1 Minetest Lua Modding API Reference 0.4.11
2 =========================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read [Programming in Lua](http://www.lua.org/pil/).
27 Mods are loaded during server startup from the mod load paths by running
28 the `init.lua` scripts in a shared environment.
32 * `RUN_IN_PLACE=1` (Windows release, local build)
34 * Linux: `<build directory>`
35 * Windows: `<build directory>`
37 * Linux: `<build directory>`
38 * Windows: `<build directory>`
39 * `RUN_IN_PLACE=0`: (Linux release)
41 * Linux: `/usr/share/minetest`
42 * Windows: `<install directory>/minetest-0.4.x`
44 * Linux: `$HOME/.minetest`
45 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
49 Games are looked up from:
51 * `$path_share/games/gameid/`
52 * `$path_user/games/gameid/`
54 where `gameid` is unique to each game.
56 The game directory contains the file `game.conf`, which contains these fields:
58 name = <Human-readable full name of the game>
64 The game directory can contain the file minetest.conf, which will be used
65 to set default settings when running the particular game.
71 * `$path_share/games/gameid/mods/`
73 * `$path_user/games/gameid/mods/`
74 * `$path_user/mods/` (User-installed mods)
75 * `$worldpath/worldmods/`
77 In a run-in-place version (e.g. the distributed windows version):
79 * `minetest-0.4.x/games/gameid/mods/`
80 * `minetest-0.4.x/mods/` (User-installed mods)
81 * `minetest-0.4.x/worlds/worldname/worldmods/`
83 On an installed version on Linux:
85 * `/usr/share/minetest/games/gameid/mods/`
86 * `$HOME/.minetest/mods/` (User-installed mods)
87 * `$HOME/.minetest/worlds/worldname/worldmods`
89 Mod load path for world-specific games
90 --------------------------------------
91 It is possible to include a game in a world; in this case, no mods or
92 games are loaded or checked from anywhere else.
94 This is useful for e.g. adventure worlds.
96 This happens if the following directory exists:
100 Mods should be then be placed in:
106 Mods can be put in a subdirectory, if the parent directory, which otherwise
107 should be a mod, contains a file named `modpack.txt`. This file shall be
108 empty, except for lines starting with `#`, which are comments.
110 Mod directory structure
111 ------------------------
117 | |-- description.txt
121 | | |-- modname_stuff.png
122 | | `-- modname_something_else.png
130 The location of this directory can be fetched by using
131 `minetest.get_modpath(modname)`.
134 List of mods that have to be loaded before loading this mod.
136 A single line contains a single modname.
138 Optional dependencies can be defined by appending a question mark
139 to a single modname. Their meaning is that if the specified mod
140 is missing, that does not prevent this mod from being loaded.
143 A screenshot shown in modmanager within mainmenu.
145 ### `description.txt`
146 A File containing description to be shown within mainmenu.
149 The main Lua script. Running this script should register everything it
150 wants to register. Subsequent execution depends on minetest calling the
151 registered callbacks.
153 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
154 to read custom or existing settings at load time, if necessary.
157 Models for entities or meshnodes.
159 ### `textures`, `sounds`, `media`
160 Media files (textures, sounds, whatever) that will be transferred to the
161 client and will be available for use by the mod.
163 Naming convention for registered textual names
164 ----------------------------------------------
165 Registered names should generally be in this format:
167 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
169 This is to prevent conflicting names from corrupting maps and is
170 enforced by the mod loader.
173 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
174 So the name should be `experimental:tnt`.
176 Enforcement can be overridden by prefixing the name with `:`. This can
177 be used for overriding the registrations of some other mod.
179 Example: Any mod can redefine `experimental:tnt` by using the name
184 (also that mod is required to have `experimental` as a dependency)
186 The `:` prefix can also be used for maintaining backwards compatibility.
189 Aliases can be added by using `minetest.register_alias(name, convert_to)`.
191 This will make Minetest to convert things called name to things called
194 This can be used for maintaining backwards compatibility.
196 This can be also used for setting quick access names for things, e.g. if
197 you have an item called `epiclylongmodname:stuff`, you could do
199 minetest.register_alias("stuff", "epiclylongmodname:stuff")
201 and be able to use `/giveme stuff`.
205 Mods should generally prefix their textures with `modname_`, e.g. given
206 the mod name `foomod`, a texture could be called:
210 Textures are referred to by their complete name, or alternatively by
211 stripping out the file extension:
213 * e.g. `foomod_foothing.png`
214 * e.g. `foomod_foothing`
218 There are various texture modifiers that can be used
219 to generate textures on-the-fly.
221 ### Texture overlaying
222 Textures can be overlaid by putting a `^` between them.
226 default_dirt.png^default_grass_side.png
228 `default_grass_side.png` is overlayed over `default_dirt.png`.
231 Textures can be grouped together by enclosing them in `(` and `)`.
233 Example: `cobble.png^(thing1.png^thing2.png)`
235 A texture for `thing1.png^thing2.png` is created and the resulting
236 texture is overlaid over `cobble.png`.
238 ### Advanced texture modifiers
240 #### `[crack:<n>:<p>`
241 * `<n>` = animation frame count
242 * `<p>` = current animation frame
244 Draw a step of the crack animation on the texture.
248 default_cobble.png^[crack:10:1
250 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>`
253 * `<x1>`/`<x2>` = x positions
254 * `<y1>`/`<y1>` = y positions
255 * `<file1>`/`<file2>` = textures to combine
257 Create a texture of size `<w>` times `<h>` and blit `<file1>` to (`<x1>`,`<y1>`)
258 and blit `<file2>` to (`<x2>`,`<y2>`).
262 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
265 Brightens the texture.
269 tnt_tnt_side.png^[brighten
272 Makes the texture completely opaque.
276 default_leaves.png^[noalpha
278 #### `[makealpha:<r>,<g>,<b>`
279 Convert one color to transparency.
283 default_cobble.png^[makealpha:128,128,128
286 * `<t>` = transformation(s) to apply
288 Rotates and/or flips the image.
290 `<t>` can be a number (between 0 and 7) or a transform name.
291 Rotations are counter-clockwise.
294 1 R90 rotate by 90 degrees
295 2 R180 rotate by 180 degrees
296 3 R270 rotate by 270 degrees
298 5 FXR90 flip X then rotate by 90 degrees
300 7 FYR90 flip Y then rotate by 90 degrees
304 default_stone.png^[transformFXR90
306 #### `[inventorycube{<top>{<left>{<right>`
307 `^` is replaced by `&` in texture names.
309 Create an inventory cube texture using the side textures.
313 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
315 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
316 `dirt.png^grass_side.png` textures
318 #### `[lowpart:<percent>:<file>`
319 Blit the lower `<percent>`% part of `<file>` on the texture.
323 base.png^[lowpart:25:overlay.png
325 #### `[verticalframe:<t>:<n>`
326 * `<t>` = animation frame count
327 * `<n>` = current animation frame
329 Crops the texture to a frame of a vertical animation.
333 default_torch_animated.png^[verticalframe:16:8
336 Apply a mask to the base image.
338 The mask is applied using binary AND.
340 #### `[colorize:<color>`
341 Colorize the textures with the given color.
342 `<color>` is specified as a `ColorString`.
346 Only Ogg Vorbis files are supported.
348 For positional playing of sounds, only single-channel (mono) files are
349 supported. Otherwise OpenAL will play them non-positionally.
351 Mods should generally prefix their sounds with `modname_`, e.g. given
352 the mod name "`foomod`", a sound could be called:
356 Sounds are referred to by their name with a dot, a single digit and the
357 file extension stripped out. When a sound is played, the actual sound file
358 is chosen randomly from the matching sounds.
360 When playing the sound `foomod_foosound`, the sound is chosen randomly
361 from the available ones of the following files:
363 * `foomod_foosound.ogg`
364 * `foomod_foosound.0.ogg`
365 * `foomod_foosound.1.ogg`
367 * `foomod_foosound.9.ogg`
369 Examples of sound parameter tables:
371 -- Play location-less on all clients
373 gain = 1.0, -- default
375 -- Play location-less to a player
378 gain = 1.0, -- default
380 -- Play in a location
383 gain = 1.0, -- default
384 max_hear_distance = 32, -- default
386 -- Play connected to an object, looped
388 object = <an ObjectRef>,
389 gain = 1.0, -- default
390 max_hear_distance = 32, -- default
391 loop = true, -- only sounds connected to objects can be looped
394 ### `SimpleSoundSpec`
396 * e.g. `"default_place_node"`
398 * e.g. `{name="default_place_node"}`
399 * e.g. `{name="default_place_node", gain=1.0}`
401 Registered definitions of stuff
402 -------------------------------
403 Anything added using certain `minetest.register_*` functions get added to
404 the global `minetest.registered_*` tables.
406 * `minetest.register_entity(name, prototype table)`
407 * added to `minetest.registered_entities[name]`
409 * `minetest.register_node(name, node definition)`
410 * added to `minetest.registered_items[name]`
411 * added to `minetest.registered_nodes[name]`
413 * `minetest.register_tool(name, item definition)`
414 * added to `minetest.registered_items[name]`
416 * `minetest.register_craftitem(name, item definition)`
417 * added to `minetest.registered_items[name]`
419 Note that in some cases you will stumble upon things that are not contained
420 in these tables (e.g. when a mod has been removed). Always check for
421 existence before trying to access the fields.
423 Example: If you want to check the drawtype of a node, you could do:
425 local function get_nodedef_field(nodename, fieldname)
426 if not minetest.registered_nodes[nodename] then
429 return minetest.registered_nodes[nodename][fieldname]
431 local drawtype = get_nodedef_field(nodename, "drawtype")
433 Example: `minetest.get_item_group(name, group)` has been implemented as:
435 function minetest.get_item_group(name, group)
436 if not minetest.registered_items[name] or not
437 minetest.registered_items[name].groups[group] then
440 return minetest.registered_items[name].groups[group]
445 Nodes are the bulk data of the world: cubes and other things that take the
446 space of a cube. Huge amounts of them are handled efficiently, but they
449 The definition of a node is stored and can be accessed by name in
451 minetest.registered_nodes[node.name]
453 See "Registered definitions of stuff".
455 Nodes are passed by value between Lua and the engine.
456 They are represented by a table:
458 {name="name", param1=num, param2=num}
460 `param1` and `param2` are 8-bit integers. The engine uses them for certain
461 automated functions. If you don't use these functions, you can use them to
462 store arbitrary values.
464 The functions of `param1` and `param2` are determined by certain fields in the
467 `param1` is reserved for the engine when `paramtype != "none"`:
470 ^ The value stores light with and without sun in it's
471 upper and lower 4 bits.
473 `param2` is reserved for the engine when any of these are used:
475 liquidtype == "flowing"
476 ^ The level and some flags of the liquid is stored in param2
477 drawtype == "flowingliquid"
478 ^ The drawn liquid level is read from param2
479 drawtype == "torchlike"
480 drawtype == "signlike"
481 paramtype2 == "wallmounted"
482 ^ The rotation of the node is stored in param2. You can make this value
483 by using minetest.dir_to_wallmounted().
484 paramtype2 == "facedir"
485 ^ The rotation of the node is stored in param2. Furnaces and chests are
486 rotated this way. Can be made by using minetest.dir_to_facedir().
488 facedir modulo 4 = axisdir
489 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
490 facedir's two less significant bits are rotation around the axis
491 paramtype2 == "leveled"
495 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
498 ^ defines list of collision boxes for the node. If empty, collision boxes
499 will be the same as nodeboxes, in case of any other nodes will be full cube
500 as in the example above.
