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 * `minetest.register_ore(ore definition)`
420 * returns an integer uniquely identifying the registered ore
421 * added to `minetest.registered_ores` with the key of `ore.name`
422 * if `ore.name` is nil, the key is the returned ID
424 * `minetest.register_decoration(decoration definition)`
425 * returns an integer uniquely identifying the registered decoration
426 * added to `minetest.registered_decorations` with the key of `decoration.name`
427 * if `decoration.name` is nil, the key is the returned ID
429 * `minetest.clear_registered_ores()`
430 * clears all ores currently registered
432 * `minetest.clear_registered_decorations()`
433 * clears all decorations currently registered
435 Note that in some cases you will stumble upon things that are not contained
436 in these tables (e.g. when a mod has been removed). Always check for
437 existence before trying to access the fields.
439 Example: If you want to check the drawtype of a node, you could do:
441 local function get_nodedef_field(nodename, fieldname)
442 if not minetest.registered_nodes[nodename] then
445 return minetest.registered_nodes[nodename][fieldname]
447 local drawtype = get_nodedef_field(nodename, "drawtype")
449 Example: `minetest.get_item_group(name, group)` has been implemented as:
451 function minetest.get_item_group(name, group)
452 if not minetest.registered_items[name] or not
453 minetest.registered_items[name].groups[group] then
456 return minetest.registered_items[name].groups[group]
461 Nodes are the bulk data of the world: cubes and other things that take the
462 space of a cube. Huge amounts of them are handled efficiently, but they
465 The definition of a node is stored and can be accessed by name in
467 minetest.registered_nodes[node.name]
469 See "Registered definitions of stuff".
471 Nodes are passed by value between Lua and the engine.
472 They are represented by a table:
474 {name="name", param1=num, param2=num}
476 `param1` and `param2` are 8-bit integers. The engine uses them for certain
477 automated functions. If you don't use these functions, you can use them to
478 store arbitrary values.
480 The functions of `param1` and `param2` are determined by certain fields in the
483 `param1` is reserved for the engine when `paramtype != "none"`:
486 ^ The value stores light with and without sun in its upper and lower 4 bits
487 respectively. Allows light to propagate from or through the node with
488 light value falling by 1 per node. This is essential for a light source
489 node to spread its light.
491 `param2` is reserved for the engine when any of these are used:
493 liquidtype == "flowing"
494 ^ The level and some flags of the liquid is stored in param2
495 drawtype == "flowingliquid"
496 ^ The drawn liquid level is read from param2
497 drawtype == "torchlike"
498 drawtype == "signlike"
499 paramtype2 == "wallmounted"
500 ^ The rotation of the node is stored in param2. You can make this value
501 by using minetest.dir_to_wallmounted().
502 paramtype2 == "facedir"
503 ^ The rotation of the node is stored in param2. Furnaces and chests are
504 rotated this way. Can be made by using minetest.dir_to_facedir().
506 facedir modulo 4 = axisdir
507 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
508 facedir's two less significant bits are rotation around the axis
509 paramtype2 == "leveled"
513 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
516 ^ defines list of collision boxes for the node. If empty, collision boxes
517 will be the same as nodeboxes, in case of any other nodes will be full cube
518 as in the example above.
520 Nodes can also contain extra data. See "Node Metadata".
524 There are a bunch of different looking node types.
526 Look for examples in `games/minimal` or `games/minetest_game`.
534 * `glasslike_framed_optional`
536 * `allfaces_optional`
543 * `nodebox` -- See below. (**Experimental!**)
544 * `mesh` -- use models for nodes
546 `*_optional` drawtypes need less rendering time if deactivated (always client side).
550 Node selection boxes are defined using "node boxes"
552 The `nodebox` node drawtype allows defining visual of nodes consisting of
553 arbitrary number of boxes. It allows defining stuff like stairs. Only the
554 `fixed` and `leveled` box type is supported for these.
556 Please note that this is still experimental, and may be incompatibly
557 changed in the future.
559 A nodebox is defined as any of:
562 -- A normal cube; the default in most things
566 -- A fixed box (facedir param2 is used, if applicable)
568 fixed = box OR {box1, box2, ...}
571 -- A box like the selection box for torches
572 -- (wallmounted param2 is used, if applicable)
573 type = "wallmounted",
579 A `box` is defined as:
581 {x1, y1, z1, x2, y2, z2}
583 A box of a regular node would look like:
585 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
587 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
588 set to level from `param2`.
593 If drawtype `mesh` is used, tiles should hold model materials textures.
594 Only static meshes are implemented.
595 For supported model formats see Irrlicht engine documentation.
600 Noise Parameters, or commonly called "`NoiseParams`", define the properties of perlin noise.
603 Offset that the noise is translated by (i.e. added) after calculation.
606 Factor that the noise is scaled by (i.e. multiplied) after calculation.
609 Vector containing values by which each coordinate is divided by before calculation.
610 Higher spread values result in larger noise features.
612 A value of `{x=250, y=250, z=250}` is common.
615 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
616 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
619 Number of times the noise gradient is accumulated into the noise.
621 Increase this number to increase the amount of detail in the resulting noise.
623 A value of `6` is common.
626 Factor by which the effect of the noise gradient function changes with each successive octave.
628 Values less than `1` make the details of successive octaves' noise diminish, while values
629 greater than `1` make successive octaves stronger.
631 A value of `0.6` is common.
634 Factor by which the noise feature sizes change with each successive octave.
636 A value of `2.0` is common.
639 Leave this field unset for no special handling.
641 Currently supported are `defaults`, `eased` and `absvalue`.
644 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
648 Maps noise gradient values onto a quintic S-curve before performing interpolation.
649 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
650 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
653 Accumulates the absolute value of each noise gradient result.
655 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
659 spread = {x=500, y=500, z=500},
664 flags = "defaults, absvalue"
666 ^ A single noise parameter table can be used to get 2D or 3D noise,
667 when getting 2D noise spread.z is ignored.
672 These tell in what manner the ore is generated.
674 All default ores are of the uniformly-distributed scatter type.
677 Randomly chooses a location and generates a cluster of ore.
679 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
680 that point is greater than the `noise_threshold`, giving the ability to create a non-equal
684 Creates a sheet of ore in a blob shape according to the 2D perlin noise described by `noise_params`.
685 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
686 a non-zero `scale` parameter in `noise_params`.
688 **IMPORTANT**: The noise is not transformed by `offset` or `scale` when comparing against the noise
689 threshold, but scale is used to determine relative height.
690 The height of the blob is randomly scattered, with a maximum height of `clust_size`.
692 `clust_scarcity` and `clust_num_ores` are ignored.
694 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
697 Creates a deformed sphere of ore according to 3d perlin noise described by
698 `noise_params`. The maximum size of the blob is `clust_size`, and
699 `clust_scarcity` has the same meaning as with the `scatter` type.
701 Creates veins of ore varying in density by according to the intersection of two
702 instances of 3d perlin noise with diffferent seeds, both described by
703 `noise_params`. `random_factor` varies the influence random chance has on
704 placement of an ore inside the vein, which is `1` by default. Note that
705 modifying this parameter may require adjusting `noise_threshhold`.
706 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
707 by this ore type. This ore type is difficult to control since it is sensitive
708 to small changes. The following is a decent set of parameters to work from:
713 spread = {x=200, y=200, z=200},
719 noise_threshhold = 1.6
721 WARNING: Use this ore type *very* sparingly since it is ~200x more
722 computationally expensive than any other ore.
726 See section "Flag Specifier Format".
728 Currently supported flags: `absheight`
731 Also produce this same ore between the height range of `-y_max` and `-y_min`.
733 Useful for having ore in sky realms without having to duplicate ore entries.
737 The varying types of decorations that can be placed.
739 The default value is `simple`, and is currently the only type supported.
742 Creates a 1 times `H` times 1 column of a specified node (or a random node from a list, if a
743 decoration list is specified). Can specify a certain node it must spawn next to, such as water or
744 lava, for example. Can also generate a decoration of random height between a specified lower and
745 upper bound. This type of decoration is intended for placement of grass, flowers, cacti, papyri,
749 Copies a box of `MapNodes` from a specified schematic file (or raw description). Can specify a
750 probability of a node randomly appearing when placed. This decoration type is intended to be used
751 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
756 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (`.mts`)
757 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
759 * The `size` field is a 3D vector containing the dimensions of the provided schematic.
760 * The `data` field is a flat table of MapNodes making up the schematic, in the order of `[z [y [x]]]`.
762 **Important**: The default value for `param1` in MapNodes here is `255`, which represents "always place".
764 In the bulk `MapNode` data, `param1`, instead of the typical light values, instead represents the
765 probability of that node appearing in the structure.
767 When passed to `minetest.create_schematic`, probability is an integer value ranging from `0` to `255`:
769 * A probability value of `0` means that node will never appear (0% chance).
770 * A probability value of `255` means the node will always appear (100% chance).
771 * If the probability value `p` is greater than `0`, then there is a `(p / 256 * 100)`% chance that node
772 will appear when the schematic is placed on the map.
774 **Important note**: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
779 See section "Flag Specifier Format".
781 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`.
783 * `place_center_x`: Placement of this decoration is centered along the X axis.
784 * `place_center_y`: Placement of this decoration is centered along the Y axis.
785 * `place_center_z`: Placement of this decoration is centered along the Z axis.
790 The position field is used for all element types.
792 To account for differing resolutions, the position coordinates are the percentage of the screen,
793 ranging in value from `0` to `1`.
795 The name field is not yet used, but should contain a description of what the HUD element represents.
796 The direction field is the direction in which something is drawn.
798 `0` draws from left to right, `1` draws from right to left, `2` draws from top to bottom,
799 and `3` draws from bottom to top.
801 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
802 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
803 Fractional values can be used.
805 The `offset` field specifies a pixel offset from the position. Contrary to position,
806 the offset is not scaled to screen size. This allows for some precisely-positioned
809 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
811 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
813 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
816 Displays an image on the HUD.
818 * `scale`: The scale of the image, with 1 being the original texture size.
819 Only the X coordinate scale is used (positive values).
820 Negative values represent that percentage of the screen it
821 should take; e.g. `x=-100` means 100% (width).
822 * `text`: The name of the texture that is displayed.
823 * `alignment`: The alignment of the image.
824 * `offset`: offset in pixels from position.
827 Displays text on the HUD.
829 * `scale`: Defines the bounding rectangle of the text.
830 A value such as `{x=100, y=100}` should work.
831 * `text`: The text to be displayed in the HUD element.
832 * `number`: An integer containing the RGB value of the color used to draw the text.
833 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
834 * `alignment`: The alignment of the text.
835 * `offset`: offset in pixels from position.
838 Displays a horizontal bar made up of half-images.
840 * `text`: The name of the texture that is used.
841 * `number`: The number of half-textures that are displayed.
842 If odd, will end with a vertically center-split texture.
844 * `offset`: offset in pixels from position.
845 * `size`: If used, will force full-image size to this value (override texture pack image size)
848 * `text`: The name of the inventory list to be displayed.
849 * `number`: Number of items in the inventory to be displayed.
850 * `item`: Position of item that is selected.
