1 Minetest Lua Modding API Reference 0.4.14
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
24 [Programming in Lua](http://www.lua.org/pil/).
28 Mods are loaded during server startup from the mod load paths by running
29 the `init.lua` scripts in a shared environment.
33 * `RUN_IN_PLACE=1` (Windows release, local build)
35 * Linux: `<build directory>`
36 * Windows: `<build directory>`
38 * Linux: `<build directory>`
39 * Windows: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
50 Games are looked up from:
52 * `$path_share/games/gameid/`
53 * `$path_user/games/gameid/`
55 where `gameid` is unique to each game.
57 The game directory contains the file `game.conf`, which contains these fields:
59 name = <Human-readable full name of the game>
65 The game directory can contain the file minetest.conf, which will be used
66 to set default settings when running the particular game.
67 It can also contain a settingtypes.txt in the same format as the one in builtin.
68 This settingtypes.txt will be parsed by the menu and the settings will be displayed
69 in the "Games" category in the settings tab.
73 Games can provide custom main menu images. They are put inside a `menu` directory
74 inside the game directory.
76 The images are named `$identifier.png`, where `$identifier` is
77 one of `overlay,background,footer,header`.
78 If you want to specify multiple images for one identifier, add additional images named
79 like `$identifier.$n.png`, with an ascending number $n starting with 1, and a random
80 image will be chosen from the provided ones.
87 * `$path_share/games/gameid/mods/`
89 * `$path_user/games/gameid/mods/`
90 * `$path_user/mods/` (User-installed mods)
91 * `$worldpath/worldmods/`
93 In a run-in-place version (e.g. the distributed windows version):
95 * `minetest-0.4.x/games/gameid/mods/`
96 * `minetest-0.4.x/mods/` (User-installed mods)
97 * `minetest-0.4.x/worlds/worldname/worldmods/`
99 On an installed version on Linux:
101 * `/usr/share/minetest/games/gameid/mods/`
102 * `$HOME/.minetest/mods/` (User-installed mods)
103 * `$HOME/.minetest/worlds/worldname/worldmods`
105 Mod load path for world-specific games
106 --------------------------------------
107 It is possible to include a game in a world; in this case, no mods or
108 games are loaded or checked from anywhere else.
110 This is useful for e.g. adventure worlds.
112 This happens if the following directory exists:
116 Mods should be then be placed in:
122 Mods can be put in a subdirectory, if the parent directory, which otherwise
123 should be a mod, contains a file named `modpack.txt`. This file shall be
124 empty, except for lines starting with `#`, which are comments.
126 Mod directory structure
127 ------------------------
133 | |-- description.txt
134 | |-- settingtypes.txt
138 | | |-- modname_stuff.png
139 | | `-- modname_something_else.png
147 The location of this directory can be fetched by using
148 `minetest.get_modpath(modname)`.
151 List of mods that have to be loaded before loading this mod.
153 A single line contains a single modname.
155 Optional dependencies can be defined by appending a question mark
156 to a single modname. Their meaning is that if the specified mod
157 is missing, that does not prevent this mod from being loaded.
160 A screenshot shown in the mod manager within the main menu. It should
161 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
163 ### `description.txt`
164 A File containing description to be shown within mainmenu.
166 ### `settingtypes.txt`
167 A file in the same format as the one in builtin. It will be parsed by the
168 settings menu and the settings will be displayed in the "Mods" category.
171 The main Lua script. Running this script should register everything it
172 wants to register. Subsequent execution depends on minetest calling the
173 registered callbacks.
175 `minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
176 to read custom or existing settings at load time, if necessary.
179 Models for entities or meshnodes.
181 ### `textures`, `sounds`, `media`
182 Media files (textures, sounds, whatever) that will be transferred to the
183 client and will be available for use by the mod.
185 Naming convention for registered textual names
186 ----------------------------------------------
187 Registered names should generally be in this format:
189 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
191 This is to prevent conflicting names from corrupting maps and is
192 enforced by the mod loader.
195 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
196 So the name should be `experimental:tnt`.
198 Enforcement can be overridden by prefixing the name with `:`. This can
199 be used for overriding the registrations of some other mod.
201 Example: Any mod can redefine `experimental:tnt` by using the name
206 (also that mod is required to have `experimental` as a dependency)
208 The `:` prefix can also be used for maintaining backwards compatibility.
211 Aliases can be added by using `minetest.register_alias(name, convert_to)` or
212 `minetest.register_alias_force(name, convert_to).
214 This will make Minetest to convert things called name to things called
217 The only difference between `minetest.register_alias` and
218 `minetest.register_alias_force` is that if an item called `name` exists,
219 `minetest.register_alias` will do nothing while
220 `minetest.register_alias_force` will unregister it.
222 This can be used for maintaining backwards compatibility.
224 This can be also used for setting quick access names for things, e.g. if
225 you have an item called `epiclylongmodname:stuff`, you could do
227 minetest.register_alias("stuff", "epiclylongmodname:stuff")
229 and be able to use `/giveme stuff`.
233 Mods should generally prefix their textures with `modname_`, e.g. given
234 the mod name `foomod`, a texture could be called:
238 Textures are referred to by their complete name, or alternatively by
239 stripping out the file extension:
241 * e.g. `foomod_foothing.png`
242 * e.g. `foomod_foothing`
246 There are various texture modifiers that can be used
247 to generate textures on-the-fly.
249 ### Texture overlaying
250 Textures can be overlaid by putting a `^` between them.
254 default_dirt.png^default_grass_side.png
256 `default_grass_side.png` is overlayed over `default_dirt.png`.
257 The texture with the lower resolution will be automatically upscaled to
258 the higher resolution texture.
261 Textures can be grouped together by enclosing them in `(` and `)`.
263 Example: `cobble.png^(thing1.png^thing2.png)`
265 A texture for `thing1.png^thing2.png` is created and the resulting
266 texture is overlaid on top of `cobble.png`.
269 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
270 passing complex texture names as arguments. Escaping is done with backslash and
271 is required for `^` and `:`.
273 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
275 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
276 on top of `cobble.png`.
278 ### Advanced texture modifiers
280 #### `[crack:<n>:<p>`
281 * `<n>` = animation frame count
282 * `<p>` = current animation frame
284 Draw a step of the crack animation on the texture.
288 default_cobble.png^[crack:10:1
290 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
295 * `<file>` = texture to combine
297 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
298 specified coordinates.
302 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
304 #### `[resize:<w>x<h>`
305 Resizes the texture to the given dimensions.
309 default_sandstone.png^[resize:16x16
312 Makes the base image transparent according to the given ratio.
313 r must be between 0 and 255.
314 0 means totally transparent.
315 255 means totally opaque.
319 default_sandstone.png^[opacity:127
322 Brightens the texture.
326 tnt_tnt_side.png^[brighten
329 Makes the texture completely opaque.
333 default_leaves.png^[noalpha
335 #### `[makealpha:<r>,<g>,<b>`
336 Convert one color to transparency.
340 default_cobble.png^[makealpha:128,128,128
343 * `<t>` = transformation(s) to apply
345 Rotates and/or flips the image.
347 `<t>` can be a number (between 0 and 7) or a transform name.
348 Rotations are counter-clockwise.
351 1 R90 rotate by 90 degrees
352 2 R180 rotate by 180 degrees
353 3 R270 rotate by 270 degrees
355 5 FXR90 flip X then rotate by 90 degrees
357 7 FYR90 flip Y then rotate by 90 degrees
361 default_stone.png^[transformFXR90
363 #### `[inventorycube{<top>{<left>{<right>`
364 Escaping does not apply here and `^` is replaced by `&` in texture names instead.
366 Create an inventory cube texture using the side textures.
370 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
372 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
373 `dirt.png^grass_side.png` textures
375 #### `[lowpart:<percent>:<file>`
376 Blit the lower `<percent>`% part of `<file>` on the texture.
380 base.png^[lowpart:25:overlay.png
382 #### `[verticalframe:<t>:<n>`
383 * `<t>` = animation frame count
384 * `<n>` = current animation frame
386 Crops the texture to a frame of a vertical animation.
390 default_torch_animated.png^[verticalframe:16:8
393 Apply a mask to the base image.
395 The mask is applied using binary AND.
397 #### `[colorize:<color>:<ratio>`
398 Colorize the textures with the given color.
399 `<color>` is specified as a `ColorString`.
400 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
401 it is an int, then it specifies how far to interpolate between the
402 colors where 0 is only the texture color and 255 is only `<color>`. If
403 omitted, the alpha of `<color>` will be used as the ratio. If it is
404 the word "`alpha`", then each texture pixel will contain the RGB of
405 `<color>` and the alpha of `<color>` multiplied by the alpha of the
410 Only Ogg Vorbis files are supported.
412 For positional playing of sounds, only single-channel (mono) files are
413 supported. Otherwise OpenAL will play them non-positionally.
415 Mods should generally prefix their sounds with `modname_`, e.g. given
416 the mod name "`foomod`", a sound could be called:
420 Sounds are referred to by their name with a dot, a single digit and the
421 file extension stripped out. When a sound is played, the actual sound file
422 is chosen randomly from the matching sounds.
424 When playing the sound `foomod_foosound`, the sound is chosen randomly
425 from the available ones of the following files:
427 * `foomod_foosound.ogg`
428 * `foomod_foosound.0.ogg`
429 * `foomod_foosound.1.ogg`
431 * `foomod_foosound.9.ogg`
433 Examples of sound parameter tables:
435 -- Play location-less on all clients
437 gain = 1.0, -- default
439 -- Play location-less to a player
442 gain = 1.0, -- default
444 -- Play in a location
447 gain = 1.0, -- default
448 max_hear_distance = 32, -- default, uses an euclidean metric
450 -- Play connected to an object, looped
452 object = <an ObjectRef>,
453 gain = 1.0, -- default
454 max_hear_distance = 32, -- default, uses an euclidean metric
455 loop = true, -- only sounds connected to objects can be looped
458 ### `SimpleSoundSpec`
460 * e.g. `"default_place_node"`
462 * e.g. `{name="default_place_node"}`
463 * e.g. `{name="default_place_node", gain=1.0}`
465 Registered definitions of stuff
466 -------------------------------
467 Anything added using certain `minetest.register_*` functions get added to
468 the global `minetest.registered_*` tables.
470 * `minetest.register_entity(name, prototype table)`
471 * added to `minetest.registered_entities[name]`
473 * `minetest.register_node(name, node definition)`
474 * added to `minetest.registered_items[name]`
475 * added to `minetest.registered_nodes[name]`
477 * `minetest.register_tool(name, item definition)`
478 * added to `minetest.registered_items[name]`
480 * `minetest.register_craftitem(name, item definition)`
481 * added to `minetest.registered_items[name]`
483 * `minetest.unregister_item(name)`
484 * Unregisters the item name from engine, and deletes the entry with key
485 * `name` from `minetest.registered_items` and from the associated item
486 * table according to its nature: minetest.registered_nodes[] etc
488 * `minetest.register_biome(biome definition)`
489 * returns an integer uniquely identifying the registered biome
490 * added to `minetest.registered_biome` with the key of `biome.name`
491 * if `biome.name` is nil, the key is the returned ID
493 * `minetest.register_ore(ore definition)`
494 * returns an integer uniquely identifying the registered ore
495 * added to `minetest.registered_ores` with the key of `ore.name`
496 * if `ore.name` is nil, the key is the returned ID
498 * `minetest.register_decoration(decoration definition)`
499 * returns an integer uniquely identifying the registered decoration
500 * added to `minetest.registered_decorations` with the key of `decoration.name`
501 * if `decoration.name` is nil, the key is the returned ID
503 * `minetest.register_schematic(schematic definition)`
504 * returns an integer uniquely identifying the registered schematic
505 * added to `minetest.registered_schematic` with the key of `schematic.name`
506 * if `schematic.name` is nil, the key is the returned ID
507 * if the schematic is loaded from a file, schematic.name is set to the filename
508 * if the function is called when loading the mod, and schematic.name is a relative
509 path, then the current mod path will be prepended to the schematic filename
511 * `minetest.clear_registered_biomes()`
512 * clears all biomes currently registered
514 * `minetest.clear_registered_ores()`
515 * clears all ores currently registered
517 * `minetest.clear_registered_decorations()`
518 * clears all decorations currently registered
520 * `minetest.clear_registered_schematics()`
521 * clears all schematics currently registered
523 Note that in some cases you will stumble upon things that are not contained
524 in these tables (e.g. when a mod has been removed). Always check for
525 existence before trying to access the fields.
527 Example: If you want to check the drawtype of a node, you could do:
529 local function get_nodedef_field(nodename, fieldname)
530 if not minetest.registered_nodes[nodename] then
533 return minetest.registered_nodes[nodename][fieldname]
535 local drawtype = get_nodedef_field(nodename, "drawtype")
537 Example: `minetest.get_item_group(name, group)` has been implemented as:
539 function minetest.get_item_group(name, group)
540 if not minetest.registered_items[name] or not
541 minetest.registered_items[name].groups[group] then
544 return minetest.registered_items[name].groups[group]
549 Nodes are the bulk data of the world: cubes and other things that take the
550 space of a cube. Huge amounts of them are handled efficiently, but they
553 The definition of a node is stored and can be accessed by name in
555 minetest.registered_nodes[node.name]
557 See "Registered definitions of stuff".
559 Nodes are passed by value between Lua and the engine.
560 They are represented by a table:
562 {name="name", param1=num, param2=num}
564 `param1` and `param2` are 8-bit integers. The engine uses them for certain
565 automated functions. If you don't use these functions, you can use them to
566 store arbitrary values.
568 The functions of `param1` and `param2` are determined by certain fields in the
571 `param1` is reserved for the engine when `paramtype != "none"`:
574 ^ The value stores light with and without sun in its upper and lower 4 bits
575 respectively. Allows light to propagate from or through the node with
576 light value falling by 1 per node. This is essential for a light source
577 node to spread its light.
579 `param2` is reserved for the engine when any of these are used:
581 liquidtype == "flowing"
582 ^ The level and some flags of the liquid is stored in param2
583 drawtype == "flowingliquid"
584 ^ The drawn liquid level is read from param2
585 drawtype == "torchlike"
586 drawtype == "signlike"
587 paramtype2 == "wallmounted"
588 ^ The rotation of the node is stored in param2. You can make this value
589 by using minetest.dir_to_wallmounted().
590 paramtype2 == "facedir"
591 ^ The rotation of the node is stored in param2. Furnaces and chests are
592 rotated this way. Can be made by using minetest.dir_to_facedir().
594 facedir / 4 = axis direction:
595 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
596 facedir modulo 4 = rotation around that axis
597 paramtype2 == "leveled"
598 paramtype2 == "degrotate"
599 ^ The rotation of this node is stored in param2. Plants are rotated this way.
600 Values range 0 - 179. The value stored in param2 is multiplied by two to
601 get the actual rotation of the node.
602 paramtype2 == "meshoptions"
603 ^ Only valid for "plantlike". The value of param2 becomes a bitfield which can
604 be used to change how the client draws plantlike nodes. Bits 0, 1 and 2 form
605 a mesh selector. Currently the following meshes are choosable:
606 0 = a "x" shaped plant (ordinary plant)
607 1 = a "+" shaped plant (just rotated 45 degrees)
608 2 = a "*" shaped plant with 3 faces instead of 2
609 3 = a "#" shaped plant with 4 faces instead of 2
610 4 = a "#" shaped plant with 4 faces that lean outwards
611 5-7 are unused and reserved for future meshes.
612 Bits 3 through 7 are optional flags that can be combined and give these
614 bit 3 (0x08) - Makes the plant slightly vary placement horizontally
615 bit 4 (0x10) - Makes the plant mesh 1.4x larger
616 bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
617 bits 6-7 are reserved for future use.
621 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
624 ^ defines list of collision boxes for the node. If empty, collision boxes
625 will be the same as nodeboxes, in case of any other nodes will be full cube
626 as in the example above.
628 Nodes can also contain extra data. See "Node Metadata".
632 There are a bunch of different looking node types.
634 Look for examples in `games/minimal` or `games/minetest_game`.
642 * `glasslike_framed_optional`
644 * `allfaces_optional`
651 * `nodebox` -- See below. (**Experimental!**)
652 * `mesh` -- use models for nodes
654 `*_optional` drawtypes need less rendering time if deactivated (always client side).
658 Node selection boxes are defined using "node boxes"
660 The `nodebox` node drawtype allows defining visual of nodes consisting of
661 arbitrary number of boxes. It allows defining stuff like stairs. Only the
662 `fixed` and `leveled` box type is supported for these.
664 Please note that this is still experimental, and may be incompatibly
665 changed in the future.
667 A nodebox is defined as any of:
670 -- A normal cube; the default in most things
674 -- A fixed box (facedir param2 is used, if applicable)
676 fixed = box OR {box1, box2, ...}
679 -- A box like the selection box for torches
680 -- (wallmounted param2 is used, if applicable)
681 type = "wallmounted",
687 -- A node that has optional boxes depending on neighbouring nodes'
688 -- presence and type. See also `connects_to`.
690 fixed = box OR {box1, box2, ...}
691 connect_top = box OR {box1, box2, ...}
692 connect_bottom = box OR {box1, box2, ...}
693 connect_front = box OR {box1, box2, ...}
694 connect_left = box OR {box1, box2, ...}
695 connect_back = box OR {box1, box2, ...}
696 connect_right = box OR {box1, box2, ...}
699 A `box` is defined as:
701 {x1, y1, z1, x2, y2, z2}
703 A box of a regular node would look like:
705 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
707 `type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
708 set to level from `param2`.