502 Nodes can also contain extra data. See "Node Metadata".
506 There are a bunch of different looking node types.
508 Look for examples in `games/minimal` or `games/minetest_game`.
516 * `glasslike_framed_optional`
518 * `allfaces_optional`
525 * `nodebox` -- See below. (**Experimental!**)
526 * `mesh` -- use models for nodes
528 `*_optional` drawtypes need less rendering time if deactivated (always client side).
532 Node selection boxes are defined using "node boxes"
534 The `nodebox` node drawtype allows defining visual of nodes consisting of
535 arbitrary number of boxes. It allows defining stuff like stairs. Only the
536 `fixed` and `leveled` box type is supported for these.
538 Please note that this is still experimental, and may be incompatibly
539 changed in the future.
541 A nodebox is defined as any of:
544 -- A normal cube; the default in most things
548 -- A fixed box (facedir param2 is used, if applicable)
550 fixed = box OR {box1, box2, ...}
553 -- A box like the selection box for torches
554 -- (wallmounted param2 is used, if applicable)
555 type = "wallmounted",
561 A `box` is defined as:
563 {x1, y1, z1, x2, y2, z2}
565 A box of a regular node would look like:
567 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
569 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
570 set to level from `param2`.
575 If drawtype `mesh` is used, tiles should hold model materials textures.
576 Only static meshes are implemented.
577 For supported model formats see Irrlicht engine documentation.
582 Noise Parameters, or commonly called "`NoiseParams`", define the properties of perlin noise.
585 Offset that the noise is translated by (i.e. added) after calculation.
588 Factor that the noise is scaled by (i.e. multiplied) after calculation.
591 Vector containing values by which each coordinate is divided by before calculation.
592 Higher spread values result in larger noise features.
594 A value of `{x=250, y=250, z=250}` is common.
597 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
598 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
601 Number of times the noise gradient is accumulated into the noise.
603 Increase this number to increase the amount of detail in the resulting noise.
605 A value of `6` is common.
608 Factor by which the effect of the noise gradient function changes with each successive octave.
610 Values less than `1` make the details of successive octaves' noise diminish, while values
611 greater than `1` make successive octaves stronger.
613 A value of `0.6` is common.
616 Factor by which the noise feature sizes change with each successive octave.
618 A value of `2.0` is common.
621 Leave this field unset for no special handling.
623 Currently supported are `defaults`, `eased` and `absvalue`.
626 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
630 Maps noise gradient values onto a quintic S-curve before performing interpolation.
631 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
632 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
635 Accumulates the absolute value of each noise gradient result.
637 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
641 spread = {x=500, y=500, z=500},
646 flags = "defaults, absvalue"
648 ^ A single noise parameter table can be used to get 2D or 3D noise,
649 when getting 2D noise spread.z is ignored.
654 These tell in what manner the ore is generated.
656 All default ores are of the uniformly-distributed scatter type.
659 Randomly chooses a location and generates a cluster of ore.
661 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
662 that point is greater than the `noise_threshold`, giving the ability to create a non-equal
666 Creates a sheet of ore in a blob shape according to the 2D perlin noise described by `noise_params`.
667 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
668 a non-zero `scale` parameter in `noise_params`.
670 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing against the noise
671 threshold, but scale is used to determine relative height.
672 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
674 `clust_scarcity` and `clust_num_ores` are ignored.
676 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
679 Creates a deformed sphere of ore according to 3d perlin noise described by
680 `noise_params`. The maximum size of the blob is `clust_size`, and
681 `clust_scarcity` has the same meaning as with the `scatter` type.
683 Creates veins of ore varying in density by according to the intersection of two
684 instances of 3d perlin noise with diffferent seeds, both described by
685 `noise_params`. `random_factor` varies the influence random chance has on
686 placement of an ore inside the vein, which is `1` by default. Note that
687 modifying this parameter may require adjusting `noise_threshhold`.
688 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
689 by this ore type. This ore type is difficult to control since it is sensitive
690 to small changes. The following is a decent set of parameters to work from:
695 spread = {x=200, y=200, z=200},
701 noise_threshhold = 1.6
703 WARNING: Use this ore type *very* sparingly since it is ~200x more
704 computationally expensive than any other ore.
708 See section "Flag Specifier Format".
710 Currently supported flags: `absheight`
713 Also produce this same ore between the height range of `-y_max` and `-y_min`.
715 Useful for having ore in sky realms without having to duplicate ore entries.
719 The varying types of decorations that can be placed.
721 The default value is `simple`, and is currently the only type supported.
724 Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a
725 decoration list is specified). Can specify a certain node it must spawn next to, such as water or
726 lava, for example. Can also generate a decoration of random height between a specified lower and
727 upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri,
731 Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a
732 probability of a node randomly appearing when placed. This decoration type is intended to be used
733 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
738 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`)
739 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
741 * The `size` field is a 3D vector containing the dimensions of the provided schematic.
742 * The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`.
744 **Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place".
746 In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the
747 probability of that node appearing in the structure.
749 When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`:
751 * A probability value of `0` means that node will never appear (0% chance).
752 * A probability value of `255` means the node will always appear (100% chance).
753 * If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node
754 will appear when the schematic is placed on the map.
756 **Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
761 See section "Flag Specifier Format".
763 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`.
765 * `place_center_x`: Placement of this decoration is centered along the X axis.
766 * `place_center_y`: Placement of this decoration is centered along the Y axis.
767 * `place_center_z`: Placement of this decoration is centered along the Z axis.
772 The position field is used for all element types.
774 To account for differing resolutions, the position coordinates are the percentage of the screen,
775 ranging in value from `0` to `1`.
777 The name field is not yet used, but should contain a description of what the HUD element represents.
778 The direction field is the direction in which something is drawn.
780 `0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom,
781 and `3` draws from bottom to top.
783 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
784 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
785 Fractional values can be used.
787 The `offset` field specifies a pixel offset from the position. Contrary to position,
788 the offset is not scaled to screen size. This allows for some precisely-positioned
791 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
793 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
795 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
798 Displays an image on the HUD.
800 * `scale`: The scale of the image, with 1 being the original texture size.
801 Only the X coordinate scale is used (positive values).
802 Negative values represent that percentage of the screen it
803 should take; e.g. `x=-100` means 100% (width).
804 * `text`: The name of the texture that is displayed.
805 * `alignment`: The alignment of the image.
806 * `offset`: offset in pixels from position.
809 Displays text on the HUD.
811 * `scale`: Defines the bounding rectangle of the text.
812 A value such as `{x=100, y=100}` should work.
813 * `text`: The text to be displayed in the HUD element.
814 * `number`: An integer containing the RGB value of the color used to draw the text.
815 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
816 * `alignment`: The alignment of the text.
817 * `offset`: offset in pixels from position.
820 Displays a horizontal bar made up of half-images.
822 * `text`: The name of the texture that is used.
823 * `number`: The number of half-textures that are displayed.
824 If odd, will end with a vertically center-split texture.
826 * `offset`: offset in pixels from position.
827 * `size`: If used, will force full-image size to this value (override texture pack image size)
830 * `text`: The name of the inventory list to be displayed.
831 * `number`: Number of items in the inventory to be displayed.
832 * `item`: Position of item that is selected.
836 Displays distance to selected world position.
838 * `name`: The name of the waypoint.
839 * `text`: Distance suffix. Can be blank.
840 * `number:` An integer containing the RGB value of the color used to draw the text.
841 * `world_pos`: World position of the waypoint.
843 Representations of simple things
844 --------------------------------
848 {x=num, y=num, z=num}
850 For helper functions see "Vector helpers".
854 * `{type="node", under=pos, above=pos}`
855 * `{type="object", ref=ObjectRef}`
857 Flag Specifier Format
858 ---------------------
859 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
861 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
862 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly
863 clears the flag from whatever the default may be.
865 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
866 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
867 prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset.
869 E.g. A flag field of value
871 {place_center_x = true, place_center_y=false, place_center_z=true}
875 {place_center_x = true, noplace_center_y=true, place_center_z=true}
877 which is equivalent to
879 "place_center_x, noplace_center_y, place_center_z"
883 "place_center_x, place_center_z"
885 since, by default, no schematic attributes are set.
891 There are three kinds of items: nodes, tools and craftitems.
893 * Node (`register_node`): A node from the world.
894 * Tool (`register_tool`): A tool/weapon that can dig and damage
895 things according to `tool_capabilities`.
896 * Craftitem (`register_craftitem`): A miscellaneous item.
899 Items and item stacks can exist in three formats: Serializes, table format
903 This is called "stackstring" or "itemstring":
905 * e.g. `'default:dirt 5'`
906 * e.g. `'default:pick_wood 21323'`
907 * e.g. `'default:apple'`
914 {name="default:dirt", count=5, wear=0, metadata=""}
916 A wooden pick about 1/3 worn out:
918 {name="default:pick_wood", count=1, wear=21323, metadata=""}
922 {name="default:apple", count=1, wear=0, metadata=""}
925 A native C++ format with many helper methods. Useful for converting
926 between formats. See the Class reference section for details.
928 When an item must be passed to a function, it can usually be in any of
934 In a number of places, there is a group table. Groups define the
935 properties of a thing (item, node, armor of entity, capabilities of
936 tool) in such a way that the engine and other mods can can interact with
937 the thing without actually knowing what the thing is.
940 Groups are stored in a table, having the group names with keys and the
941 group ratings as values. For example:
943 groups = {crumbly=3, soil=1}
946 groups = {crumbly=2, soil=1, level=2, outerspace=1}
947 -- ^ A more special dirt-kind of thing
949 Groups always have a rating associated with them. If there is no
950 useful meaning for a rating for an enabled group, it shall be `1`.
952 When not defined, the rating of a group defaults to `0`. Thus when you
953 read groups, you must interpret `nil` and `0` as the same value, `0`.
955 You can read the rating of a group for an item or a node by using
957 minetest.get_item_group(itemname, groupname)
960 Groups of items can define what kind of an item it is (e.g. wool).
963 In addition to the general item things, groups are used to define whether
964 a node is destroyable and how long it takes to destroy by a tool.
966 ### Groups of entities
967 For entities, groups are, as of now, used only for calculating damage.
968 The rating is the percentage of damage caused by tools with this damage group.
969 See "Entity damage mechanism".
971 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
972 object.set_armor_groups({fleshy=30, cracky=80})
975 Groups in tools define which groups of nodes and entities they are
978 ### Groups in crafting recipes
979 An example: Make meat soup from any meat, any water and any bowl:
982 output = 'food:meat_soup_raw',
988 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
991 Another example: Make red wool from white wool and red dye:
996 recipe = {'wool:white', 'group:dye,basecolor_red'},
1000 * `immortal`: Disables the group damage system for an entity
1001 * `level`: Can be used to give an additional sense of progression in the game.
1002 * A larger level will cause e.g. a weapon of a lower level make much less
1003 damage, and get worn out much faster, or not be able to get drops
1004 from destroyed nodes.
1005 * `0` is something that is directly accessible at the start of gameplay
1006 * There is no upper limit
1007 * `dig_immediate`: (player can always pick up node without tool wear)
1008 * `2`: node is removed without tool wear after 0.5 seconds or so
1010 * `3`: node is removed without tool wear immediately (torch)
1011 * `disable_jump`: Player (and possibly other things) cannot jump from node
1012 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1013 * `bouncy`: value is bounce speed in percent
1014 * `falling_node`: if there is no walkable block under the node it will fall
1015 * `attached_node`: if the node under it is not a walkable block the node will be
1016 dropped as an item. If the node is wallmounted the wallmounted direction is
1018 * `soil`: saplings will grow on nodes in this group
1019 * `connect_to_raillike`: makes nodes of raillike drawtype connect to
1020 other group members with same drawtype
1022 ### Known damage and digging time defining groups
1023 * `crumbly`: dirt, sand
1024 * `cracky`: tough but crackable stuff like stone.
