * `d`: replace with rules set D, chance 60%
4085 * `+`: yaw the turtle right by `angle` parameter
4086 * `-`: yaw the turtle left by `angle` parameter
4087 * `&`: pitch the turtle down by `angle` parameter
4088 * `^`: pitch the turtle up by `angle` parameter
4089 * `/`: roll the turtle to the right by `angle` parameter
4090 * `*`: roll the turtle to the left by `angle` parameter
4091 * `[`: save in stack current state info
4092 * `]`: recover from stack state info
4097 Spawn a small apple tree:
4099 pos = {x=230,y=20,z=4}
4102 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4103 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4104 trunk="default:tree",
4105 leaves="default:leaves",
4109 trunk_type="single",
4112 fruit="default:apple"
4114 minetest.spawn_tree(pos,apple_tree)
4119 'minetest' namespace reference
4120 ==============================
4125 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4127 * `minetest.get_modpath(modname)`: returns e.g.
4128 `"/home/user/.minetest/usermods/modname"`.
4129 * Useful for loading additional `.lua` modules or static data from mod
4130 * `minetest.get_modnames()`: returns a list of installed mods
4131 * Return a list of installed mods, sorted alphabetically
4132 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4133 * Useful for storing custom data
4134 * `minetest.is_singleplayer()`
4135 * `minetest.features`: Table containing API feature flags
4138 glasslike_framed = true, -- 0.4.7
4139 nodebox_as_selectionbox = true, -- 0.4.7
4140 get_all_craft_recipes_works = true, -- 0.4.7
4141 -- The transparency channel of textures can optionally be used on
4143 use_texture_alpha = true,
4144 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4145 no_legacy_abms = true,
4146 -- Texture grouping is possible using parentheses (0.4.11)
4147 texture_names_parens = true,
4148 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4149 area_store_custom_ids = true,
4150 -- add_entity supports passing initial staticdata to on_activate
4152 add_entity_with_staticdata = true,
4153 -- Chat messages are no longer predicted (0.4.16)
4154 no_chat_message_prediction = true,
4155 -- The transparency channel of textures can optionally be used on
4156 -- objects (ie: players and lua entities) (5.0.0)
4157 object_use_texture_alpha = true,
4158 -- Object selectionbox is settable independently from collisionbox
4160 object_independent_selectionbox = true,
4161 -- Specifies whether binary data can be uploaded or downloaded using
4162 -- the HTTP API (5.1.0)
4163 httpfetch_binary_data = true,
4164 -- Whether formspec_version[<version>] may be used (5.1.0)
4165 formspec_version_element = true,
4166 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4167 area_store_persistent_ids = true,
4168 -- Whether minetest.find_path is functional (5.2.0)
4169 pathfinder_works = true,
4170 -- Whether Collision info is available to an objects' on_step (5.3.0)
4171 object_step_has_moveresult = true,
4174 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4175 * `arg`: string or table in format `{foo=true, bar=true}`
4176 * `missing_features`: `{foo=true, bar=true}`
4177 * `minetest.get_player_information(player_name)`: Table containing information
4178 about a player. Example return value:
4181 address = "127.0.0.1", -- IP address of client
4182 ip_version = 4, -- IPv4 / IPv6
4183 connection_uptime = 200, -- seconds since client connected
4184 protocol_version = 32, -- protocol version used by client
4185 formspec_version = 2, -- supported formspec version
4186 lang_code = "fr" -- Language code used for translation
4187 -- the following keys can be missing if no stats have been collected yet
4188 min_rtt = 0.01, -- minimum round trip time
4189 max_rtt = 0.2, -- maximum round trip time
4190 avg_rtt = 0.02, -- average round trip time
4191 min_jitter = 0.01, -- minimum packet time jitter
4192 max_jitter = 0.5, -- maximum packet time jitter
4193 avg_jitter = 0.03, -- average packet time jitter
4194 -- the following information is available in a debug build only!!!
4195 -- DO NOT USE IN MODS
4196 --ser_vers = 26, -- serialization version used by client
4197 --major = 0, -- major version number
4198 --minor = 4, -- minor version number
4199 --patch = 10, -- patch version number
4200 --vers_string = "0.4.9-git", -- full version string
4201 --state = "Active" -- current client state
4204 * `minetest.mkdir(path)`: returns success.
4205 * Creates a directory specified by `path`, creating parent directories
4206 if they don't exist.
4207 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4209 * nil: return all entries,
4210 * true: return only subdirectory names, or
4211 * false: return only file names.
4212 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4213 * Replaces contents of file at path with new contents in a safe (atomic)
4214 way. Use this instead of below code when writing e.g. database files:
4215 `local f = io.open(path, "wb"); f:write(content); f:close()`
4216 * `minetest.get_version()`: returns a table containing components of the
4217 engine version. Components:
4218 * `project`: Name of the project, eg, "Minetest"
4219 * `string`: Simple version, eg, "1.2.3-dev"
4220 * `hash`: Full git version (only set if available),
4221 eg, "1.2.3-dev-01234567-dirty".
4222 Use this for informational purposes only. The information in the returned
4223 table does not represent the capabilities of the engine, nor is it
4224 reliable or verifiable. Compatible forks will have a different name and
4225 version entirely. To check for the presence of engine features, test
4226 whether the functions exported by the wanted features exist. For example:
4227 `if minetest.check_for_falling then ... end`.
4228 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4229 * `data`: string of data to hash
4230 * `raw`: return raw bytes instead of hex digits, default: false
4235 * `minetest.debug(...)`
4236 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4237 * `minetest.log([level,] text)`
4238 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4239 `"info"`, or `"verbose"`. Default is `"none"`.
4241 Registration functions
4242 ----------------------
4244 Call these functions only at load time!
4248 * `minetest.register_node(name, node definition)`
4249 * `minetest.register_craftitem(name, item definition)`
4250 * `minetest.register_tool(name, item definition)`
4251 * `minetest.override_item(name, redefinition)`
4252 * Overrides fields of an item registered with register_node/tool/craftitem.
4253 * Note: Item must already be defined, (opt)depend on the mod defining it.
4254 * Example: `minetest.override_item("default:mese",
4255 {light_source=minetest.LIGHT_MAX})`
4256 * `minetest.unregister_item(name)`
4257 * Unregisters the item from the engine, and deletes the entry with key
4258 `name` from `minetest.registered_items` and from the associated item table
4259 according to its nature: `minetest.registered_nodes`, etc.
4260 * `minetest.register_entity(name, entity definition)`
4261 * `minetest.register_abm(abm definition)`
4262 * `minetest.register_lbm(lbm definition)`
4263 * `minetest.register_alias(alias, original_name)`
4264 * Also use this to set the 'mapgen aliases' needed in a game for the core
4265 mapgens. See [Mapgen aliases] section above.
4266 * `minetest.register_alias_force(alias, original_name)`
4267 * `minetest.register_ore(ore definition)`
4268 * Returns an integer object handle uniquely identifying the registered
4270 * The order of ore registrations determines the order of ore generation.
4271 * `minetest.register_biome(biome definition)`
4272 * Returns an integer object handle uniquely identifying the registered
4273 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4274 * `minetest.unregister_biome(name)`
4275 * Unregisters the biome from the engine, and deletes the entry with key
4276 `name` from `minetest.registered_biomes`.
4277 * Warning: This alters the biome to biome ID correspondences, so any
4278 decorations or ores using the 'biomes' field must afterwards be cleared
4280 * `minetest.register_decoration(decoration definition)`
4281 * Returns an integer object handle uniquely identifying the registered
4282 decoration on success. To get the decoration ID, use
4283 `minetest.get_decoration_id`.
4284 * The order of decoration registrations determines the order of decoration
4286 * `minetest.register_schematic(schematic definition)`
4287 * Returns an integer object handle uniquely identifying the registered
4288 schematic on success.
4289 * If the schematic is loaded from a file, the `name` field is set to the
4291 * If the function is called when loading the mod, and `name` is a relative
4292 path, then the current mod path will be prepended to the schematic
4294 * `minetest.clear_registered_biomes()`
4295 * Clears all biomes currently registered.
4296 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4297 correspondences, so any decorations or ores using the 'biomes' field must
4298 afterwards be cleared and re-registered.
4299 * `minetest.clear_registered_decorations()`
4300 * Clears all decorations currently registered.
4301 * `minetest.clear_registered_ores()`
4302 * Clears all ores currently registered.
4303 * `minetest.clear_registered_schematics()`
4304 * Clears all schematics currently registered.
4308 * `minetest.register_craft(recipe)`
4309 * Check recipe table syntax for different types below.
4310 * `minetest.clear_craft(recipe)`
4311 * Will erase existing craft based either on output item or on input recipe.
4312 * Specify either output or input only. If you specify both, input will be
4313 ignored. For input use the same recipe table syntax as for
4314 `minetest.register_craft(recipe)`. For output specify only the item,
4316 * Returns false if no erase candidate could be found, otherwise returns true.
4317 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4318 ignored if the recipe contains output. Erasing is then done independently
4319 from the crafting method.
4320 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4321 * `minetest.override_chatcommand(name, redefinition)`
4322 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4323 * `minetest.unregister_chatcommand(name)`
4324 * Unregisters a chatcommands registered with `register_chatcommand`.
4325 * `minetest.register_privilege(name, definition)`
4326 * `definition` can be a description or a definition table (see [Privilege
4328 * If it is a description, the priv will be granted to singleplayer and admin
4330 * To allow players with `basic_privs` to grant, see the `basic_privs`
4331 minetest.conf setting.
4332 * `minetest.register_authentication_handler(authentication handler definition)`
4333 * Registers an auth handler that overrides the builtin one.
4334 * This function can be called by a single mod once only.
4336 Global callback registration functions
4337 --------------------------------------
4339 Call these functions only at load time!
4341 * `minetest.register_globalstep(function(dtime))`
4342 * Called every server step, usually interval of 0.1s
4343 * `minetest.register_on_mods_loaded(function())`
4344 * Called after mods have finished loading and before the media is cached or the
4346 * `minetest.register_on_shutdown(function())`
4347 * Called before server shutdown
4348 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4349 registered callbacks **will likely not be run**. Data should be saved at
4350 semi-frequent intervals as well as on server shutdown.
4351 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4352 * Called when a node has been placed
4353 * If return `true` no item is taken from `itemstack`
4354 * `placer` may be any valid ObjectRef or nil.
4355 * **Not recommended**; use `on_construct` or `after_place_node` in node
4356 definition whenever possible.
4357 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4358 * Called when a node has been dug.
4359 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4360 definition whenever possible.
4361 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4362 * Called when a node is punched
4363 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4364 * Called after generating a piece of world. Modifying nodes inside the area
4365 is a bit faster than usually.
4366 * `minetest.register_on_newplayer(function(ObjectRef))`
4367 * Called after a new player has been created
4368 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4369 * Called when a player is punched
4370 * Note: This callback is invoked even if the punched player is dead.
4371 * `player`: ObjectRef - Player that was punched
4372 * `hitter`: ObjectRef - Player that hit
4373 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4375 * `tool_capabilities`: Capability table of used tool (can be nil)
4376 * `dir`: Unit vector of direction of punch. Always defined. Points from
4377 the puncher to the punched.
4378 * `damage`: Number that represents the damage calculated by the engine
4379 * should return `true` to prevent the default damage mechanism
4380 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4381 * Called when the player gets damaged or healed
4382 * `player`: ObjectRef of the player
4383 * `hp_change`: the amount of change. Negative when it is damage.
4384 * `reason`: a PlayerHPChangeReason table.
4385 * The `type` field will have one of the following values:
4386 * `set_hp`: A mod or the engine called `set_hp` without
4387 giving a type - use this for custom damage types.
4388 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4390 * `node_damage`: `damage_per_second` from a neighbouring node.
4391 `reason.node` will hold the node name or nil.
4394 * Any of the above types may have additional fields from mods.
4395 * `reason.from` will be `mod` or `engine`.
4396 * `modifier`: when true, the function should return the actual `hp_change`.
4397 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4398 Modifiers can return true as a second argument to stop the execution of further functions.
4399 Non-modifiers receive the final HP change calculated by the modifiers.
4400 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4401 * Called when a player dies
4402 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4403 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4404 * Called when player is to be respawned
4405 * Called _before_ repositioning of player occurs
4406 * return true in func to disable regular player placement
4407 * `minetest.register_on_prejoinplayer(function(name, ip))`
4408 * Called before a player joins the game
4409 * If it returns a string, the player is disconnected with that string as
4411 * `minetest.register_on_joinplayer(function(ObjectRef))`
4412 * Called when a player joins the game
4413 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4414 * Called when a player leaves the game
4415 * `timed_out`: True for timeout, false for other reasons.
4416 * `minetest.register_on_auth_fail(function(name, ip))`
4417 * Called when a client attempts to log into an account but supplies the
4419 * `ip`: The IP address of the client.
4420 * `name`: The account the client attempted to log into.
4421 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4422 * Called when a player cheats
4423 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4425 * `interacted_too_far`
4426 * `interacted_while_dead`
4427 * `finished_unknown_dig`
4430 * `minetest.register_on_chat_message(function(name, message))`
4431 * Called always when a player says something
4432 * Return `true` to mark the message as handled, which means that it will
4433 not be sent to other players.
4434 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4435 * Called when the server received input from `player` in a formspec with
4436 the given `formname`. Specifically, this is called on any of the
4438 * a button was pressed,
4439 * Enter was pressed while the focus was on a text field
4440 * a checkbox was toggled,
4441 * something was selecteed in a drop-down list,
4442 * a different tab was selected,
4443 * selection was changed in a textlist or table,
4444 * an entry was double-clicked in a textlist or table,
4445 * a scrollbar was moved, or
4446 * the form was actively closed by the player.
4447 * Fields are sent for formspec elements which define a field. `fields`
4448 is a table containing each formspecs element value (as string), with
4449 the `name` parameter as index for each. The value depends on the
4450 formspec element type:
4451 * `animated_image`: Returns the index of the current frame.
4452 * `button` and variants: If pressed, contains the user-facing button
4453 text as value. If not pressed, is `nil`
4454 * `field`, `textarea` and variants: Text in the field
4455 * `dropdown`: Text of selected item
4456 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4457 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4458 * `textlist`: See `minetest.explode_textlist_event`
4459 * `table`: See `minetest.explode_table_event`
4460 * `scrollbar`: See `minetest.explode_scrollbar_event`
4461 * Special case: `["quit"]="true"` is sent when the user actively
4462 closed the form by mouse click, keypress or through a button_exit[]
4464 * Special case: `["key_enter"]="true"` is sent when the user pressed
4465 the Enter key and the focus was either nowhere (causing the formspec
4466 to be closed) or on a button. If the focus was on a text field,
4467 additionally, the index `key_enter_field` contains the name of the
4468 text field. See also: `field_close_on_enter`.
4469 * Newest functions are called first
4470 * If function returns `true`, remaining functions are not called
4471 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4472 * Called when `player` crafts something
4473 * `itemstack` is the output
4474 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4476 * `craft_inv` is the inventory with the crafting grid
4477 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4479 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4480 * The same as before, except that it is called before the player crafts, to
4481 make craft prediction, and it should not change anything.
4482 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4483 * Determinates how much of a stack may be taken, put or moved to a
4485 * `player` (type `ObjectRef`) is the player who modified the inventory
4486 `inventory` (type `InvRef`).
4487 * List of possible `action` (string) values and their
4488 `inventory_info` (table) contents:
4489 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4490 * `put`: `{listname=string, index=number, stack=ItemStack}`
4491 * `take`: Same as `put`
4492 * Return a numeric value to limit the amount of items to be taken, put or
4493 moved. A value of `-1` for `take` will make the source stack infinite.
