1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These mapgen settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `disabled_settings = <comma-separated settings>`
83 e.g. `disabled_settings = enable_damage, creative_mode`
84 These settings are hidden for this game in the "Start game" tab
85 and will be initialized as `false` when the game is started.
86 Prepend a setting name with an exclamation mark to initialize it to `true`
87 (this does not work for `enable_server`).
88 Only these settings are supported:
89 `enable_damage`, `creative_mode`, `enable_server`.
90 * `author`: The author of the game. It only appears when downloaded from
92 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
93 an internal ID used to track versions.
95 Used to set default settings when running this game.
97 In the same format as the one in builtin.
98 This settingtypes.txt will be parsed by the menu and the settings will be
99 displayed in the "Games" category in the advanced settings tab.
100 * If the game contains a folder called `textures` the server will load it as a
101 texturepack, overriding mod textures.
102 Any server texturepack will override mod textures and the game texturepack.
107 Games can provide custom main menu images. They are put inside a `menu`
108 directory inside the game directory.
110 The images are named `$identifier.png`, where `$identifier` is one of
111 `overlay`, `background`, `footer`, `header`.
112 If you want to specify multiple images for one identifier, add additional
113 images named like `$identifier.$n.png`, with an ascending number $n starting
114 with 1, and a random image will be chosen from the provided ones.
119 Games can provide custom main menu music. They are put inside a `menu`
120 directory inside the game directory.
122 The music files are named `theme.ogg`.
123 If you want to specify multiple music files for one game, add additional
124 images named like `theme.$n.ogg`, with an ascending number $n starting
125 with 1 (max 10), and a random music file will be chosen from the provided ones.
133 Paths are relative to the directories listed in the [Paths] section above.
135 * `games/<gameid>/mods/`
137 * `worlds/<worldname>/worldmods/`
142 It is possible to include a game in a world; in this case, no mods or
143 games are loaded or checked from anywhere else.
145 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
148 Mods should then be placed in `<worldname>/game/mods/`.
153 Mods can be put in a subdirectory, if the parent directory, which otherwise
154 should be a mod, contains a file named `modpack.conf`.
155 The file is a key-value store of modpack details.
157 * `name`: The modpack name. Allows Minetest to determine the modpack name even
158 if the folder is wrongly named.
159 * `description`: Description of mod to be shown in the Mods tab of the main
161 * `author`: The author of the modpack. It only appears when downloaded from
163 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
164 internal ID used to track versions.
165 * `title`: A human-readable title to address the modpack.
167 Note: to support 0.4.x, please also create an empty modpack.txt file.
169 Mod directory structure
170 -----------------------
176 │ ├── settingtypes.txt
180 │ │ ├── modname_stuff.png
181 │ │ ├── modname_stuff_normal.png
182 │ │ ├── modname_something_else.png
183 │ │ ├── subfolder_foo
184 │ │ │ ├── modname_more_stuff.png
185 │ │ │ └── another_subfolder
186 │ │ └── bar_subfolder
195 The location of this directory can be fetched by using
196 `minetest.get_modpath(modname)`.
200 A `Settings` file that provides meta information about the mod.
202 * `name`: The mod name. Allows Minetest to determine the mod name even if the
203 folder is wrongly named.
204 * `description`: Description of mod to be shown in the Mods tab of the main
206 * `depends`: A comma separated list of dependencies. These are mods that must be
207 loaded before this mod.
208 * `optional_depends`: A comma separated list of optional dependencies.
209 Like a dependency, but no error if the mod doesn't exist.
210 * `author`: The author of the mod. It only appears when downloaded from
212 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
213 internal ID used to track versions.
214 * `title`: A human-readable title to address the mod.
216 Note: to support 0.4.x, please also provide depends.txt.
220 A screenshot shown in the mod manager within the main menu. It should
221 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
225 **Deprecated:** you should use mod.conf instead.
227 This file is used if there are no dependencies in mod.conf.
229 List of mods that have to be loaded before loading this mod.
231 A single line contains a single modname.
233 Optional dependencies can be defined by appending a question mark
234 to a single modname. This means that if the specified mod
235 is missing, it does not prevent this mod from being loaded.
237 ### `description.txt`
239 **Deprecated:** you should use mod.conf instead.
241 This file is used if there is no description in mod.conf.
243 A file containing a description to be shown in the Mods tab of the main menu.
245 ### `settingtypes.txt`
247 The format is documented in `builtin/settingtypes.txt`.
248 It is parsed by the main menu settings dialogue to list mod-specific
249 settings in the "Mods" category.
253 The main Lua script. Running this script should register everything it
254 wants to register. Subsequent execution depends on minetest calling the
255 registered callbacks.
257 `minetest.settings` can be used to read custom or existing settings at load
258 time, if necessary. (See [`Settings`])
260 ### `textures`, `sounds`, `media`, `models`, `locale`
262 Media files (textures, sounds, whatever) that will be transferred to the
263 client and will be available for use by the mod and translation files for
264 the clients (see [Translations]).
266 It is suggested to use the folders for the purpose they are thought for,
267 eg. put textures into `textures`, translation files into `locale`,
268 models for entities or meshnodes into `models` et cetera.
270 These folders and subfolders can contain subfolders.
271 Subfolders with names starting with `_` or `.` are ignored.
272 If a subfolder contains a media file with the same name as a media file
273 in one of its parents, the parent's file is used.
275 Although it is discouraged, a mod can overwrite a media file of any mod that it
276 depends on by supplying a file with an equal name.
281 Registered names should generally be in this format:
285 `<whatever>` can have these characters:
289 This is to prevent conflicting names from corrupting maps and is
290 enforced by the mod loader.
292 Registered names can be overridden by prefixing the name with `:`. This can
293 be used for overriding the registrations of some other mod.
295 The `:` prefix can also be used for maintaining backwards compatibility.
299 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
300 So the name should be `experimental:tnt`.
302 Any mod can redefine `experimental:tnt` by using the name
306 when registering it. That mod is required to have `experimental` as a
315 Aliases of itemnames can be added by using
316 `minetest.register_alias(alias, original_name)` or
317 `minetest.register_alias_force(alias, original_name)`.
319 This adds an alias `alias` for the item called `original_name`.
320 From now on, you can use `alias` to refer to the item `original_name`.
322 The only difference between `minetest.register_alias` and
323 `minetest.register_alias_force` is that if an item named `alias` already exists,
324 `minetest.register_alias` will do nothing while
325 `minetest.register_alias_force` will unregister it.
327 This can be used for maintaining backwards compatibility.
329 This can also set quick access names for things, e.g. if
330 you have an item called `epiclylongmodname:stuff`, you could do
332 minetest.register_alias("stuff", "epiclylongmodname:stuff")
334 and be able to use `/giveme stuff`.
339 In a game, a certain number of these must be set to tell core mapgens which
340 of the game's nodes are to be used for core mapgen generation. For example:
342 minetest.register_alias("mapgen_stone", "default:stone")
344 ### Aliases for non-V6 mapgens
346 #### Essential aliases
349 * mapgen_water_source
350 * mapgen_river_water_source
352 `mapgen_river_water_source` is required for mapgens with sloping rivers where
353 it is necessary to have a river liquid node with a short `liquid_range` and
354 `liquid_renewable = false` to avoid flooding.
356 #### Optional aliases
360 Fallback lava node used if cave liquids are not defined in biome definitions.
361 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
365 Fallback node used if dungeon nodes are not defined in biome definitions.
366 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
368 ### Aliases needed for Mapgen V6
371 * mapgen_water_source
374 * mapgen_dirt_with_grass
377 * mapgen_desert_stone
379 * mapgen_dirt_with_snow
388 * mapgen_jungleleaves
391 * mapgen_pine_needles
394 * mapgen_stair_cobble
396 * mapgen_stair_desert_stone
398 ### Setting the node used in Mapgen Singlenode
400 By default the world is filled with air nodes. To set a different node use, for
403 minetest.register_alias("mapgen_singlenode", "default:stone")
411 Mods should generally prefix their textures with `modname_`, e.g. given
412 the mod name `foomod`, a texture could be called:
416 Textures are referred to by their complete name, or alternatively by
417 stripping out the file extension:
419 * e.g. `foomod_foothing.png`
420 * e.g. `foomod_foothing`
426 There are various texture modifiers that can be used
427 to let the client generate textures on-the-fly.
428 The modifiers are applied directly in sRGB colorspace,
429 i.e. without gamma-correction.
431 ### Texture overlaying
433 Textures can be overlaid by putting a `^` between them.
437 default_dirt.png^default_grass_side.png
439 `default_grass_side.png` is overlaid over `default_dirt.png`.
440 The texture with the lower resolution will be automatically upscaled to
441 the higher resolution texture.
445 Textures can be grouped together by enclosing them in `(` and `)`.
447 Example: `cobble.png^(thing1.png^thing2.png)`
449 A texture for `thing1.png^thing2.png` is created and the resulting
450 texture is overlaid on top of `cobble.png`.
454 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
455 passing complex texture names as arguments. Escaping is done with backslash and
456 is required for `^` and `:`.
458 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
460 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
461 on top of `cobble.png`.
463 ### Advanced texture modifiers
469 * `[crack:<t>:<n>:<p>`
470 * `[cracko:<t>:<n>:<p>`
474 * `<t>`: tile count (in each direction)
475 * `<n>`: animation frame count
476 * `<p>`: current animation frame
478 Draw a step of the crack animation on the texture.
479 `crack` draws it normally, while `cracko` lays it over, keeping transparent
484 default_cobble.png^[crack:10:1
486 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
492 * `<file>`: texture to combine
494 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
495 specified coordinates.
499 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
501 #### `[resize:<w>x<h>`
503 Resizes the texture to the given dimensions.
507 default_sandstone.png^[resize:16x16
511 Makes the base image transparent according to the given ratio.
513 `r` must be between 0 (transparent) and 255 (opaque).
517 default_sandstone.png^[opacity:127
519 #### `[invert:<mode>`
521 Inverts the given channels of the base image.
522 Mode may contain the characters "r", "g", "b", "a".
523 Only the channels that are mentioned in the mode string will be inverted.
527 default_apple.png^[invert:rgb
531 Brightens the texture.
535 tnt_tnt_side.png^[brighten
539 Makes the texture completely opaque.
543 default_leaves.png^[noalpha
545 #### `[makealpha:<r>,<g>,<b>`
547 Convert one color to transparency.
551 default_cobble.png^[makealpha:128,128,128
555 * `<t>`: transformation(s) to apply
557 Rotates and/or flips the image.
559 `<t>` can be a number (between 0 and 7) or a transform name.
560 Rotations are counter-clockwise.
563 1 R90 rotate by 90 degrees
564 2 R180 rotate by 180 degrees
565 3 R270 rotate by 270 degrees
567 5 FXR90 flip X then rotate by 90 degrees
569 7 FYR90 flip Y then rotate by 90 degrees
573 default_stone.png^[transformFXR90
575 #### `[inventorycube{<top>{<left>{<right>`
577 Escaping does not apply here and `^` is replaced by `&` in texture names
580 Create an inventory cube texture using the side textures.
584 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
586 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
587 `dirt.png^grass_side.png` textures
589 #### `[lowpart:<percent>:<file>`
591 Blit the lower `<percent>`% part of `<file>` on the texture.
595 base.png^[lowpart:25:overlay.png
597 #### `[verticalframe:<t>:<n>`
599 * `<t>`: animation frame count
600 * `<n>`: current animation frame
602 Crops the texture to a frame of a vertical animation.
606 default_torch_animated.png^[verticalframe:16:8
610 Apply a mask to the base image.
612 The mask is applied using binary AND.
614 #### `[sheet:<w>x<h>:<x>,<y>`
616 Retrieves a tile at position x,y from the base image
617 which it assumes to be a tilesheet with dimensions w,h.
