1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `author`: The author of the game. It only appears when downloaded from
84 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
85 an internal ID used to track versions.
87 Used to set default settings when running this game.
89 In the same format as the one in builtin.
90 This settingtypes.txt will be parsed by the menu and the settings will be
91 displayed in the "Games" category in the advanced settings tab.
92 * If the game contains a folder called `textures` the server will load it as a
93 texturepack, overriding mod textures.
94 Any server texturepack will override mod textures and the game texturepack.
99 Games can provide custom main menu images. They are put inside a `menu`
100 directory inside the game directory.
102 The images are named `$identifier.png`, where `$identifier` is one of
103 `overlay`, `background`, `footer`, `header`.
104 If you want to specify multiple images for one identifier, add additional
105 images named like `$identifier.$n.png`, with an ascending number $n starting
106 with 1, and a random image will be chosen from the provided ones.
117 Paths are relative to the directories listed in the [Paths] section above.
119 * `games/<gameid>/mods/`
121 * `worlds/<worldname>/worldmods/`
126 It is possible to include a game in a world; in this case, no mods or
127 games are loaded or checked from anywhere else.
129 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
132 Mods should then be placed in `<worldname>/game/mods/`.
137 Mods can be put in a subdirectory, if the parent directory, which otherwise
138 should be a mod, contains a file named `modpack.conf`.
139 The file is a key-value store of modpack details.
141 * `name`: The modpack name. Allows Minetest to determine the modpack name even
142 if the folder is wrongly named.
143 * `description`: Description of mod to be shown in the Mods tab of the main
145 * `author`: The author of the modpack. It only appears when downloaded from
147 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
148 internal ID used to track versions.
149 * `title`: A human-readable title to address the modpack.
151 Note: to support 0.4.x, please also create an empty modpack.txt file.
153 Mod directory structure
154 -----------------------
160 │ ├── settingtypes.txt
164 │ │ ├── modname_stuff.png
165 │ │ ├── modname_stuff_normal.png
166 │ │ ├── modname_something_else.png
167 │ │ ├── subfolder_foo
168 │ │ │ ├── modname_more_stuff.png
169 │ │ │ └── another_subfolder
170 │ │ └── bar_subfolder
179 The location of this directory can be fetched by using
180 `minetest.get_modpath(modname)`.
184 A `Settings` file that provides meta information about the mod.
186 * `name`: The mod name. Allows Minetest to determine the mod name even if the
187 folder is wrongly named.
188 * `description`: Description of mod to be shown in the Mods tab of the main
190 * `depends`: A comma separated list of dependencies. These are mods that must be
191 loaded before this mod.
192 * `optional_depends`: A comma separated list of optional dependencies.
193 Like a dependency, but no error if the mod doesn't exist.
194 * `author`: The author of the mod. It only appears when downloaded from
196 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
197 internal ID used to track versions.
198 * `title`: A human-readable title to address the mod.
200 Note: to support 0.4.x, please also provide depends.txt.
204 A screenshot shown in the mod manager within the main menu. It should
205 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
209 **Deprecated:** you should use mod.conf instead.
211 This file is used if there are no dependencies in mod.conf.
213 List of mods that have to be loaded before loading this mod.
215 A single line contains a single modname.
217 Optional dependencies can be defined by appending a question mark
218 to a single modname. This means that if the specified mod
219 is missing, it does not prevent this mod from being loaded.
221 ### `description.txt`
223 **Deprecated:** you should use mod.conf instead.
225 This file is used if there is no description in mod.conf.
227 A file containing a description to be shown in the Mods tab of the main menu.
229 ### `settingtypes.txt`
231 The format is documented in `builtin/settingtypes.txt`.
232 It is parsed by the main menu settings dialogue to list mod-specific
233 settings in the "Mods" category.
237 The main Lua script. Running this script should register everything it
238 wants to register. Subsequent execution depends on minetest calling the
239 registered callbacks.
241 `minetest.settings` can be used to read custom or existing settings at load
242 time, if necessary. (See [`Settings`])
244 ### `textures`, `sounds`, `media`, `models`, `locale`
246 Media files (textures, sounds, whatever) that will be transferred to the
247 client and will be available for use by the mod and translation files for
248 the clients (see [Translations]).
250 It is suggested to use the folders for the purpose they are thought for,
251 eg. put textures into `textures`, translation files into `locale`,
252 models for entities or meshnodes into `models` et cetera.
254 These folders and subfolders can contain subfolders.
255 Subfolders with names starting with `_` or `.` are ignored.
256 If a subfolder contains a media file with the same name as a media file
257 in one of its parents, the parent's file is used.
259 Although it is discouraged, a mod can overwrite a media file of any mod that it
260 depends on by supplying a file with an equal name.
265 Registered names should generally be in this format:
269 `<whatever>` can have these characters:
273 This is to prevent conflicting names from corrupting maps and is
274 enforced by the mod loader.
276 Registered names can be overridden by prefixing the name with `:`. This can
277 be used for overriding the registrations of some other mod.
279 The `:` prefix can also be used for maintaining backwards compatibility.
283 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
284 So the name should be `experimental:tnt`.
286 Any mod can redefine `experimental:tnt` by using the name
290 when registering it. That mod is required to have `experimental` as a
299 Aliases of itemnames can be added by using
300 `minetest.register_alias(alias, original_name)` or
301 `minetest.register_alias_force(alias, original_name)`.
303 This adds an alias `alias` for the item called `original_name`.
304 From now on, you can use `alias` to refer to the item `original_name`.
306 The only difference between `minetest.register_alias` and
307 `minetest.register_alias_force` is that if an item named `alias` already exists,
308 `minetest.register_alias` will do nothing while
309 `minetest.register_alias_force` will unregister it.
311 This can be used for maintaining backwards compatibility.
313 This can also set quick access names for things, e.g. if
314 you have an item called `epiclylongmodname:stuff`, you could do
316 minetest.register_alias("stuff", "epiclylongmodname:stuff")
318 and be able to use `/giveme stuff`.
323 In a game, a certain number of these must be set to tell core mapgens which
324 of the game's nodes are to be used for core mapgen generation. For example:
326 minetest.register_alias("mapgen_stone", "default:stone")
328 ### Aliases for non-V6 mapgens
330 #### Essential aliases
333 * mapgen_water_source
334 * mapgen_river_water_source
336 `mapgen_river_water_source` is required for mapgens with sloping rivers where
337 it is necessary to have a river liquid node with a short `liquid_range` and
338 `liquid_renewable = false` to avoid flooding.
340 #### Optional aliases
344 Fallback lava node used if cave liquids are not defined in biome definitions.
345 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
349 Fallback node used if dungeon nodes are not defined in biome definitions.
350 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
352 ### Aliases needed for Mapgen V6
355 * mapgen_water_source
358 * mapgen_dirt_with_grass
361 * mapgen_desert_stone
363 * mapgen_dirt_with_snow
372 * mapgen_jungleleaves
375 * mapgen_pine_needles
378 * mapgen_stair_cobble
380 * mapgen_stair_desert_stone
382 ### Setting the node used in Mapgen Singlenode
384 By default the world is filled with air nodes. To set a different node use, for
387 minetest.register_alias("mapgen_singlenode", "default:stone")
395 Mods should generally prefix their textures with `modname_`, e.g. given
396 the mod name `foomod`, a texture could be called:
400 Textures are referred to by their complete name, or alternatively by
401 stripping out the file extension:
403 * e.g. `foomod_foothing.png`
404 * e.g. `foomod_foothing`
410 There are various texture modifiers that can be used
411 to let the client generate textures on-the-fly.
412 The modifiers are applied directly in sRGB colorspace,
413 i.e. without gamma-correction.
415 ### Texture overlaying
417 Textures can be overlaid by putting a `^` between them.
421 default_dirt.png^default_grass_side.png
423 `default_grass_side.png` is overlaid over `default_dirt.png`.
424 The texture with the lower resolution will be automatically upscaled to
425 the higher resolution texture.
429 Textures can be grouped together by enclosing them in `(` and `)`.
431 Example: `cobble.png^(thing1.png^thing2.png)`
433 A texture for `thing1.png^thing2.png` is created and the resulting
434 texture is overlaid on top of `cobble.png`.
438 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
439 passing complex texture names as arguments. Escaping is done with backslash and
440 is required for `^` and `:`.
442 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
444 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
445 on top of `cobble.png`.
447 ### Advanced texture modifiers
453 * `[crack:<t>:<n>:<p>`
454 * `[cracko:<t>:<n>:<p>`
458 * `<t>`: tile count (in each direction)
459 * `<n>`: animation frame count
460 * `<p>`: current animation frame
462 Draw a step of the crack animation on the texture.
463 `crack` draws it normally, while `cracko` lays it over, keeping transparent
468 default_cobble.png^[crack:10:1
470 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
476 * `<file>`: texture to combine
478 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
479 specified coordinates.
483 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
485 #### `[resize:<w>x<h>`
487 Resizes the texture to the given dimensions.
491 default_sandstone.png^[resize:16x16
495 Makes the base image transparent according to the given ratio.
497 `r` must be between 0 (transparent) and 255 (opaque).
501 default_sandstone.png^[opacity:127
503 #### `[invert:<mode>`
505 Inverts the given channels of the base image.
506 Mode may contain the characters "r", "g", "b", "a".
507 Only the channels that are mentioned in the mode string will be inverted.
511 default_apple.png^[invert:rgb
515 Brightens the texture.
519 tnt_tnt_side.png^[brighten
523 Makes the texture completely opaque.
527 default_leaves.png^[noalpha
529 #### `[makealpha:<r>,<g>,<b>`
531 Convert one color to transparency.
535 default_cobble.png^[makealpha:128,128,128
539 * `<t>`: transformation(s) to apply
541 Rotates and/or flips the image.
543 `<t>` can be a number (between 0 and 7) or a transform name.
544 Rotations are counter-clockwise.
547 1 R90 rotate by 90 degrees
548 2 R180 rotate by 180 degrees
549 3 R270 rotate by 270 degrees
551 5 FXR90 flip X then rotate by 90 degrees
553 7 FYR90 flip Y then rotate by 90 degrees
557 default_stone.png^[transformFXR90
559 #### `[inventorycube{<top>{<left>{<right>`
561 Escaping does not apply here and `^` is replaced by `&` in texture names
564 Create an inventory cube texture using the side textures.
568 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
570 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
571 `dirt.png^grass_side.png` textures
573 #### `[lowpart:<percent>:<file>`
575 Blit the lower `<percent>`% part of `<file>` on the texture.
579 base.png^[lowpart:25:overlay.png
581 #### `[verticalframe:<t>:<n>`
583 * `<t>`: animation frame count
584 * `<n>`: current animation frame
586 Crops the texture to a frame of a vertical animation.
590 default_torch_animated.png^[verticalframe:16:8
594 Apply a mask to the base image.
596 The mask is applied using binary AND.
598 #### `[sheet:<w>x<h>:<x>,<y>`
600 Retrieves a tile at position x,y from the base image
601 which it assumes to be a tilesheet with dimensions w,h.
603 #### `[colorize:<color>:<ratio>`
605 Colorize the textures with the given color.
606 `<color>` is specified as a `ColorString`.
607 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
608 it is an int, then it specifies how far to interpolate between the
609 colors where 0 is only the texture color and 255 is only `<color>`. If
610 omitted, the alpha of `<color>` will be used as the ratio. If it is
611 the word "`alpha`", then each texture pixel will contain the RGB of
612 `<color>` and the alpha of `<color>` multiplied by the alpha of the
615 #### `[multiply:<color>`
617 Multiplies texture colors with the given color.
618 `<color>` is specified as a `ColorString`.
619 Result is more like what you'd expect if you put a color on top of another
620 color, meaning white surfaces get a lot of your new color while black parts
621 don't change very much.
626 The goal of hardware coloring is to simplify the creation of
627 colorful nodes. If your textures use the same pattern, and they only
628 differ in their color (like colored wool blocks), you can use hardware
629 coloring instead of creating and managing many texture files.
630 All of these methods use color multiplication (so a white-black texture
631 with red coloring will result in red-black color).
635 This method is useful if you wish to create nodes/items with
636 the same texture, in different colors, each in a new node/item definition.
640 When you register an item or node, set its `color` field (which accepts a
641 `ColorSpec`) to the desired color.
643 An `ItemStack`'s static color can be overwritten by the `color` metadata
644 field. If you set that field to a `ColorString`, that color will be used.
648 Each tile may have an individual static color, which overwrites every
649 other coloring method. To disable the coloring of a face,
650 set its color to white (because multiplying with white does nothing).
651 You can set the `color` property of the tiles in the node's definition
652 if the tile is in table format.
656 For nodes and items which can have many colors, a palette is more
657 suitable. A palette is a texture, which can contain up to 256 pixels.
658 Each pixel is one possible color for the node/item.
659 You can register one node/item, which can have up to 256 colors.
661 #### Palette indexing
663 When using palettes, you always provide a pixel index for the given
664 node or `ItemStack`. The palette is read from left to right and from
665 top to bottom. If the palette has less than 256 pixels, then it is
666 stretched to contain exactly 256 pixels (after arranging the pixels
667 to one line). The indexing starts from 0.
671 * 16x16 palette, index = 0: the top left corner
672 * 16x16 palette, index = 4: the fifth pixel in the first row
673 * 16x16 palette, index = 16: the pixel below the top left corner
674 * 16x16 palette, index = 255: the bottom right corner
675 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
676 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
677 to ensure the total 256 pixels.
678 * 2x4 palette, index = 32: the top right corner
679 * 2x4 palette, index = 63: the top right corner
680 * 2x4 palette, index = 64: the pixel below the top left corner
682 #### Using palettes with items
684 When registering an item, set the item definition's `palette` field to
685 a texture. You can also use texture modifiers.
687 The `ItemStack`'s color depends on the `palette_index` field of the
688 stack's metadata. `palette_index` is an integer, which specifies the
689 index of the pixel to use.
691 #### Linking palettes with nodes
693 When registering a node, set the item definition's `palette` field to
694 a texture. You can also use texture modifiers.
695 The node's color depends on its `param2`, so you also must set an
696 appropriate `paramtype2`:
698 * `paramtype2 = "color"` for nodes which use their full `param2` for
699 palette indexing. These nodes can have 256 different colors.
700 The palette should contain 256 pixels.
701 * `paramtype2 = "colorwallmounted"` for nodes which use the first
702 five bits (most significant) of `param2` for palette indexing.
703 The remaining three bits are describing rotation, as in `wallmounted`
704 paramtype2. Division by 8 yields the palette index (without stretching the
705 palette). These nodes can have 32 different colors, and the palette
706 should contain 32 pixels.
708 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
709 pixel will be picked from the palette.
710 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
711 pixel will be picked from the palette.
712 * `paramtype2 = "colorfacedir"` for nodes which use the first
713 three bits of `param2` for palette indexing. The remaining
714 five bits are describing rotation, as in `facedir` paramtype2.
715 Division by 32 yields the palette index (without stretching the
716 palette). These nodes can have 8 different colors, and the
717 palette should contain 8 pixels.
719 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
720 first (= 0 + 1) pixel will be picked from the palette.
721 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
722 second (= 1 + 1) pixel will be picked from the palette.
724 To colorize a node on the map, set its `param2` value (according
725 to the node's paramtype2).
727 ### Conversion between nodes in the inventory and on the map
729 Static coloring is the same for both cases, there is no need
732 If the `ItemStack`'s metadata contains the `color` field, it will be
733 lost on placement, because nodes on the map can only use palettes.
735 If the `ItemStack`'s metadata contains the `palette_index` field, it is
736 automatically transferred between node and item forms by the engine,
737 when a player digs or places a colored node.
738 You can disable this feature by setting the `drop` field of the node
739 to itself (without metadata).
740 To transfer the color to a special drop, you need a drop table.
744 minetest.register_node("mod:stone", {
745 description = "Stone",
746 tiles = {"default_stone.png"},
747 paramtype2 = "color",
748 palette = "palette.png",
751 -- assume that mod:cobblestone also has the same palette
752 {items = {"mod:cobblestone"}, inherit_color = true },
757 ### Colored items in craft recipes
759 Craft recipes only support item strings, but fortunately item strings
760 can also contain metadata. Example craft recipe registration:
762 minetest.register_craft({
763 output = minetest.itemstring_with_palette("wool:block", 3),
771 To set the `color` field, you can use `minetest.itemstring_with_color`.
773 Metadata field filtering in the `recipe` field are not supported yet,
774 so the craft output is independent of the color of the ingredients.
779 Sometimes hardware coloring is not enough, because it affects the
780 whole tile. Soft texture overlays were added to Minetest to allow
781 the dynamic coloring of only specific parts of the node's texture.
782 For example a grass block may have colored grass, while keeping the
785 These overlays are 'soft', because unlike texture modifiers, the layers
786 are not merged in the memory, but they are simply drawn on top of each
787 other. This allows different hardware coloring, but also means that
788 tiles with overlays are drawn slower. Using too much overlays might
791 For inventory and wield images you can specify overlays which
792 hardware coloring does not modify. You have to set `inventory_overlay`
793 and `wield_overlay` fields to an image name.
795 To define a node overlay, simply set the `overlay_tiles` field of the node
796 definition. These tiles are defined in the same way as plain tiles:
797 they can have a texture name, color etc.
798 To skip one face, set that overlay tile to an empty string.
800 Example (colored grass block):
802 minetest.register_node("default:dirt_with_grass", {
803 description = "Dirt with Grass",
804 -- Regular tiles, as usual
805 -- The dirt tile disables palette coloring
806 tiles = {{name = "default_grass.png"},
807 {name = "default_dirt.png", color = "white"}},
808 -- Overlay tiles: define them in the same style
809 -- The top and bottom tile does not have overlay
810 overlay_tiles = {"", "",
811 {name = "default_grass_side.png"}},
812 -- Global color, used in inventory
814 -- Palette in the world
815 paramtype2 = "color",
816 palette = "default_foilage.png",
825 Only Ogg Vorbis files are supported.
827 For positional playing of sounds, only single-channel (mono) files are
828 supported. Otherwise OpenAL will play them non-positionally.
830 Mods should generally prefix their sounds with `modname_`, e.g. given
831 the mod name "`foomod`", a sound could be called:
835 Sounds are referred to by their name with a dot, a single digit and the
836 file extension stripped out. When a sound is played, the actual sound file
837 is chosen randomly from the matching sounds.
839 When playing the sound `foomod_foosound`, the sound is chosen randomly
840 from the available ones of the following files:
842 * `foomod_foosound.ogg`
843 * `foomod_foosound.0.ogg`
844 * `foomod_foosound.1.ogg`
846 * `foomod_foosound.9.ogg`
848 Examples of sound parameter tables:
850 -- Play locationless on all clients
852 gain = 1.0, -- default
853 fade = 0.0, -- default, change to a value > 0 to fade the sound in
854 pitch = 1.0, -- default
856 -- Play locationless to one player
859 gain = 1.0, -- default
860 fade = 0.0, -- default, change to a value > 0 to fade the sound in
861 pitch = 1.0, -- default
863 -- Play locationless to one player, looped
866 gain = 1.0, -- default
869 -- Play at a location
871 pos = {x = 1, y = 2, z = 3},
872 gain = 1.0, -- default
873 max_hear_distance = 32, -- default, uses an euclidean metric
875 -- Play connected to an object, looped
877 object = <an ObjectRef>,
878 gain = 1.0, -- default
879 max_hear_distance = 32, -- default, uses an euclidean metric
882 -- Play at a location, heard by anyone *but* the given player
884 pos = {x = 32, y = 0, z = 100},
885 max_hear_distance = 40,
886 exclude_player = name,
889 Looped sounds must either be connected to an object or played locationless to
890 one player using `to_player = name`.
892 A positional sound will only be heard by players that are within
893 `max_hear_distance` of the sound position, at the start of the sound.
895 `exclude_player = name` can be applied to locationless, positional and object-
896 bound sounds to exclude a single player from hearing them.
901 Specifies a sound name, gain (=volume) and pitch.
902 This is either a string or a table.
904 In string form, you just specify the sound name or
905 the empty string for no sound.
907 Table form has the following fields:
910 * `gain`: Volume (`1.0` = 100%)
911 * `pitch`: Pitch (`1.0` = 100%)
913 `gain` and `pitch` are optional and default to `1.0`.
919 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
920 * `{name = "default_place_node"}`: Same as above
921 * `{name = "default_place_node", gain = 0.5}`: 50% volume
922 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
927 These sound files are played back by the engine if provided.
929 * `player_damage`: Played when the local player takes damage (gain = 0.5)
930 * `player_falling_damage`: Played when the local player takes
931 damage by falling (gain = 0.5)
932 * `player_jump`: Played when the local player jumps
933 * `default_dig_<groupname>`: Default node digging sound
934 (see node sound definition for details)
936 Registered definitions
937 ======================
939 Anything added using certain [Registration functions] gets added to one or more
940 of the global [Registered definition tables].
942 Note that in some cases you will stumble upon things that are not contained
943 in these tables (e.g. when a mod has been removed). Always check for
944 existence before trying to access the fields.
948 All nodes register with `minetest.register_node` get added to the table
949 `minetest.registered_nodes`.
951 If you want to check the drawtype of a node, you could do:
953 local function get_nodedef_field(nodename, fieldname)
954 if not minetest.registered_nodes[nodename] then
957 return minetest.registered_nodes[nodename][fieldname]
959 local drawtype = get_nodedef_field(nodename, "drawtype")
967 Nodes are the bulk data of the world: cubes and other things that take the
968 space of a cube. Huge amounts of them are handled efficiently, but they
971 The definition of a node is stored and can be accessed by using
973 minetest.registered_nodes[node.name]
975 See [Registered definitions].
977 Nodes are passed by value between Lua and the engine.
978 They are represented by a table:
980 {name="name", param1=num, param2=num}
982 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
983 them for certain automated functions. If you don't use these functions, you can
984 use them to store arbitrary values.
989 The functions of `param1` and `param2` are determined by certain fields in the
992 The function of `param1` is determined by `paramtype` in node definition.
993 `param1` is reserved for the engine when `paramtype != "none"`.
995 * `paramtype = "light"`
996 * The value stores light with and without sun in its upper and lower 4 bits
998 * Required by a light source node to enable spreading its light.
999 * Required by the following drawtypes as they determine their visual
1000 brightness from their internal light value:
1010 * `paramtype = "none"`
1011 * `param1` will not be used by the engine and can be used to store
1014 The function of `param2` is determined by `paramtype2` in node definition.
1015 `param2` is reserved for the engine when `paramtype2 != "none"`.
1017 * `paramtype2 = "flowingliquid"`
1018 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1019 * The liquid level and a flag of the liquid are stored in `param2`
1020 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1021 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1022 to access/manipulate the content of this field
1023 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1024 * `paramtype2 = "wallmounted"`
1025 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1026 "plantlike_rooted", "normal", "nodebox", "mesh"
1027 * The rotation of the node is stored in `param2`
1028 * You can make this value by using `minetest.dir_to_wallmounted()`
1029 * Values range 0 - 5
1030 * The value denotes at which direction the node is "mounted":
1031 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1032 * `paramtype2 = "facedir"`
1033 * Supported drawtypes: "normal", "nodebox", "mesh"
1034 * The rotation of the node is stored in `param2`. Furnaces and chests are
1035 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1036 * Values range 0 - 23
1037 * facedir / 4 = axis direction:
1038 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1039 * facedir modulo 4 = rotation around that axis
1040 * `paramtype2 = "leveled"`
1041 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1043 * The level of the top face of the nodebox is stored in `param2`.
1044 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1046 * The nodebox height is (`param2` / 64) nodes.
1047 * The maximum accepted value of `param2` is 127.
1049 * The height of the 'plantlike' section is stored in `param2`.
1050 * The height is (`param2` / 16) nodes.
1051 * `paramtype2 = "degrotate"`
1052 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1054 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1055 get the actual rotation in degrees of the node.
1056 * `paramtype2 = "meshoptions"`
1057 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1058 optional modifiers of the "plant". `param2` is a bitfield.
1059 * Bits 0 to 2 select the shape.
1060 Use only one of the values below:
1061 * 0 = a "x" shaped plant (ordinary plant)
1062 * 1 = a "+" shaped plant (just rotated 45 degrees)
1063 * 2 = a "*" shaped plant with 3 faces instead of 2
1064 * 3 = a "#" shaped plant with 4 faces instead of 2
1065 * 4 = a "#" shaped plant with 4 faces that lean outwards
1066 * 5-7 are unused and reserved for future meshes.
1067 * Bits 3 to 7 are used to enable any number of optional modifiers.
1068 Just add the corresponding value(s) below to `param2`:
1069 * 8 - Makes the plant slightly vary placement horizontally
1070 * 16 - Makes the plant mesh 1.4x larger
1071 * 32 - Moves each face randomly a small bit down (1/8 max)
1072 * values 64 and 128 (bits 6-7) are reserved for future use.
1073 * Example: `param2 = 0` selects a normal "x" shaped plant
1074 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1075 * `paramtype2 = "color"`
1076 * `param2` tells which color is picked from the palette.
1077 The palette should have 256 pixels.
1078 * `paramtype2 = "colorfacedir"`
1079 * Same as `facedir`, but with colors.
1080 * The first three bits of `param2` tells which color is picked from the
1081 palette. The palette should have 8 pixels.
1082 * `paramtype2 = "colorwallmounted"`
1083 * Same as `wallmounted`, but with colors.
1084 * The first five bits of `param2` tells which color is picked from the
1085 palette. The palette should have 32 pixels.
1086 * `paramtype2 = "glasslikeliquidlevel"`
1087 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1088 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1089 "Connected Glass" setting is enabled.
1090 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1092 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1093 both of these values may be added to `param2`:
1094 * 64 - Makes the node not connect with neighbors above or below it.
1095 * 128 - Makes the node not connect with neighbors to its sides.
1096 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1097 * `paramtype2 = "colordegrotate"`
1098 * Same as `degrotate`, but with colors.
1099 * The first (most-significant) three bits of `param2` tells which color
1100 is picked from the palette. The palette should have 8 pixels.
1101 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1102 * `paramtype2 = "none"`
1103 * `param2` will not be used by the engine and can be used to store
1106 Nodes can also contain extra data. See [Node Metadata].
1111 There are a bunch of different looking node types.
1113 Look for examples in `games/devtest` or `games/minetest_game`.
1116 * A node-sized cube.
1118 * Invisible, uses no texture.
1120 * The cubic source node for a liquid.
1121 * Faces bordering to the same node are never rendered.
1122 * Connects to node specified in `liquid_alternative_flowing`.
1123 * Use `backface_culling = false` for the tiles you want to make
1124 visible when inside the node.
1126 * The flowing version of a liquid, appears with various heights and slopes.
1127 * Faces bordering to the same node are never rendered.
1128 * Connects to node specified in `liquid_alternative_source`.
1129 * Node textures are defined with `special_tiles` where the first tile
1130 is for the top and bottom faces and the second tile is for the side
1132 * `tiles` is used for the item/inventory/wield image rendering.
1133 * Use `backface_culling = false` for the special tiles you want to make
1134 visible when inside the node
1136 * Often used for partially-transparent nodes.
1137 * Only external sides of textures are visible.
1138 * `glasslike_framed`
1139 * All face-connected nodes are drawn as one volume within a surrounding
1141 * The frame appearance is generated from the edges of the first texture
1142 specified in `tiles`. The width of the edges used are 1/16th of texture
1143 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1144 * The glass 'shine' (or other desired detail) on each node face is supplied
1145 by the second texture specified in `tiles`.
1146 * `glasslike_framed_optional`
1147 * This switches between the above 2 drawtypes according to the menu setting
1150 * Often used for partially-transparent nodes.
1151 * External and internal sides of textures are visible.
1152 * `allfaces_optional`
1153 * Often used for leaves nodes.
1154 * This switches between `normal`, `glasslike` and `allfaces` according to
1155 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1156 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1157 is used instead, if present. This allows a visually thicker texture to be
1158 used to compensate for how `glasslike` reduces visual thickness.
1160 * A single vertical texture.
1161 * If `paramtype2="[color]wallmounted":
1162 * If placed on top of a node, uses the first texture specified in `tiles`.
1163 * If placed against the underside of a node, uses the second texture
1164 specified in `tiles`.
1165 * If placed on the side of a node, uses the third texture specified in
1166 `tiles` and is perpendicular to that node.
1167 * If `paramtype2="none"`:
1168 * Will be rendered as if placed on top of a node (see
1169 above) and only the first texture is used.
1171 * A single texture parallel to, and mounted against, the top, underside or
1173 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1174 * If `paramtype2="none"`, it will always be on the floor.
1176 * Two vertical and diagonal textures at right-angles to each other.
1177 * See `paramtype2 = "meshoptions"` above for other options.
1179 * When above a flat surface, appears as 6 textures, the central 2 as
1180 `plantlike` plus 4 more surrounding those.
1181 * If not above a surface the central 2 do not appear, but the texture
1182 appears against the faces of surrounding nodes if they are present.
1184 * A 3D model suitable for a wooden fence.
1185 * One placed node appears as a single vertical post.
1186 * Adjacently-placed nodes cause horizontal bars to appear between them.
1188 * Often used for tracks for mining carts.
1189 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1190 curved, t-junction, crossing.
1191 * Each placed node automatically switches to a suitable rotated texture
1192 determined by the adjacent `raillike` nodes, in order to create a
1193 continuous track network.
1194 * Becomes a sloping node if placed against stepped nodes.
1196 * Often used for stairs and slabs.
1197 * Allows defining nodes consisting of an arbitrary number of boxes.
1198 * See [Node boxes] below for more information.
1200 * Uses models for nodes.
1201 * Tiles should hold model materials textures.
1202 * Only static meshes are implemented.
1203 * For supported model formats see Irrlicht engine documentation.
1204 * `plantlike_rooted`
1205 * Enables underwater `plantlike` without air bubbles around the nodes.
1206 * Consists of a base cube at the co-ordinates of the node plus a
1207 `plantlike` extension above
1208 * If `paramtype2="leveled", the `plantlike` extension has a height
1209 of `param2 / 16` nodes, otherwise it's the height of 1 node
1210 * If `paramtype2="wallmounted"`, the `plantlike` extension
1211 will be at one of the corresponding 6 sides of the base cube.
1212 Also, the base cube rotates like a `normal` cube would
1213 * The `plantlike` extension visually passes through any nodes above the
1214 base cube without affecting them.
1215 * The base cube texture tiles are defined as normal, the `plantlike`
1216 extension uses the defined special tile, for example:
1217 `special_tiles = {{name = "default_papyrus.png"}},`
1219 `*_optional` drawtypes need less rendering time if deactivated
1220 (always client-side).
1225 Node selection boxes are defined using "node boxes".
1227 A nodebox is defined as any of:
1230 -- A normal cube; the default in most things
1234 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1236 fixed = box OR {box1, box2, ...}
1239 -- A variable height box (or boxes) with the top face position defined
1240 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1242 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1244 fixed = box OR {box1, box2, ...}
1247 -- A box like the selection box for torches
1248 -- (wallmounted param2 is used, if applicable)
1249 type = "wallmounted",
1255 -- A node that has optional boxes depending on neighbouring nodes'
1256 -- presence and type. See also `connects_to`.
1258 fixed = box OR {box1, box2, ...}
1259 connect_top = box OR {box1, box2, ...}
1260 connect_bottom = box OR {box1, box2, ...}
1261 connect_front = box OR {box1, box2, ...}
1262 connect_left = box OR {box1, box2, ...}
1263 connect_back = box OR {box1, box2, ...}
1264 connect_right = box OR {box1, box2, ...}
1265 -- The following `disconnected_*` boxes are the opposites of the
1266 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1267 -- on the respective side, the corresponding disconnected box is drawn.