4494 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4495 * Called after a take, put or move event from/to/in a player inventory
4496 * Function arguments: see `minetest.register_allow_player_inventory_action`
4497 * Does not accept or handle any return value.
4498 * `minetest.register_on_protection_violation(function(pos, name))`
4499 * Called by `builtin` and mods when a player violates protection at a
4500 position (eg, digs a node or punches a protected entity).
4501 * The registered functions can be called using
4502 `minetest.record_protection_violation`.
4503 * The provided function should check that the position is protected by the
4504 mod calling this function before it prints a message, if it does, to
4505 allow for multiple protection mods.
4506 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4507 * Called when an item is eaten, by `minetest.item_eat`
4508 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4509 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4510 * Called when `granter` grants the priv `priv` to `name`.
4511 * Note that the callback will be called twice if it's done by a player,
4512 once with granter being the player name, and again with granter being nil.
4513 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4514 * Called when `revoker` revokes the priv `priv` from `name`.
4515 * Note that the callback will be called twice if it's done by a player,
4516 once with revoker being the player name, and again with revoker being nil.
4517 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4518 * Called when `name` user connects with `ip`.
4519 * Return `true` to by pass the player limit
4520 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4521 * Called when an incoming mod channel message is received
4522 * You should have joined some channels to receive events.
4523 * If message comes from a server mod, `sender` field is an empty string.
4528 * `minetest.settings`: Settings object containing all of the settings from the
4529 main config file (`minetest.conf`).
4530 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4531 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4536 * `minetest.string_to_privs(str[, delim])`:
4537 * Converts string representation of privs into table form
4538 * `delim`: String separating the privs. Defaults to `","`.
4539 * Returns `{ priv1 = true, ... }`
4540 * `minetest.privs_to_string(privs[, delim])`:
4541 * Returns the string representation of `privs`
4542 * `delim`: String to delimit privs. Defaults to `","`.
4543 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4544 * `minetest.check_player_privs(player_or_name, ...)`:
4545 returns `bool, missing_privs`
4546 * A quickhand for checking privileges.
4547 * `player_or_name`: Either a Player object or the name of a player.
4548 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4549 a table, e.g. `{ priva = true, privb = true }`.
4551 * `minetest.check_password_entry(name, entry, password)`
4552 * Returns true if the "password entry" for a player with name matches given
4553 password, false otherwise.
4554 * The "password entry" is the password representation generated by the
4555 engine as returned as part of a `get_auth()` call on the auth handler.
4556 * Only use this function for making it possible to log in via password from
4557 external protocols such as IRC, other uses are frowned upon.
4558 * `minetest.get_password_hash(name, raw_password)`
4559 * Convert a name-password pair to a password hash that Minetest can use.
4560 * The returned value alone is not a good basis for password checks based
4561 on comparing the password hash in the database with the password hash
4562 from the function, with an externally provided password, as the hash
4563 in the db might use the new SRP verifier format.
4564 * For this purpose, use `minetest.check_password_entry` instead.
4565 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4567 * The player needs to be online for this to be successful.
4569 * `minetest.get_auth_handler()`: Return the currently active auth handler
4570 * See the [Authentication handler definition]
4571 * Use this to e.g. get the authentication data for a player:
4572 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4573 * `minetest.notify_authentication_modified(name)`
4574 * Must be called by the authentication handler for privilege changes.
4575 * `name`: string; if omitted, all auth data should be considered modified
4576 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4578 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4580 * `minetest.auth_reload()`
4581 * See `reload()` in authentication handler definition
4583 `minetest.set_player_password`, `minetest.set_player_privs`,
4584 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4590 * `minetest.chat_send_all(text)`
4591 * `minetest.chat_send_player(name, text)`
4592 * `minetest.format_chat_message(name, message)`
4593 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4594 Refer to the documentation of the setting for a list of valid placeholders.
4595 * Takes player name and message, and returns the formatted string to be sent to players.
4596 * Can be redefined by mods if required, for things like colored names or messages.
4597 * **Only** the first occurrence of each placeholder will be replaced.
4602 * `minetest.set_node(pos, node)`
4603 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4604 * Set node at position `pos`
4605 * `node`: table `{name=string, param1=number, param2=number}`
4606 * If param1 or param2 is omitted, it's set to `0`.
4607 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4608 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4609 * Set node on all positions set in the first argument.
4610 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4611 * For node specification or position syntax see `minetest.set_node` call
4612 * Faster than set_node due to single call, but still considerably slower
4613 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4614 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4615 in spread out positions which would cause LVMs to waste memory.
4616 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4618 * `minetest.swap_node(pos, node)`
4619 * Set node at position, but don't remove metadata
4620 * `minetest.remove_node(pos)`
4621 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4622 * `minetest.get_node(pos)`
4623 * Returns the node at the given position as table in the format
4624 `{name="node_name", param1=0, param2=0}`,
4625 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4626 * `minetest.get_node_or_nil(pos)`
4627 * Same as `get_node` but returns `nil` for unloaded areas.
4628 * `minetest.get_node_light(pos, timeofday)`
4629 * Gets the light value at the given position. Note that the light value
4630 "inside" the node at the given position is returned, so you usually want
4631 to get the light value of a neighbor.
4632 * `pos`: The position where to measure the light.
4633 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4634 * Returns a number between `0` and `15` or `nil`
4635 * `minetest.place_node(pos, node)`
4636 * Place node with the same effects that a player would cause
4637 * `minetest.dig_node(pos)`
4638 * Dig node with the same effects that a player would cause
4639 * Returns `true` if successful, `false` on failure (e.g. protected location)
4640 * `minetest.punch_node(pos)`
4641 * Punch node with the same effects that a player would cause
4642 * `minetest.spawn_falling_node(pos)`
4643 * Change node into falling node
4644 * Returns `true` if successful, `false` on failure
4646 * `minetest.find_nodes_with_meta(pos1, pos2)`
4647 * Get a table of positions of nodes that have metadata within a region
4649 * `minetest.get_meta(pos)`
4650 * Get a `NodeMetaRef` at that position
4651 * `minetest.get_node_timer(pos)`
4652 * Get `NodeTimerRef`
4654 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4656 * Returns `ObjectRef`, or `nil` if failed
4657 * `minetest.add_item(pos, item)`: Spawn item
4658 * Returns `ObjectRef`, or `nil` if failed
4659 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4660 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4662 * `radius`: using an euclidean metric
4663 * `minetest.set_timeofday(val)`
4664 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4665 * `minetest.get_timeofday()`
4666 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4668 * `minetest.get_day_count()`: returns number days elapsed since world was
4670 * accounts for time changes.
4671 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4673 * `radius`: using a maximum metric
4674 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4675 * `search_center` is an optional boolean (default: `false`)
4676 If true `pos` is also checked for the nodes
4677 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4679 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4680 * First return value: Table with all node positions
4681 * Second return value: Table with the count of each node with the node name
4683 * Area volume is limited to 4,096,000 nodes
4684 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4686 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4687 * Return value: Table with all node positions with a node air above
4688 * Area volume is limited to 4,096,000 nodes
4689 * `minetest.get_perlin(noiseparams)`
4690 * Return world-specific perlin noise.
4691 * The actual seed used is the noiseparams seed plus the world seed.
4692 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4693 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
4694 * Return world-specific perlin noise.
4695 * `minetest.get_voxel_manip([pos1, pos2])`
4696 * Return voxel manipulator object.
4697 * Loads the manipulator from the map if positions are passed.
4698 * `minetest.set_gen_notify(flags, {deco_ids})`
4699 * Set the types of on-generate notifications that should be collected.
4700 * `flags` is a flag field with the available flags:
4708 * The second parameter is a list of IDs of decorations which notification
4710 * `minetest.get_gen_notify()`
4711 * Returns a flagstring and a table with the `deco_id`s.
4712 * `minetest.get_decoration_id(decoration_name)`
4713 * Returns the decoration ID number for the provided decoration name string,
4714 or `nil` on failure.
4715 * `minetest.get_mapgen_object(objectname)`
4716 * Return requested mapgen object if available (see [Mapgen objects])
4717 * `minetest.get_heat(pos)`
4718 * Returns the heat at the position, or `nil` on failure.
4719 * `minetest.get_humidity(pos)`
4720 * Returns the humidity at the position, or `nil` on failure.
4721 * `minetest.get_biome_data(pos)`
4722 * Returns a table containing:
4723 * `biome` the biome id of the biome at that position
4724 * `heat` the heat at the position
4725 * `humidity` the humidity at the position
4726 * Or returns `nil` on failure.
4727 * `minetest.get_biome_id(biome_name)`
4728 * Returns the biome id, as used in the biomemap Mapgen object and returned
4729 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4730 * `minetest.get_biome_name(biome_id)`
4731 * Returns the biome name string for the provided biome id, or `nil` on
4733 * If no biomes have been registered, such as in mgv6, returns `default`.
4734 * `minetest.get_mapgen_params()`
4735 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4736 * Returns a table containing:
4742 * `minetest.set_mapgen_params(MapgenParams)`
4743 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4745 * Set map generation parameters.
4746 * Function cannot be called after the registration period; only
4747 initialization and `on_mapgen_init`.
4748 * Takes a table as an argument with the fields:
4754 * Leave field unset to leave that parameter unchanged.
4755 * `flags` contains a comma-delimited string of flags to set, or if the
4756 prefix `"no"` is attached, clears instead.
4757 * `flags` is in the same format and has the same options as `mg_flags` in
4759 * `minetest.get_mapgen_setting(name)`
4760 * Gets the *active* mapgen setting (or nil if none exists) in string
4761 format with the following order of precedence:
4762 1) Settings loaded from map_meta.txt or overrides set during mod
4764 2) Settings set by mods without a metafile override
4765 3) Settings explicitly set in the user config file, minetest.conf
4766 4) Settings set as the user config default
4767 * `minetest.get_mapgen_setting_noiseparams(name)`
4768 * Same as above, but returns the value as a NoiseParams table if the
4769 setting `name` exists and is a valid NoiseParams.
4770 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4771 * Sets a mapgen param to `value`, and will take effect if the corresponding
4772 mapgen setting is not already present in map_meta.txt.
4773 * `override_meta` is an optional boolean (default: `false`). If this is set
4774 to true, the setting will become the active setting regardless of the map
4776 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4777 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4778 * Same as above, except value is a NoiseParams table.
4779 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4780 * Sets the noiseparams setting of `name` to the noiseparams table specified
4782 * `set_default` is an optional boolean (default: `true`) that specifies
4783 whether the setting should be applied to the default config or current
4785 * `minetest.get_noiseparams(name)`
4786 * Returns a table of the noiseparams for name.
4787 * `minetest.generate_ores(vm, pos1, pos2)`
4788 * Generate all registered ores within the VoxelManip `vm` and in the area
4789 from `pos1` to `pos2`.
4790 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4791 * `minetest.generate_decorations(vm, pos1, pos2)`
4792 * Generate all registered decorations within the VoxelManip `vm` and in the
4793 area from `pos1` to `pos2`.
4794 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4795 * `minetest.clear_objects([options])`
4796 * Clear all objects in the environment
4797 * Takes an optional table as an argument with the field `mode`.
4798 * mode = `"full"` : Load and go through every mapblock, clearing
4800 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4801 clear objects in unloaded mapblocks only when the
4802 mapblocks are next activated.
4803 * `minetest.load_area(pos1[, pos2])`
4804 * Load the mapblocks containing the area from `pos1` to `pos2`.
4805 `pos2` defaults to `pos1` if not specified.
4806 * This function does not trigger map generation.
4807 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4808 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4809 asynchronously fetched from memory, loaded from disk, or if inexistent,
4811 * If `callback` is a valid Lua function, this will be called for each block
4813 * The function signature of callback is:
4814 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4815 * `blockpos` is the *block* coordinates of the block that had been
4817 * `action` could be one of the following constant values:
4818 * `minetest.EMERGE_CANCELLED`
4819 * `minetest.EMERGE_ERRORED`
4820 * `minetest.EMERGE_FROM_MEMORY`
4821 * `minetest.EMERGE_FROM_DISK`
4822 * `minetest.EMERGE_GENERATED`
4823 * `calls_remaining` is the number of callbacks to be expected after
4825 * `param` is the user-defined parameter passed to emerge_area (or
4826 nil if the parameter was absent).
4827 * `minetest.delete_area(pos1, pos2)`
4828 * delete all mapblocks in the area from pos1 to pos2, inclusive
4829 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4830 * Checks if there is anything other than air between pos1 and pos2.
4831 * Returns false if something is blocking the sight.
4832 * Returns the position of the blocking node when `false`
4833 * `pos1`: First position
4834 * `pos2`: Second position
4835 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4836 * Creates a `Raycast` object.
4837 * `pos1`: start of the ray
4838 * `pos2`: end of the ray
4839 * `objects`: if false, only nodes will be returned. Default is `true`.
4840 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4841 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4842 * returns table containing path that can be walked on
4843 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4845 * Reasons for failure:
4846 * No path exists at all
4847 * No path exists within `searchdistance` (see below)
4848 * Start or end pos is buried in land
4849 * `pos1`: start position
4850 * `pos2`: end position
4851 * `searchdistance`: maximum distance from the search positions to search in.
4852 In detail: Path must be completely inside a cuboid. The minimum
4853 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
4854 Larger values will increase the size of this cuboid in all directions
4855 * `max_jump`: maximum height difference to consider walkable
4856 * `max_drop`: maximum height difference to consider droppable
4857 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
4858 Difference between `"A*"` and `"A*_noprefetch"` is that
4859 `"A*"` will pre-calculate the cost-data, the other will calculate it
4861 * `minetest.spawn_tree (pos, {treedef})`
4862 * spawns L-system tree at given `pos` with definition in `treedef` table
4863 * `minetest.transforming_liquid_add(pos)`
4864 * add node to liquid update queue
4865 * `minetest.get_node_max_level(pos)`
4866 * get max available level for leveled node
4867 * `minetest.get_node_level(pos)`
4868 * get level of leveled node (water, snow)
4869 * `minetest.set_node_level(pos, level)`
4870 * set level of leveled node, default `level` equals `1`
4871 * if `totallevel > maxlevel`, returns rest (`total-max`).
4872 * `minetest.add_node_level(pos, level)`
4873 * increase level of leveled node by level, default `level` equals `1`
4874 * if `totallevel > maxlevel`, returns rest (`total-max`)
4875 * can be negative for decreasing
4876 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4877 * resets the light in a cuboid-shaped part of
4878 the map and removes lighting bugs.
4879 * Loads the area if it is not loaded.
4880 * `pos1` is the corner of the cuboid with the least coordinates
4881 (in node coordinates), inclusive.
4882 * `pos2` is the opposite corner of the cuboid, inclusive.
4883 * The actual updated cuboid might be larger than the specified one,
4884 because only whole map blocks can be updated.
4885 The actual updated area consists of those map blocks that intersect
4886 with the given cuboid.
4887 * However, the neighborhood of the updated area might change
4888 as well, as light can spread out of the cuboid, also light
4890 * returns `false` if the area is not fully generated,
4892 * `minetest.check_single_for_falling(pos)`
4893 * causes an unsupported `group:falling_node` node to fall and causes an
4894 unattached `group:attached_node` node to fall.
4895 * does not spread these updates to neighbours.
4896 * `minetest.check_for_falling(pos)`
4897 * causes an unsupported `group:falling_node` node to fall and causes an
4898 unattached `group:attached_node` node to fall.