713 If drawtype `mesh` is used, tiles should hold model materials textures.
714 Only static meshes are implemented.
715 For supported model formats see Irrlicht engine documentation.
720 Noise Parameters, or commonly called "`NoiseParams`", define the properties of
724 Offset that the noise is translated by (i.e. added) after calculation.
727 Factor that the noise is scaled by (i.e. multiplied) after calculation.
730 Vector containing values by which each coordinate is divided by before calculation.
731 Higher spread values result in larger noise features.
733 A value of `{x=250, y=250, z=250}` is common.
736 Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
737 In the case of `minetest.get_perlin()`, this value has the world seed automatically added.
740 Number of times the noise gradient is accumulated into the noise.
742 Increase this number to increase the amount of detail in the resulting noise.
744 A value of `6` is common.
747 Factor by which the effect of the noise gradient function changes with each successive octave.
749 Values less than `1` make the details of successive octaves' noise diminish, while values
750 greater than `1` make successive octaves stronger.
752 A value of `0.6` is common.
755 Factor by which the noise feature sizes change with each successive octave.
757 A value of `2.0` is common.
760 Leave this field unset for no special handling.
762 Currently supported are `defaults`, `eased` and `absvalue`.
765 Specify this if you would like to keep auto-selection of eased/not-eased while specifying
769 Maps noise gradient values onto a quintic S-curve before performing interpolation.
770 This results in smooth, rolling noise. Disable this (`noeased`) for sharp-looking noise.
771 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
774 Accumulates the absolute value of each noise gradient result.
776 Noise parameters format example for 2D or 3D perlin noise or perlin noise maps:
780 spread = {x=500, y=500, z=500},
785 flags = "defaults, absvalue"
787 ^ A single noise parameter table can be used to get 2D or 3D noise,
788 when getting 2D noise spread.z is ignored.
793 These tell in what manner the ore is generated.
795 All default ores are of the uniformly-distributed scatter type.
798 Randomly chooses a location and generates a cluster of ore.
800 If `noise_params` is specified, the ore will be placed if the 3D perlin noise at
801 that point is greater than the `noise_threshold`, giving the ability to create
802 a non-equal distribution of ore.
805 Creates a sheet of ore in a blob shape according to the 2D perlin noise
806 described by `noise_params` and `noise_threshold`. This is essentially an
807 improved version of the so-called "stratus" ore seen in some unofficial mods.
809 This sheet consists of vertical columns of uniform randomly distributed height,
810 varying between the inclusive range `column_height_min` and `column_height_max`.
811 If `column_height_min` is not specified, this parameter defaults to 1.
812 If `column_height_max` is not specified, this parameter defaults to `clust_size`
813 for reverse compatibility. New code should prefer `column_height_max`.
815 The `column_midpoint_factor` parameter controls the position of the column at which
816 ore eminates from. If 1, columns grow upward. If 0, columns grow downward. If 0.5,
817 columns grow equally starting from each direction. `column_midpoint_factor` is a
818 decimal number ranging in value from 0 to 1. If this parameter is not specified,
821 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this ore type.
824 Creates a sheet of ore in a cloud-like puff shape.
826 As with the `sheet` ore type, the size and shape of puffs are described by
827 `noise_params` and `noise_threshold` and are placed at random vertical positions
828 within the currently generated chunk.
830 The vertical top and bottom displacement of each puff are determined by the noise
831 parameters `np_puff_top` and `np_puff_bottom`, respectively.
835 Creates a deformed sphere of ore according to 3d perlin noise described by
836 `noise_params`. The maximum size of the blob is `clust_size`, and
837 `clust_scarcity` has the same meaning as with the `scatter` type.
840 Creates veins of ore varying in density by according to the intersection of two
841 instances of 3d perlin noise with diffferent seeds, both described by
842 `noise_params`. `random_factor` varies the influence random chance has on
843 placement of an ore inside the vein, which is `1` by default. Note that
844 modifying this parameter may require adjusting `noise_threshold`.
845 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
846 by this ore type. This ore type is difficult to control since it is sensitive
847 to small changes. The following is a decent set of parameters to work from:
852 spread = {x=200, y=200, z=200},
858 noise_threshold = 1.6
860 WARNING: Use this ore type *very* sparingly since it is ~200x more
861 computationally expensive than any other ore.
865 See section "Flag Specifier Format".
867 Currently supported flags: `absheight`
870 Also produce this same ore between the height range of `-y_max` and `-y_min`.
872 Useful for having ore in sky realms without having to duplicate ore entries.
875 If set, puff ore generation will not taper down large differences in displacement
876 when approaching the edge of a puff. This flag has no effect for ore types other
879 ### `puff_additive_composition`
880 By default, when noise described by `np_puff_top` or `np_puff_bottom` results in a
881 negative displacement, the sub-column at that point is not generated. With this
882 attribute set, puff ore generation will instead generate the absolute difference in
883 noise displacement values. This flag has no effect for ore types other than `puff`.
887 The varying types of decorations that can be placed.
890 Creates a 1 times `H` times 1 column of a specified node (or a random node from
891 a list, if a decoration list is specified). Can specify a certain node it must
892 spawn next to, such as water or lava, for example. Can also generate a
893 decoration of random height between a specified lower and upper bound.
894 This type of decoration is intended for placement of grass, flowers, cacti,
895 papyri, waterlilies and so on.
898 Copies a box of `MapNodes` from a specified schematic file (or raw description).
899 Can specify a probability of a node randomly appearing when placed.
900 This decoration type is intended to be used for multi-node sized discrete
901 structures, such as trees, cave spikes, rocks, and so on.
906 A schematic specifier identifies a schematic by either a filename to a
907 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
908 in the form of a table. This table specifies the following fields:
910 * The `size` field is a 3D vector containing the dimensions of the provided schematic. (required)
911 * The `yslice_prob` field is a table of {ypos, prob} which sets the `ypos`th vertical slice
912 of the schematic to have a `prob / 256 * 100` chance of occuring. (default: 255)
913 * The `data` field is a flat table of MapNode tables making up the schematic,
914 in the order of `[z [y [x]]]`. (required)
915 Each MapNode table contains:
916 * `name`: the name of the map node to place (required)
917 * `prob` (alias `param1`): the probability of this node being placed (default: 255)
918 * `param2`: the raw param2 value of the node being placed onto the map (default: 0)
919 * `force_place`: boolean representing if the node should forcibly overwrite any
920 previous contents (default: false)
922 About probability values:
923 * A probability value of `0` or `1` means that node will never appear (0% chance).
924 * A probability value of `254` or `255` means the node will always appear (100% chance).
925 * If the probability value `p` is greater than `1`, then there is a
926 `(p / 256 * 100)` percent chance that node will appear when the schematic is
932 See section "Flag Specifier Format".
934 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
937 * `place_center_x`: Placement of this decoration is centered along the X axis.
938 * `place_center_y`: Placement of this decoration is centered along the Y axis.
939 * `place_center_z`: Placement of this decoration is centered along the Z axis.
940 * `force_placement`: Schematic nodes other than "ignore" will replace existing nodes.
945 The position field is used for all element types.
947 To account for differing resolutions, the position coordinates are the percentage
948 of the screen, ranging in value from `0` to `1`.
950 The name field is not yet used, but should contain a description of what the
951 HUD element represents. The direction field is the direction in which something
954 `0` draws from left to right, `1` draws from right to left, `2` draws from
955 top to bottom, and `3` draws from bottom to top.
957 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
958 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
959 Fractional values can be used.
961 The `offset` field specifies a pixel offset from the position. Contrary to position,
962 the offset is not scaled to screen size. This allows for some precisely-positioned
965 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
967 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
969 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
970 in the experimental stages.
973 Displays an image on the HUD.
975 * `scale`: The scale of the image, with 1 being the original texture size.
976 Only the X coordinate scale is used (positive values).
977 Negative values represent that percentage of the screen it
978 should take; e.g. `x=-100` means 100% (width).
979 * `text`: The name of the texture that is displayed.
980 * `alignment`: The alignment of the image.
981 * `offset`: offset in pixels from position.
984 Displays text on the HUD.
986 * `scale`: Defines the bounding rectangle of the text.
987 A value such as `{x=100, y=100}` should work.
988 * `text`: The text to be displayed in the HUD element.
989 * `number`: An integer containing the RGB value of the color used to draw the text.
990 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
991 * `alignment`: The alignment of the text.
992 * `offset`: offset in pixels from position.
995 Displays a horizontal bar made up of half-images.
997 * `text`: The name of the texture that is used.
998 * `number`: The number of half-textures that are displayed.
999 If odd, will end with a vertically center-split texture.
1001 * `offset`: offset in pixels from position.
1002 * `size`: If used, will force full-image size to this value (override texture pack image size)
1005 * `text`: The name of the inventory list to be displayed.
1006 * `number`: Number of items in the inventory to be displayed.
1007 * `item`: Position of item that is selected.
1009 * `offset`: offset in pixels from position.
1012 Displays distance to selected world position.
1014 * `name`: The name of the waypoint.
1015 * `text`: Distance suffix. Can be blank.
1016 * `number:` An integer containing the RGB value of the color used to draw the text.
1017 * `world_pos`: World position of the waypoint.
1019 Representations of simple things
1020 --------------------------------
1024 {x=num, y=num, z=num}
1026 For helper functions see "Vector helpers".
1029 * `{type="nothing"}`
1030 * `{type="node", under=pos, above=pos}`
1031 * `{type="object", ref=ObjectRef}`
1033 Flag Specifier Format
1034 ---------------------
1035 Flags using the standardized flag specifier format can be specified in either of
1036 two ways, by string or table.
1038 The string format is a comma-delimited set of flag names; whitespace and
1039 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1040 flag, and specifying a flag prefixed by the string `"no"` explicitly
1041 clears the flag from whatever the default may be.
1043 In addition to the standard string flag format, the schematic flags field can
1044 also be a table of flag names to boolean values representing whether or not the
1045 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1046 is present, mapped to a boolean of any value, the specified flag is unset.
1048 E.g. A flag field of value
1050 {place_center_x = true, place_center_y=false, place_center_z=true}
1054 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1056 which is equivalent to
1058 "place_center_x, noplace_center_y, place_center_z"
1062 "place_center_x, place_center_z"
1064 since, by default, no schematic attributes are set.
1070 There are three kinds of items: nodes, tools and craftitems.
1072 * Node (`register_node`): A node from the world.
1073 * Tool (`register_tool`): A tool/weapon that can dig and damage
1074 things according to `tool_capabilities`.
1075 * Craftitem (`register_craftitem`): A miscellaneous item.
1078 Items and item stacks can exist in three formats: Serializes, table format
1082 This is called "stackstring" or "itemstring":
1084 * e.g. `'default:dirt 5'`
1085 * e.g. `'default:pick_wood 21323'`
1086 * e.g. `'default:apple'`
1093 {name="default:dirt", count=5, wear=0, metadata=""}
1095 A wooden pick about 1/3 worn out:
1097 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1101 {name="default:apple", count=1, wear=0, metadata=""}
1104 A native C++ format with many helper methods. Useful for converting
1105 between formats. See the Class reference section for details.
1107 When an item must be passed to a function, it can usually be in any of
1113 In a number of places, there is a group table. Groups define the
1114 properties of a thing (item, node, armor of entity, capabilities of
1115 tool) in such a way that the engine and other mods can can interact with
1116 the thing without actually knowing what the thing is.
1119 Groups are stored in a table, having the group names with keys and the
1120 group ratings as values. For example:
1122 groups = {crumbly=3, soil=1}
1125 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1126 -- ^ A more special dirt-kind of thing
1128 Groups always have a rating associated with them. If there is no
1129 useful meaning for a rating for an enabled group, it shall be `1`.
1131 When not defined, the rating of a group defaults to `0`. Thus when you
1132 read groups, you must interpret `nil` and `0` as the same value, `0`.
1134 You can read the rating of a group for an item or a node by using
1136 minetest.get_item_group(itemname, groupname)
1139 Groups of items can define what kind of an item it is (e.g. wool).
1142 In addition to the general item things, groups are used to define whether
1143 a node is destroyable and how long it takes to destroy by a tool.
1145 ### Groups of entities
1146 For entities, groups are, as of now, used only for calculating damage.
1147 The rating is the percentage of damage caused by tools with this damage group.
1148 See "Entity damage mechanism".
1150 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1151 object.set_armor_groups({fleshy=30, cracky=80})
1154 Groups in tools define which groups of nodes and entities they are
1157 ### Groups in crafting recipes
1158 An example: Make meat soup from any meat, any water and any bowl:
1161 output = 'food:meat_soup_raw',
1167 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1170 Another example: Make red wool from white wool and red dye:
1174 output = 'wool:red',
1175 recipe = {'wool:white', 'group:dye,basecolor_red'},
1179 * `immortal`: Disables the group damage system for an entity
1180 * `level`: Can be used to give an additional sense of progression in the game.
1181 * A larger level will cause e.g. a weapon of a lower level make much less
1182 damage, and get worn out much faster, or not be able to get drops
1183 from destroyed nodes.
1184 * `0` is something that is directly accessible at the start of gameplay
1185 * There is no upper limit
1186 * `dig_immediate`: (player can always pick up node without tool wear)
1187 * `2`: node is removed without tool wear after 0.5 seconds or so
1189 * `3`: node is removed without tool wear immediately (torch)
1190 * `disable_jump`: Player (and possibly other things) cannot jump from node
1191 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1192 * `bouncy`: value is bounce speed in percent
1193 * `falling_node`: if there is no walkable block under the node it will fall
1194 * `attached_node`: if the node under it is not a walkable block the node will be
1195 dropped as an item. If the node is wallmounted the wallmounted direction is
1197 * `soil`: saplings will grow on nodes in this group
1198 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1199 connect to each other
1201 ### Known damage and digging time defining groups
1202 * `crumbly`: dirt, sand
1203 * `cracky`: tough but crackable stuff like stone.
1204 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1205 plants, wire, sheets of metal
1206 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1207 * `fleshy`: Living things like animals and the player. This could imply
1208 some blood effects when hitting.
1209 * `explody`: Especially prone to explosions
1210 * `oddly_breakable_by_hand`:
1211 Can be added to nodes that shouldn't logically be breakable by the
1212 hand but are. Somewhat similar to `dig_immediate`, but times are more
1213 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1214 speed of a tool if the tool can dig at a faster speed than this
1215 suggests for the hand.
1217 ### Examples of custom groups
1218 Item groups are often used for defining, well, _groups of items_.
1219 * `meat`: any meat-kind of a thing (rating might define the size or healing
1220 ability or be irrelevant -- it is not defined as of yet)
1221 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1223 * `flammable`: can be set on fire. Rating might define the intensity of the
1224 fire, affecting e.g. the speed of the spreading of an open fire.
1225 * `wool`: any wool (any origin, any color)
1226 * `metal`: any metal
1227 * `weapon`: any weapon
1228 * `heavy`: anything considerably heavy
1230 ### Digging time calculation specifics
1231 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1232 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1233 faster digging time.
1235 The `level` group is used to limit the toughness of nodes a tool can dig
1236 and to scale the digging times / damage to a greater extent.
1238 **Please do understand this**, otherwise you cannot use the system to it's
1241 Tools define their properties by a list of parameters for groups. They
1242 cannot dig other groups; thus it is important to use a standard bunch of
1243 groups to enable interaction with tools.
1245 #### Tools definition
1248 * Full punch interval
1249 * Maximum drop level
1250 * For an arbitrary list of groups:
1251 * Uses (until the tool breaks)
1252 * Maximum level (usually `0`, `1`, `2` or `3`)
1256 #### Full punch interval
1257 When used as a weapon, the tool will do full damage if this time is spent
1258 between punches. If e.g. half the time is spent, the tool will do half
1261 #### Maximum drop level
1262 Suggests the maximum level of node, when dug with the tool, that will drop
1263 it's useful item. (e.g. iron ore to drop a lump of iron).
1265 This is not automated; it is the responsibility of the node definition
1269 Determines how many uses the tool has when it is used for digging a node,
1270 of this group, of the maximum level. For lower leveled nodes, the use count
1271 is multiplied by `3^leveldiff`.
1273 * `uses=10, leveldiff=0`: actual uses: 10
1274 * `uses=10, leveldiff=1`: actual uses: 30
1275 * `uses=10, leveldiff=2`: actual uses: 90
1278 Tells what is the maximum level of a node of this group that the tool will
1282 List of digging times for different ratings of the group, for nodes of the
1285 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1286 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1287 for this group, and unable to dig the rating `1`, which is the toughest.
1288 Unless there is a matching group that enables digging otherwise.
1291 List of damage for groups of entities. See "Entity damage mechanism".
1293 #### Example definition of the capabilities of a tool
1295 tool_capabilities = {
1296 full_punch_interval=1.5,
1299 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1301 damage_groups = {fleshy=2},
1304 This makes the tool be able to dig nodes that fulfil both of these:
1306 * Have the `crumbly` group
1307 * Have a `level` group less or equal to `2`
1309 Table of resulting digging times:
1311 crumbly 0 1 2 3 4 <- level
1313 1 0.80 1.60 1.60 - -
1314 2 0.60 1.20 1.20 - -
1315 3 0.40 0.80 0.80 - -
1317 level diff: 2 1 0 -1 -2
1319 Table of resulting tool uses:
1328 * At `crumbly==0`, the node is not diggable.
1329 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1330 easy nodes to be quickly breakable.
1331 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1333 Entity damage mechanism
1334 -----------------------
1338 foreach group in cap.damage_groups:
1339 damage += cap.damage_groups[group] * limit(actual_interval /
1340 cap.full_punch_interval, 0.0, 1.0)
1341 * (object.armor_groups[group] / 100.0)
1342 -- Where object.armor_groups[group] is 0 for inexistent values
1345 Client predicts damage based on damage groups. Because of this, it is able to
1346 give an immediate response when an entity is damaged or dies; the response is
1347 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1349 Currently a smoke puff will appear when an entity dies.