1268 disconnected_top = box OR {box1, box2, ...}
1269 disconnected_bottom = box OR {box1, box2, ...}
1270 disconnected_front = box OR {box1, box2, ...}
1271 disconnected_left = box OR {box1, box2, ...}
1272 disconnected_back = box OR {box1, box2, ...}
1273 disconnected_right = box OR {box1, box2, ...}
1274 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1275 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1276 -- neighbours to the sides
1279 A `box` is defined as:
1281 {x1, y1, z1, x2, y2, z2}
1283 A box of a regular node would look like:
1285 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1287 To avoid collision issues, keep each value within the range of +/- 1.45.
1288 This also applies to leveled nodeboxes, where the final height shall not
1289 exceed this soft limit.
1293 Map terminology and coordinates
1294 ===============================
1296 Nodes, mapblocks, mapchunks
1297 ---------------------------
1299 A 'node' is the fundamental cubic unit of a world and appears to a player as
1300 roughly 1x1x1 meters in size.
1302 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1303 fundamental region of a world that is stored in the world database, sent to
1304 clients and handled by many parts of the engine.
1305 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1306 'node', however 'block' often appears in the API.
1308 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1309 (80x80x80 nodes) and is the volume of world generated in one operation by
1311 The size in mapblocks has been chosen to optimise map generation.
1316 ### Orientation of axes
1318 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1320 ### Node coordinates
1322 Almost all positions used in the API use node coordinates.
1324 ### Mapblock coordinates
1326 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1327 specify a particular mapblock.
1328 For example blockpos (0,0,0) specifies the mapblock that extends from
1329 node position (0,0,0) to node position (15,15,15).
1331 #### Converting node position to the containing blockpos
1333 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1336 * blockpos = math.floor(nodepos / 16)
1338 #### Converting blockpos to min/max node positions
1340 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1344 nodepos = blockpos * 16
1346 nodepos = blockpos * 16 + 15
1357 The position field is used for all element types.
1359 To account for differing resolutions, the position coordinates are the
1360 percentage of the screen, ranging in value from `0` to `1`.
1362 The name field is not yet used, but should contain a description of what the
1363 HUD element represents.
1365 The `direction` field is the direction in which something is drawn.
1366 `0` draws from left to right, `1` draws from right to left, `2` draws from
1367 top to bottom, and `3` draws from bottom to top.
1369 The `alignment` field specifies how the item will be aligned. It is a table
1370 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1371 moved to the left/up, and `1` is to the right/down. Fractional values can be
1374 The `offset` field specifies a pixel offset from the position. Contrary to
1375 position, the offset is not scaled to screen size. This allows for some
1376 precisely positioned items in the HUD.
1378 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1381 The `z_index` field specifies the order of HUD elements from back to front.
1382 Lower z-index elements are displayed behind higher z-index elements. Elements
1383 with same z-index are displayed in an arbitrary order. Default 0.
1384 Supports negative values. By convention, the following values are recommended:
1386 * -400: Graphical effects, such as vignette
1387 * -300: Name tags, waypoints
1389 * -100: Things that block the player's view, e.g. masks
1390 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1391 minimap, builtin statbars, etc.
1392 * 100: Temporary text messages or notification icons
1393 * 1000: Full-screen effects such as full-black screen or credits.
1394 This includes effects that cover the entire screen
1395 * Other: If your HUD element doesn't fit into any category, pick a number
1396 between the suggested values
1400 Below are the specific uses for fields in each type; fields not listed for that
1405 Displays an image on the HUD.
1407 * `scale`: The scale of the image, with 1 being the original texture size.
1408 Only the X coordinate scale is used (positive values).
1409 Negative values represent that percentage of the screen it
1410 should take; e.g. `x=-100` means 100% (width).
1411 * `text`: The name of the texture that is displayed.
1412 * `alignment`: The alignment of the image.
1413 * `offset`: offset in pixels from position.
1417 Displays text on the HUD.
1419 * `scale`: Defines the bounding rectangle of the text.
1420 A value such as `{x=100, y=100}` should work.
1421 * `text`: The text to be displayed in the HUD element.
1422 * `number`: An integer containing the RGB value of the color used to draw the
1423 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1424 * `alignment`: The alignment of the text.
1425 * `offset`: offset in pixels from position.
1426 * `size`: size of the text.
1427 The player-set font size is multiplied by size.x (y value isn't used).
1431 Displays a horizontal bar made up of half-images with an optional background.
1433 * `text`: The name of the texture to use.
1434 * `text2`: Optional texture name to enable a background / "off state"
1435 texture (useful to visualize the maximal value). Both textures
1436 must have the same size.
1437 * `number`: The number of half-textures that are displayed.
1438 If odd, will end with a vertically center-split texture.
1439 * `item`: Same as `number` but for the "off state" texture
1440 * `direction`: To which direction the images will extend to
1441 * `offset`: offset in pixels from position.
1442 * `size`: If used, will force full-image size to this value (override texture
1447 * `text`: The name of the inventory list to be displayed.
1448 * `number`: Number of items in the inventory to be displayed.
1449 * `item`: Position of item that is selected.
1451 * `offset`: offset in pixels from position.
1455 Displays distance to selected world position.
1457 * `name`: The name of the waypoint.
1458 * `text`: Distance suffix. Can be blank.
1459 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1460 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1461 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1462 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1463 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1464 `precision = n` will show multiples of `1/n`
1465 * `number:` An integer containing the RGB value of the color used to draw the
1467 * `world_pos`: World position of the waypoint.
1468 * `offset`: offset in pixels from position.
1469 * `alignment`: The alignment of the waypoint.
1471 ### `image_waypoint`
1473 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1475 * `scale`: The scale of the image, with 1 being the original texture size.
1476 Only the X coordinate scale is used (positive values).
1477 Negative values represent that percentage of the screen it
1478 should take; e.g. `x=-100` means 100% (width).
1479 * `text`: The name of the texture that is displayed.
1480 * `alignment`: The alignment of the image.
1481 * `world_pos`: World position of the waypoint.
1482 * `offset`: offset in pixels from position.
1486 Displays an image oriented or translated according to current heading direction.
1488 * `size`: The size of this element. Negative values represent percentage
1489 of the screen; e.g. `x=-100` means 100% (width).
1490 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1491 * `text`: The name of the texture to use.
1492 * `alignment`: The alignment of the image.
1493 * `offset`: Offset in pixels from position.
1494 * `dir`: How the image is rotated/translated:
1495 * 0 - Rotate as heading direction
1496 * 1 - Rotate in reverse direction
1497 * 2 - Translate as landscape direction
1498 * 3 - Translate in reverse direction
1500 If translation is chosen, texture is repeated horizontally to fill the whole element.
1504 Displays a minimap on the HUD.
1506 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1508 * `alignment`: The alignment of the minimap.
1509 * `offset`: offset in pixels from position.
1511 Representations of simple things
1512 ================================
1517 {x=num, y=num, z=num}
1519 Note: it is highly recommended to construct a vector using the helper function:
1520 vector.new(num, num, num)
1522 For helper functions see [Spatial Vectors].
1527 * `{type="nothing"}`
1528 * `{type="node", under=pos, above=pos}`
1529 * Indicates a pointed node selection box.
1530 * `under` refers to the node position behind the pointed face.
1531 * `above` refers to the node position in front of the pointed face.
1532 * `{type="object", ref=ObjectRef}`
1534 Exact pointing location (currently only `Raycast` supports these fields):
1536 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1537 point on the selection box which is pointed at. May be in the selection box
1538 if the pointer is in the box too.
1539 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1541 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1542 selected selection box. This specifies which face is pointed at.
1543 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1549 Flag Specifier Format
1550 =====================
1552 Flags using the standardized flag specifier format can be specified in either
1553 of two ways, by string or table.
1555 The string format is a comma-delimited set of flag names; whitespace and
1556 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1557 flag, and specifying a flag prefixed by the string `"no"` explicitly
1558 clears the flag from whatever the default may be.
1560 In addition to the standard string flag format, the schematic flags field can
1561 also be a table of flag names to boolean values representing whether or not the
1562 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1563 is present, mapped to a boolean of any value, the specified flag is unset.
1565 E.g. A flag field of value
1567 {place_center_x = true, place_center_y=false, place_center_z=true}
1571 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1573 which is equivalent to
1575 "place_center_x, noplace_center_y, place_center_z"
1579 "place_center_x, place_center_z"
1581 since, by default, no schematic attributes are set.
1589 Items are things that can be held by players, dropped in the map and
1590 stored in inventories.
1591 Items come in the form of item stacks, which are collections of equal
1592 items that occupy a single inventory slot.
1597 There are three kinds of items: nodes, tools and craftitems.
1599 * Node: Placeable item form of a node in the world's voxel grid
1600 * Tool: Has a changable wear property but cannot be stacked
1601 * Craftitem: Has no special properties
1603 Every registered node (the voxel in the world) has a corresponding
1604 item form (the thing in your inventory) that comes along with it.
1605 This item form can be placed which will create a node in the
1607 Both the 'actual' node and its item form share the same identifier.
1608 For all practical purposes, you can treat the node and its item form
1609 interchangeably. We usually just say 'node' to the item form of
1612 Note the definition of tools is purely technical. The only really
1613 unique thing about tools is their wear, and that's basically it.
1614 Beyond that, you can't make any gameplay-relevant assumptions
1615 about tools or non-tools. It is perfectly valid to register something
1616 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1618 Craftitems can be used for items that neither need to be a node
1624 All item stacks have an amount between 0 and 65535. It is 1 by
1625 default. Tool item stacks can not have an amount greater than 1.
1627 Tools use a wear (damage) value ranging from 0 to 65535. The
1628 value 0 is the default and is used for unworn tools. The values
1629 1 to 65535 are used for worn tools, where a higher value stands for
1630 a higher wear. Non-tools technically also have a wear property,
1631 but it is always 0. There is also a special 'toolrepair' crafting
1632 recipe that is only available to tools.
1637 Items and item stacks can exist in three formats: Serializes, table format
1640 When an item must be passed to a function, it can usually be in any of
1645 This is called "stackstring" or "itemstring". It is a simple string with
1646 1-3 components: the full item identifier, an optional amount and an optional
1649 <identifier> [<amount>[ <wear>]]
1653 * `'default:apple'`: 1 apple
1654 * `'default:dirt 5'`: 5 dirt
1655 * `'default:pick_stone'`: a new stone pickaxe
1656 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1664 {name="default:dirt", count=5, wear=0, metadata=""}
1666 A wooden pick about 1/3 worn out:
1668 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1672 {name="default:apple", count=1, wear=0, metadata=""}
1676 A native C++ format with many helper methods. Useful for converting
1677 between formats. See the [Class reference] section for details.
1685 In a number of places, there is a group table. Groups define the
1686 properties of a thing (item, node, armor of entity, tool capabilities)
1687 in such a way that the engine and other mods can can interact with
1688 the thing without actually knowing what the thing is.
1693 Groups are stored in a table, having the group names with keys and the
1694 group ratings as values. Group ratings are integer values within the
1695 range [-32767, 32767]. For example:
1698 groups = {crumbly=3, soil=1}
1700 -- A more special dirt-kind of thing
1701 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1703 Groups always have a rating associated with them. If there is no
1704 useful meaning for a rating for an enabled group, it shall be `1`.
1706 When not defined, the rating of a group defaults to `0`. Thus when you
1707 read groups, you must interpret `nil` and `0` as the same value, `0`.
1709 You can read the rating of a group for an item or a node by using
1711 minetest.get_item_group(itemname, groupname)
1716 Groups of items can define what kind of an item it is (e.g. wool).
1721 In addition to the general item things, groups are used to define whether
1722 a node is destroyable and how long it takes to destroy by a tool.
1727 For entities, groups are, as of now, used only for calculating damage.
1728 The rating is the percentage of damage caused by items with this damage group.
1729 See [Entity damage mechanism].
1731 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1732 object.set_armor_groups({fleshy=30, cracky=80})
1734 Groups of tool capabilities
1735 ---------------------------
1737 Groups in tool capabilities define which groups of nodes and entities they
1738 are effective towards.
1740 Groups in crafting recipes
1741 --------------------------
1743 An example: Make meat soup from any meat, any water and any bowl:
1746 output = 'food:meat_soup_raw',
1752 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1755 Another example: Make red wool from white wool and red dye:
1759 output = 'wool:red',
1760 recipe = {'wool:white', 'group:dye,basecolor_red'},
1766 The asterisk `(*)` after a group name describes that there is no engine
1767 functionality bound to it, and implementation is left up as a suggestion
1770 ### Node and item groups
1772 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1773 that the item should be hidden in item lists.
1776 ### Node-only groups
1778 * `attached_node`: if the node under it is not a walkable block the node will be
1779 dropped as an item. If the node is wallmounted the wallmounted direction is
1781 * `bouncy`: value is bounce speed in percent
1782 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1783 connect to each other
1784 * `dig_immediate`: Player can always pick up node without reducing tool wear
1785 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1786 * `3`: the node always gets the digging time 0 seconds (torch)
1787 * `disable_jump`: Player (and possibly other things) cannot jump from node
1788 or if their feet are in the node. Note: not supported for `new_move = false`
1789 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1790 the top of this node. There's also an armor group with the same name.
1791 The final player damage is determined by the following formula:
1794 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1795 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1796 - (14) -- constant tolerance
1797 Negative damage values are discarded as no damage.
1798 * `falling_node`: if there is no walkable block under the node it will fall
1799 * `float`: the node will not fall through liquids
1800 * `level`: Can be used to give an additional sense of progression in the game.
1801 * A larger level will cause e.g. a weapon of a lower level make much less
1802 damage, and get worn out much faster, or not be able to get drops
1803 from destroyed nodes.
1804 * `0` is something that is directly accessible at the start of gameplay
1805 * There is no upper limit
1806 * See also: `leveldiff` in [Tool Capabilities]
1807 * `slippery`: Players and items will slide on the node.
1808 Slipperiness rises steadily with `slippery` value, starting at 1.
1811 ### Tool-only groups
1813 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1814 `"toolrepair"` crafting recipe
1817 ### `ObjectRef` armor groups
1819 * `immortal`: Skips all damage and breath handling for an object. This group
1820 will also hide the integrated HUD status bars for players. It is
1821 automatically set to all players when damage is disabled on the server and
1822 cannot be reset (subject to change).
1823 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1824 when they hit the ground. It is analog to the node group with the same
1825 name. See the node group above for the exact calculation.
1826 * `punch_operable`: For entities; disables the regular damage mechanism for
1827 players punching it by hand or a non-tool item, so that it can do something
1828 else than take damage.
1832 Known damage and digging time defining groups
1833 ---------------------------------------------
1835 * `crumbly`: dirt, sand
1836 * `cracky`: tough but crackable stuff like stone.
1837 * `snappy`: something that can be cut using things like scissors, shears,
1838 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1839 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1840 * `fleshy`: Living things like animals and the player. This could imply
1841 some blood effects when hitting.
1842 * `explody`: Especially prone to explosions
1843 * `oddly_breakable_by_hand`:
1844 Can be added to nodes that shouldn't logically be breakable by the
1845 hand but are. Somewhat similar to `dig_immediate`, but times are more
1846 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1847 digging speed of an item if it can dig at a faster speed than this
1848 suggests for the hand.
1850 Examples of custom groups
1851 -------------------------
1853 Item groups are often used for defining, well, _groups of items_.
1855 * `meat`: any meat-kind of a thing (rating might define the size or healing
1856 ability or be irrelevant -- it is not defined as of yet)
1857 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1859 * `flammable`: can be set on fire. Rating might define the intensity of the
1860 fire, affecting e.g. the speed of the spreading of an open fire.
1861 * `wool`: any wool (any origin, any color)
1862 * `metal`: any metal
1863 * `weapon`: any weapon
1864 * `heavy`: anything considerably heavy
1866 Digging time calculation specifics
1867 ----------------------------------
1869 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1870 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1871 faster digging time.
1873 The `level` group is used to limit the toughness of nodes an item capable
1874 of digging can dig and to scale the digging times / damage to a greater extent.
1876 **Please do understand this**, otherwise you cannot use the system to it's
1879 Items define their properties by a list of parameters for groups. They
1880 cannot dig other groups; thus it is important to use a standard bunch of
1881 groups to enable interaction with items.
1889 'Tool capabilities' is a property of items that defines two things:
1891 1) Which nodes it can dig and how fast
1892 2) Which objects it can hurt by punching and by how much
1894 Tool capabilities are available for all items, not just tools.
1895 But only tools can receive wear from digging and punching.
1897 Missing or incomplete tool capabilities will default to the
1900 Tool capabilities definition
1901 ----------------------------
1903 Tool capabilities define:
1905 * Full punch interval
1906 * Maximum drop level
1907 * For an arbitrary list of node groups:
1908 * Uses (until the tool breaks)
1909 * Maximum level (usually `0`, `1`, `2` or `3`)
1912 * Punch attack uses (until the tool breaks)
1914 ### Full punch interval
1916 When used as a weapon, the item will do full damage if this time is spent
1917 between punches. If e.g. half the time is spent, the item will do half
1920 ### Maximum drop level
1922 Suggests the maximum level of node, when dug with the item, that will drop
1923 its useful item. (e.g. iron ore to drop a lump of iron).
1925 This is not automated; it is the responsibility of the node definition
1928 ### Uses (tools only)
1930 Determines how many uses the tool has when it is used for digging a node,
1931 of this group, of the maximum level. For lower leveled nodes, the use count
1932 is multiplied by `3^leveldiff`.
1933 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1934 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1936 * `uses=10, leveldiff=0`: actual uses: 10
1937 * `uses=10, leveldiff=1`: actual uses: 30
1938 * `uses=10, leveldiff=2`: actual uses: 90
1940 For non-tools, this has no effect.
1944 Tells what is the maximum level of a node of this group that the item will
1949 List of digging times for different ratings of the group, for nodes of the
1952 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1953 result in the item to be able to dig nodes that have a rating of `2` or `3`
1954 for this group, and unable to dig the rating `1`, which is the toughest.
1955 Unless there is a matching group that enables digging otherwise.
1957 If the result digging time is 0, a delay of 0.15 seconds is added between
1958 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1959 i.e. players can more quickly click the nodes away instead of holding LMB.
1963 List of damage for groups of entities. See [Entity damage mechanism].
1965 ### Punch attack uses (tools only)
1967 Determines how many uses (before breaking) the tool has when dealing damage
1968 to an object, when the full punch interval (see above) was always
1971 Wear received by the tool is proportional to the time spent, scaled by
1972 the full punch interval.
1974 For non-tools, this has no effect.
1976 Example definition of the capabilities of an item
1977 -------------------------------------------------
1979 tool_capabilities = {
1980 full_punch_interval=1.5,
1983 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1985 damage_groups = {fleshy=2},
1988 This makes the item capable of digging nodes that fulfil both of these:
1990 * Have the `crumbly` group
1991 * Have a `level` group less or equal to `2`
1993 Table of resulting digging times:
1995 crumbly 0 1 2 3 4 <- level
1997 1 0.80 1.60 1.60 - -
1998 2 0.60 1.20 1.20 - -
1999 3 0.40 0.80 0.80 - -
2001 level diff: 2 1 0 -1 -2
2003 Table of resulting tool uses:
2012 * At `crumbly==0`, the node is not diggable.
2013 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2014 easy nodes to be quickly breakable.
2015 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2020 Entity damage mechanism
2021 =======================
2026 foreach group in cap.damage_groups:
2027 damage += cap.damage_groups[group]
2028 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2029 * (object.armor_groups[group] / 100.0)
2030 -- Where object.armor_groups[group] is 0 for inexistent values
2033 Client predicts damage based on damage groups. Because of this, it is able to
2034 give an immediate response when an entity is damaged or dies; the response is
2035 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2037 Currently a smoke puff will appear when an entity dies.
2039 The group `immortal` completely disables normal damage.
2041 Entities can define a special armor group, which is `punch_operable`. This
2042 group disables the regular damage mechanism for players punching it by hand or
2043 a non-tool item, so that it can do something else than take damage.
2045 On the Lua side, every punch calls:
2047 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2050 This should never be called directly, because damage is usually not handled by
2053 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2054 accessed unless absolutely required, to encourage interoperability.
2055 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2056 * `tool_capabilities` can be `nil`.
2057 * `direction` is a unit vector, pointing from the source of the punch to
2059 * `damage` damage that will be done to entity
2060 Return value of this function will determine if damage is done by this function
2061 (retval true) or shall be done by engine (retval false)
2063 To punch an entity/object in Lua, call:
2065 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2067 * Return value is tool wear.
2068 * Parameters are equal to the above callback.
2069 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2070 will be automatically filled in based on the location of `puncher`.
2081 The instance of a node in the world normally only contains the three values
2082 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2083 It is called "node metadata"; See `NodeMetaRef`.
2085 Node metadata contains two things:
2090 Some of the values in the key-value store are handled specially:
2092 * `formspec`: Defines a right-click inventory menu. See [Formspec].
2093 * `infotext`: Text shown on the screen when the node is pointed at
2097 local meta = minetest.get_meta(pos)
2098 meta:set_string("formspec",
2100 "list[context;main;0,0;8,4;]"..
2101 "list[current_player;main;0,5;8,4;]")
2102 meta:set_string("infotext", "Chest");
2103 local inv = meta:get_inventory()
2104 inv:set_size("main", 8*4)
2105 print(dump(meta:to_table()))
2108 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2109 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2110 [10] = "", [11] = "", [12] = "", [13] = "",
2111 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2112 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2113 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2114 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2118 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2126 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2128 Item metadata only contains a key-value store.
2130 Some of the values in the key-value store are handled specially:
2132 * `description`: Set the item stack's description.
2133 See also: `get_description` in [`ItemStack`]
2134 * `short_description`: Set the item stack's short description.
2135 See also: `get_short_description` in [`ItemStack`]
2136 * `color`: A `ColorString`, which sets the stack's color.
2137 * `palette_index`: If the item has a palette, this is used to get the
2138 current color from the palette.
2142 local meta = stack:get_meta()
2143 meta:set_string("key", "value")
2144 print(dump(meta:to_table()))
2152 Formspec defines a menu. This supports inventories and some of the
2153 typical widgets like buttons, checkboxes, text input fields, etc.
2154 It is a string, with a somewhat strange format.
2156 A formspec is made out of formspec elements, which includes widgets
2157 like buttons but also can be used to set stuff like background color.
2159 Many formspec elements have a `name`, which is a unique identifier which
2160 is used when the server receives user input. You must not use the name
2161 "quit" for formspec elements.
2163 Spaces and newlines can be inserted between the blocks, as is used in the
2166 Position and size units are inventory slots unless the new coordinate system
2167 is enabled. `X` and `Y` position the formspec element relative to the top left
2168 of the menu or container. `W` and `H` are its width and height values.
2170 If the new system is enabled, all elements have unified coordinates for all
2171 elements with no padding or spacing in between. This is highly recommended
2172 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2175 Inventories with a `player:<name>` inventory location are only sent to the
2176 player named `<name>`.
2178 When displaying text which can contain formspec code, e.g. text set by a player,
2179 use `minetest.formspec_escape`.
2180 For coloured text you can use `minetest.colorize`.
2182 Since formspec version 3, elements drawn in the order they are defined. All
2183 background elements are drawn before all other elements.
2185 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2186 reserved to pass key press events to formspec!
2188 **WARNING**: Minetest allows you to add elements to every single formspec instance
2189 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2190 appearing when you don't expect them to, or why things are styled differently
2191 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2199 list[context;main;0,0;8,4;]
2200 list[current_player;main;0,5;8,4;]
2205 list[context;fuel;2,3;1,1;]
2206 list[context;src;2,1;1,1;]
2207 list[context;dst;5,1;2,2;]
2208 list[current_player;main;0,5;8,4;]
2210 ### Minecraft-like player inventory
2213 image[1,0.6;1,2;player.png]
2214 list[current_player;main;0,3.5;8,4;]
2215 list[current_player;craft;3,0;3,3;]
2216 list[current_player;craftpreview;7,1;1,1;]
2221 * FORMSPEC VERSION 1:
2223 * FORMSPEC VERSION 2:
2224 * Forced real coordinates
2225 * background9[]: 9-slice scaling parameters
2226 * FORMSPEC VERSION 3:
2227 * Formspec elements are drawn in the order of definition
2228 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2229 * box[] and image[] elements enable clipping by default
2230 * new element: scroll_container[]
2231 * FORMSPEC VERSION 4:
2232 * Allow dropdown indexing events
2237 ### `formspec_version[<version>]`
2239 * Set the formspec version to a certain number. If not specified,
2240 version 1 is assumed.
2241 * Must be specified before `size` element.
2242 * Clients older than this version can neither show newer elements nor display
2243 elements with new arguments correctly.
2244 * Available since feature `formspec_version_element`.
2245 * See also: [Version History]
2247 ### `size[<W>,<H>,<fixed_size>]`
2249 * Define the size of the menu in inventory slots
2250 * `fixed_size`: `true`/`false` (optional)
2251 * deprecated: `invsize[<W>,<H>;]`
2253 ### `position[<X>,<Y>]`
2255 * Must be used after `size` element.
2256 * Defines the position on the game window of the formspec's `anchor` point.
2257 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2259 * [0.0, 0.0] sets the position to the top left corner of the game window.
2260 * [1.0, 1.0] sets the position to the bottom right of the game window.
2261 * Defaults to the center of the game window [0.5, 0.5].
2263 ### `anchor[<X>,<Y>]`
2265 * Must be used after both `size` and `position` (if present) elements.
2266 * Defines the location of the anchor point within the formspec.
2267 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2269 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2270 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2271 * Defaults to the center of the formspec [0.5, 0.5].
2273 * `position` and `anchor` elements need suitable values to avoid a formspec
2274 extending off the game window due to particular game window sizes.
2278 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2279 * Disables player:set_formspec_prepend() from applying to this formspec.
2281 ### `real_coordinates[<bool>]`
2283 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2284 * When set to true, all following formspec elements will use the new coordinate system.
2285 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2286 (if present), the form size will use the new coordinate system.
2287 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2288 They must enable it explicitly.
2289 * For information on converting forms to the new coordinate system, see `Migrating
2290 to Real Coordinates`.
2292 ### `container[<X>,<Y>]`
2294 * Start of a container block, moves all physical elements in the container by
2296 * Must have matching `container_end`
2297 * Containers can be nested, in which case the offsets are added
2298 (child containers are relative to parent containers)
2300 ### `container_end[]`
2302 * End of a container, following elements are no longer relative to this
2305 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2307 * Start of a scroll_container block. All contained elements will ...
2308 * take the scroll_container coordinate as position origin,
2309 * be additionally moved by the current value of the scrollbar with the name
2310 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2311 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2312 * `orientation`: possible values are `vertical` and `horizontal`.
2313 * `scroll factor`: optional, defaults to `0.1`.
2314 * Nesting is possible.
2315 * Some elements might work a little different if they are in a scroll_container.
2316 * Note: If you want the scroll_container to actually work, you also need to add a
2317 scrollbar element with the specified name. Furthermore, it is highly recommended
2318 to use a scrollbaroptions element on this scrollbar.
2320 ### `scroll_container_end[]`
2322 * End of a scroll_container, following elements are no longer bound to this
2325 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2327 * Show an inventory list if it has been sent to the client. Nothing will
2328 be shown if the inventory list is of size 0.
2329 * **Note**: With the new coordinate system, the spacing between inventory
2330 slots is one-fourth the size of an inventory slot by default. Also see
2331 [Styling Formspecs] for changing the size of slots and spacing.
2333 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2335 * Show an inventory list if it has been sent to the client. Nothing will
2336 be shown if the inventory list is of size 0.
2337 * **Note**: With the new coordinate system, the spacing between inventory
2338 slots is one-fourth the size of an inventory slot.
2340 ### `listring[<inventory location>;<list name>]`
2342 * Allows to create a ring of inventory lists
2343 * Shift-clicking on items in one element of the ring
2344 will send them to the next inventory list inside the ring
2345 * The first occurrence of an element inside the ring will
2346 determine the inventory where items will be sent to
2350 * Shorthand for doing `listring[<inventory location>;<list name>]`
2351 for the last two inventory lists added by list[...]
2353 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2355 * Sets background color of slots as `ColorString`
2356 * Sets background color of slots on mouse hovering
2358 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2360 * Sets background color of slots as `ColorString`
2361 * Sets background color of slots on mouse hovering
2362 * Sets color of slots border
2364 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2366 * Sets background color of slots as `ColorString`
2367 * Sets background color of slots on mouse hovering
2368 * Sets color of slots border
2369 * Sets default background color of tooltips
2370 * Sets default font color of tooltips
2372 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2374 * Adds tooltip for an element
2375 * `bgcolor` tooltip background color as `ColorString` (optional)
2376 * `fontcolor` tooltip font color as `ColorString` (optional)
2378 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2380 * Adds tooltip for an area. Other tooltips will take priority when present.
2381 * `bgcolor` tooltip background color as `ColorString` (optional)
2382 * `fontcolor` tooltip font color as `ColorString` (optional)
2384 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2388 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2390 * Show an animated image. The image is drawn like a "vertical_frames" tile
2391 animation (See [Tile animation definition]), but uses a frame count/duration
2393 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2394 * `texture name`: The image to use.
2395 * `frame count`: The number of frames animating the image.
2396 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2397 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2399 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2401 * Show a mesh model.
2402 * `name`: Element name that can be used for styling
2403 * `mesh`: The mesh model to use.
2404 * `textures`: The mesh textures to use according to the mesh materials.
2405 Texture names must be separated by commas.
2406 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2407 The axes are euler angles in degrees.
2408 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2409 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2410 * `frame loop range` (Optional): Range of the animation frames.
2411 * Defaults to the full range of all available frames.
2412 * Syntax: `<begin>,<end>`
2413 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2415 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2417 * Show an inventory image of registered item/node
2419 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2421 * Sets background color of formspec.
2422 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2423 of the non-fullscreen and the fullscreen background.
2424 * `fullscreen` (optional) can be one of the following:
2425 * `false`: Only the non-fullscreen background color is drawn. (default)
2426 * `true`: Only the fullscreen background color is drawn.
2427 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2428 * `neither`: No background color is drawn.
2429 * Note: Leave a parameter empty to not modify the value.
2430 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2431 are not bools are only available since formspec version 3.
2433 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2435 * Example for formspec 8x4 in 16x resolution: image shall be sized
2436 8 times 16px times 4 times 16px.
2438 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2440 * Example for formspec 8x4 in 16x resolution:
2441 image shall be sized 8 times 16px times 4 times 16px
2442 * If `auto_clip` is `true`, the background is clipped to the formspec size
2443 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2445 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2447 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2448 * Middle is a rect which defines the middle of the 9-slice.
2449 * `x` - The middle will be x pixels from all sides.
2450 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2451 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2452 will be added to the width and height of the texture, allowing it to be used as the
2453 distance from the far end.
2454 * All numbers in middle are integers.
2455 * Example for formspec 8x4 in 16x resolution:
2456 image shall be sized 8 times 16px times 4 times 16px
2457 * If `auto_clip` is `true`, the background is clipped to the formspec size
2458 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2459 * Available since formspec version 2
2461 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2463 * Textual password style field; will be sent to server when a button is clicked
2464 * When enter is pressed in field, fields.key_enter_field will be sent with the
2466 * With the old coordinate system, fields are a set height, but will be vertically
2467 centred on `H`. With the new coordinate system, `H` will modify the height.
2468 * `name` is the name of the field as returned in fields to `on_receive_fields`
2469 * `label`, if not blank, will be text printed on the top left above the field
2470 * See `field_close_on_enter` to stop enter closing the formspec
2472 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2474 * Textual field; will be sent to server when a button is clicked
2475 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2476 the name of this field.
2477 * With the old coordinate system, fields are a set height, but will be vertically
2478 centred on `H`. With the new coordinate system, `H` will modify the height.
2479 * `name` is the name of the field as returned in fields to `on_receive_fields`
2480 * `label`, if not blank, will be text printed on the top left above the field
2481 * `default` is the default value of the field
2482 * `default` may contain variable references such as `${text}` which
2483 will fill the value from the metadata value `text`
2484 * **Note**: no extra text or more than a single variable is supported ATM.
2485 * See `field_close_on_enter` to stop enter closing the formspec
2487 ### `field[<name>;<label>;<default>]`
2489 * As above, but without position/size units
2490 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2491 the name of this field.