4899 * spread these updates to neighbours and can cause a cascade
4901 * `minetest.get_spawn_level(x, z)`
4902 * Returns a player spawn y co-ordinate for the provided (x, z)
4903 co-ordinates, or `nil` for an unsuitable spawn point.
4904 * For most mapgens a 'suitable spawn point' is one with y between
4905 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4906 so `nil` will be returned for many (x, z) co-ordinates.
4907 * The spawn level returned is for a player spawn in unmodified terrain.
4908 * The spawn level is intentionally above terrain level to cope with
4909 full-node biome 'dust' nodes.
4914 You can find mod channels communication scheme in `doc/mod_channels.png`.
4916 * `minetest.mod_channel_join(channel_name)`
4917 * Server joins channel `channel_name`, and creates it if necessary. You
4918 should listen for incoming messages with
4919 `minetest.register_on_modchannel_message`
4924 `minetest.get_inventory(location)`: returns an `InvRef`
4927 * `{type="player", name="celeron55"}`
4928 * `{type="node", pos={x=, y=, z=}}`
4929 * `{type="detached", name="creative"}`
4930 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4932 * `callbacks`: See [Detached inventory callbacks]
4933 * `player_name`: Make detached inventory available to one player
4934 exclusively, by default they will be sent to every player (even if not
4936 Note that this parameter is mostly just a workaround and will be removed
4938 * Creates a detached inventory. If it already exists, it is cleared.
4939 * `minetest.remove_detached_inventory(name)`
4940 * Returns a `boolean` indicating whether the removal succeeded.
4941 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4942 returns left over ItemStack.
4943 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4948 * `minetest.show_formspec(playername, formname, formspec)`
4949 * `playername`: name of player to show formspec
4950 * `formname`: name passed to `on_player_receive_fields` callbacks.
4951 It should follow the `"modname:<whatever>"` naming convention
4952 * `formspec`: formspec to display
4953 * `minetest.close_formspec(playername, formname)`
4954 * `playername`: name of player to close formspec
4955 * `formname`: has to exactly match the one given in `show_formspec`, or the
4956 formspec will not close.
4957 * calling `show_formspec(playername, formname, "")` is equal to this
4959 * to close a formspec regardless of the formname, call
4960 `minetest.close_formspec(playername, "")`.
4961 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4962 * `minetest.formspec_escape(string)`: returns a string
4963 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4965 * `minetest.explode_table_event(string)`: returns a table
4966 * returns e.g. `{type="CHG", row=1, column=2}`
4968 * `"INV"`: no row selected
4970 * `"DCL"`: double-click
4971 * `minetest.explode_textlist_event(string)`: returns a table
4972 * returns e.g. `{type="CHG", index=1}`
4974 * `"INV"`: no row selected
4976 * `"DCL"`: double-click
4977 * `minetest.explode_scrollbar_event(string)`: returns a table
4978 * returns e.g. `{type="CHG", value=500}`
4980 * `"INV"`: something failed
4981 * `"CHG"`: has been changed
4982 * `"VAL"`: not changed
4987 * `minetest.inventorycube(img1, img2, img3)`
4988 * Returns a string for making an image of a cube (useful as an item image)
4989 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4990 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
4991 does not refer to a node or entity.
4992 * If the optional `above` parameter is true and the `pointed_thing` refers
4993 to a node, then it will return the `above` position of the `pointed_thing`.
4994 * `minetest.dir_to_facedir(dir, is6d)`
4995 * Convert a vector to a facedir value, used in `param2` for
4996 `paramtype2="facedir"`.
4997 * passing something non-`nil`/`false` for the optional second parameter
4998 causes it to take the y component into account.
4999 * `minetest.facedir_to_dir(facedir)`
5000 * Convert a facedir back into a vector aimed directly out the "back" of a
5002 * `minetest.dir_to_wallmounted(dir)`
5003 * Convert a vector to a wallmounted value, used for
5004 `paramtype2="wallmounted"`.
5005 * `minetest.wallmounted_to_dir(wallmounted)`
5006 * Convert a wallmounted value back into a vector aimed directly out the
5008 * `minetest.dir_to_yaw(dir)`
5009 * Convert a vector into a yaw (angle)
5010 * `minetest.yaw_to_dir(yaw)`
5011 * Convert yaw (angle) to a vector
5012 * `minetest.is_colored_paramtype(ptype)`
5013 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5014 color information (`color`, `colorwallmounted` or `colorfacedir`).
5015 * `minetest.strip_param2_color(param2, paramtype2)`
5016 * Removes everything but the color information from the
5017 given `param2` value.
5018 * Returns `nil` if the given `paramtype2` does not contain color
5020 * `minetest.get_node_drops(node, toolname)`
5021 * Returns list of itemstrings that are dropped by `node` when dug
5023 * `node`: node as table or node name
5024 * `toolname`: name of the tool item (can be `nil`)
5025 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5026 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5027 * `input.width` = for example `3`
5028 * `input.items` = for example
5029 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5030 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5031 * `output.time` = a number, if unsuccessful: `0`
5032 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5033 placed in `decremented_input.items`. Replacements can be placed in
5034 `decremented_input` if the stack of the replaced item has a count of 1.
5035 * `decremented_input` = like `input`
5036 * `minetest.get_craft_recipe(output)`: returns input
5037 * returns last registered recipe for output item (node)
5038 * `output` is a node or item type such as `"default:torch"`
5039 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5040 * `input.width` = for example `3`
5041 * `input.items` = for example
5042 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5043 * `input.items` = `nil` if no recipe found
5044 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5045 * returns indexed table with all registered recipes for query item (node)
5046 or `nil` if no recipe was found.
5047 * recipe entry table:
5048 * `method`: 'normal' or 'cooking' or 'fuel'
5049 * `width`: 0-3, 0 means shapeless recipe
5050 * `items`: indexed [1-9] table with recipe items
5051 * `output`: string with item name and quantity
5052 * Example query for `"default:gold_ingot"` will return table:
5055 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5056 items = {1 = "default:gold_lump"}},
5057 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5058 items = {1 = "default:goldblock"}}
5060 * `minetest.handle_node_drops(pos, drops, digger)`
5061 * `drops`: list of itemstrings
5062 * Handles drops from nodes after digging: Default action is to put them
5063 into digger's inventory.
5064 * Can be overridden to get different functionality (e.g. dropping items on
5066 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5068 * Creates an item string which contains palette index information
5069 for hardware colorization. You can use the returned string
5070 as an output in a craft recipe.
5071 * `item`: the item stack which becomes colored. Can be in string,
5072 table and native form.
5073 * `palette_index`: this index is added to the item stack
5074 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5075 * Creates an item string which contains static color information
5076 for hardware colorization. Use this method if you wish to colorize
5077 an item that does not own a palette. You can use the returned string
5078 as an output in a craft recipe.
5079 * `item`: the item stack which becomes colored. Can be in string,
5080 table and native form.
5081 * `colorstring`: the new color of the item stack
5086 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5087 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5088 * Find who has done something to a node, or near a node
5089 * `actor`: `"player:<name>"`, also `"liquid"`.
5090 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5091 `boolean, log_messages`.
5092 * Revert latest actions of someone
5093 * `actor`: `"player:<name>"`, also `"liquid"`.
5095 Defaults for the `on_place` and `on_drop` item definition functions
5096 -------------------------------------------------------------------
5098 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5099 * Place item as a node
5100 * `param2` overrides `facedir` and wallmounted `param2`
5101 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5102 for the newly placed node to prevent a callback and placement loop
5103 * returns `itemstack, position`
5104 * `position`: the location the node was placed to. `nil` if nothing was placed.
5105 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5107 * returns the leftover itemstack
5108 * **Note**: This function is deprecated and will never be called.
5109 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5110 * Wrapper that calls `minetest.item_place_node` if appropriate
5111 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5112 * **Note**: is not called when wielded item overrides `on_place`
5113 * `param2` overrides facedir and wallmounted `param2`
5114 * returns `itemstack, position`
5115 * `position`: the location the node was placed to. `nil` if nothing was placed.
5116 * `minetest.item_drop(itemstack, dropper, pos)`
5118 * returns the leftover itemstack
5119 * `minetest.item_eat(hp_change[, replace_with_item])`
5120 * Returns `function(itemstack, user, pointed_thing)` as a
5121 function wrapper for `minetest.do_item_eat`.
5122 * `replace_with_item` is the itemstring which is added to the inventory.
5123 If the player is eating a stack, then replace_with_item goes to a
5126 Defaults for the `on_punch` and `on_dig` node definition callbacks
5127 ------------------------------------------------------------------
5129 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5130 * Calls functions registered by `minetest.register_on_punchnode()`
5131 * `minetest.node_dig(pos, node, digger)`
5132 * Checks if node can be dug, puts item into inventory, removes node
5133 * Calls functions registered by `minetest.registered_on_dignodes()`
5138 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5139 * `spec` is a `SimpleSoundSpec`
5140 * `parameters` is a sound parameter table
5141 * `ephemeral` is a boolean (default: false)
5142 Ephemeral sounds will not return a handle and can't be stopped or faded.
5143 It is recommend to use this for short sounds that happen in response to
5144 player actions (e.g. door closing).
5145 * `minetest.sound_stop(handle)`
5146 * `handle` is a handle returned by `minetest.sound_play`
5147 * `minetest.sound_fade(handle, step, gain)`
5148 * `handle` is a handle returned by `minetest.sound_play`
5149 * `step` determines how fast a sound will fade.
5150 Negative step will lower the sound volume, positive step will increase
5152 * `gain` the target gain for the fade.
5157 * `minetest.after(time, func, ...)`
5158 * Call the function `func` after `time` seconds, may be fractional
5159 * Optional: Variable number of arguments that are passed to `func`
5164 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5165 server shutdown. Will display `message` to clients.
5166 * `reconnect` == true displays a reconnect button
5167 * `delay` adds an optional delay (in seconds) before shutdown.
5168 Negative delay cancels the current active shutdown.
5169 Zero delay triggers an immediate shutdown.
5170 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5171 * `minetest.get_server_status(name, joined)`
5172 * Returns the server status string when a player joins or when the command
5173 `/status` is called. Returns `nil` or an empty string when the message is
5175 * `joined`: Boolean value, indicates whether the function was called when
5177 * This function may be overwritten by mods to customize the status message.
5178 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5179 * `minetest.remove_player(name)`: remove player from database (if they are not
5181 * As auth data is not removed, minetest.player_exists will continue to
5182 return true. Call the below method as well if you want to remove auth
5184 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5185 * `minetest.remove_player_auth(name)`: remove player authentication data
5186 * Returns boolean indicating success (false if player nonexistant)
5191 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5192 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5193 IP address or name formatted as string
5194 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5195 * Returns boolean indicating success
5196 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5198 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5200 * Returns boolean indicating success (false if player nonexistant)
5205 * `minetest.add_particle(particle definition)`
5206 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5207 expirationtime, size, collisiondetection, texture, playername)`
5209 * `minetest.add_particlespawner(particlespawner definition)`
5210 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5211 over `time` seconds.
5212 * Returns an `id`, and -1 if adding didn't succeed
5213 * Deprecated: `minetest.add_particlespawner(amount, time,
5217 minexptime, maxexptime,
5219 collisiondetection, texture, playername)`
5221 * `minetest.delete_particlespawner(id, player)`
5222 * Delete `ParticleSpawner` with `id` (return value from
5223 `minetest.add_particlespawner`).
5224 * If playername is specified, only deletes on the player's client,
5225 otherwise on all clients.
5230 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5231 * Create a schematic from the volume of map specified by the box formed by
5233 * Apply the specified probability and per-node force-place to the specified
5234 nodes according to the `probability_list`.
5235 * `probability_list` is an array of tables containing two fields, `pos`
5237 * `pos` is the 3D vector specifying the absolute coordinates of the
5238 node being modified,
5239 * `prob` is an integer value from `0` to `255` that encodes
5240 probability and per-node force-place. Probability has levels
5241 0-127, then 128 may be added to encode per-node force-place.
5242 For probability stated as 0-255, divide by 2 and round down to
5243 get values 0-127, then add 128 to apply per-node force-place.
5244 * If there are two or more entries with the same pos value, the
5246 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5248 * If `probability_list` equals `nil`, no probabilities are applied.
5249 * Apply the specified probability to the specified horizontal slices
5250 according to the `slice_prob_list`.
5251 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5253 * `ypos` indicates the y position of the slice with a probability
5254 applied, the lowest slice being `ypos = 0`.
5255 * If slice probability list equals `nil`, no slice probabilities
5257 * Saves schematic in the Minetest Schematic format to filename.
5259 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5260 * Place the schematic specified by schematic (see [Schematic specifier]) at
5262 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5263 * If the `rotation` parameter is omitted, the schematic is not rotated.
5264 * `replacements` = `{["old_name"] = "convert_to", ...}`
5265 * `force_placement` is a boolean indicating whether nodes other than `air`
5266 and `ignore` are replaced by the schematic.
5267 * Returns nil if the schematic could not be loaded.
5268 * **Warning**: Once you have loaded a schematic from a file, it will be
5269 cached. Future calls will always use the cached version and the
5270 replacement list defined for it, regardless of whether the file or the
5271 replacement list parameter have changed. The only way to load the file
5272 anew is to restart the server.
5273 * `flags` is a flag field with the available flags:
5278 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5279 * This function is analogous to minetest.place_schematic, but places a
5280 schematic onto the specified VoxelManip object `vmanip` instead of the
5282 * Returns false if any part of the schematic was cut-off due to the
5283 VoxelManip not containing the full area required, and true if the whole
5284 schematic was able to fit.
5285 * Returns nil if the schematic could not be loaded.
5286 * After execution, any external copies of the VoxelManip contents are
5288 * `flags` is a flag field with the available flags:
5293 * `minetest.serialize_schematic(schematic, format, options)`
5294 * Return the serialized schematic specified by schematic
5295 (see [Schematic specifier])
5296 * in the `format` of either "mts" or "lua".
5297 * "mts" - a string containing the binary MTS data used in the MTS file
5299 * "lua" - a string containing Lua code representing the schematic in table
5301 * `options` is a table containing the following optional parameters:
5302 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5303 generated will have (X, Z) position comments for every X row
5304 generated in the schematic data for easier reading.
5305 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5306 the Lua code generated will use that number of spaces as indentation
5307 instead of a tab character.
5309 * `minetest.read_schematic(schematic, options)`
5310 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5311 * `schematic` is the schematic to read (see: [Schematic specifier])
5312 * `options` is a table containing the following optional parameters:
5313 * `write_yslice_prob`: string value:
5314 * `none`: no `write_yslice_prob` table is inserted,
5315 * `low`: only probabilities that are not 254 or 255 are written in
5316 the `write_ylisce_prob` table,
5317 * `all`: write all probabilities to the `write_yslice_prob` table.
5318 * The default for this option is `all`.
5319 * Any invalid value will be interpreted as `all`.
5324 * `minetest.request_http_api()`:
5325 * returns `HTTPApiTable` containing http functions if the calling mod has
5326 been granted access by being listed in the `secure.http_mods` or
5327 `secure.trusted_mods` setting, otherwise returns `nil`.
5328 * The returned table contains the functions `fetch`, `fetch_async` and
5329 `fetch_async_get` described below.
5330 * Only works at init time and must be called from the mod's main scope
5331 (not from a function).
5332 * Function only exists if minetest server was built with cURL support.