854 Displays distance to selected world position.
856 * `name`: The name of the waypoint.
857 * `text`: Distance suffix. Can be blank.
858 * `number:` An integer containing the RGB value of the color used to draw the text.
859 * `world_pos`: World position of the waypoint.
861 Representations of simple things
862 --------------------------------
866 {x=num, y=num, z=num}
868 For helper functions see "Vector helpers".
872 * `{type="node", under=pos, above=pos}`
873 * `{type="object", ref=ObjectRef}`
875 Flag Specifier Format
876 ---------------------
877 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
879 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
880 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string `"no"` explicitly
881 clears the flag from whatever the default may be.
883 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
884 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
885 prefixed with `"no"` is present, mapped to a boolean of any value, the specified flag is unset.
887 E.g. A flag field of value
889 {place_center_x = true, place_center_y=false, place_center_z=true}
893 {place_center_x = true, noplace_center_y=true, place_center_z=true}
895 which is equivalent to
897 "place_center_x, noplace_center_y, place_center_z"
901 "place_center_x, place_center_z"
903 since, by default, no schematic attributes are set.
909 There are three kinds of items: nodes, tools and craftitems.
911 * Node (`register_node`): A node from the world.
912 * Tool (`register_tool`): A tool/weapon that can dig and damage
913 things according to `tool_capabilities`.
914 * Craftitem (`register_craftitem`): A miscellaneous item.
917 Items and item stacks can exist in three formats: Serializes, table format
921 This is called "stackstring" or "itemstring":
923 * e.g. `'default:dirt 5'`
924 * e.g. `'default:pick_wood 21323'`
925 * e.g. `'default:apple'`
932 {name="default:dirt", count=5, wear=0, metadata=""}
934 A wooden pick about 1/3 worn out:
936 {name="default:pick_wood", count=1, wear=21323, metadata=""}
940 {name="default:apple", count=1, wear=0, metadata=""}
943 A native C++ format with many helper methods. Useful for converting
944 between formats. See the Class reference section for details.
946 When an item must be passed to a function, it can usually be in any of
952 In a number of places, there is a group table. Groups define the
953 properties of a thing (item, node, armor of entity, capabilities of
954 tool) in such a way that the engine and other mods can can interact with
955 the thing without actually knowing what the thing is.
958 Groups are stored in a table, having the group names with keys and the
959 group ratings as values. For example:
961 groups = {crumbly=3, soil=1}
964 groups = {crumbly=2, soil=1, level=2, outerspace=1}
965 -- ^ A more special dirt-kind of thing
967 Groups always have a rating associated with them. If there is no
968 useful meaning for a rating for an enabled group, it shall be `1`.
970 When not defined, the rating of a group defaults to `0`. Thus when you
971 read groups, you must interpret `nil` and `0` as the same value, `0`.
973 You can read the rating of a group for an item or a node by using
975 minetest.get_item_group(itemname, groupname)
978 Groups of items can define what kind of an item it is (e.g. wool).
981 In addition to the general item things, groups are used to define whether
982 a node is destroyable and how long it takes to destroy by a tool.
984 ### Groups of entities
985 For entities, groups are, as of now, used only for calculating damage.
986 The rating is the percentage of damage caused by tools with this damage group.
987 See "Entity damage mechanism".
989 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
990 object.set_armor_groups({fleshy=30, cracky=80})
993 Groups in tools define which groups of nodes and entities they are
996 ### Groups in crafting recipes
997 An example: Make meat soup from any meat, any water and any bowl:
1000 output = 'food:meat_soup_raw',
1006 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1009 Another example: Make red wool from white wool and red dye:
1013 output = 'wool:red',
1014 recipe = {'wool:white', 'group:dye,basecolor_red'},
1018 * `immortal`: Disables the group damage system for an entity
1019 * `level`: Can be used to give an additional sense of progression in the game.
1020 * A larger level will cause e.g. a weapon of a lower level make much less
1021 damage, and get worn out much faster, or not be able to get drops
1022 from destroyed nodes.
1023 * `0` is something that is directly accessible at the start of gameplay
1024 * There is no upper limit
1025 * `dig_immediate`: (player can always pick up node without tool wear)
1026 * `2`: node is removed without tool wear after 0.5 seconds or so
1028 * `3`: node is removed without tool wear immediately (torch)
1029 * `disable_jump`: Player (and possibly other things) cannot jump from node
1030 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1031 * `bouncy`: value is bounce speed in percent
1032 * `falling_node`: if there is no walkable block under the node it will fall
1033 * `attached_node`: if the node under it is not a walkable block the node will be
1034 dropped as an item. If the node is wallmounted the wallmounted direction is
1036 * `soil`: saplings will grow on nodes in this group
1037 * `connect_to_raillike`: makes nodes of raillike drawtype connect to
1038 other group members with same drawtype
1040 ### Known damage and digging time defining groups
1041 * `crumbly`: dirt, sand
1042 * `cracky`: tough but crackable stuff like stone.
1043 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1044 plants, wire, sheets of metal
1045 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1046 * `fleshy`: Living things like animals and the player. This could imply
1047 some blood effects when hitting.
1048 * `explody`: Especially prone to explosions
1049 * `oddly_breakable_by_hand`:
1050 Can be added to nodes that shouldn't logically be breakable by the
1051 hand but are. Somewhat similar to `dig_immediate`, but times are more
1052 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1053 speed of a tool if the tool can dig at a faster speed than this
1054 suggests for the hand.
1056 ### Examples of custom groups
1057 Item groups are often used for defining, well, _groups of items_.
1058 * `meat`: any meat-kind of a thing (rating might define the size or healing
1059 ability or be irrelevant -- it is not defined as of yet)
1060 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1062 * `flammable`: can be set on fire. Rating might define the intensity of the
1063 fire, affecting e.g. the speed of the spreading of an open fire.
1064 * `wool`: any wool (any origin, any color)
1065 * `metal`: any metal
1066 * `weapon`: any weapon
1067 * `heavy`: anything considerably heavy
1069 ### Digging time calculation specifics
1070 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1071 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1072 faster digging time.
1074 The `level` group is used to limit the toughness of nodes a tool can dig
1075 and to scale the digging times / damage to a greater extent.
1077 **Please do understand this**, otherwise you cannot use the system to it's
1080 Tools define their properties by a list of parameters for groups. They
1081 cannot dig other groups; thus it is important to use a standard bunch of
1082 groups to enable interaction with tools.
1084 #### Tools definition
1087 * Full punch interval
1088 * Maximum drop level
1089 * For an arbitrary list of groups:
1090 * Uses (until the tool breaks)
1091 * Maximum level (usually `0`, `1`, `2` or `3`)
1095 #### Full punch interval
1096 When used as a weapon, the tool will do full damage if this time is spent
1097 between punches. If e.g. half the time is spent, the tool will do half
1100 #### Maximum drop level
1101 Suggests the maximum level of node, when dug with the tool, that will drop
1102 it's useful item. (e.g. iron ore to drop a lump of iron).
1104 This is not automated; it is the responsibility of the node definition
1108 Determines how many uses the tool has when it is used for digging a node,
1109 of this group, of the maximum level. For lower leveled nodes, the use count
1110 is multiplied by `3^leveldiff`.
1112 * `uses=10, leveldiff=0`: actual uses: 10
1113 * `uses=10, leveldiff=1`: actual uses: 30
1114 * `uses=10, leveldiff=2`: actual uses: 90
1117 Tells what is the maximum level of a node of this group that the tool will
1121 List of digging times for different ratings of the group, for nodes of the
1124 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1125 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1126 for this group, and unable to dig the rating `1`, which is the toughest.
1127 Unless there is a matching group that enables digging otherwise.
1130 List of damage for groups of entities. See "Entity damage mechanism".
1132 #### Example definition of the capabilities of a tool
1134 tool_capabilities = {
1135 full_punch_interval=1.5,
1138 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1140 damage_groups = {fleshy=2},
1143 This makes the tool be able to dig nodes that fulfil both of these:
1145 * Have the `crumbly` group
1146 * Have a `level` group less or equal to `2`
1148 Table of resulting digging times:
1150 crumbly 0 1 2 3 4 <- level
1152 1 0.80 1.60 1.60 - -
1153 2 0.60 1.20 1.20 - -
1154 3 0.40 0.80 0.80 - -
1156 level diff: 2 1 0 -1 -2
1158 Table of resulting tool uses:
1167 * At `crumbly==0`, the node is not diggable.
1168 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1169 easy nodes to be quickly breakable.
1170 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1172 Entity damage mechanism
1173 -----------------------
1177 foreach group in cap.damage_groups:
1178 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1179 * (object.armor_groups[group] / 100.0)
1180 -- Where object.armor_groups[group] is 0 for inexistent values
1183 Client predicts damage based on damage groups. Because of this, it is able to
1184 give an immediate response when an entity is damaged or dies; the response is
1185 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1187 Currently a smoke puff will appear when an entity dies.
1189 The group `immortal` completely disables normal damage.
1191 Entities can define a special armor group, which is `punch_operable`. This
1192 group disables the regular damage mechanism for players punching it by hand or
1193 a non-tool item, so that it can do something else than take damage.
1195 On the Lua side, every punch calls:
1197 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1199 This should never be called directly, because damage is usually not handled by the entity
1202 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1203 accessed unless absolutely required, to encourage interoperability.
1204 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1205 * `tool_capabilities` can be `nil`.
1206 * `direction` is a unit vector, pointing from the source of the punch to
1209 To punch an entity/object in Lua, call:
1211 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1213 * Return value is tool wear.
1214 * Parameters are equal to the above callback.
1215 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1216 `direction` will be automatically filled in based on the location of `puncher`.
1220 The instance of a node in the world normally only contains the three values
1221 mentioned in "Nodes". However, it is possible to insert extra data into a
1222 node. It is called "node metadata"; See "`NodeMetaRef`".
1224 Metadata contains two things:
1228 Some of the values in the key-value store are handled specially:
1229 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1230 * `infotext`: Text shown on the screen when the node is pointed at
1234 local meta = minetest.get_meta(pos)
1235 meta:set_string("formspec",
1237 "list[context;main;0,0;8,4;]"..
1238 "list[current_player;main;0,5;8,4;]")
1239 meta:set_string("infotext", "Chest");
1240 local inv = meta:get_inventory()
1241 inv:set_size("main", 8*4)
1242 print(dump(meta:to_table()))
1245 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "",
1246 [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "",
1247 [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "",
1248 [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "",
1249 [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "",
1250 [31] = "", [32] = ""}
1253 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1260 Formspec defines a menu. Currently not much else than inventories are
1261 supported. It is a string, with a somewhat strange format.