2492 * Special field for creating simple forms, such as sign text input
2493 * Must be used without a `size[]` element
2494 * A "Proceed" button will be added automatically
2495 * See `field_close_on_enter` to stop enter closing the formspec
2497 ### `field_close_on_enter[<name>;<close_on_enter>]`
2499 * <name> is the name of the field
2500 * if <close_on_enter> is false, pressing enter in the field will submit the
2501 form but not close it.
2502 * defaults to true when not specified (ie: no tag for a field)
2504 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2506 * Same as fields above, but with multi-line input
2507 * If the text overflows, a vertical scrollbar is added.
2508 * If the name is empty, the textarea is read-only and
2509 the background is not shown, which corresponds to a multi-line label.
2511 ### `label[<X>,<Y>;<label>]`
2513 * The label formspec element displays the text set in `label`
2514 at the specified position.
2515 * **Note**: If the new coordinate system is enabled, labels are
2516 positioned from the center of the text, not the top.
2517 * The text is displayed directly without automatic line breaking,
2518 so label should not be used for big text chunks. Newlines can be
2519 used to make labels multiline.
2520 * **Note**: With the new coordinate system, newlines are spaced with
2521 half a coordinate. With the old system, newlines are spaced 2/5 of
2524 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2525 * Displays a static formatted text with hyperlinks.
2526 * **Note**: This element is currently unstable and subject to change.
2527 * `x`, `y`, `w` and `h` work as per field
2528 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2529 * `text` is the formatted text using `Markup Language` described below.
2531 ### `vertlabel[<X>,<Y>;<label>]`
2532 * Textual label drawn vertically
2533 * `label` is the text on the label
2534 * **Note**: If the new coordinate system is enabled, vertlabels are
2535 positioned from the center of the text, not the left.
2537 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2539 * Clickable button. When clicked, fields will be sent.
2540 * With the old coordinate system, buttons are a set height, but will be vertically
2541 centred on `H`. With the new coordinate system, `H` will modify the height.
2542 * `label` is the text on the button
2544 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2546 * `texture name` is the filename of an image
2547 * **Note**: Height is supported on both the old and new coordinate systems
2550 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2552 * `texture name` is the filename of an image
2553 * `noclip=true` means the image button doesn't need to be within specified
2555 * `drawborder`: draw button border or not
2556 * `pressed texture name` is the filename of an image on pressed state
2558 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2560 * `item name` is the registered name of an item/node
2561 * The item description will be used as the tooltip. This can be overridden with
2564 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2566 * When clicked, fields will be sent and the form will quit.
2567 * Same as `button` in all other respects.
2569 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2571 * When clicked, fields will be sent and the form will quit.
2572 * Same as `image_button` in all other respects.
2574 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2576 * Scrollable item list showing arbitrary text elements
2577 * `name` fieldname sent to server on doubleclick value is current selected
2579 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2581 * if you want a listelement to start with "#" write "##".
2583 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2585 * Scrollable itemlist showing arbitrary text elements
2586 * `name` fieldname sent to server on doubleclick value is current selected
2588 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2589 * if you want a listelement to start with "#" write "##"
2590 * Index to be selected within textlist
2591 * `true`/`false`: draw transparent background
2592 * See also `minetest.explode_textlist_event`
2593 (main menu: `core.explode_textlist_event`).
2595 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2597 * Show a tab**header** at specific position (ignores formsize)
2598 * `X` and `Y`: position of the tabheader
2599 * *Note*: Width and height are automatically chosen with this syntax
2600 * `name` fieldname data is transferred to Lua
2601 * `caption 1`...: name shown on top of tab
2602 * `current_tab`: index of selected tab 1...
2603 * `transparent` (optional): if true, tabs are semi-transparent
2604 * `draw_border` (optional): if true, draw a thin line at tab base
2606 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2608 * Show a tab**header** at specific position (ignores formsize)
2609 * **Important note**: This syntax for tabheaders can only be used with the
2610 new coordinate system.
2611 * `X` and `Y`: position of the tabheader
2612 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2613 * `name` fieldname data is transferred to Lua
2614 * `caption 1`...: name shown on top of tab
2615 * `current_tab`: index of selected tab 1...
2616 * `transparent` (optional): show transparent
2617 * `draw_border` (optional): draw border
2619 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2621 * Show a tab**header** at specific position (ignores formsize)
2622 * **Important note**: This syntax for tabheaders can only be used with the
2623 new coordinate system.
2624 * `X` and `Y`: position of the tabheader
2625 * `W` and `H`: width and height of the tabheader
2626 * `name` fieldname data is transferred to Lua
2627 * `caption 1`...: name shown on top of tab
2628 * `current_tab`: index of selected tab 1...
2629 * `transparent` (optional): show transparent
2630 * `draw_border` (optional): draw border
2632 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2634 * Simple colored box
2635 * `color` is color specified as a `ColorString`.
2636 If the alpha component is left blank, the box will be semitransparent.
2637 If the color is not specified, the box will use the options specified by
2638 its style. If the color is specified, all styling options will be ignored.
2640 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2642 * Show a dropdown field
2643 * **Important note**: There are two different operation modes:
2644 1. handle directly on change (only changed dropdown is submitted)
2645 2. read the value on pressing a button (all dropdown values are available)
2646 * `X` and `Y`: position of the dropdown
2647 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2648 * Fieldname data is transferred to Lua
2649 * Items to be shown in dropdown
2650 * Index of currently selected dropdown item
2651 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2652 event field value for selected items.
2653 * `true`: Selected item index
2654 * `false` (default): Selected item value
2656 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2658 * Show a dropdown field
2659 * **Important note**: This syntax for dropdowns can only be used with the
2660 new coordinate system.
2661 * **Important note**: There are two different operation modes:
2662 1. handle directly on change (only changed dropdown is submitted)
2663 2. read the value on pressing a button (all dropdown values are available)
2664 * `X` and `Y`: position of the dropdown
2665 * `W` and `H`: width and height of the dropdown
2666 * Fieldname data is transferred to Lua
2667 * Items to be shown in dropdown
2668 * Index of currently selected dropdown item
2669 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2670 event field value for selected items.
2671 * `true`: Selected item index
2672 * `false` (default): Selected item value
2674 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2677 * `name` fieldname data is transferred to Lua
2678 * `label` to be shown left of checkbox
2679 * `selected` (optional): `true`/`false`
2680 * **Note**: If the new coordinate system is enabled, checkboxes are
2681 positioned from the center of the checkbox, not the top.
2683 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2685 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2686 * There are two ways to use it:
2687 1. handle the changed event (only changed scrollbar is available)
2688 2. read the value on pressing a button (all scrollbars are available)
2689 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2690 * Fieldname data is transferred to Lua
2691 * Value of this trackbar is set to (`0`-`1000`) by default
2692 * See also `minetest.explode_scrollbar_event`
2693 (main menu: `core.explode_scrollbar_event`).
2695 ### `scrollbaroptions[opt1;opt2;...]`
2696 * Sets options for all following `scrollbar[]` elements
2698 * Sets scrollbar minimum value, defaults to `0`.
2700 * Sets scrollbar maximum value, defaults to `1000`.
2701 If the max is equal to the min, the scrollbar will be disabled.
2703 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2705 * If this is set to a negative number, the value will be reset to `10`.
2707 * Sets scrollbar step value used by page up and page down.
2708 * If this is set to a negative number, the value will be reset to `100`.
2710 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2711 units the thumb spans out of the range of the scrollbar values.
2712 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2713 would span a tenth of the scrollbar space.
2714 * If this is set to zero or less, the value will be reset to `1`.
2715 * `arrows=<show/hide/default>`
2716 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2717 when the scrollbar gets too small, but shows them otherwise.
2719 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2721 * Show scrollable table using options defined by the previous `tableoptions[]`
2722 * Displays cells as defined by the previous `tablecolumns[]`
2723 * `name`: fieldname sent to server on row select or doubleclick
2724 * `cell 1`...`cell n`: cell contents given in row-major order
2725 * `selected idx`: index of row to be selected within table (first row = `1`)
2726 * See also `minetest.explode_table_event`
2727 (main menu: `core.explode_table_event`).
2729 ### `tableoptions[<opt 1>;<opt 2>;...]`
2731 * Sets options for `table[]`
2733 * default text color (`ColorString`), defaults to `#FFFFFF`
2734 * `background=#RRGGBB`
2735 * table background color (`ColorString`), defaults to `#000000`
2736 * `border=<true/false>`
2737 * should the table be drawn with a border? (default: `true`)
2738 * `highlight=#RRGGBB`
2739 * highlight background color (`ColorString`), defaults to `#466432`
2740 * `highlight_text=#RRGGBB`
2741 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2742 * `opendepth=<value>`
2743 * all subtrees up to `depth < value` are open (default value = `0`)
2744 * only useful when there is a column of type "tree"
2746 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2748 * Sets columns for `table[]`
2749 * Types: `text`, `image`, `color`, `indent`, `tree`
2750 * `text`: show cell contents as text
2751 * `image`: cell contents are an image index, use column options to define
2753 * `color`: cell contents are a ColorString and define color of following
2755 * `indent`: cell contents are a number and define indentation of following
2757 * `tree`: same as indent, but user can open and close subtrees
2761 * for `text` and `image`: content alignment within cells.
2762 Available values: `left` (default), `center`, `right`, `inline`
2764 * for `text` and `image`: minimum width in em (default: `0`)
2765 * for `indent` and `tree`: indent width in em (default: `1.5`)
2766 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2767 Exception: defaults to 0 for indent columns
2768 * `tooltip=<value>`: tooltip text (default: empty)
2769 * `image` column options:
2770 * `0=<value>` sets image for image index 0
2771 * `1=<value>` sets image for image index 1
2772 * `2=<value>` sets image for image index 2
2773 * and so on; defined indices need not be contiguous empty or
2774 non-numeric cells are treated as `0`.
2775 * `color` column options:
2776 * `span=<value>`: number of following columns to affect
2777 (default: infinite).
2779 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2781 * Set the style for the element(s) matching `selector` by name.
2782 * `selector` can be one of:
2783 * `<name>` - An element name. Includes `*`, which represents every element.
2784 * `<name>:<state>` - An element name, a colon, and one or more states.
2785 * `state` is a list of states separated by the `+` character.
2786 * If a state is provided, the style will only take effect when the element is in that state.
2787 * All provided states must be active for the style to apply.
2788 * Note: this **must** be before the element is defined.
2789 * See [Styling Formspecs].
2792 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2794 * Set the style for the element(s) matching `selector` by type.
2795 * `selector` can be one of:
2796 * `<type>` - An element type. Includes `*`, which represents every element.
2797 * `<type>:<state>` - An element type, a colon, and one or more states.
2798 * `state` is a list of states separated by the `+` character.
2799 * If a state is provided, the style will only take effect when the element is in that state.
2800 * All provided states must be active for the style to apply.
2801 * See [Styling Formspecs].
2803 ### `set_focus[<name>;<force>]`
2805 * Sets the focus to the element with the same `name` parameter.
2806 * **Note**: This element must be placed before the element it focuses.
2807 * `force` (optional, default `false`): By default, focus is not applied for
2808 re-sent formspecs with the same name so that player-set focus is kept.
2809 `true` sets the focus to the specified element for every sent formspec.
2810 * The following elements have the ability to be focused:
2825 Migrating to Real Coordinates
2826 -----------------------------
2828 In the old system, positions included padding and spacing. Padding is a gap between
2829 the formspec window edges and content, and spacing is the gaps between items. For
2830 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2831 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2832 in the new coordinate system from scratch.
2834 To recreate an old layout with padding, you'll need to pass the positions and sizes
2835 through the following formula to re-introduce padding:
2838 pos = (oldpos + 1)*spacing + padding
2844 You'll need to change the `size[]` tag like this:
2847 size = (oldsize-1)*spacing + padding*2 + 1
2850 A few elements had random offsets in the old system. Here is a table which shows these
2851 offsets when migrating:
2853 | Element | Position | Size | Notes
2854 |---------|------------|---------|-------
2855 | box | +0.3, +0.1 | 0, -0.4 |
2856 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2857 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2858 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2863 Formspec elements can be themed using the style elements:
2865 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2866 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2867 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2868 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2872 property_name=property_value
2876 style_type[button;bgcolor=#006699]
2877 style[world_delete;bgcolor=red;textcolor=yellow]
2878 button[4,3.95;2.6,1;world_delete;Delete]
2880 A name/type can optionally be a comma separated list of names/types, like so:
2882 world_delete,world_create,world_configure
2885 A `*` type can be used to select every element in the formspec.
2887 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2889 world_delete:hovered+pressed
2892 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2894 Setting a property to nothing will reset it to the default value. For example:
2896 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2897 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2900 ### Supported Element Types
2902 Some types may inherit styles from parent types.
2904 * animated_image, inherits from image
2907 * button_exit, inherits from button
2917 * pwdfield, inherits from field
2923 * vertlabel, inherits from label
2926 ### Valid Properties
2929 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2931 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2932 * Defaults to false in formspec_version version 3 or higher
2933 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2934 * Single value (e.g. `#FF0`): All corners/borders.
2935 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2936 top and bottom,left and right.
2937 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2938 * These work similarly to CSS borders.
2939 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2940 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2941 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2942 negative, the border will extend inside the box, whereas positive extends outside
2943 the box. A width of zero results in no border; this is default.
2944 * button, button_exit, image_button, item_image_button
2945 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2946 * bgcolor - color, sets button tint.
2947 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2948 * This is deprecated, use states instead.
2949 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2950 * This is deprecated, use states instead.
2951 * bgimg - standard background image. Defaults to none.
2952 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2953 * This is deprecated, use states instead.
2954 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2955 See background9[] documentation for more details. This property also pads the
2956 button's content when set.
2957 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2958 * This is deprecated, use states instead.
2959 * font - Sets font type. This is a comma separated list of options. Valid options:
2960 * Main font type options. These cannot be combined with each other:
2961 * `normal`: Default font
2962 * `mono`: Monospaced font
2963 * Font modification options. If used without a main font type, `normal` is used:
2964 * `bold`: Makes font bold.
2965 * `italic`: Makes font italic.
2967 * font_size - Sets font size. Default is user-set. Can have multiple values:
2968 * `<number>`: Sets absolute font size to `number`.
2969 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2970 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2971 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2972 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2973 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2974 * padding - rect, adds space between the edges of the button and the content. This value is
2975 relative to bgimg_middle.
2976 * sound - a sound to be played when triggered.
2977 * textcolor - color, default white.
2979 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2980 * sound - a sound to be played when triggered.
2982 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2983 * sound - a sound to be played when the entry is changed.
2984 * field, pwdfield, textarea
2985 * border - set to false to hide the textbox background and border. Default true.
2986 * font - Sets font type. See button `font` property for more information.
2987 * font_size - Sets font size. See button `font_size` property for more information.
2988 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2989 * textcolor - color. Default white.
2991 * bgcolor - color, sets background color.
2992 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2993 * Default to false in formspec_version version 3 or higher
2995 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2996 * Default to false in formspec_version version 3 or higher
2998 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3000 * font - Sets font type. See button `font` property for more information.
3001 * font_size - Sets font size. See button `font_size` property for more information.
3002 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3004 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3005 * size - 2d vector, sets the size of inventory slots in coordinates.
3006 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3007 * image_button (additional properties)
3008 * fgimg - standard image. Defaults to none.
3009 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3010 * This is deprecated, use states instead.
3011 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3012 * This is deprecated, use states instead.
3013 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3014 * sound - a sound to be played when triggered.
3016 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3018 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3019 * sound - a sound to be played when a different tab is selected.
3020 * textcolor - color. Default white.
3022 * font - Sets font type. See button `font` property for more information.
3023 * font_size - Sets font size. See button `font_size` property for more information.
3024 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3029 * default - Equivalent to providing no states
3030 * button, button_exit, image_button, item_image_button
3031 * hovered - Active when the mouse is hovering over the element
3032 * pressed - Active when the button is pressed
3037 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3038 The markup language is currently unstable and subject to change. Use with caution.
3039 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3040 Tags can have attributes, in that case, attributes are in the opening tag in
3041 form of a key/value separated with equal signs. Attribute values should not be quoted.
3043 If you want to insert a literal greater-than sign or a backslash into the text,
3044 you must escape it by preceding it with a backslash.
3046 These are the technically basic tags but see below for usual tags. Base tags are:
3048 `<style color=... font=... size=...>...</style>`
3050 Changes the style of the text.
3052 * `color`: Text color. Given color is a `colorspec`.
3053 * `size`: Text size.
3054 * `font`: Text font (`mono` or `normal`).
3056 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3061 * `background`: Text background, a `colorspec` or `none`.
3062 * `margin`: Page margins in pixel.
3063 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3065 Inheriting styles (affects child elements):
3066 * `color`: Default text color. Given color is a `colorspec`.
3067 * `hovercolor`: Color of <action> tags when mouse is over.
3068 * `size`: Default text size.
3069 * `font`: Default text font (`mono` or `normal`).
3070 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3072 This tag needs to be placed only once as it changes the global settings of the
3073 text. Anyway, if several tags are placed, each changed will be made in the order
3076 `<tag name=... color=... hovercolor=... font=... size=...>`
3078 Defines or redefines tag style. This can be used to define new tags.
3079 * `name`: Name of the tag to define or change.
3080 * `color`: Text color. Given color is a `colorspec`.
3081 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3082 * `size`: Text size.
3083 * `font`: Text font (`mono` or `normal`).
3085 Following tags are the usual tags for text layout. They are defined by default.
3086 Other tags can be added using `<tag ...>` tag.
3088 `<normal>...</normal>`: Normal size text
3090 `<big>...</big>`: Big text
3092 `<bigger>...</bigger>`: Bigger text
3094 `<center>...</center>`: Centered text
3096 `<left>...</left>`: Left-aligned text
3098 `<right>...</right>`: Right-aligned text
3100 `<justify>...</justify>`: Justified text
3102 `<mono>...</mono>`: Monospaced font
3104 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3106 `<action name=...>...</action>`
3108 Make that text a clickable text triggering an action.
3110 * `name`: Name of the action (mandatory).
3112 When clicked, the formspec is send to the server. The value of the text field
3113 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3116 `<img name=... float=... width=... height=...>`
3118 Draws an image which is present in the client media cache.
3120 * `name`: Name of the texture (mandatory).
3121 * `float`: If present, makes the image floating (`left` or `right`).
3122 * `width`: Force image width instead of taking texture width.
3123 * `height`: Force image height instead of taking texture height.
3125 If only width or height given, texture aspect is kept.
3127 `<item name=... float=... width=... height=... rotate=...>`
3129 Draws an item image.
3131 * `name`: Item string of the item to draw (mandatory).
3132 * `float`: If present, makes the image floating (`left` or `right`).
3133 * `width`: Item image width.
3134 * `height`: Item image height.
3135 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3136 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3137 `inventory_items_animations` is set to true.
3138 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3139 X, Y and Z being angles around each three axes. Works only if
3140 `inventory_items_animations` is set to true.
3148 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3149 * `"current_player"`: Player to whom the menu is shown
3150 * `"player:<name>"`: Any player
3151 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3152 * `"detached:<name>"`: A detached inventory
3154 Player Inventory lists
3155 ----------------------
3157 * `main`: list containing the default inventory
3158 * `craft`: list containing the craft input
3159 * `craftpreview`: list containing the craft prediction
3160 * `craftresult`: list containing the crafted output
3161 * `hand`: list containing an override for the empty hand
3162 * Is not created automatically, use `InvRef:set_size`
3163 * Is only used to enhance the empty hand's tool capabilities
3171 `#RGB` defines a color in hexadecimal format.
3173 `#RGBA` defines a color in hexadecimal format and alpha channel.
3175 `#RRGGBB` defines a color in hexadecimal format.
3177 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3179 Named colors are also supported and are equivalent to
3180 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3181 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3182 the color name (e.g. `colorname#08`).
3187 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3190 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3191 * `colorspec = {a=255, r=0, g=255, b=0}`
3192 * numerical form: The raw integer value of an ARGB8 quad:
3193 * `colorspec = 0xFF00FF00`
3194 * string form: A ColorString (defined above):
3195 * `colorspec = "green"`
3203 Most text can contain escape sequences, that can for example color the text.
3204 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3205 The following functions provide escape sequences:
3207 * `minetest.get_color_escape_sequence(color)`:
3208 * `color` is a ColorString
3209 * The escape sequence sets the text color to `color`
3210 * `minetest.colorize(color, message)`:
3212 `minetest.get_color_escape_sequence(color) ..
3214 minetest.get_color_escape_sequence("#ffffff")`
3215 * `minetest.get_background_escape_sequence(color)`
3216 * `color` is a ColorString
3217 * The escape sequence sets the background of the whole text element to
3218 `color`. Only defined for item descriptions and tooltips.
3219 * `minetest.strip_foreground_colors(str)`
3220 * Removes foreground colors added by `get_color_escape_sequence`.
3221 * `minetest.strip_background_colors(str)`
3222 * Removes background colors added by `get_background_escape_sequence`.
3223 * `minetest.strip_colors(str)`
3224 * Removes all color escape sequences.
3231 A spatial vector is similar to a position, but instead using
3232 absolute world coordinates, it uses *relative* coordinates, relative to
3233 no particular point.
3235 Internally, it is implemented as a table with the 3 fields
3236 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3237 However, one should *never* create a vector manually as above, such misbehavior
3238 is deprecated. The vector helpers set a metatable for the created vectors which
3239 allows indexing with numbers, calling functions directly on vectors and using
3240 operators (like `+`). Furthermore, the internal implementation might change in
3242 Old code might still use vectors without metatables, be aware of this!
3244 All these forms of addressing a vector `v` are valid:
3245 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3247 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3248 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3250 The metatable that is used for vectors can be accessed via `vector.metatable`.
3253 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3254 Returned vectors always have a metatable set.
3256 For the following functions, `v`, `v1`, `v2` are vectors,
3257 `p1`, `p2` are positions,
3258 `s` is a scalar (a number),
3259 vectors are written like this: `(x, y, z)`:
3261 * `vector.new([a[, b, c]])`:
3263 * A copy of `a` if `a` is a vector.
3264 * `(a, b, c)`, if all of `a`, `b`, `c` are defined numbers.
3265 * `(0, 0, 0)`, if no arguments are given.
3266 * `vector.from_string(s[, init])`:
3267 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3268 `np` is the next position in the string after the vector.
3269 * Returns `nil` on failure.
3270 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3271 spaces, leaving away commas and adding an additional comma to the end
3273 * `init`: If given starts looking for the vector at this string index.
3274 * `vector.to_string(v)`:
3275 * Returns a string of the form `"(x, y, z)"`.
3276 * `vector.direction(p1, p2)`:
3277 * Returns a vector of length 1 with direction `p1` to `p2`.
3278 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3279 * `vector.distance(p1, p2)`:
3280 * Returns zero or a positive number, the distance between `p1` and `p2`.
3281 * `vector.length(v)`:
3282 * Returns zero or a positive number, the length of vector `v`.
3283 * `vector.normalize(v)`:
3284 * Returns a vector of length 1 with direction of vector `v`.
3285 * If `v` has zero length, returns `(0, 0, 0)`.
3286 * `vector.floor(v)`:
3287 * Returns a vector, each dimension rounded down.
3288 * `vector.round(v)`:
3289 * Returns a vector, each dimension rounded to nearest integer.
3290 * At a multiple of 0.5, rounds away from zero.
3291 * `vector.apply(v, func)`:
3292 * Returns a vector where the function `func` has been applied to each
3294 * `vector.equals(v1, v2)`:
3295 * Returns a boolean, `true` if the vectors are identical.
3296 * `vector.sort(v1, v2)`:
3297 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3298 * `vector.angle(v1, v2)`:
3299 * Returns the angle between `v1` and `v2` in radians.
3300 * `vector.dot(v1, v2)`:
3301 * Returns the dot product of `v1` and `v2`.
3302 * `vector.cross(v1, v2)`:
3303 * Returns the cross product of `v1` and `v2`.
3304 * `vector.offset(v, x, y, z)`:
3305 * Returns the sum of the vectors `v` and `(x, y, z)`.
3307 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3308 by a `vector.*` function.
3309 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3311 For the following functions `x` can be either a vector or a number:
3313 * `vector.add(v, x)`:
3315 * If `x` is a vector: Returns the sum of `v` and `x`.
3316 * If `x` is a number: Adds `x` to each component of `v`.
3317 * `vector.subtract(v, x)`:
3319 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3320 * If `x` is a number: Subtracts `x` from each component of `v`.
3321 * `vector.multiply(v, s)`:
3322 * Returns a scaled vector.
3323 * Deprecated: If `s` is a vector: Returns the Schur product.
3324 * `vector.divide(v, s)`:
3325 * Returns a scaled vector.
3326 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3328 Operators can be used if all of the involved vectors have metatables:
3330 * Returns whether `v1` and `v2` are identical.
3332 * Returns the additive inverse of v.
3334 * Returns the sum of both vectors.
3335 * Note: `+` can not be used together with scalars.
3337 * Returns the difference of `v1` subtracted by `v2`.
3338 * Note: `-` can not be used together with scalars.
3339 * `v * s` or `s * v`:
3340 * Returns `v` scaled by `s`.
3342 * Returns `v` scaled by `1 / s`.
3344 For the following functions `a` is an angle in radians and `r` is a rotation
3345 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3348 * `vector.rotate(v, r)`:
3349 * Applies the rotation `r` to `v` and returns the result.
3350 * `vector.rotate(vector.new(0, 0, 1), r)` and
3351 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3352 forward and up relative to an entity's rotation `r`.
3353 * `vector.rotate_around_axis(v1, v2, a)`:
3354 * Returns `v1` rotated around axis `v2` by `a` radians according to
3355 the right hand rule.
3356 * `vector.dir_to_rotation(direction[, up])`:
3357 * Returns a rotation vector for `direction` pointing forward using `up`
3359 * If `up` is omitted, the roll of the returned vector defaults to zero.
3360 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3368 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3369 human-readable, handles reference loops.
3370 * `obj`: arbitrary variable
3371 * `name`: string, default: `"_"`
3372 * `dumped`: table, default: `{}`
3373 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3374 * `obj`: arbitrary variable
3375 * `dumped`: table, default: `{}`
3376 * `math.hypot(x, y)`
3377 * Get the hypotenuse of a triangle with legs x and y.
3378 Useful for distance calculation.
3379 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3380 * Get the sign of a number.
3381 * tolerance: number, default: `0.0`
3382 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3384 * `math.factorial(x)`: returns the factorial of `x`
3385 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3386 * At a multiple of 0.5, rounds away from zero.
3387 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3388 * `separator`: string, default: `","`
3389 * `include_empty`: boolean, default: `false`
3390 * `max_splits`: number, if it's negative, splits aren't limited,
3392 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3393 string or a pattern (regex), default: `false`
3394 * e.g. `"a,b":split","` returns `{"a","b"}`
3395 * `string:trim()`: returns the string without whitespace pre- and suffixes
3396 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3397 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3398 * Adds newlines to the string to keep it within the specified character
3400 * Note that the returned lines may be longer than the limit since it only
3401 splits at word borders.
3402 * `limit`: number, maximal amount of characters in one line
3403 * `as_table`: boolean, if set to true, a table of lines instead of a string
3404 is returned, default: `false`
3405 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3406 * `pos`: table {x=X, y=Y, z=Z}
3407 * Converts the position `pos` to a human-readable, printable string
3408 * `decimal_places`: number, if specified, the x, y and z values of
3409 the position are rounded to the given decimal place.
3410 * `minetest.string_to_pos(string)`: returns a position or `nil`
3411 * Same but in reverse.
3412 * If the string can't be parsed to a position, nothing is returned.
3413 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3414 * Converts a string representing an area box into two positions
3415 * `minetest.formspec_escape(string)`: returns a string
3416 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3418 * `minetest.is_yes(arg)`
3419 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3420 * `minetest.is_nan(arg)`
3421 * returns true when the passed number represents NaN.
3422 * `minetest.get_us_time()`
3423 * returns time with microsecond precision. May not return wall time.
3424 * `table.copy(table)`: returns a table
3425 * returns a deep copy of `table`
3426 * `table.indexof(list, val)`: returns the smallest numerical index containing
3427 the value `val` in the table `list`. Non-numerical indices are ignored.
3428 If `val` could not be found, `-1` is returned. `list` must not have
3430 * `table.insert_all(table, other_table)`:
3431 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3433 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3434 * If multiple keys in `t` map to the same value, it is unspecified which
3435 value maps to that key.
3436 * `table.shuffle(table, [from], [to], [random_func])`:
3437 * Shuffles elements `from` to `to` in `table` in place
3438 * `from` defaults to `1`
3439 * `to` defaults to `#table`
3440 * `random_func` defaults to `math.random`. This function receives two
3441 integers as arguments and should return a random integer inclusively
3443 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3445 * returns the exact position on the surface of a pointed node
3446 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates an item
3448 Returns a table with the following fields:
3449 * `diggable`: `true` if node can be dug, `false` otherwise.
3450 * `time`: Time it would take to dig the node.
3451 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3452 `time` and `wear` are meaningless if node's not diggable
3454 * `groups`: Table of the node groups of the node that would be dug
3455 * `tool_capabilities`: Tool capabilities table of the item
3456 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3457 Simulates an item that punches an object.
3458 Returns a table with the following fields:
3459 * `hp`: How much damage the punch would cause.
3460 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3462 * `groups`: Damage groups of the object
3463 * `tool_capabilities`: Tool capabilities table of the item
3464 * `time_from_last_punch`: time in seconds since last punch action
3472 Texts can be translated client-side with the help of `minetest.translate` and
3475 Translating a string
3476 --------------------
3478 Two functions are provided to translate strings: `minetest.translate` and
3479 `minetest.get_translator`.
3481 * `minetest.get_translator(textdomain)` is a simple wrapper around
3482 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3483 equivalent to `minetest.translate(textdomain, str, ...)`.
3484 It is intended to be used in the following way, so that it avoids verbose
3485 repetitions of `minetest.translate`:
3487 local S = minetest.get_translator(textdomain)
3490 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3492 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3493 the given `textdomain` for disambiguation. The textdomain must match the
3494 textdomain specified in the translation file in order to get the string
3495 translated. This can be used so that a string is translated differently in
3497 It is advised to use the name of the mod as textdomain whenever possible, to
3498 avoid clashes with other mods.
3499 This function must be given a number of arguments equal to the number of
3500 arguments the translated string expects.
3501 Arguments are literal strings -- they will not be translated, so if you want
3502 them to be, they need to come as outputs of `minetest.translate` as well.
3504 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3505 by the translation of "Red". We can do the following:
3507 local S = minetest.get_translator()
3508 S("@1 Wool", S("Red"))
3510 This will be displayed as "Red Wool" on old clients and on clients that do
3511 not have localization enabled. However, if we have for instance a translation
3512 file named `wool.fr.tr` containing the following:
3517 this will be displayed as "Laine Rouge" on clients with a French locale.
3519 Operations on translated strings
3520 --------------------------------
3522 The output of `minetest.translate` is a string, with escape sequences adding
3523 additional information to that string so that it can be translated on the
3524 different clients. In particular, you can't expect operations like string.length
3525 to work on them like you would expect them to, or string.gsub to work in the
3526 expected manner. However, string concatenation will still work as expected
3527 (note that you should only use this for things like formspecs; do not translate
3528 sentences by breaking them into parts; arguments should be used instead), and
3529 operations such as `minetest.colorize` which are also concatenation.
3531 Translation file format
3532 -----------------------
3534 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3535 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3536 The file should be a text file, with the following format:
3538 * Lines beginning with `# textdomain:` (the space is significant) can be used
3539 to specify the text domain of all following translations in the file.
3540 * All other empty lines or lines beginning with `#` are ignored.
3541 * Other lines should be in the format `original=translated`. Both `original`
3542 and `translated` can contain escape sequences beginning with `@` to insert
3543 arguments, literal `@`, `=` or newline (See [Escapes] below).