1351 The group `immortal` completely disables normal damage.
1353 Entities can define a special armor group, which is `punch_operable`. This
1354 group disables the regular damage mechanism for players punching it by hand or
1355 a non-tool item, so that it can do something else than take damage.
1357 On the Lua side, every punch calls:
1359 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
1361 This should never be called directly, because damage is usually not handled by
1364 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1365 accessed unless absolutely required, to encourage interoperability.
1366 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1367 * `tool_capabilities` can be `nil`.
1368 * `direction` is a unit vector, pointing from the source of the punch to
1371 To punch an entity/object in Lua, call:
1373 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1375 * Return value is tool wear.
1376 * Parameters are equal to the above callback.
1377 * If `direction` equals `nil` and `puncher` does not equal `nil`,
1378 `direction` will be automatically filled in based on the location of `puncher`.
1382 The instance of a node in the world normally only contains the three values
1383 mentioned in "Nodes". However, it is possible to insert extra data into a
1384 node. It is called "node metadata"; See "`NodeMetaRef`".
1386 Metadata contains two things:
1391 Some of the values in the key-value store are handled specially:
1393 * `formspec`: Defines a right-click inventory menu. See "Formspec".
1394 * `infotext`: Text shown on the screen when the node is pointed at
1398 local meta = minetest.get_meta(pos)
1399 meta:set_string("formspec",
1401 "list[context;main;0,0;8,4;]"..
1402 "list[current_player;main;0,5;8,4;]")
1403 meta:set_string("infotext", "Chest");
1404 local inv = meta:get_inventory()
1405 inv:set_size("main", 8*4)
1406 print(dump(meta:to_table()))
1409 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1410 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1411 [10] = "", [11] = "", [12] = "", [13] = "",
1412 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1413 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1414 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1415 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1419 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1426 Formspec defines a menu. Currently not much else than inventories are
1427 supported. It is a string, with a somewhat strange format.
1429 Spaces and newlines can be inserted between the blocks, as is used in the
1437 list[context;main;0,0;8,4;]
1438 list[current_player;main;0,5;8,4;]
1443 list[context;fuel;2,3;1,1;]
1444 list[context;src;2,1;1,1;]
1445 list[context;dst;5,1;2,2;]
1446 list[current_player;main;0,5;8,4;]
1448 #### Minecraft-like player inventory
1451 image[1,0.6;1,2;player.png]
1452 list[current_player;main;0,3.5;8,4;]
1453 list[current_player;craft;3,0;3,3;]
1454 list[current_player;craftpreview;7,1;1,1;]
1458 #### `size[<W>,<H>,<fixed_size>]`
1459 * Define the size of the menu in inventory slots
1460 * `fixed_size`: `true`/`false` (optional)
1461 * deprecated: `invsize[<W>,<H>;]`
1463 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1464 * Show an inventory list
1466 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1467 * Show an inventory list
1469 #### `listring[<inventory location>;<list name>]`
1470 * Allows to create a ring of inventory lists
1471 * Shift-clicking on items in one element of the ring
1472 will send them to the next inventory list inside the ring
1473 * The first occurrence of an element inside the ring will
1474 determine the inventory where items will be sent to
1477 * Shorthand for doing `listring[<inventory location>;<list name>]`
1478 for the last two inventory lists added by list[...]
1480 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1481 * Sets background color of slots as `ColorString`
1482 * Sets background color of slots on mouse hovering
1484 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1485 * Sets background color of slots as `ColorString`
1486 * Sets background color of slots on mouse hovering
1487 * Sets color of slots border
1489 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
1490 * Sets background color of slots as `ColorString`
1491 * Sets background color of slots on mouse hovering
1492 * Sets color of slots border
1493 * Sets default background color of tooltips
1494 * Sets default font color of tooltips
1496 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
1497 * Adds tooltip for an element
1498 * `<bgcolor>` tooltip background color as `ColorString` (optional)
1499 * `<fontcolor>` tooltip font color as `ColorString` (optional)
1501 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
1503 * Position and size units are inventory slots
1505 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
1506 * Show an inventory image of registered item/node
1507 * Position and size units are inventory slots
1509 #### `bgcolor[<color>;<fullscreen>]`
1510 * Sets background color of formspec as `ColorString`
1511 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
1513 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
1514 * Use a background. Inventory rectangles are not drawn then.
1515 * Position and size units are inventory slots
1516 * Example for formspec 8x4 in 16x resolution: image shall be sized
1517 8 times 16px times 4 times 16px.
1519 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
1520 * Use a background. Inventory rectangles are not drawn then.
1521 * Position and size units are inventory slots
1522 * Example for formspec 8x4 in 16x resolution:
1523 image shall be sized 8 times 16px times 4 times 16px
1524 * If `true` the background is clipped to formspec size
1525 (`x` and `y` are used as offset values, `w` and `h` are ignored)
1527 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>;<close_on_enter>]`
1528 * Textual password style field; will be sent to server when a button is clicked
1529 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1531 * `x` and `y` position the field relative to the top left of the menu
1532 * `w` and `h` are the size of the field
1533 * Fields are a set height, but will be vertically centred on `h`
1534 * Position and size units are inventory slots
1535 * `name` is the name of the field as returned in fields to `on_receive_fields`
1536 * `label`, if not blank, will be text printed on the top left above the field
1537 * `close_on_enter` (optional) is whether the form should accept and close when enter is
1538 pressed in this field. Defaults to true.
1540 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>;<close_on_enter>]`
1541 * Textual field; will be sent to server when a button is clicked
1542 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1544 * `x` and `y` position the field relative to the top left of the menu
1545 * `w` and `h` are the size of the field
1546 * Fields are a set height, but will be vertically centred on `h`
1547 * Position and size units are inventory slots
1548 * `name` is the name of the field as returned in fields to `on_receive_fields`
1549 * `label`, if not blank, will be text printed on the top left above the field
1550 * `default` is the default value of the field
1551 * `default` may contain variable references such as `${text}'` which
1552 will fill the value from the metadata value `text`
1553 * **Note**: no extra text or more than a single variable is supported ATM.
1554 * `close_on_enter` (optional) is whether the form should accept and close when enter is
1555 pressed in this field. Defaults to true.
1557 #### `field[<name>;<label>;<default>;<close_on_enter>]`
1558 * As above, but without position/size units
1559 * When enter is pressed in field, fields.key_enter_field will be sent with the name
1561 * Special field for creating simple forms, such as sign text input
1562 * Must be used without a `size[]` element
1563 * A "Proceed" button will be added automatically
1564 * `close_on_enter` (optional) is whether the form should accept and close when enter is
1565 pressed in this field. Defaults to true.
1567 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
1568 * Same as fields above, but with multi-line input
1570 #### `label[<X>,<Y>;<label>]`
1571 * `x` and `y` work as per field
1572 * `label` is the text on the label
1573 * Position and size units are inventory slots
1575 #### `vertlabel[<X>,<Y>;<label>]`
1576 * Textual label drawn vertically
1577 * `x` and `y` work as per field
1578 * `label` is the text on the label
1579 * Position and size units are inventory slots
1581 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
1582 * Clickable button. When clicked, fields will be sent.
1583 * `x`, `y` and `name` work as per field
1584 * `w` and `h` are the size of the button
1585 * `label` is the text on the button
1586 * Position and size units are inventory slots
1588 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1589 * `x`, `y`, `w`, `h`, and `name` work as per button
1590 * `texture name` is the filename of an image
1591 * Position and size units are inventory slots
1593 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
1594 * `x`, `y`, `w`, `h`, and `name` work as per button
1595 * `texture name` is the filename of an image
1596 * Position and size units are inventory slots
1597 * `noclip=true` means the image button doesn't need to be within specified formsize
1598 * `drawborder`: draw button border or not
1599 * `pressed texture name` is the filename of an image on pressed state
1601 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
1602 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
1603 * `item name` is the registered name of an item/node,
1604 tooltip will be made out of its description
1605 to override it use tooltip element
1606 * Position and size units are inventory slots
1608 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
1609 * When clicked, fields will be sent and the form will quit.
1611 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
1612 * When clicked, fields will be sent and the form will quit.
1614 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
1615 * Scrollable item list showing arbitrary text elements
1616 * `x` and `y` position the itemlist relative to the top left of the menu
1617 * `w` and `h` are the size of the itemlist
1618 * `name` fieldname sent to server on doubleclick value is current selected element
1619 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
1620 * if you want a listelement to start with "#" write "##".
1622 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
1623 * Scrollable itemlist showing arbitrary text elements
1624 * `x` and `y` position the item list relative to the top left of the menu
1625 * `w` and `h` are the size of the item list
1626 * `name` fieldname sent to server on doubleclick value is current selected element
1627 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
1628 * if you want a listelement to start with "#" write "##"
1629 * Index to be selected within textlist
1630 * `true`/`false`: draw transparent background
1631 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
1633 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
1634 * Show a tab**header** at specific position (ignores formsize)
1635 * `x` and `y` position the itemlist relative to the top left of the menu
1636 * `name` fieldname data is transferred to Lua
1637 * `caption 1`...: name shown on top of tab
1638 * `current_tab`: index of selected tab 1...
1639 * `transparent` (optional): show transparent
1640 * `draw_border` (optional): draw border
1642 #### `box[<X>,<Y>;<W>,<H>;<color>]`
1643 * Simple colored semitransparent box
1644 * `x` and `y` position the box relative to the top left of the menu
1645 * `w` and `h` are the size of box
1646 * `color` is color specified as a `ColorString`
1648 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
1649 * Show a dropdown field
1650 * **Important note**: There are two different operation modes:
1651 1. handle directly on change (only changed dropdown is submitted)
1652 2. read the value on pressing a button (all dropdown values are available)
1653 * `x` and `y` position of dropdown
1655 * Fieldname data is transferred to Lua
1656 * Items to be shown in dropdown
1657 * Index of currently selected dropdown item
1659 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
1661 * `x` and `y`: position of checkbox
1662 * `name` fieldname data is transferred to Lua
1663 * `label` to be shown left of checkbox
1664 * `selected` (optional): `true`/`false`
1666 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
1668 * There are two ways to use it:
1669 1. handle the changed event (only changed scrollbar is available)
1670 2. read the value on pressing a button (all scrollbars are available)
1671 * `x` and `y`: position of trackbar
1672 * `w` and `h`: width and height
1673 * `orientation`: `vertical`/`horizontal`
1674 * Fieldname data is transferred to Lua
1675 * Value this trackbar is set to (`0`-`1000`)
1676 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
1678 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
1679 * Show scrollable table using options defined by the previous `tableoptions[]`
1680 * Displays cells as defined by the previous `tablecolumns[]`
1681 * `x` and `y`: position the itemlist relative to the top left of the menu
1682 * `w` and `h` are the size of the itemlist
1683 * `name`: fieldname sent to server on row select or doubleclick
1684 * `cell 1`...`cell n`: cell contents given in row-major order
1685 * `selected idx`: index of row to be selected within table (first row = `1`)
1686 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
1688 #### `tableoptions[<opt 1>;<opt 2>;...]`
1689 * Sets options for `table[]`
1691 * default text color (`ColorString`), defaults to `#FFFFFF`
1692 * `background=#RRGGBB`
1693 * table background color (`ColorString`), defaults to `#000000`
1694 * `border=<true/false>`
1695 * should the table be drawn with a border? (default: `true`)
1696 * `highlight=#RRGGBB`
1697 * highlight background color (`ColorString`), defaults to `#466432`
1698 * `highlight_text=#RRGGBB`
1699 * highlight text color (`ColorString`), defaults to `#FFFFFF`
1700 * `opendepth=<value>`
1701 * all subtrees up to `depth < value` are open (default value = `0`)
1702 * only useful when there is a column of type "tree"
1704 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
1705 * Sets columns for `table[]`
1706 * Types: `text`, `image`, `color`, `indent`, `tree`
1707 * `text`: show cell contents as text
1708 * `image`: cell contents are an image index, use column options to define images
1709 * `color`: cell contents are a ColorString and define color of following cell
1710 * `indent`: cell contents are a number and define indentation of following cell
1711 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
1714 * for `text` and `image`: content alignment within cells.
1715 Available values: `left` (default), `center`, `right`, `inline`
1717 * for `text` and `image`: minimum width in em (default: `0`)
1718 * for `indent` and `tree`: indent width in em (default: `1.5`)
1719 * `padding=<value>`: padding left of the column, in em (default `0.5`).
1720 Exception: defaults to 0 for indent columns
1721 * `tooltip=<value>`: tooltip text (default: empty)
1722 * `image` column options:
1723 * `0=<value>` sets image for image index 0
1724 * `1=<value>` sets image for image index 1
1725 * `2=<value>` sets image for image index 2
1726 * and so on; defined indices need not be contiguous empty or
1727 non-numeric cells are treated as `0`.
1728 * `color` column options:
1729 * `span=<value>`: number of following columns to affect (default: infinite)
1731 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
1732 pass key press events to formspec!
1736 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
1737 * `"current_player"`: Player to whom the menu is shown
1738 * `"player:<name>"`: Any player
1739 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
1740 * `"detached:<name>"`: A detached inventory
1744 `#RGB` defines a color in hexadecimal format.
1746 `#RGBA` defines a color in hexadecimal format and alpha channel.
1748 `#RRGGBB` defines a color in hexadecimal format.
1750 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1752 Named colors are also supported and are equivalent to
1753 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1754 To specify the value of the alpha channel, append `#AA` to the end of the color name
1755 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1756 value must (always) be two hexadecimal digits.
1760 A ColorSpec specifies a 32-bit color. It can be written in either:
1761 table form, each element ranging from 0..255 (a, if absent, defaults to 255):
1762 `colorspec = {a=255, r=0, g=255, b=0}`
1763 numerical form, the raw integer value of an ARGB8 quad:
1764 `colorspec = 0xFF00FF00`
1765 or string form, a ColorString (defined above):
1766 `colorspec = "green"`
1770 Most text can contain escape sequences, that can for example color the text.
1771 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1772 The following functions provide escape sequences:
1773 * `core.get_color_escape_sequence(color)`:
1774 * `color` is a ColorString
1775 * The escape sequence sets the text color to `color`
1776 * `core.colorize(color, message)`:
1778 `core.get_color_escape_sequence(color) ..
1780 core.get_color_escape_sequence("#ffffff")`
1781 * `color.get_background_escape_sequence(color)`
1782 * `color` is a ColorString
1783 * The escape sequence sets the background of the whole text element to
1784 `color`. Only defined for item descriptions and tooltips.
1788 * `vector.new(a[, b, c])`: returns a vector:
1789 * A copy of `a` if `a` is a vector.
1790 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
1791 * `vector.direction(p1, p2)`: returns a vector
1792 * `vector.distance(p1, p2)`: returns a number
1793 * `vector.length(v)`: returns a number
1794 * `vector.normalize(v)`: returns a vector
1795 * `vector.round(v)`: returns a vector, each dimension rounded to floor
1796 * `vector.apply(v, func)`: returns a vector
1797 * `vector.equals(v1, v2)`: returns a boolean
1799 For the following functions `x` can be either a vector or a number:
1801 * `vector.add(v, x)`: returns a vector
1802 * `vector.subtract(v, x)`: returns a vector
1803 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
1804 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
1808 * `dump2(obj, name="_", dumped={})`
1809 * Return object serialized as a string, handles reference loops
1810 * `dump(obj, dumped={})`
1811 * Return object serialized as a string
1812 * `math.hypot(x, y)`
1813 * Get the hypotenuse of a triangle with legs x and y.
1814 Useful for distance calculation.
1815 * `math.sign(x, tolerance)`
1816 * Get the sign of a number.
1817 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
1818 * `string.split(str, separator=",", include_empty=false, max_splits=-1,
1819 * sep_is_pattern=false)`
1820 * If `max_splits` is negative, do not limit splits.
1821 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
1822 * e.g. `string:split("a,b", ",") == {"a","b"}`
1824 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
1825 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns `"(X,Y,Z)"`
1826 * Convert position to a printable string
1827 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
1828 * `minetest.string_to_pos(string)`: returns a position
1829 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
1830 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
1831 * Converts a string representing an area box into two positions
1832 * `minetest.formspec_escape(string)`: returns a string
1833 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
1834 * `minetest.is_yes(arg)`
1835 * returns whether `arg` can be interpreted as yes
1836 * `minetest.get_us_time()`
1837 * returns time with microsecond precision. May not return wall time.
1838 * `table.copy(table)`: returns a table
1839 * returns a deep copy of `table`
1841 `minetest` namespace reference
1842 ------------------------------
1846 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
1847 * `minetest.get_modpath(modname)`: returns e.g. `"/home/user/.minetest/usermods/modname"`
1848 * Useful for loading additional `.lua` modules or static data from mod
1849 * `minetest.get_modnames()`: returns a list of installed mods
1850 * Return a list of installed mods, sorted alphabetically
1851 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
1852 * Useful for storing custom data
1853 * `minetest.is_singleplayer()`
1854 * `minetest.features`
1855 * Table containing API feature flags: `{foo=true, bar=true}`
1856 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
1857 * `arg`: string or table in format `{foo=true, bar=true}`
1858 * `missing_features`: `{foo=true, bar=true}`
1859 * `minetest.get_player_information(player_name)`: returns a table containing
1860 information about player. Example return value:
1862 address = "127.0.0.1", -- IP address of client
1863 ip_version = 4, -- IPv4 / IPv6
1864 min_rtt = 0.01, -- minimum round trip time
1865 max_rtt = 0.2, -- maximum round trip time
1866 avg_rtt = 0.02, -- average round trip time
1867 min_jitter = 0.01, -- minimum packet time jitter
1868 max_jitter = 0.5, -- maximum packet time jitter
1869 avg_jitter = 0.03, -- average packet time jitter
1870 connection_uptime = 200, -- seconds since client connected
1872 -- following information is available on debug build only!!!