5333 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5335 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5336 * Performs given request asynchronously and calls callback upon completion
5337 * callback: `function(HTTPRequestResult res)`
5338 * Use this HTTP function if you are unsure, the others are for advanced use
5339 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5340 * Performs given request asynchronously and returns handle for
5341 `HTTPApiTable.fetch_async_get`
5342 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5343 * Return response data for given asynchronous HTTP request
5348 * `minetest.get_mod_storage()`:
5349 * returns reference to mod private `StorageRef`
5350 * must be called during mod load time
5355 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5356 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5357 * `minetest.player_exists(name)`: boolean, whether player exists
5358 (regardless of online status)
5359 * `minetest.hud_replace_builtin(name, hud_definition)`
5360 * Replaces definition of a builtin hud element
5361 * `name`: `"breath"` or `"health"`
5362 * `hud_definition`: definition to replace builtin definition
5363 * `minetest.send_join_message(player_name)`
5364 * This function can be overridden by mods to change the join message.
5365 * `minetest.send_leave_message(player_name, timed_out)`
5366 * This function can be overridden by mods to change the leave message.
5367 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5368 * `pos`: table {x=number, y=number, z=number},
5369 * Gives a unique hash number for a node position (16+16+16=48bit)
5370 * `minetest.get_position_from_hash(hash)`: returns a position
5371 * Inverse transform of `minetest.hash_node_position`
5372 * `minetest.get_item_group(name, group)`: returns a rating
5373 * Get rating of a group of an item. (`0` means: not in group)
5374 * `minetest.get_node_group(name, group)`: returns a rating
5375 * Deprecated: An alias for the former.
5376 * `minetest.raillike_group(name)`: returns a rating
5377 * Returns rating of the connect_to_raillike group corresponding to name
5378 * If name is not yet the name of a connect_to_raillike group, a new group
5379 id is created, with that name.
5380 * `minetest.get_content_id(name)`: returns an integer
5381 * Gets the internal content ID of `name`
5382 * `minetest.get_name_from_content_id(content_id)`: returns a string
5383 * Gets the name of the content with that content ID
5384 * `minetest.parse_json(string[, nullvalue])`: returns something
5385 * Convert a string containing JSON data into the Lua equivalent
5386 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5387 * On success returns a table, a string, a number, a boolean or `nullvalue`
5388 * On failure outputs an error message and returns `nil`
5389 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5390 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5392 * Convert a Lua table into a JSON string
5393 * styled: Outputs in a human-readable format if this is set, defaults to
5395 * Unserializable things like functions and userdata will cause an error.
5396 * **Warning**: JSON is more strict than the Lua table format.
5397 1. You can only use strings and positive integers of at least one as
5399 2. You can not mix string and integer keys.
5400 This is due to the fact that JSON has two distinct array and object
5402 * Example: `write_json({10, {a = false}})`,
5403 returns `"[10, {\"a\": false}]"`
5404 * `minetest.serialize(table)`: returns a string
5405 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5406 into string form readable by `minetest.deserialize`
5407 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5408 * `minetest.deserialize(string[, safe])`: returns a table
5409 * Convert a string returned by `minetest.serialize` into a table
5410 * `string` is loaded in an empty sandbox environment.
5411 * Will load functions if safe is false or omitted. Although these functions
5412 cannot directly access the global environment, they could bypass this
5413 restriction with maliciously crafted Lua bytecode if mod security is
5415 * This function should not be used on untrusted data, regardless of the
5416 value of `safe`. It is fine to serialize then deserialize user-provided
5417 data, but directly providing user input to deserialize is always unsafe.
5418 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5419 returns `{foo='bar'}`
5420 * Example: `deserialize('print("foo")')`, returns `nil`
5421 (function call fails), returns
5422 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5423 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5424 * Compress a string of data.
5425 * `method` is a string identifying the compression method to be used.
5426 * Supported compression methods:
5427 * Deflate (zlib): `"deflate"`
5428 * `...` indicates method-specific arguments. Currently defined arguments
5430 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5431 * `minetest.decompress(compressed_data, method, ...)`: returns data
5432 * Decompress a string of data (using ZLib).
5433 * See documentation on `minetest.compress()` for supported compression
5435 * `...` indicates method-specific arguments. Currently, no methods use this
5436 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5437 * Each argument is a 8 Bit unsigned integer
5438 * Returns the ColorString from rgb or rgba values
5439 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5440 * `minetest.encode_base64(string)`: returns string encoded in base64
5441 * Encodes a string in base64.
5442 * `minetest.decode_base64(string)`: returns string
5443 * Decodes a string encoded in base64.
5444 * `minetest.is_protected(pos, name)`: returns boolean
5445 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5446 placing) the node at position `pos`.
5447 * `name` will be `""` for non-players or unknown players.
5448 * This function should be overridden by protection mods. It is highly
5449 recommended to grant access to players with the `protection_bypass` privilege.
5450 * Cache and call the old version of this function if the position is
5451 not protected by the mod. This will allow using multiple protection mods.
5454 local old_is_protected = minetest.is_protected
5455 function minetest.is_protected(pos, name)
5456 if mymod:position_protected_from(pos, name) then
5459 return old_is_protected(pos, name)
5461 * `minetest.record_protection_violation(pos, name)`
5462 * This function calls functions registered with
5463 `minetest.register_on_protection_violation`.
5464 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5465 * Returns the position of the first node that `player_name` may not modify
5466 in the specified cuboid between `pos1` and `pos2`.
5467 * Returns `false` if no protections were found.
5468 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5469 The points are spaced evenly throughout the volume and have a spacing
5470 similar to, but no larger than, `interval`.
5471 * All corners and edges of the defined volume are checked.
5472 * `interval` defaults to 4.
5473 * `interval` should be carefully chosen and maximised to avoid an excessive
5474 number of points being checked.
5475 * Like `minetest.is_protected`, this function may be extended or
5476 overwritten by mods to provide a faster implementation to check the
5477 cuboid for intersections.
5478 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5479 orient_flags, prevent_after_place])`
5480 * Attempt to predict the desired orientation of the facedir-capable node
5481 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5482 or hanging from the ceiling).
5483 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5484 stacks are handled normally.
5485 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5486 * `invert_wall`: if `true`, place wall-orientation on the ground and
5487 ground-orientation on the wall.
5488 * `force_wall` : if `true`, always place the node in wall orientation.
5489 * `force_ceiling`: if `true`, always place on the ceiling.
5490 * `force_floor`: if `true`, always place the node on the floor.
5491 * `force_facedir`: if `true`, forcefully reset the facedir to north
5492 when placing on the floor or ceiling.
5493 * The first four options are mutually-exclusive; the last in the list
5494 takes precedence over the first.
5495 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5496 * Returns the new itemstack after placement
5497 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5498 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5499 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5500 parameter and `prevent_after_place` set to `true`.
5502 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5503 tool_capabilities, dir, distance, damage)`
5504 * Returns the amount of knockback applied on the punched player.
5505 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5506 * `distance`: distance between puncher and punched player
5507 * This function can be overriden by mods that wish to modify this behaviour.
5508 * You may want to cache and call the old function to allow multiple mods to
5509 change knockback behaviour.
5511 * `minetest.forceload_block(pos[, transient])`
5512 * forceloads the position `pos`.
5513 * returns `true` if area could be forceloaded
5514 * If `transient` is `false` or absent, the forceload will be persistent
5515 (saved between server runs). If `true`, the forceload will be transient
5516 (not saved between server runs).
5518 * `minetest.forceload_free_block(pos[, transient])`
5519 * stops forceloading the position `pos`
5520 * If `transient` is `false` or absent, frees a persistent forceload.
5521 If `true`, frees a transient forceload.
5523 * `minetest.request_insecure_environment()`: returns an environment containing
5524 insecure functions if the calling mod has been listed as trusted in the
5525 `secure.trusted_mods` setting or security is disabled, otherwise returns
5527 * Only works at init time and must be called from the mod's main scope
5528 (ie: the init.lua of the mod, not from another Lua file or within a function).
5529 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5530 IT IN A LOCAL VARIABLE!**
5532 * `minetest.global_exists(name)`
5533 * Checks if a global variable has been set, without triggering a warning.
5538 * `minetest.env`: `EnvRef` of the server environment and world.
5539 * Any function in the minetest namespace can be called using the syntax
5540 `minetest.env:somefunction(somearguments)`
5541 instead of `minetest.somefunction(somearguments)`
5542 * Deprecated, but support is not to be dropped soon
5547 ### Registered definition tables
5549 * `minetest.registered_items`
5550 * Map of registered items, indexed by name
5551 * `minetest.registered_nodes`
5552 * Map of registered node definitions, indexed by name
5553 * `minetest.registered_craftitems`
5554 * Map of registered craft item definitions, indexed by name
5555 * `minetest.registered_tools`
5556 * Map of registered tool definitions, indexed by name
5557 * `minetest.registered_entities`
5558 * Map of registered entity prototypes, indexed by name
5559 * `minetest.object_refs`
5560 * Map of object references, indexed by active object id
5561 * `minetest.luaentities`
5562 * Map of Lua entities, indexed by active object id
5563 * `minetest.registered_abms`
5564 * List of ABM definitions
5565 * `minetest.registered_lbms`
5566 * List of LBM definitions
5567 * `minetest.registered_aliases`
5568 * Map of registered aliases, indexed by name
5569 * `minetest.registered_ores`
5570 * Map of registered ore definitions, indexed by the `name` field.
5571 * If `name` is nil, the key is the object handle returned by
5572 `minetest.register_ore`.
5573 * `minetest.registered_biomes`
5574 * Map of registered biome definitions, indexed by the `name` field.
5575 * If `name` is nil, the key is the object handle returned by
5576 `minetest.register_biome`.
5577 * `minetest.registered_decorations`
5578 * Map of registered decoration definitions, indexed by the `name` field.
5579 * If `name` is nil, the key is the object handle returned by
5580 `minetest.register_decoration`.
5581 * `minetest.registered_schematics`
5582 * Map of registered schematic definitions, indexed by the `name` field.
5583 * If `name` is nil, the key is the object handle returned by
5584 `minetest.register_schematic`.
5585 * `minetest.registered_chatcommands`
5586 * Map of registered chat command definitions, indexed by name
5587 * `minetest.registered_privileges`
5588 * Map of registered privilege definitions, indexed by name
5590 ### Registered callback tables
5592 All callbacks registered with [Global callback registration functions] are added
5593 to corresponding `minetest.registered_*` tables.
5601 Sorted alphabetically.
5606 A fast access data structure to store areas, and find areas near a given
5608 Every area has a `data` string attribute to store additional information.
5609 You can create an empty `AreaStore` by calling `AreaStore()`, or
5610 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5611 If you chose the parameter-less constructor, a fast implementation will be
5612 automatically chosen for you.
5616 * `get_area(id, include_borders, include_data)`
5617 * Returns the area information about the specified ID.
5618 * Returned values are either of these:
5620 nil -- Area not found
5621 true -- Without `include_borders` and `include_data`
5623 min = pos, max = pos -- `include_borders == true`
5624 data = string -- `include_data == true`
5627 * `get_areas_for_pos(pos, include_borders, include_data)`
5628 * Returns all areas as table, indexed by the area ID.
5629 * Table values: see `get_area`.
5630 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5631 * Returns all areas that contain all nodes inside the area specified by `edge1`
5632 and `edge2` (inclusive).
5633 * `accept_overlap`: if `true`, areas are returned that have nodes in
5634 common (intersect) with the specified area.
5635 * Returns the same values as `get_areas_for_pos`.
5636 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5637 * Returns the new area's ID, or nil if the insertion failed.
5638 * The (inclusive) positions `edge1` and `edge2` describe the area.
5639 * `data` is a string stored with the area.
5640 * `id` (optional): will be used as the internal area ID if it is an unique
5641 number between 0 and 2^32-2.
5642 * `reserve(count)`: reserves resources for at most `count` many contained
5644 Only needed for efficiency, and only some implementations profit.
5645 * `remove_area(id)`: removes the area with the given id from the store, returns
5647 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5648 Calling invalidates the cache, so that its elements have to be newly
5650 * `params` is a table with the following fields:
5652 enabled = boolean, -- Whether to enable, default true
5653 block_radius = int, -- The radius (in nodes) of the areas the cache
5654 -- generates prefiltered lists for, minimum 16,
5656 limit = int, -- The cache size, minimum 20, default 1000
5657 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5659 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5661 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5663 Returns success and, optionally, an error message.
5664 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5670 An `InvRef` is a reference to an inventory.
5674 * `is_empty(listname)`: return `true` if list is empty
5675 * `get_size(listname)`: get size of a list
5676 * `set_size(listname, size)`: set size of a list
5677 * returns `false` on error (e.g. invalid `listname` or `size`)
5678 * `get_width(listname)`: get width of a list
5679 * `set_width(listname, width)`: set width of list; currently used for crafting
5680 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5681 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5682 * `get_list(listname)`: return full list
5683 * `set_list(listname, list)`: set full list (size will not change)
5684 * `get_lists()`: returns list of inventory lists
5685 * `set_lists(lists)`: sets inventory lists (size will not change)
5686 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5688 * `room_for_item(listname, stack):` returns `true` if the stack of items
5689 can be fully added to the list
5690 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5691 the stack of items can be fully taken from the list.
5692 If `match_meta` is false, only the items' names are compared
5694 * `remove_item(listname, stack)`: take as many items as specified from the
5695 list, returns the items that were actually removed (as an `ItemStack`)
5696 -- note that any item metadata is ignored, so attempting to remove a specific
5697 unique item this way will likely remove the wrong one -- to do that use
5698 `set_stack` with an empty `ItemStack`.
5699 * `get_location()`: returns a location compatible to
5700 `minetest.get_inventory(location)`.
5701 * returns `{type="undefined"}` in case location is not known
5706 An `ItemStack` is a stack of items.
5708 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5709 an itemstring, a table or `nil`.
5713 * `is_empty()`: returns `true` if stack is empty.
5714 * `get_name()`: returns item name (e.g. `"default:stone"`).
5715 * `set_name(item_name)`: returns a boolean indicating whether the item was
5717 * `get_count()`: Returns number of items on the stack.
5718 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5719 * `count`: number, unsigned 16 bit integer
5720 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5721 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5722 * `wear`: number, unsigned 16 bit integer
5723 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5724 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5726 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5727 * `get_description()`: returns the description shown in inventory list tooltips.
5728 * `clear()`: removes all items from the stack, making it empty.
5729 * `replace(item)`: replace the contents of this stack.
5730 * `item` can also be an itemstring or table.
5731 * `to_string()`: returns the stack in itemstring form.
5732 * `to_table()`: returns the stack in Lua table form.
5733 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5735 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5736 * `is_known()`: returns `true` if the item name refers to a defined item type.
5737 * `get_definition()`: returns the item definition table.
5738 * `get_tool_capabilities()`: returns the digging properties of the item,
5739 or those of the hand if none are defined for this item type
5740 * `add_wear(amount)`
5741 * Increases wear by `amount` if the item is a tool
5742 * `amount`: number, integer
5743 * `add_item(item)`: returns leftover `ItemStack`
5744 * Put some item or stack onto this stack
5745 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5747 * `take_item(n)`: returns taken `ItemStack`
5748 * Take (and remove) up to `n` items from this stack
5749 * `n`: number, default: `1`
5750 * `peek_item(n)`: returns taken `ItemStack`
5751 * Copy (don't remove) up to `n` items from this stack
5752 * `n`: number, default: `1`
5757 ItemStack metadata: reference extra data and functionality stored in a stack.
5758 Can be obtained via `item:get_meta()`.
5762 * All methods in MetaDataRef
5763 * `set_tool_capabilities([tool_capabilities])`
5764 * Overrides the item's tool capabilities
5765 * A nil value will clear the override data and restore the original
5771 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
5772 and [`PlayerMetaRef`].