3544 There must be no extraneous whitespace around the `=` or at the beginning or
3545 the end of the line.
3550 Strings that need to be translated can contain several escapes, preceded by `@`.
3552 * `@@` acts as a literal `@`.
3553 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3554 string that will be inlined when translated. Due to how translations are
3555 implemented, the original translation string **must** have its arguments in
3556 increasing order, without gaps or repetitions, starting from 1.
3557 * `@=` acts as a literal `=`. It is not required in strings given to
3558 `minetest.translate`, but is in translation files to avoid being confused
3559 with the `=` separating the original from the translation.
3560 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3561 As with `@=`, this escape is not required in strings given to
3562 `minetest.translate`, but is in translation files.
3563 * `@n` acts as a literal newline as well.
3565 Server side translations
3566 ------------------------
3568 On some specific cases, server translation could be useful. For example, filter
3569 a list on labels and send results to client. A method is supplied to achieve
3572 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3573 translations for `lang_code` language. It gives the same result as if the string
3574 was translated by the client.
3576 The `lang_code` to use for a given player can be retrieved from
3577 the table returned by `minetest.get_player_information(name)`.
3579 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3580 You do not need to use this to get translated strings to show up on the client.
3585 Perlin noise creates a continuously-varying value depending on the input values.
3586 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3587 The result is used during map generation to create the terrain shape, vary heat
3588 and humidity to distribute biomes, vary the density of decorations or vary the
3591 Structure of perlin noise
3592 -------------------------
3594 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3595 The smooth wavy noise it generates has a single characteristic scale, almost
3596 like a 'wavelength', so on its own does not create fine detail.
3597 Due to this perlin noise combines several octaves to create variation on
3598 multiple scales. Each additional octave has a smaller 'wavelength' than the
3601 This combination results in noise varying very roughly between -2.0 and 2.0 and
3602 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3603 and offset the noise variation.
3605 The final perlin noise variation is created as follows:
3607 noise = offset + scale * (octave1 +
3608 octave2 * persistence +
3609 octave3 * persistence ^ 2 +
3610 octave4 * persistence ^ 3 +
3616 Noise Parameters are commonly called `NoiseParams`.
3620 After the multiplication by `scale` this is added to the result and is the final
3621 step in creating the noise value.
3622 Can be positive or negative.
3626 Once all octaves have been combined, the result is multiplied by this.
3627 Can be positive or negative.
3631 For octave1, this is roughly the change of input value needed for a very large
3632 variation in the noise value generated by octave1. It is almost like a
3633 'wavelength' for the wavy noise variation.
3634 Each additional octave has a 'wavelength' that is smaller than the previous
3635 octave, to create finer detail. `spread` will therefore roughly be the typical
3636 size of the largest structures in the final noise variation.
3638 `spread` is a vector with values for x, y, z to allow the noise variation to be
3639 stretched or compressed in the desired axes.
3640 Values are positive numbers.
3644 This is a whole number that determines the entire pattern of the noise
3645 variation. Altering it enables different noise patterns to be created.
3646 With other parameters equal, different seeds produce different noise patterns
3647 and identical seeds produce identical noise patterns.
3649 For this parameter you can randomly choose any whole number. Usually it is
3650 preferable for this to be different from other seeds, but sometimes it is useful
3651 to be able to create identical noise patterns.
3653 In some noise APIs the world seed is added to the seed specified in noise
3654 parameters. This is done to make the resulting noise pattern vary in different
3655 worlds, and be 'world-specific'.
3659 The number of simple noise generators that are combined.
3660 A whole number, 1 or more.
3661 Each additional octave adds finer detail to the noise but also increases the
3662 noise calculation load.
3663 3 is a typical minimum for a high quality, complex and natural-looking noise
3664 variation. 1 octave has a slight 'gridlike' appearance.
3666 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3667 size of the finest detail you require. For example:
3668 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3669 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3670 512, 256, 128, 64, 32, 16 nodes.
3671 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3675 Each additional octave has an amplitude that is the amplitude of the previous
3676 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3677 as is often helpful and natural to do so.
3678 Since this controls the balance of fine detail to large-scale detail
3679 `persistence` can be thought of as the 'roughness' of the noise.
3681 A positive or negative non-zero number, often between 0.3 and 1.0.
3682 A common medium value is 0.5, such that each octave has half the amplitude of
3683 the previous octave.
3684 This may need to be tuned when altering `lacunarity`; when doing so consider
3685 that a common medium value is 1 / lacunarity.
3689 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3690 previous octave multiplied by 1 / lacunarity, to create finer detail.
3691 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3693 A positive number no smaller than 1.0.
3694 Values below 2.0 create higher quality noise at the expense of requiring more
3695 octaves to cover a paticular range of 'wavelengths'.
3699 Leave this field unset for no special handling.
3700 Currently supported are `defaults`, `eased` and `absvalue`:
3704 Specify this if you would like to keep auto-selection of eased/not-eased while
3705 specifying some other flags.
3709 Maps noise gradient values onto a quintic S-curve before performing
3710 interpolation. This results in smooth, rolling noise.
3711 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3713 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3715 Easing a 3D noise significantly increases the noise calculation load, so use
3720 The absolute value of each octave's noise variation is used when combining the
3721 octaves. The final perlin noise variation is created as follows:
3723 noise = offset + scale * (abs(octave1) +
3724 abs(octave2) * persistence +
3725 abs(octave3) * persistence ^ 2 +
3726 abs(octave4) * persistence ^ 3 +
3731 For 2D or 3D perlin noise or perlin noise maps:
3736 spread = {x = 500, y = 500, z = 500},
3741 flags = "defaults, absvalue",
3744 For 2D noise the Z component of `spread` is still defined but is ignored.
3745 A single noise parameter table can be used for 2D or 3D noise.
3756 These tell in what manner the ore is generated.
3758 All default ores are of the uniformly-distributed scatter type.
3762 Randomly chooses a location and generates a cluster of ore.
3764 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3765 at that point is greater than the `noise_threshold`, giving the ability to
3766 create a non-equal distribution of ore.
3770 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3771 described by `noise_params` and `noise_threshold`. This is essentially an
3772 improved version of the so-called "stratus" ore seen in some unofficial mods.
3774 This sheet consists of vertical columns of uniform randomly distributed height,
3775 varying between the inclusive range `column_height_min` and `column_height_max`.
3776 If `column_height_min` is not specified, this parameter defaults to 1.
3777 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3778 for reverse compatibility. New code should prefer `column_height_max`.
3780 The `column_midpoint_factor` parameter controls the position of the column at
3781 which ore emanates from.
3782 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3783 equally starting from each direction.
3784 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3785 this parameter is not specified, the default is 0.5.
3787 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3792 Creates a sheet of ore in a cloud-like puff shape.
3794 As with the `sheet` ore type, the size and shape of puffs are described by
3795 `noise_params` and `noise_threshold` and are placed at random vertical
3796 positions within the currently generated chunk.
3798 The vertical top and bottom displacement of each puff are determined by the
3799 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3803 Creates a deformed sphere of ore according to 3d perlin noise described by
3804 `noise_params`. The maximum size of the blob is `clust_size`, and
3805 `clust_scarcity` has the same meaning as with the `scatter` type.
3809 Creates veins of ore varying in density by according to the intersection of two
3810 instances of 3d perlin noise with different seeds, both described by
3813 `random_factor` varies the influence random chance has on placement of an ore
3814 inside the vein, which is `1` by default. Note that modifying this parameter
3815 may require adjusting `noise_threshold`.
3817 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3820 This ore type is difficult to control since it is sensitive to small changes.
3821 The following is a decent set of parameters to work from:
3826 spread = {x=200, y=200, z=200},
3833 noise_threshold = 1.6
3835 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3836 computationally expensive than any other ore.
3840 Creates a single undulating ore stratum that is continuous across mapchunk
3841 borders and horizontally spans the world.
3843 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3844 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3845 defines the stratum's vertical thickness (in units of nodes). Due to being
3846 continuous across mapchunk borders the stratum's vertical thickness is
3849 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3850 to y_max in a simple horizontal stratum.
3852 A parameter `stratum_thickness` can be provided instead of the noise parameter
3853 `np_stratum_thickness`, to create a constant thickness.
3855 Leaving out one or both noise parameters makes the ore generation less
3856 intensive, useful when adding multiple strata.
3858 `y_min` and `y_max` define the limits of the ore generation and for performance
3859 reasons should be set as close together as possible but without clipping the
3860 stratum's Y variation.
3862 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3863 solid-ore stratum would require a `clust_scarcity` of 1.
3865 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3866 `random_factor` are ignored by this ore type.
3871 See section [Flag Specifier Format].
3873 Currently supported flags:
3874 `puff_cliffs`, `puff_additive_composition`.
3878 If set, puff ore generation will not taper down large differences in
3879 displacement when approaching the edge of a puff. This flag has no effect for
3880 ore types other than `puff`.
3882 ### `puff_additive_composition`
3884 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3885 in a negative displacement, the sub-column at that point is not generated. With
3886 this attribute set, puff ore generation will instead generate the absolute
3887 difference in noise displacement values. This flag has no effect for ore types
3896 The varying types of decorations that can be placed.
3901 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3902 a list, if a decoration list is specified). Can specify a certain node it must
3903 spawn next to, such as water or lava, for example. Can also generate a
3904 decoration of random height between a specified lower and upper bound.
3905 This type of decoration is intended for placement of grass, flowers, cacti,
3906 papyri, waterlilies and so on.
3911 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3912 Can specify a probability of a node randomly appearing when placed.
3913 This decoration type is intended to be used for multi-node sized discrete
3914 structures, such as trees, cave spikes, rocks, and so on.
3923 --------------------
3925 A schematic specifier identifies a schematic by either a filename to a
3926 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3927 in the form of a table. This table specifies the following fields:
3929 * The `size` field is a 3D vector containing the dimensions of the provided
3930 schematic. (required field)
3931 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3932 sets the probability of a particular horizontal slice of the schematic being
3933 placed. (optional field)
3934 `ypos` = 0 for the lowest horizontal slice of a schematic.
3935 The default of `prob` is 255.
3936 * The `data` field is a flat table of MapNode tables making up the schematic,
3937 in the order of `[z [y [x]]]`. (required field)
3938 Each MapNode table contains:
3939 * `name`: the name of the map node to place (required)
3940 * `prob` (alias `param1`): the probability of this node being placed
3942 * `param2`: the raw param2 value of the node being placed onto the map
3944 * `force_place`: boolean representing if the node should forcibly overwrite
3945 any previous contents (default: false)
3947 About probability values:
3949 * A probability value of `0` or `1` means that node will never appear
3951 * A probability value of `254` or `255` means the node will always appear
3953 * If the probability value `p` is greater than `1`, then there is a
3954 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3957 Schematic attributes
3958 --------------------
3960 See section [Flag Specifier Format].
3962 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3965 * `place_center_x`: Placement of this decoration is centered along the X axis.
3966 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3967 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3968 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3974 Lua Voxel Manipulator
3975 =====================
3980 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3981 facility. The purpose of this object is for fast, low-level, bulk access to
3982 reading and writing Map content. As such, setting map nodes through VoxelManip
3983 will lack many of the higher level features and concepts you may be used to
3984 with other methods of setting nodes. For example, nodes will not have their
3985 construction and destruction callbacks run, and no rollback information is
3988 It is important to note that VoxelManip is designed for speed, and *not* ease
3989 of use or flexibility. If your mod requires a map manipulation facility that
3990 will handle 100% of all edge cases, or the use of high level node placement
3991 features, perhaps `minetest.set_node()` is better suited for the job.
3993 In addition, VoxelManip might not be faster, or could even be slower, for your
3994 specific use case. VoxelManip is most effective when setting large areas of map
3995 at once - for example, if only setting a 3x3x3 node area, a
3996 `minetest.set_node()` loop may be more optimal. Always profile code using both
3997 methods of map manipulation to determine which is most appropriate for your
4000 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4001 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4006 A VoxelManip object can be created any time using either:
4007 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4009 If the optional position parameters are present for either of these routines,
4010 the specified region will be pre-loaded into the VoxelManip object on creation.
4011 Otherwise, the area of map you wish to manipulate must first be loaded into the
4012 VoxelManip object using `VoxelManip:read_from_map()`.
4014 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4015 formed by these positions indicate the minimum and maximum (respectively)
4016 positions of the area actually loaded in the VoxelManip, which may be larger
4017 than the area requested. For convenience, the loaded area coordinates can also
4018 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4020 Now that the VoxelManip object is populated with map data, your mod can fetch a
4021 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4022 which retrieves an individual node in a MapNode formatted table at the position
4023 requested is the simplest method to use, but also the slowest.
4025 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4028 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4030 * `VoxelManip:get_light_data()` for node light levels, and
4031 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4033 See section [Flat array format] for more details.
4035 It is very important to understand that the tables returned by any of the above
4036 three functions represent a snapshot of the VoxelManip's internal state at the
4037 time of the call. This copy of the data will not magically update itself if
4038 another function modifies the internal VoxelManip state.
4039 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4040 internal state unless otherwise explicitly stated.
4042 Once the bulk data has been edited to your liking, the internal VoxelManip
4043 state can be set using:
4045 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4047 * `VoxelManip:set_light_data()` for node light levels, and
4048 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4050 The parameter to each of the above three functions can use any table at all in
4051 the same flat array format as produced by `get_data()` etc. and is not required
4052 to be a table retrieved from `get_data()`.
4054 Once the internal VoxelManip state has been modified to your liking, the
4055 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4057 ### Flat array format
4060 `Nx = p2.X - p1.X + 1`,
4061 `Ny = p2.Y - p1.Y + 1`, and
4062 `Nz = p2.Z - p1.Z + 1`.
4064 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4065 including the value of the expression `Nx * Ny * Nz`.
4067 Positions offset from p1 are present in the array with the format of:
4070 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4071 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4073 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4074 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4076 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4078 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4081 and the array index for a position p contained completely in p1..p2 is:
4083 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4085 Note that this is the same "flat 3D array" format as
4086 `PerlinNoiseMap:get3dMap_flat()`.
4087 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4088 of the index for a single point in a flat VoxelManip array.
4092 A Content ID is a unique integer identifier for a specific node type.
4093 These IDs are used by VoxelManip in place of the node name string for
4094 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4095 `minetest.get_content_id()` to look up the Content ID for the specified node
4096 name, and `minetest.get_name_from_content_id()` to look up the node name string
4097 for a given Content ID.
4098 After registration of a node, its Content ID will remain the same throughout
4099 execution of the mod.
4100 Note that the node being queried needs to have already been been registered.
4102 The following builtin node types have their Content IDs defined as constants:
4104 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4105 * `minetest.CONTENT_AIR`: ID for "air" nodes
4106 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4108 ### Mapgen VoxelManip objects
4110 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4111 VoxelManip object used by the core's Map Generator (commonly abbreviated
4112 Mapgen). Most of the rules previously described still apply but with a few
4115 * The Mapgen VoxelManip object is retrieved using:
4116 `minetest.get_mapgen_object("voxelmanip")`
4117 * This VoxelManip object already has the region of map just generated loaded
4118 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4119 a Mapgen VoxelManip.
4120 * The `on_generated()` callbacks of some mods may place individual nodes in the
4121 generated area using non-VoxelManip map modification methods. Because the
4122 same Mapgen VoxelManip object is passed through each `on_generated()`
4123 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4124 consistency with the current map state. For this reason, calling any of the
4125 following functions:
4126 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4127 will also update the Mapgen VoxelManip object's internal state active on the
4129 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4130 necessary to update lighting information using either:
4131 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4133 ### Other API functions operating on a VoxelManip
4135 If any VoxelManip contents were set to a liquid node,
4136 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4137 flowing. It is recommended to call this function only after having written all
4138 buffered data back to the VoxelManip object, save for special situations where
4139 the modder desires to only have certain liquid nodes begin flowing.
4141 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4142 will generate all registered decorations and ores throughout the full area
4143 inside of the specified VoxelManip object.
4145 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4146 `minetest.place_schematic()`, except instead of placing the specified schematic
4147 directly on the map at the specified position, it will place the schematic
4148 inside the VoxelManip.
4152 * Attempting to read data from a VoxelManip object before map is read will
4153 result in a zero-length array table for `VoxelManip:get_data()`, and an
4154 "ignore" node at any position for `VoxelManip:get_node_at()`.
4155 * If either a region of map has not yet been generated or is out-of-bounds of
4156 the map, that region is filled with "ignore" nodes.
4157 * Other mods, or the core itself, could possibly modify the area of map
4158 currently loaded into a VoxelManip object. With the exception of Mapgen
4159 VoxelManips (see above section), the internal buffers are not updated. For
4160 this reason, it is strongly encouraged to complete the usage of a particular
4161 VoxelManip object in the same callback it had been created.
4162 * If a VoxelManip object will be used often, such as in an `on_generated()`
4163 callback, consider passing a file-scoped table as the optional parameter to
4164 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4165 to write map data to instead of returning a new table each call. This greatly
4166 enhances performance by avoiding unnecessary memory allocations.
4171 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4172 containing the region formed by `p1` and `p2`.
4173 * returns actual emerged `pmin`, actual emerged `pmax`
4174 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4176 * **important**: data must be set using `VoxelManip:set_data()` before
4178 * if `light` is true, then lighting is automatically recalculated.
4179 The default value is true.
4180 If `light` is false, no light calculations happen, and you should correct
4181 all modified blocks with `minetest.fix_light()` as soon as possible.
4182 Keep in mind that modifying the map where light is incorrect can cause
4184 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4185 the `VoxelManip` at that position
4186 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4188 * `get_data([buffer])`: Retrieves the node content data loaded into the
4189 `VoxelManip` object.
4190 * returns raw node data in the form of an array of node content IDs
4191 * if the param `buffer` is present, this table will be used to store the
4193 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4194 * `update_map()`: Does nothing, kept for compatibility.
4195 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4197 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4198 * To be used only by a `VoxelManip` object from
4199 `minetest.get_mapgen_object`.
4200 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4202 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4203 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4205 * Each value is the bitwise combination of day and night light values
4207 * `light = day + (night * 16)`
4208 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4209 in the `VoxelManip`.
4210 * expects lighting data in the same format that `get_light_data()` returns
4211 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4212 `VoxelManip` object.
4213 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4215 * If the param `buffer` is present, this table will be used to store the
4217 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4219 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4221 * To be used only by a `VoxelManip` object from
4222 `minetest.get_mapgen_object`.
4223 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4224 area if left out or nil. For almost all uses these should be left out
4225 or nil to use the default.
4226 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4227 generated mapchunk above are propagated down into the mapchunk, defaults
4228 to `true` if left out.
4229 * `update_liquids()`: Update liquid flow
4230 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4231 manipulator had been modified since the last read from map, due to a call to
4232 `minetest.set_data()` on the loaded area elsewhere.
4233 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4238 A helper class for voxel areas.
4239 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4240 The coordinates are *inclusive*, like most other things in Minetest.
4244 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4245 `MinEdge` and `MaxEdge`.
4246 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4248 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4250 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4251 * The position (x, y, z) is not checked for being inside the area volume,
4252 being outside can cause an incorrect index result.
4253 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4254 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4255 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4256 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4257 is not checked for being inside the area volume.
4258 * `position(i)`: returns the absolute position vector corresponding to index
4260 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4261 `MinEdge` and `MaxEdge`.
4262 * `containsp(p)`: same as above, except takes a vector
4263 * `containsi(i)`: same as above, except takes an index `i`
4264 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4266 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4268 * `iterp(minp, maxp)`: same as above, except takes a vector
4270 ### Y stride and z stride of a flat array
4272 For a particular position in a voxel area, whose flat array index is known,
4273 it is often useful to know the index of a neighboring or nearby position.
4274 The table below shows the changes of index required for 1 node movements along
4275 the axes in a voxel area:
4277 Movement Change of index
4287 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4289 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4298 A mapgen object is a construct used in map generation. Mapgen objects can be
4299 used by an `on_generate` callback to speed up operations by avoiding
4300 unnecessary recalculations, these can be retrieved using the
4301 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4302 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4303 callback, `nil` is returned.
4305 The following Mapgen objects are currently available:
4309 This returns three values; the `VoxelManip` object to be used, minimum and
4310 maximum emerged position, in that order. All mapgens support this object.
4314 Returns an array containing the y coordinates of the ground levels of nodes in
4315 the most recently generated chunk by the current mapgen.
4319 Returns an array containing the biome IDs of nodes in the most recently
4320 generated chunk by the current mapgen.
4324 Returns an array containing the temperature values of nodes in the most
4325 recently generated chunk by the current mapgen.
4329 Returns an array containing the humidity values of nodes in the most recently
4330 generated chunk by the current mapgen.
4334 Returns a table mapping requested generation notification types to arrays of
4335 positions at which the corresponding generated structures are located within
4336 the current chunk. To set the capture of positions of interest to be recorded
4337 on generate, use `minetest.set_gen_notify()`.
4338 For decorations, the returned positions are the ground surface 'place_on'
4339 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4340 node above the returned position and possibly displaced by 'place_offset_y'.
4342 Possible fields of the table returned are:
4348 * `large_cave_begin`
4352 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4353 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4361 Functions receive a "luaentity" as `self`:
4363 * It has the member `.name`, which is the registered name `("mod:thing")`
4364 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4365 * The original prototype stuff is visible directly via a metatable
4369 * `on_activate(self, staticdata, dtime_s)`
4370 * Called when the object is instantiated.
4371 * `dtime_s` is the time passed since the object was unloaded, which can be
4372 used for updating the entity state.
4373 * `on_deactivate(self)
4374 * Called when the object is about to get removed or unloaded.
4375 * `on_step(self, dtime)`
4376 * Called on every server tick, after movement and collision processing.
4377 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4379 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4380 * Called when somebody punches the object.
4381 * Note that you probably want to handle most punches using the automatic
4383 * `puncher`: an `ObjectRef` (can be `nil`)
4384 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4386 * `tool_capabilities`: capability table of used item (can be `nil`)
4387 * `dir`: unit vector of direction of punch. Always defined. Points from the
4388 puncher to the punched.
4389 * `damage`: damage that will be done to entity.
4390 * Can return `true` to prevent the default damage mechanism.
4391 * `on_death(self, killer)`
4392 * Called when the object dies.
4393 * `killer`: an `ObjectRef` (can be `nil`)
4394 * `on_rightclick(self, clicker)`
4395 * `on_attach_child(self, child)`
4396 * `child`: an `ObjectRef` of the child that attaches
4397 * `on_detach_child(self, child)`
4398 * `child`: an `ObjectRef` of the child that detaches
4399 * `on_detach(self, parent)`
4400 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4401 * This happens before the parent object is removed from the world
4402 * `get_staticdata(self)`
4403 * Should return a string that will be passed to `on_activate` when the
4404 object is instantiated the next time.
4416 axiom, --string initial tree axiom
4417 rules_a, --string rules set A
4418 rules_b, --string rules set B
4419 rules_c, --string rules set C
4420 rules_d, --string rules set D
4421 trunk, --string trunk node name
4422 leaves, --string leaves node name
4423 leaves2, --string secondary leaves node name
4424 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4425 angle, --num angle in deg
4426 iterations, --num max # of iterations, usually 2 -5
4427 random_level, --num factor to lower nr of iterations, usually 0 - 3
4428 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4429 -- 2x2 nodes or 3x3 in cross shape
4430 thin_branches, --boolean true -> use thin (1 node) branches
4431 fruit, --string fruit node name
4432 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4433 seed, --num random seed, if no seed is provided, the engine
4437 Key for special L-System symbols used in axioms
4438 -----------------------------------------------
4440 * `G`: move forward one unit with the pen up
4441 * `F`: move forward one unit with the pen down drawing trunks and branches
4442 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4443 * `T`: move forward one unit with the pen down drawing trunks only
4444 * `R`: move forward one unit with the pen down placing fruit
4445 * `A`: replace with rules set A
4446 * `B`: replace with rules set B
4447 * `C`: replace with rules set C
4448 * `D`: replace with rules set D
4449 * `a`: replace with rules set A, chance 90%
4450 * `b`: replace with rules set B, chance 80%
4451 * `c`: replace with rules set C, chance 70%
4452 * `d`: replace with rules set D, chance 60%
4453 * `+`: yaw the turtle right by `angle` parameter
4454 * `-`: yaw the turtle left by `angle` parameter
4455 * `&`: pitch the turtle down by `angle` parameter
4456 * `^`: pitch the turtle up by `angle` parameter
4457 * `/`: roll the turtle to the right by `angle` parameter
4458 * `*`: roll the turtle to the left by `angle` parameter
4459 * `[`: save in stack current state info
4460 * `]`: recover from stack state info
4465 Spawn a small apple tree:
4467 pos = {x=230,y=20,z=4}
4470 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4471 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4472 trunk="default:tree",
4473 leaves="default:leaves",
4477 trunk_type="single",
4480 fruit="default:apple"
4482 minetest.spawn_tree(pos,apple_tree)
4487 'minetest' namespace reference
4488 ==============================
4493 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4495 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4496 e.g. `"/home/user/.minetest/usermods/modname"`.
4497 * Returns nil if the mod is not enabled or does not exist (not installed).
4498 * Works regardless of whether the mod has been loaded yet.
4499 * Useful for loading additional `.lua` modules or static data from a mod,
4500 or checking if a mod is enabled.
4501 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4502 * Does not include disabled mods, even if they are installed.
4503 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4504 * Useful for storing custom data
4505 * `minetest.is_singleplayer()`
4506 * `minetest.features`: Table containing API feature flags
4509 glasslike_framed = true, -- 0.4.7
4510 nodebox_as_selectionbox = true, -- 0.4.7
4511 get_all_craft_recipes_works = true, -- 0.4.7
4512 -- The transparency channel of textures can optionally be used on
4514 use_texture_alpha = true,
4515 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4516 no_legacy_abms = true,
4517 -- Texture grouping is possible using parentheses (0.4.11)
4518 texture_names_parens = true,
4519 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4520 area_store_custom_ids = true,
4521 -- add_entity supports passing initial staticdata to on_activate
4523 add_entity_with_staticdata = true,
4524 -- Chat messages are no longer predicted (0.4.16)
4525 no_chat_message_prediction = true,
4526 -- The transparency channel of textures can optionally be used on
4527 -- objects (ie: players and lua entities) (5.0.0)
4528 object_use_texture_alpha = true,
4529 -- Object selectionbox is settable independently from collisionbox
4531 object_independent_selectionbox = true,
4532 -- Specifies whether binary data can be uploaded or downloaded using
4533 -- the HTTP API (5.1.0)
4534 httpfetch_binary_data = true,
4535 -- Whether formspec_version[<version>] may be used (5.1.0)
4536 formspec_version_element = true,
4537 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4538 area_store_persistent_ids = true,
4539 -- Whether minetest.find_path is functional (5.2.0)
4540 pathfinder_works = true,
4541 -- Whether Collision info is available to an objects' on_step (5.3.0)
4542 object_step_has_moveresult = true,
4543 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4544 direct_velocity_on_players = true,
4545 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4546 use_texture_alpha_string_modes = true,
4547 -- degrotate param2 rotates in units of 1.5° instead of 2°
4548 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4549 degrotate_240_steps = true,
4550 -- ABM supports min_y and max_y fields in definition (5.5.0)
4551 abm_min_max_y = true,
4554 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4555 * `arg`: string or table in format `{foo=true, bar=true}`
4556 * `missing_features`: `{foo=true, bar=true}`
4557 * `minetest.get_player_information(player_name)`: Table containing information
4558 about a player. Example return value:
4561 address = "127.0.0.1", -- IP address of client
4562 ip_version = 4, -- IPv4 / IPv6
4563 connection_uptime = 200, -- seconds since client connected
4564 protocol_version = 32, -- protocol version used by client
4565 formspec_version = 2, -- supported formspec version
4566 lang_code = "fr" -- Language code used for translation
4567 -- the following keys can be missing if no stats have been collected yet
4568 min_rtt = 0.01, -- minimum round trip time
4569 max_rtt = 0.2, -- maximum round trip time
4570 avg_rtt = 0.02, -- average round trip time
4571 min_jitter = 0.01, -- minimum packet time jitter
4572 max_jitter = 0.5, -- maximum packet time jitter
4573 avg_jitter = 0.03, -- average packet time jitter
4574 -- the following information is available in a debug build only!!!
4575 -- DO NOT USE IN MODS
4576 --ser_vers = 26, -- serialization version used by client
4577 --major = 0, -- major version number
4578 --minor = 4, -- minor version number
4579 --patch = 10, -- patch version number
4580 --vers_string = "0.4.9-git", -- full version string
4581 --state = "Active" -- current client state
4584 * `minetest.mkdir(path)`: returns success.
4585 * Creates a directory specified by `path`, creating parent directories
4586 if they don't exist.
4587 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4589 * nil: return all entries,
4590 * true: return only subdirectory names, or
4591 * false: return only file names.
4592 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4593 * Replaces contents of file at path with new contents in a safe (atomic)
4594 way. Use this instead of below code when writing e.g. database files:
4595 `local f = io.open(path, "wb"); f:write(content); f:close()`
4596 * `minetest.get_version()`: returns a table containing components of the
4597 engine version. Components:
4598 * `project`: Name of the project, eg, "Minetest"
4599 * `string`: Simple version, eg, "1.2.3-dev"
4600 * `hash`: Full git version (only set if available),
4601 eg, "1.2.3-dev-01234567-dirty".
4602 Use this for informational purposes only. The information in the returned
4603 table does not represent the capabilities of the engine, nor is it
4604 reliable or verifiable. Compatible forks will have a different name and
4605 version entirely. To check for the presence of engine features, test
4606 whether the functions exported by the wanted features exist. For example:
4607 `if minetest.check_for_falling then ... end`.
4608 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4609 * `data`: string of data to hash
4610 * `raw`: return raw bytes instead of hex digits, default: false
4611 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4612 ColorString. If the ColorSpec is invalid, returns `nil`.
4613 * `colorspec`: The ColorSpec to convert
4614 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4615 string of four bytes in an RGBA layout, returned as a string.
4616 * `colorspec`: The ColorSpec to convert
4617 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4618 image and return it in string form.
4619 * `width`: Width of the image
4620 * `height`: Height of the image
4621 * `data`: Image data, one of:
4622 * array table of ColorSpec, length must be width*height
4623 * string with raw RGBA pixels, length must be width*height*4
4624 * `compression`: Optional zlib compression level, number in range 0 to 9.
4625 The data is one-dimensional, starting in the upper left corner of the image
4626 and laid out in scanlines going from left to right, then top to bottom.
4627 Please note that it's not safe to use string.char to generate raw data,
4628 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4629 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4630 You may use this to procedurally generate textures during server init.
4635 * `minetest.debug(...)`
4636 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4637 * `minetest.log([level,] text)`
4638 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4639 `"info"`, or `"verbose"`. Default is `"none"`.
4641 Registration functions
4642 ----------------------
4644 Call these functions only at load time!
4648 * `minetest.register_node(name, node definition)`
4649 * `minetest.register_craftitem(name, item definition)`
4650 * `minetest.register_tool(name, item definition)`
4651 * `minetest.override_item(name, redefinition)`
4652 * Overrides fields of an item registered with register_node/tool/craftitem.
4653 * Note: Item must already be defined, (opt)depend on the mod defining it.
4654 * Example: `minetest.override_item("default:mese",
4655 {light_source=minetest.LIGHT_MAX})`
4656 * `minetest.unregister_item(name)`
4657 * Unregisters the item from the engine, and deletes the entry with key
4658 `name` from `minetest.registered_items` and from the associated item table
4659 according to its nature: `minetest.registered_nodes`, etc.
4660 * `minetest.register_entity(name, entity definition)`
4661 * `minetest.register_abm(abm definition)`
4662 * `minetest.register_lbm(lbm definition)`
4663 * `minetest.register_alias(alias, original_name)`
4664 * Also use this to set the 'mapgen aliases' needed in a game for the core
4665 mapgens. See [Mapgen aliases] section above.