619 #### `[colorize:<color>:<ratio>`
621 Colorize the textures with the given color.
622 `<color>` is specified as a `ColorString`.
623 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
624 it is an int, then it specifies how far to interpolate between the
625 colors where 0 is only the texture color and 255 is only `<color>`. If
626 omitted, the alpha of `<color>` will be used as the ratio. If it is
627 the word "`alpha`", then each texture pixel will contain the RGB of
628 `<color>` and the alpha of `<color>` multiplied by the alpha of the
631 #### `[multiply:<color>`
633 Multiplies texture colors with the given color.
634 `<color>` is specified as a `ColorString`.
635 Result is more like what you'd expect if you put a color on top of another
636 color, meaning white surfaces get a lot of your new color while black parts
637 don't change very much.
641 Embed a base64 encoded PNG image in the texture string.
642 You can produce a valid string for this by calling
643 `minetest.encode_base64(minetest.encode_png(tex))`,
644 refer to the documentation of these functions for details.
645 You can use this to send disposable images such as captchas
646 to individual clients, or render things that would be too
647 expensive to compose with `[combine:`.
649 IMPORTANT: Avoid sending large images this way.
650 This is not a replacement for asset files, do not use it to do anything
651 that you could instead achieve by just using a file.
652 In particular consider `minetest.dynamic_add_media` and test whether
653 using other texture modifiers could result in a shorter string than
654 embedding a whole image, this may vary by use case.
659 The goal of hardware coloring is to simplify the creation of
660 colorful nodes. If your textures use the same pattern, and they only
661 differ in their color (like colored wool blocks), you can use hardware
662 coloring instead of creating and managing many texture files.
663 All of these methods use color multiplication (so a white-black texture
664 with red coloring will result in red-black color).
668 This method is useful if you wish to create nodes/items with
669 the same texture, in different colors, each in a new node/item definition.
673 When you register an item or node, set its `color` field (which accepts a
674 `ColorSpec`) to the desired color.
676 An `ItemStack`'s static color can be overwritten by the `color` metadata
677 field. If you set that field to a `ColorString`, that color will be used.
681 Each tile may have an individual static color, which overwrites every
682 other coloring method. To disable the coloring of a face,
683 set its color to white (because multiplying with white does nothing).
684 You can set the `color` property of the tiles in the node's definition
685 if the tile is in table format.
689 For nodes and items which can have many colors, a palette is more
690 suitable. A palette is a texture, which can contain up to 256 pixels.
691 Each pixel is one possible color for the node/item.
692 You can register one node/item, which can have up to 256 colors.
694 #### Palette indexing
696 When using palettes, you always provide a pixel index for the given
697 node or `ItemStack`. The palette is read from left to right and from
698 top to bottom. If the palette has less than 256 pixels, then it is
699 stretched to contain exactly 256 pixels (after arranging the pixels
700 to one line). The indexing starts from 0.
704 * 16x16 palette, index = 0: the top left corner
705 * 16x16 palette, index = 4: the fifth pixel in the first row
706 * 16x16 palette, index = 16: the pixel below the top left corner
707 * 16x16 palette, index = 255: the bottom right corner
708 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
709 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
710 to ensure the total 256 pixels.
711 * 2x4 palette, index = 32: the top right corner
712 * 2x4 palette, index = 63: the top right corner
713 * 2x4 palette, index = 64: the pixel below the top left corner
715 #### Using palettes with items
717 When registering an item, set the item definition's `palette` field to
718 a texture. You can also use texture modifiers.
720 The `ItemStack`'s color depends on the `palette_index` field of the
721 stack's metadata. `palette_index` is an integer, which specifies the
722 index of the pixel to use.
724 #### Linking palettes with nodes
726 When registering a node, set the item definition's `palette` field to
727 a texture. You can also use texture modifiers.
728 The node's color depends on its `param2`, so you also must set an
729 appropriate `paramtype2`:
731 * `paramtype2 = "color"` for nodes which use their full `param2` for
732 palette indexing. These nodes can have 256 different colors.
733 The palette should contain 256 pixels.
734 * `paramtype2 = "colorwallmounted"` for nodes which use the first
735 five bits (most significant) of `param2` for palette indexing.
736 The remaining three bits are describing rotation, as in `wallmounted`
737 paramtype2. Division by 8 yields the palette index (without stretching the
738 palette). These nodes can have 32 different colors, and the palette
739 should contain 32 pixels.
741 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
742 pixel will be picked from the palette.
743 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
744 pixel will be picked from the palette.
745 * `paramtype2 = "colorfacedir"` for nodes which use the first
746 three bits of `param2` for palette indexing. The remaining
747 five bits are describing rotation, as in `facedir` paramtype2.
748 Division by 32 yields the palette index (without stretching the
749 palette). These nodes can have 8 different colors, and the
750 palette should contain 8 pixels.
752 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
753 first (= 0 + 1) pixel will be picked from the palette.
754 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
755 second (= 1 + 1) pixel will be picked from the palette.
757 To colorize a node on the map, set its `param2` value (according
758 to the node's paramtype2).
760 ### Conversion between nodes in the inventory and on the map
762 Static coloring is the same for both cases, there is no need
765 If the `ItemStack`'s metadata contains the `color` field, it will be
766 lost on placement, because nodes on the map can only use palettes.
768 If the `ItemStack`'s metadata contains the `palette_index` field, it is
769 automatically transferred between node and item forms by the engine,
770 when a player digs or places a colored node.
771 You can disable this feature by setting the `drop` field of the node
772 to itself (without metadata).
773 To transfer the color to a special drop, you need a drop table.
777 minetest.register_node("mod:stone", {
778 description = "Stone",
779 tiles = {"default_stone.png"},
780 paramtype2 = "color",
781 palette = "palette.png",
784 -- assume that mod:cobblestone also has the same palette
785 {items = {"mod:cobblestone"}, inherit_color = true },
790 ### Colored items in craft recipes
792 Craft recipes only support item strings, but fortunately item strings
793 can also contain metadata. Example craft recipe registration:
795 minetest.register_craft({
796 output = minetest.itemstring_with_palette("wool:block", 3),
804 To set the `color` field, you can use `minetest.itemstring_with_color`.
806 Metadata field filtering in the `recipe` field are not supported yet,
807 so the craft output is independent of the color of the ingredients.
812 Sometimes hardware coloring is not enough, because it affects the
813 whole tile. Soft texture overlays were added to Minetest to allow
814 the dynamic coloring of only specific parts of the node's texture.
815 For example a grass block may have colored grass, while keeping the
818 These overlays are 'soft', because unlike texture modifiers, the layers
819 are not merged in the memory, but they are simply drawn on top of each
820 other. This allows different hardware coloring, but also means that
821 tiles with overlays are drawn slower. Using too much overlays might
824 For inventory and wield images you can specify overlays which
825 hardware coloring does not modify. You have to set `inventory_overlay`
826 and `wield_overlay` fields to an image name.
828 To define a node overlay, simply set the `overlay_tiles` field of the node
829 definition. These tiles are defined in the same way as plain tiles:
830 they can have a texture name, color etc.
831 To skip one face, set that overlay tile to an empty string.
833 Example (colored grass block):
835 minetest.register_node("default:dirt_with_grass", {
836 description = "Dirt with Grass",
837 -- Regular tiles, as usual
838 -- The dirt tile disables palette coloring
839 tiles = {{name = "default_grass.png"},
840 {name = "default_dirt.png", color = "white"}},
841 -- Overlay tiles: define them in the same style
842 -- The top and bottom tile does not have overlay
843 overlay_tiles = {"", "",
844 {name = "default_grass_side.png"}},
845 -- Global color, used in inventory
847 -- Palette in the world
848 paramtype2 = "color",
849 palette = "default_foilage.png",
858 Only Ogg Vorbis files are supported.
860 For positional playing of sounds, only single-channel (mono) files are
861 supported. Otherwise OpenAL will play them non-positionally.
863 Mods should generally prefix their sounds with `modname_`, e.g. given
864 the mod name "`foomod`", a sound could be called:
868 Sounds are referred to by their name with a dot, a single digit and the
869 file extension stripped out. When a sound is played, the actual sound file
870 is chosen randomly from the matching sounds.
872 When playing the sound `foomod_foosound`, the sound is chosen randomly
873 from the available ones of the following files:
875 * `foomod_foosound.ogg`
876 * `foomod_foosound.0.ogg`
877 * `foomod_foosound.1.ogg`
879 * `foomod_foosound.9.ogg`
881 Examples of sound parameter tables:
883 -- Play locationless on all clients
885 gain = 1.0, -- default
886 fade = 0.0, -- default, change to a value > 0 to fade the sound in
887 pitch = 1.0, -- default
889 -- Play locationless to one player
892 gain = 1.0, -- default
893 fade = 0.0, -- default, change to a value > 0 to fade the sound in
894 pitch = 1.0, -- default
896 -- Play locationless to one player, looped
899 gain = 1.0, -- default
902 -- Play at a location
904 pos = {x = 1, y = 2, z = 3},
905 gain = 1.0, -- default
906 max_hear_distance = 32, -- default, uses an euclidean metric
908 -- Play connected to an object, looped
910 object = <an ObjectRef>,
911 gain = 1.0, -- default
912 max_hear_distance = 32, -- default, uses an euclidean metric
915 -- Play at a location, heard by anyone *but* the given player
917 pos = {x = 32, y = 0, z = 100},
918 max_hear_distance = 40,
919 exclude_player = name,
922 Looped sounds must either be connected to an object or played locationless to
923 one player using `to_player = name`.
925 A positional sound will only be heard by players that are within
926 `max_hear_distance` of the sound position, at the start of the sound.
928 `exclude_player = name` can be applied to locationless, positional and object-
929 bound sounds to exclude a single player from hearing them.
934 Specifies a sound name, gain (=volume) and pitch.
935 This is either a string or a table.
937 In string form, you just specify the sound name or
938 the empty string for no sound.
940 Table form has the following fields:
943 * `gain`: Volume (`1.0` = 100%)
944 * `pitch`: Pitch (`1.0` = 100%)
946 `gain` and `pitch` are optional and default to `1.0`.
952 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
953 * `{name = "default_place_node"}`: Same as above
954 * `{name = "default_place_node", gain = 0.5}`: 50% volume
955 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
960 These sound files are played back by the engine if provided.
962 * `player_damage`: Played when the local player takes damage (gain = 0.5)
963 * `player_falling_damage`: Played when the local player takes
964 damage by falling (gain = 0.5)
965 * `player_jump`: Played when the local player jumps
966 * `default_dig_<groupname>`: Default node digging sound
967 (see node sound definition for details)
969 Registered definitions
970 ======================
972 Anything added using certain [Registration functions] gets added to one or more
973 of the global [Registered definition tables].
975 Note that in some cases you will stumble upon things that are not contained
976 in these tables (e.g. when a mod has been removed). Always check for
977 existence before trying to access the fields.
981 All nodes register with `minetest.register_node` get added to the table
982 `minetest.registered_nodes`.