1025 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1026 plants, wire, sheets of metal
1027 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1028 * `fleshy`: Living things like animals and the player. This could imply
1029 some blood effects when hitting.
1030 * `explody`: Especially prone to explosions
1031 * `oddly_breakable_by_hand`:
1032 Can be added to nodes that shouldn't logically be breakable by the
1033 hand but are. Somewhat similar to `dig_immediate`, but times are more
1034 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1035 speed of a tool if the tool can dig at a faster speed than this
1036 suggests for the hand.
1038 ### Examples of custom groups
1039 Item groups are often used for defining, well, _groups of items_.
1040 * `meat`: any meat-kind of a thing (rating might define the size or healing
1041 ability or be irrelevant -- it is not defined as of yet)
1042 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1044 * `flammable`: can be set on fire. Rating might define the intensity of the
1045 fire, affecting e.g. the speed of the spreading of an open fire.
1046 * `wool`: any wool (any origin, any color)
1047 * `metal`: any metal
1048 * `weapon`: any weapon
1049 * `heavy`: anything considerably heavy
1051 ### Digging time calculation specifics
1052 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1053 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1054 faster digging time.
1056 The `level` group is used to limit the toughness of nodes a tool can dig
1057 and to scale the digging times / damage to a greater extent.
1059 **Please do understand this**, otherwise you cannot use the system to it's
1062 Tools define their properties by a list of parameters for groups. They
1063 cannot dig other groups; thus it is important to use a standard bunch of
1064 groups to enable interaction with tools.
1066 #### Tools definition
1069 * Full punch interval
1070 * Maximum drop level
1071 * For an arbitrary list of groups:
1072 * Uses (until the tool breaks)
1073 * Maximum level (usually `0`, `1`, `2` or `3`)
1077 #### Full punch interval
1078 When used as a weapon, the tool will do full damage if this time is spent
1079 between punches. If e.g. half the time is spent, the tool will do half
1082 #### Maximum drop level
1083 Suggests the maximum level of node, when dug with the tool, that will drop
1084 it's useful item. (e.g. iron ore to drop a lump of iron).
1086 This is not automated; it is the responsibility of the node definition
1090 Determines how many uses the tool has when it is used for digging a node,
1091 of this group, of the maximum level. For lower leveled nodes, the use count
1092 is multiplied by `3^leveldiff`.
1094 * `uses=10, leveldiff=0`: actual uses: 10
1095 * `uses=10, leveldiff=1`: actual uses: 30
1096 * `uses=10, leveldiff=2`: actual uses: 90
1099 Tells what is the maximum level of a node of this group that the tool will
1103 List of digging times for different ratings of the group, for nodes of the
1106 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1107 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1108 for this group, and unable to dig the rating `1`, which is the toughest.
1109 Unless there is a matching group that enables digging otherwise.
1112 List of damage for groups of entities. See "Entity damage mechanism".
1114 #### Example definition of the capabilities of a tool
1116 tool_capabilities = {
1117 full_punch_interval=1.5,
1120 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1122 damage_groups = {fleshy=2},
1125 This makes the tool be able to dig nodes that fulfil both of these:
1127 * Have the `crumbly` group
1128 * Have a `level` group less or equal to `2`
1130 Table of resulting digging times:
1132 crumbly 0 1 2 3 4 <- level
1134 1 0.80 1.60 1.60 - -
1135 2 0.60 1.20 1.20 - -
1136 3 0.40 0.80 0.80 - -
1138 level diff: 2 1 0 -1 -2
1140 Table of resulting tool uses:
1149 * At `crumbly==0`, the node is not diggable.
1150 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1151 easy nodes to be quickly breakable.
1152 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1154 Entity damage mechanism
1155 -----------------------
1159 foreach group in cap.damage_groups:
1160 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1161 * (object.armor_groups[group] / 100.0)
1162 -- Where object.armor_groups[group] is 0 for inexistent values
1165 Client predicts damage based on damage groups. Because of this, it is able to
1166 give an immediate response when an entity is damaged or dies; the response is
1167 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1169 Currently a smoke puff will appear when an entity dies.
1171 The group `immortal` completely disables normal damage.
1173 Entities can define a special armor group, which is `punch_operable`. This
1174 group disables the regular damage mechanism for players punching it by hand or
1175 a non-tool item, so that it can do something else than take damage.
1177 On the Lua side, every punch calls:
1179 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1181 This should never be called directly, because damage is usually not handled by the entity
1184 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1185 accessed unless absolutely required, to encourage interoperability.
1186 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1187 * `tool_capabilities` can be `nil`.
1188 * `direction` is a unit vector, pointing from the source of the punch to
1191 To punch an entity/object in Lua, call:
1193 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1195 * Return value is tool wear.
1196 * Parameters are equal to the above callback.
1197 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1198 `direction` will be automatically filled in based on the location of `puncher`.
1202 The instance of a node in the world normally only contains the three values
1203 mentioned in "Nodes". However, it is possible to insert extra data into a
1204 node. It is called "node metadata"; See "`NodeMetaRef`".
1206 Metadata contains two things:
1210 Some of the values in the key-value store are handled specially:
1211 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1212 * `infotext`: Text shown on the screen when the node is pointed at
1216 local meta = minetest.get_meta(pos)
1217 meta:set_string("formspec",
1219 "list[context;main;0,0;8,4;]"..
1220 "list[current_player;main;0,5;8,4;]")
1221 meta:set_string("infotext", "Chest");
1222 local inv = meta:get_inventory()
1223 inv:set_size("main", 8*4)
1224 print(dump(meta:to_table()))
1227 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "",
1228 [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "",
1229 [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "",
1230 [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "",
1231 [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "",
1232 [31] = "", [32] = ""}
1235 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1242 Formspec defines a menu. Currently not much else than inventories are
1243 supported. It is a string, with a somewhat strange format.
1245 Spaces and newlines can be inserted between the blocks, as is used in the
1253 list[context;main;0,0;8,4;]
1254 list[current_player;main;0,5;8,4;]
1259 list[context;fuel;2,3;1,1;]
1260 list[context;src;2,1;1,1;]
1261 list[context;dst;5,1;2,2;]
1262 list[current_player;main;0,5;8,4;]
1264 #### Minecraft-like player inventory
1267 image[1,0.6;1,2;player.png]
1268 list[current_player;main;0,3.5;8,4;]
1269 list[current_player;craft;3,0;3,3;]
1270 list[current_player;craftpreview;7,1;1,1;]
1274 #### `size[<W>,<H>,<fixed_size>]`
1275 * Define the size of the menu in inventory slots
1276 * `fixed_size`: `true`/`false` (optional)
1277 * deprecated: `invsize[<W>,<H>;]`
1279 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1280 * Show an inventory list
1282 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1283 * Show an inventory list
1285 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1286 * Sets background color of slots as `ColorString`
1287 * Sets background color of slots on mouse hovering
1289 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1290 * Sets background color of slots as `ColorString`
1291 * Sets background color of slots on mouse hovering
1292 * Sets color of slots border
1294 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1295 * Sets background color of slots as `ColorString`
1296 * Sets background color of slots on mouse hovering
1297 * Sets color of slots border
1298 * Sets default background color of tooltips
1299 * Sets default font color of tooltips
1301 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1302 * Adds tooltip for an element
1303 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1304 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1306 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1308 * Position and size units are inventory slots
1310 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1311 * Show an inventory image of registered item/node
1312 * Position and size units are inventory slots
1314 #### `bgcolor[<color>;<fullscreen>]`
1315 * Sets background color of formspec as `ColorString`
1316 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1318 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1319 * Use a background. Inventory rectangles are not drawn then.
1320 * Position and size units are inventory slots
1321 * Example for formspec 8x4 in 16x resolution: image shall be sized
1322 8 times 16px times 4 times 16px.
1324 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1325 * Use a background. Inventory rectangles are not drawn then.
1326 * Position and size units are inventory slots
1327 * Example for formspec 8x4 in 16x resolution:
1328 image shall be sized 8 times 16px times 4 times 16px
1329 * If `true` the background is clipped to formspec size (`x` and `y` are used as offset values, `w` and `h` are ignored)
1331 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1332 * Textual password style field; will be sent to server when a button is clicked
1333 * `x` and `y` position the field relative to the top left of the menu
1334 * `w` and `h` are the size of the field
1335 * fields are a set height, but will be vertically centred on `h`
1336 * Position and size units are inventory slots
1337 * `name` is the name of the field as returned in fields to `on_receive_fields`
1338 * `label`, if not blank, will be text printed on the top left above the field
1340 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1341 * Textual field; will be sent to server when a button is clicked
1342 * `x` and `y` position the field relative to the top left of the menu
1343 * `w` and `h` are the size of the field
1344 * fields are a set height, but will be vertically centred on `h`
1345 * Position and size units are inventory slots
1346 * `name` is the name of the field as returned in fields to `on_receive_fields`
1347 * `label`, if not blank, will be text printed on the top left above the field
1348 * `default` is the default value of the field
1349 * `default` may contain variable references such as `${text}'` which
1350 will fill the value from the metadata value `text`
1351 * **Note**: no extra text or more than a single variable is supported ATM.
1353 #### `field[<name>;<label>;<default>]`
1354 * as above, but without position/size units
1355 * special field for creating simple forms, such as sign text input
1356 * must be used without a `size[]` element
1357 * a "Proceed" button will be added automatically
1359 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1360 * same as fields above, but with multi-line input
1362 #### `label[<X>,<Y>;<label>]`
1363 * `x` and `y` work as per field
1364 * `label` is the text on the label
1365 * Position and size units are inventory slots
1367 #### `vertlabel[<X>,<Y>;<label>]`
1368 * Textual label drawn vertically
1369 * `x` and `y` work as per field
1370 * `label` is the text on the label
1371 * Position and size units are inventory slots
1373 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1374 * Clickable button. When clicked, fields will be sent.
1375 * `x`, `y` and `name` work as per field
1376 * `w` and `h` are the size of the button
1377 * `label` is the text on the button
1378 * Position and size units are inventory slots
1380 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1381 * `x`, `y`, `w`, `h`, and `name` work as per button
1382 * `texture name` is the filename of an image
1383 * Position and size units are inventory slots
1385 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1386 * `x`, `y`, `w`, `h`, and `name` work as per button
1387 * `texture name` is the filename of an image
1388 * Position and size units are inventory slots
1389 * `noclip=true` means the image button doesn't need to be within specified formsize
1390 * `drawborder`: draw button border or not
1391 * `pressed texture name` is the filename of an image on pressed state
1393 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1394 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1395 * `item name` is the registered name of an item/node,
1396 tooltip will be made out of its description
1397 to override it use tooltip element
1398 * Position and size units are inventory slots
1400 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1401 * When clicked, fields will be sent and the form will quit.
1403 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1404 * When clicked, fields will be sent and the form will quit.
1406 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1407 * Scrollable item list showing arbitrary text elements
1408 * `x` and `y` position the itemlist relative to the top left of the menu
1409 * `w` and `h` are the size of the itemlist
1410 * `name` fieldname sent to server on doubleclick value is current selected element
1411 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1412 * if you want a listelement to start with "#" write "##".
1414 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1415 * Scrollable itemlist showing arbitrary text elements
1416 * `x` and `y` position the item list relative to the top left of the menu
1417 * `w` and `h` are the size of the item list
1418 * `name` fieldname sent to server on doubleclick value is current selected element
1419 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1420 * if you want a listelement to start with "#" write "##"
1421 * index to be selected within textlist
1422 * `true`/`false`: draw transparent background
1423 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1425 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1426 * show a tab**header** at specific position (ignores formsize)
1427 * `x` and `y` position the itemlist relative to the top left of the menu
1428 * `name` fieldname data is transferred to Lua
1429 * `caption 1`...: name shown on top of tab
1430 * `current_tab`: index of selected tab 1...