4666 * `minetest.register_alias_force(alias, original_name)`
4667 * `minetest.register_ore(ore definition)`
4668 * Returns an integer object handle uniquely identifying the registered
4670 * The order of ore registrations determines the order of ore generation.
4671 * `minetest.register_biome(biome definition)`
4672 * Returns an integer object handle uniquely identifying the registered
4673 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4674 * `minetest.unregister_biome(name)`
4675 * Unregisters the biome from the engine, and deletes the entry with key
4676 `name` from `minetest.registered_biomes`.
4677 * Warning: This alters the biome to biome ID correspondences, so any
4678 decorations or ores using the 'biomes' field must afterwards be cleared
4680 * `minetest.register_decoration(decoration definition)`
4681 * Returns an integer object handle uniquely identifying the registered
4682 decoration on success. To get the decoration ID, use
4683 `minetest.get_decoration_id`.
4684 * The order of decoration registrations determines the order of decoration
4686 * `minetest.register_schematic(schematic definition)`
4687 * Returns an integer object handle uniquely identifying the registered
4688 schematic on success.
4689 * If the schematic is loaded from a file, the `name` field is set to the
4691 * If the function is called when loading the mod, and `name` is a relative
4692 path, then the current mod path will be prepended to the schematic
4694 * `minetest.clear_registered_biomes()`
4695 * Clears all biomes currently registered.
4696 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4697 correspondences, so any decorations or ores using the 'biomes' field must
4698 afterwards be cleared and re-registered.
4699 * `minetest.clear_registered_decorations()`
4700 * Clears all decorations currently registered.
4701 * `minetest.clear_registered_ores()`
4702 * Clears all ores currently registered.
4703 * `minetest.clear_registered_schematics()`
4704 * Clears all schematics currently registered.
4708 * `minetest.register_craft(recipe)`
4709 * Check recipe table syntax for different types below.
4710 * `minetest.clear_craft(recipe)`
4711 * Will erase existing craft based either on output item or on input recipe.
4712 * Specify either output or input only. If you specify both, input will be
4713 ignored. For input use the same recipe table syntax as for
4714 `minetest.register_craft(recipe)`. For output specify only the item,
4716 * Returns false if no erase candidate could be found, otherwise returns true.
4717 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4718 ignored if the recipe contains output. Erasing is then done independently
4719 from the crafting method.
4720 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4721 * `minetest.override_chatcommand(name, redefinition)`
4722 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4723 * `minetest.unregister_chatcommand(name)`
4724 * Unregisters a chatcommands registered with `register_chatcommand`.
4725 * `minetest.register_privilege(name, definition)`
4726 * `definition` can be a description or a definition table (see [Privilege
4728 * If it is a description, the priv will be granted to singleplayer and admin
4730 * To allow players with `basic_privs` to grant, see the `basic_privs`
4731 minetest.conf setting.
4732 * `minetest.register_authentication_handler(authentication handler definition)`
4733 * Registers an auth handler that overrides the builtin one.
4734 * This function can be called by a single mod once only.
4736 Global callback registration functions
4737 --------------------------------------
4739 Call these functions only at load time!
4741 * `minetest.register_globalstep(function(dtime))`
4742 * Called every server step, usually interval of 0.1s
4743 * `minetest.register_on_mods_loaded(function())`
4744 * Called after mods have finished loading and before the media is cached or the
4746 * `minetest.register_on_shutdown(function())`
4747 * Called before server shutdown
4748 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4749 registered callbacks **will likely not be run**. Data should be saved at
4750 semi-frequent intervals as well as on server shutdown.
4751 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4752 * Called when a node has been placed
4753 * If return `true` no item is taken from `itemstack`
4754 * `placer` may be any valid ObjectRef or nil.
4755 * **Not recommended**; use `on_construct` or `after_place_node` in node
4756 definition whenever possible.
4757 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4758 * Called when a node has been dug.
4759 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4760 definition whenever possible.
4761 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4762 * Called when a node is punched
4763 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4764 * Called after generating a piece of world. Modifying nodes inside the area
4765 is a bit faster than usually.
4766 * `minetest.register_on_newplayer(function(ObjectRef))`
4767 * Called when a new player enters the world for the first time
4768 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4769 * Called when a player is punched
4770 * Note: This callback is invoked even if the punched player is dead.
4771 * `player`: ObjectRef - Player that was punched
4772 * `hitter`: ObjectRef - Player that hit
4773 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4775 * `tool_capabilities`: Capability table of used item (can be nil)
4776 * `dir`: Unit vector of direction of punch. Always defined. Points from
4777 the puncher to the punched.
4778 * `damage`: Number that represents the damage calculated by the engine
4779 * should return `true` to prevent the default damage mechanism
4780 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4781 * Called when a player is right-clicked
4782 * `player`: ObjectRef - Player that was right-clicked
4783 * `clicker`: ObjectRef - Object that right-clicked, may or may not be a player
4784 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4785 * Called when the player gets damaged or healed
4786 * `player`: ObjectRef of the player
4787 * `hp_change`: the amount of change. Negative when it is damage.
4788 * `reason`: a PlayerHPChangeReason table.
4789 * The `type` field will have one of the following values:
4790 * `set_hp`: A mod or the engine called `set_hp` without
4791 giving a type - use this for custom damage types.
4792 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4794 * `node_damage`: `damage_per_second` from a neighbouring node.
4795 `reason.node` will hold the node name or nil.
4798 * Any of the above types may have additional fields from mods.
4799 * `reason.from` will be `mod` or `engine`.
4800 * `modifier`: when true, the function should return the actual `hp_change`.
4801 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4802 Modifiers can return true as a second argument to stop the execution of further functions.
4803 Non-modifiers receive the final HP change calculated by the modifiers.
4804 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4805 * Called when a player dies
4806 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4807 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4808 * Called when player is to be respawned
4809 * Called _before_ repositioning of player occurs
4810 * return true in func to disable regular player placement
4811 * `minetest.register_on_prejoinplayer(function(name, ip))`
4812 * Called when a client connects to the server, prior to authentication
4813 * If it returns a string, the client is disconnected with that string as
4815 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4816 * Called when a player joins the game
4817 * `last_login`: The timestamp of the previous login, or nil if player is new
4818 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4819 * Called when a player leaves the game
4820 * `timed_out`: True for timeout, false for other reasons.
4821 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4822 * Called when a client attempts to log into an account.
4823 * `name`: The name of the account being authenticated.
4824 * `ip`: The IP address of the client
4825 * `is_success`: Whether the client was successfully authenticated
4826 * For newly registered accounts, `is_success` will always be true
4827 * `minetest.register_on_auth_fail(function(name, ip))`
4828 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4829 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4830 * Called when a player cheats
4831 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4833 * `interacted_too_far`
4834 * `interacted_with_self`
4835 * `interacted_while_dead`
4836 * `finished_unknown_dig`
4839 * `minetest.register_on_chat_message(function(name, message))`
4840 * Called always when a player says something
4841 * Return `true` to mark the message as handled, which means that it will
4842 not be sent to other players.
4843 * `minetest.register_on_chatcommand(function(name, command, params))`
4844 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4845 is checked to see if the command exists, but after the input is parsed.
4846 * Return `true` to mark the command as handled, which means that the default
4847 handlers will be prevented.
4848 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4849 * Called when the server received input from `player` in a formspec with
4850 the given `formname`. Specifically, this is called on any of the
4852 * a button was pressed,
4853 * Enter was pressed while the focus was on a text field
4854 * a checkbox was toggled,
4855 * something was selected in a dropdown list,
4856 * a different tab was selected,
4857 * selection was changed in a textlist or table,
4858 * an entry was double-clicked in a textlist or table,
4859 * a scrollbar was moved, or
4860 * the form was actively closed by the player.
4861 * Fields are sent for formspec elements which define a field. `fields`
4862 is a table containing each formspecs element value (as string), with
4863 the `name` parameter as index for each. The value depends on the
4864 formspec element type:
4865 * `animated_image`: Returns the index of the current frame.
4866 * `button` and variants: If pressed, contains the user-facing button
4867 text as value. If not pressed, is `nil`
4868 * `field`, `textarea` and variants: Text in the field
4869 * `dropdown`: Either the index or value, depending on the `index event`
4871 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4872 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4873 * `textlist`: See `minetest.explode_textlist_event`
4874 * `table`: See `minetest.explode_table_event`
4875 * `scrollbar`: See `minetest.explode_scrollbar_event`
4876 * Special case: `["quit"]="true"` is sent when the user actively
4877 closed the form by mouse click, keypress or through a button_exit[]
4879 * Special case: `["key_enter"]="true"` is sent when the user pressed
4880 the Enter key and the focus was either nowhere (causing the formspec
4881 to be closed) or on a button. If the focus was on a text field,
4882 additionally, the index `key_enter_field` contains the name of the
4883 text field. See also: `field_close_on_enter`.
4884 * Newest functions are called first
4885 * If function returns `true`, remaining functions are not called
4886 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4887 * Called when `player` crafts something
4888 * `itemstack` is the output
4889 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4891 * `craft_inv` is the inventory with the crafting grid
4892 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4894 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4895 * The same as before, except that it is called before the player crafts, to
4896 make craft prediction, and it should not change anything.
4897 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4898 * Determines how much of a stack may be taken, put or moved to a
4900 * `player` (type `ObjectRef`) is the player who modified the inventory
4901 `inventory` (type `InvRef`).
4902 * List of possible `action` (string) values and their
4903 `inventory_info` (table) contents:
4904 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4905 * `put`: `{listname=string, index=number, stack=ItemStack}`
4906 * `take`: Same as `put`
4907 * Return a numeric value to limit the amount of items to be taken, put or
4908 moved. A value of `-1` for `take` will make the source stack infinite.
4909 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4910 * Called after a take, put or move event from/to/in a player inventory
4911 * Function arguments: see `minetest.register_allow_player_inventory_action`
4912 * Does not accept or handle any return value.
4913 * `minetest.register_on_protection_violation(function(pos, name))`
4914 * Called by `builtin` and mods when a player violates protection at a
4915 position (eg, digs a node or punches a protected entity).
4916 * The registered functions can be called using
4917 `minetest.record_protection_violation`.
4918 * The provided function should check that the position is protected by the
4919 mod calling this function before it prints a message, if it does, to
4920 allow for multiple protection mods.
4921 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4922 * Called when an item is eaten, by `minetest.item_eat`
4923 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4924 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4925 * Called when `granter` grants the priv `priv` to `name`.
4926 * Note that the callback will be called twice if it's done by a player,
4927 once with granter being the player name, and again with granter being nil.
4928 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4929 * Called when `revoker` revokes the priv `priv` from `name`.
4930 * Note that the callback will be called twice if it's done by a player,
4931 once with revoker being the player name, and again with revoker being nil.
4932 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4933 * Called when `name` user connects with `ip`.
4934 * Return `true` to by pass the player limit
4935 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4936 * Called when an incoming mod channel message is received
4937 * You should have joined some channels to receive events.
4938 * If message comes from a server mod, `sender` field is an empty string.
4939 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
4940 * Called after liquid nodes are modified by the engine's liquid transformation
4942 * `pos_list` is an array of all modified positions.
4943 * `node_list` is an array of the old node that was previously at the position
4944 with the corresponding index in pos_list.
4949 * `minetest.settings`: Settings object containing all of the settings from the
4950 main config file (`minetest.conf`).
4951 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4952 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4957 * `minetest.string_to_privs(str[, delim])`:
4958 * Converts string representation of privs into table form
4959 * `delim`: String separating the privs. Defaults to `","`.
4960 * Returns `{ priv1 = true, ... }`
4961 * `minetest.privs_to_string(privs[, delim])`:
4962 * Returns the string representation of `privs`
4963 * `delim`: String to delimit privs. Defaults to `","`.
4964 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4965 * `minetest.check_player_privs(player_or_name, ...)`:
4966 returns `bool, missing_privs`
4967 * A quickhand for checking privileges.
4968 * `player_or_name`: Either a Player object or the name of a player.
4969 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4970 a table, e.g. `{ priva = true, privb = true }`.
4972 * `minetest.check_password_entry(name, entry, password)`
4973 * Returns true if the "password entry" for a player with name matches given
4974 password, false otherwise.
4975 * The "password entry" is the password representation generated by the
4976 engine as returned as part of a `get_auth()` call on the auth handler.
4977 * Only use this function for making it possible to log in via password from
4978 external protocols such as IRC, other uses are frowned upon.
4979 * `minetest.get_password_hash(name, raw_password)`
4980 * Convert a name-password pair to a password hash that Minetest can use.
4981 * The returned value alone is not a good basis for password checks based
4982 on comparing the password hash in the database with the password hash
4983 from the function, with an externally provided password, as the hash
4984 in the db might use the new SRP verifier format.
4985 * For this purpose, use `minetest.check_password_entry` instead.
4986 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4988 * The player needs to be online for this to be successful.
4990 * `minetest.get_auth_handler()`: Return the currently active auth handler
4991 * See the [Authentication handler definition]
4992 * Use this to e.g. get the authentication data for a player:
4993 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4994 * `minetest.notify_authentication_modified(name)`
4995 * Must be called by the authentication handler for privilege changes.
4996 * `name`: string; if omitted, all auth data should be considered modified
4997 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4999 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5001 * `minetest.auth_reload()`
5002 * See `reload()` in authentication handler definition
5004 `minetest.set_player_password`, `minetest.set_player_privs`,
5005 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5011 * `minetest.chat_send_all(text)`
5012 * `minetest.chat_send_player(name, text)`
5013 * `minetest.format_chat_message(name, message)`
5014 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5015 Refer to the documentation of the setting for a list of valid placeholders.
5016 * Takes player name and message, and returns the formatted string to be sent to players.
5017 * Can be redefined by mods if required, for things like colored names or messages.
5018 * **Only** the first occurrence of each placeholder will be replaced.
5023 * `minetest.set_node(pos, node)`
5024 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5025 * Set node at position `pos`
5026 * `node`: table `{name=string, param1=number, param2=number}`
5027 * If param1 or param2 is omitted, it's set to `0`.
5028 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5029 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5030 * Set node on all positions set in the first argument.
5031 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5032 * For node specification or position syntax see `minetest.set_node` call
5033 * Faster than set_node due to single call, but still considerably slower
5034 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5035 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5036 in spread out positions which would cause LVMs to waste memory.
5037 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5039 * `minetest.swap_node(pos, node)`
5040 * Set node at position, but don't remove metadata
5041 * `minetest.remove_node(pos)`
5042 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5043 * `minetest.get_node(pos)`
5044 * Returns the node at the given position as table in the format
5045 `{name="node_name", param1=0, param2=0}`,
5046 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5047 * `minetest.get_node_or_nil(pos)`
5048 * Same as `get_node` but returns `nil` for unloaded areas.
5049 * `minetest.get_node_light(pos, timeofday)`
5050 * Gets the light value at the given position. Note that the light value
5051 "inside" the node at the given position is returned, so you usually want
5052 to get the light value of a neighbor.
5053 * `pos`: The position where to measure the light.
5054 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5055 * Returns a number between `0` and `15` or `nil`
5056 * `nil` is returned e.g. when the map isn't loaded at `pos`
5057 * `minetest.get_natural_light(pos[, timeofday])`
5058 * Figures out the sunlight (or moonlight) value at pos at the given time of
5060 * `pos`: The position of the node
5061 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5062 * Returns a number between `0` and `15` or `nil`
5063 * This function tests 203 nodes in the worst case, which happens very
5065 * `minetest.get_artificial_light(param1)`
5066 * Calculates the artificial light (light from e.g. torches) value from the
5068 * `param1`: The param1 value of a `paramtype = "light"` node.
5069 * Returns a number between `0` and `15`
5070 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5071 ensures compatibility.
5072 * `minetest.place_node(pos, node)`
5073 * Place node with the same effects that a player would cause
5074 * `minetest.dig_node(pos)`
5075 * Dig node with the same effects that a player would cause
5076 * Returns `true` if successful, `false` on failure (e.g. protected location)
5077 * `minetest.punch_node(pos)`
5078 * Punch node with the same effects that a player would cause
5079 * `minetest.spawn_falling_node(pos)`
5080 * Change node into falling node
5081 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5083 * `minetest.find_nodes_with_meta(pos1, pos2)`
5084 * Get a table of positions of nodes that have metadata within a region
5086 * `minetest.get_meta(pos)`
5087 * Get a `NodeMetaRef` at that position
5088 * `minetest.get_node_timer(pos)`
5089 * Get `NodeTimerRef`
5091 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5093 * Returns `ObjectRef`, or `nil` if failed
5094 * `minetest.add_item(pos, item)`: Spawn item
5095 * Returns `ObjectRef`, or `nil` if failed
5096 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5097 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5099 * `radius`: using an euclidean metric
5100 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5102 * `pos1` and `pos2` are the min and max positions of the area to search.
5103 * `minetest.set_timeofday(val)`
5104 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5105 * `minetest.get_timeofday()`
5106 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5108 * `minetest.get_day_count()`: returns number days elapsed since world was
5110 * accounts for time changes.
5111 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5113 * `radius`: using a maximum metric
5114 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5115 * `search_center` is an optional boolean (default: `false`)
5116 If true `pos` is also checked for the nodes
5117 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5118 * `pos1` and `pos2` are the min and max positions of the area to search.
5119 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5120 * If `grouped` is true the return value is a table indexed by node name
5121 which contains lists of positions.
5122 * If `grouped` is false or absent the return values are as follows:
5123 first value: Table with all node positions
5124 second value: Table with the count of each node with the node name
5126 * Area volume is limited to 4,096,000 nodes
5127 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5129 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5130 * Return value: Table with all node positions with a node air above
5131 * Area volume is limited to 4,096,000 nodes
5132 * `minetest.get_perlin(noiseparams)`
5133 * Return world-specific perlin noise.
5134 * The actual seed used is the noiseparams seed plus the world seed.
5135 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5136 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5137 * Return world-specific perlin noise.
5138 * `minetest.get_voxel_manip([pos1, pos2])`
5139 * Return voxel manipulator object.
5140 * Loads the manipulator from the map if positions are passed.
5141 * `minetest.set_gen_notify(flags, {deco_ids})`
5142 * Set the types of on-generate notifications that should be collected.
5143 * `flags` is a flag field with the available flags:
5151 * The second parameter is a list of IDs of decorations which notification
5153 * `minetest.get_gen_notify()`
5154 * Returns a flagstring and a table with the `deco_id`s.
5155 * `minetest.get_decoration_id(decoration_name)`
5156 * Returns the decoration ID number for the provided decoration name string,
5157 or `nil` on failure.
5158 * `minetest.get_mapgen_object(objectname)`
5159 * Return requested mapgen object if available (see [Mapgen objects])
5160 * `minetest.get_heat(pos)`
5161 * Returns the heat at the position, or `nil` on failure.
5162 * `minetest.get_humidity(pos)`
5163 * Returns the humidity at the position, or `nil` on failure.
5164 * `minetest.get_biome_data(pos)`
5165 * Returns a table containing:
5166 * `biome` the biome id of the biome at that position
5167 * `heat` the heat at the position
5168 * `humidity` the humidity at the position
5169 * Or returns `nil` on failure.
5170 * `minetest.get_biome_id(biome_name)`
5171 * Returns the biome id, as used in the biomemap Mapgen object and returned
5172 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5173 * `minetest.get_biome_name(biome_id)`
5174 * Returns the biome name string for the provided biome id, or `nil` on
5176 * If no biomes have been registered, such as in mgv6, returns `default`.
5177 * `minetest.get_mapgen_params()`
5178 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5179 * Returns a table containing:
5185 * `minetest.set_mapgen_params(MapgenParams)`
5186 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5188 * Set map generation parameters.
5189 * Function cannot be called after the registration period; only
5190 initialization and `on_mapgen_init`.
5191 * Takes a table as an argument with the fields:
5197 * Leave field unset to leave that parameter unchanged.
5198 * `flags` contains a comma-delimited string of flags to set, or if the
5199 prefix `"no"` is attached, clears instead.
5200 * `flags` is in the same format and has the same options as `mg_flags` in
5202 * `minetest.get_mapgen_setting(name)`
5203 * Gets the *active* mapgen setting (or nil if none exists) in string
5204 format with the following order of precedence:
5205 1) Settings loaded from map_meta.txt or overrides set during mod
5207 2) Settings set by mods without a metafile override
5208 3) Settings explicitly set in the user config file, minetest.conf
5209 4) Settings set as the user config default
5210 * `minetest.get_mapgen_setting_noiseparams(name)`
5211 * Same as above, but returns the value as a NoiseParams table if the
5212 setting `name` exists and is a valid NoiseParams.
5213 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5214 * Sets a mapgen param to `value`, and will take effect if the corresponding
5215 mapgen setting is not already present in map_meta.txt.
5216 * `override_meta` is an optional boolean (default: `false`). If this is set
5217 to true, the setting will become the active setting regardless of the map
5219 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5220 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5221 * Same as above, except value is a NoiseParams table.
5222 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5223 * Sets the noiseparams setting of `name` to the noiseparams table specified
5225 * `set_default` is an optional boolean (default: `true`) that specifies
5226 whether the setting should be applied to the default config or current
5228 * `minetest.get_noiseparams(name)`
5229 * Returns a table of the noiseparams for name.
5230 * `minetest.generate_ores(vm, pos1, pos2)`
5231 * Generate all registered ores within the VoxelManip `vm` and in the area
5232 from `pos1` to `pos2`.
5233 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5234 * `minetest.generate_decorations(vm, pos1, pos2)`
5235 * Generate all registered decorations within the VoxelManip `vm` and in the
5236 area from `pos1` to `pos2`.
5237 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5238 * `minetest.clear_objects([options])`
5239 * Clear all objects in the environment
5240 * Takes an optional table as an argument with the field `mode`.
5241 * mode = `"full"` : Load and go through every mapblock, clearing
5243 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5244 clear objects in unloaded mapblocks only when the
5245 mapblocks are next activated.
5246 * `minetest.load_area(pos1[, pos2])`
5247 * Load the mapblocks containing the area from `pos1` to `pos2`.
5248 `pos2` defaults to `pos1` if not specified.
5249 * This function does not trigger map generation.
5250 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5251 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5252 asynchronously fetched from memory, loaded from disk, or if inexistent,
5254 * If `callback` is a valid Lua function, this will be called for each block
5256 * The function signature of callback is:
5257 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5258 * `blockpos` is the *block* coordinates of the block that had been
5260 * `action` could be one of the following constant values:
5261 * `minetest.EMERGE_CANCELLED`
5262 * `minetest.EMERGE_ERRORED`
5263 * `minetest.EMERGE_FROM_MEMORY`
5264 * `minetest.EMERGE_FROM_DISK`
5265 * `minetest.EMERGE_GENERATED`
5266 * `calls_remaining` is the number of callbacks to be expected after
5268 * `param` is the user-defined parameter passed to emerge_area (or
5269 nil if the parameter was absent).
5270 * `minetest.delete_area(pos1, pos2)`
5271 * delete all mapblocks in the area from pos1 to pos2, inclusive
5272 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5273 * Checks if there is anything other than air between pos1 and pos2.
5274 * Returns false if something is blocking the sight.
5275 * Returns the position of the blocking node when `false`
5276 * `pos1`: First position
5277 * `pos2`: Second position
5278 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5279 * Creates a `Raycast` object.
5280 * `pos1`: start of the ray
5281 * `pos2`: end of the ray
5282 * `objects`: if false, only nodes will be returned. Default is `true`.
5283 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5284 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5285 * returns table containing path that can be walked on
5286 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5288 * Reasons for failure:
5289 * No path exists at all
5290 * No path exists within `searchdistance` (see below)
5291 * Start or end pos is buried in land
5292 * `pos1`: start position
5293 * `pos2`: end position
5294 * `searchdistance`: maximum distance from the search positions to search in.
5295 In detail: Path must be completely inside a cuboid. The minimum
5296 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5297 Larger values will increase the size of this cuboid in all directions
5298 * `max_jump`: maximum height difference to consider walkable
5299 * `max_drop`: maximum height difference to consider droppable
5300 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5301 Difference between `"A*"` and `"A*_noprefetch"` is that
5302 `"A*"` will pre-calculate the cost-data, the other will calculate it
5304 * `minetest.spawn_tree (pos, {treedef})`
5305 * spawns L-system tree at given `pos` with definition in `treedef` table
5306 * `minetest.transforming_liquid_add(pos)`
5307 * add node to liquid update queue
5308 * `minetest.get_node_max_level(pos)`
5309 * get max available level for leveled node
5310 * `minetest.get_node_level(pos)`
5311 * get level of leveled node (water, snow)
5312 * `minetest.set_node_level(pos, level)`
5313 * set level of leveled node, default `level` equals `1`
5314 * if `totallevel > maxlevel`, returns rest (`total-max`).
5315 * `minetest.add_node_level(pos, level)`
5316 * increase level of leveled node by level, default `level` equals `1`
5317 * if `totallevel > maxlevel`, returns rest (`total-max`)
5318 * `level` must be between -127 and 127
5319 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5320 * resets the light in a cuboid-shaped part of
5321 the map and removes lighting bugs.
5322 * Loads the area if it is not loaded.
5323 * `pos1` is the corner of the cuboid with the least coordinates
5324 (in node coordinates), inclusive.
5325 * `pos2` is the opposite corner of the cuboid, inclusive.
5326 * The actual updated cuboid might be larger than the specified one,
5327 because only whole map blocks can be updated.
5328 The actual updated area consists of those map blocks that intersect
5329 with the given cuboid.
5330 * However, the neighborhood of the updated area might change
5331 as well, as light can spread out of the cuboid, also light
5333 * returns `false` if the area is not fully generated,
5335 * `minetest.check_single_for_falling(pos)`
5336 * causes an unsupported `group:falling_node` node to fall and causes an
5337 unattached `group:attached_node` node to fall.
5338 * does not spread these updates to neighbours.
5339 * `minetest.check_for_falling(pos)`
5340 * causes an unsupported `group:falling_node` node to fall and causes an
5341 unattached `group:attached_node` node to fall.
5342 * spread these updates to neighbours and can cause a cascade
5344 * `minetest.get_spawn_level(x, z)`
5345 * Returns a player spawn y co-ordinate for the provided (x, z)
5346 co-ordinates, or `nil` for an unsuitable spawn point.
5347 * For most mapgens a 'suitable spawn point' is one with y between
5348 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5349 so `nil` will be returned for many (x, z) co-ordinates.
5350 * The spawn level returned is for a player spawn in unmodified terrain.
5351 * The spawn level is intentionally above terrain level to cope with
5352 full-node biome 'dust' nodes.
5357 You can find mod channels communication scheme in `doc/mod_channels.png`.
5359 * `minetest.mod_channel_join(channel_name)`
5360 * Server joins channel `channel_name`, and creates it if necessary. You
5361 should listen for incoming messages with
5362 `minetest.register_on_modchannel_message`
5367 `minetest.get_inventory(location)`: returns an `InvRef`
5370 * `{type="player", name="celeron55"}`
5371 * `{type="node", pos={x=, y=, z=}}`
5372 * `{type="detached", name="creative"}`
5373 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5375 * `callbacks`: See [Detached inventory callbacks]
5376 * `player_name`: Make detached inventory available to one player
5377 exclusively, by default they will be sent to every player (even if not
5379 Note that this parameter is mostly just a workaround and will be removed
5381 * Creates a detached inventory. If it already exists, it is cleared.
5382 * `minetest.remove_detached_inventory(name)`
5383 * Returns a `boolean` indicating whether the removal succeeded.
5384 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5385 returns left over ItemStack.
5386 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5391 * `minetest.show_formspec(playername, formname, formspec)`
5392 * `playername`: name of player to show formspec
5393 * `formname`: name passed to `on_player_receive_fields` callbacks.
5394 It should follow the `"modname:<whatever>"` naming convention
5395 * `formspec`: formspec to display
5396 * `minetest.close_formspec(playername, formname)`
5397 * `playername`: name of player to close formspec
5398 * `formname`: has to exactly match the one given in `show_formspec`, or the
5399 formspec will not close.
5400 * calling `show_formspec(playername, formname, "")` is equal to this
5402 * to close a formspec regardless of the formname, call
5403 `minetest.close_formspec(playername, "")`.
5404 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5405 * `minetest.formspec_escape(string)`: returns a string
5406 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5408 * `minetest.explode_table_event(string)`: returns a table
5409 * returns e.g. `{type="CHG", row=1, column=2}`
5411 * `"INV"`: no row selected
5413 * `"DCL"`: double-click
5414 * `minetest.explode_textlist_event(string)`: returns a table
5415 * returns e.g. `{type="CHG", index=1}`
5417 * `"INV"`: no row selected
5419 * `"DCL"`: double-click
5420 * `minetest.explode_scrollbar_event(string)`: returns a table
5421 * returns e.g. `{type="CHG", value=500}`
5423 * `"INV"`: something failed
5424 * `"CHG"`: has been changed
5425 * `"VAL"`: not changed
5430 * `minetest.inventorycube(img1, img2, img3)`
5431 * Returns a string for making an image of a cube (useful as an item image)
5432 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5433 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5434 does not refer to a node or entity.
5435 * If the optional `above` parameter is true and the `pointed_thing` refers
5436 to a node, then it will return the `above` position of the `pointed_thing`.
5437 * `minetest.dir_to_facedir(dir, is6d)`
5438 * Convert a vector to a facedir value, used in `param2` for
5439 `paramtype2="facedir"`.
5440 * passing something non-`nil`/`false` for the optional second parameter
5441 causes it to take the y component into account.
5442 * `minetest.facedir_to_dir(facedir)`
5443 * Convert a facedir back into a vector aimed directly out the "back" of a
5445 * `minetest.dir_to_wallmounted(dir)`
5446 * Convert a vector to a wallmounted value, used for
5447 `paramtype2="wallmounted"`.
5448 * `minetest.wallmounted_to_dir(wallmounted)`
5449 * Convert a wallmounted value back into a vector aimed directly out the
5451 * `minetest.dir_to_yaw(dir)`
5452 * Convert a vector into a yaw (angle)
5453 * `minetest.yaw_to_dir(yaw)`
5454 * Convert yaw (angle) to a vector
5455 * `minetest.is_colored_paramtype(ptype)`
5456 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5457 color information (`color`, `colorwallmounted` or `colorfacedir`).
5458 * `minetest.strip_param2_color(param2, paramtype2)`
5459 * Removes everything but the color information from the
5460 given `param2` value.
5461 * Returns `nil` if the given `paramtype2` does not contain color
5463 * `minetest.get_node_drops(node, toolname)`
5464 * Returns list of itemstrings that are dropped by `node` when dug
5465 with the item `toolname` (not limited to tools).
5466 * `node`: node as table or node name
5467 * `toolname`: name of the item used to dig (can be `nil`)
5468 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5469 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5470 * `input.width` = for example `3`
5471 * `input.items` = for example
5472 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5473 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5474 * `output.time` = a number, if unsuccessful: `0`
5475 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5476 placed in `decremented_input.items`. Replacements can be placed in
5477 `decremented_input` if the stack of the replaced item has a count of 1.
5478 * `decremented_input` = like `input`
5479 * `minetest.get_craft_recipe(output)`: returns input
5480 * returns last registered recipe for output item (node)
5481 * `output` is a node or item type such as `"default:torch"`
5482 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5483 * `input.width` = for example `3`
5484 * `input.items` = for example
5485 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5486 * `input.items` = `nil` if no recipe found
5487 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5488 * returns indexed table with all registered recipes for query item (node)
5489 or `nil` if no recipe was found.
5490 * recipe entry table:
5491 * `method`: 'normal' or 'cooking' or 'fuel'
5492 * `width`: 0-3, 0 means shapeless recipe
5493 * `items`: indexed [1-9] table with recipe items
5494 * `output`: string with item name and quantity
5495 * Example query for `"default:gold_ingot"` will return table:
5498 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5499 items = {1 = "default:gold_lump"}},
5500 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5501 items = {1 = "default:goldblock"}}
5503 * `minetest.handle_node_drops(pos, drops, digger)`
5504 * `drops`: list of itemstrings
5505 * Handles drops from nodes after digging: Default action is to put them
5506 into digger's inventory.