984 If you want to check the drawtype of a node, you could do:
986 local function get_nodedef_field(nodename, fieldname)
987 if not minetest.registered_nodes[nodename] then
990 return minetest.registered_nodes[nodename][fieldname]
992 local drawtype = get_nodedef_field(nodename, "drawtype")
1000 Nodes are the bulk data of the world: cubes and other things that take the
1001 space of a cube. Huge amounts of them are handled efficiently, but they
1004 The definition of a node is stored and can be accessed by using
1006 minetest.registered_nodes[node.name]
1008 See [Registered definitions].
1010 Nodes are passed by value between Lua and the engine.
1011 They are represented by a table:
1013 {name="name", param1=num, param2=num}
1015 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
1016 them for certain automated functions. If you don't use these functions, you can
1017 use them to store arbitrary values.
1022 The functions of `param1` and `param2` are determined by certain fields in the
1025 The function of `param1` is determined by `paramtype` in node definition.
1026 `param1` is reserved for the engine when `paramtype != "none"`.
1028 * `paramtype = "light"`
1029 * The value stores light with and without sun in its upper and lower 4 bits
1031 * Required by a light source node to enable spreading its light.
1032 * Required by the following drawtypes as they determine their visual
1033 brightness from their internal light value:
1043 * `paramtype = "none"`
1044 * `param1` will not be used by the engine and can be used to store
1047 The function of `param2` is determined by `paramtype2` in node definition.
1048 `param2` is reserved for the engine when `paramtype2 != "none"`.
1050 * `paramtype2 = "flowingliquid"`
1051 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1052 * The liquid level and a flag of the liquid are stored in `param2`
1053 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1054 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1055 to access/manipulate the content of this field
1056 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1057 * `paramtype2 = "wallmounted"`
1058 * Supported drawtypes: "torchlike", "signlike", "plantlike",
1059 "plantlike_rooted", "normal", "nodebox", "mesh"
1060 * The rotation of the node is stored in `param2`
1061 * You can make this value by using `minetest.dir_to_wallmounted()`
1062 * Values range 0 - 5
1063 * The value denotes at which direction the node is "mounted":
1064 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1065 * `paramtype2 = "facedir"`
1066 * Supported drawtypes: "normal", "nodebox", "mesh"
1067 * The rotation of the node is stored in `param2`. Furnaces and chests are
1068 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1069 * Values range 0 - 23
1070 * facedir / 4 = axis direction:
1071 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1072 * facedir modulo 4 = rotation around that axis
1073 * `paramtype2 = "leveled"`
1074 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1076 * The level of the top face of the nodebox is stored in `param2`.
1077 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1079 * The nodebox height is (`param2` / 64) nodes.
1080 * The maximum accepted value of `param2` is 127.
1082 * The height of the 'plantlike' section is stored in `param2`.
1083 * The height is (`param2` / 16) nodes.
1084 * `paramtype2 = "degrotate"`
1085 * Valid for `plantlike` and `mesh` drawtypes. The rotation of the node is
1087 * Values range 0–239. The value stored in `param2` is multiplied by 1.5 to
1088 get the actual rotation in degrees of the node.
1089 * `paramtype2 = "meshoptions"`
1090 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1091 optional modifiers of the "plant". `param2` is a bitfield.
1092 * Bits 0 to 2 select the shape.
1093 Use only one of the values below:
1094 * 0 = a "x" shaped plant (ordinary plant)
1095 * 1 = a "+" shaped plant (just rotated 45 degrees)
1096 * 2 = a "*" shaped plant with 3 faces instead of 2
1097 * 3 = a "#" shaped plant with 4 faces instead of 2
1098 * 4 = a "#" shaped plant with 4 faces that lean outwards
1099 * 5-7 are unused and reserved for future meshes.
1100 * Bits 3 to 7 are used to enable any number of optional modifiers.
1101 Just add the corresponding value(s) below to `param2`:
1102 * 8 - Makes the plant slightly vary placement horizontally
1103 * 16 - Makes the plant mesh 1.4x larger
1104 * 32 - Moves each face randomly a small bit down (1/8 max)
1105 * values 64 and 128 (bits 6-7) are reserved for future use.
1106 * Example: `param2 = 0` selects a normal "x" shaped plant
1107 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1108 * `paramtype2 = "color"`
1109 * `param2` tells which color is picked from the palette.
1110 The palette should have 256 pixels.
1111 * `paramtype2 = "colorfacedir"`
1112 * Same as `facedir`, but with colors.
1113 * The first three bits of `param2` tells which color is picked from the
1114 palette. The palette should have 8 pixels.
1115 * `paramtype2 = "colorwallmounted"`
1116 * Same as `wallmounted`, but with colors.
1117 * The first five bits of `param2` tells which color is picked from the
1118 palette. The palette should have 32 pixels.
1119 * `paramtype2 = "glasslikeliquidlevel"`
1120 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1121 drawtypes. "glasslike_framed_optional" nodes are only affected if the
1122 "Connected Glass" setting is enabled.
1123 * Bits 0-5 define 64 levels of internal liquid, 0 being empty and 63 being
1125 * Bits 6 and 7 modify the appearance of the frame and node faces. One or
1126 both of these values may be added to `param2`:
1127 * 64 - Makes the node not connect with neighbors above or below it.
1128 * 128 - Makes the node not connect with neighbors to its sides.
1129 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1130 * `paramtype2 = "colordegrotate"`
1131 * Same as `degrotate`, but with colors.
1132 * The first (most-significant) three bits of `param2` tells which color
1133 is picked from the palette. The palette should have 8 pixels.
1134 * Remaining 5 bits store rotation in range 0–23 (i.e. in 15° steps)
1135 * `paramtype2 = "none"`
1136 * `param2` will not be used by the engine and can be used to store
1139 Nodes can also contain extra data. See [Node Metadata].
1144 There are a bunch of different looking node types.
1146 Look for examples in `games/devtest` or `games/minetest_game`.
1149 * A node-sized cube.
1151 * Invisible, uses no texture.
1153 * The cubic source node for a liquid.
1154 * Faces bordering to the same node are never rendered.
1155 * Connects to node specified in `liquid_alternative_flowing`.
1156 * Use `backface_culling = false` for the tiles you want to make
1157 visible when inside the node.
1159 * The flowing version of a liquid, appears with various heights and slopes.
1160 * Faces bordering to the same node are never rendered.
1161 * Connects to node specified in `liquid_alternative_source`.
1162 * Node textures are defined with `special_tiles` where the first tile
1163 is for the top and bottom faces and the second tile is for the side
1165 * `tiles` is used for the item/inventory/wield image rendering.
1166 * Use `backface_culling = false` for the special tiles you want to make
1167 visible when inside the node
1169 * Often used for partially-transparent nodes.
1170 * Only external sides of textures are visible.
1171 * `glasslike_framed`
1172 * All face-connected nodes are drawn as one volume within a surrounding
1174 * The frame appearance is generated from the edges of the first texture
1175 specified in `tiles`. The width of the edges used are 1/16th of texture
1176 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1177 * The glass 'shine' (or other desired detail) on each node face is supplied
1178 by the second texture specified in `tiles`.
1179 * `glasslike_framed_optional`
1180 * This switches between the above 2 drawtypes according to the menu setting
1183 * Often used for partially-transparent nodes.
1184 * External and internal sides of textures are visible.
1185 * `allfaces_optional`
1186 * Often used for leaves nodes.
1187 * This switches between `normal`, `glasslike` and `allfaces` according to
1188 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1189 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1190 is used instead, if present. This allows a visually thicker texture to be
1191 used to compensate for how `glasslike` reduces visual thickness.
1193 * A single vertical texture.
1194 * If `paramtype2="[color]wallmounted":
1195 * If placed on top of a node, uses the first texture specified in `tiles`.
1196 * If placed against the underside of a node, uses the second texture
1197 specified in `tiles`.
1198 * If placed on the side of a node, uses the third texture specified in
1199 `tiles` and is perpendicular to that node.
1200 * If `paramtype2="none"`:
1201 * Will be rendered as if placed on top of a node (see
1202 above) and only the first texture is used.
1204 * A single texture parallel to, and mounted against, the top, underside or
1206 * If `paramtype2="[color]wallmounted", it rotates according to `param2`
1207 * If `paramtype2="none"`, it will always be on the floor.
1209 * Two vertical and diagonal textures at right-angles to each other.
1210 * See `paramtype2 = "meshoptions"` above for other options.
1212 * When above a flat surface, appears as 6 textures, the central 2 as
1213 `plantlike` plus 4 more surrounding those.
1214 * If not above a surface the central 2 do not appear, but the texture
1215 appears against the faces of surrounding nodes if they are present.
1217 * A 3D model suitable for a wooden fence.
1218 * One placed node appears as a single vertical post.
1219 * Adjacently-placed nodes cause horizontal bars to appear between them.
1221 * Often used for tracks for mining carts.
1222 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1223 curved, t-junction, crossing.
1224 * Each placed node automatically switches to a suitable rotated texture
1225 determined by the adjacent `raillike` nodes, in order to create a
1226 continuous track network.
1227 * Becomes a sloping node if placed against stepped nodes.
1229 * Often used for stairs and slabs.
1230 * Allows defining nodes consisting of an arbitrary number of boxes.
1231 * See [Node boxes] below for more information.
1233 * Uses models for nodes.
1234 * Tiles should hold model materials textures.
1235 * Only static meshes are implemented.
1236 * For supported model formats see Irrlicht engine documentation.
1237 * `plantlike_rooted`
1238 * Enables underwater `plantlike` without air bubbles around the nodes.
1239 * Consists of a base cube at the co-ordinates of the node plus a
1240 `plantlike` extension above
1241 * If `paramtype2="leveled", the `plantlike` extension has a height
1242 of `param2 / 16` nodes, otherwise it's the height of 1 node
1243 * If `paramtype2="wallmounted"`, the `plantlike` extension
1244 will be at one of the corresponding 6 sides of the base cube.
1245 Also, the base cube rotates like a `normal` cube would
1246 * The `plantlike` extension visually passes through any nodes above the
1247 base cube without affecting them.
1248 * The base cube texture tiles are defined as normal, the `plantlike`
1249 extension uses the defined special tile, for example:
1250 `special_tiles = {{name = "default_papyrus.png"}},`
1252 `*_optional` drawtypes need less rendering time if deactivated
1253 (always client-side).
1258 Node selection boxes are defined using "node boxes".
1260 A nodebox is defined as any of:
1263 -- A normal cube; the default in most things
1267 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1269 fixed = box OR {box1, box2, ...}
1272 -- A variable height box (or boxes) with the top face position defined
1273 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1275 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1277 fixed = box OR {box1, box2, ...}
1280 -- A box like the selection box for torches
1281 -- (wallmounted param2 is used, if applicable)
1282 type = "wallmounted",
1288 -- A node that has optional boxes depending on neighbouring nodes'
1289 -- presence and type. See also `connects_to`.
1291 fixed = box OR {box1, box2, ...}
1292 connect_top = box OR {box1, box2, ...}
1293 connect_bottom = box OR {box1, box2, ...}
1294 connect_front = box OR {box1, box2, ...}
1295 connect_left = box OR {box1, box2, ...}
1296 connect_back = box OR {box1, box2, ...}
1297 connect_right = box OR {box1, box2, ...}
1298 -- The following `disconnected_*` boxes are the opposites of the
1299 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1300 -- on the respective side, the corresponding disconnected box is drawn.