1263 Spaces and newlines can be inserted between the blocks, as is used in the
1271 list[context;main;0,0;8,4;]
1272 list[current_player;main;0,5;8,4;]
1277 list[context;fuel;2,3;1,1;]
1278 list[context;src;2,1;1,1;]
1279 list[context;dst;5,1;2,2;]
1280 list[current_player;main;0,5;8,4;]
1282 #### Minecraft-like player inventory
1285 image[1,0.6;1,2;player.png]
1286 list[current_player;main;0,3.5;8,4;]
1287 list[current_player;craft;3,0;3,3;]
1288 list[current_player;craftpreview;7,1;1,1;]
1292 #### `size[<W>,<H>,<fixed_size>]`
1293 * Define the size of the menu in inventory slots
1294 * `fixed_size`: `true`/`false` (optional)
1295 * deprecated: `invsize[<W>,<H>;]`
1297 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1298 * Show an inventory list
1300 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1301 * Show an inventory list
1303 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1304 * Sets background color of slots as `ColorString`
1305 * Sets background color of slots on mouse hovering
1307 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1308 * Sets background color of slots as `ColorString`
1309 * Sets background color of slots on mouse hovering
1310 * Sets color of slots border
1312 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1313 * Sets background color of slots as `ColorString`
1314 * Sets background color of slots on mouse hovering
1315 * Sets color of slots border
1316 * Sets default background color of tooltips
1317 * Sets default font color of tooltips
1319 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1320 * Adds tooltip for an element
1321 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1322 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1324 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1326 * Position and size units are inventory slots
1328 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1329 * Show an inventory image of registered item/node
1330 * Position and size units are inventory slots
1332 #### `bgcolor[<color>;<fullscreen>]`
1333 * Sets background color of formspec as `ColorString`
1334 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1336 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1337 * Use a background. Inventory rectangles are not drawn then.
1338 * Position and size units are inventory slots
1339 * Example for formspec 8x4 in 16x resolution: image shall be sized
1340 8 times 16px times 4 times 16px.
1342 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1343 * Use a background. Inventory rectangles are not drawn then.
1344 * Position and size units are inventory slots
1345 * Example for formspec 8x4 in 16x resolution:
1346 image shall be sized 8 times 16px times 4 times 16px
1347 * If `true` the background is clipped to formspec size
1348 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1350 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
1351 * Textual password style field; will be sent to server when a button is clicked
1352 * `x` and `y` position the field relative to the top left of the menu
1353 * `w` and `h` are the size of the field
1354 * fields are a set height, but will be vertically centred on `h`
1355 * Position and size units are inventory slots
1356 * `name` is the name of the field as returned in fields to `on_receive_fields`
1357 * `label`, if not blank, will be text printed on the top left above the field
1359 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1360 * Textual field; will be sent to server when a button is clicked
1361 * `x` and `y` position the field relative to the top left of the menu
1362 * `w` and `h` are the size of the field
1363 * fields are a set height, but will be vertically centred on `h`
1364 * Position and size units are inventory slots
1365 * `name` is the name of the field as returned in fields to `on_receive_fields`
1366 * `label`, if not blank, will be text printed on the top left above the field
1367 * `default` is the default value of the field
1368 * `default` may contain variable references such as `${text}'` which
1369 will fill the value from the metadata value `text`
1370 * **Note**: no extra text or more than a single variable is supported ATM.
1372 #### `field[<name>;<label>;<default>]`
1373 * as above, but without position/size units
1374 * special field for creating simple forms, such as sign text input
1375 * must be used without a `size[]` element
1376 * a "Proceed" button will be added automatically
1378 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1379 * same as fields above, but with multi-line input
1381 #### `label[<X>,<Y>;<label>]`
1382 * `x` and `y` work as per field
1383 * `label` is the text on the label
1384 * Position and size units are inventory slots
1386 #### `vertlabel[<X>,<Y>;<label>]`
1387 * Textual label drawn vertically
1388 * `x` and `y` work as per field
1389 * `label` is the text on the label
1390 * Position and size units are inventory slots
1392 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1393 * Clickable button. When clicked, fields will be sent.
1394 * `x`, `y` and `name` work as per field
1395 * `w` and `h` are the size of the button
1396 * `label` is the text on the button
1397 * Position and size units are inventory slots
1399 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1400 * `x`, `y`, `w`, `h`, and `name` work as per button
1401 * `texture name` is the filename of an image
1402 * Position and size units are inventory slots
1404 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1405 * `x`, `y`, `w`, `h`, and `name` work as per button
1406 * `texture name` is the filename of an image
1407 * Position and size units are inventory slots
1408 * `noclip=true` means the image button doesn't need to be within specified formsize
1409 * `drawborder`: draw button border or not
1410 * `pressed texture name` is the filename of an image on pressed state
1412 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1413 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1414 * `item name` is the registered name of an item/node,
1415 tooltip will be made out of its description
1416 to override it use tooltip element
1417 * Position and size units are inventory slots
1419 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1420 * When clicked, fields will be sent and the form will quit.
1422 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1423 * When clicked, fields will be sent and the form will quit.
1425 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1426 * Scrollable item list showing arbitrary text elements
1427 * `x` and `y` position the itemlist relative to the top left of the menu
1428 * `w` and `h` are the size of the itemlist
1429 * `name` fieldname sent to server on doubleclick value is current selected element
1430 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1431 * if you want a listelement to start with "#" write "##".
1433 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1434 * Scrollable itemlist showing arbitrary text elements
1435 * `x` and `y` position the item list relative to the top left of the menu
1436 * `w` and `h` are the size of the item list
1437 * `name` fieldname sent to server on doubleclick value is current selected element
1438 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1439 * if you want a listelement to start with "#" write "##"
1440 * index to be selected within textlist
1441 * `true`/`false`: draw transparent background
1442 * see also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1444 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1445 * show a tab**header** at specific position (ignores formsize)
1446 * `x` and `y` position the itemlist relative to the top left of the menu
1447 * `name` fieldname data is transferred to Lua
1448 * `caption 1`...: name shown on top of tab
1449 * `current_tab`: index of selected tab 1...
1450 * `transparent` (optional): show transparent
1451 * `draw_border` (optional): draw border
1453 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1454 * simple colored semitransparent box
1455 * `x` and `y` position the box relative to the top left of the menu
1456 * `w` and `h` are the size of box
1457 * `color` is color specified as a `ColorString`
1459 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1460 * show a dropdown field
1461 * **Important note**: There are two different operation modes:
1462 1. handle directly on change (only changed dropdown is submitted)
1463 2. read the value on pressing a button (all dropdown values are available)
1464 * `x` and `y` position of dropdown
1466 * fieldname data is transferred to Lua
1467 * items to be shown in dropdown
1468 * index of currently selected dropdown item
1470 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]`
1472 * `x` and `y`: position of checkbox
1473 * `name` fieldname data is transferred to Lua
1474 * `label` to be shown left of checkbox
1475 * `selected` (optional): `true`/`false`
1476 * `tooltip` (optional)
1478 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1480 * there are two ways to use it:
1481 1. handle the changed event (only changed scrollbar is available)
1482 2. read the value on pressing a button (all scrollbars are available)
1483 * `x` and `y`: position of trackbar
1484 * `w` and `h`: width and height
1485 * `orientation`: `vertical`/`horizontal`
1486 * fieldname data is transferred to Lua
1487 * value this trackbar is set to (`0`-`1000`)
1488 * see also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1490 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1491 * show scrollable table using options defined by the previous `tableoptions[]`
1492 * displays cells as defined by the previous `tablecolumns[]`
1493 * `x` and `y`: position the itemlist relative to the top left of the menu
1494 * `w` and `h` are the size of the itemlist
1495 * `name`: fieldname sent to server on row select or doubleclick
1496 * `cell 1`...`cell n`: cell contents given in row-major order
1497 * `selected idx`: index of row to be selected within table (first row = `1`)
1498 * see also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1500 #### `tableoptions[<opt 1>;<opt 2>;...]`
1501 * sets options for `table[]`
1503 * default text color (`ColorString`), defaults to `#FFFFFF`
1504 * `background=#RRGGBB`
1505 * table background color (`ColorString`), defaults to `#000000`
1506 * `border=<true/false>`
1507 * should the table be drawn with a border? (default: `true`)
1508 * `highlight=#RRGGBB`
1509 * highlight background color (`ColorString`), defaults to `#466432`
1510 * `highlight_text=#RRGGBB`
1511 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1512 * `opendepth=<value>`
1513 * all subtrees up to `depth < value` are open (default value = `0`)
1514 * only useful when there is a column of type "tree"
1516 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1517 * sets columns for `table[]`
1518 * types: `text`, `image`, `color`, `indent`, `tree`
1519 * `text`: show cell contents as text
1520 * `image`: cell contents are an image index, use column options to define images
1521 * `colo`: cell contents are a ColorString and define color of following cell
1522 * `indent`: cell contents are a number and define indentation of following cell
1523 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1526 * for `text` and `image`: content alignment within cells.
1527 Available values: `left` (default), `center`, `right`, `inline`
1529 * for `text` and `image`: minimum width in em (default: `0`)
1530 * for `indent` and `tree`: indent width in em (default: `1.5`)
1531 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1532 Exception: defaults to 0 for indent columns
1533 * `tooltip=<value>`: tooltip text (default: empty)
1534 * `image` column options:
1535 * `0=<value>` sets image for image index 0
1536 * `1=<value>` sets image for image index 1
1537 * `2=<value>` sets image for image index 2
1538 * and so on; defined indices need not be contiguous empty or
1539 non-numeric cells are treated as `0`.
1540 * `color` column options:
1541 * `span=<value>`: number of following columns to affect (default: infinite)
1543 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1544 pass key press events to formspec!
1548 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1549 * `"current_player"`: Player to whom the menu is shown
1550 * `"player:<name>"`: Any player
1551 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1552 * `"detached:<name>"`: A detached inventory
1556 `#RGB` defines a color in hexadecimal format.
1558 `#RGBA` defines a color in hexadecimal format and alpha channel.
1560 `#RRGGBB` defines a color in hexadecimal format.
1562 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1564 Named colors are also supported and are equivalent to
1565 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1566 To specify the value of the alpha channel, append `#AA` to the end of the color name
1567 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1568 value must (always) be two hexadecimal digits.
1573 * `vector.new([x[, y, z]])`: returns a vector.
1574 * `x` is a table or the `x` position.
1576 * `vector.direction(p1, p2)`: returns a vector
1577 * `vector.distance(p1, p2)`: returns a number
1578 * `vector.length(v)`: returns a number
1579 * `vector.normalize(v)`: returns a vector
1580 * `vector.round(v)`: returns a vector
1581 * `vector.apply(v, func)`: returns a vector
1582 * `vector.equals(v1, v2)`: returns a boolean
1584 For the following functions `x` can be either a vector or a number:
1586 * `vector.add(v, x)`: returns a vector
1587 * `vector.subtract(v, x)`: returns a vector
1588 * `vector.multiply(v, x)`: returns a vector
1589 * `vector.divide(v, x)`: returns a vector
1593 * `dump2(obj, name="_", dumped={})`
1594 * Return object serialized as a string, handles reference loops
1595 * `dump(obj, dumped={})`
1596 * Return object serialized as a string
1597 * `math.hypot(x, y)`
1598 * Get the hypotenuse of a triangle with legs x and y.
1599 Useful for distance calculation.
1600 * `math.sign(x, tolerance)`
1601 * Get the sign of a number.
1602 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1603 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1604 * sep_is_pattern=false)`
1605 * If `max_splits` is negative, do not limit splits.