5507 * Can be overridden to get different functionality (e.g. dropping items on
5509 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5511 * Creates an item string which contains palette index information
5512 for hardware colorization. You can use the returned string
5513 as an output in a craft recipe.
5514 * `item`: the item stack which becomes colored. Can be in string,
5515 table and native form.
5516 * `palette_index`: this index is added to the item stack
5517 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5518 * Creates an item string which contains static color information
5519 for hardware colorization. Use this method if you wish to colorize
5520 an item that does not own a palette. You can use the returned string
5521 as an output in a craft recipe.
5522 * `item`: the item stack which becomes colored. Can be in string,
5523 table and native form.
5524 * `colorstring`: the new color of the item stack
5529 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5530 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5531 * Find who has done something to a node, or near a node
5532 * `actor`: `"player:<name>"`, also `"liquid"`.
5533 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5534 `boolean, log_messages`.
5535 * Revert latest actions of someone
5536 * `actor`: `"player:<name>"`, also `"liquid"`.
5538 Defaults for the `on_place` and `on_drop` item definition functions
5539 -------------------------------------------------------------------
5541 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5542 * Place item as a node
5543 * `param2` overrides `facedir` and wallmounted `param2`
5544 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5545 for the newly placed node to prevent a callback and placement loop
5546 * returns `itemstack, position`
5547 * `position`: the location the node was placed to. `nil` if nothing was placed.
5548 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5550 * returns the leftover itemstack
5551 * **Note**: This function is deprecated and will never be called.
5552 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5553 * Wrapper that calls `minetest.item_place_node` if appropriate
5554 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5555 * **Note**: is not called when wielded item overrides `on_place`
5556 * `param2` overrides facedir and wallmounted `param2`
5557 * returns `itemstack, position`
5558 * `position`: the location the node was placed to. `nil` if nothing was placed.
5559 * `minetest.item_drop(itemstack, dropper, pos)`
5561 * returns the leftover itemstack
5562 * `minetest.item_eat(hp_change[, replace_with_item])`
5563 * Returns `function(itemstack, user, pointed_thing)` as a
5564 function wrapper for `minetest.do_item_eat`.
5565 * `replace_with_item` is the itemstring which is added to the inventory.
5566 If the player is eating a stack, then replace_with_item goes to a
5569 Defaults for the `on_punch` and `on_dig` node definition callbacks
5570 ------------------------------------------------------------------
5572 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5573 * Calls functions registered by `minetest.register_on_punchnode()`
5574 * `minetest.node_dig(pos, node, digger)`
5575 * Checks if node can be dug, puts item into inventory, removes node
5576 * Calls functions registered by `minetest.registered_on_dignodes()`
5581 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5582 * `spec` is a `SimpleSoundSpec`
5583 * `parameters` is a sound parameter table
5584 * `ephemeral` is a boolean (default: false)
5585 Ephemeral sounds will not return a handle and can't be stopped or faded.
5586 It is recommend to use this for short sounds that happen in response to
5587 player actions (e.g. door closing).
5588 * `minetest.sound_stop(handle)`
5589 * `handle` is a handle returned by `minetest.sound_play`
5590 * `minetest.sound_fade(handle, step, gain)`
5591 * `handle` is a handle returned by `minetest.sound_play`
5592 * `step` determines how fast a sound will fade.
5593 The gain will change by this much per second,
5594 until it reaches the target gain.
5595 Note: Older versions used a signed step. This is deprecated, but old
5596 code will still work. (the client uses abs(step) to correct it)
5597 * `gain` the target gain for the fade.
5598 Fading to zero will delete the sound.
5603 * `minetest.after(time, func, ...)` : returns job table to use as below.
5604 * Call the function `func` after `time` seconds, may be fractional
5605 * Optional: Variable number of arguments that are passed to `func`
5608 * Cancels the job function from being called
5613 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5614 server shutdown. Will display `message` to clients.
5615 * `reconnect` == true displays a reconnect button
5616 * `delay` adds an optional delay (in seconds) before shutdown.
5617 Negative delay cancels the current active shutdown.
5618 Zero delay triggers an immediate shutdown.
5619 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5620 * `minetest.get_server_status(name, joined)`
5621 * Returns the server status string when a player joins or when the command
5622 `/status` is called. Returns `nil` or an empty string when the message is
5624 * `joined`: Boolean value, indicates whether the function was called when
5626 * This function may be overwritten by mods to customize the status message.
5627 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5628 * `minetest.remove_player(name)`: remove player from database (if they are not
5630 * As auth data is not removed, minetest.player_exists will continue to
5631 return true. Call the below method as well if you want to remove auth
5633 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5634 * `minetest.remove_player_auth(name)`: remove player authentication data
5635 * Returns boolean indicating success (false if player nonexistant)
5636 * `minetest.dynamic_add_media(filepath, callback)`
5637 * `filepath`: path to a media file on the filesystem
5638 * `callback`: function with arguments `name`, where name is a player name
5639 (previously there was no callback argument; omitting it is deprecated)
5640 * Adds the file to the media sent to clients by the server on startup
5641 and also pushes this file to already connected clients.
5642 The file must be a supported image, sound or model format. It must not be
5643 modified, deleted, moved or renamed after calling this function.
5644 The list of dynamically added media is not persisted.
5645 * Returns false on error, true if the request was accepted
5646 * The given callback will be called for every player as soon as the
5647 media is available on the client.
5648 Old clients that lack support for this feature will not see the media
5649 unless they reconnect to the server. (callback won't be called)
5650 * Since media transferred this way currently does not use client caching
5651 or HTTP transfers, dynamic media should not be used with big files.
5656 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5657 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5658 IP address or name formatted as string
5659 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5660 * Returns boolean indicating success
5661 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5663 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5665 * Returns boolean indicating success (false if player nonexistant)
5670 * `minetest.add_particle(particle definition)`
5671 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5672 expirationtime, size, collisiondetection, texture, playername)`
5674 * `minetest.add_particlespawner(particlespawner definition)`
5675 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5676 over `time` seconds.
5677 * Returns an `id`, and -1 if adding didn't succeed
5678 * Deprecated: `minetest.add_particlespawner(amount, time,
5682 minexptime, maxexptime,
5684 collisiondetection, texture, playername)`
5686 * `minetest.delete_particlespawner(id, player)`
5687 * Delete `ParticleSpawner` with `id` (return value from
5688 `minetest.add_particlespawner`).
5689 * If playername is specified, only deletes on the player's client,
5690 otherwise on all clients.
5695 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5696 * Create a schematic from the volume of map specified by the box formed by
5698 * Apply the specified probability and per-node force-place to the specified
5699 nodes according to the `probability_list`.
5700 * `probability_list` is an array of tables containing two fields, `pos`
5702 * `pos` is the 3D vector specifying the absolute coordinates of the
5703 node being modified,
5704 * `prob` is an integer value from `0` to `255` that encodes
5705 probability and per-node force-place. Probability has levels
5706 0-127, then 128 may be added to encode per-node force-place.
5707 For probability stated as 0-255, divide by 2 and round down to
5708 get values 0-127, then add 128 to apply per-node force-place.
5709 * If there are two or more entries with the same pos value, the
5711 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5713 * If `probability_list` equals `nil`, no probabilities are applied.
5714 * Apply the specified probability to the specified horizontal slices
5715 according to the `slice_prob_list`.
5716 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5718 * `ypos` indicates the y position of the slice with a probability
5719 applied, the lowest slice being `ypos = 0`.
5720 * If slice probability list equals `nil`, no slice probabilities
5722 * Saves schematic in the Minetest Schematic format to filename.
5724 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5725 * Place the schematic specified by schematic (see [Schematic specifier]) at
5727 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5728 * If the `rotation` parameter is omitted, the schematic is not rotated.
5729 * `replacements` = `{["old_name"] = "convert_to", ...}`
5730 * `force_placement` is a boolean indicating whether nodes other than `air`
5731 and `ignore` are replaced by the schematic.
5732 * Returns nil if the schematic could not be loaded.
5733 * **Warning**: Once you have loaded a schematic from a file, it will be
5734 cached. Future calls will always use the cached version and the
5735 replacement list defined for it, regardless of whether the file or the
5736 replacement list parameter have changed. The only way to load the file
5737 anew is to restart the server.
5738 * `flags` is a flag field with the available flags:
5743 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5744 * This function is analogous to minetest.place_schematic, but places a
5745 schematic onto the specified VoxelManip object `vmanip` instead of the
5747 * Returns false if any part of the schematic was cut-off due to the
5748 VoxelManip not containing the full area required, and true if the whole
5749 schematic was able to fit.
5750 * Returns nil if the schematic could not be loaded.
5751 * After execution, any external copies of the VoxelManip contents are
5753 * `flags` is a flag field with the available flags:
5758 * `minetest.serialize_schematic(schematic, format, options)`
5759 * Return the serialized schematic specified by schematic
5760 (see [Schematic specifier])
5761 * in the `format` of either "mts" or "lua".
5762 * "mts" - a string containing the binary MTS data used in the MTS file
5764 * "lua" - a string containing Lua code representing the schematic in table
5766 * `options` is a table containing the following optional parameters:
5767 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5768 generated will have (X, Z) position comments for every X row
5769 generated in the schematic data for easier reading.
5770 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5771 the Lua code generated will use that number of spaces as indentation
5772 instead of a tab character.
5774 * `minetest.read_schematic(schematic, options)`
5775 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5776 * `schematic` is the schematic to read (see: [Schematic specifier])
5777 * `options` is a table containing the following optional parameters:
5778 * `write_yslice_prob`: string value:
5779 * `none`: no `write_yslice_prob` table is inserted,
5780 * `low`: only probabilities that are not 254 or 255 are written in
5781 the `write_ylisce_prob` table,
5782 * `all`: write all probabilities to the `write_yslice_prob` table.
5783 * The default for this option is `all`.
5784 * Any invalid value will be interpreted as `all`.
5789 * `minetest.request_http_api()`:
5790 * returns `HTTPApiTable` containing http functions if the calling mod has
5791 been granted access by being listed in the `secure.http_mods` or
5792 `secure.trusted_mods` setting, otherwise returns `nil`.
5793 * The returned table contains the functions `fetch`, `fetch_async` and
5794 `fetch_async_get` described below.
5795 * Only works at init time and must be called from the mod's main scope
5796 (not from a function).
5797 * Function only exists if minetest server was built with cURL support.
5798 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5800 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5801 * Performs given request asynchronously and calls callback upon completion
5802 * callback: `function(HTTPRequestResult res)`
5803 * Use this HTTP function if you are unsure, the others are for advanced use
5804 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5805 * Performs given request asynchronously and returns handle for
5806 `HTTPApiTable.fetch_async_get`
5807 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5808 * Return response data for given asynchronous HTTP request
5813 * `minetest.get_mod_storage()`:
5814 * returns reference to mod private `StorageRef`
5815 * must be called during mod load time
5820 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5821 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5822 * `minetest.player_exists(name)`: boolean, whether player exists
5823 (regardless of online status)
5824 * `minetest.hud_replace_builtin(name, hud_definition)`
5825 * Replaces definition of a builtin hud element
5826 * `name`: `"breath"` or `"health"`
5827 * `hud_definition`: definition to replace builtin definition
5828 * `minetest.send_join_message(player_name)`
5829 * This function can be overridden by mods to change the join message.
5830 * `minetest.send_leave_message(player_name, timed_out)`
5831 * This function can be overridden by mods to change the leave message.
5832 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5833 * `pos`: table {x=number, y=number, z=number},
5834 * Gives a unique hash number for a node position (16+16+16=48bit)
5835 * `minetest.get_position_from_hash(hash)`: returns a position
5836 * Inverse transform of `minetest.hash_node_position`
5837 * `minetest.get_item_group(name, group)`: returns a rating
5838 * Get rating of a group of an item. (`0` means: not in group)
5839 * `minetest.get_node_group(name, group)`: returns a rating
5840 * Deprecated: An alias for the former.
5841 * `minetest.raillike_group(name)`: returns a rating
5842 * Returns rating of the connect_to_raillike group corresponding to name
5843 * If name is not yet the name of a connect_to_raillike group, a new group
5844 id is created, with that name.
5845 * `minetest.get_content_id(name)`: returns an integer
5846 * Gets the internal content ID of `name`
5847 * `minetest.get_name_from_content_id(content_id)`: returns a string
5848 * Gets the name of the content with that content ID
5849 * `minetest.parse_json(string[, nullvalue])`: returns something
5850 * Convert a string containing JSON data into the Lua equivalent
5851 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5852 * On success returns a table, a string, a number, a boolean or `nullvalue`
5853 * On failure outputs an error message and returns `nil`
5854 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5855 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5857 * Convert a Lua table into a JSON string
5858 * styled: Outputs in a human-readable format if this is set, defaults to
5860 * Unserializable things like functions and userdata will cause an error.
5861 * **Warning**: JSON is more strict than the Lua table format.
5862 1. You can only use strings and positive integers of at least one as
5864 2. You can not mix string and integer keys.
5865 This is due to the fact that JSON has two distinct array and object
5867 * Example: `write_json({10, {a = false}})`,
5868 returns `"[10, {\"a\": false}]"`
5869 * `minetest.serialize(table)`: returns a string
5870 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5871 into string form readable by `minetest.deserialize`
5872 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5873 * `minetest.deserialize(string[, safe])`: returns a table
5874 * Convert a string returned by `minetest.serialize` into a table
5875 * `string` is loaded in an empty sandbox environment.
5876 * Will load functions if safe is false or omitted. Although these functions
5877 cannot directly access the global environment, they could bypass this
5878 restriction with maliciously crafted Lua bytecode if mod security is
5880 * This function should not be used on untrusted data, regardless of the
5881 value of `safe`. It is fine to serialize then deserialize user-provided
5882 data, but directly providing user input to deserialize is always unsafe.
5883 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5884 returns `{foo='bar'}`
5885 * Example: `deserialize('print("foo")')`, returns `nil`
5886 (function call fails), returns
5887 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5888 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5889 * Compress a string of data.
5890 * `method` is a string identifying the compression method to be used.
5891 * Supported compression methods:
5892 * Deflate (zlib): `"deflate"`
5893 * `...` indicates method-specific arguments. Currently defined arguments
5895 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5896 * `minetest.decompress(compressed_data, method, ...)`: returns data
5897 * Decompress a string of data (using ZLib).
5898 * See documentation on `minetest.compress()` for supported compression
5900 * `...` indicates method-specific arguments. Currently, no methods use this
5901 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5902 * Each argument is a 8 Bit unsigned integer
5903 * Returns the ColorString from rgb or rgba values
5904 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5905 * `minetest.encode_base64(string)`: returns string encoded in base64
5906 * Encodes a string in base64.
5907 * `minetest.decode_base64(string)`: returns string or nil on failure
5908 * Padding characters are only supported starting at version 5.4.0, where
5909 5.5.0 and newer perform proper checks.
5910 * Decodes a string encoded in base64.
5911 * `minetest.is_protected(pos, name)`: returns boolean
5912 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5913 placing) the node at position `pos`.
5914 * `name` will be `""` for non-players or unknown players.
5915 * This function should be overridden by protection mods. It is highly
5916 recommended to grant access to players with the `protection_bypass` privilege.
5917 * Cache and call the old version of this function if the position is
5918 not protected by the mod. This will allow using multiple protection mods.
5921 local old_is_protected = minetest.is_protected
5922 function minetest.is_protected(pos, name)
5923 if mymod:position_protected_from(pos, name) then
5926 return old_is_protected(pos, name)
5928 * `minetest.record_protection_violation(pos, name)`
5929 * This function calls functions registered with
5930 `minetest.register_on_protection_violation`.
5931 * `minetest.is_creative_enabled(name)`: returns boolean
5932 * Returning `true` means that Creative Mode is enabled for player `name`.
5933 * `name` will be `""` for non-players or if the player is unknown.
5934 * This function should be overridden by Creative Mode-related mods to
5935 implement a per-player Creative Mode.
5936 * By default, this function returns `true` if the setting
5937 `creative_mode` is `true` and `false` otherwise.
5938 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5939 * Returns the position of the first node that `player_name` may not modify
5940 in the specified cuboid between `pos1` and `pos2`.
5941 * Returns `false` if no protections were found.
5942 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5943 The points are spaced evenly throughout the volume and have a spacing
5944 similar to, but no larger than, `interval`.
5945 * All corners and edges of the defined volume are checked.
5946 * `interval` defaults to 4.
5947 * `interval` should be carefully chosen and maximised to avoid an excessive
5948 number of points being checked.
5949 * Like `minetest.is_protected`, this function may be extended or
5950 overwritten by mods to provide a faster implementation to check the
5951 cuboid for intersections.
5952 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5953 orient_flags, prevent_after_place])`
5954 * Attempt to predict the desired orientation of the facedir-capable node
5955 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5956 or hanging from the ceiling).
5957 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5958 stacks are handled normally.
5959 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5960 * `invert_wall`: if `true`, place wall-orientation on the ground and
5961 ground-orientation on the wall.
5962 * `force_wall` : if `true`, always place the node in wall orientation.
5963 * `force_ceiling`: if `true`, always place on the ceiling.
5964 * `force_floor`: if `true`, always place the node on the floor.
5965 * `force_facedir`: if `true`, forcefully reset the facedir to north
5966 when placing on the floor or ceiling.
5967 * The first four options are mutually-exclusive; the last in the list
5968 takes precedence over the first.
5969 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5970 * Returns the new itemstack after placement
5971 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5972 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5973 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5974 parameter and `prevent_after_place` set to `true`.
5976 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5977 tool_capabilities, dir, distance, damage)`
5978 * Returns the amount of knockback applied on the punched player.
5979 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5980 * `distance`: distance between puncher and punched player
5981 * This function can be overriden by mods that wish to modify this behaviour.
5982 * You may want to cache and call the old function to allow multiple mods to
5983 change knockback behaviour.
5985 * `minetest.forceload_block(pos[, transient])`
5986 * forceloads the position `pos`.
5987 * returns `true` if area could be forceloaded
5988 * If `transient` is `false` or absent, the forceload will be persistent
5989 (saved between server runs). If `true`, the forceload will be transient
5990 (not saved between server runs).
5992 * `minetest.forceload_free_block(pos[, transient])`
5993 * stops forceloading the position `pos`
5994 * If `transient` is `false` or absent, frees a persistent forceload.
5995 If `true`, frees a transient forceload.
5997 * `minetest.compare_block_status(pos, condition)`
5998 * Checks whether the mapblock at positition `pos` is in the wanted condition.
5999 * `condition` may be one of the following values:
6000 * `"unknown"`: not in memory
6001 * `"emerging"`: in the queue for loading from disk or generating
6002 * `"loaded"`: in memory but inactive (no ABMs are executed)
6003 * `"active"`: in memory and active
6004 * Other values are reserved for future functionality extensions
6005 * Return value, the comparison status:
6006 * `false`: Mapblock does not fulfil the wanted condition
6007 * `true`: Mapblock meets the requirement
6008 * `nil`: Unsupported `condition` value
6010 * `minetest.request_insecure_environment()`: returns an environment containing
6011 insecure functions if the calling mod has been listed as trusted in the
6012 `secure.trusted_mods` setting or security is disabled, otherwise returns
6014 * Only works at init time and must be called from the mod's main scope
6015 (ie: the init.lua of the mod, not from another Lua file or within a function).
6016 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6017 IT IN A LOCAL VARIABLE!**
6019 * `minetest.global_exists(name)`
6020 * Checks if a global variable has been set, without triggering a warning.
6025 * `minetest.env`: `EnvRef` of the server environment and world.
6026 * Any function in the minetest namespace can be called using the syntax
6027 `minetest.env:somefunction(somearguments)`
6028 instead of `minetest.somefunction(somearguments)`
6029 * Deprecated, but support is not to be dropped soon
6034 ### Registered definition tables
6036 * `minetest.registered_items`
6037 * Map of registered items, indexed by name
6038 * `minetest.registered_nodes`
6039 * Map of registered node definitions, indexed by name
6040 * `minetest.registered_craftitems`
6041 * Map of registered craft item definitions, indexed by name
6042 * `minetest.registered_tools`
6043 * Map of registered tool definitions, indexed by name
6044 * `minetest.registered_entities`
6045 * Map of registered entity prototypes, indexed by name
6046 * Values in this table may be modified directly.
6047 Note: changes to initial properties will only affect entities spawned afterwards,
6048 as they are only read when spawning.
6049 * `minetest.object_refs`
6050 * Map of object references, indexed by active object id
6051 * `minetest.luaentities`
6052 * Map of Lua entities, indexed by active object id
6053 * `minetest.registered_abms`
6054 * List of ABM definitions
6055 * `minetest.registered_lbms`
6056 * List of LBM definitions
6057 * `minetest.registered_aliases`
6058 * Map of registered aliases, indexed by name
6059 * `minetest.registered_ores`
6060 * Map of registered ore definitions, indexed by the `name` field.
6061 * If `name` is nil, the key is the object handle returned by
6062 `minetest.register_ore`.
6063 * `minetest.registered_biomes`
6064 * Map of registered biome definitions, indexed by the `name` field.
6065 * If `name` is nil, the key is the object handle returned by
6066 `minetest.register_biome`.
6067 * `minetest.registered_decorations`
6068 * Map of registered decoration definitions, indexed by the `name` field.
6069 * If `name` is nil, the key is the object handle returned by
6070 `minetest.register_decoration`.
6071 * `minetest.registered_schematics`
6072 * Map of registered schematic definitions, indexed by the `name` field.
6073 * If `name` is nil, the key is the object handle returned by
6074 `minetest.register_schematic`.
6075 * `minetest.registered_chatcommands`
6076 * Map of registered chat command definitions, indexed by name
6077 * `minetest.registered_privileges`
6078 * Map of registered privilege definitions, indexed by name
6079 * Registered privileges can be modified directly in this table.
6081 ### Registered callback tables
6083 All callbacks registered with [Global callback registration functions] are added
6084 to corresponding `minetest.registered_*` tables.
6092 Sorted alphabetically.
6097 A fast access data structure to store areas, and find areas near a given
6099 Every area has a `data` string attribute to store additional information.
6100 You can create an empty `AreaStore` by calling `AreaStore()`, or
6101 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
6102 If you chose the parameter-less constructor, a fast implementation will be
6103 automatically chosen for you.
6107 * `get_area(id, include_borders, include_data)`
6108 * Returns the area information about the specified ID.
6109 * Returned values are either of these:
6111 nil -- Area not found
6112 true -- Without `include_borders` and `include_data`
6114 min = pos, max = pos -- `include_borders == true`
6115 data = string -- `include_data == true`
6118 * `get_areas_for_pos(pos, include_borders, include_data)`
6119 * Returns all areas as table, indexed by the area ID.
6120 * Table values: see `get_area`.
6121 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
6122 * Returns all areas that contain all nodes inside the area specified by `edge1`
6123 and `edge2` (inclusive).
6124 * `accept_overlap`: if `true`, areas are returned that have nodes in
6125 common (intersect) with the specified area.
6126 * Returns the same values as `get_areas_for_pos`.
6127 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
6128 * Returns the new area's ID, or nil if the insertion failed.
6129 * The (inclusive) positions `edge1` and `edge2` describe the area.
6130 * `data` is a string stored with the area.
6131 * `id` (optional): will be used as the internal area ID if it is an unique
6132 number between 0 and 2^32-2.
6133 * `reserve(count)`: reserves resources for at most `count` many contained
6135 Only needed for efficiency, and only some implementations profit.
6136 * `remove_area(id)`: removes the area with the given id from the store, returns
6138 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6139 Calling invalidates the cache, so that its elements have to be newly
6141 * `params` is a table with the following fields:
6143 enabled = boolean, -- Whether to enable, default true
6144 block_radius = int, -- The radius (in nodes) of the areas the cache
6145 -- generates prefiltered lists for, minimum 16,
6147 limit = int, -- The cache size, minimum 20, default 1000
6148 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6150 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6152 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6154 Returns success and, optionally, an error message.
6155 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6161 An `InvRef` is a reference to an inventory.
6165 * `is_empty(listname)`: return `true` if list is empty
6166 * `get_size(listname)`: get size of a list
6167 * `set_size(listname, size)`: set size of a list
6168 * returns `false` on error (e.g. invalid `listname` or `size`)
6169 * `get_width(listname)`: get width of a list
6170 * `set_width(listname, width)`: set width of list; currently used for crafting
6171 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6172 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6173 * `get_list(listname)`: return full list
6174 * `set_list(listname, list)`: set full list (size will not change)
6175 * `get_lists()`: returns list of inventory lists
6176 * `set_lists(lists)`: sets inventory lists (size will not change)
6177 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6179 * `room_for_item(listname, stack):` returns `true` if the stack of items
6180 can be fully added to the list
6181 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6182 the stack of items can be fully taken from the list.
6183 If `match_meta` is false, only the items' names are compared
6185 * `remove_item(listname, stack)`: take as many items as specified from the
6186 list, returns the items that were actually removed (as an `ItemStack`)
6187 -- note that any item metadata is ignored, so attempting to remove a specific
6188 unique item this way will likely remove the wrong one -- to do that use
6189 `set_stack` with an empty `ItemStack`.
6190 * `get_location()`: returns a location compatible to
6191 `minetest.get_inventory(location)`.
6192 * returns `{type="undefined"}` in case location is not known
6196 Detached & nodemeta inventories provide the following callbacks for move actions:
6200 The `allow_*` callbacks return how many items can be moved.
6202 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6203 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6204 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6208 The `on_*` callbacks are called after the items have been placed in the inventories.
6210 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6211 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6212 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6216 When a player tries to put an item to a place where another item is, the items are *swapped*.
6217 This means that all callbacks will be called twice (once for each action).
6222 An `ItemStack` is a stack of items.
6224 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6225 an itemstring, a table or `nil`.
6229 * `is_empty()`: returns `true` if stack is empty.
6230 * `get_name()`: returns item name (e.g. `"default:stone"`).
6231 * `set_name(item_name)`: returns a boolean indicating whether the item was
6233 * `get_count()`: Returns number of items on the stack.
6234 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6235 * `count`: number, unsigned 16 bit integer
6236 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6237 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6238 * `wear`: number, unsigned 16 bit integer
6239 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6240 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6242 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6243 * `get_description()`: returns the description shown in inventory list tooltips.
6244 * The engine uses this when showing item descriptions in tooltips.
6245 * Fields for finding the description, in order:
6246 * `description` in item metadata (See [Item Metadata].)
6247 * `description` in item definition
6249 * `get_short_description()`: returns the short description or nil.
6250 * Unlike the description, this does not include new lines.
6251 * Fields for finding the short description, in order:
6252 * `short_description` in item metadata (See [Item Metadata].)
6253 * `short_description` in item definition
6254 * first line of the description (From item meta or def, see `get_description()`.)
6255 * Returns nil if none of the above are set
6256 * `clear()`: removes all items from the stack, making it empty.
6257 * `replace(item)`: replace the contents of this stack.
6258 * `item` can also be an itemstring or table.
6259 * `to_string()`: returns the stack in itemstring form.
6260 * `to_table()`: returns the stack in Lua table form.
6261 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6263 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6264 * `is_known()`: returns `true` if the item name refers to a defined item type.
6265 * `get_definition()`: returns the item definition table.
6266 * `get_tool_capabilities()`: returns the digging properties of the item,
6267 or those of the hand if none are defined for this item type
6268 * `add_wear(amount)`
6269 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6270 * `amount`: number, integer
6271 * `add_item(item)`: returns leftover `ItemStack`
6272 * Put some item or stack onto this stack
6273 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6275 * `take_item(n)`: returns taken `ItemStack`
6276 * Take (and remove) up to `n` items from this stack
6277 * `n`: number, default: `1`
6278 * `peek_item(n)`: returns taken `ItemStack`
6279 * Copy (don't remove) up to `n` items from this stack
6280 * `n`: number, default: `1`
6285 ItemStack metadata: reference extra data and functionality stored in a stack.
6286 Can be obtained via `item:get_meta()`.
6290 * All methods in MetaDataRef
6291 * `set_tool_capabilities([tool_capabilities])`
6292 * Overrides the item's tool capabilities
6293 * A nil value will clear the override data and restore the original
6299 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6300 and [`PlayerMetaRef`].
6304 * `contains(key)`: Returns true if key present, otherwise false.
6305 * Returns `nil` when the MetaData is inexistent.
6306 * `get(key)`: Returns `nil` if key not present, else the stored string.
6307 * `set_string(key, value)`: Value of `""` will delete the key.
6308 * `get_string(key)`: Returns `""` if key not present.
6309 * `set_int(key, value)`
6310 * `get_int(key)`: Returns `0` if key not present.
6311 * `set_float(key, value)`
6312 * `get_float(key)`: Returns `0` if key not present.
6313 * `to_table()`: returns `nil` or a table with keys:
6314 * `fields`: key-value storage
6315 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6316 * `from_table(nil or {})`
6317 * Any non-table value will clear the metadata
6318 * See [Node Metadata] for an example
6319 * returns `true` on success
6321 * returns `true` if this metadata has the same key-value pairs as `other`
6326 An interface to use mod channels on client and server
6330 * `leave()`: leave the mod channel.
6331 * Server leaves channel `channel_name`.
6332 * No more incoming or outgoing messages can be sent to this channel from
6334 * This invalidate all future object usage.
6335 * Ensure you set mod_channel to nil after that to free Lua resources.
6336 * `is_writeable()`: returns true if channel is writeable and mod can send over
6338 * `send_all(message)`: Send `message` though the mod channel.
6339 * If mod channel is not writeable or invalid, message will be dropped.
6340 * Message size is limited to 65535 characters by protocol.
6345 Node metadata: reference extra data and functionality stored in a node.
6346 Can be obtained via `minetest.get_meta(pos)`.
6350 * All methods in MetaDataRef
6351 * `get_inventory()`: returns `InvRef`
6352 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6353 This will prevent them from being sent to the client. Note that the "private"
6354 status will only be remembered if an associated key-value pair exists,
6355 meaning it's best to call this when initializing all other meta (e.g.
6361 Node Timers: a high resolution persistent per-node timer.
6362 Can be gotten via `minetest.get_node_timer(pos)`.
6366 * `set(timeout,elapsed)`
6367 * set a timer's state
6368 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6369 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6370 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6374 * equivalent to `set(timeout,0)`
6377 * `get_timeout()`: returns current timeout in seconds
6378 * if `timeout` equals `0`, timer is inactive
6379 * `get_elapsed()`: returns current elapsed time in seconds
6380 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6382 * `is_started()`: returns boolean state of timer
6383 * returns `true` if timer is started, otherwise `false`
6388 Moving things in the game are generally these.
6389 This is basically a reference to a C++ `ServerActiveObject`.
6391 ### Advice on handling `ObjectRefs`
6393 When you receive an `ObjectRef` as a callback argument or from another API
6394 function, it is possible to store the reference somewhere and keep it around.
6395 It will keep functioning until the object is unloaded or removed.
6397 However, doing this is **NOT** recommended as there is (intentionally) no method
6398 to test if a previously acquired `ObjectRef` is still valid.
6399 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6400 Lua back to the engine.
6401 Doing so is much less error-prone and you will never need to wonder if the
6402 object you are working with still exists.
6407 * `get_pos()`: returns `{x=num, y=num, z=num}`
6408 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6409 * `get_velocity()`: returns the velocity, a vector.
6410 * `add_velocity(vel)`
6411 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6412 * In comparison to using get_velocity, adding the velocity and then using
6413 set_velocity, add_velocity is supposed to avoid synchronization problems.
6414 Additionally, players also do not support set_velocity.
6416 * Does not apply during free_move.
6417 * Note that since the player speed is normalized at each move step,
6418 increasing e.g. Y velocity beyond what would usually be achieved
6419 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6420 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6421 pressing the jump key (assuming default settings)
6422 * `move_to(pos, continuous=false)`
6423 * Does an interpolated move for Lua entities for visually smooth transitions.