1431 * `transparent` (optional): show transparent
1432 * `draw_border` (optional): draw border
1434 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1435 * simple colored semitransparent box
1436 * `x` and `y` position the box relative to the top left of the menu
1437 * `w` and `h` are the size of box
1438 * `color` is color specified as a `ColorString`
1440 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1441 * show a dropdown field
1442 * **Important note**: There are two different operation modes:
1443 1. handle directly on change (only changed dropdown is submitted)
1444 2. read the value on pressing a button (all dropdown values are available)
1445 * `x` and `y` position of dropdown
1447 * fieldname data is transferred to Lua
1448 * items to be shown in dropdown
1449 * index of currently selected dropdown item
1451 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1453 * `x` and `y`: position of checkbox
1454 * `name` fieldname data is transferred to Lua
1455 * `label` to be shown left of checkbox
1456 * `selected` (optional): `true`/`false`
1457 * `tooltip` (optional)
1459 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1461 * there are two ways to use it:
1462 1. handle the changed event (only changed scrollbar is available)
1463 2. read the value on pressing a button (all scrollbars are available)
1464 * `x` and `y`: position of trackbar
1465 * `w` and `h`: width and height
1466 * `orientation`: `vertical`/`horizontal`
1467 * fieldname data is transferred to Lua
1468 * value this trackbar is set to (`0`-`1000`)
1469 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1471 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1472 * show scrollable table using options defined by the previous `tableoptions[]`
1473 * displays cells as defined by the previous `tablecolumns[]`
1474 * `x` and `y`: position the itemlist relative to the top left of the menu
1475 * `w` and `h` are the size of the itemlist
1476 * `name`: fieldname sent to server on row select or doubleclick
1477 * `cell 1`...`cell n`: cell contents given in row-major order
1478 * `selected idx`: index of row to be selected within table (first row = `1`)
1479 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1481 #### `tableoptions[<opt 1>;<opt 2>;...]`
1482 * sets options for `table[]`
1484 * default text color (`ColorString`), defaults to `#FFFFFF`
1485 * `background=#RRGGBB`
1486 * table background color (`ColorString`), defaults to `#000000`
1487 * `border=<true/false>`
1488 * should the table be drawn with a border? (default: `true`)
1489 * `highlight=#RRGGBB`
1490 * highlight background color (`ColorString`), defaults to `#466432`
1491 * `highlight_text=#RRGGBB`
1492 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1493 * `opendepth=<value>`
1494 * all subtrees up to `depth < value` are open (default value = `0`)
1495 * only useful when there is a column of type "tree"
1497 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1498 * sets columns for `table[]`
1499 * types: `text`, `image`, `color`, `indent`, `tree`
1500 * `text`: show cell contents as text
1501 * `image`: cell contents are an image index, use column options to define images
1502 * `colo`: cell contents are a ColorString and define color of following cell
1503 * `indent`: cell contents are a number and define indentation of following cell
1504 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1507 * for `text` and `image`: content alignment within cells.
1508 Available values: `left` (default), `center`, `right`, `inline`
1510 * for `text` and `image`: minimum width in em (default: `0`)
1511 * for `indent` and `tree`: indent width in em (default: `1.5`)
1512 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1513 Exception: defaults to 0 for indent columns
1514 * `tooltip=<value>`: tooltip text (default: empty)
1515 * `image` column options:
1516 * `0=<value>` sets image for image index 0
1517 * `1=<value>` sets image for image index 1
1518 * `2=<value>` sets image for image index 2
1519 * and so on; defined indices need not be contiguous empty or
1520 non-numeric cells are treated as `0`.
1521 * `color` column options:
1522 * `span=<value>`: number of following columns to affect (default: infinite)
1524 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1525 pass key press events to formspec!
1529 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1530 * `"current_player"`: Player to whom the menu is shown
1531 * `"player:<name>"`: Any player
1532 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1533 * `"detached:<name>"`: A detached inventory
1537 `#RGB` defines a color in hexadecimal format.
1539 `#RGBA` defines a color in hexadecimal format and alpha channel.
1541 `#RRGGBB` defines a color in hexadecimal format.
1543 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1545 Named colors are also supported and are equivalent to
1546 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1547 To specify the value of the alpha channel, append `#AA` to the end of the color name
1548 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1549 value must (always) be two hexadecimal digits.
1554 * `vector.new([x[, y, z]])`: returns a vector.
1555 * `x` is a table or the `x` position.
1557 * `vector.direction(p1, p2)`: returns a vector
1558 * `vector.distance(p1, p2)`: returns a number
1559 * `vector.length(v)`: returns a number
1560 * `vector.normalize(v)`: returns a vector
1561 * `vector.round(v)`: returns a vector
1562 * `vector.apply(v, func)`: returns a vector
1563 * `vector.equals(v1, v2)`: returns a boolean
1565 For the following functions `x` can be either a vector or a number:
1567 * `vector.add(v, x)`: returns a vector
1568 * `vector.subtract(v, x)`: returns a vector
1569 * `vector.multiply(v, x)`: returns a vector
1570 * `vector.divide(v, x)`: returns a vector
1574 * `dump2(obj, name="_", dumped={})`
1575 * Return object serialized as a string, handles reference loops
1576 * `dump(obj, dumped={})`
1577 * Return object serialized as a string
1578 * `math.hypot(x, y)`
1579 * Get the hypotenuse of a triangle with legs x and y.
1580 Useful for distance calculation.
1581 * `math.sign(x, tolerance)`
1582 * Get the sign of a number.
1583 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1584 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1585 * sep_is_pattern=false)`
1586 * If `max_splits` is negative, do not limit splits.
1587 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1588 * e.g. `string:split("a,b", ",") == {"a","b"}`
1590 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1591 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1592 * Convert position to a printable string
1593 * `minetest.string_to_pos(string)`: returns a position
1594 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1595 * `minetest.formspec_escape(string)`: returns a string
1596 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1597 * `minetest.is_yes(arg)`
1598 * returns whether `arg` can be interpreted as yes
1599 * `minetest.get_us_time()`
1600 * returns time with microsecond precision
1601 * `table.copy(table)`: returns a table
1602 * returns a deep copy of `table`
1604 `minetest` namespace reference
1605 ------------------------------
1609 * `minetest.get_current_modname()`: returns a string
1610 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1611 * Useful for loading additional `.lua` modules or static data from mod
1612 * `minetest.get_modnames()`: returns a list of installed mods
1613 * Return a list of installed mods, sorted alphabetically
1614 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1615 * Useful for storing custom data
1616 * `minetest.is_singleplayer()`
1617 * `minetest.features`
1618 * table containing API feature flags: `{foo=true, bar=true}`
1619 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1620 * `arg`: string or table in format `{foo=true, bar=true}`
1621 * `missing_features`: `{foo=true, bar=true}`
1622 * `minetest.get_player_information(playername)`
1623 * table containing information about player peer.
1625 Example of `minetest.get_player_information` return value:
1628 address = "127.0.0.1", -- IP address of client
1629 ip_version = 4, -- IPv4 / IPv6
1630 min_rtt = 0.01, -- minimum round trip time
1631 max_rtt = 0.2, -- maximum round trip time
1632 avg_rtt = 0.02, -- average round trip time
1633 min_jitter = 0.01, -- minimum packet time jitter
1634 max_jitter = 0.5, -- maximum packet time jitter
1635 avg_jitter = 0.03, -- average packet time jitter
1636 connection_uptime = 200, -- seconds since client connected
1638 -- following information is available on debug build only!!!
1639 -- DO NOT USE IN MODS
1640 --ser_vers = 26, -- serialization version used by client
1641 --prot_vers = 23, -- protocol version used by client
1642 --major = 0, -- major version number
1643 --minor = 4, -- minor version number
1644 --patch = 10, -- patch version number
1645 --vers_string = "0.4.9-git", -- full version string
1646 --state = "Active" -- current client state
1650 * `minetest.debug(line)`
1651 * Always printed to `stderr` and logfile (`print()` is redirected here)
1652 * `minetest.log(line)`
1653 * `minetest.log(loglevel, line)`
1654 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1656 ### Registration functions
1657 Call these functions only at load time!
1659 * `minetest.register_entity(name, prototype table)`
1660 * `minetest.register_abm(abm definition)`
1661 * `minetest.register_node(name, node definition)`
1662 * `minetest.register_tool(name, item definition)`
1663 * `minetest.register_craftitem(name, item definition)`
1664 * `minetest.register_alias(name, convert_to)`
1665 * `minetest.register_craft(recipe)`
1666 * `minetest.register_ore(ore definition)`
1667 * `minetest.register_decoration(decoration definition)`
1668 * `minetest.override_item(name, redefinition)`
1669 * Overrides fields of an item registered with register_node/tool/craftitem.
1670 * Note: Item must already be defined, (opt)depend on the mod defining it.
1671 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1673 ### Global callback registration functions
1674 Call these functions only at load time!
1676 * `minetest.register_globalstep(func(dtime))`
1677 * Called every server step, usually interval of 0.1s
1678 * `minetest.register_on_shutdown(func())`
1679 * Called before server shutdown
1680 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1681 callbacks **will likely not be run**. Data should be saved at
1682 semi-frequent intervals as well as on server shutdown.
1683 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1684 * Called when a node has been placed
1685 * If return `true` no item is taken from `itemstack`
1686 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1688 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1689 * Called when a node has been dug.
1690 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1692 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1693 * Called when a node is punched
1694 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1695 * Called after generating a piece of world. Modifying nodes inside the area
1696 is a bit faster than usually.
1697 * `minetest.register_on_newplayer(func(ObjectRef))`
1698 * Called after a new player has been created
1699 * `minetest.register_on_dieplayer(func(ObjectRef))`
1700 * Called when a player dies
1701 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1702 * Called when player is to be respawned
1703 * Called _before_ repositioning of player occurs
1704 * return true in func to disable regular player placement
1705 * `minetest.register_on_prejoinplayer(func(name, ip))`
1706 * Called before a player joins the game
1707 * If it returns a string, the player is disconnected with that string as reason
1708 * `minetest.register_on_joinplayer(func(ObjectRef))`
1709 * Called when a player joins the game
1710 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1711 * Called when a player leaves the game
1712 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1713 * Called when a player cheats
1714 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1715 * `"moved_too_fast"`
1716 * `"interacted_too_far"`
1717 * `"finished_unknown_dig"`
1720 * `minetest.register_on_chat_message(func(name, message))`
1721 * Called always when a player says something
1722 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1723 * Called when a button is pressed in player's inventory form
1724 * Newest functions are called first
1725 * If function returns `true`, remaining functions are not called
1726 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1727 * Called when `player` crafts something
1728 * `itemstack` is the output
1729 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1730 * `craft_inv` is the inventory with the crafting grid
1731 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1732 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1733 * The same as before, except that it is called before the player crafts, to make
1734 craft prediction, and it should not change anything.
1735 * `minetest.register_on_protection_violation(func(pos, name))`
1736 * Called by `builtin` and mods when a player violates protection at a position
1737 (eg, digs a node or punches a protected entity).
1738 * The registered functions can be called using `minetest.record_protection_violation`
1739 * The provided function should check that the position is protected by the mod
1740 calling this function before it prints a message, if it does, to allow for
1741 multiple protection mods.