1606 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1607 * e.g. `string:split("a,b", ",") == {"a","b"}`
1609 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1610 * `minetest.pos_to_string({x=X,y=Y,z=Z})`: returns `"(X,Y,Z)"`
1611 * Convert position to a printable string
1612 * `minetest.string_to_pos(string)`: returns a position
1613 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1614 * `minetest.formspec_escape(string)`: returns a string
1615 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1616 * `minetest.is_yes(arg)`
1617 * returns whether `arg` can be interpreted as yes
1618 * `minetest.get_us_time()`
1619 * returns time with microsecond precision
1620 * `table.copy(table)`: returns a table
1621 * returns a deep copy of `table`
1623 `minetest` namespace reference
1624 ------------------------------
1628 * `minetest.get_current_modname()`: returns a string
1629 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1630 * Useful for loading additional `.lua` modules or static data from mod
1631 * `minetest.get_modnames()`: returns a list of installed mods
1632 * Return a list of installed mods, sorted alphabetically
1633 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1634 * Useful for storing custom data
1635 * `minetest.is_singleplayer()`
1636 * `minetest.features`
1637 * table containing API feature flags: `{foo=true, bar=true}`
1638 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1639 * `arg`: string or table in format `{foo=true, bar=true}`
1640 * `missing_features`: `{foo=true, bar=true}`
1641 * `minetest.get_player_information(playername)`
1642 * table containing information about player peer.
1644 Example of `minetest.get_player_information` return value:
1647 address = "127.0.0.1", -- IP address of client
1648 ip_version = 4, -- IPv4 / IPv6
1649 min_rtt = 0.01, -- minimum round trip time
1650 max_rtt = 0.2, -- maximum round trip time
1651 avg_rtt = 0.02, -- average round trip time
1652 min_jitter = 0.01, -- minimum packet time jitter
1653 max_jitter = 0.5, -- maximum packet time jitter
1654 avg_jitter = 0.03, -- average packet time jitter
1655 connection_uptime = 200, -- seconds since client connected
1657 -- following information is available on debug build only!!!
1658 -- DO NOT USE IN MODS
1659 --ser_vers = 26, -- serialization version used by client
1660 --prot_vers = 23, -- protocol version used by client
1661 --major = 0, -- major version number
1662 --minor = 4, -- minor version number
1663 --patch = 10, -- patch version number
1664 --vers_string = "0.4.9-git", -- full version string
1665 --state = "Active" -- current client state
1669 * `minetest.debug(line)`
1670 * Always printed to `stderr` and logfile (`print()` is redirected here)
1671 * `minetest.log(line)`
1672 * `minetest.log(loglevel, line)`
1673 * `loglevel` is one of `"error"`, `"action"`, `"info"`, `"verbose"`
1675 ### Registration functions
1676 Call these functions only at load time!
1678 * `minetest.register_entity(name, prototype table)`
1679 * `minetest.register_abm(abm definition)`
1680 * `minetest.register_node(name, node definition)`
1681 * `minetest.register_tool(name, item definition)`
1682 * `minetest.register_craftitem(name, item definition)`
1683 * `minetest.register_alias(name, convert_to)`
1684 * `minetest.register_craft(recipe)`
1685 * `minetest.register_ore(ore definition)`
1686 * `minetest.register_decoration(decoration definition)`
1687 * `minetest.override_item(name, redefinition)`
1688 * Overrides fields of an item registered with register_node/tool/craftitem.
1689 * Note: Item must already be defined, (opt)depend on the mod defining it.
1690 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1692 * `minetest.clear_registered_ores()`
1693 * `minetest.clear_registered_decorations()`
1695 ### Global callback registration functions
1696 Call these functions only at load time!
1698 * `minetest.register_globalstep(func(dtime))`
1699 * Called every server step, usually interval of 0.1s
1700 * `minetest.register_on_shutdown(func())`
1701 * Called before server shutdown
1702 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1703 callbacks **will likely not be run**. Data should be saved at
1704 semi-frequent intervals as well as on server shutdown.
1705 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1706 * Called when a node has been placed
1707 * If return `true` no item is taken from `itemstack`
1708 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1710 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1711 * Called when a node has been dug.
1712 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1714 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1715 * Called when a node is punched
1716 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1717 * Called after generating a piece of world. Modifying nodes inside the area
1718 is a bit faster than usually.
1719 * `minetest.register_on_newplayer(func(ObjectRef))`
1720 * Called after a new player has been created
1721 * `minetest.register_on_dieplayer(func(ObjectRef))`
1722 * Called when a player dies
1723 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1724 * Called when player is to be respawned
1725 * Called _before_ repositioning of player occurs
1726 * return true in func to disable regular player placement
1727 * `minetest.register_on_prejoinplayer(func(name, ip))`
1728 * Called before a player joins the game
1729 * If it returns a string, the player is disconnected with that string as reason
1730 * `minetest.register_on_joinplayer(func(ObjectRef))`
1731 * Called when a player joins the game
1732 * `minetest.register_on_leaveplayer(func(ObjectRef))`
1733 * Called when a player leaves the game
1734 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1735 * Called when a player cheats
1736 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1737 * `"moved_too_fast"`
1738 * `"interacted_too_far"`
1739 * `"finished_unknown_dig"`
1742 * `minetest.register_on_chat_message(func(name, message))`
1743 * Called always when a player says something
1744 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1745 * Called when a button is pressed in player's inventory form
1746 * Newest functions are called first
1747 * If function returns `true`, remaining functions are not called
1748 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
1749 * Called when `player` crafts something
1750 * `itemstack` is the output
1751 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
1752 * `craft_inv` is the inventory with the crafting grid
1753 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
1754 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
1755 * The same as before, except that it is called before the player crafts, to make
1756 craft prediction, and it should not change anything.
1757 * `minetest.register_on_protection_violation(func(pos, name))`
1758 * Called by `builtin` and mods when a player violates protection at a position
1759 (eg, digs a node or punches a protected entity).
1760 * The registered functions can be called using `minetest.record_protection_violation`
1761 * The provided function should check that the position is protected by the mod
1762 calling this function before it prints a message, if it does, to allow for
1763 multiple protection mods.
1764 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
1765 * Called when an item is eaten, by `minetest.item_eat`
1766 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
1768 ### Other registration functions
1769 * `minetest.register_chatcommand(cmd, chatcommand definition)`
1770 * `minetest.register_privilege(name, definition)`
1771 * `definition`: `"description text"`
1772 * `definition`: `{ description = "description text", give_to_singleplayer = boolean, -- default: true }`
1773 * `minetest.register_authentication_handler(handler)`
1774 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
1777 * `minetest.setting_set(name, value)`
1778 * `minetest.setting_get(name)`: returns string or `nil`
1779 * `minetest.setting_setbool(name, value)`
1780 * `minetest.setting_getbool(name)`: returns boolean or `nil`
1781 * `minetest.setting_get_pos(name)`: returns position or nil
1782 * `minetest.setting_save()`, returns `nil`, save all settings to config file
1785 * `minetest.notify_authentication_modified(name)`
1786 * Should be called by the authentication handler if privileges changes.
1787 * To report everybody, set `name=nil`.
1788 * `minetest.get_password_hash(name, raw_password)`
1789 * Convert a name-password pair to a password hash that Minetest can use
1790 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
1791 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
1792 * Convert between two privilege representations
1793 * `minetest.set_player_password(name, password_hash)`
1794 * `minetest.set_player_privs(name, {priv1=true,...})`
1795 * `minetest.get_player_privs(name) -> {priv1=true,...}`
1796 * `minetest.auth_reload()`
1797 * `minetest.check_player_privs(name, {priv1=true,...})`: returns `bool, missing_privs`
1798 * A quickhand for checking privileges
1799 * `minetest.get_player_ip(name)`: returns an IP address string
1801 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
1802 and `minetest.auth_reload` call the authetification handler.
1805 * `minetest.chat_send_all(text)`
1806 * `minetest.chat_send_player(name, text)`
1808 ### Environment access
1809 * `minetest.set_node(pos, node)`
1810 * `minetest.add_node(pos, node): alias set_node(pos, node)`
1811 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
1812 * `minetest.swap_node(pos, node`
1813 * Set node at position, but don't remove metadata
1814 * `minetest.remove_node(pos)`
1815 * Equivalent to `set_node(pos, "air")`
1816 * `minetest.get_node(pos)`
1817 * Returns `{name="ignore", ...}` for unloaded area
1818 * `minetest.get_node_or_nil(pos)`
1819 * Returns `nil` for unloaded area
1820 * `minetest.get_node_light(pos, timeofday)` returns a number between `0` and `15` or `nil`
1821 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
1823 * `minetest.place_node(pos, node)`
1824 * Place node with the same effects that a player would cause
1825 * `minetest.dig_node(pos)`
1826 * Dig node with the same effects that a player would cause
1827 * Returns `true` if successful, `false` on failure (e.g. protected location)
1828 * `minetest.punch_node(pos)`
1829 * Punch node with the same effects that a player would cause
1831 * `minetest.get_meta(pos)`
1832 * Get a `NodeMetaRef` at that position
1833 * `minetest.get_node_timer(pos)`
1834 * Get `NodeTimerRef`
1836 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
1837 * Returns `ObjectRef`, or `nil` if failed
1838 * `minetest.add_item(pos, item)`: Spawn item
1839 * Returns `ObjectRef`, or `nil` if failed
1840 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
1841 * `minetest.get_objects_inside_radius(pos, radius)`
1842 * `minetest.set_timeofday(val)`
1843 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
1844 * `minetest.get_timeofday()`
1845 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
1846 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
1847 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1848 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
1849 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
1850 * `minetest.get_perlin(noiseparams)`
1851 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
1852 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
1853 * `minetest.get_voxel_manip([pos1, pos2])`
1854 * Return voxel manipulator object.
1855 * Loads the manipulator from the map if positions are passed.
1856 * `minetest.set_gen_notify(flags, {deco_ids})`
1857 * Set the types of on-generate notifications that should be collected
1858 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
1859 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
1860 * The second parameter is a list of IDS of decorations which notification is requested for
1861 * `minetest.get_mapgen_object(objectname)`
1862 * Return requested mapgen object if available (see "Mapgen objects")
1863 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
1864 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
1865 * `minetest.set_mapgen_params(MapgenParams)`
1866 * Set map generation parameters
1867 * Function cannot be called after the registration period; only initialization and `on_mapgen_init`
1868 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`, and `flags`.
1869 * Leave field unset to leave that parameter unchanged
1870 * `flags` contains a comma-delimited string of flags to set,
1871 or if the prefix `"no"` is attached, clears instead.
1872 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
1873 * `minetest.set_noiseparams(name, noiseparams, set_default)`
1874 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
1875 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
1876 should be applied to the default config or current active config
1877 * `minetest.generate_ores(vm)`
1878 * Generate all registered ores within the VoxelManip specified by `vm`.
1879 * `minetest.generate_decorations(vm)`
1880 * Generate all registered decorations within the VoxelManip specified by `vm`.