1873 -- DO NOT USE IN MODS
1874 --ser_vers = 26, -- serialization version used by client
1875 --prot_vers = 23, -- protocol version used by client
1876 --major = 0, -- major version number
1877 --minor = 4, -- minor version number
1878 --patch = 10, -- patch version number
1879 --vers_string = "0.4.9-git", -- full version string
1880 --state = "Active" -- current client state
1882 * `minetest.mkdir(path)`: returns success.
1883 * Creates a directory specified by `path`, creating parent directories
1884 if they don't exist.
1885 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
1887 * nil: return all entries,
1888 * true: return only subdirectory names, or
1889 * false: return only file names.
1892 * `minetest.debug(...)`
1893 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
1894 * `minetest.log([level,] text)`
1895 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
1896 `"info"`, or `"verbose"`. Default is `"none"`.
1898 ### Registration functions
1899 Call these functions only at load time!
1901 * `minetest.register_entity(name, prototype table)`
1902 * `minetest.register_abm(abm definition)`
1903 * `minetest.register_lbm(lbm definition)`
1904 * `minetest.register_node(name, node definition)`
1905 * `minetest.register_tool(name, item definition)`
1906 * `minetest.register_craftitem(name, item definition)`
1907 * `minetest.unregister_item(name)`
1908 * `minetest.register_alias(name, convert_to)`
1909 * `minetest.register_alias_force(name, convert_to)`
1910 * `minetest.register_craft(recipe)`
1911 * Check recipe table syntax for different types below.
1912 * `minetest.clear_craft(recipe)`
1913 * Will erase existing craft based either on output item or on input recipe.
1914 * Specify either output or input only. If you specify both, input will be ignored. For input use the same recipe table
1915 syntax as for `minetest.register_craft(recipe)`. For output specify only the item, without a quantity.
1916 * If no erase candidate could be found, Lua exception will be thrown.
1917 * Warning! The type field ("shaped","cooking" or any other) will be ignored if the recipe
1918 contains output. Erasing is then done independently from the crafting method.
1919 * `minetest.register_ore(ore definition)`
1920 * `minetest.register_decoration(decoration definition)`
1921 * `minetest.override_item(name, redefinition)`
1922 * Overrides fields of an item registered with register_node/tool/craftitem.
1923 * Note: Item must already be defined, (opt)depend on the mod defining it.
1924 * Example: `minetest.override_item("default:mese", {light_source=LIGHT_MAX})`
1926 * `minetest.clear_registered_ores()`
1927 * `minetest.clear_registered_decorations()`
1929 ### Global callback registration functions
1930 Call these functions only at load time!
1932 * `minetest.register_globalstep(func(dtime))`
1933 * Called every server step, usually interval of 0.1s
1934 * `minetest.register_on_shutdown(func())`
1935 * Called before server shutdown
1936 * **Warning**: If the server terminates abnormally (i.e. crashes), the registered
1937 callbacks **will likely not be run**. Data should be saved at
1938 semi-frequent intervals as well as on server shutdown.
1939 * `minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
1940 * Called when a node has been placed
1941 * If return `true` no item is taken from `itemstack`
1942 * **Not recommended**; use `on_construct` or `after_place_node` in node definition
1944 * `minetest.register_on_dignode(func(pos, oldnode, digger))`
1945 * Called when a node has been dug.
1946 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node definition
1948 * `minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))`
1949 * Called when a node is punched
1950 * `minetest.register_on_generated(func(minp, maxp, blockseed))`
1951 * Called after generating a piece of world. Modifying nodes inside the area
1952 is a bit faster than usually.
1953 * `minetest.register_on_newplayer(func(ObjectRef))`
1954 * Called after a new player has been created
1955 * `minetest.register_on_dieplayer(func(ObjectRef))`
1956 * Called when a player dies
1957 * `minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
1958 * Called when a player is punched
1959 * `player` - ObjectRef - Player that was punched
1960 * `hitter` - ObjectRef - Player that hit
1961 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be nil)
1962 * `tool_capabilities`: capability table of used tool (can be nil)
1963 * `dir`: unit vector of direction of punch. Always defined. Points from
1964 the puncher to the punched.
1965 * `damage` - number that represents the damage calculated by the engine
1966 * should return `true` to prevent the default damage mechanism
1967 * `minetest.register_on_player_hpchange(func(player, hp_change), modifier)`
1968 * Called when the player gets damaged or healed
1969 * `player`: ObjectRef of the player
1970 * `hp_change`: the amount of change. Negative when it is damage.
1971 * `modifier`: when true, the function should return the actual hp_change.
1972 Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
1973 modifiers can return true as a second argument to stop the execution of further functions.
1974 Non-modifiers receive the final hp change calculated by the modifiers.
1975 * `minetest.register_on_respawnplayer(func(ObjectRef))`
1976 * Called when player is to be respawned
1977 * Called _before_ repositioning of player occurs
1978 * return true in func to disable regular player placement
1979 * `minetest.register_on_prejoinplayer(func(name, ip))`
1980 * Called before a player joins the game
1981 * If it returns a string, the player is disconnected with that string as reason
1982 * `minetest.register_on_joinplayer(func(ObjectRef))`
1983 * Called when a player joins the game
1984 * `minetest.register_on_leaveplayer(func(ObjectRef, timed_out))`
1985 * Called when a player leaves the game
1986 * `timed_out`: True for timeout, false for other reasons.
1987 * `minetest.register_on_cheat(func(ObjectRef, cheat))`
1988 * Called when a player cheats
1989 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
1990 * `"moved_too_fast"`
1991 * `"interacted_too_far"`
1992 * `"finished_unknown_dig"`
1995 * `minetest.register_on_chat_message(func(name, message))`
1996 * Called always when a player says something
1997 * Return `true` to mark the message as handled, which means that it will not be sent to other players
1998 * `minetest.register_on_player_receive_fields(func(player, formname, fields))`
1999 * Called when a button is pressed in player's inventory form
2000 * Newest functions are called first
2001 * If function returns `true`, remaining functions are not called
2002 * `minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))`
2003 * Called when `player` crafts something
2004 * `itemstack` is the output
2005 * `old_craft_grid` contains the recipe (Note: the one in the inventory is cleared)
2006 * `craft_inv` is the inventory with the crafting grid
2007 * Return either an `ItemStack`, to replace the output, or `nil`, to not modify it
2008 * `minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))`
2009 * The same as before, except that it is called before the player crafts, to make
2010 craft prediction, and it should not change anything.
2011 * `minetest.register_on_protection_violation(func(pos, name))`
2012 * Called by `builtin` and mods when a player violates protection at a position
2013 (eg, digs a node or punches a protected entity).
2014 * The registered functions can be called using `minetest.record_protection_violation`
2015 * The provided function should check that the position is protected by the mod
2016 calling this function before it prints a message, if it does, to allow for
2017 multiple protection mods.
2018 * `minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))`
2019 * Called when an item is eaten, by `minetest.item_eat`
2020 * Return `true` or `itemstack` to cancel the default item eat response (i.e.: hp increase)
2022 ### Other registration functions
2023 * `minetest.register_chatcommand(cmd, chatcommand definition)`
2024 * `minetest.register_privilege(name, definition)`
2025 * `definition`: `"description text"`
2026 * `definition`: `{ description = "description text", give_to_singleplayer = boolean}`
2027 the default of `give_to_singleplayer` is true
2028 * To allow players with basic_privs to grant, see basic_privs minetest.conf setting.
2029 * `minetest.register_authentication_handler(handler)`
2030 * See `minetest.builtin_auth_handler` in `builtin.lua` for reference
2033 * `minetest.setting_set(name, value)`
2034 * Setting names can't contain whitespace or any of `="{}#`.
2035 * Setting values can't contain the sequence `\n"""`.
2036 * Setting names starting with "secure." can't be set.
2037 * `minetest.setting_get(name)`: returns string or `nil`
2038 * `minetest.setting_setbool(name, value)`
2039 * See documentation on `setting_set` for restrictions.
2040 * `minetest.setting_getbool(name)`: returns boolean or `nil`
2041 * `minetest.setting_get_pos(name)`: returns position or nil
2042 * `minetest.setting_save()`, returns `nil`, save all settings to config file
2045 * `minetest.notify_authentication_modified(name)`
2046 * Should be called by the authentication handler if privileges changes.
2047 * To report everybody, set `name=nil`.
2048 * `minetest.check_password_entry(name, entry, password)`
2049 * Returns true if the "db entry" for a player with name matches given
2050 * password, false otherwise.
2051 * The "db entry" is the usually player-individual value that is derived
2052 * from the player's chosen password and stored on the server in order to allow
2053 * authentication whenever the player desires to log in.
2054 * Only use this function for making it possible to log in via the password from
2055 * via protocols like IRC, other uses for inside the game are frowned upon.
2056 * `minetest.get_password_hash(name, raw_password)`
2057 * Convert a name-password pair to a password hash that Minetest can use.
2058 * The returned value alone is not a good basis for password checks based
2059 * on comparing the password hash in the database with the password hash
2060 * from the function, with an externally provided password, as the hash
2061 * in the db might use the new SRP verifier format.
2062 * For this purpose, use minetest.check_password_entry instead.
2063 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
2064 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
2065 * Convert between two privilege representations
2066 * `minetest.set_player_password(name, password_hash)`
2067 * `minetest.set_player_privs(name, {priv1=true,...})`
2068 * `minetest.get_player_privs(name) -> {priv1=true,...}`
2069 * `minetest.auth_reload()`
2070 * `minetest.check_player_privs(player_or_name, ...)`: returns `bool, missing_privs`
2071 * A quickhand for checking privileges.
2072 * `player_or_name`: Either a Player object or the name of a player.
2073 * `...` is either a list of strings, e.g. `"priva", "privb"` or
2074 a table, e.g. `{ priva = true, privb = true }`.
2075 * `minetest.get_player_ip(name)`: returns an IP address string
2077 `minetest.set_player_password`, `minetest_set_player_privs`, `minetest_get_player_privs`
2078 and `minetest.auth_reload` call the authetification handler.
2081 * `minetest.chat_send_all(text)`
2082 * `minetest.chat_send_player(name, text)`
2084 ### Environment access
2085 * `minetest.set_node(pos, node)`
2086 * `minetest.add_node(pos, node): alias set_node(pos, node)`
2087 * Set node at position (`node = {name="foo", param1=0, param2=0}`)
2088 * `minetest.swap_node(pos, node`
2089 * Set node at position, but don't remove metadata
2090 * `minetest.remove_node(pos)`
2091 * Equivalent to `set_node(pos, "air")`
2092 * `minetest.get_node(pos)`
2093 * Returns the node at the given position as table in the format
2094 `{name="node_name", param1=0, param2=0}`, returns `{name="ignore", param1=0, param2=0}`
2096 * `minetest.get_node_or_nil(pos)`
2097 * Same as `get_node` but returns `nil` for unloaded areas.
2098 * `minetest.get_node_light(pos, timeofday)`
2099 * Gets the light value at the given position. Note that the light value
2100 "inside" the node at the given position is returned, so you usually want
2101 to get the light value of a neighbor.
2102 * `pos`: The position where to measure the light.
2103 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
2104 * Returns a number between `0` and `15` or `nil`
2105 * `minetest.place_node(pos, node)`
2106 * Place node with the same effects that a player would cause
2107 * `minetest.dig_node(pos)`
2108 * Dig node with the same effects that a player would cause
2109 * Returns `true` if successful, `false` on failure (e.g. protected location)
2110 * `minetest.punch_node(pos)`
2111 * Punch node with the same effects that a player would cause
2113 * `minetest.find_nodes_with_meta(pos1, pos2)`
2114 * Get a table of positions of nodes that have metadata within a region {pos1, pos2}
2115 * `minetest.get_meta(pos)`
2116 * Get a `NodeMetaRef` at that position
2117 * `minetest.get_node_timer(pos)`
2118 * Get `NodeTimerRef`
2120 * `minetest.add_entity(pos, name)`: Spawn Lua-defined entity at position
2121 * Returns `ObjectRef`, or `nil` if failed
2122 * `minetest.add_item(pos, item)`: Spawn item
2123 * Returns `ObjectRef`, or `nil` if failed
2124 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
2125 * `minetest.get_objects_inside_radius(pos, radius)`
2126 * `radius`: using an euclidean metric
2127 * `minetest.set_timeofday(val)`
2128 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
2129 * `minetest.get_timeofday()`
2130 * `minetest.get_gametime()`: returns the time, in seconds, since the world was created
2131 * `minetest.get_day_count()`: returns number days elapsed since world was created,
2132 * accounting for time changes.
2133 * `minetest.find_node_near(pos, radius, nodenames)`: returns pos or `nil`
2134 * `radius`: using a maximum metric
2135 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2136 * `minetest.find_nodes_in_area(minp, maxp, nodenames)`: returns a list of positions
2137 * returns as second value a table with the count of the individual nodes found
2138 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2139 * `minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)`: returns a list of positions
2140 * returned positions are nodes with a node air above
2141 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
2142 * `minetest.get_perlin(noiseparams)`
2143 * `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
2144 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
2145 * `minetest.get_voxel_manip([pos1, pos2])`
2146 * Return voxel manipulator object.
2147 * Loads the manipulator from the map if positions are passed.
2148 * `minetest.set_gen_notify(flags, {deco_ids})`
2149 * Set the types of on-generate notifications that should be collected
2150 * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
2151 `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
2152 * The second parameter is a list of IDS of decorations which notification is requested for
2153 * `get_gen_notify()`: returns a flagstring and a table with the deco_ids
2154 * `minetest.get_mapgen_object(objectname)`
2155 * Return requested mapgen object if available (see "Mapgen objects")
2156 * `minetest.get_biome_id(biome_name)`
2157 * Returns the biome id, as used in the biomemap Mapgen object, for a
2158 given biome_name string.
2159 * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
2160 `mgname`, `seed`, `chunksize`, `water_level`, and `flags`.
2161 * Deprecated: use minetest.get_mapgen_setting(name) instead
2162 * `minetest.set_mapgen_params(MapgenParams)`
2163 * Deprecated: use minetest.set_mapgen_setting(name, value, override) instead
2164 * Set map generation parameters
2165 * Function cannot be called after the registration period; only initialization
2166 and `on_mapgen_init`
2167 * Takes a table as an argument with the fields `mgname`, `seed`, `water_level`,
2169 * Leave field unset to leave that parameter unchanged
2170 * `flags` contains a comma-delimited string of flags to set,
2171 or if the prefix `"no"` is attached, clears instead.
2172 * `flags` is in the same format and has the same options as `mg_flags` in `minetest.conf`
2173 * `minetest.get_mapgen_setting(name)`
2174 * Gets the *active* mapgen setting (or nil if none exists) in string format with the following
2175 order of precedence:
2176 1) Settings loaded from map_meta.txt or overrides set during mod execution
2177 2) Settings set by mods without a metafile override
2178 3) Settings explicitly set in the user config file, minetest.conf
2179 4) Settings set as the user config default
2180 * `minetest.get_mapgen_setting_noiseparams(name)`
2181 * Same as above, but returns the value as a NoiseParams table if the setting `name` exists
2182 and is a valid NoiseParams
2183 * `minetest.set_mapgen_setting(name, value, [override_meta=false])`
2184 * Sets a mapgen param to `value`, and will take effect if the corresponding mapgen setting
2185 is not already present in map_meta.txt. If the optional boolean override_meta is set to true,
2186 this setting will become the active setting regardless of the map metafile contents.
2187 * Note: to set the seed, use "seed", not "fixed_map_seed"
2188 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta=false])`
2189 * Same as above, except value is a NoiseParams table
2190 * `minetest.set_noiseparams(name, noiseparams, set_default)`
2191 * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
2192 * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
2193 should be applied to the default config or current active config
2194 * `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
2195 * `minetest.generate_ores(vm, pos1, pos2)`
2196 * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2197 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2198 * `minetest.generate_decorations(vm, pos1, pos2)`
2199 * Generate all registered decorations within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
2200 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
2201 * `minetest.clear_objects([options])`
2202 * Clear all objects in the environment
2203 * Takes an optional table as an argument with the field `mode`.
2204 * mode = `"full"`: Load and go through every mapblock, clearing objects (default).
2205 * mode = `"quick"`: Clear objects immediately in loaded mapblocks;
2206 clear objects in unloaded mapblocks only when the mapblocks are next activated.
2207 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
2208 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be asynchronously
2209 * fetched from memory, loaded from disk, or if inexistent, generates them.
2210 * If `callback` is a valid Lua function, this will be called for each block emerged.
2211 * The function signature of callback is:
2212 * `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
2213 * - `blockpos` is the *block* coordinates of the block that had been emerged
2214 * - `action` could be one of the following constant values:
2215 * `core.EMERGE_CANCELLED`, `core.EMERGE_ERRORED`, `core.EMERGE_FROM_MEMORY`,
2216 * `core.EMERGE_FROM_DISK`, `core.EMERGE_GENERATED`
2217 * - `calls_remaining` is the number of callbacks to be expected after this one
2218 * - `param` is the user-defined parameter passed to emerge_area (or nil if the
2219 * parameter was absent)
2220 * `minetest.delete_area(pos1, pos2)`
2221 * delete all mapblocks in the area from pos1 to pos2, inclusive
2222 * `minetest.line_of_sight(pos1, pos2, stepsize)`: returns `boolean, pos`
2223 * Check if there is a direct line of sight between `pos1` and `pos2`
2224 * Returns the position of the blocking node when `false`
2225 * `pos1`: First position
2226 * `pos2`: Second position
2227 * `stepsize`: smaller gives more accurate results but requires more computing
2228 time. Default is `1`.