1742 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1743 * Called when an item is eaten, by `minetest.item_eat`
1744 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1746 ### Other registration functions
1747 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1748 * `minetest.register_privilege(name, definition)`
1749 * `definition`: `"description text"`
1750 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1751 * `minetest.register_authentication_handler(handler)`
1752 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1755 * `minetest.setting_set(name, value)`
1756 * `minetest.setting_get(name)`: returns string or `nil`
1757 * `minetest.setting_setbool(name, value)`
1758 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1759 * `minetest.setting_get_pos(name)`: returns position or nil
1760 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1763 * `minetest.notify_authentication_modified(name)`
1764 * Should be called by the authentication handler if privileges changes.
1765 * To report everybody, set `name=nil`.
1766 * `minetest.get_password_hash(name, raw_password)`
1767 * Convert a name-password pair to a password hash that Minetest can use
1768 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1769 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1770 * Convert between two privilege representations
1771 * `minetest.set_player_password(name, password_hash)`
1772 * `minetest.set_player_privs(name, {priv1=true,...})`
1773 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1774 * `minetest.auth_reload()`
1775 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1776 * A quickhand for checking privileges
1777 * `minetest.get_player_ip(name)`: returns an IP address string
1779 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1780 and `minetest.auth_reload` call the authetification handler.
1783 * `minetest.chat_send_all(text)`
1784 * `minetest.chat_send_player(name, text)`
1786 ### Environment access
1787 * `minetest.set_node(pos, node)`
1788 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1789 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1790 * `minetest.swap_node(pos, node`
1791 * Set node at position, but don't remove metadata
1792 * `minetest.remove_node(pos)`
1793 * Equivalent to `set_node(pos, "air")`
1794 * `minetest.get_node(pos)`
1795 * Returns `{name="ignore", ...}` for unloaded area
1796 * `minetest.get_node_or_nil(pos)`
1797 * Returns `nil` for unloaded area
1798 * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
1799 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1801 * `minetest.place_node(pos, node)`
1802 * Place node with the same effects that a player would cause
1803 * `minetest.dig_node(pos)`
1804 * Dig node with the same effects that a player would cause
1805 * Returns `true` if successful, `false` on failure (e.g. protected location)
1806 * `minetest.punch_node(pos)`
1807 * Punch node with the same effects that a player would cause
1809 * `minetest.get_meta(pos)`
1810 * Get a `NodeMetaRef` at that position
1811 * `minetest.get_node_timer(pos)`
1812 * Get `NodeTimerRef`
1814 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1815 * Returns `ObjectRef`, or `nil` if failed
1816 * `minetest.add_item(pos, item)`: Spawn item
1817 * Returns `ObjectRef`, or `nil` if failed
1818 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1819 * `minetest.get_objects_inside_radius(pos, radius)`
1820 * `minetest.set_timeofday(val)`
1821 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1822 * `minetest.get_timeofday()`
1823 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1824 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1825 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1826 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1827 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1828 * `minetest.get_perlin(noiseparams)`
1829 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1830 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1831 * `minetest.get_voxel_manip([pos1, pos2])`
1832 * Return voxel manipulator object.
1833 * Loads the manipulator from the map if positions are passed.
1834 * `minetest.set_gen_notify(flags, {deco_ids})`
1835 * Set the types of on-generate notifications that should be collected
1836 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1837 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1838 * The second parameter is a list of IDS of decorations which notification is requested for
1839 * `minetest.get_mapgen_object(objectname)`
1840 * Return requested mapgen object if available (see "Mapgen objects")
1841 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1842 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1843 * `minetest.set_mapgen_params(MapgenParams)`
1844 * Set map generation parameters
1845 * Function cannot be called after the registration period; only initialization and `on_mapgen_init`
1846 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`.
1847 * Leave field unset to leave that parameter unchanged
1848 * `flags` contains a comma-delimited string of flags to set, or if the prefix `"no"` is attached, clears instead.
1849 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1850 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1851 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1852 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1853 should be applied to the default config or current active config
1854 * `minetest.clear_objects()`
1855 * clear all objects in the environments
1856 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1857 * Check if there is a direct line of sight between `pos1` and `pos2`
1858 * Returns the position of the blocking node when `false`
1859 * `pos1`: First position
1860 * `pos2`: Second position
1861 * `stepsize`: smaller gives more accurate results but requires more computing
1862 time. Default is `1`.
1863 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
1864 * returns table containing path
1865 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
1866 * `pos1`: start position
1867 * `pos2`: end position
1868 * `searchdistance`: number of blocks to search in each direction
1869 * `max_jump`: maximum height difference to consider walkable
1870 * `max_drop`: maximum height difference to consider droppable
1871 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
1872 * `minetest.spawn_tree (pos, {treedef})`
1873 * spawns L-System tree at given `pos` with definition in `treedef` table
1874 * `minetest.transforming_liquid_add(pos)`
1875 * add node to liquid update queue
1876 * `minetest.get_node_max_level(pos)`
1877 * get max available level for leveled node
1878 * `minetest.get_node_level(pos)`
1879 * get level of leveled node (water, snow)
1880 * `minetest.set_node_level(pos, level)`
1881 * set level of leveled node, default `level` equals `1`
1882 * if `totallevel > maxlevel`, returns rest (`total-max`).
1883 * `minetest.add_node_level(pos, level)`
1884 * increase level of leveled node by level, default `level` equals `1`
1885 * if `totallevel > maxlevel`, returns rest (`total-max`)
1886 * can be negative for decreasing
1889 `minetest.get_inventory(location)`: returns an `InvRef`
1892 * `{type="player", name="celeron55"}`
1893 * `{type="node", pos={x=, y=, z=}}`
1894 * `{type="detached", name="creative"}`
1895 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
1896 * callbacks: See "Detached inventory callbacks"
1897 * Creates a detached inventory. If it already exists, it is cleared.
1900 * `minetest.show_formspec(playername, formname, formspec)`
1901 * `playername`: name of player to show formspec
1902 * `formname`: name passed to `on_player_receive_fields` callbacks.
1903 It should follow the `"modname:<whatever>"` naming convention
1904 * `formspec`: formspec to display
1905 * `minetest.formspec_escape(string)`: returns a string
1906 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1907 * `minetest.explode_table_event(string)`: returns a table
1908 * returns e.g. `{type="CHG", row=1, column=2}`
1910 * `"INV"`: no row selected)
1911 * `"CHG"`: selected)
1912 * `"DCL"`: double-click
1913 * `minetest.explode_textlist_event(string)`: returns a table
1914 * returns e.g. `{type="CHG", index=1}`
1916 * `"INV"`: no row selected)
1917 * `"CHG"`: selected)
1918 * `"DCL"`: double-click
1919 * `minetest.explode_scrollbar_event(string)`: returns a table
1920 * returns e.g. `{type="CHG", value=500}`
1922 * `"INV"`: something failed
1923 * `"CHG"`: has been changed
1924 * `"VAL"`: not changed
1927 * `minetest.inventorycube(img1, img2, img3)`
1928 * Returns a string for making an image of a cube (useful as an item image)
1929 * `minetest.get_pointed_thing_position(pointed_thing, above)`
1930 * Get position of a `pointed_thing` (that you can get from somewhere)
1931 * `minetest.dir_to_facedir(dir, is6d)`
1932 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
1933 * passing something non-`nil`/`false` for the optional second parameter causes it to take the y component into account
1934 * `minetest.facedir_to_dir(facedir)`
1935 * Convert a facedir back into a vector aimed directly out the "back" of a node
1936 * `minetest.dir_to_wallmounted(dir)`
1937 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
1938 * `minetest.get_node_drops(nodename, toolname)`
1939 * Returns list of item names.
1940 * **Note**: This will be removed or modified in a future version.
1941 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
1942 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
1943 * `input.width` = for example `3`
1944 * `input.items` = for example
1945 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
1946 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
1947 * `output.time` = a number, if unsuccessful: `0`
1948 * `decremented_input` = like `input`
1949 * `minetest.get_craft_recipe(output)`: returns input
1950 * returns last registered recipe for output item (node)
1951 * `output` is a node or item type such as `"default:torch"`
1952 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
1953 * `input.width` = for example `3`
1954 * `input.items` = for example
1955 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
1956 * `input.items` = `nil` if no recipe found
1957 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
1958 * returns indexed table with all registered recipes for query item (node)
1959 or `nil` if no recipe was found
1960 * recipe entry table:
1962 method = 'normal' or 'cooking' or 'fuel'
1963 width = 0-3, 0 means shapeless recipe
1964 items = indexed [1-9] table with recipe items
1965 output = string with item name and quantity
1967 * Example query for `"default:gold_ingot"` will return table:
1969 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
1970 items = {1 = "default:gold_lump"}},
1971 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
1972 items = {1 = "default:goldblock"}}
1974 * `minetest.handle_node_drops(pos, drops, digger)`
1975 * `drops`: list of itemstrings
1976 * Handles drops from nodes after digging: Default action is to put them into
1978 * Can be overridden to get different functionality (e.g. dropping items on
1982 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`: returns `{{actor, pos, time, oldnode, newnode}, ...}`
1983 * Find who has done something to a node, or near a node
1984 * `actor`: `"player:<name>"`, also `"liquid"`.
1985 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
1986 * Revert latest actions of someone
1987 * `actor`: `"player:<name>"`, also `"liquid"`.
1989 ### Defaults for the `on_*` item definition functions
1990 These functions return the leftover itemstack.
1992 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
1993 * Place item as a node
1994 * `param2` overrides `facedir` and wallmounted `param2`
1995 * returns `itemstack, success`
1996 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
1998 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
1999 * Use one of the above based on what the item is.
2000 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2001 * **Note**: is not called when wielded item overrides `on_place`
2002 * `param2` overrides `facedir` and wallmounted `param2`
2003 * returns `itemstack, success`
2004 * `minetest.item_drop(itemstack, dropper, pos)`
2006 * `minetest.item_eat(hp_change, replace_with_item)`
2007 * Eat the item. `replace_with_item` can be `nil`.
2009 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2010 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2011 * Calls functions registered by `minetest.register_on_punchnode()`
2012 * `minetest.node_dig(pos, node, digger)`
2013 * Checks if node can be dug, puts item into inventory, removes node
2014 * Calls functions registered by `minetest.registered_on_dignodes()`
2017 * `minetest.sound_play(spec, parameters)`: returns a handle
2018 * `spec` is a `SimpleSoundSpec`
2019 * `parameters` is a sound parameter table
2020 * `minetest.sound_stop(handle)`
2023 * `minetest.after(time, func, ...)`
2024 * Call the function `func` after `time` seconds
2025 * Optional: Variable number of arguments that are passed to `func`
2028 * `minetest.request_shutdown()`: request for server shutdown
2029 * `minetest.get_server_status()`: returns server status string
2032 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2033 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2034 * `minetest.ban_player(name)`: ban a player
2035 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2036 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2039 * `minetest.add_particle(particle definition)`
2040 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2041 size, collisiondetection, texture, playername)`
2043 * `minetest.add_particlespawner(particlespawner definition)`
2044 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2046 * `Deprecated: minetest.add_particlespawner(amount, time,
2050 minexptime, maxexptime,
2052 collisiondetection, texture, playername)`
2054 * `minetest.delete_particlespawner(id, player)``
2055 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2056 * If playername is specified, only deletes on the player's client,
2057 * otherwise on all clients
2060 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2061 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2062 * Apply the specified probability values to the specified nodes in `probability_list`.
2063 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2064 * `pos` is the 3D vector specifying the absolute coordinates of the node being modified,
2065 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2066 * If there are two or more entries with the same pos value, the last entry is used.
2067 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2068 * If `probability_list` equals `nil`, no probabilities are applied.
2069 * Slice probability works in the same manner, except takes a field called `ypos` instead which indicates
2070 the y position of the slice with a probability applied.
2071 * If slice probability list equals `nil`, no slice probabilities are applied.