5776 * `contains(key)`: Returns true if key present, otherwise false.
5777 * Returns `nil` when the MetaData is inexistent.
5778 * `get(key)`: Returns `nil` if key not present, else the stored string.
5779 * `set_string(key, value)`: Value of `""` will delete the key.
5780 * `get_string(key)`: Returns `""` if key not present.
5781 * `set_int(key, value)`
5782 * `get_int(key)`: Returns `0` if key not present.
5783 * `set_float(key, value)`
5784 * `get_float(key)`: Returns `0` if key not present.
5785 * `to_table()`: returns `nil` or a table with keys:
5786 * `fields`: key-value storage
5787 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5788 * `from_table(nil or {})`
5789 * Any non-table value will clear the metadata
5790 * See [Node Metadata] for an example
5791 * returns `true` on success
5793 * returns `true` if this metadata has the same key-value pairs as `other`
5798 An interface to use mod channels on client and server
5802 * `leave()`: leave the mod channel.
5803 * Server leaves channel `channel_name`.
5804 * No more incoming or outgoing messages can be sent to this channel from
5806 * This invalidate all future object usage.
5807 * Ensure you set mod_channel to nil after that to free Lua resources.
5808 * `is_writeable()`: returns true if channel is writeable and mod can send over
5810 * `send_all(message)`: Send `message` though the mod channel.
5811 * If mod channel is not writeable or invalid, message will be dropped.
5812 * Message size is limited to 65535 characters by protocol.
5817 Node metadata: reference extra data and functionality stored in a node.
5818 Can be obtained via `minetest.get_meta(pos)`.
5822 * All methods in MetaDataRef
5823 * `get_inventory()`: returns `InvRef`
5824 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5825 This will prevent them from being sent to the client. Note that the "private"
5826 status will only be remembered if an associated key-value pair exists,
5827 meaning it's best to call this when initializing all other meta (e.g.
5833 Node Timers: a high resolution persistent per-node timer.
5834 Can be gotten via `minetest.get_node_timer(pos)`.
5838 * `set(timeout,elapsed)`
5839 * set a timer's state
5840 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5841 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5842 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5846 * equivalent to `set(timeout,0)`
5849 * `get_timeout()`: returns current timeout in seconds
5850 * if `timeout` equals `0`, timer is inactive
5851 * `get_elapsed()`: returns current elapsed time in seconds
5852 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5854 * `is_started()`: returns boolean state of timer
5855 * returns `true` if timer is started, otherwise `false`
5860 Moving things in the game are generally these.
5861 This is basically a reference to a C++ `ServerActiveObject`.
5863 ### Advice on handling `ObjectRefs`
5865 When you receive an `ObjectRef` as a callback argument or from another API
5866 function, it is possible to store the reference somewhere and keep it around.
5867 It will keep functioning until the object is unloaded or removed.
5869 However, doing this is **NOT** recommended as there is (intentionally) no method
5870 to test if a previously acquired `ObjectRef` is still valid.
5871 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
5872 Lua back to the engine.
5873 Doing so is much less error-prone and you will never need to wonder if the
5874 object you are working with still exists.
5879 * `get_pos()`: returns `{x=num, y=num, z=num}`
5880 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5881 * `move_to(pos, continuous=false)`
5882 * Does an interpolated move for Lua entities for visually smooth transitions.
5883 * If `continuous` is true, the Lua entity will not be moved to the current
5884 position before starting the interpolated move.
5885 * For players this does the same as `set_pos`,`continuous` is ignored.
5886 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5887 * `puncher` = another `ObjectRef`,
5888 * `time_from_last_punch` = time since last punch action of the puncher
5889 * `direction`: can be `nil`
5890 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5891 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5892 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5893 * See reason in register_on_player_hpchange
5894 * Is limited to the range of 0 ... 65535 (2^16 - 1)
5895 * For players: HP are also limited by `hp_max` specified in the player's
5897 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
5898 * `get_wield_list()`: returns the name of the inventory list the wielded item
5900 * `get_wield_index()`: returns the index of the wielded item
5901 * `get_wielded_item()`: returns an `ItemStack`
5902 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5904 * `set_armor_groups({group1=rating, group2=rating, ...})`
5905 * `get_armor_groups()`: returns a table with the armor group ratings
5906 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5907 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5908 * `frame_speed`: number, default: `15.0`
5909 * `frame_blend`: number, default: `0.0`
5910 * `frame_loop`: boolean, default: `true`
5911 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5913 * `set_animation_frame_speed(frame_speed)`
5914 * `frame_speed`: number, default: `15.0`
5915 * `set_attach(parent, bone, position, rotation)`
5917 * `position`: `{x=num, y=num, z=num}` (relative)
5918 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5919 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5922 * `set_bone_position(bone, position, rotation)`
5924 * `position`: `{x=num, y=num, z=num}` (relative)
5925 * `rotation`: `{x=num, y=num, z=num}`
5926 * `get_bone_position(bone)`: returns position and rotation of the bone
5927 * `set_properties(object property table)`
5928 * `get_properties()`: returns object property table
5929 * `is_player()`: returns true for players, false otherwise
5930 * `get_nametag_attributes()`
5931 * returns a table with the attributes of the nametag of an object
5933 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5936 * `set_nametag_attributes(attributes)`
5937 * sets the attributes of the nametag of an object
5941 text = "My Nametag",
5944 #### Lua entity only (no-op for other objects)
5946 * `remove()`: remove object
5947 * The object is removed after returning from Lua. However the `ObjectRef`
5948 itself instantly becomes unusable with all further method calls having
5949 no effect and returning `nil`.
5950 * `set_velocity(vel)`
5951 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5952 * `add_velocity(vel)`
5953 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5954 * In comparison to using get_velocity, adding the velocity and then using
5955 set_velocity, add_velocity is supposed to avoid synchronization problems.
5956 * `get_velocity()`: returns the velocity, a vector
5957 * `set_acceleration(acc)`
5959 * `get_acceleration()`: returns the acceleration, a vector
5960 * `set_rotation(rot)`
5961 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5962 and Z is roll (bank).
5963 * `get_rotation()`: returns the rotation, a vector (radians)
5964 * `set_yaw(radians)`: sets the yaw (heading).
5965 * `get_yaw()`: returns number in radians
5966 * `set_texture_mod(mod)`
5967 * `get_texture_mod()` returns current texture modifier
5968 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5969 * Select sprite from spritesheet with optional animation and Dungeon Master
5970 style texture selection based on yaw relative to camera
5971 * `p`: {x=number, y=number}, the coordinate of the first frame
5972 (x: column, y: row), default: `{x=0, y=0}`
5973 * `num_frames`: number, default: `1`
5974 * `framelength`: number, default: `0.2`
5975 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5976 Master mob, default: `false`
5977 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5980 #### Player only (no-op for other objects)
5982 * `get_player_name()`: returns `""` if is not a player
5983 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5984 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5985 * `add_player_velocity(vel)`
5986 * Adds to player velocity, this happens client-side and only once.
5987 * Does not apply during free_move.
5988 * Note that since the player speed is normalized at each move step,
5989 increasing e.g. Y velocity beyond what would usually be achieved
5990 (see: physics overrides) will cause existing X/Z velocity to be reduced.
5991 * Example: `add_player_velocity({x=0, y=6.5, z=0})` is equivalent to
5992 pressing the jump key (assuming default settings)
5993 * `get_look_dir()`: get camera direction as a unit vector
5994 * `get_look_vertical()`: pitch in radians
5995 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5997 * `get_look_horizontal()`: yaw in radians
5998 * Angle is counter-clockwise from the +z direction.
5999 * `set_look_vertical(radians)`: sets look pitch
6000 * radians: Angle from looking forward, where positive is downwards.
6001 * `set_look_horizontal(radians)`: sets look yaw
6002 * radians: Angle from the +z direction, where positive is counter-clockwise.
6003 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6004 `get_look_vertical`.
6005 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6007 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6008 `get_look_horizontal`.
6009 * Angle is counter-clockwise from the +x direction.
6010 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6011 `set_look_vertical`.
6012 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6013 `set_look_horizontal`.
6014 * `get_breath()`: returns player's breath
6015 * `set_breath(value)`: sets player's breath
6017 * `0`: player is drowning
6018 * max: bubbles bar is not shown
6019 * See [Object properties] for more information
6020 * Is limited to range 0 ... 65535 (2^16 - 1)
6021 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6023 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6024 Defaults to `false`.
6025 * `transition_time`: If defined, enables smooth FOV transition.
6026 Interpreted as the time (in seconds) to reach target FOV.
6027 If set to 0, FOV change is instantaneous. Defaults to 0.
6028 * Set `fov` to 0 to clear FOV override.
6029 * `get_fov()`: Returns the following:
6030 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6031 * Boolean indicating whether the FOV value is a multiplier.
6032 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6033 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6034 * Sets an extra attribute with value on player.
6035 * `value` must be a string, or a number which will be converted to a
6037 * If `value` is `nil`, remove attribute from player.
6038 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6039 * Returns value (a string) for extra attribute.
6040 * Returns `nil` if no attribute found.
6041 * `get_meta()`: Returns a PlayerMetaRef.
6042 * `set_inventory_formspec(formspec)`
6043 * Redefine player's inventory form
6044 * Should usually be called in `on_joinplayer`
6045 * `get_inventory_formspec()`: returns a formspec string
6046 * `set_formspec_prepend(formspec)`:
6047 * the formspec string will be added to every formspec shown to the user,
6048 except for those with a no_prepend[] tag.
6049 * This should be used to set style elements such as background[] and
6050 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6051 * Only affects formspecs shown after this is called.
6052 * `get_formspec_prepend(formspec)`: returns a formspec string.
6053 * `get_player_control()`: returns table with player pressed keys
6054 * The table consists of fields with boolean value representing the pressed
6055 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
6056 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
6057 sneak=true, aux1=false, down=false, up=false}`
6058 * `get_player_control_bits()`: returns integer with bit packed player pressed
6060 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
6062 * `set_physics_override(override_table)`
6063 * `override_table` is a table with the following fields:
6064 * `speed`: multiplier to default walking speed value (default: `1`)
6065 * `jump`: multiplier to default jump value (default: `1`)
6066 * `gravity`: multiplier to default gravity value (default: `1`)
6067 * `sneak`: whether player can sneak (default: `true`)
6068 * `sneak_glitch`: whether player can use the new move code replications
6069 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6071 * `new_move`: use new move/sneak code. When `false` the exact old code
6072 is used for the specific old sneak behaviour (default: `true`)
6073 * `get_physics_override()`: returns the table given to `set_physics_override`
6074 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6076 * `hud_remove(id)`: remove the HUD element of the specified id
6077 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6079 * element `stat` values:
6080 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6081 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6082 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6083 * `flags`: A table with the following fields set to boolean values
6091 * If a flag equals `nil`, the flag is not modified
6092 * `minimap`: Modifies the client's permission to view the minimap.
6093 The client may locally elect to not view the minimap.
6094 * `minimap_radar` is only usable when `minimap` is true
6095 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6096 * See `hud_set_flags` for a list of flags that can be toggled.
6097 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6098 * `count`: number of items, must be between `1` and `32`
6099 * `hud_get_hotbar_itemcount`: returns number of visible items
6100 * `hud_set_hotbar_image(texturename)`
6101 * sets background image for hotbar
6102 * `hud_get_hotbar_image`: returns texturename
6103 * `hud_set_hotbar_selected_image(texturename)`
6104 * sets image for selected item of hotbar
6105 * `hud_get_hotbar_selected_image`: returns texturename
6106 * `set_sky(parameters)`
6107 * `parameters` is a table with the following optional fields:
6108 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6109 * `type`: Available types:
6110 * `"regular"`: Uses 0 textures, `base_color` ignored
6111 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6112 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6113 * `textures`: A table containing up to six textures in the following
6114 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6115 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6116 * `sky_color`: A table containing the following values, alpha is ignored:
6117 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6118 sky during the day. (default: `#8cbafa`)
6119 * `day_horizon`: ColorSpec, for the bottom half of the
6120 `"regular"` sky during the day. (default: `#9bc1f0`)
6121 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6122 sky during dawn/sunset. (default: `#b4bafa`)
6123 The resulting sky color will be a darkened version of the ColorSpec.
6124 Warning: The darkening of the ColorSpec is subject to change.
6125 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6126 sky during dawn/sunset. (default: `#bac1f0`)
6127 The resulting sky color will be a darkened version of the ColorSpec.
6128 Warning: The darkening of the ColorSpec is subject to change.
6129 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6130 sky during the night. (default: `#006aff`)
6131 The resulting sky color will be a dark version of the ColorSpec.
6132 Warning: The darkening of the ColorSpec is subject to change.
6133 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6134 sky during the night. (default: `#4090ff`)
6135 The resulting sky color will be a dark version of the ColorSpec.
6136 Warning: The darkening of the ColorSpec is subject to change.
6137 * `indoors`: ColorSpec, for when you're either indoors or
6138 underground. Only applies to the `"regular"` sky.
6139 (default: `#646464`)
6140 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6141 at sunrise and sunset.
6142 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6143 at sunrise and sunset.
6144 * `fog_tint_type`: string, changes which mode the directional fog
6145 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6146 `"default"` uses the classic Minetest sun and moon tinting.
6147 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6148 * `get_sky()`: returns base_color, type, table of textures, clouds.
6149 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6151 * `set_sun(parameters)`:
6152 * `parameters` is a table with the following optional fields:
6153 * `visible`: Boolean for whether the sun is visible.
6155 * `texture`: A regular texture for the sun. Setting to `""`
6156 will re-enable the mesh sun. (default: `"sun.png"`)
6157 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6158 (default: `"sun_tonemap.png"`)
6159 * `sunrise`: A regular texture for the sunrise texture.
6160 (default: `"sunrisebg.png"`)
6161 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6163 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6164 * `get_sun()`: returns a table with the current sun parameters as in
6166 * `set_moon(parameters)`:
6167 * `parameters` is a table with the following optional fields:
6168 * `visible`: Boolean for whether the moon is visible.
6170 * `texture`: A regular texture for the moon. Setting to `""`
6171 will re-enable the mesh moon. (default: `"moon.png"`)
6172 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6173 (default: `"moon_tonemap.png"`)
6174 * `scale`: Float controlling the overall size of the moon (default: `1`)
6175 * `get_moon()`: returns a table with the current moon parameters as in
6177 * `set_stars(parameters)`:
6178 * `parameters` is a table with the following optional fields:
6179 * `visible`: Boolean for whether the stars are visible.
6181 * `count`: Integer number to set the number of stars in
6182 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6184 * `star_color`: ColorSpec, sets the colors of the stars,
6185 alpha channel is used to set overall star brightness.
6186 (default: `#ebebff69`)
6187 * `scale`: Float controlling the overall size of the stars (default: `1`)
6188 * `get_stars()`: returns a table with the current stars parameters as in
6190 * `set_clouds(parameters)`: set cloud parameters
6191 * `parameters` is a table with the following optional fields:
6192 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6193 * `color`: basic cloud color with alpha channel, ColorSpec
6194 (default `#fff0f0e5`).
6195 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6196 ColorSpec (alpha ignored, default `#000000`)
6197 * `height`: cloud height, i.e. y of cloud base (default per conf,
6199 * `thickness`: cloud thickness in nodes (default `16`)
6200 * `speed`: 2D cloud speed + direction in nodes per second
6201 (default `{x=0, z=-2}`).