6424 * If `continuous` is true, the Lua entity will not be moved to the current
6425 position before starting the interpolated move.
6426 * For players this does the same as `set_pos`,`continuous` is ignored.
6427 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6428 * `puncher` = another `ObjectRef`,
6429 * `time_from_last_punch` = time since last punch action of the puncher
6430 * `direction`: can be `nil`
6431 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6432 * `get_hp()`: returns number of health points
6433 * `set_hp(hp, reason)`: set number of health points
6434 * See reason in register_on_player_hpchange
6435 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6436 * For players: HP are also limited by `hp_max` specified in the player's
6438 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6439 * `get_wield_list()`: returns the name of the inventory list the wielded item
6441 * `get_wield_index()`: returns the index of the wielded item
6442 * `get_wielded_item()`: returns an `ItemStack`
6443 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6445 * `set_armor_groups({group1=rating, group2=rating, ...})`
6446 * `get_armor_groups()`: returns a table with the armor group ratings
6447 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6448 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6449 * `frame_speed`: number, default: `15.0`
6450 * `frame_blend`: number, default: `0.0`
6451 * `frame_loop`: boolean, default: `true`
6452 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6454 * `set_animation_frame_speed(frame_speed)`
6455 * `frame_speed`: number, default: `15.0`
6456 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6457 * `bone`: string. Default is `""`, the root bone
6458 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6459 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6460 Default `{x=0, y=0, z=0}`
6461 * `forced_visible`: Boolean to control whether the attached entity
6462 should appear in first person. Default `false`.
6463 * This command may fail silently (do nothing) when it would result
6464 in circular attachments.
6465 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6466 or nil if it isn't attached.
6467 * `get_children()`: returns a list of ObjectRefs that are attached to the
6470 * `set_bone_position([bone, position, rotation])`
6471 * `bone`: string. Default is `""`, the root bone
6472 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6473 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6474 * `get_bone_position(bone)`: returns position and rotation of the bone
6475 * `set_properties(object property table)`
6476 * `get_properties()`: returns object property table
6477 * `is_player()`: returns true for players, false otherwise
6478 * `get_nametag_attributes()`
6479 * returns a table with the attributes of the nametag of an object
6482 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6483 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6485 * `set_nametag_attributes(attributes)`
6486 * sets the attributes of the nametag of an object
6489 text = "My Nametag",
6492 bgcolor = ColorSpec or false,
6493 -- ^ Sets background color of nametag
6494 -- `false` will cause the background to be set automatically based on user settings
6498 #### Lua entity only (no-op for other objects)
6500 * `remove()`: remove object
6501 * The object is removed after returning from Lua. However the `ObjectRef`
6502 itself instantly becomes unusable with all further method calls having
6503 no effect and returning `nil`.
6504 * `set_velocity(vel)`
6505 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6506 * `set_acceleration(acc)`
6508 * `get_acceleration()`: returns the acceleration, a vector
6509 * `set_rotation(rot)`
6510 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6511 and Z is roll (bank).
6512 * `get_rotation()`: returns the rotation, a vector (radians)
6513 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6514 * `get_yaw()`: returns number in radians
6515 * `set_texture_mod(mod)`
6516 * Set a texture modifier to the base texture, for sprites and meshes.
6517 * When calling `set_texture_mod` again, the previous one is discarded.
6518 * `mod` the texture modifier. See [Texture modifiers].
6519 * `get_texture_mod()` returns current texture modifier
6520 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6521 * Specifies and starts a sprite animation
6522 * Animations iterate along the frame `y` position.
6523 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6524 first frame, default: `{x=0, y=0}`
6525 * `num_frames`: Total frames in the texture, default: `1`
6526 * `framelength`: Time per animated frame in seconds, default: `0.2`
6527 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6528 position according to the view direction. default: `false`.
6529 * First column: subject facing the camera
6530 * Second column: subject looking to the left
6531 * Third column: subject backing the camera
6532 * Fourth column: subject looking to the right
6533 * Fifth column: subject viewed from above
6534 * Sixth column: subject viewed from below
6535 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6538 #### Player only (no-op for other objects)
6540 * `get_player_name()`: returns `""` if is not a player
6541 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6542 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6543 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6544 * `get_look_dir()`: get camera direction as a unit vector
6545 * `get_look_vertical()`: pitch in radians
6546 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6548 * `get_look_horizontal()`: yaw in radians
6549 * Angle is counter-clockwise from the +z direction.
6550 * `set_look_vertical(radians)`: sets look pitch
6551 * radians: Angle from looking forward, where positive is downwards.
6552 * `set_look_horizontal(radians)`: sets look yaw
6553 * radians: Angle from the +z direction, where positive is counter-clockwise.
6554 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6555 `get_look_vertical`.
6556 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6558 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6559 `get_look_horizontal`.
6560 * Angle is counter-clockwise from the +x direction.
6561 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6562 `set_look_vertical`.
6563 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6564 `set_look_horizontal`.
6565 * `get_breath()`: returns player's breath
6566 * `set_breath(value)`: sets player's breath
6568 * `0`: player is drowning
6569 * max: bubbles bar is not shown
6570 * See [Object properties] for more information
6571 * Is limited to range 0 ... 65535 (2^16 - 1)
6572 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6574 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6575 Defaults to `false`.
6576 * `transition_time`: If defined, enables smooth FOV transition.
6577 Interpreted as the time (in seconds) to reach target FOV.
6578 If set to 0, FOV change is instantaneous. Defaults to 0.
6579 * Set `fov` to 0 to clear FOV override.
6580 * `get_fov()`: Returns the following:
6581 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6582 * Boolean indicating whether the FOV value is a multiplier.
6583 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6584 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6585 * Sets an extra attribute with value on player.
6586 * `value` must be a string, or a number which will be converted to a
6588 * If `value` is `nil`, remove attribute from player.
6589 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6590 * Returns value (a string) for extra attribute.
6591 * Returns `nil` if no attribute found.
6592 * `get_meta()`: Returns a PlayerMetaRef.
6593 * `set_inventory_formspec(formspec)`
6594 * Redefine player's inventory form
6595 * Should usually be called in `on_joinplayer`
6596 * `get_inventory_formspec()`: returns a formspec string
6597 * `set_formspec_prepend(formspec)`:
6598 * the formspec string will be added to every formspec shown to the user,
6599 except for those with a no_prepend[] tag.
6600 * This should be used to set style elements such as background[] and
6601 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6602 * Only affects formspecs shown after this is called.
6603 * `get_formspec_prepend(formspec)`: returns a formspec string.
6604 * `get_player_control()`: returns table with player pressed keys
6605 * The table consists of fields with the following boolean values
6606 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6607 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6608 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6609 and exist only to preserve backwards compatibility.
6610 * `get_player_control_bits()`: returns integer with bit packed player pressed
6622 * `set_physics_override(override_table)`
6623 * `override_table` is a table with the following fields:
6624 * `speed`: multiplier to default walking speed value (default: `1`)
6625 * `jump`: multiplier to default jump value (default: `1`)
6626 * `gravity`: multiplier to default gravity value (default: `1`)
6627 * `sneak`: whether player can sneak (default: `true`)
6628 * `sneak_glitch`: whether player can use the new move code replications
6629 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6631 * `new_move`: use new move/sneak code. When `false` the exact old code
6632 is used for the specific old sneak behaviour (default: `true`)
6633 * `get_physics_override()`: returns the table given to `set_physics_override`
6634 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6636 * `hud_remove(id)`: remove the HUD element of the specified id
6637 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6639 * element `stat` values:
6640 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6641 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6642 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6643 * `flags`: A table with the following fields set to boolean values
6651 * If a flag equals `nil`, the flag is not modified
6652 * `minimap`: Modifies the client's permission to view the minimap.
6653 The client may locally elect to not view the minimap.
6654 * `minimap_radar` is only usable when `minimap` is true
6655 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6656 * See `hud_set_flags` for a list of flags that can be toggled.
6657 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6658 * `count`: number of items, must be between `1` and `32`
6659 * `hud_get_hotbar_itemcount`: returns number of visible items
6660 * `hud_set_hotbar_image(texturename)`
6661 * sets background image for hotbar
6662 * `hud_get_hotbar_image`: returns texturename
6663 * `hud_set_hotbar_selected_image(texturename)`
6664 * sets image for selected item of hotbar
6665 * `hud_get_hotbar_selected_image`: returns texturename
6666 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6667 * Overrides the available minimap modes (and toggle order), and changes the
6669 * `mode` is a table consisting of up to four fields:
6670 * `type`: Available type:
6671 * `off`: Minimap off
6672 * `surface`: Minimap in surface mode
6673 * `radar`: Minimap in radar mode
6674 * `texture`: Texture to be displayed instead of terrain map
6675 (texture is centered around 0,0 and can be scaled).
6676 Texture size is limited to 512 x 512 pixel.
6677 * `label`: Optional label to display on minimap mode toggle
6678 The translation must be handled within the mod.
6679 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6680 displayed in minimap
6681 * `texture`: Only for texture type, name of the texture to display
6682 * `scale`: Only for texture type, scale of the texture map in nodes per
6683 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6685 * `selected_mode` is the mode index to be selected after modes have been changed
6686 (0 is the first mode).
6687 * `set_sky(sky_parameters)`
6688 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6689 whether `set_sky` accepts this format. Check the legacy format otherwise.
6690 * `sky_parameters` is a table with the following optional fields:
6691 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6692 * `type`: Available types:
6693 * `"regular"`: Uses 0 textures, `base_color` ignored
6694 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6695 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6696 * `textures`: A table containing up to six textures in the following
6697 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6698 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6699 * `sky_color`: A table containing the following values, alpha is ignored:
6700 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6701 sky during the day. (default: `#61b5f5`)
6702 * `day_horizon`: ColorSpec, for the bottom half of the
6703 `"regular"` sky during the day. (default: `#90d3f6`)
6704 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6705 sky during dawn/sunset. (default: `#b4bafa`)
6706 The resulting sky color will be a darkened version of the ColorSpec.
6707 Warning: The darkening of the ColorSpec is subject to change.
6708 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6709 sky during dawn/sunset. (default: `#bac1f0`)
6710 The resulting sky color will be a darkened version of the ColorSpec.
6711 Warning: The darkening of the ColorSpec is subject to change.
6712 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6713 sky during the night. (default: `#006bff`)
6714 The resulting sky color will be a dark version of the ColorSpec.
6715 Warning: The darkening of the ColorSpec is subject to change.
6716 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6717 sky during the night. (default: `#4090ff`)
6718 The resulting sky color will be a dark version of the ColorSpec.
6719 Warning: The darkening of the ColorSpec is subject to change.
6720 * `indoors`: ColorSpec, for when you're either indoors or
6721 underground. Only applies to the `"regular"` sky.
6722 (default: `#646464`)
6723 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6724 at sunrise and sunset.
6725 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6726 at sunrise and sunset.
6727 * `fog_tint_type`: string, changes which mode the directional fog
6728 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6729 `"default"` uses the classic Minetest sun and moon tinting.
6730 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6731 * `set_sky(base_color, type, {texture names}, clouds)`
6732 * Deprecated. Use `set_sky(sky_parameters)`
6733 * `base_color`: ColorSpec, defaults to white
6734 * `type`: Available types:
6735 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6736 * `"skybox"`: Uses 6 textures, `bgcolor` used
6737 * `"plain"`: Uses 0 textures, `bgcolor` used
6738 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6739 `"plain"` custom skyboxes (default: `true`)
6740 * `get_sky()`: returns base_color, type, table of textures, clouds.
6741 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6743 * `set_sun(sun_parameters)`:
6744 * `sun_parameters` is a table with the following optional fields:
6745 * `visible`: Boolean for whether the sun is visible.
6747 * `texture`: A regular texture for the sun. Setting to `""`
6748 will re-enable the mesh sun. (default: `"sun.png"`)
6749 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6750 (default: `"sun_tonemap.png"`)
6751 * `sunrise`: A regular texture for the sunrise texture.
6752 (default: `"sunrisebg.png"`)
6753 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6755 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6756 * `get_sun()`: returns a table with the current sun parameters as in
6758 * `set_moon(moon_parameters)`:
6759 * `moon_parameters` is a table with the following optional fields:
6760 * `visible`: Boolean for whether the moon is visible.
6762 * `texture`: A regular texture for the moon. Setting to `""`
6763 will re-enable the mesh moon. (default: `"moon.png"`)
6764 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6765 (default: `"moon_tonemap.png"`)
6766 * `scale`: Float controlling the overall size of the moon (default: `1`)
6767 * `get_moon()`: returns a table with the current moon parameters as in
6769 * `set_stars(star_parameters)`:
6770 * `star_parameters` is a table with the following optional fields:
6771 * `visible`: Boolean for whether the stars are visible.
6773 * `count`: Integer number to set the number of stars in
6774 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6776 * `star_color`: ColorSpec, sets the colors of the stars,
6777 alpha channel is used to set overall star brightness.
6778 (default: `#ebebff69`)
6779 * `scale`: Float controlling the overall size of the stars (default: `1`)
6780 * `get_stars()`: returns a table with the current stars parameters as in
6782 * `set_clouds(cloud_parameters)`: set cloud parameters
6783 * `cloud_parameters` is a table with the following optional fields:
6784 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6785 * `color`: basic cloud color with alpha channel, ColorSpec
6786 (default `#fff0f0e5`).
6787 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6788 ColorSpec (alpha ignored, default `#000000`)
6789 * `height`: cloud height, i.e. y of cloud base (default per conf,
6791 * `thickness`: cloud thickness in nodes (default `16`)
6792 * `speed`: 2D cloud speed + direction in nodes per second
6793 (default `{x=0, z=-2}`).
6794 * `get_clouds()`: returns a table with the current cloud parameters as in
6796 * `override_day_night_ratio(ratio or nil)`
6797 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6799 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6800 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6801 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6802 set animation for player model in third person view.
6803 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6804 * `frame_speed` sets the animations frame speed. Default is 30.
6805 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6807 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6808 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6809 * in first person view
6810 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6811 * `get_eye_offset()`: returns first and third person offsets.
6812 * `send_mapblock(blockpos)`:
6813 * Sends a server-side loaded mapblock to the player.
6814 * Returns `false` if failed.
6815 * Resource intensive - use sparsely
6816 * To get blockpos, integer divide pos by 16
6821 A 32-bit pseudorandom number generator.
6822 Uses PCG32, an algorithm of the permuted congruential generator family,
6823 offering very strong randomness.
6825 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6829 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6830 * `next(min, max)`: return next integer random number [`min`...`max`]
6831 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6832 random number [`min`...`max`].
6833 * This is only a rough approximation of a normal distribution with:
6834 * `mean = (max - min) / 2`, and
6835 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6836 * Increasing `num_trials` improves accuracy of the approximation
6841 A perlin noise generator.
6842 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6843 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6844 plus the world seed, to create world-specific noise.
6846 `PerlinNoise(noiseparams)`
6847 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6849 `minetest.get_perlin(noiseparams)`
6850 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6854 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6855 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6860 A fast, bulk perlin noise generator.
6862 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6863 `minetest.get_perlin_map(noiseparams, size)`.
6864 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6865 plus the world seed, to create world-specific noise.
6867 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6868 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6871 For each of the functions with an optional `buffer` parameter: If `buffer` is
6872 not nil, this table will be used to store the result instead of creating a new
6877 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6878 with values starting at `pos={x=,y=}`
6879 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6880 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6881 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6882 array of 2D noise with values starting at `pos={x=,y=}`
6883 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6884 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6885 is stored internally.
6886 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6887 is stored internally.
6888 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6889 returns a slice of the most recently computed noise results. The result slice
6890 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6891 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6893 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6894 It is important to note that `slice_offset` offset coordinates begin at 1,
6895 and are relative to the starting position of the most recently calculated
6897 To grab a single vertical column of noise starting at map coordinates
6898 x = 1023, y=1000, z = 1000:
6899 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6900 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6906 Uses the same method of storage as the deprecated player attribute API, so
6907 data there will also be in player meta.
6908 Can be obtained using `player:get_meta()`.
6912 * All methods in MetaDataRef
6917 A 16-bit pseudorandom number generator.
6918 Uses a well-known LCG algorithm introduced by K&R.
6920 It can be created via `PseudoRandom(seed)`.
6924 * `next()`: return next integer random number [`0`...`32767`]
6925 * `next(min, max)`: return next integer random number [`min`...`max`]
6926 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6927 due to the simple implementation making bad distribution otherwise.
6932 A raycast on the map. It works with selection boxes.
6933 Can be used as an iterator in a for loop as:
6935 local ray = Raycast(...)
6936 for pointed_thing in ray do
6940 The map is loaded as the ray advances. If the map is modified after the
6941 `Raycast` is created, the changes may or may not have an effect on the object.
6943 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6944 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6946 * `pos1`: start of the ray
6947 * `pos2`: end of the ray
6948 * `objects`: if false, only nodes will be returned. Default is true.
6949 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6953 * `next()`: returns a `pointed_thing` with exact pointing location
6954 * Returns the next thing pointed by the ray or nil.
6959 Interface for the operating system's crypto-secure PRNG.
6961 It can be created via `SecureRandom()`. The constructor returns nil if a
6962 secure random device cannot be found on the system.
6966 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6967 random bytes, as a string.
6972 An interface to read config files in the format of `minetest.conf`.
6974 It can be created via `Settings(filename)`.
6978 * `get(key)`: returns a value
6979 * `get_bool(key, [default])`: returns a boolean
6980 * `default` is the value returned if `key` is not found.
6981 * Returns `nil` if `key` is not found and `default` not specified.
6982 * `get_np_group(key)`: returns a NoiseParams table
6984 * Returns `{flag = true/false, ...}` according to the set flags.
6985 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6986 flags like `mgv5_spflags`.
6988 * Setting names can't contain whitespace or any of `="{}#`.
6989 * Setting values can't contain the sequence `\n"""`.
6990 * Setting names starting with "secure." can't be set on the main settings
6991 object (`minetest.settings`).
6992 * `set_bool(key, value)`
6993 * See documentation for set() above.
6994 * `set_np_group(key, value)`
6995 * `value` is a NoiseParams table.
6996 * Also, see documentation for set() above.
6997 * `remove(key)`: returns a boolean (`true` for success)
6998 * `get_names()`: returns `{key1,...}`
6999 * `write()`: returns a boolean (`true` for success)
7000 * Writes changes to file.
7001 * `to_table()`: returns `{[key1]=value1,...}`
7005 The settings have the format `key = value`. Example:
7017 Mod metadata: per mod metadata, saved automatically.
7018 Can be obtained via `minetest.get_mod_storage()` during load time.
7020 WARNING: This storage backend is incaptable to save raw binary data due
7021 to restrictions of JSON.
7025 * All methods in MetaDataRef
7036 Used by `ObjectRef` methods. Part of an Entity definition.
7037 These properties are not persistent, but are applied automatically to the
7038 corresponding Lua entity using the given registration fields.
7039 Player properties need to be saved manually.
7043 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7046 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7049 -- For players only. Zoom FOV in degrees.
7050 -- Note that zoom loads and/or generates world beyond the server's
7051 -- maximum send and generate distances, so acts like a telescope.
7052 -- Smaller zoom_fov values increase the distance loaded/generated.
7053 -- Defaults to 15 in creative mode, 0 in survival mode.
7054 -- zoom_fov = 0 disables zooming for the player.
7057 -- For players only. Camera height above feet position in nodes.
7058 -- Defaults to 1.625.
7061 -- Collide with `walkable` nodes.
7063 collide_with_objects = true,
7064 -- Collide with other objects if physical = true
7066 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7067 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7068 -- Selection box uses collision box dimensions when not set.
7069 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7073 -- Overrides selection box when false
7075 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7076 -- "cube" is a node-sized cube.
7077 -- "sprite" is a flat texture always facing the player.
7078 -- "upright_sprite" is a vertical flat texture.
7079 -- "mesh" uses the defined mesh model.
7080 -- "wielditem" is used for dropped items.
7081 -- (see builtin/game/item_entity.lua).
7082 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7083 -- If the item has a 'wield_image' the object will be an extrusion of
7085 -- If 'itemname' is a cubic node or nodebox the object will appear
7086 -- identical to 'itemname'.
7087 -- If 'itemname' is a plantlike node the object will be an extrusion
7089 -- Otherwise for non-node items, the object will be an extrusion of
7090 -- 'inventory_image'.
7091 -- If 'itemname' contains a ColorString or palette index (e.g. from
7092 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7093 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7095 visual_size = {x = 1, y = 1, z = 1},
7096 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7097 -- to scale the entity along both horizontal axes.
7100 -- File name of mesh when using "mesh" visual
7103 -- Number of required textures depends on visual.
7104 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7105 -- "sprite" uses 1 texture.
7106 -- "upright_sprite" uses 2 textures: {front, back}.
7107 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7110 -- Number of required colors depends on visual
7112 use_texture_alpha = false,
7113 -- Use texture's alpha channel.
7114 -- Excludes "upright_sprite" and "wielditem".
7115 -- Note: currently causes visual issues when viewed through other
7116 -- semi-transparent materials such as water.
7118 spritediv = {x = 1, y = 1},
7119 -- Used with spritesheet textures for animation and/or frame selection
7120 -- according to position relative to player.
7121 -- Defines the number of columns and rows in the spritesheet:
7124 initial_sprite_basepos = {x = 0, y = 0},
7125 -- Used with spritesheet textures.
7126 -- Defines the {column, row} position of the initially used frame in the
7130 -- If false, object is invisible and can't be pointed.
7132 makes_footstep_sound = false,
7133 -- If true, is able to make footstep sounds of nodes
7134 -- (see node sound definition for details).
7136 automatic_rotate = 0,
7137 -- Set constant rotation in radians per second, positive or negative.
7138 -- Object rotates along the local Y-axis, and works with set_rotation.
7139 -- Set to 0 to disable constant rotation.
7142 -- If positive number, object will climb upwards when it moves
7143 -- horizontally against a `walkable` node, if the height difference
7144 -- is within `stepheight`.
7146 automatic_face_movement_dir = 0.0,
7147 -- Automatically set yaw to movement direction, offset in degrees.
7148 -- 'false' to disable.
7150 automatic_face_movement_max_rotation_per_sec = -1,
7151 -- Limit automatic rotation to this value in degrees per second.
7152 -- No limit if value <= 0.
7154 backface_culling = true,
7155 -- Set to false to disable backface_culling for model
7158 -- Add this much extra lighting when calculating texture color.
7159 -- Value < 0 disables light's effect on texture color.
7160 -- For faking self-lighting, UI style entities, or programmatic coloring
7164 -- The name to display on the head of the object. By default empty.
7165 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7166 -- For all other objects, a nil or empty string removes the nametag.
7167 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7169 nametag_color = <ColorSpec>,
7170 -- Sets text color of nametag
7172 nametag_bgcolor = <ColorSpec>,
7173 -- Sets background color of nametag
7174 -- `false` will cause the background to be set automatically based on user settings.
7178 -- By default empty, text to be shown when pointed at object
7181 -- If false, never save this object statically. It will simply be
7182 -- deleted when the block gets unloaded.
7183 -- The get_staticdata() callback is never called then.
7184 -- Defaults to 'true'.
7186 damage_texture_modifier = "^[brighten",
7187 -- Texture modifier to be applied for a short duration when object is hit
7190 -- Setting this to 'false' disables diffuse lighting of entity
7192 show_on_minimap = false,
7193 -- Defaults to true for players, false for other entities.
7194 -- If set to true the entity will show as a marker on the minimap.
7200 Used by `minetest.register_entity`.
7203 initial_properties = {
7205 mesh = "boats_boat.obj",
7208 -- A table of object properties, see the `Object properties` section.
7209 -- Object properties being read directly from the entity definition
7210 -- table is deprecated. Define object properties in this
7211 -- `initial_properties` table instead.
7213 on_activate = function(self, staticdata, dtime_s),
7215 on_step = function(self, dtime, moveresult),
7216 -- Called every server step
7217 -- dtime: Elapsed time
7218 -- moveresult: Table with collision info (only available if physical=true)
7220 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7222 on_rightclick = function(self, clicker),
7224 get_staticdata = function(self),
7225 -- Called sometimes; the string returned is passed to on_activate when
7226 -- the entity is re-activated from static state
7228 _custom_field = whatever,
7229 -- You can define arbitrary member variables here (see Item definition
7230 -- for more info) by using a '_' prefix
7233 Collision info passed to `on_step`:
7236 touching_ground = boolean,
7238 standing_on_object = boolean,
7241 type = string, -- "node" or "object",
7242 axis = string, -- "x", "y" or "z"
7243 node_pos = vector, -- if type is "node"
7244 object = ObjectRef, -- if type is "object"
7245 old_velocity = vector,
7246 new_velocity = vector,
7252 ABM (ActiveBlockModifier) definition
7253 ------------------------------------
7255 Used by `minetest.register_abm`.
7258 label = "Lava cooling",
7259 -- Descriptive label for profiling purposes (optional).
7260 -- Definitions with identical labels will be listed as one.
7262 nodenames = {"default:lava_source"},
7263 -- Apply `action` function to these nodes.
7264 -- `group:groupname` can also be used here.
7266 neighbors = {"default:water_source", "default:water_flowing"},
7267 -- Only apply `action` to nodes that have one of, or any
7268 -- combination of, these neighbors.
7269 -- If left out or empty, any neighbor will do.
7270 -- `group:groupname` can also be used here.
7273 -- Operation interval in seconds
7276 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7281 -- min and max height levels where ABM will be processed
7282 -- can be used to reduce CPU usage
7285 -- If true, catch-up behaviour is enabled: The `chance` value is
7286 -- temporarily reduced when returning to an area to simulate time lost
7287 -- by the area being unattended. Note that the `chance` value can often
7290 action = function(pos, node, active_object_count, active_object_count_wider),
7291 -- Function triggered for each qualifying node.
7292 -- `active_object_count` is number of active objects in the node's
7294 -- `active_object_count_wider` is number of active objects in the node's
7295 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7296 -- mapblocks are unloaded an estmate is calculated for them based on
7297 -- loaded mapblocks.
7300 LBM (LoadingBlockModifier) definition
7301 -------------------------------------
7303 Used by `minetest.register_lbm`.
7305 A loading block modifier (LBM) is used to define a function that is called for
7306 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7310 label = "Upgrade legacy doors",
7311 -- Descriptive label for profiling purposes (optional).
7312 -- Definitions with identical labels will be listed as one.
7314 name = "modname:replace_legacy_door",
7316 nodenames = {"default:lava_source"},
7317 -- List of node names to trigger the LBM on.
7318 -- Also non-registered nodes will work.
7319 -- Groups (as of group:groupname) will work as well.
7321 run_at_every_load = false,
7322 -- Whether to run the LBM's action every time a block gets loaded,
7323 -- and not only the first time the block gets loaded after the LBM
7326 action = function(pos, node),
7333 * `{name="image.png", animation={Tile Animation definition}}`
7334 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7335 * backface culling enabled by default for most nodes
7336 * align style determines whether the texture will be rotated with the node
7337 or kept aligned with its surroundings. "user" means that client
7338 setting will be used, similar to `glasslike_framed_optional`.
7339 Note: supported by solid nodes and nodeboxes only.
7340 * scale is used to make texture span several (exactly `scale`) nodes,
7341 instead of just one, in each direction. Works for world-aligned
7343 Note that as the effect is applied on per-mapblock basis, `16` should
7344 be equally divisible by `scale` or you may get wrong results.
7345 * `{name="image.png", color=ColorSpec}`
7346 * the texture's color will be multiplied with this color.
7347 * the tile's color overrides the owning node's color in all cases.
7348 * deprecated, yet still supported field names:
7351 Tile animation definition
7352 -------------------------
7355 type = "vertical_frames",
7358 -- Width of a frame in pixels
7361 -- Height of a frame in pixels
7371 -- Width in number of frames
7374 -- Height in number of frames
7377 -- Length of a single frame
7383 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7384 `minetest.register_tool`.
7387 description = "Steel Axe",
7388 -- Can contain new lines. "\n" has to be used as new line character.
7389 -- See also: `get_description` in [`ItemStack`]
7391 short_description = "Steel Axe",
7392 -- Must not contain new lines.
7394 -- Use an [`ItemStack`] to get the short description, eg:
7395 -- ItemStack(itemname):get_short_description()
7398 -- key = name, value = rating; rating = 1..3.
7399 -- If rating not applicable, use 1.
7400 -- e.g. {wool = 1, fluffy = 3}
7401 -- {soil = 2, outerspace = 1, crumbly = 1}
7402 -- {bendy = 2, snappy = 1},
7403 -- {hard = 1, metal = 1, spikes = 1}
7405 inventory_image = "default_tool_steelaxe.png",
7407 inventory_overlay = "overlay.png",
7408 -- An overlay which does not get colorized
7415 -- An image file containing the palette of a node.
7416 -- You can set the currently used color as the "palette_index" field of
7417 -- the item stack metadata.
7418 -- The palette is always stretched to fit indices between 0 and 255, to
7419 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7421 color = "0xFFFFFFFF",
7422 -- The color of the item. The palette overrides this.
7424 wield_scale = {x = 1, y = 1, z = 1},
7426 -- The default value of 99 may be configured by
7427 -- users using the setting "default_stack_max"
7432 liquids_pointable = false,
7435 -- When used for nodes: Defines amount of light emitted by node.
7436 -- Otherwise: Defines texture glow when viewed as a dropped item
7437 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7438 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7441 -- See "Tool Capabilities" section for an example including explanation
7442 tool_capabilities = {
7443 full_punch_interval = 1.0,
7447 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7448 uses = 20, maxlevel = 2},
7450 damage_groups = {groupname = damage},
7451 -- Damage values must be between -32768 and 32767 (2^15)
7453 punch_attack_uses = nil,
7454 -- Amount of uses this tool has for attacking players and entities
7455 -- by punching them (0 = infinite uses).
7456 -- For compatibility, this is automatically set from the first
7457 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7458 -- It is recommend to set this explicitly instead of relying on the
7459 -- fallback behavior.
7462 node_placement_prediction = nil,
7463 -- If nil and item is node, prediction is made automatically.
7464 -- If nil and item is not a node, no prediction is made.
7465 -- If "" and item is anything, no prediction is made.
7466 -- Otherwise should be name of node which the client immediately places
7467 -- on ground when the player places the item. Server will always update
7468 -- actual result to client in a short moment.
7470 node_dig_prediction = "air",
7471 -- if "", no prediction is made.
7472 -- if "air", node is removed.
7473 -- Otherwise should be name of node which the client immediately places
7474 -- upon digging. Server will always update actual result shortly.
7477 -- Definition of items sounds to be played at various events.
7478 -- All fields in this table are optional.
7480 breaks = <SimpleSoundSpec>,
7481 -- When tool breaks due to wear. Ignored for non-tools
7483 eat = <SimpleSoundSpec>,
7484 -- When item is eaten with `minetest.do_item_eat`
7487 on_place = function(itemstack, placer, pointed_thing),
7488 -- Shall place item and return the leftover itemstack.
7489 -- The placer may be any ObjectRef or nil.
7490 -- default: minetest.item_place
7492 on_secondary_use = function(itemstack, user, pointed_thing),
7493 -- Same as on_place but called when not pointing at a node.
7494 -- The user may be any ObjectRef or nil.
7497 on_drop = function(itemstack, dropper, pos),
7498 -- Shall drop item and return the leftover itemstack.
7499 -- The dropper may be any ObjectRef or nil.
7500 -- default: minetest.item_drop
7502 on_use = function(itemstack, user, pointed_thing),
7504 -- Function must return either nil if no item shall be removed from
7505 -- inventory, or an itemstack to replace the original itemstack.
7506 -- e.g. itemstack:take_item(); return itemstack
7507 -- Otherwise, the function is free to do what it wants.
7508 -- The user may be any ObjectRef or nil.
7509 -- The default functions handle regular use cases.
7511 after_use = function(itemstack, user, node, digparams),
7513 -- If defined, should return an itemstack and will be called instead of
7514 -- wearing out the item (if tool). If returns nil, does nothing.