2072 * Saves schematic in the Minetest Schematic format to filename.
2074 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2075 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2076 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2077 * If the `rotation` parameter is omitted, the schematic is not rotated.
2078 * `replacements` = `{["old_name"] = "convert_to", ...}`
2079 * `force_placement` is a boolean indicating whether nodes other than `air` and
2080 `ignore` are replaced by the schematic
2083 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2084 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2085 * Gives a unique hash number for a node position (16+16+16=48bit)
2086 * `minetest.get_position_from_hash(hash)`: returns a position
2087 * Inverse transform of `minetest.hash_node_position`
2088 * `minetest.get_item_group(name, group)`: returns a rating
2089 * Get rating of a group of an item. (`0` means: not in group)
2090 * `minetest.get_node_group(name, group)`: returns a rating
2091 * Deprecated: An alias for the former.
2092 * `minetest.get_content_id(name)`: returns an integer
2093 * Gets the internal content ID of `name`
2094 * `minetest.get_name_from_content_id(content_id)`: returns a string
2095 * Gets the name of the content with that content ID
2096 * `minetest.parse_json(string[, nullvalue])`: returns something
2097 * Convert a string containing JSON data into the Lua equivalent
2098 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2099 * On success returns a table, a string, a number, a boolean or `nullvalue`
2100 * On failure outputs an error message and returns `nil`
2101 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2102 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2103 * Convert a Lua table into a JSON string
2104 * styled: Outputs in a human-readable format if this is set, defaults to false
2105 * Unserializable things like functions and userdata are saved as null.
2106 * **Warning**: JSON is more strict than the Lua table format.
2107 1. You can only use strings and positive integers of at least one as keys.
2108 2. You can not mix string and integer keys.
2109 This is due to the fact that JSON has two distinct array and object values.
2110 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2111 * `minetest.serialize(table)`: returns a string
2112 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2113 into string form readable by `minetest.deserialize`
2114 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2115 * `minetest.deserialize(string)`: returns a table
2116 * Convert a string returned by `minetest.deserialize` into a table
2117 * `string` is loaded in an empty sandbox environment.
2118 * Will load functions, but they cannot access the global environment.
2119 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2120 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2121 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2122 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2123 * Compress a string of data.
2124 * `method` is a string identifying the compression method to be used.
2125 * Supported compression methods:
2126 * Deflate (zlib): `"deflate"`
2127 * `...` indicates method-specific arguments. Currently defined arguments are:
2128 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2129 * `minetest.decompress(compressed_data, method, ...)`: returns data
2130 * Decompress a string of data (using ZLib).
2131 * See documentation on `minetest.compress()` for supported compression methods.
2132 * currently supported.
2133 * `...` indicates method-specific arguments. Currently, no methods use this.
2134 * `minetest.is_protected(pos, name)`: returns boolean
2135 * This function should be overridden by protection mods and should be used to
2136 check if a player can interact at a position.
2137 * This function should call the old version of itself if the position is not
2138 protected by the mod.
2141 local old_is_protected = minetest.is_protected
2142 function minetest.is_protected(pos, name)
2143 if mymod:position_protected_from(pos, name) then
2146 return old_is_protected(pos, name)
2148 * `minetest.record_protection_violation(pos, name)`
2149 * This function calls functions registered with
2150 `minetest.register_on_protection_violation`.
2151 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2152 * Attempt to predict the desired orientation of the facedir-capable node
2153 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2154 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2155 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2156 is an optional table containing extra tweaks to the placement code:
2157 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2158 orientation on the wall.
2159 * `force_wall` : if `true`, always place the node in wall orientation.
2160 * `force_ceiling`: if `true`, always place on the ceiling.
2161 * `force_floor`: if `true`, always place the node on the floor.
2162 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2163 the floor or ceiling
2164 * The first four options are mutually-exclusive; the last in the list takes
2165 precedence over the first.
2169 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2170 * calls `rotate_and_place()` with infinitestacks set according to the state of
2171 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2174 * `minetest.forceload_block(pos)`
2175 * forceloads the position `pos`.
2176 * returns `true` if area could be forceloaded
2178 * `minetest.forceload_free_block(pos)`
2179 * stops forceloading the position `pos`
2181 Please note that forceloaded areas are saved when the server restarts.
2184 * `minetest.env`: `EnvRef` of the server environment and world.
2185 * Any function in the minetest namespace can be called using the syntax
2186 `minetest.env:somefunction(somearguments)`
2187 instead of `minetest.somefunction(somearguments)`
2188 * Deprecated, but support is not to be dropped soon
2191 * `minetest.registered_items`
2192 * List of registered items, indexed by name
2193 * `minetest.registered_nodes`
2194 * List of registered node definitions, indexed by name
2195 * `minetest.registered_craftitems`
2196 * List of registered craft item definitions, indexed by name
2197 * `minetest.registered_tools`
2198 * List of registered tool definitions, indexed by name
2199 * `minetest.registered_entities`
2200 * List of registered entity prototypes, indexed by name
2201 * `minetest.object_refs`
2202 * List of object references, indexed by active object id
2203 * `minetest.luaentities`
2204 * List of Lua entities, indexed by active object id
2210 Node metadata: reference extra data and functionality stored in a node.
2211 Can be gotten via `minetest.get_meta(pos)`.
2214 * `set_string(name, value)`
2215 * `get_string(name)`
2216 * `set_int(name, value)`
2218 * `set_float(name, value)`
2220 * `get_inventory()`: returns `InvRef`
2221 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2222 * `from_table(nil or {})`
2223 * See "Node Metadata"
2226 Node Timers: a high resolution persistent per-node timer.
2227 Can be gotten via `minetest.get_node_timer(pos)`.
2230 * `set(timeout,elapsed)`
2231 * set a timer's state
2232 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2233 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2234 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2237 * equivalent to `set(timeout,0)`
2240 * `get_timeout()`: returns current timeout in seconds
2241 * if `timeout` equals `0`, timer is inactive
2242 * `get_elapsed()`: returns current elapsed time in seconds
2243 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2244 * `is_started()`: returns boolean state of timer
2245 * returns `true` if timer is started, otherwise `false`
2248 Moving things in the game are generally these.
2250 This is basically a reference to a C++ `ServerActiveObject`
2253 * `remove()`: remove object (after returning from Lua)
2254 * `getpos()`: returns `{x=num, y=num, z=num}`
2255 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2256 * `moveto(pos, continuous=false)`: interpolated move
2257 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2258 * `puncher` = another `ObjectRef`,
2259 * `time_from_last_punch` = time since last punch action of the puncher
2260 * `direction`: can be `nil`
2261 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2262 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2263 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2264 * `get_inventory()`: returns an `InvRef`
2265 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2266 * `get_wield_index()`: returns the index of the wielded item
2267 * `get_wielded_item()`: returns an `ItemStack`
2268 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2269 * `set_armor_groups({group1=rating, group2=rating, ...})`
2270 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
2271 * `set_attach(parent, bone, position, rotation)`
2273 * `position`: `{x=num, y=num, z=num}` (relative)
2274 * `rotation`: `{x=num, y=num, z=num}`
2276 * `set_bone_position(bone, position, rotation)`
2278 * `position`: `{x=num, y=num, z=num}` (relative)
2279 * `rotation`: `{x=num, y=num, z=num}`
2280 * `set_properties(object property table)`
2282 ##### LuaEntitySAO-only (no-op for other objects)
2283 * `setvelocity({x=num, y=num, z=num})`
2284 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2285 * `setacceleration({x=num, y=num, z=num})`
2286 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2288 * `getyaw()`: returns number in radians
2289 * `settexturemod(mod)`
2290 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2291 select_horiz_by_yawpitch=false)`
2292 * Select sprite from spritesheet with optional animation and DM-style
2293 texture selection based on yaw relative to camera
2294 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2297 ##### Player-only (no-op for other objects)
2298 * `is_player()`: true for players, false for others
2299 * `get_player_name()`: returns `""` if is not a player
2300 * `get_look_dir()`: get camera direction as a unit vector
2301 * `get_look_pitch()`: pitch in radians
2302 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2303 * `set_look_pitch(radians)`: sets look pitch
2304 * `set_look_yaw(radians)`: sets look yaw
2305 * `get_breath()`: returns players breath
2306 * `set_breath(value)`: sets players breath
2308 * `0`: player is drowning,
2309 * `1`-`10`: remaining number of bubbles
2310 * `11`: bubbles bar is not shown
2311 * `set_inventory_formspec(formspec)`
2312 * Redefine player's inventory form
2313 * Should usually be called in on_joinplayer
2314 * `get_inventory_formspec()`: returns a formspec string
2315 * `get_player_control()`: returns table with player pressed keys
2316 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2317 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2318 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2319 * `set_physics_override(override_table)`
2320 * `override_table` is a table with the following fields:
2321 * `speed`: multiplier to default walking speed value (default: `1`)
2322 * `jump`: multiplier to default jump value (default: `1`)
2323 * `gravity`: multiplier to default gravity value (default: `1`)
2324 * `sneak`: whether player can sneak (default: `true`)
2325 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2326 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success
2327 * `hud_remove(id)`: remove the HUD element of the specified id
2328 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2329 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2330 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2331 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2332 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
2333 * pass a table containing a `true`/`false` value of each flag to be set or unset
2334 * if a flag equals `nil`, the flag is not modified
2335 * `hud_get_flags()`: returns a table containing status of hud flags
2336 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
2337 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2338 * `count`: number of items, must be between `1` and `23`
2339 * `hud_set_hotbar_image(texturename)`
2340 * sets background image for hotbar
2341 * `hud_set_hotbar_selected_image(texturename)`
2342 * sets image for selected item of hotbar
2343 * `hud_replace_builtin(name, hud_definition)`
2344 * replace definition of a builtin hud element
2345 * `name`: `"breath"` or `"health"`
2346 * `hud_definition`: definition to replace builtin definition
2347 * `set_sky(bgcolor, type, {texture names})`
2348 * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
2350 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2351 * `"skybox"`: Uses 6 textures, `bgcolor` used
2352 * `"plain"`: Uses 0 textures, `bgcolor` used
2353 * **Note**: currently does not work directly in `on_joinplayer`; use
2354 `minetest.after(0)` in there.
2355 * `override_day_night_ratio(ratio or nil)`
2356 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2357 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2358 * `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`: set animation for player model in third person view
2359 * stand/idle animation key frames
2360 * walk animation key frames
2361 * dig animation key frames
2362 * walk+dig animation key frames
2363 * animation frame speed
2364 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2365 * in first person view
2366 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2369 An `InvRef` is a reference to an inventory.
2372 * `is_empty(listname)`: return `true` if list is empty
2373 * `get_size(listname)`: get size of a list
2374 * `set_size(listname, size)`: set size of a list
2375 * returns `false` on error (e.g. invalid `listname` or `size`)
2376 * `get_width(listname)`: get width of a list
2377 * `set_width(listname, width)`: set width of list; currently used for crafting
2378 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2379 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2380 * `get_list(listname)`: return full list
2381 * `set_list(listname, list)`: set full list (size will not change)
2382 * `get_lists()`: returns list of inventory lists
2383 * `set_lists(lists)`: sets inventory lists (size will not change)
2384 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2385 * `room_for_item(listname, stack):` returns `true` if the stack of items
2386 can be fully added to the list
2387 * `contains_item(listname, stack)`: returns `true` if the stack of items
2388 can be fully taken from the list
2389 * `remove_item(listname, stack)`: take as many items as specified from the list,
2390 returns the items that were actually removed (as an `ItemStack`) -- note that
2391 any item metadata is ignored, so attempting to remove a specific unique
2392 item this way will likely remove the wrong one -- to do that use `set_stack`
2393 with an empty `ItemStack`
2394 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2395 * returns `{type="undefined"}` in case location is not known
2398 An `ItemStack` is a stack of items.
2400 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2401 an itemstring, a table or `nil`.