6202 * `get_clouds()`: returns a table with the current cloud parameters as in
6204 * `override_day_night_ratio(ratio or nil)`
6205 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6207 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6208 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6209 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
6210 set animation for player model in third person view
6212 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
6213 {x=168, y=187}, -- walk animation key frames
6214 {x=189, y=198}, -- dig animation key frames
6215 {x=200, y=219}, -- walk+dig animation key frames
6216 frame_speed=30) -- animation frame speed
6217 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
6219 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
6221 * in first person view
6222 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6223 * `get_eye_offset()`: returns `offset_first` and `offset_third`
6224 * `send_mapblock(blockpos)`:
6225 * Sends a server-side loaded mapblock to the player.
6226 * Returns `false` if failed.
6227 * Resource intensive - use sparsely
6228 * To get blockpos, integer divide pos by 16
6233 A 32-bit pseudorandom number generator.
6234 Uses PCG32, an algorithm of the permuted congruential generator family,
6235 offering very strong randomness.
6237 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6241 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6242 * `next(min, max)`: return next integer random number [`min`...`max`]
6243 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6244 random number [`min`...`max`].
6245 * This is only a rough approximation of a normal distribution with:
6246 * `mean = (max - min) / 2`, and
6247 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6248 * Increasing `num_trials` improves accuracy of the approximation
6253 A perlin noise generator.
6254 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6255 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6256 plus the world seed, to create world-specific noise.
6258 `PerlinNoise(noiseparams)`
6259 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6261 `minetest.get_perlin(noiseparams)`
6262 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6266 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6267 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6272 A fast, bulk perlin noise generator.
6274 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6275 `minetest.get_perlin_map(noiseparams, size)`.
6276 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6277 plus the world seed, to create world-specific noise.
6279 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6280 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6283 For each of the functions with an optional `buffer` parameter: If `buffer` is
6284 not nil, this table will be used to store the result instead of creating a new
6289 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6290 with values starting at `pos={x=,y=}`
6291 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6292 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6293 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6294 array of 2D noise with values starting at `pos={x=,y=}`
6295 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6296 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6297 is stored internally.
6298 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6299 is stored internally.
6300 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6301 returns a slice of the most recently computed noise results. The result slice
6302 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6303 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6305 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6306 It is important to note that `slice_offset` offset coordinates begin at 1,
6307 and are relative to the starting position of the most recently calculated
6309 To grab a single vertical column of noise starting at map coordinates
6310 x = 1023, y=1000, z = 1000:
6311 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6312 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6318 Uses the same method of storage as the deprecated player attribute API, so
6319 data there will also be in player meta.
6320 Can be obtained using `player:get_meta()`.
6324 * All methods in MetaDataRef
6329 A 16-bit pseudorandom number generator.
6330 Uses a well-known LCG algorithm introduced by K&R.
6332 It can be created via `PseudoRandom(seed)`.
6336 * `next()`: return next integer random number [`0`...`32767`]
6337 * `next(min, max)`: return next integer random number [`min`...`max`]
6338 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6339 due to the simple implementation making bad distribution otherwise.
6344 A raycast on the map. It works with selection boxes.
6345 Can be used as an iterator in a for loop as:
6347 local ray = Raycast(...)
6348 for pointed_thing in ray do
6352 The map is loaded as the ray advances. If the map is modified after the
6353 `Raycast` is created, the changes may or may not have an effect on the object.
6355 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6356 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6358 * `pos1`: start of the ray
6359 * `pos2`: end of the ray
6360 * `objects`: if false, only nodes will be returned. Default is true.
6361 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6365 * `next()`: returns a `pointed_thing` with exact pointing location
6366 * Returns the next thing pointed by the ray or nil.
6371 Interface for the operating system's crypto-secure PRNG.
6373 It can be created via `SecureRandom()`. The constructor returns nil if a
6374 secure random device cannot be found on the system.
6378 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6379 random bytes, as a string.
6384 An interface to read config files in the format of `minetest.conf`.
6386 It can be created via `Settings(filename)`.
6390 * `get(key)`: returns a value
6391 * `get_bool(key, [default])`: returns a boolean
6392 * `default` is the value returned if `key` is not found.
6393 * Returns `nil` if `key` is not found and `default` not specified.
6394 * `get_np_group(key)`: returns a NoiseParams table
6396 * Returns `{flag = true/false, ...}` according to the set flags.
6397 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6398 flags like `mgv5_spflags`.
6400 * Setting names can't contain whitespace or any of `="{}#`.
6401 * Setting values can't contain the sequence `\n"""`.
6402 * Setting names starting with "secure." can't be set on the main settings
6403 object (`minetest.settings`).
6404 * `set_bool(key, value)`
6405 * See documentation for set() above.
6406 * `set_np_group(key, value)`
6407 * `value` is a NoiseParams table.
6408 * Also, see documentation for set() above.
6409 * `remove(key)`: returns a boolean (`true` for success)
6410 * `get_names()`: returns `{key1,...}`
6411 * `write()`: returns a boolean (`true` for success)
6412 * Writes changes to file.
6413 * `to_table()`: returns `{[key1]=value1,...}`
6417 The settings have the format `key = value`. Example:
6429 Mod metadata: per mod metadata, saved automatically.
6430 Can be obtained via `minetest.get_mod_storage()` during load time.
6432 WARNING: This storage backend is incaptable to save raw binary data due
6433 to restrictions of JSON.
6437 * All methods in MetaDataRef
6448 Used by `ObjectRef` methods. Part of an Entity definition.
6449 These properties are not persistent, but are applied automatically to the
6450 corresponding Lua entity using the given registration fields.
6451 Player properties need to be saved manually.
6455 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6458 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6461 -- For players only. Zoom FOV in degrees.
6462 -- Note that zoom loads and/or generates world beyond the server's
6463 -- maximum send and generate distances, so acts like a telescope.
6464 -- Smaller zoom_fov values increase the distance loaded/generated.
6465 -- Defaults to 15 in creative mode, 0 in survival mode.
6466 -- zoom_fov = 0 disables zooming for the player.
6469 -- For players only. Camera height above feet position in nodes.
6470 -- Defaults to 1.625.
6473 -- Collide with `walkable` nodes.
6475 collide_with_objects = true,
6476 -- Collide with other objects if physical = true
6478 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6479 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6480 -- Selection box uses collision box dimensions when not set.
6481 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6485 -- Overrides selection box when false
6487 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6488 -- "cube" is a node-sized cube.
6489 -- "sprite" is a flat texture always facing the player.
6490 -- "upright_sprite" is a vertical flat texture.
6491 -- "mesh" uses the defined mesh model.
6492 -- "wielditem" is used for dropped items.
6493 -- (see builtin/game/item_entity.lua).
6494 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6495 -- If the item has a 'wield_image' the object will be an extrusion of
6497 -- If 'itemname' is a cubic node or nodebox the object will appear
6498 -- identical to 'itemname'.
6499 -- If 'itemname' is a plantlike node the object will be an extrusion
6501 -- Otherwise for non-node items, the object will be an extrusion of
6502 -- 'inventory_image'.
6503 -- If 'itemname' contains a ColorString or palette index (e.g. from
6504 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6505 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6507 visual_size = {x = 1, y = 1, z = 1},
6508 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6509 -- to scale the entity along both horizontal axes.
6512 -- File name of mesh when using "mesh" visual
6515 -- Number of required textures depends on visual.
6516 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6517 -- "sprite" uses 1 texture.
6518 -- "upright_sprite" uses 2 textures: {front, back}.
6519 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6522 -- Number of required colors depends on visual
6524 use_texture_alpha = false,
6525 -- Use texture's alpha channel.
6526 -- Excludes "upright_sprite" and "wielditem".
6527 -- Note: currently causes visual issues when viewed through other
6528 -- semi-transparent materials such as water.
6530 spritediv = {x = 1, y = 1},
6531 -- Used with spritesheet textures for animation and/or frame selection
6532 -- according to position relative to player.
6533 -- Defines the number of columns and rows in the spritesheet:
6536 initial_sprite_basepos = {x = 0, y = 0},
6537 -- Used with spritesheet textures.
6538 -- Defines the {column, row} position of the initially used frame in the
6542 -- If false, object is invisible and can't be pointed.
6544 makes_footstep_sound = false,
6545 -- If true, is able to make footstep sounds of nodes
6546 -- (see node sound definition for details).
6548 automatic_rotate = 0,
6549 -- Set constant rotation in radians per second, positive or negative.
6550 -- Set to 0 to disable constant rotation.
6553 -- If positive number, object will climb upwards when it moves
6554 -- horizontally against a `walkable` node, if the height difference
6555 -- is within `stepheight`.
6557 automatic_face_movement_dir = 0.0,
6558 -- Automatically set yaw to movement direction, offset in degrees.
6559 -- 'false' to disable.
6561 automatic_face_movement_max_rotation_per_sec = -1,
6562 -- Limit automatic rotation to this value in degrees per second.
6563 -- No limit if value <= 0.
6565 backface_culling = true,
6566 -- Set to false to disable backface_culling for model
6569 -- Add this much extra lighting when calculating texture color.
6570 -- Value < 0 disables light's effect on texture color.
6571 -- For faking self-lighting, UI style entities, or programmatic coloring
6575 -- By default empty, for players their name is shown if empty
6577 nametag_color = <ColorSpec>,
6578 -- Sets color of nametag
6581 -- By default empty, text to be shown when pointed at object
6584 -- If false, never save this object statically. It will simply be
6585 -- deleted when the block gets unloaded.
6586 -- The get_staticdata() callback is never called then.
6587 -- Defaults to 'true'.
6593 Used by `minetest.register_entity`.
6596 initial_properties = {
6598 mesh = "boats_boat.obj",
6601 -- A table of object properties, see the `Object properties` section.
6602 -- Object properties being read directly from the entity definition
6603 -- table is deprecated. Define object properties in this
6604 -- `initial_properties` table instead.
6606 on_activate = function(self, staticdata, dtime_s),
6608 on_step = function(self, dtime, moveresult),
6609 -- Called every server step
6610 -- dtime: Elapsed time
6611 -- moveresult: Table with collision info (only available if physical=true)
6613 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6615 on_rightclick = function(self, clicker),
6617 get_staticdata = function(self),
6618 -- Called sometimes; the string returned is passed to on_activate when
6619 -- the entity is re-activated from static state
6621 _custom_field = whatever,
6622 -- You can define arbitrary member variables here (see Item definition
6623 -- for more info) by using a '_' prefix
6626 Collision info passed to `on_step`:
6629 touching_ground = boolean,
6631 standing_on_object = boolean,
6634 type = string, -- "node" or "object",
6635 axis = string, -- "x", "y" or "z"
6636 node_pos = vector, -- if type is "node"
6637 object = ObjectRef, -- if type is "object"
6638 old_velocity = vector,
6639 new_velocity = vector,
6645 ABM (ActiveBlockModifier) definition
6646 ------------------------------------
6648 Used by `minetest.register_abm`.
6651 label = "Lava cooling",
6652 -- Descriptive label for profiling purposes (optional).
6653 -- Definitions with identical labels will be listed as one.
6655 nodenames = {"default:lava_source"},
6656 -- Apply `action` function to these nodes.
6657 -- `group:groupname` can also be used here.
6659 neighbors = {"default:water_source", "default:water_flowing"},
6660 -- Only apply `action` to nodes that have one of, or any
6661 -- combination of, these neighbors.
6662 -- If left out or empty, any neighbor will do.
6663 -- `group:groupname` can also be used here.
6666 -- Operation interval in seconds
6669 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6673 -- If true, catch-up behaviour is enabled: The `chance` value is
6674 -- temporarily reduced when returning to an area to simulate time lost
6675 -- by the area being unattended. Note that the `chance` value can often
6678 action = function(pos, node, active_object_count, active_object_count_wider),
6679 -- Function triggered for each qualifying node.
6680 -- `active_object_count` is number of active objects in the node's
6682 -- `active_object_count_wider` is number of active objects in the node's
6683 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
6684 -- mapblocks are unloaded an estmate is calculated for them based on
6685 -- loaded mapblocks.
6688 LBM (LoadingBlockModifier) definition
6689 -------------------------------------
6691 Used by `minetest.register_lbm`.
6693 A loading block modifier (LBM) is used to define a function that is called for
6694 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
6698 label = "Upgrade legacy doors",
6699 -- Descriptive label for profiling purposes (optional).
6700 -- Definitions with identical labels will be listed as one.
6702 name = "modname:replace_legacy_door",
6704 nodenames = {"default:lava_source"},
6705 -- List of node names to trigger the LBM on.
6706 -- Also non-registered nodes will work.
6707 -- Groups (as of group:groupname) will work as well.
6709 run_at_every_load = false,
6710 -- Whether to run the LBM's action every time a block gets loaded,
6711 -- and not only the first time the block gets loaded after the LBM
6714 action = function(pos, node),
6721 * `{name="image.png", animation={Tile Animation definition}}`
6722 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
6723 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
6724 * backface culling enabled by default for most nodes
6725 * tileable flags are info for shaders, how they should treat texture
6726 when displacement mapping is used.
6727 Directions are from the point of view of the tile texture,
6728 not the node it's on.
6729 * align style determines whether the texture will be rotated with the node
6730 or kept aligned with its surroundings. "user" means that client
6731 setting will be used, similar to `glasslike_framed_optional`.
6732 Note: supported by solid nodes and nodeboxes only.
6733 * scale is used to make texture span several (exactly `scale`) nodes,
6734 instead of just one, in each direction. Works for world-aligned
6736 Note that as the effect is applied on per-mapblock basis, `16` should
6737 be equally divisible by `scale` or you may get wrong results.
6738 * `{name="image.png", color=ColorSpec}`
6739 * the texture's color will be multiplied with this color.
6740 * the tile's color overrides the owning node's color in all cases.
6741 * deprecated, yet still supported field names:
6744 Tile animation definition
6745 -------------------------
6748 type = "vertical_frames",
6751 -- Width of a frame in pixels
6754 -- Height of a frame in pixels
6764 -- Width in number of frames
6767 -- Height in number of frames
6770 -- Length of a single frame
6776 Used by `minetest.register_node`, `minetest.register_craftitem`, and
6777 `minetest.register_tool`.
6780 description = "Steel Axe",
6783 -- key = name, value = rating; rating = 1..3.
6784 -- If rating not applicable, use 1.
6785 -- e.g. {wool = 1, fluffy = 3}
6786 -- {soil = 2, outerspace = 1, crumbly = 1}
6787 -- {bendy = 2, snappy = 1},
6788 -- {hard = 1, metal = 1, spikes = 1}
6790 inventory_image = "default_tool_steelaxe.png",
6792 inventory_overlay = "overlay.png",
6793 -- An overlay which does not get colorized
6800 -- An image file containing the palette of a node.
6801 -- You can set the currently used color as the "palette_index" field of
6802 -- the item stack metadata.
6803 -- The palette is always stretched to fit indices between 0 and 255, to
6804 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
6806 color = "0xFFFFFFFF",
6807 -- The color of the item. The palette overrides this.
6809 wield_scale = {x = 1, y = 1, z = 1},
6811 -- The default value of 99 may be configured by
6812 -- users using the setting "default_stack_max"
6817 liquids_pointable = false,
6819 -- See "Tools" section for an example including explanation
6820 tool_capabilities = {
6821 full_punch_interval = 1.0,
6825 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
6826 uses = 20, maxlevel = 2},
6828 damage_groups = {groupname = damage},
6829 -- Damage values must be between -32768 and 32767 (2^15)
6831 punch_attack_uses = nil,
6832 -- Amount of uses this tool has for attacking players and entities
6833 -- by punching them (0 = infinite uses).
6834 -- For compatibility, this is automatically set from the first
6835 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
6836 -- It is recommend to set this explicitly instead of relying on the
6837 -- fallback behavior.