1881 * `minetest.clear_objects()`
1882 * clear all objects in the environments
1883 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
1884 * Check if there is a direct line of sight between `pos1` and `pos2`
1885 * Returns the position of the blocking node when `false`
1886 * `pos1`: First position
1887 * `pos2`: Second position
1888 * `stepsize`: smaller gives more accurate results but requires more computing
1889 time. Default is `1`.
1890 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
1891 * returns table containing path
1892 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
1893 * `pos1`: start position
1894 * `pos2`: end position
1895 * `searchdistance`: number of blocks to search in each direction
1896 * `max_jump`: maximum height difference to consider walkable
1897 * `max_drop`: maximum height difference to consider droppable
1898 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
1899 * `minetest.spawn_tree (pos, {treedef})`
1900 * spawns L-System tree at given `pos` with definition in `treedef` table
1901 * `minetest.transforming_liquid_add(pos)`
1902 * add node to liquid update queue
1903 * `minetest.get_node_max_level(pos)`
1904 * get max available level for leveled node
1905 * `minetest.get_node_level(pos)`
1906 * get level of leveled node (water, snow)
1907 * `minetest.set_node_level(pos, level)`
1908 * set level of leveled node, default `level` equals `1`
1909 * if `totallevel > maxlevel`, returns rest (`total-max`).
1910 * `minetest.add_node_level(pos, level)`
1911 * increase level of leveled node by level, default `level` equals `1`
1912 * if `totallevel > maxlevel`, returns rest (`total-max`)
1913 * can be negative for decreasing
1916 `minetest.get_inventory(location)`: returns an `InvRef`
1919 * `{type="player", name="celeron55"}`
1920 * `{type="node", pos={x=, y=, z=}}`
1921 * `{type="detached", name="creative"}`
1922 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
1923 * callbacks: See "Detached inventory callbacks"
1924 * Creates a detached inventory. If it already exists, it is cleared.
1927 * `minetest.show_formspec(playername, formname, formspec)`
1928 * `playername`: name of player to show formspec
1929 * `formname`: name passed to `on_player_receive_fields` callbacks.
1930 It should follow the `"modname:<whatever>"` naming convention
1931 * `formspec`: formspec to display
1932 * `minetest.formspec_escape(string)`: returns a string
1933 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1934 * `minetest.explode_table_event(string)`: returns a table
1935 * returns e.g. `{type="CHG", row=1, column=2}`
1937 * `"INV"`: no row selected)
1938 * `"CHG"`: selected)
1939 * `"DCL"`: double-click
1940 * `minetest.explode_textlist_event(string)`: returns a table
1941 * returns e.g. `{type="CHG", index=1}`
1943 * `"INV"`: no row selected)
1944 * `"CHG"`: selected)
1945 * `"DCL"`: double-click
1946 * `minetest.explode_scrollbar_event(string)`: returns a table
1947 * returns e.g. `{type="CHG", value=500}`
1949 * `"INV"`: something failed
1950 * `"CHG"`: has been changed
1951 * `"VAL"`: not changed
1954 * `minetest.inventorycube(img1, img2, img3)`
1955 * Returns a string for making an image of a cube (useful as an item image)
1956 * `minetest.get_pointed_thing_position(pointed_thing, above)`
1957 * Get position of a `pointed_thing` (that you can get from somewhere)
1958 * `minetest.dir_to_facedir(dir, is6d)`
1959 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
1960 * passing something non-`nil`/`false` for the optional second parameter causes it to
1961 take the y component into account
1962 * `minetest.facedir_to_dir(facedir)`
1963 * Convert a facedir back into a vector aimed directly out the "back" of a node
1964 * `minetest.dir_to_wallmounted(dir)`
1965 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
1966 * `minetest.get_node_drops(nodename, toolname)`
1967 * Returns list of item names.
1968 * **Note**: This will be removed or modified in a future version.
1969 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
1970 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
1971 * `input.width` = for example `3`
1972 * `input.items` = for example
1973 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
1974 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
1975 * `output.time` = a number, if unsuccessful: `0`
1976 * `decremented_input` = like `input`
1977 * `minetest.get_craft_recipe(output)`: returns input
1978 * returns last registered recipe for output item (node)
1979 * `output` is a node or item type such as `"default:torch"`
1980 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
1981 * `input.width` = for example `3`
1982 * `input.items` = for example
1983 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
1984 * `input.items` = `nil` if no recipe found
1985 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
1986 * returns indexed table with all registered recipes for query item (node)
1987 or `nil` if no recipe was found
1988 * recipe entry table:
1990 method = 'normal' or 'cooking' or 'fuel'
1991 width = 0-3, 0 means shapeless recipe
1992 items = indexed [1-9] table with recipe items
1993 output = string with item name and quantity
1995 * Example query for `"default:gold_ingot"` will return table:
1997 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
1998 items = {1 = "default:gold_lump"}},
1999 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2000 items = {1 = "default:goldblock"}}
2002 * `minetest.handle_node_drops(pos, drops, digger)`
2003 * `drops`: list of itemstrings
2004 * Handles drops from nodes after digging: Default action is to put them into
2006 * Can be overridden to get different functionality (e.g. dropping items on
2010 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2011 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2012 * Find who has done something to a node, or near a node
2013 * `actor`: `"player:<name>"`, also `"liquid"`.
2014 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2015 * Revert latest actions of someone
2016 * `actor`: `"player:<name>"`, also `"liquid"`.
2018 ### Defaults for the `on_*` item definition functions
2019 These functions return the leftover itemstack.
2021 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2022 * Place item as a node
2023 * `param2` overrides `facedir` and wallmounted `param2`
2024 * returns `itemstack, success`
2025 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2027 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2028 * Use one of the above based on what the item is.
2029 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2030 * **Note**: is not called when wielded item overrides `on_place`
2031 * `param2` overrides `facedir` and wallmounted `param2`
2032 * returns `itemstack, success`
2033 * `minetest.item_drop(itemstack, dropper, pos)`
2035 * `minetest.item_eat(hp_change, replace_with_item)`
2036 * Eat the item. `replace_with_item` can be `nil`.
2038 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2039 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2040 * Calls functions registered by `minetest.register_on_punchnode()`
2041 * `minetest.node_dig(pos, node, digger)`
2042 * Checks if node can be dug, puts item into inventory, removes node
2043 * Calls functions registered by `minetest.registered_on_dignodes()`
2046 * `minetest.sound_play(spec, parameters)`: returns a handle
2047 * `spec` is a `SimpleSoundSpec`
2048 * `parameters` is a sound parameter table
2049 * `minetest.sound_stop(handle)`
2052 * `minetest.after(time, func, ...)`
2053 * Call the function `func` after `time` seconds
2054 * Optional: Variable number of arguments that are passed to `func`
2057 * `minetest.request_shutdown()`: request for server shutdown
2058 * `minetest.get_server_status()`: returns server status string
2061 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2062 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2063 * `minetest.ban_player(name)`: ban a player
2064 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2065 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2068 * `minetest.add_particle(particle definition)`
2069 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2070 size, collisiondetection, texture, playername)`
2072 * `minetest.add_particlespawner(particlespawner definition)`
2073 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2075 * `Deprecated: minetest.add_particlespawner(amount, time,
2079 minexptime, maxexptime,
2081 collisiondetection, texture, playername)`
2083 * `minetest.delete_particlespawner(id, player)``
2084 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2085 * If playername is specified, only deletes on the player's client,
2086 * otherwise on all clients
2089 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2090 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2091 * Apply the specified probability values to the specified nodes in `probability_list`.
2092 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2093 * `pos` is the 3D vector specifying the absolute coordinates of the node being modified,
2094 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2095 * If there are two or more entries with the same pos value, the last entry is used.
2096 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2097 * If `probability_list` equals `nil`, no probabilities are applied.
2098 * Slice probability works in the same manner, except takes a field called `ypos` instead which
2099 indicates the y position of the slice with a probability applied.
2100 * If slice probability list equals `nil`, no slice probabilities are applied.
2101 * Saves schematic in the Minetest Schematic format to filename.
2103 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2104 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2105 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2106 * If the `rotation` parameter is omitted, the schematic is not rotated.
2107 * `replacements` = `{["old_name"] = "convert_to", ...}`
2108 * `force_placement` is a boolean indicating whether nodes other than `air` and
2109 `ignore` are replaced by the schematic
2112 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2113 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2114 * Gives a unique hash number for a node position (16+16+16=48bit)
2115 * `minetest.get_position_from_hash(hash)`: returns a position
2116 * Inverse transform of `minetest.hash_node_position`
2117 * `minetest.get_item_group(name, group)`: returns a rating
2118 * Get rating of a group of an item. (`0` means: not in group)
2119 * `minetest.get_node_group(name, group)`: returns a rating
2120 * Deprecated: An alias for the former.
2121 * `minetest.get_content_id(name)`: returns an integer
2122 * Gets the internal content ID of `name`
2123 * `minetest.get_name_from_content_id(content_id)`: returns a string
2124 * Gets the name of the content with that content ID
2125 * `minetest.parse_json(string[, nullvalue])`: returns something
2126 * Convert a string containing JSON data into the Lua equivalent
2127 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2128 * On success returns a table, a string, a number, a boolean or `nullvalue`
2129 * On failure outputs an error message and returns `nil`
2130 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2131 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2132 * Convert a Lua table into a JSON string
2133 * styled: Outputs in a human-readable format if this is set, defaults to false
2134 * Unserializable things like functions and userdata are saved as null.
2135 * **Warning**: JSON is more strict than the Lua table format.
2136 1. You can only use strings and positive integers of at least one as keys.
2137 2. You can not mix string and integer keys.
2138 This is due to the fact that JSON has two distinct array and object values.
2139 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2140 * `minetest.serialize(table)`: returns a string
2141 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2142 into string form readable by `minetest.deserialize`
2143 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2144 * `minetest.deserialize(string)`: returns a table
2145 * Convert a string returned by `minetest.deserialize` into a table
2146 * `string` is loaded in an empty sandbox environment.
2147 * Will load functions, but they cannot access the global environment.
2148 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2149 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2150 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2151 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2152 * Compress a string of data.
2153 * `method` is a string identifying the compression method to be used.
2154 * Supported compression methods:
2155 * Deflate (zlib): `"deflate"`
2156 * `...` indicates method-specific arguments. Currently defined arguments are:
2157 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2158 * `minetest.decompress(compressed_data, method, ...)`: returns data
2159 * Decompress a string of data (using ZLib).
2160 * See documentation on `minetest.compress()` for supported compression methods.
2161 * currently supported.
2162 * `...` indicates method-specific arguments. Currently, no methods use this.
2163 * `minetest.is_protected(pos, name)`: returns boolean
2164 * This function should be overridden by protection mods and should be used to
2165 check if a player can interact at a position.
2166 * This function should call the old version of itself if the position is not
2167 protected by the mod.
2170 local old_is_protected = minetest.is_protected
2171 function minetest.is_protected(pos, name)
2172 if mymod:position_protected_from(pos, name) then
2175 return old_is_protected(pos, name)
2177 * `minetest.record_protection_violation(pos, name)`
2178 * This function calls functions registered with
2179 `minetest.register_on_protection_violation`.