1301 disconnected_top = box OR {box1, box2, ...}
1302 disconnected_bottom = box OR {box1, box2, ...}
1303 disconnected_front = box OR {box1, box2, ...}
1304 disconnected_left = box OR {box1, box2, ...}
1305 disconnected_back = box OR {box1, box2, ...}
1306 disconnected_right = box OR {box1, box2, ...}
1307 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1308 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1309 -- neighbours to the sides
1312 A `box` is defined as:
1314 {x1, y1, z1, x2, y2, z2}
1316 A box of a regular node would look like:
1318 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1320 To avoid collision issues, keep each value within the range of +/- 1.45.
1321 This also applies to leveled nodeboxes, where the final height shall not
1322 exceed this soft limit.
1326 Map terminology and coordinates
1327 ===============================
1329 Nodes, mapblocks, mapchunks
1330 ---------------------------
1332 A 'node' is the fundamental cubic unit of a world and appears to a player as
1333 roughly 1x1x1 meters in size.
1335 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1336 fundamental region of a world that is stored in the world database, sent to
1337 clients and handled by many parts of the engine.
1338 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1339 'node', however 'block' often appears in the API.
1341 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1342 (80x80x80 nodes) and is the volume of world generated in one operation by
1344 The size in mapblocks has been chosen to optimise map generation.
1349 ### Orientation of axes
1351 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1353 ### Node coordinates
1355 Almost all positions used in the API use node coordinates.
1357 ### Mapblock coordinates
1359 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1360 specify a particular mapblock.
1361 For example blockpos (0,0,0) specifies the mapblock that extends from
1362 node position (0,0,0) to node position (15,15,15).
1364 #### Converting node position to the containing blockpos
1366 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1369 * blockpos = math.floor(nodepos / 16)
1371 #### Converting blockpos to min/max node positions
1373 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1377 nodepos = blockpos * 16
1379 nodepos = blockpos * 16 + 15
1390 The position field is used for all element types.
1392 To account for differing resolutions, the position coordinates are the
1393 percentage of the screen, ranging in value from `0` to `1`.
1395 The name field is not yet used, but should contain a description of what the
1396 HUD element represents.
1398 The `direction` field is the direction in which something is drawn.
1399 `0` draws from left to right, `1` draws from right to left, `2` draws from
1400 top to bottom, and `3` draws from bottom to top.
1402 The `alignment` field specifies how the item will be aligned. It is a table
1403 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1404 moved to the left/up, and `1` is to the right/down. Fractional values can be
1407 The `offset` field specifies a pixel offset from the position. Contrary to
1408 position, the offset is not scaled to screen size. This allows for some
1409 precisely positioned items in the HUD.
1411 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1414 The `z_index` field specifies the order of HUD elements from back to front.
1415 Lower z-index elements are displayed behind higher z-index elements. Elements
1416 with same z-index are displayed in an arbitrary order. Default 0.
1417 Supports negative values. By convention, the following values are recommended:
1419 * -400: Graphical effects, such as vignette
1420 * -300: Name tags, waypoints
1422 * -100: Things that block the player's view, e.g. masks
1423 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1424 minimap, builtin statbars, etc.
1425 * 100: Temporary text messages or notification icons
1426 * 1000: Full-screen effects such as full-black screen or credits.
1427 This includes effects that cover the entire screen
1428 * Other: If your HUD element doesn't fit into any category, pick a number
1429 between the suggested values
1433 Below are the specific uses for fields in each type; fields not listed for that
1438 Displays an image on the HUD.
1440 * `scale`: The scale of the image, with 1 being the original texture size.
1441 Only the X coordinate scale is used (positive values).
1442 Negative values represent that percentage of the screen it
1443 should take; e.g. `x=-100` means 100% (width).
1444 * `text`: The name of the texture that is displayed.
1445 * `alignment`: The alignment of the image.
1446 * `offset`: offset in pixels from position.
1450 Displays text on the HUD.
1452 * `scale`: Defines the bounding rectangle of the text.
1453 A value such as `{x=100, y=100}` should work.
1454 * `text`: The text to be displayed in the HUD element.
1455 * `number`: An integer containing the RGB value of the color used to draw the
1456 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1457 * `alignment`: The alignment of the text.
1458 * `offset`: offset in pixels from position.
1459 * `size`: size of the text.
1460 The player-set font size is multiplied by size.x (y value isn't used).
1464 Displays a horizontal bar made up of half-images with an optional background.
1466 * `text`: The name of the texture to use.
1467 * `text2`: Optional texture name to enable a background / "off state"
1468 texture (useful to visualize the maximal value). Both textures
1469 must have the same size.
1470 * `number`: The number of half-textures that are displayed.
1471 If odd, will end with a vertically center-split texture.
1472 * `item`: Same as `number` but for the "off state" texture
1473 * `direction`: To which direction the images will extend to
1474 * `offset`: offset in pixels from position.
1475 * `size`: If used, will force full-image size to this value (override texture
1480 * `text`: The name of the inventory list to be displayed.
1481 * `number`: Number of items in the inventory to be displayed.
1482 * `item`: Position of item that is selected.
1484 * `offset`: offset in pixels from position.
1488 Displays distance to selected world position.
1490 * `name`: The name of the waypoint.
1491 * `text`: Distance suffix. Can be blank.
1492 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1493 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1494 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1495 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1496 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1497 `precision = n` will show multiples of `1/n`
1498 * `number:` An integer containing the RGB value of the color used to draw the
1500 * `world_pos`: World position of the waypoint.
1501 * `offset`: offset in pixels from position.
1502 * `alignment`: The alignment of the waypoint.
1504 ### `image_waypoint`
1506 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1508 * `scale`: The scale of the image, with 1 being the original texture size.
1509 Only the X coordinate scale is used (positive values).
1510 Negative values represent that percentage of the screen it
1511 should take; e.g. `x=-100` means 100% (width).
1512 * `text`: The name of the texture that is displayed.
1513 * `alignment`: The alignment of the image.
1514 * `world_pos`: World position of the waypoint.
1515 * `offset`: offset in pixels from position.
1519 Displays an image oriented or translated according to current heading direction.
1521 * `size`: The size of this element. Negative values represent percentage
1522 of the screen; e.g. `x=-100` means 100% (width).
1523 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1524 * `text`: The name of the texture to use.
1525 * `alignment`: The alignment of the image.
1526 * `offset`: Offset in pixels from position.
1527 * `dir`: How the image is rotated/translated:
1528 * 0 - Rotate as heading direction
1529 * 1 - Rotate in reverse direction
1530 * 2 - Translate as landscape direction
1531 * 3 - Translate in reverse direction
1533 If translation is chosen, texture is repeated horizontally to fill the whole element.
1537 Displays a minimap on the HUD.
1539 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1541 * `alignment`: The alignment of the minimap.
1542 * `offset`: offset in pixels from position.
1544 Representations of simple things
1545 ================================
1550 {x=num, y=num, z=num}
1552 Note: it is highly recommended to construct a vector using the helper function:
1553 vector.new(num, num, num)
1555 For helper functions see [Spatial Vectors].
1560 * `{type="nothing"}`
1561 * `{type="node", under=pos, above=pos}`
1562 * Indicates a pointed node selection box.
1563 * `under` refers to the node position behind the pointed face.
1564 * `above` refers to the node position in front of the pointed face.
1565 * `{type="object", ref=ObjectRef}`
1567 Exact pointing location (currently only `Raycast` supports these fields):
1569 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1570 point on the selection box which is pointed at. May be in the selection box
1571 if the pointer is in the box too.
1572 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1574 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1575 selected selection box. This specifies which face is pointed at.
1576 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1582 Flag Specifier Format
1583 =====================
1585 Flags using the standardized flag specifier format can be specified in either
1586 of two ways, by string or table.
1588 The string format is a comma-delimited set of flag names; whitespace and
1589 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1590 flag, and specifying a flag prefixed by the string `"no"` explicitly
1591 clears the flag from whatever the default may be.
1593 In addition to the standard string flag format, the schematic flags field can
1594 also be a table of flag names to boolean values representing whether or not the
1595 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1596 is present, mapped to a boolean of any value, the specified flag is unset.
1598 E.g. A flag field of value
1600 {place_center_x = true, place_center_y=false, place_center_z=true}
1604 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1606 which is equivalent to
1608 "place_center_x, noplace_center_y, place_center_z"
1612 "place_center_x, place_center_z"
1614 since, by default, no schematic attributes are set.
1622 Items are things that can be held by players, dropped in the map and
1623 stored in inventories.
1624 Items come in the form of item stacks, which are collections of equal
1625 items that occupy a single inventory slot.
1630 There are three kinds of items: nodes, tools and craftitems.
1632 * Node: Placeable item form of a node in the world's voxel grid
1633 * Tool: Has a changable wear property but cannot be stacked
1634 * Craftitem: Has no special properties
1636 Every registered node (the voxel in the world) has a corresponding
1637 item form (the thing in your inventory) that comes along with it.
1638 This item form can be placed which will create a node in the
1640 Both the 'actual' node and its item form share the same identifier.
1641 For all practical purposes, you can treat the node and its item form
1642 interchangeably. We usually just say 'node' to the item form of
1645 Note the definition of tools is purely technical. The only really
1646 unique thing about tools is their wear, and that's basically it.
1647 Beyond that, you can't make any gameplay-relevant assumptions
1648 about tools or non-tools. It is perfectly valid to register something
1649 that acts as tool in a gameplay sense as a craftitem, and vice-versa.
1651 Craftitems can be used for items that neither need to be a node
1657 All item stacks have an amount between 0 and 65535. It is 1 by
1658 default. Tool item stacks can not have an amount greater than 1.
1660 Tools use a wear (damage) value ranging from 0 to 65535. The
1661 value 0 is the default and is used for unworn tools. The values
1662 1 to 65535 are used for worn tools, where a higher value stands for
1663 a higher wear. Non-tools technically also have a wear property,
1664 but it is always 0. There is also a special 'toolrepair' crafting
1665 recipe that is only available to tools.
1670 Items and item stacks can exist in three formats: Serializes, table format
1673 When an item must be passed to a function, it can usually be in any of
1678 This is called "stackstring" or "itemstring". It is a simple string with
1679 1-3 components: the full item identifier, an optional amount and an optional
1682 <identifier> [<amount>[ <wear>]]
1686 * `'default:apple'`: 1 apple
1687 * `'default:dirt 5'`: 5 dirt
1688 * `'default:pick_stone'`: a new stone pickaxe
1689 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1697 {name="default:dirt", count=5, wear=0, metadata=""}
1699 A wooden pick about 1/3 worn out:
1701 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1705 {name="default:apple", count=1, wear=0, metadata=""}
1709 A native C++ format with many helper methods. Useful for converting
1710 between formats. See the [Class reference] section for details.
1718 In a number of places, there is a group table. Groups define the
1719 properties of a thing (item, node, armor of entity, tool capabilities)
1720 in such a way that the engine and other mods can can interact with
1721 the thing without actually knowing what the thing is.
1726 Groups are stored in a table, having the group names with keys and the
1727 group ratings as values. Group ratings are integer values within the
1728 range [-32767, 32767]. For example:
1731 groups = {crumbly=3, soil=1}
1733 -- A more special dirt-kind of thing
1734 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1736 Groups always have a rating associated with them. If there is no
1737 useful meaning for a rating for an enabled group, it shall be `1`.