2229 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
2230 * returns table containing path
2231 * returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
2232 * `pos1`: start position
2233 * `pos2`: end position
2234 * `searchdistance`: number of blocks to search in each direction using a maximum metric
2235 * `max_jump`: maximum height difference to consider walkable
2236 * `max_drop`: maximum height difference to consider droppable
2237 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
2238 * `minetest.spawn_tree (pos, {treedef})`
2239 * spawns L-system tree at given `pos` with definition in `treedef` table
2240 * Warning: L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
2241 Often these bugs appear as subtle shadows in water.
2242 * `minetest.transforming_liquid_add(pos)`
2243 * add node to liquid update queue
2244 * `minetest.get_node_max_level(pos)`
2245 * get max available level for leveled node
2246 * `minetest.get_node_level(pos)`
2247 * get level of leveled node (water, snow)
2248 * `minetest.set_node_level(pos, level)`
2249 * set level of leveled node, default `level` equals `1`
2250 * if `totallevel > maxlevel`, returns rest (`total-max`).
2251 * `minetest.add_node_level(pos, level)`
2252 * increase level of leveled node by level, default `level` equals `1`
2253 * if `totallevel > maxlevel`, returns rest (`total-max`)
2254 * can be negative for decreasing
2257 `minetest.get_inventory(location)`: returns an `InvRef`
2260 * `{type="player", name="celeron55"}`
2261 * `{type="node", pos={x=, y=, z=}}`
2262 * `{type="detached", name="creative"}`
2263 * `minetest.create_detached_inventory(name, callbacks)`: returns an `InvRef`
2264 * callbacks: See "Detached inventory callbacks"
2265 * Creates a detached inventory. If it already exists, it is cleared.
2266 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
2267 returns left over ItemStack
2268 * See `minetest.item_eat` and `minetest.register_on_item_eat`
2271 * `minetest.show_formspec(playername, formname, formspec)`
2272 * `playername`: name of player to show formspec
2273 * `formname`: name passed to `on_player_receive_fields` callbacks.
2274 It should follow the `"modname:<whatever>"` naming convention
2275 * `formspec`: formspec to display
2276 * `minetest.formspec_escape(string)`: returns a string
2277 * escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs
2278 * `minetest.explode_table_event(string)`: returns a table
2279 * returns e.g. `{type="CHG", row=1, column=2}`
2281 * `"INV"`: no row selected)
2282 * `"CHG"`: selected)
2283 * `"DCL"`: double-click
2284 * `minetest.explode_textlist_event(string)`: returns a table
2285 * returns e.g. `{type="CHG", index=1}`
2287 * `"INV"`: no row selected)
2288 * `"CHG"`: selected)
2289 * `"DCL"`: double-click
2290 * `minetest.explode_scrollbar_event(string)`: returns a table
2291 * returns e.g. `{type="CHG", value=500}`
2293 * `"INV"`: something failed
2294 * `"CHG"`: has been changed
2295 * `"VAL"`: not changed
2298 * `minetest.inventorycube(img1, img2, img3)`
2299 * Returns a string for making an image of a cube (useful as an item image)
2300 * `minetest.get_pointed_thing_position(pointed_thing, above)`
2301 * Get position of a `pointed_thing` (that you can get from somewhere)
2302 * `minetest.dir_to_facedir(dir, is6d)`
2303 * Convert a vector to a facedir value, used in `param2` for `paramtype2="facedir"`;
2304 * passing something non-`nil`/`false` for the optional second parameter causes it to
2305 take the y component into account
2306 * `minetest.facedir_to_dir(facedir)`
2307 * Convert a facedir back into a vector aimed directly out the "back" of a node
2308 * `minetest.dir_to_wallmounted(dir)`
2309 * Convert a vector to a wallmounted value, used for `paramtype2="wallmounted"`
2310 * `minetest.wallmounted_to_dir(wallmounted)`
2311 * Convert a wallmounted value back into a vector aimed directly out the "back" of a node
2312 * `minetest.get_node_drops(nodename, toolname)`
2313 * Returns list of item names.
2314 * **Note**: This will be removed or modified in a future version.
2315 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
2316 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2317 * `input.width` = for example `3`
2318 * `input.items` = for example
2319 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2320 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
2321 * `output.time` = a number, if unsuccessful: `0`
2322 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
2323 `decremented_input.items`
2324 * `decremented_input` = like `input`
2325 * `minetest.get_craft_recipe(output)`: returns input
2326 * returns last registered recipe for output item (node)
2327 * `output` is a node or item type such as `"default:torch"`
2328 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
2329 * `input.width` = for example `3`
2330 * `input.items` = for example
2331 `{ stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9 }`
2332 * `input.items` = `nil` if no recipe found
2333 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
2334 * returns indexed table with all registered recipes for query item (node)
2335 or `nil` if no recipe was found
2336 * recipe entry table:
2338 method = 'normal' or 'cooking' or 'fuel'
2339 width = 0-3, 0 means shapeless recipe
2340 items = indexed [1-9] table with recipe items
2341 output = string with item name and quantity
2343 * Example query for `"default:gold_ingot"` will return table:
2345 [1]={type = "cooking", width = 3, output = "default:gold_ingot",
2346 items = {1 = "default:gold_lump"}},
2347 [2]={type = "normal", width = 1, output = "default:gold_ingot 9",
2348 items = {1 = "default:goldblock"}}
2350 * `minetest.handle_node_drops(pos, drops, digger)`
2351 * `drops`: list of itemstrings
2352 * Handles drops from nodes after digging: Default action is to put them into
2354 * Can be overridden to get different functionality (e.g. dropping items on
2358 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
2359 returns `{{actor, pos, time, oldnode, newnode}, ...}`
2360 * Find who has done something to a node, or near a node
2361 * `actor`: `"player:<name>"`, also `"liquid"`.
2362 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns `boolean, log_messages`
2363 * Revert latest actions of someone
2364 * `actor`: `"player:<name>"`, also `"liquid"`.
2366 ### Defaults for the `on_*` item definition functions
2367 These functions return the leftover itemstack.
2369 * `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
2370 * Place item as a node
2371 * `param2` overrides `facedir` and wallmounted `param2`
2372 * returns `itemstack, success`
2373 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
2375 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
2376 * Use one of the above based on what the item is.
2377 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
2378 * **Note**: is not called when wielded item overrides `on_place`
2379 * `param2` overrides `facedir` and wallmounted `param2`
2380 * returns `itemstack, success`
2381 * `minetest.item_drop(itemstack, dropper, pos)`
2383 * `minetest.item_eat(hp_change, replace_with_item)`
2385 * `replace_with_item` is the itemstring which is added to the inventory.
2386 If the player is eating a stack, then replace_with_item goes to a
2387 different spot. Can be `nil`
2388 * See `minetest.do_item_eat`
2390 ### Defaults for the `on_punch` and `on_dig` node definition callbacks
2391 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
2392 * Calls functions registered by `minetest.register_on_punchnode()`
2393 * `minetest.node_dig(pos, node, digger)`
2394 * Checks if node can be dug, puts item into inventory, removes node
2395 * Calls functions registered by `minetest.registered_on_dignodes()`
2398 * `minetest.sound_play(spec, parameters)`: returns a handle
2399 * `spec` is a `SimpleSoundSpec`
2400 * `parameters` is a sound parameter table
2401 * `minetest.sound_stop(handle)`
2404 * `minetest.after(time, func, ...)`
2405 * Call the function `func` after `time` seconds, may be fractional
2406 * Optional: Variable number of arguments that are passed to `func`
2409 * `minetest.request_shutdown([message],[reconnect])`: request for server shutdown. Will display `message` to clients,
2410 and `reconnect` == true displays a reconnect button.
2411 * `minetest.get_server_status()`: returns server status string
2414 * `minetest.get_ban_list()`: returns the ban list (same as `minetest.get_ban_description("")`)
2415 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
2416 * `minetest.ban_player(name)`: ban a player
2417 * `minetest.unban_player_or_ip(name)`: unban player or IP address
2418 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional reason
2421 * `minetest.add_particle(particle definition)`
2422 * Deprecated: `minetest.add_particle(pos, velocity, acceleration, expirationtime,
2423 size, collisiondetection, texture, playername)`
2425 * `minetest.add_particlespawner(particlespawner definition)`
2426 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
2427 * Returns an `id`, and -1 if adding didn't succeed
2428 * `Deprecated: minetest.add_particlespawner(amount, time,
2432 minexptime, maxexptime,
2434 collisiondetection, texture, playername)`
2436 * `minetest.delete_particlespawner(id, player)``
2437 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
2438 * If playername is specified, only deletes on the player's client,
2439 * otherwise on all clients
2442 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
2443 * Create a schematic from the volume of map specified by the box formed by p1 and p2.
2444 * Apply the specified probability values to the specified nodes in `probability_list`.
2445 * `probability_list` is an array of tables containing two fields, `pos` and `prob`.
2446 * `pos` is the 3D vector specifying the absolute coordinates of the
2447 node being modified,
2448 * `prob` is the integer value from `0` to `255` of the probability (see: Schematic specifier).
2449 * If there are two or more entries with the same pos value, the
2451 * If `pos` is not inside the box formed by `p1` and `p2`, it is ignored.
2452 * If `probability_list` equals `nil`, no probabilities are applied.
2453 * Slice probability works in the same manner, except takes a field
2454 called `ypos` instead which
2455 indicates the y position of the slice with a probability applied.
2456 * If slice probability list equals `nil`, no slice probabilities are applied.
2457 * Saves schematic in the Minetest Schematic format to filename.
2459 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)`
2460 * Place the schematic specified by schematic (see: Schematic specifier) at `pos`.
2461 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
2462 * If the `rotation` parameter is omitted, the schematic is not rotated.
2463 * `replacements` = `{["old_name"] = "convert_to", ...}`
2464 * `force_placement` is a boolean indicating whether nodes other than `air` and
2465 `ignore` are replaced by the schematic
2466 * Returns nil if the schematic could not be loaded.
2468 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement)`:
2469 * This function is analagous to minetest.place_schematic, but places a schematic onto the
2470 specified VoxelManip object `vmanip` instead of the whole map.
2471 * Returns false if any part of the schematic was cut-off due to the VoxelManip not
2472 containing the full area required, and true if the whole schematic was able to fit.
2473 * Returns nil if the schematic could not be loaded.
2474 * After execution, any external copies of the VoxelManip contents are invalidated.
2476 * `minetest.serialize_schematic(schematic, format, options)`
2477 * Return the serialized schematic specified by schematic (see: Schematic specifier)
2478 * in the `format` of either "mts" or "lua".
2479 * "mts" - a string containing the binary MTS data used in the MTS file format
2480 * "lua" - a string containing Lua code representing the schematic in table format
2481 * `options` is a table containing the following optional parameters:
2482 * If `lua_use_comments` is true and `format` is "lua", the Lua code generated will have (X, Z)
2483 * position comments for every X row generated in the schematic data for easier reading.
2484 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua", the Lua code generated
2485 * will use that number of spaces as indentation instead of a tab character.
2488 * `minetest.request_http_api()`:
2489 * returns `HTTPApiTable` containing http functions if the calling mod has been granted
2490 access by being listed in the `secure.http_mods` or `secure.trusted_mods` setting,
2491 otherwise returns `nil`.
2492 * The returned table contains the functions `fetch`, `fetch_async` and `fetch_async_get`
2494 * Only works at init time and must be called from the mod's main scope (not from a function).
2495 * Function only exists if minetest server was built with cURL support.
2496 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
2498 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
2499 * Performs given request asynchronously and calls callback upon completion
2500 * callback: `function(HTTPRequestResult res)`
2501 * Use this HTTP function if you are unsure, the others are for advanced use.
2502 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
2503 * Performs given request asynchronously and returns handle for `HTTPApiTable.fetch_async_get`
2504 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
2505 * Return response data for given asynchronous HTTP request
2508 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
2509 * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer
2510 * Gives a unique hash number for a node position (16+16+16=48bit)
2511 * `minetest.get_position_from_hash(hash)`: returns a position
2512 * Inverse transform of `minetest.hash_node_position`
2513 * `minetest.get_item_group(name, group)`: returns a rating
2514 * Get rating of a group of an item. (`0` means: not in group)
2515 * `minetest.get_node_group(name, group)`: returns a rating
2516 * Deprecated: An alias for the former.
2517 * `minetest.raillike_group(name)`: returns a rating
2518 * Returns rating of the connect_to_raillike group corresponding to name
2519 * If name is not yet the name of a connect_to_raillike group, a new group id
2520 * is created, with that name
2521 * `minetest.get_content_id(name)`: returns an integer
2522 * Gets the internal content ID of `name`
2523 * `minetest.get_name_from_content_id(content_id)`: returns a string
2524 * Gets the name of the content with that content ID
2525 * `minetest.parse_json(string[, nullvalue])`: returns something
2526 * Convert a string containing JSON data into the Lua equivalent
2527 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
2528 * On success returns a table, a string, a number, a boolean or `nullvalue`
2529 * On failure outputs an error message and returns `nil`
2530 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
2531 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
2532 * Convert a Lua table into a JSON string
2533 * styled: Outputs in a human-readable format if this is set, defaults to false
2534 * Unserializable things like functions and userdata are saved as null.
2535 * **Warning**: JSON is more strict than the Lua table format.
2536 1. You can only use strings and positive integers of at least one as keys.
2537 2. You can not mix string and integer keys.
2538 This is due to the fact that JSON has two distinct array and object values.
2539 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
2540 * `minetest.serialize(table)`: returns a string
2541 * Convert a table containing tables, strings, numbers, booleans and `nil`s
2542 into string form readable by `minetest.deserialize`
2543 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
2544 * `minetest.deserialize(string)`: returns a table
2545 * Convert a string returned by `minetest.deserialize` into a table
2546 * `string` is loaded in an empty sandbox environment.
2547 * Will load functions, but they cannot access the global environment.
2548 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
2549 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
2550 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
2551 * `minetest.compress(data, method, ...)`: returns `compressed_data`
2552 * Compress a string of data.
2553 * `method` is a string identifying the compression method to be used.
2554 * Supported compression methods:
2555 * Deflate (zlib): `"deflate"`
2556 * `...` indicates method-specific arguments. Currently defined arguments are:
2557 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
2558 * `minetest.decompress(compressed_data, method, ...)`: returns data
2559 * Decompress a string of data (using ZLib).
2560 * See documentation on `minetest.compress()` for supported compression methods.
2561 * currently supported.
2562 * `...` indicates method-specific arguments. Currently, no methods use this.
2563 * `minetest.encode_base64(string)`: returns string encoded in base64
2564 * Encodes a string in base64.
2565 * `minetest.decode_base64(string)`: returns string
2566 * Decodes a string encoded in base64.
2567 * `minetest.is_protected(pos, name)`: returns boolean
2568 * Returns true, if player `name` shouldn't be abled to dig at `pos` or do other
2569 actions, defineable by mods, due to some mod-defined ownership-like concept.
2570 Returns false or nil, if the player is allowed to do such actions.
2571 * This function should be overridden by protection mods and should be used to
2572 check if a player can interact at a position.
2573 * This function should call the old version of itself if the position is not
2574 protected by the mod.
2577 local old_is_protected = minetest.is_protected
2578 function minetest.is_protected(pos, name)
2579 if mymod:position_protected_from(pos, name) then
2582 return old_is_protected(pos, name)
2584 * `minetest.record_protection_violation(pos, name)`
2585 * This function calls functions registered with
2586 `minetest.register_on_protection_violation`.
2587 * `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
2588 * Attempt to predict the desired orientation of the facedir-capable node
2589 defined by `itemstack`, and place it accordingly (on-wall, on the floor, or
2590 hanging from the ceiling). Stacks are handled normally if the `infinitestacks`
2591 field is false or omitted (else, the itemstack is not changed). `orient_flags`
2592 is an optional table containing extra tweaks to the placement code:
2593 * `invert_wall`: if `true`, place wall-orientation on the ground and ground-
2594 orientation on the wall.
2595 * `force_wall` : if `true`, always place the node in wall orientation.
2596 * `force_ceiling`: if `true`, always place on the ceiling.
2597 * `force_floor`: if `true`, always place the node on the floor.
2598 * `force_facedir`: if `true`, forcefully reset the facedir to north when placing on
2599 the floor or ceiling
2600 * The first four options are mutually-exclusive; the last in the list takes
2601 precedence over the first.
2602 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
2603 * calls `rotate_and_place()` with infinitestacks set according to the state of
2604 the creative mode setting, and checks for "sneak" to set the `invert_wall`
2607 * `minetest.forceload_block(pos)`
2608 * forceloads the position `pos`.
2609 * returns `true` if area could be forceloaded
2610 * Please note that forceloaded areas are saved when the server restarts.
2612 * `minetest.forceload_free_block(pos)`
2613 * stops forceloading the position `pos`
2615 * `minetest.request_insecure_environment()`: returns an environment containing
2616 insecure functions if the calling mod has been listed as trusted in the
2617 `secure.trusted_mods` setting or security is disabled, otherwise returns `nil`.
2618 * Only works at init time and must be called from the mod's main scope (not from a function).
2619 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE IT IN
2622 * `minetest.global_exists(name)`
2623 * Checks if a global variable has been set, without triggering a warning.