2180 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2181 * Attempt to predict the desired orientation of the facedir-capable node
2182 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2183 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2184 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2185 is an optional table containing extra tweaks to the placement code:
2186 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2187 orientation on the wall.
2188 * `force_wall` : if `true`, always place the node in wall orientation.
2189 * `force_ceiling`: if `true`, always place on the ceiling.
2190 * `force_floor`: if `true`, always place the node on the floor.
2191 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2192 the floor or ceiling
2193 * The first four options are mutually-exclusive; the last in the list takes
2194 precedence over the first.
2198 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2199 * calls `rotate_and_place()` with infinitestacks set according to the state of
2200 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2203 * `minetest.forceload_block(pos)`
2204 * forceloads the position `pos`.
2205 * returns `true` if area could be forceloaded
2207 * `minetest.forceload_free_block(pos)`
2208 * stops forceloading the position `pos`
2210 Please note that forceloaded areas are saved when the server restarts.
2213 * `minetest.env`: `EnvRef` of the server environment and world.
2214 * Any function in the minetest namespace can be called using the syntax
2215 `minetest.env:somefunction(somearguments)`
2216 instead of `minetest.somefunction(somearguments)`
2217 * Deprecated, but support is not to be dropped soon
2220 * `minetest.registered_items`
2221 * Map of registered items, indexed by name
2222 * `minetest.registered_nodes`
2223 * Map of registered node definitions, indexed by name
2224 * `minetest.registered_craftitems`
2225 * Map of registered craft item definitions, indexed by name
2226 * `minetest.registered_tools`
2227 * Map of registered tool definitions, indexed by name
2228 * `minetest.registered_entities`
2229 * Map of registered entity prototypes, indexed by name
2230 * `minetest.object_refs`
2231 * Map of object references, indexed by active object id
2232 * `minetest.luaentities`
2233 * Map of Lua entities, indexed by active object id
2234 * `minetest.registered_ores`
2235 * List of registered ore definitions.
2236 * `minetest.registered_decorations`
2237 * List of registered decoration definitions.
2243 Node metadata: reference extra data and functionality stored in a node.
2244 Can be gotten via `minetest.get_meta(pos)`.
2247 * `set_string(name, value)`
2248 * `get_string(name)`
2249 * `set_int(name, value)`
2251 * `set_float(name, value)`
2253 * `get_inventory()`: returns `InvRef`
2254 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2255 * `from_table(nil or {})`
2256 * See "Node Metadata"
2259 Node Timers: a high resolution persistent per-node timer.
2260 Can be gotten via `minetest.get_node_timer(pos)`.
2263 * `set(timeout,elapsed)`
2264 * set a timer's state
2265 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2266 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2267 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2270 * equivalent to `set(timeout,0)`
2273 * `get_timeout()`: returns current timeout in seconds
2274 * if `timeout` equals `0`, timer is inactive
2275 * `get_elapsed()`: returns current elapsed time in seconds
2276 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2277 * `is_started()`: returns boolean state of timer
2278 * returns `true` if timer is started, otherwise `false`
2281 Moving things in the game are generally these.
2283 This is basically a reference to a C++ `ServerActiveObject`
2286 * `remove()`: remove object (after returning from Lua)
2287 * `getpos()`: returns `{x=num, y=num, z=num}`
2288 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2289 * `moveto(pos, continuous=false)`: interpolated move
2290 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2291 * `puncher` = another `ObjectRef`,
2292 * `time_from_last_punch` = time since last punch action of the puncher
2293 * `direction`: can be `nil`
2294 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2295 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2296 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2297 * `get_inventory()`: returns an `InvRef`
2298 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2299 * `get_wield_index()`: returns the index of the wielded item
2300 * `get_wielded_item()`: returns an `ItemStack`
2301 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2302 * `set_armor_groups({group1=rating, group2=rating, ...})`
2303 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
2304 * `set_attach(parent, bone, position, rotation)`
2306 * `position`: `{x=num, y=num, z=num}` (relative)
2307 * `rotation`: `{x=num, y=num, z=num}`
2309 * `set_bone_position(bone, position, rotation)`
2311 * `position`: `{x=num, y=num, z=num}` (relative)
2312 * `rotation`: `{x=num, y=num, z=num}`
2313 * `set_properties(object property table)`
2315 ##### LuaEntitySAO-only (no-op for other objects)
2316 * `setvelocity({x=num, y=num, z=num})`
2317 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2318 * `setacceleration({x=num, y=num, z=num})`
2319 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2321 * `getyaw()`: returns number in radians
2322 * `settexturemod(mod)`
2323 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2324 select_horiz_by_yawpitch=false)`
2325 * Select sprite from spritesheet with optional animation and DM-style
2326 texture selection based on yaw relative to camera
2327 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2330 ##### Player-only (no-op for other objects)
2331 * `is_player()`: true for players, false for others
2332 * `get_player_name()`: returns `""` if is not a player
2333 * `get_look_dir()`: get camera direction as a unit vector
2334 * `get_look_pitch()`: pitch in radians
2335 * `get_look_yaw()`: yaw in radians (wraps around pretty randomly as of now)
2336 * `set_look_pitch(radians)`: sets look pitch
2337 * `set_look_yaw(radians)`: sets look yaw
2338 * `get_breath()`: returns players breath
2339 * `set_breath(value)`: sets players breath
2341 * `0`: player is drowning,
2342 * `1`-`10`: remaining number of bubbles
2343 * `11`: bubbles bar is not shown
2344 * `set_inventory_formspec(formspec)`
2345 * Redefine player's inventory form
2346 * Should usually be called in on_joinplayer
2347 * `get_inventory_formspec()`: returns a formspec string
2348 * `get_player_control()`: returns table with player pressed keys
2349 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2350 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2351 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2352 * `set_physics_override(override_table)`
2353 * `override_table` is a table with the following fields:
2354 * `speed`: multiplier to default walking speed value (default: `1`)
2355 * `jump`: multiplier to default jump value (default: `1`)
2356 * `gravity`: multiplier to default gravity value (default: `1`)
2357 * `sneak`: whether player can sneak (default: `true`)
2358 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2359 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success
2360 * `hud_remove(id)`: remove the HUD element of the specified id
2361 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2362 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2363 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2364 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2365 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`
2366 * pass a table containing a `true`/`false` value of each flag to be set or unset
2367 * if a flag equals `nil`, the flag is not modified
2368 * `hud_get_flags()`: returns a table containing status of hud flags
2369 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
2370 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2371 * `count`: number of items, must be between `1` and `23`
2372 * `hud_set_hotbar_image(texturename)`
2373 * sets background image for hotbar
2374 * `hud_set_hotbar_selected_image(texturename)`
2375 * sets image for selected item of hotbar
2376 * `hud_replace_builtin(name, hud_definition)`
2377 * replace definition of a builtin hud element
2378 * `name`: `"breath"` or `"health"`
2379 * `hud_definition`: definition to replace builtin definition
2380 * `set_sky(bgcolor, type, {texture names})`
2381 * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
2383 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2384 * `"skybox"`: Uses 6 textures, `bgcolor` used
2385 * `"plain"`: Uses 0 textures, `bgcolor` used
2386 * **Note**: currently does not work directly in `on_joinplayer`; use
2387 `minetest.after(0)` in there.
2388 * `override_day_night_ratio(ratio or nil)`
2389 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2390 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2391 * `set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30)`:
2392 set animation for player model in third person view
2393 * stand/idle animation key frames
2394 * walk animation key frames
2395 * dig animation key frames
2396 * walk+dig animation key frames
2397 * animation frame speed
2398 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2399 * in first person view
2400 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2403 An `InvRef` is a reference to an inventory.
2406 * `is_empty(listname)`: return `true` if list is empty
2407 * `get_size(listname)`: get size of a list
2408 * `set_size(listname, size)`: set size of a list
2409 * returns `false` on error (e.g. invalid `listname` or `size`)
2410 * `get_width(listname)`: get width of a list
2411 * `set_width(listname, width)`: set width of list; currently used for crafting
2412 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2413 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2414 * `get_list(listname)`: return full list
2415 * `set_list(listname, list)`: set full list (size will not change)
2416 * `get_lists()`: returns list of inventory lists
2417 * `set_lists(lists)`: sets inventory lists (size will not change)
2418 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2419 * `room_for_item(listname, stack):` returns `true` if the stack of items
2420 can be fully added to the list
2421 * `contains_item(listname, stack)`: returns `true` if the stack of items
2422 can be fully taken from the list
2423 * `remove_item(listname, stack)`: take as many items as specified from the list,
2424 returns the items that were actually removed (as an `ItemStack`) -- note that
2425 any item metadata is ignored, so attempting to remove a specific unique
2426 item this way will likely remove the wrong one -- to do that use `set_stack`
2427 with an empty `ItemStack`
2428 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2429 * returns `{type="undefined"}` in case location is not known
2432 An `ItemStack` is a stack of items.
2434 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2435 an itemstring, a table or `nil`.
2438 * `is_empty()`: Returns `true` if stack is empty.
2439 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2440 * `set_name(item_name)`: Returns boolean success.
2441 Clears item on failure.
2442 * `get_count()`: Returns number of items on the stack.
2443 * `set_count(count)`
2444 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2445 * `set_wear(wear)`: Returns boolean success.
2446 Clears item on failure.
2447 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2448 * `set_metadata(metadata)`: Returns true.
2449 * `clear()`: removes all items from the stack, making it empty.
2450 * `replace(item)`: replace the contents of this stack.
2451 * `item` can also be an itemstring or table.
2452 * `to_string()`: Returns the stack in itemstring form.
2453 * `to_table()`: Returns the stack in Lua table form.
2454 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2455 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2456 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2457 * `get_definition()`: Returns the item definition table.
2458 * `get_tool_capabilities()`: Returns the digging properties of the item,
2459 or those of the hand if none are defined for this item type
2460 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2461 * `add_item(item)`: Put some item or stack onto this stack.
2462 Returns leftover `ItemStack`.
2463 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2465 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2466 Returns taken `ItemStack`.
2467 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2468 Returns taken `ItemStack`.
2471 A pseudorandom number generator.
2473 It can be created via `PseudoRandom(seed)`.
2476 * `next()`: return next integer random number [`0`...`32767`]
2477 * `next(min, max)`: return next integer random number [`min`...`max`]
2478 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2479 due to the simple implementation making bad distribution otherwise.
2482 A perlin noise generator.
2483 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
2484 or `PerlinNoise(noiseparams)`.
2485 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2486 or `minetest.get_perlin(noiseparams)`.
2489 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
2490 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
2492 ### `PerlinNoiseMap`
2493 A fast, bulk perlin noise generator.
2495 It can be created via `PerlinNoiseMap(noiseparams, size)` or
2496 `minetest.get_perlin_map(noiseparams, size)`.
2498 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
2499 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
2503 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
2504 with values starting at `pos={x=,y=}`
2505 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
2506 of 3D noise with values starting at `pos={x=,y=,z=}`
2507 * `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
2508 with values starting at `pos={x=,y=}`
2509 * `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
2512 An interface to the `MapVoxelManipulator` for Lua.
2514 It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`.
2515 The map will be pre-loaded if two positions are passed to either.
2518 * `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the region formed by `p1` and `p2`.