1739 When not defined, the rating of a group defaults to `0`. Thus when you
1740 read groups, you must interpret `nil` and `0` as the same value, `0`.
1742 You can read the rating of a group for an item or a node by using
1744 minetest.get_item_group(itemname, groupname)
1749 Groups of items can define what kind of an item it is (e.g. wool).
1754 In addition to the general item things, groups are used to define whether
1755 a node is destroyable and how long it takes to destroy by a tool.
1760 For entities, groups are, as of now, used only for calculating damage.
1761 The rating is the percentage of damage caused by items with this damage group.
1762 See [Entity damage mechanism].
1764 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1765 object.set_armor_groups({fleshy=30, cracky=80})
1767 Groups of tool capabilities
1768 ---------------------------
1770 Groups in tool capabilities define which groups of nodes and entities they
1771 are effective towards.
1773 Groups in crafting recipes
1774 --------------------------
1776 An example: Make meat soup from any meat, any water and any bowl:
1779 output = 'food:meat_soup_raw',
1785 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1788 Another example: Make red wool from white wool and red dye:
1792 output = 'wool:red',
1793 recipe = {'wool:white', 'group:dye,basecolor_red'},
1799 The asterisk `(*)` after a group name describes that there is no engine
1800 functionality bound to it, and implementation is left up as a suggestion
1803 ### Node and item groups
1805 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1806 that the item should be hidden in item lists.
1809 ### Node-only groups
1811 * `attached_node`: if the node under it is not a walkable block the node will be
1812 dropped as an item. If the node is wallmounted the wallmounted direction is
1814 * `bouncy`: value is bounce speed in percent
1815 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1816 connect to each other
1817 * `dig_immediate`: Player can always pick up node without reducing tool wear
1818 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1819 * `3`: the node always gets the digging time 0 seconds (torch)
1820 * `disable_jump`: Player (and possibly other things) cannot jump from node
1821 or if their feet are in the node. Note: not supported for `new_move = false`
1822 * `fall_damage_add_percent`: modifies the fall damage suffered when hitting
1823 the top of this node. There's also an armor group with the same name.
1824 The final player damage is determined by the following formula:
1827 * ((node_fall_damage_add_percent + 100) / 100) -- node group
1828 * ((player_fall_damage_add_percent + 100) / 100) -- player armor group
1829 - (14) -- constant tolerance
1830 Negative damage values are discarded as no damage.
1831 * `falling_node`: if there is no walkable block under the node it will fall
1832 * `float`: the node will not fall through liquids (`liquidtype ~= "none"`)
1833 * `level`: Can be used to give an additional sense of progression in the game.
1834 * A larger level will cause e.g. a weapon of a lower level make much less
1835 damage, and get worn out much faster, or not be able to get drops
1836 from destroyed nodes.
1837 * `0` is something that is directly accessible at the start of gameplay
1838 * There is no upper limit
1839 * See also: `leveldiff` in [Tool Capabilities]
1840 * `slippery`: Players and items will slide on the node.
1841 Slipperiness rises steadily with `slippery` value, starting at 1.
1844 ### Tool-only groups
1846 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1847 `"toolrepair"` crafting recipe
1850 ### `ObjectRef` armor groups
1852 * `immortal`: Skips all damage and breath handling for an object. This group
1853 will also hide the integrated HUD status bars for players. It is
1854 automatically set to all players when damage is disabled on the server and
1855 cannot be reset (subject to change).
1856 * `fall_damage_add_percent`: Modifies the fall damage suffered by players
1857 when they hit the ground. It is analog to the node group with the same
1858 name. See the node group above for the exact calculation.
1859 * `punch_operable`: For entities; disables the regular damage mechanism for
1860 players punching it by hand or a non-tool item, so that it can do something
1861 else than take damage.
1865 Known damage and digging time defining groups
1866 ---------------------------------------------
1868 * `crumbly`: dirt, sand
1869 * `cracky`: tough but crackable stuff like stone.
1870 * `snappy`: something that can be cut using things like scissors, shears,
1871 bolt cutters and the like, e.g. leaves, small plants, wire, sheets of metal
1872 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1873 * `fleshy`: Living things like animals and the player. This could imply
1874 some blood effects when hitting.
1875 * `explody`: Especially prone to explosions
1876 * `oddly_breakable_by_hand`:
1877 Can be added to nodes that shouldn't logically be breakable by the
1878 hand but are. Somewhat similar to `dig_immediate`, but times are more
1879 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1880 digging speed of an item if it can dig at a faster speed than this
1881 suggests for the hand.
1883 Examples of custom groups
1884 -------------------------
1886 Item groups are often used for defining, well, _groups of items_.
1888 * `meat`: any meat-kind of a thing (rating might define the size or healing
1889 ability or be irrelevant -- it is not defined as of yet)
1890 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1892 * `flammable`: can be set on fire. Rating might define the intensity of the
1893 fire, affecting e.g. the speed of the spreading of an open fire.
1894 * `wool`: any wool (any origin, any color)
1895 * `metal`: any metal
1896 * `weapon`: any weapon
1897 * `heavy`: anything considerably heavy
1899 Digging time calculation specifics
1900 ----------------------------------
1902 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1903 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1904 faster digging time.
1906 The `level` group is used to limit the toughness of nodes an item capable
1907 of digging can dig and to scale the digging times / damage to a greater extent.
1909 **Please do understand this**, otherwise you cannot use the system to it's
1912 Items define their properties by a list of parameters for groups. They
1913 cannot dig other groups; thus it is important to use a standard bunch of
1914 groups to enable interaction with items.
1922 'Tool capabilities' is a property of items that defines two things:
1924 1) Which nodes it can dig and how fast
1925 2) Which objects it can hurt by punching and by how much
1927 Tool capabilities are available for all items, not just tools.
1928 But only tools can receive wear from digging and punching.
1930 Missing or incomplete tool capabilities will default to the
1933 Tool capabilities definition
1934 ----------------------------
1936 Tool capabilities define:
1938 * Full punch interval
1939 * Maximum drop level
1940 * For an arbitrary list of node groups:
1941 * Uses (until the tool breaks)
1942 * Maximum level (usually `0`, `1`, `2` or `3`)
1945 * Punch attack uses (until the tool breaks)
1947 ### Full punch interval
1949 When used as a weapon, the item will do full damage if this time is spent
1950 between punches. If e.g. half the time is spent, the item will do half
1953 ### Maximum drop level
1955 Suggests the maximum level of node, when dug with the item, that will drop
1956 its useful item. (e.g. iron ore to drop a lump of iron).
1958 This is not automated; it is the responsibility of the node definition
1961 ### Uses (tools only)
1963 Determines how many uses the tool has when it is used for digging a node,
1964 of this group, of the maximum level. The maximum supported number of
1965 uses is 65535. The special number 0 is used for infinite uses.
1966 For lower leveled nodes, the use count is multiplied by `3^leveldiff`.
1967 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1968 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1970 * `uses=10, leveldiff=0`: actual uses: 10
1971 * `uses=10, leveldiff=1`: actual uses: 30
1972 * `uses=10, leveldiff=2`: actual uses: 90
1974 For non-tools, this has no effect.
1978 Tells what is the maximum level of a node of this group that the item will
1983 List of digging times for different ratings of the group, for nodes of the
1986 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1987 result in the item to be able to dig nodes that have a rating of `2` or `3`
1988 for this group, and unable to dig the rating `1`, which is the toughest.
1989 Unless there is a matching group that enables digging otherwise.
1991 If the result digging time is 0, a delay of 0.15 seconds is added between
1992 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1993 i.e. players can more quickly click the nodes away instead of holding LMB.
1997 List of damage for groups of entities. See [Entity damage mechanism].
1999 ### Punch attack uses (tools only)
2001 Determines how many uses (before breaking) the tool has when dealing damage
2002 to an object, when the full punch interval (see above) was always
2005 Wear received by the tool is proportional to the time spent, scaled by
2006 the full punch interval.
2008 For non-tools, this has no effect.
2010 Example definition of the capabilities of an item
2011 -------------------------------------------------
2013 tool_capabilities = {
2014 full_punch_interval=1.5,
2017 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
2019 damage_groups = {fleshy=2},
2022 This makes the item capable of digging nodes that fulfil both of these:
2024 * Have the `crumbly` group
2025 * Have a `level` group less or equal to `2`
2027 Table of resulting digging times:
2029 crumbly 0 1 2 3 4 <- level
2031 1 0.80 1.60 1.60 - -
2032 2 0.60 1.20 1.20 - -
2033 3 0.40 0.80 0.80 - -
2035 level diff: 2 1 0 -1 -2
2037 Table of resulting tool uses:
2046 * At `crumbly==0`, the node is not diggable.
2047 * At `crumbly==3`, the level difference digging time divider kicks in and makes
2048 easy nodes to be quickly breakable.
2049 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
2054 Entity damage mechanism
2055 =======================
2060 foreach group in cap.damage_groups:
2061 damage += cap.damage_groups[group]
2062 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
2063 * (object.armor_groups[group] / 100.0)
2064 -- Where object.armor_groups[group] is 0 for inexistent values
2067 Client predicts damage based on damage groups. Because of this, it is able to
2068 give an immediate response when an entity is damaged or dies; the response is
2069 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
2071 Currently a smoke puff will appear when an entity dies.
2073 The group `immortal` completely disables normal damage.
2075 Entities can define a special armor group, which is `punch_operable`. This
2076 group disables the regular damage mechanism for players punching it by hand or
2077 a non-tool item, so that it can do something else than take damage.
2079 On the Lua side, every punch calls:
2081 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
2084 This should never be called directly, because damage is usually not handled by
2087 * `puncher` is the object performing the punch. Can be `nil`. Should never be
2088 accessed unless absolutely required, to encourage interoperability.
2089 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
2090 * `tool_capabilities` can be `nil`.
2091 * `direction` is a unit vector, pointing from the source of the punch to
2093 * `damage` damage that will be done to entity
2094 Return value of this function will determine if damage is done by this function
2095 (retval true) or shall be done by engine (retval false)
2097 To punch an entity/object in Lua, call:
2099 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
2101 * Return value is tool wear.
2102 * Parameters are equal to the above callback.
2103 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
2104 will be automatically filled in based on the location of `puncher`.
2115 The instance of a node in the world normally only contains the three values
2116 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
2117 It is called "node metadata"; See `NodeMetaRef`.
2119 Node metadata contains two things:
2124 Some of the values in the key-value store are handled specially:
2126 * `formspec`: Defines an inventory menu that is opened with the
2127 'place/use' key. Only works if no `on_rightclick` was
2128 defined for the node. See also [Formspec].
2129 * `infotext`: Text shown on the screen when the node is pointed at.
2130 Line-breaks will be applied automatically.
2131 If the infotext is very long, it will be truncated.
2135 local meta = minetest.get_meta(pos)
2136 meta:set_string("formspec",
2138 "list[context;main;0,0;8,4;]"..
2139 "list[current_player;main;0,5;8,4;]")
2140 meta:set_string("infotext", "Chest");
2141 local inv = meta:get_inventory()
2142 inv:set_size("main", 8*4)
2143 print(dump(meta:to_table()))
2146 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2147 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2148 [10] = "", [11] = "", [12] = "", [13] = "",
2149 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2150 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2151 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2152 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2156 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2164 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2166 Item metadata only contains a key-value store.