2404 * `is_empty()`: Returns `true` if stack is empty.
2405 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2406 * `set_name(item_name)`: Returns boolean success.
2407 Clears item on failure.
2408 * `get_count()`: Returns number of items on the stack.
2409 * `set_count(count)`
2410 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2411 * `set_wear(wear)`: Returns boolean success.
2412 Clears item on failure.
2413 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2414 * `set_metadata(metadata)`: Returns true.
2415 * `clear()`: removes all items from the stack, making it empty.
2416 * `replace(item)`: replace the contents of this stack.
2417 * `item` can also be an itemstring or table.
2418 * `to_string()`: Returns the stack in itemstring form.
2419 * `to_table()`: Returns the stack in Lua table form.
2420 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2421 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2422 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2423 * `get_definition()`: Returns the item definition table.
2424 * `get_tool_capabilities()`: Returns the digging properties of the item,
2425 or those of the hand if none are defined for this item type
2426 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2427 * `add_item(item)`: Put some item or stack onto this stack.
2428 Returns leftover `ItemStack`.
2429 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2431 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2432 Returns taken `ItemStack`.
2433 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2434 Returns taken `ItemStack`.
2437 A pseudorandom number generator.
2439 It can be created via `PseudoRandom(seed)`.
2442 * `next()`: return next integer random number [`0`...`32767`]
2443 * `next(min, max)`: return next integer random number [`min`...`max`]
2444 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2445 due to the simple implementation making bad distribution otherwise.
2448 A perlin noise generator.
2449 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2450 or `PerlinNoise(noiseparams)`.
2451 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2452 or `minetest.get_perlin(noiseparams)`.
2455 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2456 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2458 ### `PerlinNoiseMap`
2459 A fast, bulk perlin noise generator.
2461 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2462 `minetest.get_perlin_map(noiseparams, size)`.
2464 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2465 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2469 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2470 with values starting at `pos={x=,y=}`
2471 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2472 of 3D noise with values starting at `pos={x=,y=,z=}`
2473 * `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise with values starting at `pos={x=,y=}`
2474 * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
2477 An interface to the `MapVoxelManipulator` for Lua.
2479 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2480 The map will be pre-loaded if two positions are passed to either.
2483 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the region formed by `p1` and `p2`.
2484 * returns actual emerged `pmin`, actual emerged `pmax`
2485 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2486 * **important**: data must be set using `VoxelManip:set_data` before calling this
2487 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position
2488 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
2489 * `get_data()`: Gets the data read into the `VoxelManip` object
2490 * returns raw node data is in the form of an array of node content IDs
2491 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2492 * `update_map()`: Update map after writing chunk back to map.
2493 * To be used only by `VoxelManip` objects created by the mod itself; not a `VoxelManip` that was
2494 retrieved from `minetest.get_mapgen_object`
2495 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2496 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2497 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2498 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
2499 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2500 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2501 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2502 * `light = day + (night * 16)`
2503 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`
2504 * expects lighting data in the same format that `get_light_data()` returns
2505 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2506 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2507 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2508 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2509 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
2510 * `update_liquids()`: Update liquid flow
2511 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since
2512 the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere
2513 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2516 A helper class for voxel areas.
2517 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2518 The coordinates are *inclusive*, like most other things in Minetest.
2521 * `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`
2522 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2523 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2524 * useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on
2525 * `indexp(p)`: same as above, except takes a vector
2526 * `position(i)`: returns the absolute position vector corresponding to index `i`
2527 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2528 * `containsp(p)`: same as above, except takes a vector
2529 * `containsi(i)`: same as above, except takes an index `i`
2530 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2531 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2532 * `iterp(minp, maxp)`: same as above, except takes a vector
2535 An interface to read config files in the format of `minetest.conf`.
2537 It can be created via `Settings(filename)`.
2540 * `get(key)`: returns a value
2541 * `get_bool(key)`: returns a boolean
2543 * `remove(key)`: returns a boolean (`true` for success)
2544 * `get_names()`: returns `{key1,...}`
2545 * `write()`: returns a boolean (`true` for success)
2546 * write changes to file
2547 * `to_table()`: returns `{[key1]=value1,...}`
2551 A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate`
2552 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2553 `minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or
2554 `get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned.
2556 The following Mapgen objects are currently available:
2559 This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that
2560 order. All mapgens support this object.
2563 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2564 generated chunk by the current mapgen.
2567 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2571 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2575 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2579 Returns a table mapping requested generation notification types to arrays of positions at which the
2580 corresponding generated structures are located at within the current chunk. To set the capture of positions
2581 of interest to be recorded on generate, use `minetest.set_gen_notify()`.
2583 Possible fields of the table returned are:
2589 * `large_cave_begin`
2593 Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID.
2597 * Functions receive a "luaentity" as `self`:
2598 * It has the member `.name`, which is the registered name `("mod:thing")`
2599 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2600 * The original prototype stuff is visible directly via a metatable
2602 * `on_activate(self, staticdata)`
2603 * Called when the object is instantiated.
2604 * `on_step(self, dtime)`
2605 * Called on every server tick, after movement and collision processing.
2606 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2608 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2609 * Called when somebody punches the object.
2610 * Note that you probably want to handle most punches using the
2611 automatic armor group system.
2612 * `puncher`: an `ObjectRef` (can be `nil`)
2613 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2614 * `tool_capabilities`: capability table of used tool (can be `nil`)
2615 * `dir`: unit vector of direction of punch. Always defined. Points from
2616 the puncher to the punched.
2617 * `on_rightclick(self, clicker)`
2618 * `get_staticdata(self)`
2619 * Should return a string that will be passed to `on_activate` when
2620 the object is instantiated the next time.
2628 axiom, --string initial tree axiom
2629 rules_a, --string rules set A
2630 rules_b, --string rules set B
2631 rules_c, --string rules set C
2632 rules_d, --string rules set D
2633 trunk, --string trunk node name
2634 leaves, --string leaves node name
2635 leaves2, --string secondary leaves node name
2636 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2637 angle, --num angle in deg
2638 iterations, --num max # of iterations, usually 2 -5
2639 random_level, --num factor to lower nr of iterations, usually 0 - 3
2640 trunk_type, --string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2641 thin_branches, --boolean true -> use thin (1 node) branches
2642 fruit, --string fruit node name
2643 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2644 seed, --num random seed; if no seed is provided, the engine will create one
2647 ### Key for Special L-System Symbols used in Axioms
2649 * `G`: move forward one unit with the pen up
2650 * `F`: move forward one unit with the pen down drawing trunks and branches
2651 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2652 * `T`: move forward one unit with the pen down drawing trunks only
2653 * `R`: move forward one unit with the pen down placing fruit
2654 * `A`: replace with rules set A
2655 * `B`: replace with rules set B
2656 * `C`: replace with rules set C
2657 * `D`: replace with rules set D
2658 * `a`: replace with rules set A, chance 90%
2659 * `b`: replace with rules set B, chance 80%
2660 * `c`: replace with rules set C, chance 70%
2661 * `d`: replace with rules set D, chance 60%
2662 * `+`: yaw the turtle right by `angle` parameter
2663 * `-`: yaw the turtle left by `angle` parameter
2664 * `&`: pitch the turtle down by `angle` parameter
2665 * `^`: pitch the turtle up by `angle` parameter
2666 * `/`: roll the turtle to the right by `angle` parameter
2667 * `*`: roll the turtle to the left by `angle` parameter
2668 * `[`: save in stack current state info
2669 * `]`: recover from stack state info
2672 Spawn a small apple tree:
2674 pos = {x=230,y=20,z=4}
2677 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2678 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2679 trunk="default:tree",
2680 leaves="default:leaves",
2684 trunk_type="single",
2687 fruit="default:apple"
2689 minetest.spawn_tree(pos,apple_tree)
2694 ### Object Properties
2699 collide_with_objects = true, -- collide with other objects if physical=true
2701 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2702 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2703 visual_size = {x=1, y=1},
2705 textures = {}, -- number of required textures depends on visual
2706 colors = {}, -- number of required colors depends on visual
2707 spritediv = {x=1, y=1},
2708 initial_sprite_basepos = {x=0, y=0},
2710 makes_footstep_sound = false,
2711 automatic_rotate = false,
2713 automatic_face_movement_dir = 0.0,
2714 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
2717 ### Entity definition (`register_entity`)
2720 -- Deprecated: Everything in object properties is read directly from here
2722 initial_properties = --[[<initial object properties>]],
2724 on_activate = function(self, staticdata, dtime_s),
2725 on_step = function(self, dtime),
2726 on_punch = function(self, hitter),
2727 on_rightclick = function(self, clicker),
2728 get_staticdata = function(self),
2729 -- ^ Called sometimes; the string returned is passed to on_activate when
2730 -- the entity is re-activated from static state
2732 -- Also you can define arbitrary member variables here
2733 myvariable = whatever,
2736 ### ABM (ActiveBlockModifier) definition (`register_abm`)
2739 -- In the following two fields, also group:groupname will work.
2740 nodenames = {"default:lava_source"},
2741 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2742 -- ^ If left out or empty, any neighbor will do
2743 interval = 1.0, -- (operation interval)
2744 chance = 1, -- (chance of trigger is 1.0/this)
2745 action = func(pos, node, active_object_count, active_object_count_wider),
2748 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
2751 description = "Steel Axe",
2752 groups = {}, -- key=name, value=rating; rating=1..3.
2753 if rating not applicable, use 1.
2754 e.g. {wool=1, fluffy=3}
2755 {soil=2, outerspace=1, crumbly=1}
2756 {bendy=2, snappy=1},
2757 {hard=1, metal=1, spikes=1}
2758 inventory_image = "default_tool_steelaxe.png",
2760 wield_scale = {x=1,y=1,z=1},
2763 liquids_pointable = false,
2764 tool_capabilities = {
2765 full_punch_interval = 1.0,
2769 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2770 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2772 damage_groups = {groupname=damage},
2774 node_placement_prediction = nil,
2776 ^ If nil and item is node, prediction is made automatically
2777 ^ If nil and item is not a node, no prediction is made
2778 ^ If "" and item is anything, no prediction is made
2779 ^ Otherwise should be name of node which the client immediately places
2780 on ground when the player places the item. Server will always update
2781 actual result to client in a short moment.
2784 place = --[[<SimpleSoundSpec>]],
2787 on_place = func(itemstack, placer, pointed_thing),
2789 ^ Shall place item and return the leftover itemstack
2790 ^ default: minetest.item_place ]]
2791 on_drop = func(itemstack, dropper, pos),
2793 ^ Shall drop item and return the leftover itemstack
2794 ^ default: minetest.item_drop ]]
2795 on_use = func(itemstack, user, pointed_thing),
2798 ^ Function must return either nil if no item shall be removed from
2799 inventory, or an itemstack to replace the original itemstack.
2800 e.g. itemstack:take_item(); return itemstack
2801 ^ Otherwise, the function is free to do what it wants.
2802 ^ The default functions handle regular use cases.
2804 after_use = func(itemstack, user, node, digparams),
2807 ^ If defined, should return an itemstack and will be called instead of
2808 wearing out the tool. If returns nil, does nothing.