2626 * `minetest.env`: `EnvRef` of the server environment and world.
2627 * Any function in the minetest namespace can be called using the syntax
2628 `minetest.env:somefunction(somearguments)`
2629 instead of `minetest.somefunction(somearguments)`
2630 * Deprecated, but support is not to be dropped soon
2633 * `minetest.registered_items`
2634 * Map of registered items, indexed by name
2635 * `minetest.registered_nodes`
2636 * Map of registered node definitions, indexed by name
2637 * `minetest.registered_craftitems`
2638 * Map of registered craft item definitions, indexed by name
2639 * `minetest.registered_tools`
2640 * Map of registered tool definitions, indexed by name
2641 * `minetest.registered_entities`
2642 * Map of registered entity prototypes, indexed by name
2643 * `minetest.object_refs`
2644 * Map of object references, indexed by active object id
2645 * `minetest.luaentities`
2646 * Map of Lua entities, indexed by active object id
2647 * `minetest.registered_ores`
2648 * List of registered ore definitions.
2649 * `minetest.registered_biomes`
2650 * List of registered biome definitions.
2651 * `minetest.registered_decorations`
2652 * List of registered decoration definitions.
2658 Node metadata: reference extra data and functionality stored in a node.
2659 Can be gotten via `minetest.get_meta(pos)`.
2662 * `set_string(name, value)`
2663 * `get_string(name)`
2664 * `set_int(name, value)`
2666 * `set_float(name, value)`
2668 * `get_inventory()`: returns `InvRef`
2669 * `to_table()`: returns `nil` or `{fields = {...}, inventory = {list1 = {}, ...}}`
2670 * `from_table(nil or {})`
2671 * to clear metadata, use from_table(nil)
2672 * See "Node Metadata"
2675 Node Timers: a high resolution persistent per-node timer.
2676 Can be gotten via `minetest.get_node_timer(pos)`.
2679 * `set(timeout,elapsed)`
2680 * set a timer's state
2681 * `timeout` is in seconds, and supports fractional values (0.1 etc)
2682 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
2683 * will trigger the node's `on_timer` function after `timeout`-elapsed seconds
2686 * equivalent to `set(timeout,0)`
2689 * `get_timeout()`: returns current timeout in seconds
2690 * if `timeout` equals `0`, timer is inactive
2691 * `get_elapsed()`: returns current elapsed time in seconds
2692 * the node's `on_timer` function will be called after `timeout`-elapsed seconds
2693 * `is_started()`: returns boolean state of timer
2694 * returns `true` if timer is started, otherwise `false`
2697 Moving things in the game are generally these.
2699 This is basically a reference to a C++ `ServerActiveObject`
2702 * `remove()`: remove object (after returning from Lua)
2703 * Note: Doesn't work on players, use minetest.kick_player instead
2704 * `getpos()`: returns `{x=num, y=num, z=num}`
2705 * `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
2706 * `moveto(pos, continuous=false)`: interpolated move
2707 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
2708 * `puncher` = another `ObjectRef`,
2709 * `time_from_last_punch` = time since last punch action of the puncher
2710 * `direction`: can be `nil`
2711 * `right_click(clicker)`; `clicker` is another `ObjectRef`
2712 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
2713 * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
2714 * `get_inventory()`: returns an `InvRef`
2715 * `get_wield_list()`: returns the name of the inventory list the wielded item is in
2716 * `get_wield_index()`: returns the index of the wielded item
2717 * `get_wielded_item()`: returns an `ItemStack`
2718 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
2719 * `set_armor_groups({group1=rating, group2=rating, ...})`
2720 * `get_armor_groups()`: returns a table with the armor group ratings
2721 * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
2722 * `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
2723 * `set_attach(parent, bone, position, rotation)`
2725 * `position`: `{x=num, y=num, z=num}` (relative)
2726 * `rotation`: `{x=num, y=num, z=num}`
2727 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
2729 * `set_bone_position(bone, position, rotation)`
2731 * `position`: `{x=num, y=num, z=num}` (relative)
2732 * `rotation`: `{x=num, y=num, z=num}`
2733 * `get_bone_position(bone)`: returns position and rotation of the bone
2734 * `set_properties(object property table)`
2735 * `get_properties()`: returns object property table
2736 * `is_player()`: returns true for players, false otherwise
2737 * `get_nametag_attributes()`
2738 * returns a table with the attributes of the nametag of an object
2740 color = {a=0..255, r=0..255, g=0..255, b=0..255},
2743 * `set_nametag_attributes(attributes)`
2744 * sets the attributes of the nametag of an object
2748 text = "My Nametag",
2751 ##### LuaEntitySAO-only (no-op for other objects)
2752 * `setvelocity({x=num, y=num, z=num})`
2753 * `getvelocity()`: returns `{x=num, y=num, z=num}`
2754 * `setacceleration({x=num, y=num, z=num})`
2755 * `getacceleration()`: returns `{x=num, y=num, z=num}`
2757 * `getyaw()`: returns number in radians
2758 * `settexturemod(mod)`
2759 * `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
2760 select_horiz_by_yawpitch=false)`
2761 * Select sprite from spritesheet with optional animation and DM-style
2762 texture selection based on yaw relative to camera
2763 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
2766 ##### Player-only (no-op for other objects)
2767 * `get_player_name()`: returns `""` if is not a player
2768 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
2769 table {x, y, z} representing the player's instantaneous velocity in nodes/s
2770 * `get_look_dir()`: get camera direction as a unit vector
2771 * `get_look_vertical()`: pitch in radians
2772 * Angle ranges between -pi/2 and pi/2, which are straight up and down respectively.
2773 * `get_look_horizontal()`: yaw in radians
2774 * Angle is counter-clockwise from the +z direction.
2775 * `set_look_vertical(radians)`: sets look pitch
2776 * radians - Angle from looking forward, where positive is downwards.
2777 * `set_look_horizontal(radians)`: sets look yaw
2778 * radians - Angle from the +z direction, where positive is counter-clockwise.
2779 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use get_look_vertical.
2780 * Angle ranges between -pi/2 and pi/2, which are straight down and up respectively.
2781 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use get_look_horizontal.
2782 * Angle is counter-clockwise from the +x direction.
2783 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use set_look_vertical.
2784 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use set_look_horizontal.
2785 * `get_breath()`: returns players breath
2786 * `set_breath(value)`: sets players breath
2788 * `0`: player is drowning,
2789 * `1`-`10`: remaining number of bubbles
2790 * `11`: bubbles bar is not shown
2791 * `set_inventory_formspec(formspec)`
2792 * Redefine player's inventory form
2793 * Should usually be called in on_joinplayer
2794 * `get_inventory_formspec()`: returns a formspec string
2795 * `get_player_control()`: returns table with player pressed keys
2796 * `{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}`
2797 * `get_player_control_bits()`: returns integer with bit packed player pressed keys
2798 * bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
2799 * `set_physics_override(override_table)`
2800 * `override_table` is a table with the following fields:
2801 * `speed`: multiplier to default walking speed value (default: `1`)
2802 * `jump`: multiplier to default jump value (default: `1`)
2803 * `gravity`: multiplier to default gravity value (default: `1`)
2804 * `sneak`: whether player can sneak (default: `true`)
2805 * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
2806 * `get_physics_override()`: returns the table given to set_physics_override
2807 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
2809 * `hud_remove(id)`: remove the HUD element of the specified id
2810 * `hud_change(id, stat, value)`: change a value of a previously added HUD element
2811 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
2812 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
2813 * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
2814 * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
2815 * pass a table containing a `true`/`false` value of each flag to be set or unset
2816 * if a flag equals `nil`, the flag is not modified
2817 * note that setting `minimap` modifies the client's permission to view the minimap -
2818 * the client may locally elect to not view the minimap
2819 * `hud_get_flags()`: returns a table containing status of hud flags
2820 * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
2821 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
2822 * `count`: number of items, must be between `1` and `23`
2823 * `hud_get_hotbar_itemcount`: returns number of visible items
2824 * `hud_set_hotbar_image(texturename)`
2825 * sets background image for hotbar
2826 * `hud_get_hotbar_image`: returns texturename
2827 * `hud_set_hotbar_selected_image(texturename)`
2828 * sets image for selected item of hotbar
2829 * `hud_get_hotbar_selected_image`: returns texturename
2830 * `hud_replace_builtin(name, hud_definition)`
2831 * replace definition of a builtin hud element
2832 * `name`: `"breath"` or `"health"`
2833 * `hud_definition`: definition to replace builtin definition
2834 * `set_sky(bgcolor, type, {texture names})`
2835 * `bgcolor`: ColorSpec, defaults to white
2837 * `"regular"`: Uses 0 textures, `bgcolor` ignored
2838 * `"skybox"`: Uses 6 textures, `bgcolor` used
2839 * `"plain"`: Uses 0 textures, `bgcolor` used
2840 * `get_sky()`: returns bgcolor, type and a table with the textures
2841 * `override_day_night_ratio(ratio or nil)`
2842 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
2843 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
2844 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
2845 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
2847 set animation for player model in third person view
2849 set_local_animation({x=0, y=79}, -- < stand/idle animation key frames
2850 {x=168, y=187}, -- < walk animation key frames
2851 {x=189, y=198}, -- < dig animation key frames
2852 {x=200, y=219}, -- < walk+dig animation key frames
2853 frame_speed=30): -- < animation frame speed
2854 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
2855 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
2856 * in first person view
2857 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
2858 * `get_eye_offset()`: returns offset_first and offset_third
2861 An `InvRef` is a reference to an inventory.
2864 * `is_empty(listname)`: return `true` if list is empty
2865 * `get_size(listname)`: get size of a list
2866 * `set_size(listname, size)`: set size of a list
2867 * returns `false` on error (e.g. invalid `listname` or `size`)
2868 * `get_width(listname)`: get width of a list
2869 * `set_width(listname, width)`: set width of list; currently used for crafting
2870 * `get_stack(listname, i)`: get a copy of stack index `i` in list
2871 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
2872 * `get_list(listname)`: return full list
2873 * `set_list(listname, list)`: set full list (size will not change)
2874 * `get_lists()`: returns list of inventory lists
2875 * `set_lists(lists)`: sets inventory lists (size will not change)
2876 * `add_item(listname, stack)`: add item somewhere in list, returns leftover `ItemStack`
2877 * `room_for_item(listname, stack):` returns `true` if the stack of items
2878 can be fully added to the list
2879 * `contains_item(listname, stack)`: returns `true` if the stack of items
2880 can be fully taken from the list
2881 * `remove_item(listname, stack)`: take as many items as specified from the list,
2882 returns the items that were actually removed (as an `ItemStack`) -- note that
2883 any item metadata is ignored, so attempting to remove a specific unique
2884 item this way will likely remove the wrong one -- to do that use `set_stack`
2885 with an empty `ItemStack`
2886 * `get_location()`: returns a location compatible to `minetest.get_inventory(location)`
2887 * returns `{type="undefined"}` in case location is not known
2890 A fast access data structure to store areas, and find areas near a given position or area.
2891 Every area has a `data` string attribute to store additional information.
2892 You can create an empty `AreaStore` by calling `AreaStore()`, or `AreaStore(type_name)`.
2893 If you chose the parameter-less constructor, a fast implementation will be automatically
2897 * `get_area(id, include_borders, include_data)`: returns the area with the id `id`.
2898 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2899 Returns nil if specified area id does not exist.
2900 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas that contain
2901 the position `pos`. (optional) Boolean values `include_borders` and `include_data` control
2903 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
2904 returns all areas that contain all nodes inside the area specified by `edge1` and `edge2` (inclusive).
2905 If `accept_overlap` is true, also areas are returned that have nodes in common with the specified area.
2906 (optional) Boolean values `include_borders` and `include_data` control what's copied.
2907 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store. Returns the new area's ID,
2908 or nil if the insertion failed. The (inclusive) positions `edge1` and `edge2` describe the area.
2909 `data` is a string stored with the area. If passed, `id` will be used as the internal area ID,
2910 it must be a unique number between 0 and 2^32-2. If you use the `id` parameter you must always use it,
2911 or insertions are likely to fail due to conflicts.
2912 * `reserve(count)`: reserves resources for at most `count` many contained areas.
2913 Only needed for efficiency, and only some implementations profit.
2914 * `remove_area(id)`: removes the area with the given id from the store, returns success.
2915 * `set_cache_params(params)`: sets params for the included prefiltering cache.
2916 Calling invalidates the cache, so that its elements have to be newly generated.
2919 enabled = boolean, -- whether to enable, default true
2920 block_radius = number, -- the radius (in nodes) of the areas the cache generates
2921 prefiltered lists for, minimum 16, default 64
2922 limit = number, -- the cache's size, minimum 20, default 1000
2924 * `to_string()`: Experimental. Returns area store serialized as a (binary) string.
2925 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to a file.
2926 * `from_string(str)`: Experimental. Deserializes string and loads it into the AreaStore.
2927 Returns success and, optionally, an error message.
2928 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data from a file.
2931 An `ItemStack` is a stack of items.
2933 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
2934 an itemstring, a table or `nil`.
2937 * `is_empty()`: Returns `true` if stack is empty.
2938 * `get_name()`: Returns item name (e.g. `"default:stone"`).
2939 * `set_name(item_name)`: Returns boolean success.
2940 Clears item on failure.
2941 * `get_count()`: Returns number of items on the stack.
2942 * `set_count(count)`
2943 * `get_wear()`: Returns tool wear (`0`-`65535`), `0` for non-tools.
2944 * `set_wear(wear)`: Returns boolean success.
2945 Clears item on failure.
2946 * `get_metadata()`: Returns metadata (a string attached to an item stack).
2947 * `set_metadata(metadata)`: Returns true.
2948 * `clear()`: removes all items from the stack, making it empty.
2949 * `replace(item)`: replace the contents of this stack.
2950 * `item` can also be an itemstring or table.
2951 * `to_string()`: Returns the stack in itemstring form.
2952 * `to_table()`: Returns the stack in Lua table form.
2953 * `get_stack_max()`: Returns the maximum size of the stack (depends on the item).
2954 * `get_free_space()`: Returns `get_stack_max() - get_count()`.
2955 * `is_known()`: Returns `true` if the item name refers to a defined item type.
2956 * `get_definition()`: Returns the item definition table.
2957 * `get_tool_capabilities()`: Returns the digging properties of the item,
2958 or those of the hand if none are defined for this item type
2959 * `add_wear(amount)`: Increases wear by `amount` if the item is a tool.
2960 * `add_item(item)`: Put some item or stack onto this stack.
2961 Returns leftover `ItemStack`.
2962 * `item_fits(item)`: Returns `true` if item or stack can be fully added to
2964 * `take_item(n=1)`: Take (and remove) up to `n` items from this stack.
2965 Returns taken `ItemStack`.
2966 * `peek_item(n=1)`: copy (don't remove) up to `n` items from this stack.
2967 Returns taken `ItemStack`.
2970 A 16-bit pseudorandom number generator.
2971 Uses a well-known LCG algorithm introduced by K&R.
2973 It can be created via `PseudoRandom(seed)`.
2976 * `next()`: return next integer random number [`0`...`32767`]
2977 * `next(min, max)`: return next integer random number [`min`...`max`]
2978 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
2979 due to the simple implementation making bad distribution otherwise.
2982 A 32-bit pseudorandom number generator.
2983 Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
2985 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
2988 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
2989 * `next(min, max)`: return next integer random number [`min`...`max`]
2990 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed random number [`min`...`max`]
2991 * This is only a rough approximation of a normal distribution with:
2992 * mean = (max - min) / 2, and
2993 * variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
2994 * Increasing num_trials improves accuracy of the approximation
2997 Interface for the operating system's crypto-secure PRNG.
2999 It can be created via `SecureRandom()`. The constructor returns nil if a secure random device cannot be
3000 be found on the system.
3003 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many random bytes, as a string.
3006 A perlin noise generator.
3007 It can be created via `PerlinNoise(seed, octaves, persistence, scale)`
3008 or `PerlinNoise(noiseparams)`.
3009 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, scale)`
3010 or `minetest.get_perlin(noiseparams)`.
3013 * `get2d(pos)`: returns 2D noise value at `pos={x=,y=}`
3014 * `get3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
3016 ### `PerlinNoiseMap`
3017 A fast, bulk perlin noise generator.
3019 It can be created via `PerlinNoiseMap(noiseparams, size)` or
3020 `minetest.get_perlin_map(noiseparams, size)`.
3022 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
3023 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
3026 For each of the functions with an optional `buffer` parameter: If `buffer` is not
3027 nil, this table will be used to store the result instead of creating a new table.
3031 * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
3032 with values starting at `pos={x=,y=}`
3033 * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
3034 of 3D noise with values starting at `pos={x=,y=,z=}`
3035 * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
3036 with values starting at `pos={x=,y=}`
3037 * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
3038 * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
3039 * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
3040 * `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
3041 most recently computed noise results. The result slice begins at coordinates `slice_offset` and
3042 takes a chunk of `slice_size`.
3043 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
3044 `noisevals = noise:getMapSlice({y=20}, {y=2})`
3045 It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
3046 the starting position of the most recently calculated noise.
3047 To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
3048 `noise:calc3dMap({x=1000, y=1000, z=1000})`
3049 `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
3053 #### About VoxelManip
3054 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
3055 this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
3056 map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
3057 to with other methods of setting nodes. For example, nodes will not have their construction and
3058 destruction callbacks run, and no rollback information is logged.
3060 It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
3061 If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
3062 of high level node placement features, perhaps minetest.set_node() is better suited for the job.
3064 In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
3065 VoxelManip is most effective when setting very large areas of map at once - for example, if only
3066 setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code
3067 using both methods of map manipulation to determine which is most appropriate for your usage.