6840 node_placement_prediction = nil,
6841 -- If nil and item is node, prediction is made automatically.
6842 -- If nil and item is not a node, no prediction is made.
6843 -- If "" and item is anything, no prediction is made.
6844 -- Otherwise should be name of node which the client immediately places
6845 -- on ground when the player places the item. Server will always update
6846 -- actual result to client in a short moment.
6848 node_dig_prediction = "air",
6849 -- if "", no prediction is made.
6850 -- if "air", node is removed.
6851 -- Otherwise should be name of node which the client immediately places
6852 -- upon digging. Server will always update actual result shortly.
6855 -- Definition of items sounds to be played at various events.
6856 -- All fields in this table are optional.
6858 breaks = <SimpleSoundSpec>,
6859 -- When tool breaks due to wear. Ignored for non-tools
6861 eat = <SimpleSoundSpec>,
6862 -- When item is eaten with `minetest.do_item_eat`
6865 on_place = function(itemstack, placer, pointed_thing),
6866 -- Shall place item and return the leftover itemstack.
6867 -- The placer may be any ObjectRef or nil.
6868 -- default: minetest.item_place
6870 on_secondary_use = function(itemstack, user, pointed_thing),
6871 -- Same as on_place but called when not pointing at a node.
6872 -- The user may be any ObjectRef or nil.
6875 on_drop = function(itemstack, dropper, pos),
6876 -- Shall drop item and return the leftover itemstack.
6877 -- The dropper may be any ObjectRef or nil.
6878 -- default: minetest.item_drop
6880 on_use = function(itemstack, user, pointed_thing),
6882 -- Function must return either nil if no item shall be removed from
6883 -- inventory, or an itemstack to replace the original itemstack.
6884 -- e.g. itemstack:take_item(); return itemstack
6885 -- Otherwise, the function is free to do what it wants.
6886 -- The user may be any ObjectRef or nil.
6887 -- The default functions handle regular use cases.
6889 after_use = function(itemstack, user, node, digparams),
6891 -- If defined, should return an itemstack and will be called instead of
6892 -- wearing out the tool. If returns nil, does nothing.
6893 -- If after_use doesn't exist, it is the same as:
6894 -- function(itemstack, user, node, digparams)
6895 -- itemstack:add_wear(digparams.wear)
6898 -- The user may be any ObjectRef or nil.
6900 _custom_field = whatever,
6901 -- Add your own custom fields. By convention, all custom field names
6902 -- should start with `_` to avoid naming collisions with future engine
6909 Used by `minetest.register_node`.
6912 -- <all fields allowed in item definitions>,
6914 drawtype = "normal", -- See "Node drawtypes"
6917 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6918 -- "firelike", "mesh".
6919 -- For plantlike and firelike, the image will start at the bottom of the
6920 -- node. For torchlike, the image will start at the surface to which the
6921 -- node "attaches". For the other drawtypes the image will be centered
6924 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6925 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6926 -- Old field name was 'tile_images'.
6927 -- List can be shortened to needed length.
6929 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6930 -- Same as `tiles`, but these textures are drawn on top of the base
6931 -- tiles. You can use this to colorize only specific parts of your
6932 -- texture. If the texture name is an empty string, that overlay is not
6933 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6934 -- overlays on very common nodes.
6936 special_tiles = {tile definition 1, Tile definition 2},
6937 -- Special textures of node; used rarely.
6938 -- Old field name was 'special_materials'.
6939 -- List can be shortened to needed length.
6942 -- The node's original color will be multiplied with this color.
6943 -- If the node has a palette, then this setting only has an effect in
6944 -- the inventory and on the wield item.
6946 use_texture_alpha = false,
6947 -- Use texture's alpha channel
6949 palette = "palette.png",
6950 -- The node's `param2` is used to select a pixel from the image.
6951 -- Pixels are arranged from left to right and from top to bottom.
6952 -- The node's color will be multiplied with the selected pixel's color.
6953 -- Tiles can override this behavior.
6954 -- Only when `paramtype2` supports palettes.
6956 post_effect_color = "green#0F",
6957 -- Screen tint if player is inside node, see "ColorSpec"
6959 paramtype = "none", -- See "Nodes"
6961 paramtype2 = "none", -- See "Nodes"
6963 place_param2 = nil, -- Force value for param2 when player places node
6965 is_ground_content = true,
6966 -- If false, the cave generator and dungeon generator will not carve
6967 -- through this node.
6968 -- Specifically, this stops mod-added nodes being removed by caves and
6969 -- dungeons when those generate in a neighbor mapchunk and extend out
6970 -- beyond the edge of that mapchunk.
6972 sunlight_propagates = false,
6973 -- If true, sunlight will go infinitely through this node
6975 walkable = true, -- If true, objects collide with node
6977 pointable = true, -- If true, can be pointed at
6979 diggable = true, -- If false, can never be dug
6981 climbable = false, -- If true, can be climbed on (ladder)
6983 buildable_to = false, -- If true, placed nodes can replace this node
6986 -- If true, liquids flow into and replace this node.
6987 -- Warning: making a liquid node 'floodable' will cause problems.
6989 liquidtype = "none", -- "none" / "source" / "flowing"
6991 liquid_alternative_flowing = "", -- Flowing version of source liquid
6993 liquid_alternative_source = "", -- Source version of flowing liquid
6995 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6997 liquid_renewable = true,
6998 -- If true, a new liquid source can be created by placing two or more
7002 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7003 -- Allows defining the nodebox height without using param2.
7004 -- The nodebox height is 'leveled' / 64 nodes.
7005 -- The maximum value of 'leveled' is 127.
7007 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
7010 -- Player will take this amount of damage if no bubbles are left
7013 -- Amount of light emitted by node.
7014 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7015 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7018 damage_per_second = 0,
7019 -- If player is inside node, this damage is caused
7021 node_box = {type="regular"}, -- See "Node boxes"
7023 connects_to = nodenames,
7024 -- Used for nodebox nodes with the type == "connected".
7025 -- Specifies to what neighboring nodes connections will be drawn.
7026 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7028 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7029 -- Tells connected nodebox nodes to connect only to these sides of this
7033 -- File name of mesh when using "mesh" drawtype
7038 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7041 -- Custom selection box definition. Multiple boxes can be defined.
7042 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7043 -- definition is used for the selection box.
7048 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7051 -- Custom collision box definition. Multiple boxes can be defined.
7052 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7053 -- definition is used for the collision box.
7054 -- Both of the boxes above are defined as:
7055 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
7057 -- Support maps made in and before January 2012
7058 legacy_facedir_simple = false,
7059 legacy_wallmounted = false,
7062 -- Valid for drawtypes:
7063 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7064 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7065 -- 2 - wave node like leaves (whole node moves side-to-side)
7066 -- 3 - wave node like liquids (whole node moves up and down)
7067 -- Not all models will properly wave.
7068 -- plantlike drawtype can only wave like plants.
7069 -- allfaces_optional drawtype can only wave like leaves.
7070 -- liquid, flowingliquid drawtypes can only wave like liquids.
7073 -- Definition of node sounds to be played at various events.
7074 -- All fields in this table are optional.
7076 footstep = <SimpleSoundSpec>,
7077 -- If walkable, played when object walks on it. If node is
7078 -- climbable or a liquid, played when object moves through it
7080 dig = <SimpleSoundSpec> or "__group",
7081 -- While digging node.
7082 -- If `"__group"`, then the sound will be
7083 -- `default_dig_<groupname>`, where `<groupname>` is the
7084 -- name of the tool's digging group with the fastest digging time.
7085 -- In case of a tie, one of the sounds will be played (but we
7086 -- cannot predict which one)
7087 -- Default value: `"__group"`
7089 dug = <SimpleSoundSpec>,
7092 place = <SimpleSoundSpec>,
7093 -- Node was placed. Also played after falling
7095 place_failed = <SimpleSoundSpec>,
7096 -- When node placement failed
7098 fall = <SimpleSoundSpec>,
7099 -- When node starts to fall
7103 -- Name of dropped item when dug.
7104 -- Default dropped item is the node itself.
7105 -- Using a table allows multiple items, drop chances and tool filtering.
7106 -- Tool filtering was undocumented until recently, tool filtering by string
7107 -- matching is deprecated.
7110 -- Maximum number of item lists to drop.
7111 -- The entries in 'items' are processed in order. For each:
7112 -- Tool filtering is applied, chance of drop is applied, if both are
7113 -- successful the entire item list is dropped.
7114 -- Entry processing continues until the number of dropped item lists
7115 -- equals 'max_items'.
7116 -- Therefore, entries should progress from low to high drop chance.
7120 -- 1 in 1000 chance of dropping a diamond.
7121 -- Default rarity is '1'.
7123 items = {"default:diamond"},
7126 -- Only drop if using a tool whose name is identical to one
7128 tools = {"default:shovel_mese", "default:shovel_diamond"},
7130 items = {"default:dirt"},
7131 -- Whether all items in the dropped item list inherit the
7132 -- hardware coloring palette color from the dug node.
7133 -- Default is 'false'.
7134 inherit_color = true,
7137 -- Only drop if using a tool whose name contains
7138 -- "default:shovel_" (this tool filtering by string matching
7140 tools = {"~default:shovel_"},
7142 -- The item list dropped.
7143 items = {"default:sand", "default:desert_sand"},
7148 on_construct = function(pos),
7149 -- Node constructor; called after adding node.
7150 -- Can set up metadata and stuff like that.
7151 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7154 on_destruct = function(pos),
7155 -- Node destructor; called before removing node.
7156 -- Not called for bulk node placement.
7159 after_destruct = function(pos, oldnode),
7160 -- Node destructor; called after removing node.
7161 -- Not called for bulk node placement.
7164 on_flood = function(pos, oldnode, newnode),
7165 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7166 -- `floodable = true` in the nodedef. Not called for bulk node placement
7167 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7168 -- node is not flooded, but on_flood callback will most likely be called
7169 -- over and over again every liquid update interval.
7171 -- Warning: making a liquid node 'floodable' will cause problems.
7173 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7174 -- Called when oldnode is about be converted to an item, but before the
7175 -- node is deleted from the world or the drops are added. This is
7176 -- generally the result of either the node being dug or an attached node
7177 -- becoming detached.
7178 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7179 -- drops is a table of ItemStacks, so any metadata to be preserved can
7180 -- be added directly to one or more of the dropped items. See
7181 -- "ItemStackMetaRef".
7184 after_place_node = function(pos, placer, itemstack, pointed_thing),
7185 -- Called after constructing node when node was placed using
7186 -- minetest.item_place_node / minetest.place_node.
7187 -- If return true no item is taken from itemstack.
7188 -- `placer` may be any valid ObjectRef or nil.
7191 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7192 -- oldmetadata is in table format.
7193 -- Called after destructing node when node was dug using
7194 -- minetest.node_dig / minetest.dig_node.
7197 can_dig = function(pos, [player]),
7198 -- Returns true if node can be dug, or false if not.
7201 on_punch = function(pos, node, puncher, pointed_thing),
7202 -- default: minetest.node_punch
7203 -- Called when puncher (an ObjectRef) punches the node at pos.
7204 -- By default calls minetest.register_on_punchnode callbacks.
7206 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7208 -- Called when clicker (an ObjectRef) "rightclicks"
7209 -- ("rightclick" here stands for the placement key) while pointing at
7210 -- the node at pos with 'node' being the node table.
7211 -- itemstack will hold clicker's wielded item.
7212 -- Shall return the leftover itemstack.
7213 -- Note: pointed_thing can be nil, if a mod calls this function.
7214 -- This function does not get triggered by clients <=0.4.16 if the
7215 -- "formspec" node metadata field is set.
7217 on_dig = function(pos, node, digger),
7218 -- default: minetest.node_dig
7219 -- By default checks privileges, wears out tool and removes node.
7221 on_timer = function(pos, elapsed),
7223 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7224 -- elapsed is the total time passed since the timer was started.
7225 -- return true to run the timer for another cycle with the same timeout
7228 on_receive_fields = function(pos, formname, fields, sender),
7229 -- fields = {name1 = value1, name2 = value2, ...}
7230 -- Called when an UI form (e.g. sign text input) returns data.
7231 -- See minetest.register_on_player_receive_fields for more info.
7234 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7235 -- Called when a player wants to move items inside the inventory.
7236 -- Return value: number of items allowed to move.
7238 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7239 -- Called when a player wants to put something into the inventory.
7240 -- Return value: number of items allowed to put.
7241 -- Return value -1: Allow and don't modify item count in inventory.
7243 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7244 -- Called when a player wants to take something out of the inventory.
7245 -- Return value: number of items allowed to take.
7246 -- Return value -1: Allow and don't modify item count in inventory.
7248 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7249 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7250 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7251 -- Called after the actual action has happened, according to what was
7255 on_blast = function(pos, intensity),
7256 -- intensity: 1.0 = mid range of regular TNT.
7257 -- If defined, called when an explosion touches the node, instead of
7258 -- removing the node.
7264 Used by `minetest.register_craft`.
7269 output = 'default:pick_stone',
7271 {'default:cobble', 'default:cobble', 'default:cobble'},
7272 {'', 'default:stick', ''},
7273 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7275 replacements = <list of item pairs>,
7276 -- replacements: replace one input item with another item on crafting
7284 output = 'mushrooms:mushroom_stew',
7287 "mushrooms:mushroom_brown",
7288 "mushrooms:mushroom_red",
7290 replacements = <list of item pairs>,
7296 type = "toolrepair",
7297 additional_wear = -0.02,
7300 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7306 output = "default:glass",
7307 recipe = "default:sand",
7315 recipe = "bucket:bucket_lava",
7317 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7323 Used by `minetest.register_ore`.
7325 See [Ores] section above for essential information.
7328 ore_type = "scatter",
7330 ore = "default:stone_with_coal",
7333 -- Facedir rotation. Default is 0 (unchanged rotation)
7335 wherein = "default:stone",
7336 -- A list of nodenames is supported too
7338 clust_scarcity = 8 * 8 * 8,
7339 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7340 -- If the desired average distance between ores is 'd', set this to
7344 -- Number of ores in a cluster
7347 -- Size of the bounding box of the cluster.
7348 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7349 -- nodes are coal ore.
7353 -- Lower and upper limits for ore
7356 -- Attributes for the ore generation, see 'Ore attributes' section above
7358 noise_threshold = 0.5,
7359 -- If noise is above this threshold, ore is placed. Not needed for a
7360 -- uniform distribution.
7365 spread = {x = 100, y = 100, z = 100},
7370 -- NoiseParams structure describing one of the perlin noises used for
7371 -- ore distribution.
7372 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7373 -- Omit from "scatter" ore for a uniform ore distribution.
7374 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7377 biomes = {"desert", "rainforest"},
7378 -- List of biomes in which this ore occurs.
7379 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7380 -- being used does not support biomes.
7381 -- Can be a list of (or a single) biome names, IDs, or definitions.
7383 -- Type-specific parameters
7386 column_height_min = 1,
7387 column_height_max = 16,
7388 column_midpoint_factor = 0.5,
7394 spread = {x = 100, y = 100, z = 100},
7402 spread = {x = 100, y = 100, z = 100},
7409 random_factor = 1.0,
7412 np_stratum_thickness = {
7415 spread = {x = 100, y = 100, z = 100},
7420 stratum_thickness = 8,
7426 Used by `minetest.register_biome`.
7431 node_dust = "default:snow",
7432 -- Node dropped onto upper surface after all else is generated
7434 node_top = "default:dirt_with_snow",
7436 -- Node forming surface layer of biome and thickness of this layer
7438 node_filler = "default:permafrost",
7440 -- Node forming lower layer of biome and thickness of this layer
7442 node_stone = "default:bluestone",
7443 -- Node that replaces all stone nodes between roughly y_min and y_max.