2519 * returns actual emerged `pmin`, actual emerged `pmax`
2520 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
2521 * **important**: data must be set using `VoxelManip:set_data` before calling this
2522 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position
2523 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
2524 * `get_data()`: Gets the data read into the `VoxelManip` object
2525 * returns raw node data is in the form of an array of node content IDs
2526 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
2527 * `update_map()`: Update map after writing chunk back to map.
2528 * To be used only by `VoxelManip` objects created by the mod itself; not a `VoxelManip` that was
2529 retrieved from `minetest.get_mapgen_object`
2530 * `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
2531 * `light` is a table, `{day=<0...15>, night=<0...15>}`
2532 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2533 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
2534 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
2535 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
2536 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
2537 * `light = day + (night * 16)`
2538 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node in the `VoxelManip`
2539 * expects lighting data in the same format that `get_light_data()` returns
2540 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
2541 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
2542 * `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
2543 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
2544 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area if left out
2545 * `update_liquids()`: Update liquid flow
2546 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator had been modified since
2547 the last read from map, due to a call to `minetest.set_data()` on the loaded area elsewhere
2548 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
2551 A helper class for voxel areas.
2552 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
2553 The coordinates are *inclusive*, like most other things in Minetest.
2556 * `getExtent()`: returns a 3D vector containing the size of the area formed by `MinEdge` and `MaxEdge`
2557 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
2558 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
2559 * useful for things like `VoxelManip`, raw Schematic specifiers, `PerlinNoiseMap:get2d`/`3dMap`, and so on
2560 * `indexp(p)`: same as above, except takes a vector
2561 * `position(i)`: returns the absolute position vector corresponding to index `i`
2562 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
2563 * `containsp(p)`: same as above, except takes a vector
2564 * `containsi(i)`: same as above, except takes an index `i`
2565 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
2566 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
2567 * `iterp(minp, maxp)`: same as above, except takes a vector
2570 An interface to read config files in the format of `minetest.conf`.
2572 It can be created via `Settings(filename)`.
2575 * `get(key)`: returns a value
2576 * `get_bool(key)`: returns a boolean
2578 * `remove(key)`: returns a boolean (`true` for success)
2579 * `get_names()`: returns `{key1,...}`
2580 * `write()`: returns a boolean (`true` for success)
2581 * write changes to file
2582 * `to_table()`: returns `{[key1]=value1,...}`
2586 A mapgen object is a construct used in map generation. Mapgen objects can be used by an `on_generate`
2587 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2588 `minetest.get_mapgen_object()` function. If the requested Mapgen object is unavailable, or
2589 `get_mapgen_object()` was called outside of an `on_generate()` callback, `nil` is returned.
2591 The following Mapgen objects are currently available:
2594 This returns three values; the `VoxelManip` object to be used, minimum and maximum emerged position, in that
2595 order. All mapgens support this object.
2598 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2599 generated chunk by the current mapgen.
2602 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2606 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2610 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2614 Returns a table mapping requested generation notification types to arrays of positions at which the
2615 corresponding generated structures are located at within the current chunk. To set the capture of positions
2616 of interest to be recorded on generate, use `minetest.set_gen_notify()`.
2618 Possible fields of the table returned are:
2624 * `large_cave_begin`
2628 Decorations have a key in the format of `"decoration#id"`, where `id` is the numeric unique decoration ID.
2632 * Functions receive a "luaentity" as `self`:
2633 * It has the member `.name`, which is the registered name `("mod:thing")`
2634 * It has the member `.object`, which is an `ObjectRef` pointing to the object
2635 * The original prototype stuff is visible directly via a metatable
2637 * `on_activate(self, staticdata)`
2638 * Called when the object is instantiated.
2639 * `on_step(self, dtime)`
2640 * Called on every server tick, after movement and collision processing.
2641 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
2643 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir`
2644 * Called when somebody punches the object.
2645 * Note that you probably want to handle most punches using the
2646 automatic armor group system.
2647 * `puncher`: an `ObjectRef` (can be `nil`)
2648 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
2649 * `tool_capabilities`: capability table of used tool (can be `nil`)
2650 * `dir`: unit vector of direction of punch. Always defined. Points from
2651 the puncher to the punched.
2652 * `on_rightclick(self, clicker)`
2653 * `get_staticdata(self)`
2654 * Should return a string that will be passed to `on_activate` when
2655 the object is instantiated the next time.
2663 axiom, --string initial tree axiom
2664 rules_a, --string rules set A
2665 rules_b, --string rules set B
2666 rules_c, --string rules set C
2667 rules_d, --string rules set D
2668 trunk, --string trunk node name
2669 leaves, --string leaves node name
2670 leaves2, --string secondary leaves node name
2671 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
2672 angle, --num angle in deg
2673 iterations, --num max # of iterations, usually 2 -5
2674 random_level, --num factor to lower nr of iterations, usually 0 - 3
2675 trunk_type, --string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2676 thin_branches, --boolean true -> use thin (1 node) branches
2677 fruit, --string fruit node name
2678 fruit_chance, --num chance (0-100) to replace leaves with fruit node
2679 seed, --num random seed; if no seed is provided, the engine will create one
2682 ### Key for Special L-System Symbols used in Axioms
2684 * `G`: move forward one unit with the pen up
2685 * `F`: move forward one unit with the pen down drawing trunks and branches
2686 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
2687 * `T`: move forward one unit with the pen down drawing trunks only
2688 * `R`: move forward one unit with the pen down placing fruit
2689 * `A`: replace with rules set A
2690 * `B`: replace with rules set B
2691 * `C`: replace with rules set C
2692 * `D`: replace with rules set D
2693 * `a`: replace with rules set A, chance 90%
2694 * `b`: replace with rules set B, chance 80%
2695 * `c`: replace with rules set C, chance 70%
2696 * `d`: replace with rules set D, chance 60%
2697 * `+`: yaw the turtle right by `angle` parameter
2698 * `-`: yaw the turtle left by `angle` parameter
2699 * `&`: pitch the turtle down by `angle` parameter
2700 * `^`: pitch the turtle up by `angle` parameter
2701 * `/`: roll the turtle to the right by `angle` parameter
2702 * `*`: roll the turtle to the left by `angle` parameter
2703 * `[`: save in stack current state info
2704 * `]`: recover from stack state info
2707 Spawn a small apple tree:
2709 pos = {x=230,y=20,z=4}
2712 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2713 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2714 trunk="default:tree",
2715 leaves="default:leaves",
2719 trunk_type="single",
2722 fruit="default:apple"
2724 minetest.spawn_tree(pos,apple_tree)
2729 ### Object Properties
2734 collide_with_objects = true, -- collide with other objects if physical=true
2736 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2737 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2738 visual_size = {x=1, y=1},
2740 textures = {}, -- number of required textures depends on visual
2741 colors = {}, -- number of required colors depends on visual
2742 spritediv = {x=1, y=1},
2743 initial_sprite_basepos = {x=0, y=0},
2745 makes_footstep_sound = false,
2746 automatic_rotate = false,
2748 automatic_face_movement_dir = 0.0,
2749 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
2752 ### Entity definition (`register_entity`)
2755 -- Deprecated: Everything in object properties is read directly from here
2757 initial_properties = --[[<initial object properties>]],
2759 on_activate = function(self, staticdata, dtime_s),
2760 on_step = function(self, dtime),
2761 on_punch = function(self, hitter),
2762 on_rightclick = function(self, clicker),
2763 get_staticdata = function(self),
2764 -- ^ Called sometimes; the string returned is passed to on_activate when
2765 -- the entity is re-activated from static state
2767 -- Also you can define arbitrary member variables here
2768 myvariable = whatever,
2771 ### ABM (ActiveBlockModifier) definition (`register_abm`)
2774 -- In the following two fields, also group:groupname will work.
2775 nodenames = {"default:lava_source"},
2776 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2777 -- ^ If left out or empty, any neighbor will do
2778 interval = 1.0, -- (operation interval)
2779 chance = 1, -- (chance of trigger is 1.0/this)
2780 action = func(pos, node, active_object_count, active_object_count_wider),
2783 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
2786 description = "Steel Axe",
2787 groups = {}, -- key=name, value=rating; rating=1..3.
2788 if rating not applicable, use 1.
2789 e.g. {wool=1, fluffy=3}
2790 {soil=2, outerspace=1, crumbly=1}
2791 {bendy=2, snappy=1},
2792 {hard=1, metal=1, spikes=1}
2793 inventory_image = "default_tool_steelaxe.png",
2795 wield_scale = {x=1,y=1,z=1},
2798 liquids_pointable = false,
2799 tool_capabilities = {
2800 full_punch_interval = 1.0,
2804 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2805 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2807 damage_groups = {groupname=damage},
2809 node_placement_prediction = nil,
2811 ^ If nil and item is node, prediction is made automatically
2812 ^ If nil and item is not a node, no prediction is made
2813 ^ If "" and item is anything, no prediction is made
2814 ^ Otherwise should be name of node which the client immediately places
2815 on ground when the player places the item. Server will always update
2816 actual result to client in a short moment.
2819 place = --[[<SimpleSoundSpec>]],
2822 on_place = func(itemstack, placer, pointed_thing),
2824 ^ Shall place item and return the leftover itemstack
2825 ^ default: minetest.item_place ]]
2826 on_drop = func(itemstack, dropper, pos),
2828 ^ Shall drop item and return the leftover itemstack
2829 ^ default: minetest.item_drop ]]
2830 on_use = func(itemstack, user, pointed_thing),
2833 ^ Function must return either nil if no item shall be removed from
2834 inventory, or an itemstack to replace the original itemstack.
2835 e.g. itemstack:take_item(); return itemstack
2836 ^ Otherwise, the function is free to do what it wants.
2837 ^ The default functions handle regular use cases.
2839 after_use = func(itemstack, user, node, digparams),
2842 ^ If defined, should return an itemstack and will be called instead of
2843 wearing out the tool. If returns nil, does nothing.
2844 If after_use doesn't exist, it is the same as:
2845 function(itemstack, user, node, digparams)
2846 itemstack:add_wear(digparams.wear)
2854 * `{name="image.png", animation={Tile Animation definition}}`
2855 * `{name="image.png", backface_culling=bool}`
2856 * backface culling only supported in special tiles
2857 * deprecated, yet still supported field names:
2860 ### Tile animation definition
2861 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
2863 ### Node definition (`register_node`)
2866 -- <all fields allowed in item definitions>,
2868 drawtype = "normal", -- See "Node drawtypes"
2869 visual_scale = 1.0, --[[
2870 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2871 ^ For plantlike, the image will start at the bottom of the node; for the
2872 ^ other drawtypes, the image will be centered on the node.