3069 #### Using VoxelManip
3070 A VoxelManip object can be created any time using either:
3071 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3073 If the optional position parameters are present for either of these routines, the specified region
3074 will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
3075 manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
3077 Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
3078 positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
3079 the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
3080 coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3082 Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
3083 using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
3084 MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
3086 Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
3087 `VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
3088 `VoxelManip:get_light_data()` for node light levels, and
3089 `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3091 See section 'Flat array format' for more details.
3093 It is very important to understand that the tables returned by any of the above three functions
3094 represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
3095 data will *not* magically update itself if another function modifies the internal VoxelManip state.
3096 Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
3097 otherwise explicitly stated.
3099 Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
3100 `VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
3101 `VoxelManip:set_light_data()` for node light levels, and
3102 `VoxelManip:set_param2_data()` for the node type-dependent "param2" values.
3104 The parameter to each of the above three functions can use any table at all in the same flat array
3105 format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data().
3107 Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
3108 to the map by calling `VoxelManip:write_to_map()`.
3110 Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
3111 as being modified so that connected clients are sent the updated parts of map.
3114 ##### Flat array format
3116 `Nx = p2.X - p1.X + 1`,
3117 `Ny = p2.Y - p1.Y + 1`, and
3118 `Nz = p2.Z - p1.Z + 1`.
3120 Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
3121 the expression `Nx * Ny * Nz`.
3123 Positions offset from p1 are present in the array with the format of:
3126 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3127 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3129 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3130 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3132 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3134 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3138 and the array index for a position p contained completely in p1..p2 is:
3140 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3142 Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
3143 VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
3144 for a single point in a flat VoxelManip array.
3147 A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
3148 in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3149 `minetest.get_content_id()` to look up the Content ID for the specified node name, and
3150 `minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
3151 After registration of a node, its Content ID will remain the same throughout execution of the mod.
3152 Note that the node being queried needs to have already been been registered.
3154 The following builtin node types have their Content IDs defined as constants:
3156 core.CONTENT_UNKNOWN (ID for "unknown" nodes)
3157 core.CONTENT_AIR (ID for "air" nodes)
3158 core.CONTENT_IGNORE (ID for "ignore" nodes)
3161 ##### Mapgen VoxelManip objects
3162 Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
3163 core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
3164 but with a few differences:
3166 * The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
3167 * This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
3168 to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
3169 * The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
3170 non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
3171 each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3172 consistency with the current map state. For this reason, calling any of the following functions:
3173 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3174 will also update the Mapgen VoxelManip object's internal state active on the current thread.
3175 * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
3176 information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3177 * `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
3178 automatically after all on_generated callbacks have been run for that generated block.
3180 ##### Other API functions operating on a VoxelManip
3181 If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
3182 for these liquid nodes to begin flowing. It is recommended to call this function only after having
3183 written all buffered data back to the VoxelManip object, save for special situations where the modder
3184 desires to only have certain liquid nodes begin flowing.
3186 The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
3187 registered decorations and ores throughout the full area inside of the specified VoxelManip object.
3189 `minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
3190 except instead of placing the specified schematic directly on the map at the specified position, it
3191 will place the schematic inside of the VoxelManip.
3194 * Attempting to read data from a VoxelManip object before map is read will result in a zero-length
3195 array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
3196 `VoxelManip:get_node_at()`.
3197 * If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
3198 filled with "ignore" nodes.
3199 * Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
3200 object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
3201 updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
3202 object in the same callback it had been created.
3203 * If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
3204 a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
3205 buffer the function can use to write map data to instead of returning a new table each call. This
3206 greatly enhances performance by avoiding unnecessary memory allocations.
3209 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
3210 the region formed by `p1` and `p2`.
3211 * returns actual emerged `pmin`, actual emerged `pmax`
3212 * `write_to_map()`: Writes the data loaded from the `VoxelManip` back to the map.
3213 * **important**: data must be set using `VoxelManip:set_data()` before calling this
3214 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3215 the `VoxelManip` at that position
3216 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
3217 * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
3218 * returns raw node data in the form of an array of node content IDs
3219 * if the param `buffer` is present, this table will be used to store the result instead
3220 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3221 * `update_map()`: Update map after writing chunk back to map.
3222 * To be used only by `VoxelManip` objects created by the mod itself;
3223 not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
3224 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
3225 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3226 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3227 * (`p1`, `p2`) is the area in which lighting is set;
3228 defaults to the whole area if left out
3229 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3230 * Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
3231 * Each value is the bitwise combination of day and night light values (`0` to `15` each)
3232 * `light = day + (night * 16)`
3233 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3235 * expects lighting data in the same format that `get_light_data()` returns
3236 * `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
3237 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
3238 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
3239 * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
3240 * (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
3242 * `propagate_shadow` is an optional boolean deciding whether shadows in a generated
3243 mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
3244 * `update_liquids()`: Update liquid flow
3245 * `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
3246 had been modified since the last read from map, due to a call to
3247 `minetest.set_data()` on the loaded area elsewhere
3248 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3251 A helper class for voxel areas.
3252 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3253 The coordinates are *inclusive*, like most other things in Minetest.
3256 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3257 `MinEdge` and `MaxEdge`
3258 * `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
3259 * `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
3260 * useful for things like `VoxelManip`, raw Schematic specifiers,
3261 `PerlinNoiseMap:get2d`/`3dMap`, and so on
3262 * `indexp(p)`: same as above, except takes a vector
3263 * `position(i)`: returns the absolute position vector corresponding to index `i`
3264 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
3265 * `containsp(p)`: same as above, except takes a vector
3266 * `containsi(i)`: same as above, except takes an index `i`
3267 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
3268 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
3269 * `iterp(minp, maxp)`: same as above, except takes a vector
3272 An interface to read config files in the format of `minetest.conf`.
3274 It can be created via `Settings(filename)`.
3277 * `get(key)`: returns a value
3278 * `get_bool(key)`: returns a boolean
3280 * `remove(key)`: returns a boolean (`true` for success)
3281 * `get_names()`: returns `{key1,...}`
3282 * `write()`: returns a boolean (`true` for success)
3283 * write changes to file
3284 * `to_table()`: returns `{[key1]=value1,...}`
3288 A mapgen object is a construct used in map generation. Mapgen objects can be used
3289 by an `on_generate` callback to speed up operations by avoiding unnecessary
3290 recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
3291 function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
3292 was called outside of an `on_generate()` callback, `nil` is returned.
3294 The following Mapgen objects are currently available:
3297 This returns three values; the `VoxelManip` object to be used, minimum and maximum
3298 emerged position, in that order. All mapgens support this object.
3301 Returns an array containing the y coordinates of the ground levels of nodes in
3302 the most recently generated chunk by the current mapgen.
3305 Returns an array containing the biome IDs of nodes in the most recently
3306 generated chunk by the current mapgen.
3309 Returns an array containing the temperature values of nodes in the most
3310 recently generated chunk by the current mapgen.
3313 Returns an array containing the humidity values of nodes in the most recently
3314 generated chunk by the current mapgen.
3317 Returns a table mapping requested generation notification types to arrays of
3318 positions at which the corresponding generated structures are located at within
3319 the current chunk. To set the capture of positions of interest to be recorded
3320 on generate, use `minetest.set_gen_notify()`.
3322 Possible fields of the table returned are:
3328 * `large_cave_begin`
3332 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3333 numeric unique decoration ID.
3337 * Functions receive a "luaentity" as `self`:
3338 * It has the member `.name`, which is the registered name `("mod:thing")`
3339 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3340 * The original prototype stuff is visible directly via a metatable
3342 * `on_activate(self, staticdata, dtime_s)`
3343 * Called when the object is instantiated.
3344 * `dtime_s` is the time passed since the object was unloaded, which can
3345 be used for updating the entity state.
3346 * `on_step(self, dtime)`
3347 * Called on every server tick, after movement and collision processing.
3348 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3350 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
3351 * Called when somebody punches the object.
3352 * Note that you probably want to handle most punches using the
3353 automatic armor group system.
3354 * `puncher`: an `ObjectRef` (can be `nil`)
3355 * `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
3356 * `tool_capabilities`: capability table of used tool (can be `nil`)
3357 * `dir`: unit vector of direction of punch. Always defined. Points from
3358 the puncher to the punched.
3359 * `on_rightclick(self, clicker)`
3360 * `get_staticdata(self)`
3361 * Should return a string that will be passed to `on_activate` when
3362 the object is instantiated the next time.
3367 L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
3368 Often these bugs appear as subtle shadows in water.
3373 axiom, --string initial tree axiom
3374 rules_a, --string rules set A
3375 rules_b, --string rules set B
3376 rules_c, --string rules set C
3377 rules_d, --string rules set D
3378 trunk, --string trunk node name
3379 leaves, --string leaves node name
3380 leaves2, --string secondary leaves node name
3381 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3382 angle, --num angle in deg
3383 iterations, --num max # of iterations, usually 2 -5
3384 random_level, --num factor to lower nr of iterations, usually 0 - 3
3385 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3386 -- 2x2 nodes or 3x3 in cross shape
3387 thin_branches, --boolean true -> use thin (1 node) branches
3388 fruit, --string fruit node name
3389 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3390 seed, --num random seed; if no seed is provided, the engine will create one
3393 ### Key for Special L-System Symbols used in Axioms
3395 * `G`: move forward one unit with the pen up
3396 * `F`: move forward one unit with the pen down drawing trunks and branches
3397 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3398 * `T`: move forward one unit with the pen down drawing trunks only
3399 * `R`: move forward one unit with the pen down placing fruit
3400 * `A`: replace with rules set A
3401 * `B`: replace with rules set B
3402 * `C`: replace with rules set C
3403 * `D`: replace with rules set D
3404 * `a`: replace with rules set A, chance 90%
3405 * `b`: replace with rules set B, chance 80%
3406 * `c`: replace with rules set C, chance 70%
3407 * `d`: replace with rules set D, chance 60%
3408 * `+`: yaw the turtle right by `angle` parameter
3409 * `-`: yaw the turtle left by `angle` parameter
3410 * `&`: pitch the turtle down by `angle` parameter
3411 * `^`: pitch the turtle up by `angle` parameter
3412 * `/`: roll the turtle to the right by `angle` parameter
3413 * `*`: roll the turtle to the left by `angle` parameter
3414 * `[`: save in stack current state info
3415 * `]`: recover from stack state info
3418 Spawn a small apple tree:
3420 pos = {x=230,y=20,z=4}
3423 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3424 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3425 trunk="default:tree",
3426 leaves="default:leaves",
3430 trunk_type="single",
3433 fruit="default:apple"
3435 minetest.spawn_tree(pos,apple_tree)
3440 ### Object Properties
3445 collide_with_objects = true, -- collide with other objects if physical=true
3447 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
3448 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
3449 visual_size = {x=1, y=1},
3451 textures = {}, -- number of required textures depends on visual
3452 colors = {}, -- number of required colors depends on visual
3453 spritediv = {x=1, y=1},
3454 initial_sprite_basepos = {x=0, y=0},
3456 makes_footstep_sound = false,
3457 automatic_rotate = false,
3459 automatic_face_movement_dir = 0.0,
3460 -- ^ automatically set yaw to movement direction; offset in degrees; false to disable
3461 automatic_face_movement_max_rotation_per_sec = -1,
3462 -- ^ limit automatic rotation to this value in degrees per second. values < 0 no limit
3463 backface_culling = true, -- false to disable backface_culling for model
3464 nametag = "", -- by default empty, for players their name is shown if empty
3465 nametag_color = <color>, -- sets color of nametag as ColorSpec
3466 infotext = "", -- by default empty, text to be shown when pointed at object
3469 ### Entity definition (`register_entity`)
3472 -- Deprecated: Everything in object properties is read directly from here
3474 initial_properties = --[[<initial object properties>]],
3476 on_activate = function(self, staticdata, dtime_s),
3477 on_step = function(self, dtime),
3478 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
3479 on_rightclick = function(self, clicker),
3480 get_staticdata = function(self),
3481 -- ^ Called sometimes; the string returned is passed to on_activate when
3482 -- the entity is re-activated from static state
3484 -- Also you can define arbitrary member variables here
3485 myvariable = whatever,
3488 ### ABM (ActiveBlockModifier) definition (`register_abm`)
3491 label = "Lava cooling",
3492 -- ^ Descriptive label for profiling purposes (optional).
3493 -- Definitions with identical labels will be listed as one.
3494 -- In the following two fields, also group:groupname will work.
3495 nodenames = {"default:lava_source"},
3496 neighbors = {"default:water_source", "default:water_flowing"}, -- Any of these --[[
3497 ^ If left out or empty, any neighbor will do ]]
3498 interval = 1.0, -- Operation interval in seconds
3499 chance = 1, -- Chance of trigger per-node per-interval is 1.0 / this
3500 catch_up = true, -- If true, catch-up behaviour is enabled --[[
3501 ^ The chance value is temporarily reduced when returning to
3502 an area to simulate time lost by the area being unattended.
3503 ^ Note chance value can often be reduced to 1 ]]
3504 action = func(pos, node, active_object_count, active_object_count_wider),
3507 ### LBM (LoadingBlockModifier) definition (`register_lbm`)
3510 label = "Upgrade legacy doors",
3511 -- ^ Descriptive label for profiling purposes (optional).
3512 -- Definitions with identical labels will be listed as one.
3513 name = "modname:replace_legacy_door",
3514 nodenames = {"default:lava_source"},
3515 -- ^ List of node names to trigger the LBM on.
3516 -- Also non-registered nodes will work.
3517 -- Groups (as of group:groupname) will work as well.
3518 run_at_every_load = false,
3519 -- ^ Whether to run the LBM's action every time a block gets loaded,
3520 -- and not just for blocks that were saved last time before LBMs were
3521 -- introduced to the world.
3522 action = func(pos, node),
3525 ### Item definition (`register_node`, `register_craftitem`, `register_tool`)
3528 description = "Steel Axe",
3529 groups = {}, -- key = name, value = rating; rating = 1..3.
3530 if rating not applicable, use 1.
3531 e.g. {wool = 1, fluffy = 3}
3532 {soil = 2, outerspace = 1, crumbly = 1}
3533 {bendy = 2, snappy = 1},
3534 {hard = 1, metal = 1, spikes = 1}
3535 inventory_image = "default_tool_steelaxe.png",
3537 wield_scale = {x = 1, y = 1, z = 1},
3540 liquids_pointable = false,
3541 tool_capabilities = {
3542 full_punch_interval = 1.0,
3546 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00}, uses = 20, maxlevel = 2},
3548 damage_groups = {groupname = damage},
3550 node_placement_prediction = nil,
3552 ^ If nil and item is node, prediction is made automatically
3553 ^ If nil and item is not a node, no prediction is made
3554 ^ If "" and item is anything, no prediction is made
3555 ^ Otherwise should be name of node which the client immediately places
3556 on ground when the player places the item. Server will always update
3557 actual result to client in a short moment.
3560 place = --[[<SimpleSoundSpec>]],
3563 on_place = func(itemstack, placer, pointed_thing),
3565 ^ Shall place item and return the leftover itemstack
3566 ^ default: minetest.item_place ]]
3567 on_secondary_use = func(itemstack, user, pointed_thing),
3569 ^ Same as on_place but called when pointing at nothing.
3570 ^ pointed_thing : always { type = "nothing" }
3572 on_drop = func(itemstack, dropper, pos),
3574 ^ Shall drop item and return the leftover itemstack
3575 ^ default: minetest.item_drop ]]
3576 on_use = func(itemstack, user, pointed_thing),
3579 ^ Function must return either nil if no item shall be removed from
3580 inventory, or an itemstack to replace the original itemstack.
3581 e.g. itemstack:take_item(); return itemstack
3582 ^ Otherwise, the function is free to do what it wants.
3583 ^ The default functions handle regular use cases.
3585 after_use = func(itemstack, user, node, digparams),
3588 ^ If defined, should return an itemstack and will be called instead of
3589 wearing out the tool. If returns nil, does nothing.
3590 If after_use doesn't exist, it is the same as:
3591 function(itemstack, user, node, digparams)
3592 itemstack:add_wear(digparams.wear)
3600 * `{name="image.png", animation={Tile Animation definition}}`
3601 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
3602 tileable_horizontal=bool}`
3603 * backface culling enabled by default for most nodes
3604 * tileable flags are info for shaders, how they should treat texture
3605 when displacement mapping is used
3606 Directions are from the point of view of the tile texture,
3607 not the node it's on
3608 * deprecated, yet still supported field names:
3611 ### Tile animation definition
3612 * `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
3614 ### Node definition (`register_node`)
3617 -- <all fields allowed in item definitions>,
3619 drawtype = "normal", -- See "Node drawtypes"
3620 visual_scale = 1.0, --[[
3621 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
3622 ^ For plantlike, the image will start at the bottom of the node; for the
3623 ^ other drawtypes, the image will be centered on the node.
3624 ^ Note that positioning for "torchlike" may still change. ]]
3625 tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
3626 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
3627 ^ List can be shortened to needed length ]]
3628 special_tiles = {tile definition 1, Tile definition 2}, --[[
3629 ^ Special textures of node; used rarely (old field name: special_materials)
3630 ^ List can be shortened to needed length ]]
3632 use_texture_alpha = false, -- Use texture's alpha channel
3633 post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
3634 paramtype = "none", -- See "Nodes" --[[
3635 ^ paramtype = "light" allows light to propagate from or through the node with light value
3636 ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
3637 paramtype2 = "none", -- See "Nodes"
3638 place_param2 = nil, -- Force value for param2 when player places node
3639 is_ground_content = true, -- If false, the cave generator will not carve through this
3640 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
3641 walkable = true, -- If true, objects collide with node
3642 pointable = true, -- If true, can be pointed at
3643 diggable = true, -- If false, can never be dug
3644 climbable = false, -- If true, can be climbed on (ladder)
3645 buildable_to = false, -- If true, placed nodes can replace this node
3646 floodable = false, -- If true, liquids flow into and replace this node
3647 liquidtype = "none", -- "none"/"source"/"flowing"
3648 liquid_alternative_flowing = "", -- Flowing version of source liquid
3649 liquid_alternative_source = "", -- Source version of flowing liquid
3650 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
3651 liquid_renewable = true, --[[
3652 ^ If true, a new liquid source can be created by placing two or more sources nearby ]]
3654 ^ Block contains level in param2. Value is default level, used for snow.