2809 If after_use doesn't exist, it is the same as:
2810 function(itemstack, user, node, digparams)
2811 itemstack:add_wear(digparams.wear)
2819 * `{name="image.png", animation={Tile Animation definition}}`
2820 * `{name="image.png", backface_culling=bool}`
2821 * backface culling only supported in special tiles
2822 * deprecated, yet still supported field names:
2825 ### Tile animation definition
2826 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
2828 ### Node definition (`register_node`)
2831 -- <all fields allowed in item definitions>,
2833 drawtype = "normal", -- See "Node drawtypes"
2834 visual_scale = 1.0, --[[
2835 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2836 ^ For plantlike, the image will start at the bottom of the node; for the
2837 ^ other drawtypes, the image will be centered on the node.
2838 ^ Note that positioning for "torchlike" may still change. ]]
2839 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
2840 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2841 ^ List can be shortened to needed length ]]
2842 special_tiles = {tile definition 1, Tile definition 2}, --[[
2843 ^ Special textures of node; used rarely (old field name: special_materials)
2844 ^ List can be shortened to needed length ]]
2846 use_texture_alpha = false, -- Use texture's alpha channel
2847 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2848 paramtype = "none", -- See "Nodes"
2849 paramtype2 = "none", -- See "Nodes"
2850 is_ground_content = true, -- If false, the cave generator will not carve through this
2851 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2852 walkable = true, -- If true, objects collide with node
2853 pointable = true, -- If true, can be pointed at
2854 diggable = true, -- If false, can never be dug
2855 climbable = false, -- If true, can be climbed on (ladder)
2856 buildable_to = false, -- If true, placed nodes can replace this node
2857 liquidtype = "none", -- "none"/"source"/"flowing"
2858 liquid_alternative_flowing = "", -- Flowing version of source liquid
2859 liquid_alternative_source = "", -- Source version of flowing liquid
2860 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2861 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2862 freezemelt = "", -- water for snow/ice, ice/snow for water
2863 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2864 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2865 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2866 light_source = 0, -- Amount of light emitted by node
2867 damage_per_second = 0, -- If player is inside node, this damage is caused
2868 node_box = {type="regular"}, -- See "Node boxes"
2870 selection_box = {type="regular"}, -- See "Node boxes"
2871 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2872 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2873 legacy_wallmounted = false, -- Support maps made in and before January 2012
2875 footstep = <SimpleSoundSpec>,
2876 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2877 dug = <SimpleSoundSpec>,
2878 place = <SimpleSoundSpec>,
2880 drop = "", -- Name of dropped node when dug. Default is the node itself.
2883 max_items = 1, -- Maximum number of items to drop.
2884 items = { -- Choose max_items randomly from this list.
2886 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2887 rarity = 1, -- Probability of getting is 1 / rarity.
2892 on_construct = func(pos), --[[
2893 ^ Node constructor; always called after adding node
2894 ^ Can set up metadata and stuff like that
2896 on_destruct = func(pos), --[[
2897 ^ Node destructor; always called before removing node
2899 after_destruct = func(pos, oldnode), --[[
2900 ^ Node destructor; always called after removing node
2903 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
2904 ^ Called after constructing node when node was placed using
2905 minetest.item_place_node / minetest.place_node
2906 ^ If return true no item is taken from itemstack
2908 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
2909 ^ oldmetadata is in table format
2910 ^ Called after destructing node when node was dug using
2911 minetest.node_dig / minetest.dig_node
2913 can_dig = function(pos,player) --[[
2914 ^ returns true if node can be dug, or false if not
2917 on_punch = func(pos, node, puncher, pointed_thing), --[[
2918 ^ default: minetest.node_punch
2919 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
2920 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
2922 ^ if defined, itemstack will hold clicker's wielded item
2923 ^ Shall return the leftover itemstack
2924 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
2926 on_dig = func(pos, node, digger), --[[
2927 ^ default: minetest.node_dig
2928 ^ By default: checks privileges, wears out tool and removes node ]]
2930 on_timer = function(pos,elapsed), --[[
2932 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2933 ^ elapsed is the total time passed since the timer was started
2934 ^ return true to run the timer for another cycle with the same timeout value ]]
2936 on_receive_fields = func(pos, formname, fields, sender), --[[
2937 ^ fields = {name1 = value1, name2 = value2, ...}
2938 ^ Called when an UI form (e.g. sign text input) returns data
2941 allow_metadata_inventory_move = func(pos, from_list, from_index,
2942 to_list, to_index, count, player), --[[
2943 ^ Called when a player wants to move items inside the inventory
2944 ^ Return value: number of items allowed to move ]]
2946 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
2947 ^ Called when a player wants to put something into the inventory
2948 ^ Return value: number of items allowed to put
2949 ^ Return value: -1: Allow and don't modify item count in inventory ]]
2951 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
2952 ^ Called when a player wants to take something out of the inventory
2953 ^ Return value: number of items allowed to take
2954 ^ Return value: -1: Allow and don't modify item count in inventory ]]
2956 on_metadata_inventory_move = func(pos, from_list, from_index,
2957 to_list, to_index, count, player),
2958 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2959 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
2960 ^ Called after the actual action has happened, according to what was allowed.
2961 ^ No return value ]]
2963 on_blast = func(pos, intensity), --[[
2964 ^ intensity: 1.0 = mid range of regular TNT
2965 ^ If defined, called when an explosion touches the node, instead of
2966 removing the node ]]
2969 ### Recipe for `register_craft` (shaped)
2972 output = 'default:pick_stone',
2974 {'default:cobble', 'default:cobble', 'default:cobble'},
2975 {'', 'default:stick', ''},
2976 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2978 replacements = --[[<optional list of item pairs,
2979 replace one input item with another item on crafting>]]
2982 ### Recipe for `register_craft` (shapeless)
2986 output = 'mushrooms:mushroom_stew',
2989 "mushrooms:mushroom_brown",
2990 "mushrooms:mushroom_red",
2992 replacements = --[[<optional list of item pairs,
2993 replace one input item with another item on crafting>]]
2996 ### Recipe for `register_craft` (tool repair)
2999 type = "toolrepair",
3000 additional_wear = -0.02,
3003 ### Recipe for `register_craft` (cooking)
3007 output = "default:glass",
3008 recipe = "default:sand",
3012 ### Recipe for `register_craft` (furnace fuel)
3016 recipe = "default:leaves",
3020 ### Ore definition (`register_ore`)
3023 ore_type = "scatter", -- See "Ore types"
3024 ore = "default:stone_with_coal",
3025 wherein = "default:stone",
3026 -- ^ a list of nodenames is supported too
3027 clust_scarcity = 8*8*8,
3028 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3029 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3031 -- ^ Number of ores in a cluster
3033 -- ^ Size of the bounding box of the cluster
3034 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3038 -- ^ Attributes for this ore generation
3039 noise_threshhold = 0.5,
3040 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3041 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3042 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3043 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3044 random_factor = 1.0,
3045 -- ^ Multiplier of the randomness contribution to the noise value at any
3046 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3047 -- ^ This parameter is only valid for ore_type == "vein".
3050 ### Decoration definition (`register_decoration`)
3053 deco_type = "simple", -- See "Decoration types"
3054 place_on = "default:dirt_with_grass",
3055 -- ^ Node that decoration can be placed on
3057 -- ^ Size of divisions made in the chunk being generated.
3058 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3060 -- ^ Ratio of the area to be uniformly filled by the decoration.
3061 -- ^ Used only if noise_params is not specified.
3062 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3063 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3064 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3065 biomes = {"Oceanside", "Hills", "Plains"},
3066 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3067 -- ^ and ignored if the Mapgen being used does not support biomes.
3070 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3071 -- ^ This parameter refers to the `y` position of the decoration base, so
3072 -- the actual maximum height would be `height_max + size.Y`.
3074 ----- Simple-type parameters
3075 decoration = "default:grass",
3076 -- ^ The node name used as the decoration.
3077 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3079 -- ^ Number of nodes high the decoration is made.
3080 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3082 -- ^ Number of nodes the decoration can be at maximum.
3083 -- ^ If absent, the parameter 'height' is used as a constant.
3084 spawn_by = "default:water",
3085 -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
3087 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3088 -- ^ If absent or -1, decorations occur next to any nodes.
3090 ----- Schematic-type parameters
3091 schematic = "foobar.mts",
3092 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3093 -- ^ specified Minetest schematic file.
3094 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3095 -- ^ and an optional table yslice_prob:
3097 size = {x=4, y=6, z=4},
3099 {name="cobble", param1=255, param2=0},
3100 {name="dirt_with_grass", param1=255, param2=0},
3109 -- ^ See 'Schematic specifier' for details.
3110 replacements = {["oldname"] = "convert_to", ...},
3111 flags = "place_center_x, place_center_z",
3112 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3113 rotation = "90" -- rotate schematic 90 degrees on placement
3114 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3117 ### Chat command definition (`register_chatcommand`)
3120 params = "<name> <privilege>", -- Short parameter description
3121 description = "Remove privilege from player", -- Full description
3122 privs = {privs=true}, -- Require the "privs" privilege to run
3123 func = function(name, param), -- Called when command is run.
3124 -- Returns boolean success and text output.
3127 ### Detached inventory callbacks
3130 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3131 -- ^ Called when a player wants to move items inside the inventory
3132 -- ^ Return value: number of items allowed to move
3134 allow_put = func(inv, listname, index, stack, player),
3135 -- ^ Called when a player wants to put something into the inventory
3136 -- ^ Return value: number of items allowed to put
3137 -- ^ Return value: -1: Allow and don't modify item count in inventory
3139 allow_take = func(inv, listname, index, stack, player),
3140 -- ^ Called when a player wants to take something out of the inventory
3141 -- ^ Return value: number of items allowed to take
3142 -- ^ Return value: -1: Allow and don't modify item count in inventory
3144 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3145 on_put = func(inv, listname, index, stack, player),
3146 on_take = func(inv, listname, index, stack, player),
3147 -- ^ Called after the actual action has happened, according to what was allowed.
3148 -- ^ No return value
3151 ### HUD Definition (`hud_add`, `hud_get`)
3154 hud_elem_type = "image", -- see HUD element types
3155 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3156 position = {x=0.5, y=0.5},
3157 -- ^ Left corner position of element
3163 -- ^ Selected item in inventory. 0 for no item selected.
3165 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3166 alignment = {x=0, y=0},
3167 -- ^ See "HUD Element Types"
3168 offset = {x=0, y=0},
3169 -- ^ See "HUD Element Types"
3170 size = { x=100, y=100 },
3171 -- ^ Size of element in pixels
3174 ### Particle definition (`add_particle`)
3177 pos = {x=0, y=0, z=0},
3178 velocity = {x=0, y=0, z=0},
3179 acceleration = {x=0, y=0, z=0},
3180 -- ^ Spawn particle at pos with velocity and acceleration
3182 -- ^ Disappears after expirationtime seconds
3184 collisiondetection = false,
3185 -- ^ collisiondetection: if true collides with physical objects
3187 -- ^ vertical: if true faces player using y axis only
3188 texture = "image.png",
3189 -- ^ Uses texture (string)
3190 playername = "singleplayer"
3191 -- ^ optional, if specified spawns particle only on the player's client
3194 ### `ParticleSpawner` definition (`add_particlespawner`)
3199 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3200 minpos = {x=0, y=0, z=0},
3201 maxpos = {x=0, y=0, z=0},
3202 minvel = {x=0, y=0, z=0},
3203 maxvel = {x=0, y=0, z=0},
3204 minacc = {x=0, y=0, z=0},
3205 maxacc = {x=0, y=0, z=0},
3210 -- ^ The particle's properties are random values in between the bounds:
3211 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3212 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3213 collisiondetection = false,
3214 -- ^ collisiondetection: if true uses collision detection
3216 -- ^ vertical: if true faces player using y axis only
3217 texture = "image.png",
3218 -- ^ Uses texture (string)
3219 playername = "singleplayer"
3220 -- ^ Playername is optional, if specified spawns particle only on the player's client