2873 ^ Note that positioning for "torchlike" may still change. ]]
2874 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
2875 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2876 ^ List can be shortened to needed length ]]
2877 special_tiles = {tile definition 1, Tile definition 2}, --[[
2878 ^ Special textures of node; used rarely (old field name: special_materials)
2879 ^ List can be shortened to needed length ]]
2881 use_texture_alpha = false, -- Use texture's alpha channel
2882 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2883 paramtype = "none", -- See "Nodes" --[[
2884 ^ paramtype = "light" allows light to propagate from or through the node with light value
2885 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
2886 paramtype2 = "none", -- See "Nodes"
2887 is_ground_content = true, -- If false, the cave generator will not carve through this
2888 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2889 walkable = true, -- If true, objects collide with node
2890 pointable = true, -- If true, can be pointed at
2891 diggable = true, -- If false, can never be dug
2892 climbable = false, -- If true, can be climbed on (ladder)
2893 buildable_to = false, -- If true, placed nodes can replace this node
2894 liquidtype = "none", -- "none"/"source"/"flowing"
2895 liquid_alternative_flowing = "", -- Flowing version of source liquid
2896 liquid_alternative_source = "", -- Source version of flowing liquid
2897 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2898 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2900 ^ Block contains level in param2. Value is default level, used for snow.
2901 ^ Don't forget to use "leveled" type nodebox. ]]
2902 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2903 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2904 light_source = 0, -- Amount of light emitted by node
2905 damage_per_second = 0, -- If player is inside node, this damage is caused
2906 node_box = {type="regular"}, -- See "Node boxes"
2908 selection_box = {type="regular"}, -- See "Node boxes" --[[
2909 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
2910 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2911 legacy_wallmounted = false, -- Support maps made in and before January 2012
2913 footstep = <SimpleSoundSpec>,
2914 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2915 dug = <SimpleSoundSpec>,
2916 place = <SimpleSoundSpec>,
2918 drop = "", -- Name of dropped node when dug. Default is the node itself.
2921 max_items = 1, -- Maximum number of items to drop.
2922 items = { -- Choose max_items randomly from this list.
2924 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2925 rarity = 1, -- Probability of getting is 1 / rarity.
2930 on_construct = func(pos), --[[
2931 ^ Node constructor; always called after adding node
2932 ^ Can set up metadata and stuff like that
2934 on_destruct = func(pos), --[[
2935 ^ Node destructor; always called before removing node
2937 after_destruct = func(pos, oldnode), --[[
2938 ^ Node destructor; always called after removing node
2941 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
2942 ^ Called after constructing node when node was placed using
2943 minetest.item_place_node / minetest.place_node
2944 ^ If return true no item is taken from itemstack
2946 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
2947 ^ oldmetadata is in table format
2948 ^ Called after destructing node when node was dug using
2949 minetest.node_dig / minetest.dig_node
2951 can_dig = function(pos,player) --[[
2952 ^ returns true if node can be dug, or false if not
2955 on_punch = func(pos, node, puncher, pointed_thing), --[[
2956 ^ default: minetest.node_punch
2957 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
2958 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
2960 ^ if defined, itemstack will hold clicker's wielded item
2961 ^ Shall return the leftover itemstack
2962 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
2964 on_dig = func(pos, node, digger), --[[
2965 ^ default: minetest.node_dig
2966 ^ By default: checks privileges, wears out tool and removes node ]]
2968 on_timer = function(pos,elapsed), --[[
2970 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2971 ^ elapsed is the total time passed since the timer was started
2972 ^ return true to run the timer for another cycle with the same timeout value ]]
2974 on_receive_fields = func(pos, formname, fields, sender), --[[
2975 ^ fields = {name1 = value1, name2 = value2, ...}
2976 ^ Called when an UI form (e.g. sign text input) returns data
2979 allow_metadata_inventory_move = func(pos, from_list, from_index,
2980 to_list, to_index, count, player), --[[
2981 ^ Called when a player wants to move items inside the inventory
2982 ^ Return value: number of items allowed to move ]]
2984 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
2985 ^ Called when a player wants to put something into the inventory
2986 ^ Return value: number of items allowed to put
2987 ^ Return value: -1: Allow and don't modify item count in inventory ]]
2989 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
2990 ^ Called when a player wants to take something out of the inventory
2991 ^ Return value: number of items allowed to take
2992 ^ Return value: -1: Allow and don't modify item count in inventory ]]
2994 on_metadata_inventory_move = func(pos, from_list, from_index,
2995 to_list, to_index, count, player),
2996 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2997 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
2998 ^ Called after the actual action has happened, according to what was allowed.
2999 ^ No return value ]]
3001 on_blast = func(pos, intensity), --[[
3002 ^ intensity: 1.0 = mid range of regular TNT
3003 ^ If defined, called when an explosion touches the node, instead of
3004 removing the node ]]
3007 ### Recipe for `register_craft` (shaped)
3010 output = 'default:pick_stone',
3012 {'default:cobble', 'default:cobble', 'default:cobble'},
3013 {'', 'default:stick', ''},
3014 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3016 replacements = --[[<optional list of item pairs,
3017 replace one input item with another item on crafting>]]
3020 ### Recipe for `register_craft` (shapeless)
3024 output = 'mushrooms:mushroom_stew',
3027 "mushrooms:mushroom_brown",
3028 "mushrooms:mushroom_red",
3030 replacements = --[[<optional list of item pairs,
3031 replace one input item with another item on crafting>]]
3034 ### Recipe for `register_craft` (tool repair)
3037 type = "toolrepair",
3038 additional_wear = -0.02,
3041 ### Recipe for `register_craft` (cooking)
3045 output = "default:glass",
3046 recipe = "default:sand",
3050 ### Recipe for `register_craft` (furnace fuel)
3054 recipe = "default:leaves",
3058 ### Ore definition (`register_ore`)
3061 ore_type = "scatter", -- See "Ore types"
3062 ore = "default:stone_with_coal",
3063 wherein = "default:stone",
3064 -- ^ a list of nodenames is supported too
3065 clust_scarcity = 8*8*8,
3066 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3067 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3069 -- ^ Number of ores in a cluster
3071 -- ^ Size of the bounding box of the cluster
3072 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3076 -- ^ Attributes for this ore generation
3077 noise_threshhold = 0.5,
3078 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3079 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3080 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3081 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3082 random_factor = 1.0,
3083 -- ^ Multiplier of the randomness contribution to the noise value at any
3084 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3085 -- ^ This parameter is only valid for ore_type == "vein".
3088 ### Decoration definition (`register_decoration`)
3091 deco_type = "simple", -- See "Decoration types"
3092 place_on = "default:dirt_with_grass",
3093 -- ^ Node that decoration can be placed on
3095 -- ^ Size of divisions made in the chunk being generated.
3096 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3098 -- ^ Ratio of the area to be uniformly filled by the decoration.
3099 -- ^ Used only if noise_params is not specified.
3100 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3101 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3102 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3103 biomes = {"Oceanside", "Hills", "Plains"},
3104 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3105 -- ^ and ignored if the Mapgen being used does not support biomes.
3108 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3109 -- ^ This parameter refers to the `y` position of the decoration base, so
3110 -- the actual maximum height would be `height_max + size.Y`.
3112 ----- Simple-type parameters
3113 decoration = "default:grass",
3114 -- ^ The node name used as the decoration.
3115 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3117 -- ^ Number of nodes high the decoration is made.
3118 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3120 -- ^ Number of nodes the decoration can be at maximum.
3121 -- ^ If absent, the parameter 'height' is used as a constant.
3122 spawn_by = "default:water",
3123 -- ^ Node that the decoration only spawns next to, in a 1-node square radius.
3125 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3126 -- ^ If absent or -1, decorations occur next to any nodes.
3128 ----- Schematic-type parameters
3129 schematic = "foobar.mts",
3130 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3131 -- ^ specified Minetest schematic file.
3132 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3133 -- ^ and an optional table yslice_prob:
3135 size = {x=4, y=6, z=4},
3137 {name="cobble", param1=255, param2=0},
3138 {name="dirt_with_grass", param1=255, param2=0},
3147 -- ^ See 'Schematic specifier' for details.
3148 replacements = {["oldname"] = "convert_to", ...},
3149 flags = "place_center_x, place_center_z",
3150 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3151 rotation = "90" -- rotate schematic 90 degrees on placement
3152 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3155 ### Chat command definition (`register_chatcommand`)
3158 params = "<name> <privilege>", -- Short parameter description
3159 description = "Remove privilege from player", -- Full description
3160 privs = {privs=true}, -- Require the "privs" privilege to run
3161 func = function(name, param), -- Called when command is run.
3162 -- Returns boolean success and text output.
3165 ### Detached inventory callbacks
3168 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3169 -- ^ Called when a player wants to move items inside the inventory
3170 -- ^ Return value: number of items allowed to move
3172 allow_put = func(inv, listname, index, stack, player),
3173 -- ^ Called when a player wants to put something into the inventory
3174 -- ^ Return value: number of items allowed to put
3175 -- ^ Return value: -1: Allow and don't modify item count in inventory
3177 allow_take = func(inv, listname, index, stack, player),
3178 -- ^ Called when a player wants to take something out of the inventory
3179 -- ^ Return value: number of items allowed to take
3180 -- ^ Return value: -1: Allow and don't modify item count in inventory
3182 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
3183 on_put = func(inv, listname, index, stack, player),
3184 on_take = func(inv, listname, index, stack, player),
3185 -- ^ Called after the actual action has happened, according to what was allowed.
3186 -- ^ No return value
3189 ### HUD Definition (`hud_add`, `hud_get`)
3192 hud_elem_type = "image", -- see HUD element types
3193 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
3194 position = {x=0.5, y=0.5},
3195 -- ^ Left corner position of element
3201 -- ^ Selected item in inventory. 0 for no item selected.
3203 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
3204 alignment = {x=0, y=0},
3205 -- ^ See "HUD Element Types"
3206 offset = {x=0, y=0},
3207 -- ^ See "HUD Element Types"
3208 size = { x=100, y=100 },
3209 -- ^ Size of element in pixels
3212 ### Particle definition (`add_particle`)
3215 pos = {x=0, y=0, z=0},
3216 velocity = {x=0, y=0, z=0},
3217 acceleration = {x=0, y=0, z=0},
3218 -- ^ Spawn particle at pos with velocity and acceleration
3220 -- ^ Disappears after expirationtime seconds
3222 collisiondetection = false,
3223 -- ^ collisiondetection: if true collides with physical objects
3225 -- ^ vertical: if true faces player using y axis only
3226 texture = "image.png",
3227 -- ^ Uses texture (string)
3228 playername = "singleplayer"
3229 -- ^ optional, if specified spawns particle only on the player's client
3232 ### `ParticleSpawner` definition (`add_particlespawner`)
3237 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
3238 minpos = {x=0, y=0, z=0},
3239 maxpos = {x=0, y=0, z=0},
3240 minvel = {x=0, y=0, z=0},
3241 maxvel = {x=0, y=0, z=0},
3242 minacc = {x=0, y=0, z=0},
3243 maxacc = {x=0, y=0, z=0},
3248 -- ^ The particle's properties are random values in between the bounds:
3249 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
3250 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
3251 collisiondetection = false,
3252 -- ^ collisiondetection: if true uses collision detection
3254 -- ^ vertical: if true faces player using y axis only
3255 texture = "image.png",
3256 -- ^ Uses texture (string)
3257 playername = "singleplayer"
3258 -- ^ Playername is optional, if specified spawns particle only on the player's client