3655 ^ Don't forget to use "leveled" type nodebox. ]]
3656 liquid_range = 8, -- number of flowing nodes around source (max. 8)
3657 drowning = 0, -- Player will take this amount of damage if no bubbles are left
3658 light_source = 0, -- Amount of light emitted by node
3659 damage_per_second = 0, -- If player is inside node, this damage is caused
3660 node_box = {type="regular"}, -- See "Node boxes"
3661 connects_to = nodenames, --[[
3662 * Used for nodebox nodes with the type == "connected"
3663 * Specifies to what neighboring nodes connections will be drawn
3664 * e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
3665 connect_sides = { "top", "bottom", "front", "left", "back", "right" }, --[[
3666 ^ Tells connected nodebox nodes to connect only to these sides of this node. ]]
3668 selection_box = {type="regular"}, -- See "Node boxes" --[[
3669 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
3670 legacy_facedir_simple = false, -- Support maps made in and before January 2012
3671 legacy_wallmounted = false, -- Support maps made in and before January 2012
3673 footstep = <SimpleSoundSpec>,
3674 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
3675 dug = <SimpleSoundSpec>,
3676 place = <SimpleSoundSpec>,
3677 place_failed = <SimpleSoundSpec>,
3679 drop = "", -- Name of dropped node when dug. Default is the node itself.
3682 max_items = 1, -- Maximum number of items to drop.
3683 items = { -- Choose max_items randomly from this list.
3685 items = {"foo:bar", "baz:frob"}, -- Items to drop.
3686 rarity = 1, -- Probability of dropping is 1 / rarity.
3691 on_construct = func(pos), --[[
3692 ^ Node constructor; called after adding node
3693 ^ Can set up metadata and stuff like that
3694 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3696 on_destruct = func(pos), --[[
3697 ^ Node destructor; called before removing node
3698 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3700 after_destruct = func(pos, oldnode), --[[
3701 ^ Node destructor; called after removing node
3702 ^ Not called for bulk node placement (i.e. schematics and VoxelManip)
3705 after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
3706 ^ Called after constructing node when node was placed using
3707 minetest.item_place_node / minetest.place_node
3708 ^ If return true no item is taken from itemstack
3710 after_dig_node = func(pos, oldnode, oldmetadata, digger), --[[
3711 ^ oldmetadata is in table format
3712 ^ Called after destructing node when node was dug using
3713 minetest.node_dig / minetest.dig_node
3715 can_dig = function(pos, [player]) --[[
3716 ^ returns true if node can be dug, or false if not
3719 on_punch = func(pos, node, puncher, pointed_thing), --[[
3720 ^ default: minetest.node_punch
3721 ^ By default: Calls minetest.register_on_punchnode callbacks ]]
3722 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing), --[[
3724 ^ if defined, itemstack will hold clicker's wielded item
3725 ^ Shall return the leftover itemstack
3726 ^ Note: pointed_thing can be nil, if a mod calls this function ]]
3728 on_dig = func(pos, node, digger), --[[
3729 ^ default: minetest.node_dig
3730 ^ By default: checks privileges, wears out tool and removes node ]]
3732 on_timer = function(pos,elapsed), --[[
3734 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
3735 ^ elapsed is the total time passed since the timer was started
3736 ^ return true to run the timer for another cycle with the same timeout value ]]
3738 on_receive_fields = func(pos, formname, fields, sender), --[[
3739 ^ fields = {name1 = value1, name2 = value2, ...}
3740 ^ Called when an UI form (e.g. sign text input) returns data
3743 allow_metadata_inventory_move = func(pos, from_list, from_index,
3744 to_list, to_index, count, player), --[[
3745 ^ Called when a player wants to move items inside the inventory
3746 ^ Return value: number of items allowed to move ]]
3748 allow_metadata_inventory_put = func(pos, listname, index, stack, player), --[[
3749 ^ Called when a player wants to put something into the inventory
3750 ^ Return value: number of items allowed to put
3751 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3753 allow_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3754 ^ Called when a player wants to take something out of the inventory
3755 ^ Return value: number of items allowed to take
3756 ^ Return value: -1: Allow and don't modify item count in inventory ]]
3758 on_metadata_inventory_move = func(pos, from_list, from_index,
3759 to_list, to_index, count, player),
3760 on_metadata_inventory_put = func(pos, listname, index, stack, player),
3761 on_metadata_inventory_take = func(pos, listname, index, stack, player), --[[
3762 ^ Called after the actual action has happened, according to what was allowed.
3763 ^ No return value ]]
3765 on_blast = func(pos, intensity), --[[
3766 ^ intensity: 1.0 = mid range of regular TNT
3767 ^ If defined, called when an explosion touches the node, instead of
3768 removing the node ]]
3771 ### Recipe for `register_craft` (shaped)
3774 output = 'default:pick_stone',
3776 {'default:cobble', 'default:cobble', 'default:cobble'},
3777 {'', 'default:stick', ''},
3778 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
3780 replacements = --[[<optional list of item pairs,
3781 replace one input item with another item on crafting>]]
3784 ### Recipe for `register_craft` (shapeless)
3788 output = 'mushrooms:mushroom_stew',
3791 "mushrooms:mushroom_brown",
3792 "mushrooms:mushroom_red",
3794 replacements = --[[<optional list of item pairs,
3795 replace one input item with another item on crafting>]]
3798 ### Recipe for `register_craft` (tool repair)
3801 type = "toolrepair",
3802 additional_wear = -0.02,
3805 ### Recipe for `register_craft` (cooking)
3809 output = "default:glass",
3810 recipe = "default:sand",
3814 ### Recipe for `register_craft` (furnace fuel)
3818 recipe = "default:leaves",
3822 ### Ore definition (`register_ore`)
3825 ore_type = "scatter", -- See "Ore types"
3826 ore = "default:stone_with_coal",
3827 wherein = "default:stone",
3828 -- ^ a list of nodenames is supported too
3829 clust_scarcity = 8*8*8,
3830 -- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
3831 -- ^ This value should be *MUCH* higher than your intuition might tell you!
3833 -- ^ Number of ores in a cluster
3835 -- ^ Size of the bounding box of the cluster
3836 -- ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
3840 -- ^ Attributes for this ore generation
3841 noise_threshold = 0.5,
3842 -- ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
3843 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
3844 -- ^ NoiseParams structure describing the perlin noise used for ore distribution.
3845 -- ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
3846 random_factor = 1.0,
3847 -- ^ Multiplier of the randomness contribution to the noise value at any
3848 -- given point to decide if ore should be placed. Set to 0 for solid veins.
3849 -- ^ This parameter is only valid for ore_type == "vein".
3850 biomes = {"desert", "rainforest"}
3851 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3852 -- ^ and ignored if the Mapgen being used does not support biomes.
3853 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3856 ### Biome definition (`register_biome`)
3859 The Biome API is still in an experimental phase and subject to change.
3863 node_dust = "default:snow",
3864 -- ^ Node dropped onto upper surface after all else is generated.
3865 node_top = "default:dirt_with_snow",
3867 -- ^ Node forming surface layer of biome and thickness of this layer.
3868 node_filler = "default:permafrost",
3870 -- ^ Node forming lower layer of biome and thickness of this layer.
3871 node_stone = "default:bluestone",
3872 -- ^ Node that replaces all stone nodes between roughly y_min and y_max.
3873 node_water_top = "default:ice",
3874 depth_water_top = 10,
3875 -- ^ Node forming a surface layer in seawater with the defined thickness.
3877 -- ^ Node that replaces all seawater nodes not in the defined surface layer.
3878 node_river_water = "default:ice",
3879 -- ^ Node that replaces river water in mapgens that use default:river_water.
3880 node_riverbed = "default:gravel",
3882 -- ^ Node placed under river water and thickness of this layer.
3885 -- ^ Lower and upper limits for biome.
3886 -- ^ Because biome is not recalculated for every node in a node column
3887 -- ^ some biome materials can exceed their limits, especially stone.
3888 -- ^ For each node column in a mapchunk, biome is only recalculated at column
3889 -- ^ top and at each of these surfaces:
3890 -- ^ Ground below air, water below air, ground below water.
3891 -- ^ The selected biome then stays in effect for all nodes below until
3892 -- ^ column base or the next biome recalculation.
3894 humidity_point = 50,
3895 -- ^ Characteristic average temperature and humidity for the biome.
3896 -- ^ These values create 'biome points' on a voronoi diagram that has heat
3897 -- ^ and humidity as axes. The resulting voronoi cells determine which
3898 -- ^ heat/humidity points belong to which biome, and therefore determine
3899 -- ^ the area and location of each biome in the world.
3900 -- ^ The biome points need to be carefully and evenly spaced on the voronoi
3901 -- ^ diagram to result in roughly equal size biomes.
3902 -- ^ Heat and humidity have average values of 50, vary mostly between
3903 -- ^ 0 and 100 but also often exceed these values.
3904 -- ^ Heat is not in degrees celcius, both values are abstract.
3907 ### Decoration definition (`register_decoration`)
3910 deco_type = "simple", -- See "Decoration types"
3911 place_on = "default:dirt_with_grass",
3912 -- ^ Node (or list of nodes) that the decoration can be placed on
3914 -- ^ Size of divisions made in the chunk being generated.
3915 -- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
3917 -- ^ Ratio of the area to be uniformly filled by the decoration.
3918 -- ^ Used only if noise_params is not specified.
3919 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
3920 -- ^ NoiseParams structure describing the perlin noise used for decoration distribution.
3921 -- ^ The result of this is multiplied by the 2d area of the division being decorated.
3922 biomes = {"Oceanside", "Hills", "Plains"},
3923 -- ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
3924 -- ^ and ignored if the Mapgen being used does not support biomes.
3925 -- ^ Can be a list of (or a single) biome names, IDs, or definitions.
3928 -- ^ Minimum and maximum `y` positions these decorations can be generated at.
3929 -- ^ This parameter refers to the `y` position of the decoration base, so
3930 -- the actual maximum height would be `height_max + size.Y`.
3931 spawn_by = "default:water",
3932 -- ^ Node (or list of nodes) that the decoration only spawns next to.
3933 -- ^ Checks two horizontal planes of neighbouring nodes (including diagonal neighbours),
3934 -- ^ one plane at Y = surface and one plane at Y = surface = + 1.
3936 -- ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
3937 -- ^ If absent or -1, decorations occur next to any nodes.
3938 flags = "liquid_surface, force_placement",
3939 -- ^ Flags for all decoration types.
3940 -- ^ "liquid_surface": Instead of placement on the highest solid surface
3941 -- ^ in a mapchunk column, placement is on the highest liquid surface.
3942 -- ^ Placement is disabled if solid nodes are found above the liquid surface.
3943 -- ^ "force_placement": Nodes other than "air" and "ignore" are replaced by the decoration.
3945 ----- Simple-type parameters
3946 decoration = "default:grass",
3947 -- ^ The node name used as the decoration.
3948 -- ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
3950 -- ^ Number of nodes high the decoration is made.
3951 -- ^ If height_max is not 0, this is the lower bound of the randomly selected height.
3953 -- ^ Number of nodes the decoration can be at maximum.
3954 -- ^ If absent, the parameter 'height' is used as a constant.
3956 ----- Schematic-type parameters
3957 schematic = "foobar.mts",
3958 -- ^ If schematic is a string, it is the filepath relative to the current working directory of the
3959 -- ^ specified Minetest schematic file.
3960 -- ^ - OR -, could be the ID of a previously registered schematic
3961 -- ^ - OR -, could instead be a table containing two mandatory fields, size and data,
3962 -- ^ and an optional table yslice_prob:
3964 size = {x=4, y=6, z=4},
3966 {name="default:cobble", param1=255, param2=0},
3967 {name="default:dirt_with_grass", param1=255, param2=0},
3968 {name="ignore", param1=255, param2=0},
3969 {name="air", param1=255, param2=0},
3978 -- ^ See 'Schematic specifier' for details.
3979 replacements = {["oldname"] = "convert_to", ...},
3980 flags = "place_center_x, place_center_y, place_center_z",
3981 -- ^ Flags for schematic decorations. See 'Schematic attributes'.
3982 rotation = "90" -- rotate schematic 90 degrees on placement
3983 -- ^ Rotation can be "0", "90", "180", "270", or "random".
3986 ### Chat command definition (`register_chatcommand`)
3989 params = "<name> <privilege>", -- Short parameter description
3990 description = "Remove privilege from player", -- Full description
3991 privs = {privs=true}, -- Require the "privs" privilege to run
3992 func = function(name, param), -- Called when command is run.
3993 -- Returns boolean success and text output.
3996 ### Detached inventory callbacks
3999 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4000 -- ^ Called when a player wants to move items inside the inventory
4001 -- ^ Return value: number of items allowed to move
4003 allow_put = func(inv, listname, index, stack, player),
4004 -- ^ Called when a player wants to put something into the inventory
4005 -- ^ Return value: number of items allowed to put
4006 -- ^ Return value: -1: Allow and don't modify item count in inventory
4008 allow_take = func(inv, listname, index, stack, player),
4009 -- ^ Called when a player wants to take something out of the inventory
4010 -- ^ Return value: number of items allowed to take
4011 -- ^ Return value: -1: Allow and don't modify item count in inventory
4013 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
4014 on_put = func(inv, listname, index, stack, player),
4015 on_take = func(inv, listname, index, stack, player),
4016 -- ^ Called after the actual action has happened, according to what was allowed.
4017 -- ^ No return value
4020 ### HUD Definition (`hud_add`, `hud_get`)
4023 hud_elem_type = "image", -- see HUD element types
4024 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
4025 position = {x=0.5, y=0.5},
4026 -- ^ Left corner position of element
4032 -- ^ Selected item in inventory. 0 for no item selected.
4034 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
4035 alignment = {x=0, y=0},
4036 -- ^ See "HUD Element Types"
4037 offset = {x=0, y=0},
4038 -- ^ See "HUD Element Types"
4039 size = { x=100, y=100 },
4040 -- ^ Size of element in pixels
4043 ### Particle definition (`add_particle`)
4046 pos = {x=0, y=0, z=0},
4047 velocity = {x=0, y=0, z=0},
4048 acceleration = {x=0, y=0, z=0},
4049 -- ^ Spawn particle at pos with velocity and acceleration
4051 -- ^ Disappears after expirationtime seconds
4053 collisiondetection = false,
4054 -- ^ collisiondetection: if true collides with physical objects
4055 collision_removal = false,
4056 -- ^ collision_removal: if true then particle is removed when it collides,
4057 -- ^ requires collisiondetection = true to have any effect
4059 -- ^ vertical: if true faces player using y axis only
4060 texture = "image.png",
4061 -- ^ Uses texture (string)
4062 playername = "singleplayer"
4063 -- ^ optional, if specified spawns particle only on the player's client
4066 ### `ParticleSpawner` definition (`add_particlespawner`)
4071 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
4072 minpos = {x=0, y=0, z=0},
4073 maxpos = {x=0, y=0, z=0},
4074 minvel = {x=0, y=0, z=0},
4075 maxvel = {x=0, y=0, z=0},
4076 minacc = {x=0, y=0, z=0},
4077 maxacc = {x=0, y=0, z=0},
4082 -- ^ The particle's properties are random values in between the bounds:
4083 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
4084 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
4085 collisiondetection = false,
4086 -- ^ collisiondetection: if true uses collision detection
4087 collision_removal = false,
4088 -- ^ collision_removal: if true then particle is removed when it collides,
4089 -- ^ requires collisiondetection = true to have any effect
4091 -- ^ vertical: if true faces player using y axis only
4092 texture = "image.png",
4093 -- ^ Uses texture (string)
4094 playername = "singleplayer"
4095 -- ^ Playername is optional, if specified spawns particle only on the player's client
4098 ### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)
4101 url = "http://example.org",
4103 -- ^ Timeout for connection in seconds. Default is 3 seconds.
4104 post_data = "Raw POST request data string" OR { field1 = "data1", field2 = "data2" },
4105 -- ^ Optional, if specified a POST request with post_data is performed.
4106 -- ^ Accepts both a string and a table. If a table is specified, encodes table
4107 -- ^ as x-www-form-urlencoded key-value pairs.
4108 -- ^ If post_data ist not specified, a GET request is performed instead.
4109 user_agent = "ExampleUserAgent",
4110 -- ^ Optional, if specified replaces the default minetest user agent with given string
4111 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
4112 -- ^ Optional, if specified adds additional headers to the HTTP request. You must make sure
4113 -- ^ that the header strings follow HTTP specification ("Key: Value").
4115 -- ^ Optional, if true performs a multipart HTTP request. Default is false.
4118 ### `HTTPRequestResult` definition (`HTTPApiTable.fetch` callback, `HTTPApiTable.fetch_async_get`)
4122 -- ^ If true, the request has finished (either succeeded, failed or timed out)
4124 -- ^ If true, the request was succesful
4126 -- ^ If true, the request timed out
4128 -- ^ HTTP status code