2168 Some of the values in the key-value store are handled specially:
2170 * `description`: Set the item stack's description.
2171 See also: `get_description` in [`ItemStack`]
2172 * `short_description`: Set the item stack's short description.
2173 See also: `get_short_description` in [`ItemStack`]
2174 * `color`: A `ColorString`, which sets the stack's color.
2175 * `palette_index`: If the item has a palette, this is used to get the
2176 current color from the palette.
2180 local meta = stack:get_meta()
2181 meta:set_string("key", "value")
2182 print(dump(meta:to_table()))
2190 Formspec defines a menu. This supports inventories and some of the
2191 typical widgets like buttons, checkboxes, text input fields, etc.
2192 It is a string, with a somewhat strange format.
2194 A formspec is made out of formspec elements, which includes widgets
2195 like buttons but also can be used to set stuff like background color.
2197 Many formspec elements have a `name`, which is a unique identifier which
2198 is used when the server receives user input. You must not use the name
2199 "quit" for formspec elements.
2201 Spaces and newlines can be inserted between the blocks, as is used in the
2204 Position and size units are inventory slots unless the new coordinate system
2205 is enabled. `X` and `Y` position the formspec element relative to the top left
2206 of the menu or container. `W` and `H` are its width and height values.
2208 If the new system is enabled, all elements have unified coordinates for all
2209 elements with no padding or spacing in between. This is highly recommended
2210 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2213 Inventories with a `player:<name>` inventory location are only sent to the
2214 player named `<name>`.
2216 When displaying text which can contain formspec code, e.g. text set by a player,
2217 use `minetest.formspec_escape`.
2218 For coloured text you can use `minetest.colorize`.
2220 Since formspec version 3, elements drawn in the order they are defined. All
2221 background elements are drawn before all other elements.
2223 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2224 reserved to pass key press events to formspec!
2226 **WARNING**: Minetest allows you to add elements to every single formspec instance
2227 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2228 appearing when you don't expect them to, or why things are styled differently
2229 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2237 list[context;main;0,0;8,4;]
2238 list[current_player;main;0,5;8,4;]
2243 list[context;fuel;2,3;1,1;]
2244 list[context;src;2,1;1,1;]
2245 list[context;dst;5,1;2,2;]
2246 list[current_player;main;0,5;8,4;]
2248 ### Minecraft-like player inventory
2251 image[1,0.6;1,2;player.png]
2252 list[current_player;main;0,3.5;8,4;]
2253 list[current_player;craft;3,0;3,3;]
2254 list[current_player;craftpreview;7,1;1,1;]
2259 * FORMSPEC VERSION 1:
2261 * FORMSPEC VERSION 2:
2262 * Forced real coordinates
2263 * background9[]: 9-slice scaling parameters
2264 * FORMSPEC VERSION 3:
2265 * Formspec elements are drawn in the order of definition
2266 * bgcolor[]: use 3 parameters (bgcolor, formspec (now an enum), fbgcolor)
2267 * box[] and image[] elements enable clipping by default
2268 * new element: scroll_container[]
2269 * FORMSPEC VERSION 4:
2270 * Allow dropdown indexing events
2275 ### `formspec_version[<version>]`
2277 * Set the formspec version to a certain number. If not specified,
2278 version 1 is assumed.
2279 * Must be specified before `size` element.
2280 * Clients older than this version can neither show newer elements nor display
2281 elements with new arguments correctly.
2282 * Available since feature `formspec_version_element`.
2283 * See also: [Version History]
2285 ### `size[<W>,<H>,<fixed_size>]`
2287 * Define the size of the menu in inventory slots
2288 * `fixed_size`: `true`/`false` (optional)
2289 * deprecated: `invsize[<W>,<H>;]`
2291 ### `position[<X>,<Y>]`
2293 * Must be used after `size` element.
2294 * Defines the position on the game window of the formspec's `anchor` point.
2295 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2297 * [0.0, 0.0] sets the position to the top left corner of the game window.
2298 * [1.0, 1.0] sets the position to the bottom right of the game window.
2299 * Defaults to the center of the game window [0.5, 0.5].
2301 ### `anchor[<X>,<Y>]`
2303 * Must be used after both `size` and `position` (if present) elements.
2304 * Defines the location of the anchor point within the formspec.
2305 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2307 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2308 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2309 * Defaults to the center of the formspec [0.5, 0.5].
2311 * `position` and `anchor` elements need suitable values to avoid a formspec
2312 extending off the game window due to particular game window sizes.
2316 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2317 * Disables player:set_formspec_prepend() from applying to this formspec.
2319 ### `real_coordinates[<bool>]`
2321 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2322 * When set to true, all following formspec elements will use the new coordinate system.
2323 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2324 (if present), the form size will use the new coordinate system.
2325 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2326 They must enable it explicitly.
2327 * For information on converting forms to the new coordinate system, see `Migrating
2328 to Real Coordinates`.
2330 ### `container[<X>,<Y>]`
2332 * Start of a container block, moves all physical elements in the container by
2334 * Must have matching `container_end`
2335 * Containers can be nested, in which case the offsets are added
2336 (child containers are relative to parent containers)
2338 ### `container_end[]`
2340 * End of a container, following elements are no longer relative to this
2343 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2345 * Start of a scroll_container block. All contained elements will ...
2346 * take the scroll_container coordinate as position origin,
2347 * be additionally moved by the current value of the scrollbar with the name
2348 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2349 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2350 * `orientation`: possible values are `vertical` and `horizontal`.
2351 * `scroll factor`: optional, defaults to `0.1`.
2352 * Nesting is possible.
2353 * Some elements might work a little different if they are in a scroll_container.
2354 * Note: If you want the scroll_container to actually work, you also need to add a
2355 scrollbar element with the specified name. Furthermore, it is highly recommended
2356 to use a scrollbaroptions element on this scrollbar.
2358 ### `scroll_container_end[]`
2360 * End of a scroll_container, following elements are no longer bound to this
2363 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2365 * Show an inventory list if it has been sent to the client. Nothing will
2366 be shown if the inventory list is of size 0.
2367 * **Note**: With the new coordinate system, the spacing between inventory
2368 slots is one-fourth the size of an inventory slot by default. Also see
2369 [Styling Formspecs] for changing the size of slots and spacing.
2371 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2373 * Show an inventory list if it has been sent to the client. Nothing will
2374 be shown if the inventory list is of size 0.
2375 * **Note**: With the new coordinate system, the spacing between inventory
2376 slots is one-fourth the size of an inventory slot.
2378 ### `listring[<inventory location>;<list name>]`
2380 * Allows to create a ring of inventory lists
2381 * Shift-clicking on items in one element of the ring
2382 will send them to the next inventory list inside the ring
2383 * The first occurrence of an element inside the ring will
2384 determine the inventory where items will be sent to
2388 * Shorthand for doing `listring[<inventory location>;<list name>]`
2389 for the last two inventory lists added by list[...]
2391 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2393 * Sets background color of slots as `ColorString`
2394 * Sets background color of slots on mouse hovering
2396 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2398 * Sets background color of slots as `ColorString`
2399 * Sets background color of slots on mouse hovering
2400 * Sets color of slots border
2402 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2404 * Sets background color of slots as `ColorString`
2405 * Sets background color of slots on mouse hovering
2406 * Sets color of slots border
2407 * Sets default background color of tooltips
2408 * Sets default font color of tooltips
2410 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2412 * Adds tooltip for an element
2413 * `bgcolor` tooltip background color as `ColorString` (optional)
2414 * `fontcolor` tooltip font color as `ColorString` (optional)
2416 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2418 * Adds tooltip for an area. Other tooltips will take priority when present.
2419 * `bgcolor` tooltip background color as `ColorString` (optional)
2420 * `fontcolor` tooltip font color as `ColorString` (optional)
2422 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2426 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2428 * Show an animated image. The image is drawn like a "vertical_frames" tile
2429 animation (See [Tile animation definition]), but uses a frame count/duration
2431 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2432 * `texture name`: The image to use.
2433 * `frame count`: The number of frames animating the image.
2434 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2435 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2437 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
2439 * Show a mesh model.
2440 * `name`: Element name that can be used for styling
2441 * `mesh`: The mesh model to use.
2442 * `textures`: The mesh textures to use according to the mesh materials.
2443 Texture names must be separated by commas.
2444 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2445 The axes are euler angles in degrees.
2446 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2447 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2448 * `frame loop range` (Optional): Range of the animation frames.
2449 * Defaults to the full range of all available frames.
2450 * Syntax: `<begin>,<end>`
2451 * `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
2453 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2455 * Show an inventory image of registered item/node
2457 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2459 * Sets background color of formspec.
2460 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2461 of the non-fullscreen and the fullscreen background.
2462 * `fullscreen` (optional) can be one of the following:
2463 * `false`: Only the non-fullscreen background color is drawn. (default)
2464 * `true`: Only the fullscreen background color is drawn.
2465 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2466 * `neither`: No background color is drawn.
2467 * Note: Leave a parameter empty to not modify the value.
2468 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2469 are not bools are only available since formspec version 3.
2471 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2473 * Example for formspec 8x4 in 16x resolution: image shall be sized
2474 8 times 16px times 4 times 16px.
2476 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2478 * Example for formspec 8x4 in 16x resolution:
2479 image shall be sized 8 times 16px times 4 times 16px
2480 * If `auto_clip` is `true`, the background is clipped to the formspec size
2481 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2483 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2485 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2486 * Middle is a rect which defines the middle of the 9-slice.
2487 * `x` - The middle will be x pixels from all sides.
2488 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2489 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2490 will be added to the width and height of the texture, allowing it to be used as the
2491 distance from the far end.
2492 * All numbers in middle are integers.
2493 * Example for formspec 8x4 in 16x resolution:
2494 image shall be sized 8 times 16px times 4 times 16px
2495 * If `auto_clip` is `true`, the background is clipped to the formspec size
2496 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2497 * Available since formspec version 2
2499 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2501 * Textual password style field; will be sent to server when a button is clicked
2502 * When enter is pressed in field, fields.key_enter_field will be sent with the
2504 * With the old coordinate system, fields are a set height, but will be vertically
2505 centred on `H`. With the new coordinate system, `H` will modify the height.
2506 * `name` is the name of the field as returned in fields to `on_receive_fields`
2507 * `label`, if not blank, will be text printed on the top left above the field
2508 * See `field_close_on_enter` to stop enter closing the formspec
2510 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2512 * Textual field; will be sent to server when a button is clicked
2513 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2514 the name of this field.
2515 * With the old coordinate system, fields are a set height, but will be vertically
2516 centred on `H`. With the new coordinate system, `H` will modify the height.
2517 * `name` is the name of the field as returned in fields to `on_receive_fields`
2518 * `label`, if not blank, will be text printed on the top left above the field
2519 * `default` is the default value of the field
2520 * `default` may contain variable references such as `${text}` which
2521 will fill the value from the metadata value `text`
2522 * **Note**: no extra text or more than a single variable is supported ATM.
2523 * See `field_close_on_enter` to stop enter closing the formspec
2525 ### `field[<name>;<label>;<default>]`
2527 * As above, but without position/size units
2528 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2529 the name of this field.