7515 -- If after_use doesn't exist, it is the same as:
7516 -- function(itemstack, user, node, digparams)
7517 -- itemstack:add_wear(digparams.wear)
7520 -- The user may be any ObjectRef or nil.
7522 _custom_field = whatever,
7523 -- Add your own custom fields. By convention, all custom field names
7524 -- should start with `_` to avoid naming collisions with future engine
7531 Used by `minetest.register_node`.
7534 -- <all fields allowed in item definitions>,
7536 drawtype = "normal", -- See "Node drawtypes"
7539 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7540 -- "firelike", "mesh", "nodebox", "allfaces".
7541 -- For plantlike and firelike, the image will start at the bottom of the
7542 -- node. For torchlike, the image will start at the surface to which the
7543 -- node "attaches". For the other drawtypes the image will be centered
7546 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7547 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7548 -- Old field name was 'tile_images'.
7549 -- List can be shortened to needed length.
7551 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7552 -- Same as `tiles`, but these textures are drawn on top of the base
7553 -- tiles. You can use this to colorize only specific parts of your
7554 -- texture. If the texture name is an empty string, that overlay is not
7555 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7556 -- overlays on very common nodes.
7558 special_tiles = {tile definition 1, Tile definition 2},
7559 -- Special textures of node; used rarely.
7560 -- Old field name was 'special_materials'.
7561 -- List can be shortened to needed length.
7564 -- The node's original color will be multiplied with this color.
7565 -- If the node has a palette, then this setting only has an effect in
7566 -- the inventory and on the wield item.
7568 use_texture_alpha = ...,
7569 -- Specifies how the texture's alpha channel will be used for rendering.
7571 -- * "opaque": Node is rendered opaque regardless of alpha channel
7572 -- * "clip": A given pixel is either fully see-through or opaque
7573 -- depending on the alpha channel being below/above 50% in value
7574 -- * "blend": The alpha channel specifies how transparent a given pixel
7575 -- of the rendered node is
7576 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7577 -- "clip" otherwise.
7578 -- If set to a boolean value (deprecated): true either sets it to blend
7579 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7581 palette = "palette.png",
7582 -- The node's `param2` is used to select a pixel from the image.
7583 -- Pixels are arranged from left to right and from top to bottom.
7584 -- The node's color will be multiplied with the selected pixel's color.
7585 -- Tiles can override this behavior.
7586 -- Only when `paramtype2` supports palettes.
7588 post_effect_color = "green#0F",
7589 -- Screen tint if player is inside node, see "ColorSpec"
7591 paramtype = "none", -- See "Nodes"
7593 paramtype2 = "none", -- See "Nodes"
7595 place_param2 = nil, -- Force value for param2 when player places node
7597 is_ground_content = true,
7598 -- If false, the cave generator and dungeon generator will not carve
7599 -- through this node.
7600 -- Specifically, this stops mod-added nodes being removed by caves and
7601 -- dungeons when those generate in a neighbor mapchunk and extend out
7602 -- beyond the edge of that mapchunk.
7604 sunlight_propagates = false,
7605 -- If true, sunlight will go infinitely through this node
7607 walkable = true, -- If true, objects collide with node
7609 pointable = true, -- If true, can be pointed at
7611 diggable = true, -- If false, can never be dug
7613 climbable = false, -- If true, can be climbed on (ladder)
7615 buildable_to = false, -- If true, placed nodes can replace this node
7618 -- If true, liquids flow into and replace this node.
7619 -- Warning: making a liquid node 'floodable' will cause problems.
7621 liquidtype = "none", -- specifies liquid physics
7622 -- * "none": no liquid physics
7623 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7624 -- recommended drawtype: "liquid".
7625 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7626 -- around it until `liquid_range` is reached;
7627 -- will drain out without a source;
7628 -- recommended drawtype: "flowingliquid".
7629 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7630 -- both `liquid_alternative_*` fields must be specified
7632 liquid_alternative_flowing = "", -- Flowing version of source liquid
7634 liquid_alternative_source = "", -- Source version of flowing liquid
7636 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7638 liquid_renewable = true,
7639 -- If true, a new liquid source can be created by placing two or more
7643 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7644 -- Allows defining the nodebox height without using param2.
7645 -- The nodebox height is 'leveled' / 64 nodes.
7646 -- The maximum value of 'leveled' is `leveled_max`.
7649 -- Maximum value for `leveled` (0-127), enforced in
7650 -- `minetest.set_node_level` and `minetest.add_node_level`.
7651 -- Values above 124 might causes collision detection issues.
7654 -- Maximum distance that flowing liquid nodes can spread around
7655 -- source on flat land;
7656 -- maximum = 8; set to 0 to disable liquid flow
7659 -- Player will take this amount of damage if no bubbles are left
7661 damage_per_second = 0,
7662 -- If player is inside node, this damage is caused
7664 node_box = {type="regular"}, -- See "Node boxes"
7666 connects_to = nodenames,
7667 -- Used for nodebox nodes with the type == "connected".
7668 -- Specifies to what neighboring nodes connections will be drawn.
7669 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7671 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7672 -- Tells connected nodebox nodes to connect only to these sides of this
7676 -- File name of mesh when using "mesh" drawtype
7681 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7682 -- Node box format: see [Node boxes]
7685 -- Custom selection box definition. Multiple boxes can be defined.
7686 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7687 -- definition is used for the selection box.
7692 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7693 -- Node box format: see [Node boxes]
7696 -- Custom collision box definition. Multiple boxes can be defined.
7697 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7698 -- definition is used for the collision box.
7700 -- Support maps made in and before January 2012
7701 legacy_facedir_simple = false,
7702 legacy_wallmounted = false,
7705 -- Valid for drawtypes:
7706 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7707 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7708 -- 2 - wave node like leaves (whole node moves side-to-side)
7709 -- 3 - wave node like liquids (whole node moves up and down)
7710 -- Not all models will properly wave.
7711 -- plantlike drawtype can only wave like plants.
7712 -- allfaces_optional drawtype can only wave like leaves.
7713 -- liquid, flowingliquid drawtypes can only wave like liquids.
7716 -- Definition of node sounds to be played at various events.
7717 -- All fields in this table are optional.
7719 footstep = <SimpleSoundSpec>,
7720 -- If walkable, played when object walks on it. If node is
7721 -- climbable or a liquid, played when object moves through it
7723 dig = <SimpleSoundSpec> or "__group",
7724 -- While digging node.
7725 -- If `"__group"`, then the sound will be
7726 -- `default_dig_<groupname>`, where `<groupname>` is the
7727 -- name of the item's digging group with the fastest digging time.
7728 -- In case of a tie, one of the sounds will be played (but we
7729 -- cannot predict which one)
7730 -- Default value: `"__group"`
7732 dug = <SimpleSoundSpec>,
7735 place = <SimpleSoundSpec>,
7736 -- Node was placed. Also played after falling
7738 place_failed = <SimpleSoundSpec>,
7739 -- When node placement failed.
7740 -- Note: This happens if the _built-in_ node placement failed.
7741 -- This sound will still be played if the node is placed in the
7742 -- `on_place` callback manually.
7744 fall = <SimpleSoundSpec>,
7745 -- When node starts to fall or is detached
7749 -- Name of dropped item when dug.
7750 -- Default dropped item is the node itself.
7751 -- Using a table allows multiple items, drop chances and item filtering.
7752 -- Item filtering by string matching is deprecated.
7755 -- Maximum number of item lists to drop.
7756 -- The entries in 'items' are processed in order. For each:
7757 -- Item filtering is applied, chance of drop is applied, if both are
7758 -- successful the entire item list is dropped.
7759 -- Entry processing continues until the number of dropped item lists
7760 -- equals 'max_items'.
7761 -- Therefore, entries should progress from low to high drop chance.
7765 -- 1 in 1000 chance of dropping a diamond.
7766 -- Default rarity is '1'.
7768 items = {"default:diamond"},
7771 -- Only drop if using an item whose name is identical to one
7773 tools = {"default:shovel_mese", "default:shovel_diamond"},
7775 items = {"default:dirt"},
7776 -- Whether all items in the dropped item list inherit the
7777 -- hardware coloring palette color from the dug node.
7778 -- Default is 'false'.
7779 inherit_color = true,
7782 -- Only drop if using a item whose name contains
7783 -- "default:shovel_" (this item filtering by string matching
7785 tools = {"~default:shovel_"},
7787 -- The item list dropped.
7788 items = {"default:sand", "default:desert_sand"},
7793 on_construct = function(pos),
7794 -- Node constructor; called after adding node.
7795 -- Can set up metadata and stuff like that.
7796 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7799 on_destruct = function(pos),
7800 -- Node destructor; called before removing node.
7801 -- Not called for bulk node placement.
7804 after_destruct = function(pos, oldnode),
7805 -- Node destructor; called after removing node.
7806 -- Not called for bulk node placement.
7809 on_flood = function(pos, oldnode, newnode),
7810 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7811 -- `floodable = true` in the nodedef. Not called for bulk node placement
7812 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7813 -- node is not flooded, but on_flood callback will most likely be called
7814 -- over and over again every liquid update interval.
7816 -- Warning: making a liquid node 'floodable' will cause problems.
7818 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7819 -- Called when oldnode is about be converted to an item, but before the
7820 -- node is deleted from the world or the drops are added. This is
7821 -- generally the result of either the node being dug or an attached node
7822 -- becoming detached.
7823 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7824 -- drops is a table of ItemStacks, so any metadata to be preserved can
7825 -- be added directly to one or more of the dropped items. See
7826 -- "ItemStackMetaRef".
7829 after_place_node = function(pos, placer, itemstack, pointed_thing),
7830 -- Called after constructing node when node was placed using
7831 -- minetest.item_place_node / minetest.place_node.
7832 -- If return true no item is taken from itemstack.
7833 -- `placer` may be any valid ObjectRef or nil.
7836 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7837 -- oldmetadata is in table format.
7838 -- Called after destructing node when node was dug using
7839 -- minetest.node_dig / minetest.dig_node.
7842 can_dig = function(pos, [player]),
7843 -- Returns true if node can be dug, or false if not.
7846 on_punch = function(pos, node, puncher, pointed_thing),
7847 -- default: minetest.node_punch
7848 -- Called when puncher (an ObjectRef) punches the node at pos.
7849 -- By default calls minetest.register_on_punchnode callbacks.
7851 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7853 -- Called when clicker (an ObjectRef) "rightclicks"
7854 -- ("rightclick" here stands for the placement key) while pointing at
7855 -- the node at pos with 'node' being the node table.
7856 -- itemstack will hold clicker's wielded item.
7857 -- Shall return the leftover itemstack.
7858 -- Note: pointed_thing can be nil, if a mod calls this function.
7859 -- This function does not get triggered by clients <=0.4.16 if the
7860 -- "formspec" node metadata field is set.
7862 on_dig = function(pos, node, digger),
7863 -- default: minetest.node_dig
7864 -- By default checks privileges, wears out item (if tool) and removes node.
7865 -- return true if the node was dug successfully, false otherwise.
7866 -- Deprecated: returning nil is the same as returning true.
7868 on_timer = function(pos, elapsed),
7870 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7871 -- elapsed is the total time passed since the timer was started.
7872 -- return true to run the timer for another cycle with the same timeout
7875 on_receive_fields = function(pos, formname, fields, sender),
7876 -- fields = {name1 = value1, name2 = value2, ...}
7877 -- Called when an UI form (e.g. sign text input) returns data.
7878 -- See minetest.register_on_player_receive_fields for more info.
7881 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7882 -- Called when a player wants to move items inside the inventory.
7883 -- Return value: number of items allowed to move.
7885 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7886 -- Called when a player wants to put something into the inventory.
7887 -- Return value: number of items allowed to put.
7888 -- Return value -1: Allow and don't modify item count in inventory.
7890 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7891 -- Called when a player wants to take something out of the inventory.
7892 -- Return value: number of items allowed to take.
7893 -- Return value -1: Allow and don't modify item count in inventory.
7895 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7896 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7897 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7898 -- Called after the actual action has happened, according to what was
7902 on_blast = function(pos, intensity),
7903 -- intensity: 1.0 = mid range of regular TNT.
7904 -- If defined, called when an explosion touches the node, instead of
7905 -- removing the node.
7907 mod_origin = "modname",
7908 -- stores which mod actually registered a node
7909 -- if it can not find a source, returns "??"
7910 -- useful for getting what mod truly registered something
7911 -- example: if a node is registered as ":othermodname:nodename",
7912 -- nodename will show "othermodname", but mod_orgin will say "modname"
7918 Used by `minetest.register_craft`.
7923 output = 'default:pick_stone',
7925 {'default:cobble', 'default:cobble', 'default:cobble'},
7926 {'', 'default:stick', ''},
7927 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7929 replacements = <list of item pairs>,
7930 -- replacements: replace one input item with another item on crafting
7938 output = 'mushrooms:mushroom_stew',
7941 "mushrooms:mushroom_brown",
7942 "mushrooms:mushroom_red",
7944 replacements = <list of item pairs>,
7950 type = "toolrepair",
7951 additional_wear = -0.02, -- multiplier of 65536
7954 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
7955 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
7957 The wear of the output is determined by the wear of both tools, plus a
7958 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
7959 you want `additional_wear` to be negative.
7961 The formula used to calculate the resulting wear is:
7963 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
7965 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
7966 no crafting is possible.
7972 output = "default:glass",
7973 recipe = "default:sand",
7981 recipe = "bucket:bucket_lava",
7983 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7989 Used by `minetest.register_ore`.
7991 See [Ores] section above for essential information.
7994 ore_type = "scatter",
7996 ore = "default:stone_with_coal",
7999 -- Facedir rotation. Default is 0 (unchanged rotation)
8001 wherein = "default:stone",
8002 -- A list of nodenames is supported too
8004 clust_scarcity = 8 * 8 * 8,
8005 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8006 -- If the desired average distance between ores is 'd', set this to
8010 -- Number of ores in a cluster
8013 -- Size of the bounding box of the cluster.
8014 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8015 -- nodes are coal ore.
8019 -- Lower and upper limits for ore
8022 -- Attributes for the ore generation, see 'Ore attributes' section above
8024 noise_threshold = 0.5,
8025 -- If noise is above this threshold, ore is placed. Not needed for a
8026 -- uniform distribution.
8031 spread = {x = 100, y = 100, z = 100},
8036 -- NoiseParams structure describing one of the perlin noises used for
8037 -- ore distribution.
8038 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8039 -- Omit from "scatter" ore for a uniform ore distribution.
8040 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8043 biomes = {"desert", "rainforest"},
8044 -- List of biomes in which this ore occurs.
8045 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8046 -- being used does not support biomes.
8047 -- Can be a list of (or a single) biome names, IDs, or definitions.
8049 -- Type-specific parameters
8052 column_height_min = 1,
8053 column_height_max = 16,
8054 column_midpoint_factor = 0.5,
8060 spread = {x = 100, y = 100, z = 100},
8068 spread = {x = 100, y = 100, z = 100},
8075 random_factor = 1.0,
8078 np_stratum_thickness = {
8081 spread = {x = 100, y = 100, z = 100},
8086 stratum_thickness = 8,
8092 Used by `minetest.register_biome`.
8094 The maximum number of biomes that can be used is 65535. However, using an
8095 excessive number of biomes will slow down map generation. Depending on desired
8096 performance and computing power the practical limit is much lower.
8101 node_dust = "default:snow",
8102 -- Node dropped onto upper surface after all else is generated
8104 node_top = "default:dirt_with_snow",
8106 -- Node forming surface layer of biome and thickness of this layer
8108 node_filler = "default:permafrost",
8110 -- Node forming lower layer of biome and thickness of this layer
8112 node_stone = "default:bluestone",
8113 -- Node that replaces all stone nodes between roughly y_min and y_max.
8115 node_water_top = "default:ice",
8116 depth_water_top = 10,
8117 -- Node forming a surface layer in seawater with the defined thickness
8120 -- Node that replaces all seawater nodes not in the surface layer
8122 node_river_water = "default:ice",
8123 -- Node that replaces river water in mapgens that use
8124 -- default:river_water
8126 node_riverbed = "default:gravel",
8128 -- Node placed under river water and thickness of this layer
8130 node_cave_liquid = "default:lava_source",
8131 node_cave_liquid = {"default:water_source", "default:lava_source"},
8132 -- Nodes placed inside 50% of the medium size caves.
8133 -- Multiple nodes can be specified, each cave will use a randomly
8134 -- chosen node from the list.
8135 -- If this field is left out or 'nil', cave liquids fall back to
8136 -- classic behaviour of lava and water distributed using 3D noise.
8137 -- For no cave liquid, specify "air".
8139 node_dungeon = "default:cobble",
8140 -- Node used for primary dungeon structure.
8141 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8142 -- alias, if that is also absent, dungeon nodes fall back to the biome
8144 -- If present, the following two nodes are also used.
8146 node_dungeon_alt = "default:mossycobble",
8147 -- Node used for randomly-distributed alternative structure nodes.
8148 -- If alternative structure nodes are not wanted leave this absent for
8149 -- performance reasons.
8151 node_dungeon_stair = "stairs:stair_cobble",
8152 -- Node used for dungeon stairs.
8153 -- If absent, stairs fall back to 'node_dungeon'.
8157 -- Upper and lower limits for biome.
8158 -- Alternatively you can use xyz limits as shown below.
8160 max_pos = {x = 31000, y = 128, z = 31000},
8161 min_pos = {x = -31000, y = 9, z = -31000},
8162 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8163 -- Biome is limited to a cuboid defined by these positions.
8164 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8165 -- 31000 in 'max_pos'.
8168 -- Vertical distance in nodes above 'y_max' over which the biome will
8169 -- blend with the biome above.
8170 -- Set to 0 for no vertical blend. Defaults to 0.
8173 humidity_point = 50,
8174 -- Characteristic temperature and humidity for the biome.
8175 -- These values create 'biome points' on a voronoi diagram with heat and
8176 -- humidity as axes. The resulting voronoi cells determine the
8177 -- distribution of the biomes.
8178 -- Heat and humidity have average values of 50, vary mostly between
8179 -- 0 and 100 but can exceed these values.
8182 Decoration definition
8183 ---------------------
8185 See [Decoration types]. Used by `minetest.register_decoration`.
8188 deco_type = "simple",
8190 place_on = "default:dirt_with_grass",
8191 -- Node (or list of nodes) that the decoration can be placed on
8194 -- Size of the square divisions of the mapchunk being generated.
8195 -- Determines the resolution of noise variation if used.
8196 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8197 -- equal to the chunk size.
8200 -- The value determines 'decorations per surface node'.
8201 -- Used only if noise_params is not specified.
8202 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8203 -- a different and much faster method.
8208 spread = {x = 100, y = 100, z = 100},
8215 -- NoiseParams structure describing the perlin noise used for decoration
8217 -- A noise value is calculated for each square division and determines
8218 -- 'decorations per surface node' within each division.
8219 -- If the noise value >= 10.0 complete coverage is enabled and
8220 -- decoration placement uses a different and much faster method.
8222 biomes = {"Oceanside", "Hills", "Plains"},
8223 -- List of biomes in which this decoration occurs. Occurs in all biomes
8224 -- if this is omitted, and ignored if the Mapgen being used does not
8226 -- Can be a list of (or a single) biome names, IDs, or definitions.
8230 -- Lower and upper limits for decoration.
8231 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8233 spawn_by = "default:water",
8234 -- Node (or list of nodes) that the decoration only spawns next to.
8235 -- Checks two horizontal planes of 8 neighbouring nodes (including
8236 -- diagonal neighbours), one plane level with the 'place_on' node and a
8237 -- plane one node above that.
8240 -- Number of spawn_by nodes that must be surrounding the decoration
8241 -- position to occur.
8242 -- If absent or -1, decorations occur next to any nodes.
8244 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8245 -- Flags for all decoration types.
8246 -- "liquid_surface": Instead of placement on the highest solid surface
8247 -- in a mapchunk column, placement is on the highest liquid surface.
8248 -- Placement is disabled if solid nodes are found above the liquid
8250 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8251 -- by the decoration.
8252 -- "all_floors", "all_ceilings": Instead of placement on the highest
8253 -- surface in a mapchunk the decoration is placed on all floor and/or
8254 -- ceiling surfaces, for example in caves and dungeons.
8255 -- Ceiling decorations act as an inversion of floor decorations so the
8256 -- effect of 'place_offset_y' is inverted.
8257 -- Y-slice probabilities do not function correctly for ceiling
8258 -- schematic decorations as the behaviour is unchanged.
8259 -- If a single decoration registration has both flags the floor and
8260 -- ceiling decorations will be aligned vertically.
8262 ----- Simple-type parameters
8264 decoration = "default:grass",
8265 -- The node name used as the decoration.
8266 -- If instead a list of strings, a randomly selected node from the list
8267 -- is placed as the decoration.
8270 -- Decoration height in nodes.
8271 -- If height_max is not 0, this is the lower limit of a randomly
8275 -- Upper limit of the randomly selected height.
8276 -- If absent, the parameter 'height' is used as a constant.
8279 -- Param2 value of decoration nodes.
8280 -- If param2_max is not 0, this is the lower limit of a randomly
8284 -- Upper limit of the randomly selected param2.
8285 -- If absent, the parameter 'param2' is used as a constant.
8288 -- Y offset of the decoration base node relative to the standard base
8290 -- Can be positive or negative. Default is 0.
8291 -- Effect is inverted for "all_ceilings" decorations.
8292 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8293 -- to the 'place_on' node.
8295 ----- Schematic-type parameters
8297 schematic = "foobar.mts",
8298 -- If schematic is a string, it is the filepath relative to the current
8299 -- working directory of the specified Minetest schematic file.
8300 -- Could also be the ID of a previously registered schematic.
8303 size = {x = 4, y = 6, z = 4},
8305 {name = "default:cobble", param1 = 255, param2 = 0},
8306 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8307 {name = "air", param1 = 255, param2 = 0},
8311 {ypos = 2, prob = 128},
8312 {ypos = 5, prob = 64},
8316 -- Alternative schematic specification by supplying a table. The fields
8317 -- size and data are mandatory whereas yslice_prob is optional.
8318 -- See 'Schematic specifier' for details.
8320 replacements = {["oldname"] = "convert_to", ...},
8322 flags = "place_center_x, place_center_y, place_center_z",
8323 -- Flags for schematic decorations. See 'Schematic attributes'.
8326 -- Rotation can be "0", "90", "180", "270", or "random"
8329 -- If the flag 'place_center_y' is set this parameter is ignored.
8330 -- Y offset of the schematic base node layer relative to the 'place_on'
8332 -- Can be positive or negative. Default is 0.
8333 -- Effect is inverted for "all_ceilings" decorations.
8334 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8335 -- to the 'place_on' node.
8338 Chat command definition
8339 -----------------------
8341 Used by `minetest.register_chatcommand`.
8344 params = "<name> <privilege>", -- Short parameter description
8346 description = "Remove privilege from player", -- Full description
8348 privs = {privs=true}, -- Require the "privs" privilege to run
8350 func = function(name, param),
8351 -- Called when command is run. Returns boolean success and text output.
8352 -- Special case: The help message is shown to the player if `func`
8353 -- returns false without a text output.
8356 Note that in params, use of symbols is as follows:
8358 * `<>` signifies a placeholder to be replaced when the command is used. For
8359 example, when a player name is needed: `<name>`
8360 * `[]` signifies param is optional and not required when the command is used.
8361 For example, if you require param1 but param2 is optional:
8362 `<param1> [<param2>]`
8363 * `|` signifies exclusive or. The command requires one param from the options
8364 provided. For example: `<param1> | <param2>`
8365 * `()` signifies grouping. For example, when param1 and param2 are both
8366 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8368 Privilege definition
8369 --------------------
8371 Used by `minetest.register_privilege`.
8375 -- Privilege description
8377 give_to_singleplayer = true,
8378 -- Whether to grant the privilege to singleplayer.
8380 give_to_admin = true,
8381 -- Whether to grant the privilege to the server admin.
8382 -- Uses value of 'give_to_singleplayer' by default.
8384 on_grant = function(name, granter_name),
8385 -- Called when given to player 'name' by 'granter_name'.
8386 -- 'granter_name' will be nil if the priv was granted by a mod.
8388 on_revoke = function(name, revoker_name),
8389 -- Called when taken from player 'name' by 'revoker_name'.
8390 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8392 -- Note that the above two callbacks will be called twice if a player is
8393 -- responsible, once with the player name, and then with a nil player
8395 -- Return true in the above callbacks to stop register_on_priv_grant or
8396 -- revoke being called.
8399 Detached inventory callbacks
8400 ----------------------------
8402 Used by `minetest.create_detached_inventory`.
8405 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8406 -- Called when a player wants to move items inside the inventory.
8407 -- Return value: number of items allowed to move.
8409 allow_put = function(inv, listname, index, stack, player),
8410 -- Called when a player wants to put something into the inventory.
8411 -- Return value: number of items allowed to put.
8412 -- Return value -1: Allow and don't modify item count in inventory.
8414 allow_take = function(inv, listname, index, stack, player),
8415 -- Called when a player wants to take something out of the inventory.
8416 -- Return value: number of items allowed to take.
8417 -- Return value -1: Allow and don't modify item count in inventory.
8419 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8420 on_put = function(inv, listname, index, stack, player),
8421 on_take = function(inv, listname, index, stack, player),
8422 -- Called after the actual action has happened, according to what was
8432 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8435 hud_elem_type = "image", -- See HUD element types
8436 -- Type of element, can be "image", "text", "statbar", "inventory",
8437 -- "compass" or "minimap"
8439 position = {x=0.5, y=0.5},
8440 -- Left corner position of element
8444 scale = {x = 2, y = 2},
8453 -- Selected item in inventory. 0 for no item selected.
8456 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8458 alignment = {x=0, y=0},
8460 offset = {x=0, y=0},
8462 size = { x=100, y=100 },
8463 -- Size of element in pixels
8466 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8469 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8475 Used by `minetest.add_particle`.
8478 pos = {x=0, y=0, z=0},
8479 velocity = {x=0, y=0, z=0},
8480 acceleration = {x=0, y=0, z=0},
8481 -- Spawn particle at pos with velocity and acceleration
8484 -- Disappears after expirationtime seconds
8487 -- Scales the visual size of the particle texture.
8488 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8489 -- particle (just like actual node dig particles).
8491 collisiondetection = false,
8492 -- If true collides with `walkable` nodes and, depending on the
8493 -- `object_collision` field, objects too.
8495 collision_removal = false,
8496 -- If true particle is removed when it collides.
8497 -- Requires collisiondetection = true to have any effect.
8499 object_collision = false,
8500 -- If true particle collides with objects that are defined as
8501 -- `physical = true,` and `collide_with_objects = true,`.
8502 -- Requires collisiondetection = true to have any effect.
8505 -- If true faces player using y axis only
8507 texture = "image.png",
8508 -- The texture of the particle
8510 playername = "singleplayer",
8511 -- Optional, if specified spawns particle only on the player's client
8513 animation = {Tile Animation definition},
8514 -- Optional, specifies how to animate the particle texture
8517 -- Optional, specify particle self-luminescence in darkness.
8520 node = {name = "ignore", param2 = 0},
8521 -- Optional, if specified the particle will have the same appearance as
8522 -- node dig particles for the given node.
8523 -- `texture` and `animation` will be ignored if this is set.
8526 -- Optional, only valid in combination with `node`
8527 -- If set to a valid number 1-6, specifies the tile from which the
8528 -- particle texture is picked.
8529 -- Otherwise, the default behavior is used. (currently: any random tile)
8533 `ParticleSpawner` definition
8534 ----------------------------
8536 Used by `minetest.add_particlespawner`.
8540 -- Number of particles spawned over the time period `time`.
8543 -- Lifespan of spawner in seconds.
8544 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8545 -- a per-second basis.
8547 minpos = {x=0, y=0, z=0},
8548 maxpos = {x=0, y=0, z=0},
8549 minvel = {x=0, y=0, z=0},
8550 maxvel = {x=0, y=0, z=0},
8551 minacc = {x=0, y=0, z=0},
8552 maxacc = {x=0, y=0, z=0},
8557 -- The particles' properties are random values between the min and max
8559 -- applies to: pos, velocity, acceleration, expirationtime, size
8560 -- If `node` is set, min and maxsize can be set to 0 to spawn
8561 -- randomly-sized particles (just like actual node dig particles).
8563 collisiondetection = false,
8564 -- If true collide with `walkable` nodes and, depending on the
8565 -- `object_collision` field, objects too.
8567 collision_removal = false,
8568 -- If true particles are removed when they collide.
8569 -- Requires collisiondetection = true to have any effect.
8571 object_collision = false,
8572 -- If true particles collide with objects that are defined as
8573 -- `physical = true,` and `collide_with_objects = true,`.
8574 -- Requires collisiondetection = true to have any effect.
8576 attached = ObjectRef,
8577 -- If defined, particle positions, velocities and accelerations are
8578 -- relative to this object's position and yaw
8581 -- If true face player using y axis only
8583 texture = "image.png",
8584 -- The texture of the particle
8586 playername = "singleplayer",
8587 -- Optional, if specified spawns particles only on the player's client
8589 animation = {Tile Animation definition},
8590 -- Optional, specifies how to animate the particles' texture
8593 -- Optional, specify particle self-luminescence in darkness.
8596 node = {name = "ignore", param2 = 0},
8597 -- Optional, if specified the particles will have the same appearance as
8598 -- node dig particles for the given node.
8599 -- `texture` and `animation` will be ignored if this is set.
8602 -- Optional, only valid in combination with `node`
8603 -- If set to a valid number 1-6, specifies the tile from which the
8604 -- particle texture is picked.
8605 -- Otherwise, the default behavior is used. (currently: any random tile)
8608 `HTTPRequest` definition
8609 ------------------------
8611 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8614 url = "http://example.org",
8617 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8619 method = "GET", "POST", "PUT" or "DELETE"
8620 -- The http method to use. Defaults to "GET".
8622 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8623 -- Data for the POST, PUT or DELETE request.
8624 -- Accepts both a string and a table. If a table is specified, encodes
8625 -- table as x-www-form-urlencoded key-value pairs.
8627 user_agent = "ExampleUserAgent",
8628 -- Optional, if specified replaces the default minetest user agent with
8631 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8632 -- Optional, if specified adds additional headers to the HTTP request.
8633 -- You must make sure that the header strings follow HTTP specification
8637 -- Optional, if true performs a multipart HTTP request.
8638 -- Default is false.
8639 -- Post only, data must be array
8641 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8642 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8645 `HTTPRequestResult` definition
8646 ------------------------------
8648 Passed to `HTTPApiTable.fetch` callback. Returned by
8649 `HTTPApiTable.fetch_async_get`.
8653 -- If true, the request has finished (either succeeded, failed or timed
8657 -- If true, the request was successful
8660 -- If true, the request timed out
8668 Authentication handler definition
8669 ---------------------------------
8671 Used by `minetest.register_authentication_handler`.
8674 get_auth = function(name),
8675 -- Get authentication data for existing player `name` (`nil` if player
8677 -- Returns following structure:
8678 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8680 create_auth = function(name, password),
8681 -- Create new auth data for player `name`.
8682 -- Note that `password` is not plain-text but an arbitrary
8683 -- representation decided by the engine.
8685 delete_auth = function(name),
8686 -- Delete auth data of player `name`.
8687 -- Returns boolean indicating success (false if player is nonexistent).
8689 set_password = function(name, password),
8690 -- Set password of player `name` to `password`.
8691 -- Auth data should be created if not present.
8693 set_privileges = function(name, privileges),
8694 -- Set privileges of player `name`.
8695 -- `privileges` is in table form, auth data should be created if not
8698 reload = function(),
8699 -- Reload authentication data from the storage location.
8700 -- Returns boolean indicating success.
8702 record_login = function(name),
8703 -- Called when player joins, used for keeping track of last_login
8705 iterate = function(),
8706 -- Returns an iterator (use with `for` loops) for all player names
8707 -- currently in the auth database