7445 node_water_top = "default:ice",
7446 depth_water_top = 10,
7447 -- Node forming a surface layer in seawater with the defined thickness
7450 -- Node that replaces all seawater nodes not in the surface layer
7452 node_river_water = "default:ice",
7453 -- Node that replaces river water in mapgens that use
7454 -- default:river_water
7456 node_riverbed = "default:gravel",
7458 -- Node placed under river water and thickness of this layer
7460 node_cave_liquid = "default:lava_source",
7461 node_cave_liquid = {"default:water_source", "default:lava_source"},
7462 -- Nodes placed inside 50% of the medium size caves.
7463 -- Multiple nodes can be specified, each cave will use a randomly
7464 -- chosen node from the list.
7465 -- If this field is left out or 'nil', cave liquids fall back to
7466 -- classic behaviour of lava and water distributed using 3D noise.
7467 -- For no cave liquid, specify "air".
7469 node_dungeon = "default:cobble",
7470 -- Node used for primary dungeon structure.
7471 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7472 -- alias, if that is also absent, dungeon nodes fall back to the biome
7474 -- If present, the following two nodes are also used.
7476 node_dungeon_alt = "default:mossycobble",
7477 -- Node used for randomly-distributed alternative structure nodes.
7478 -- If alternative structure nodes are not wanted leave this absent for
7479 -- performance reasons.
7481 node_dungeon_stair = "stairs:stair_cobble",
7482 -- Node used for dungeon stairs.
7483 -- If absent, stairs fall back to 'node_dungeon'.
7487 -- Upper and lower limits for biome.
7488 -- Alternatively you can use xyz limits as shown below.
7490 max_pos = {x = 31000, y = 128, z = 31000},
7491 min_pos = {x = -31000, y = 9, z = -31000},
7492 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7493 -- Biome is limited to a cuboid defined by these positions.
7494 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7495 -- 31000 in 'max_pos'.
7498 -- Vertical distance in nodes above 'y_max' over which the biome will
7499 -- blend with the biome above.
7500 -- Set to 0 for no vertical blend. Defaults to 0.
7503 humidity_point = 50,
7504 -- Characteristic temperature and humidity for the biome.
7505 -- These values create 'biome points' on a voronoi diagram with heat and
7506 -- humidity as axes. The resulting voronoi cells determine the
7507 -- distribution of the biomes.
7508 -- Heat and humidity have average values of 50, vary mostly between
7509 -- 0 and 100 but can exceed these values.
7512 Decoration definition
7513 ---------------------
7515 See [Decoration types]. Used by `minetest.register_decoration`.
7518 deco_type = "simple",
7520 place_on = "default:dirt_with_grass",
7521 -- Node (or list of nodes) that the decoration can be placed on
7524 -- Size of the square divisions of the mapchunk being generated.
7525 -- Determines the resolution of noise variation if used.
7526 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7527 -- equal to the chunk size.
7530 -- The value determines 'decorations per surface node'.
7531 -- Used only if noise_params is not specified.
7532 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7533 -- a different and much faster method.
7538 spread = {x = 100, y = 100, z = 100},
7545 -- NoiseParams structure describing the perlin noise used for decoration
7547 -- A noise value is calculated for each square division and determines
7548 -- 'decorations per surface node' within each division.
7549 -- If the noise value >= 10.0 complete coverage is enabled and
7550 -- decoration placement uses a different and much faster method.
7552 biomes = {"Oceanside", "Hills", "Plains"},
7553 -- List of biomes in which this decoration occurs. Occurs in all biomes
7554 -- if this is omitted, and ignored if the Mapgen being used does not
7556 -- Can be a list of (or a single) biome names, IDs, or definitions.
7560 -- Lower and upper limits for decoration.
7561 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7563 spawn_by = "default:water",
7564 -- Node (or list of nodes) that the decoration only spawns next to.
7565 -- Checks two horizontal planes of 8 neighbouring nodes (including
7566 -- diagonal neighbours), one plane level with the 'place_on' node and a
7567 -- plane one node above that.
7570 -- Number of spawn_by nodes that must be surrounding the decoration
7571 -- position to occur.
7572 -- If absent or -1, decorations occur next to any nodes.
7574 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7575 -- Flags for all decoration types.
7576 -- "liquid_surface": Instead of placement on the highest solid surface
7577 -- in a mapchunk column, placement is on the highest liquid surface.
7578 -- Placement is disabled if solid nodes are found above the liquid
7580 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7581 -- by the decoration.
7582 -- "all_floors", "all_ceilings": Instead of placement on the highest
7583 -- surface in a mapchunk the decoration is placed on all floor and/or
7584 -- ceiling surfaces, for example in caves and dungeons.
7585 -- Ceiling decorations act as an inversion of floor decorations so the
7586 -- effect of 'place_offset_y' is inverted.
7587 -- Y-slice probabilities do not function correctly for ceiling
7588 -- schematic decorations as the behaviour is unchanged.
7589 -- If a single decoration registration has both flags the floor and
7590 -- ceiling decorations will be aligned vertically.
7592 ----- Simple-type parameters
7594 decoration = "default:grass",
7595 -- The node name used as the decoration.
7596 -- If instead a list of strings, a randomly selected node from the list
7597 -- is placed as the decoration.
7600 -- Decoration height in nodes.
7601 -- If height_max is not 0, this is the lower limit of a randomly
7605 -- Upper limit of the randomly selected height.
7606 -- If absent, the parameter 'height' is used as a constant.
7609 -- Param2 value of decoration nodes.
7610 -- If param2_max is not 0, this is the lower limit of a randomly
7614 -- Upper limit of the randomly selected param2.
7615 -- If absent, the parameter 'param2' is used as a constant.
7618 -- Y offset of the decoration base node relative to the standard base
7620 -- Can be positive or negative. Default is 0.
7621 -- Effect is inverted for "all_ceilings" decorations.
7622 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7623 -- to the 'place_on' node.
7625 ----- Schematic-type parameters
7627 schematic = "foobar.mts",
7628 -- If schematic is a string, it is the filepath relative to the current
7629 -- working directory of the specified Minetest schematic file.
7630 -- Could also be the ID of a previously registered schematic.
7633 size = {x = 4, y = 6, z = 4},
7635 {name = "default:cobble", param1 = 255, param2 = 0},
7636 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7637 {name = "air", param1 = 255, param2 = 0},
7641 {ypos = 2, prob = 128},
7642 {ypos = 5, prob = 64},
7646 -- Alternative schematic specification by supplying a table. The fields
7647 -- size and data are mandatory whereas yslice_prob is optional.
7648 -- See 'Schematic specifier' for details.
7650 replacements = {["oldname"] = "convert_to", ...},
7652 flags = "place_center_x, place_center_y, place_center_z",
7653 -- Flags for schematic decorations. See 'Schematic attributes'.
7656 -- Rotation can be "0", "90", "180", "270", or "random"
7659 -- If the flag 'place_center_y' is set this parameter is ignored.
7660 -- Y offset of the schematic base node layer relative to the 'place_on'
7662 -- Can be positive or negative. Default is 0.
7663 -- Effect is inverted for "all_ceilings" decorations.
7664 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7665 -- to the 'place_on' node.
7668 Chat command definition
7669 -----------------------
7671 Used by `minetest.register_chatcommand`.
7674 params = "<name> <privilege>", -- Short parameter description
7676 description = "Remove privilege from player", -- Full description
7678 privs = {privs=true}, -- Require the "privs" privilege to run
7680 func = function(name, param),
7681 -- Called when command is run. Returns boolean success and text output.
7684 Note that in params, use of symbols is as follows:
7686 * `<>` signifies a placeholder to be replaced when the command is used. For
7687 example, when a player name is needed: `<name>`
7688 * `[]` signifies param is optional and not required when the command is used.
7689 For example, if you require param1 but param2 is optional:
7690 `<param1> [<param2>]`
7691 * `|` signifies exclusive or. The command requires one param from the options
7692 provided. For example: `<param1> | <param2>`
7693 * `()` signifies grouping. For example, when param1 and param2 are both
7694 required, or only param3 is required: `(<param1> <param2>) | <param3>`
7696 Privilege definition
7697 --------------------
7699 Used by `minetest.register_privilege`.
7703 -- Privilege description
7705 give_to_singleplayer = true,
7706 -- Whether to grant the privilege to singleplayer.
7708 give_to_admin = true,
7709 -- Whether to grant the privilege to the server admin.
7710 -- Uses value of 'give_to_singleplayer' by default.
7712 on_grant = function(name, granter_name),
7713 -- Called when given to player 'name' by 'granter_name'.
7714 -- 'granter_name' will be nil if the priv was granted by a mod.
7716 on_revoke = function(name, revoker_name),
7717 -- Called when taken from player 'name' by 'revoker_name'.
7718 -- 'revoker_name' will be nil if the priv was revoked by a mod.
7720 -- Note that the above two callbacks will be called twice if a player is
7721 -- responsible, once with the player name, and then with a nil player
7723 -- Return true in the above callbacks to stop register_on_priv_grant or
7724 -- revoke being called.
7727 Detached inventory callbacks
7728 ----------------------------
7730 Used by `minetest.create_detached_inventory`.
7733 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7734 -- Called when a player wants to move items inside the inventory.
7735 -- Return value: number of items allowed to move.
7737 allow_put = function(inv, listname, index, stack, player),
7738 -- Called when a player wants to put something into the inventory.
7739 -- Return value: number of items allowed to put.
7740 -- Return value -1: Allow and don't modify item count in inventory.
7742 allow_take = function(inv, listname, index, stack, player),
7743 -- Called when a player wants to take something out of the inventory.
7744 -- Return value: number of items allowed to take.
7745 -- Return value -1: Allow and don't modify item count in inventory.
7747 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
7748 on_put = function(inv, listname, index, stack, player),
7749 on_take = function(inv, listname, index, stack, player),
7750 -- Called after the actual action has happened, according to what was
7760 Used by `Player:hud_add`. Returned by `Player:hud_get`.
7763 hud_elem_type = "image", -- See HUD element types
7764 -- Type of element, can be "image", "text", "statbar", or "inventory"
7766 position = {x=0.5, y=0.5},
7767 -- Left corner position of element
7771 scale = {x = 2, y = 2},
7778 -- Selected item in inventory. 0 for no item selected.
7781 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
7783 alignment = {x=0, y=0},
7785 offset = {x=0, y=0},
7787 size = { x=100, y=100 },
7788 -- Size of element in pixels
7791 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
7797 Used by `minetest.add_particle`.
7800 pos = {x=0, y=0, z=0},
7801 velocity = {x=0, y=0, z=0},
7802 acceleration = {x=0, y=0, z=0},
7803 -- Spawn particle at pos with velocity and acceleration
7806 -- Disappears after expirationtime seconds
7809 -- Scales the visual size of the particle texture.
7811 collisiondetection = false,
7812 -- If true collides with `walkable` nodes and, depending on the
7813 -- `object_collision` field, objects too.
7815 collision_removal = false,
7816 -- If true particle is removed when it collides.
7817 -- Requires collisiondetection = true to have any effect.
7819 object_collision = false,
7820 -- If true particle collides with objects that are defined as
7821 -- `physical = true,` and `collide_with_objects = true,`.
7822 -- Requires collisiondetection = true to have any effect.
7825 -- If true faces player using y axis only
7827 texture = "image.png",
7829 playername = "singleplayer",
7830 -- Optional, if specified spawns particle only on the player's client
7832 animation = {Tile Animation definition},
7833 -- Optional, specifies how to animate the particle texture
7836 -- Optional, specify particle self-luminescence in darkness.
7841 `ParticleSpawner` definition
7842 ----------------------------
7844 Used by `minetest.add_particlespawner`.
7848 -- Number of particles spawned over the time period `time`.
7851 -- Lifespan of spawner in seconds.
7852 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
7853 -- a per-second basis.
7855 minpos = {x=0, y=0, z=0},
7856 maxpos = {x=0, y=0, z=0},
7857 minvel = {x=0, y=0, z=0},
7858 maxvel = {x=0, y=0, z=0},
7859 minacc = {x=0, y=0, z=0},
7860 maxacc = {x=0, y=0, z=0},
7865 -- The particles' properties are random values between the min and max
7867 -- pos, velocity, acceleration, expirationtime, size
7869 collisiondetection = false,
7870 -- If true collide with `walkable` nodes and, depending on the
7871 -- `object_collision` field, objects too.
7873 collision_removal = false,
7874 -- If true particles are removed when they collide.
7875 -- Requires collisiondetection = true to have any effect.
7877 object_collision = false,
7878 -- If true particles collide with objects that are defined as
7879 -- `physical = true,` and `collide_with_objects = true,`.
7880 -- Requires collisiondetection = true to have any effect.
7882 attached = ObjectRef,
7883 -- If defined, particle positions, velocities and accelerations are
7884 -- relative to this object's position and yaw
7887 -- If true face player using y axis only
7889 texture = "image.png",
7891 playername = "singleplayer",
7892 -- Optional, if specified spawns particles only on the player's client
7894 animation = {Tile Animation definition},
7895 -- Optional, specifies how to animate the particles' texture
7898 -- Optional, specify particle self-luminescence in darkness.
7902 `HTTPRequest` definition
7903 ------------------------
7905 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
7908 url = "http://example.org",
7911 -- Timeout for connection in seconds. Default is 3 seconds.
7913 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
7914 -- Optional, if specified a POST request with post_data is performed.
7915 -- Accepts both a string and a table. If a table is specified, encodes
7916 -- table as x-www-form-urlencoded key-value pairs.
7917 -- If post_data is not specified, a GET request is performed instead.
7919 user_agent = "ExampleUserAgent",
7920 -- Optional, if specified replaces the default minetest user agent with
7923 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
7924 -- Optional, if specified adds additional headers to the HTTP request.
7925 -- You must make sure that the header strings follow HTTP specification
7929 -- Optional, if true performs a multipart HTTP request.
7930 -- Default is false.
7933 `HTTPRequestResult` definition
7934 ------------------------------
7936 Passed to `HTTPApiTable.fetch` callback. Returned by
7937 `HTTPApiTable.fetch_async_get`.
7941 -- If true, the request has finished (either succeeded, failed or timed
7945 -- If true, the request was successful
7948 -- If true, the request timed out
7956 Authentication handler definition
7957 ---------------------------------
7959 Used by `minetest.register_authentication_handler`.
7962 get_auth = function(name),
7963 -- Get authentication data for existing player `name` (`nil` if player
7965 -- Returns following structure:
7966 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7968 create_auth = function(name, password),
7969 -- Create new auth data for player `name`.
7970 -- Note that `password` is not plain-text but an arbitrary
7971 -- representation decided by the engine.
7973 delete_auth = function(name),
7974 -- Delete auth data of player `name`.
7975 -- Returns boolean indicating success (false if player is nonexistent).
7977 set_password = function(name, password),
7978 -- Set password of player `name` to `password`.
7979 -- Auth data should be created if not present.
7981 set_privileges = function(name, privileges),
7982 -- Set privileges of player `name`.
7983 -- `privileges` is in table form, auth data should be created if not
7986 reload = function(),
7987 -- Reload authentication data from the storage location.
7988 -- Returns boolean indicating success.
7990 record_login = function(name),
7991 -- Called when player joins, used for keeping track of last_login
7993 iterate = function(),
7994 -- Returns an iterator (use with `for` loops) for all player names
7995 -- currently in the auth database