2530 * Special field for creating simple forms, such as sign text input
2531 * Must be used without a `size[]` element
2532 * A "Proceed" button will be added automatically
2533 * See `field_close_on_enter` to stop enter closing the formspec
2535 ### `field_close_on_enter[<name>;<close_on_enter>]`
2537 * <name> is the name of the field
2538 * if <close_on_enter> is false, pressing enter in the field will submit the
2539 form but not close it.
2540 * defaults to true when not specified (ie: no tag for a field)
2542 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2544 * Same as fields above, but with multi-line input
2545 * If the text overflows, a vertical scrollbar is added.
2546 * If the name is empty, the textarea is read-only and
2547 the background is not shown, which corresponds to a multi-line label.
2549 ### `label[<X>,<Y>;<label>]`
2551 * The label formspec element displays the text set in `label`
2552 at the specified position.
2553 * **Note**: If the new coordinate system is enabled, labels are
2554 positioned from the center of the text, not the top.
2555 * The text is displayed directly without automatic line breaking,
2556 so label should not be used for big text chunks. Newlines can be
2557 used to make labels multiline.
2558 * **Note**: With the new coordinate system, newlines are spaced with
2559 half a coordinate. With the old system, newlines are spaced 2/5 of
2562 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2563 * Displays a static formatted text with hyperlinks.
2564 * **Note**: This element is currently unstable and subject to change.
2565 * `x`, `y`, `w` and `h` work as per field
2566 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2567 * `text` is the formatted text using `Markup Language` described below.
2569 ### `vertlabel[<X>,<Y>;<label>]`
2570 * Textual label drawn vertically
2571 * `label` is the text on the label
2572 * **Note**: If the new coordinate system is enabled, vertlabels are
2573 positioned from the center of the text, not the left.
2575 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2577 * Clickable button. When clicked, fields will be sent.
2578 * With the old coordinate system, buttons are a set height, but will be vertically
2579 centred on `H`. With the new coordinate system, `H` will modify the height.
2580 * `label` is the text on the button
2582 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2584 * `texture name` is the filename of an image
2585 * **Note**: Height is supported on both the old and new coordinate systems
2588 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2590 * `texture name` is the filename of an image
2591 * `noclip=true` means the image button doesn't need to be within specified
2593 * `drawborder`: draw button border or not
2594 * `pressed texture name` is the filename of an image on pressed state
2596 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2598 * `item name` is the registered name of an item/node
2599 * The item description will be used as the tooltip. This can be overridden with
2602 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2604 * When clicked, fields will be sent and the form will quit.
2605 * Same as `button` in all other respects.
2607 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2609 * When clicked, fields will be sent and the form will quit.
2610 * Same as `image_button` in all other respects.
2612 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2614 * Scrollable item list showing arbitrary text elements
2615 * `name` fieldname sent to server on doubleclick value is current selected
2617 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2619 * if you want a listelement to start with "#" write "##".
2621 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2623 * Scrollable itemlist showing arbitrary text elements
2624 * `name` fieldname sent to server on doubleclick value is current selected
2626 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2627 * if you want a listelement to start with "#" write "##"
2628 * Index to be selected within textlist
2629 * `true`/`false`: draw transparent background
2630 * See also `minetest.explode_textlist_event`
2631 (main menu: `core.explode_textlist_event`).
2633 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2635 * Show a tab**header** at specific position (ignores formsize)
2636 * `X` and `Y`: position of the tabheader
2637 * *Note*: Width and height are automatically chosen with this syntax
2638 * `name` fieldname data is transferred to Lua
2639 * `caption 1`...: name shown on top of tab
2640 * `current_tab`: index of selected tab 1...
2641 * `transparent` (optional): if true, tabs are semi-transparent
2642 * `draw_border` (optional): if true, draw a thin line at tab base
2644 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2646 * Show a tab**header** at specific position (ignores formsize)
2647 * **Important note**: This syntax for tabheaders can only be used with the
2648 new coordinate system.
2649 * `X` and `Y`: position of the tabheader
2650 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2651 * `name` fieldname data is transferred to Lua
2652 * `caption 1`...: name shown on top of tab
2653 * `current_tab`: index of selected tab 1...
2654 * `transparent` (optional): show transparent
2655 * `draw_border` (optional): draw border
2657 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2659 * Show a tab**header** at specific position (ignores formsize)
2660 * **Important note**: This syntax for tabheaders can only be used with the
2661 new coordinate system.
2662 * `X` and `Y`: position of the tabheader
2663 * `W` and `H`: width and height of the tabheader
2664 * `name` fieldname data is transferred to Lua
2665 * `caption 1`...: name shown on top of tab
2666 * `current_tab`: index of selected tab 1...
2667 * `transparent` (optional): show transparent
2668 * `draw_border` (optional): draw border
2670 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2672 * Simple colored box
2673 * `color` is color specified as a `ColorString`.
2674 If the alpha component is left blank, the box will be semitransparent.
2675 If the color is not specified, the box will use the options specified by
2676 its style. If the color is specified, all styling options will be ignored.
2678 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2680 * Show a dropdown field
2681 * **Important note**: There are two different operation modes:
2682 1. handle directly on change (only changed dropdown is submitted)
2683 2. read the value on pressing a button (all dropdown values are available)
2684 * `X` and `Y`: position of the dropdown
2685 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2686 * Fieldname data is transferred to Lua
2687 * Items to be shown in dropdown
2688 * Index of currently selected dropdown item
2689 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2690 event field value for selected items.
2691 * `true`: Selected item index
2692 * `false` (default): Selected item value
2694 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2696 * Show a dropdown field
2697 * **Important note**: This syntax for dropdowns can only be used with the
2698 new coordinate system.
2699 * **Important note**: There are two different operation modes:
2700 1. handle directly on change (only changed dropdown is submitted)
2701 2. read the value on pressing a button (all dropdown values are available)
2702 * `X` and `Y`: position of the dropdown
2703 * `W` and `H`: width and height of the dropdown
2704 * Fieldname data is transferred to Lua
2705 * Items to be shown in dropdown
2706 * Index of currently selected dropdown item
2707 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2708 event field value for selected items.
2709 * `true`: Selected item index
2710 * `false` (default): Selected item value
2712 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2715 * `name` fieldname data is transferred to Lua
2716 * `label` to be shown left of checkbox
2717 * `selected` (optional): `true`/`false`
2718 * **Note**: If the new coordinate system is enabled, checkboxes are
2719 positioned from the center of the checkbox, not the top.
2721 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2723 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2724 * There are two ways to use it:
2725 1. handle the changed event (only changed scrollbar is available)
2726 2. read the value on pressing a button (all scrollbars are available)
2727 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2728 * Fieldname data is transferred to Lua
2729 * Value of this trackbar is set to (`0`-`1000`) by default
2730 * See also `minetest.explode_scrollbar_event`
2731 (main menu: `core.explode_scrollbar_event`).
2733 ### `scrollbaroptions[opt1;opt2;...]`
2734 * Sets options for all following `scrollbar[]` elements
2736 * Sets scrollbar minimum value, defaults to `0`.
2738 * Sets scrollbar maximum value, defaults to `1000`.
2739 If the max is equal to the min, the scrollbar will be disabled.
2741 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2743 * If this is set to a negative number, the value will be reset to `10`.
2745 * Sets scrollbar step value used by page up and page down.
2746 * If this is set to a negative number, the value will be reset to `100`.
2748 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2749 units the thumb spans out of the range of the scrollbar values.
2750 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2751 would span a tenth of the scrollbar space.
2752 * If this is set to zero or less, the value will be reset to `1`.
2753 * `arrows=<show/hide/default>`
2754 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2755 when the scrollbar gets too small, but shows them otherwise.
2757 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2759 * Show scrollable table using options defined by the previous `tableoptions[]`
2760 * Displays cells as defined by the previous `tablecolumns[]`
2761 * `name`: fieldname sent to server on row select or doubleclick
2762 * `cell 1`...`cell n`: cell contents given in row-major order
2763 * `selected idx`: index of row to be selected within table (first row = `1`)
2764 * See also `minetest.explode_table_event`
2765 (main menu: `core.explode_table_event`).
2767 ### `tableoptions[<opt 1>;<opt 2>;...]`
2769 * Sets options for `table[]`
2771 * default text color (`ColorString`), defaults to `#FFFFFF`
2772 * `background=#RRGGBB`
2773 * table background color (`ColorString`), defaults to `#000000`
2774 * `border=<true/false>`
2775 * should the table be drawn with a border? (default: `true`)
2776 * `highlight=#RRGGBB`
2777 * highlight background color (`ColorString`), defaults to `#466432`
2778 * `highlight_text=#RRGGBB`
2779 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2780 * `opendepth=<value>`
2781 * all subtrees up to `depth < value` are open (default value = `0`)
2782 * only useful when there is a column of type "tree"
2784 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2786 * Sets columns for `table[]`
2787 * Types: `text`, `image`, `color`, `indent`, `tree`
2788 * `text`: show cell contents as text
2789 * `image`: cell contents are an image index, use column options to define
2791 * `color`: cell contents are a ColorString and define color of following
2793 * `indent`: cell contents are a number and define indentation of following
2795 * `tree`: same as indent, but user can open and close subtrees
2799 * for `text` and `image`: content alignment within cells.
2800 Available values: `left` (default), `center`, `right`, `inline`
2802 * for `text` and `image`: minimum width in em (default: `0`)
2803 * for `indent` and `tree`: indent width in em (default: `1.5`)
2804 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2805 Exception: defaults to 0 for indent columns
2806 * `tooltip=<value>`: tooltip text (default: empty)
2807 * `image` column options:
2808 * `0=<value>` sets image for image index 0
2809 * `1=<value>` sets image for image index 1
2810 * `2=<value>` sets image for image index 2
2811 * and so on; defined indices need not be contiguous empty or
2812 non-numeric cells are treated as `0`.
2813 * `color` column options:
2814 * `span=<value>`: number of following columns to affect
2815 (default: infinite).
2817 ### `style[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2819 * Set the style for the element(s) matching `selector` by name.
2820 * `selector` can be one of:
2821 * `<name>` - An element name. Includes `*`, which represents every element.
2822 * `<name>:<state>` - An element name, a colon, and one or more states.
2823 * `state` is a list of states separated by the `+` character.
2824 * If a state is provided, the style will only take effect when the element is in that state.
2825 * All provided states must be active for the style to apply.
2826 * Note: this **must** be before the element is defined.
2827 * See [Styling Formspecs].
2830 ### `style_type[<selector 1>,<selector 2>,...;<prop1>;<prop2>;...]`
2832 * Set the style for the element(s) matching `selector` by type.
2833 * `selector` can be one of:
2834 * `<type>` - An element type. Includes `*`, which represents every element.
2835 * `<type>:<state>` - An element type, a colon, and one or more states.
2836 * `state` is a list of states separated by the `+` character.
2837 * If a state is provided, the style will only take effect when the element is in that state.
2838 * All provided states must be active for the style to apply.
2839 * See [Styling Formspecs].
2841 ### `set_focus[<name>;<force>]`
2843 * Sets the focus to the element with the same `name` parameter.
2844 * **Note**: This element must be placed before the element it focuses.
2845 * `force` (optional, default `false`): By default, focus is not applied for
2846 re-sent formspecs with the same name so that player-set focus is kept.
2847 `true` sets the focus to the specified element for every sent formspec.
2848 * The following elements have the ability to be focused:
2863 Migrating to Real Coordinates
2864 -----------------------------
2866 In the old system, positions included padding and spacing. Padding is a gap between
2867 the formspec window edges and content, and spacing is the gaps between items. For
2868 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2869 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2870 in the new coordinate system from scratch.
2872 To recreate an old layout with padding, you'll need to pass the positions and sizes
2873 through the following formula to re-introduce padding:
2876 pos = (oldpos + 1)*spacing + padding
2882 You'll need to change the `size[]` tag like this:
2885 size = (oldsize-1)*spacing + padding*2 + 1
2888 A few elements had random offsets in the old system. Here is a table which shows these
2889 offsets when migrating:
2891 | Element | Position | Size | Notes
2892 |---------|------------|---------|-------
2893 | box | +0.3, +0.1 | 0, -0.4 |
2894 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2895 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2896 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2901 Formspec elements can be themed using the style elements:
2903 style[<name 1>,<name 2>,...;<prop1>;<prop2>;...]
2904 style[<name 1>:<state>,<name 2>:<state>,...;<prop1>;<prop2>;...]
2905 style_type[<type 1>,<type 2>,...;<prop1>;<prop2>;...]
2906 style_type[<type 1>:<state>,<type 2>:<state>,...;<prop1>;<prop2>;...]
2910 property_name=property_value
2914 style_type[button;bgcolor=#006699]
2915 style[world_delete;bgcolor=red;textcolor=yellow]
2916 button[4,3.95;2.6,1;world_delete;Delete]
2918 A name/type can optionally be a comma separated list of names/types, like so:
2920 world_delete,world_create,world_configure
2923 A `*` type can be used to select every element in the formspec.
2925 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2927 world_delete:hovered+pressed
2930 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2932 Setting a property to nothing will reset it to the default value. For example:
2934 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2935 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2938 ### Supported Element Types
2940 Some types may inherit styles from parent types.
2942 * animated_image, inherits from image
2945 * button_exit, inherits from button
2955 * pwdfield, inherits from field
2961 * vertlabel, inherits from label
2964 ### Valid Properties
2967 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2969 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2970 * Defaults to false in formspec_version version 3 or higher
2971 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2972 * Single value (e.g. `#FF0`): All corners/borders.
2973 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2974 top and bottom,left and right.
2975 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2976 * These work similarly to CSS borders.
2977 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2978 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2979 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2980 negative, the border will extend inside the box, whereas positive extends outside
2981 the box. A width of zero results in no border; this is default.
2982 * button, button_exit, image_button, item_image_button
2983 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2984 * bgcolor - color, sets button tint.
2985 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2986 * This is deprecated, use states instead.
2987 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2988 * This is deprecated, use states instead.
2989 * bgimg - standard background image. Defaults to none.
2990 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2991 * This is deprecated, use states instead.
2992 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2993 See background9[] documentation for more details. This property also pads the
2994 button's content when set.
2995 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2996 * This is deprecated, use states instead.
2997 * font - Sets font type. This is a comma separated list of options. Valid options:
2998 * Main font type options. These cannot be combined with each other:
2999 * `normal`: Default font
3000 * `mono`: Monospaced font
3001 * Font modification options. If used without a main font type, `normal` is used:
3002 * `bold`: Makes font bold.
3003 * `italic`: Makes font italic.
3005 * font_size - Sets font size. Default is user-set. Can have multiple values:
3006 * `<number>`: Sets absolute font size to `number`.
3007 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
3008 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
3009 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
3010 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
3011 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3012 * padding - rect, adds space between the edges of the button and the content. This value is
3013 relative to bgimg_middle.
3014 * sound - a sound to be played when triggered.
3015 * textcolor - color, default white.
3017 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3018 * sound - a sound to be played when triggered.
3020 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3021 * sound - a sound to be played when the entry is changed.
3022 * field, pwdfield, textarea
3023 * border - set to false to hide the textbox background and border. Default true.
3024 * font - Sets font type. See button `font` property for more information.
3025 * font_size - Sets font size. See button `font_size` property for more information.
3026 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3027 * textcolor - color. Default white.
3029 * bgcolor - color, sets background color.
3030 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3031 * Default to false in formspec_version version 3 or higher
3033 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3034 * Default to false in formspec_version version 3 or higher
3036 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
3038 * font - Sets font type. See button `font` property for more information.
3039 * font_size - Sets font size. See button `font_size` property for more information.
3040 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3042 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3043 * size - 2d vector, sets the size of inventory slots in coordinates.
3044 * spacing - 2d vector, sets the space between inventory slots in coordinates.
3045 * image_button (additional properties)
3046 * fgimg - standard image. Defaults to none.
3047 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
3048 * This is deprecated, use states instead.
3049 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
3050 * This is deprecated, use states instead.
3051 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
3052 * sound - a sound to be played when triggered.
3054 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3056 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3057 * sound - a sound to be played when a different tab is selected.
3058 * textcolor - color. Default white.
3060 * font - Sets font type. See button `font` property for more information.
3061 * font_size - Sets font size. See button `font_size` property for more information.
3062 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
3067 * default - Equivalent to providing no states
3068 * button, button_exit, image_button, item_image_button
3069 * hovered - Active when the mouse is hovering over the element
3070 * pressed - Active when the button is pressed
3075 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
3076 The markup language is currently unstable and subject to change. Use with caution.
3077 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
3078 Tags can have attributes, in that case, attributes are in the opening tag in
3079 form of a key/value separated with equal signs. Attribute values should not be quoted.
3081 If you want to insert a literal greater-than sign or a backslash into the text,
3082 you must escape it by preceding it with a backslash.
3084 These are the technically basic tags but see below for usual tags. Base tags are:
3086 `<style color=... font=... size=...>...</style>`
3088 Changes the style of the text.
3090 * `color`: Text color. Given color is a `colorspec`.
3091 * `size`: Text size.
3092 * `font`: Text font (`mono` or `normal`).
3094 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
3099 * `background`: Text background, a `colorspec` or `none`.
3100 * `margin`: Page margins in pixel.
3101 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
3103 Inheriting styles (affects child elements):
3104 * `color`: Default text color. Given color is a `colorspec`.
3105 * `hovercolor`: Color of <action> tags when mouse is over.
3106 * `size`: Default text size.
3107 * `font`: Default text font (`mono` or `normal`).
3108 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
3110 This tag needs to be placed only once as it changes the global settings of the
3111 text. Anyway, if several tags are placed, each changed will be made in the order
3114 `<tag name=... color=... hovercolor=... font=... size=...>`
3116 Defines or redefines tag style. This can be used to define new tags.
3117 * `name`: Name of the tag to define or change.
3118 * `color`: Text color. Given color is a `colorspec`.
3119 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
3120 * `size`: Text size.
3121 * `font`: Text font (`mono` or `normal`).
3123 Following tags are the usual tags for text layout. They are defined by default.
3124 Other tags can be added using `<tag ...>` tag.
3126 `<normal>...</normal>`: Normal size text
3128 `<big>...</big>`: Big text
3130 `<bigger>...</bigger>`: Bigger text
3132 `<center>...</center>`: Centered text
3134 `<left>...</left>`: Left-aligned text
3136 `<right>...</right>`: Right-aligned text
3138 `<justify>...</justify>`: Justified text
3140 `<mono>...</mono>`: Monospaced font
3142 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
3144 `<action name=...>...</action>`
3146 Make that text a clickable text triggering an action.
3148 * `name`: Name of the action (mandatory).
3150 When clicked, the formspec is send to the server. The value of the text field
3151 sent to `on_player_receive_fields` will be "action:" concatenated to the action
3154 `<img name=... float=... width=... height=...>`
3156 Draws an image which is present in the client media cache.
3158 * `name`: Name of the texture (mandatory).
3159 * `float`: If present, makes the image floating (`left` or `right`).
3160 * `width`: Force image width instead of taking texture width.
3161 * `height`: Force image height instead of taking texture height.
3163 If only width or height given, texture aspect is kept.
3165 `<item name=... float=... width=... height=... rotate=...>`
3167 Draws an item image.
3169 * `name`: Item string of the item to draw (mandatory).
3170 * `float`: If present, makes the image floating (`left` or `right`).
3171 * `width`: Item image width.
3172 * `height`: Item image height.
3173 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3174 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3175 `inventory_items_animations` is set to true.
3176 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3177 X, Y and Z being angles around each three axes. Works only if
3178 `inventory_items_animations` is set to true.
3186 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3187 * `"current_player"`: Player to whom the menu is shown
3188 * `"player:<name>"`: Any player
3189 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3190 * `"detached:<name>"`: A detached inventory
3192 Player Inventory lists
3193 ----------------------
3195 * `main`: list containing the default inventory
3196 * `craft`: list containing the craft input
3197 * `craftpreview`: list containing the craft prediction
3198 * `craftresult`: list containing the crafted output
3199 * `hand`: list containing an override for the empty hand
3200 * Is not created automatically, use `InvRef:set_size`
3201 * Is only used to enhance the empty hand's tool capabilities
3209 `#RGB` defines a color in hexadecimal format.
3211 `#RGBA` defines a color in hexadecimal format and alpha channel.
3213 `#RRGGBB` defines a color in hexadecimal format.
3215 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3217 Named colors are also supported and are equivalent to
3218 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3219 To specify the value of the alpha channel, append `#A` or `#AA` to the end of
3220 the color name (e.g. `colorname#08`).
3225 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3228 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3229 * `colorspec = {a=255, r=0, g=255, b=0}`
3230 * numerical form: The raw integer value of an ARGB8 quad:
3231 * `colorspec = 0xFF00FF00`
3232 * string form: A ColorString (defined above):
3233 * `colorspec = "green"`
3241 Most text can contain escape sequences, that can for example color the text.
3242 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3243 The following functions provide escape sequences:
3245 * `minetest.get_color_escape_sequence(color)`:
3246 * `color` is a ColorString
3247 * The escape sequence sets the text color to `color`
3248 * `minetest.colorize(color, message)`:
3250 `minetest.get_color_escape_sequence(color) ..
3252 minetest.get_color_escape_sequence("#ffffff")`
3253 * `minetest.get_background_escape_sequence(color)`
3254 * `color` is a ColorString
3255 * The escape sequence sets the background of the whole text element to
3256 `color`. Only defined for item descriptions and tooltips.
3257 * `minetest.strip_foreground_colors(str)`
3258 * Removes foreground colors added by `get_color_escape_sequence`.
3259 * `minetest.strip_background_colors(str)`
3260 * Removes background colors added by `get_background_escape_sequence`.
3261 * `minetest.strip_colors(str)`
3262 * Removes all color escape sequences.
3269 A spatial vector is similar to a position, but instead using
3270 absolute world coordinates, it uses *relative* coordinates, relative to
3271 no particular point.
3273 Internally, it is implemented as a table with the 3 fields
3274 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3275 However, one should *never* create a vector manually as above, such misbehavior
3276 is deprecated. The vector helpers set a metatable for the created vectors which
3277 allows indexing with numbers, calling functions directly on vectors and using
3278 operators (like `+`). Furthermore, the internal implementation might change in
3280 Old code might still use vectors without metatables, be aware of this!
3282 All these forms of addressing a vector `v` are valid:
3283 `v[1]`, `v[3]`, `v.x`, `v[1] = 42`, `v.y = 13`
3285 Where `v` is a vector and `foo` stands for any function name, `v:foo(...)` does
3286 the same as `vector.foo(v, ...)`, apart from deprecated functionality.
3288 The metatable that is used for vectors can be accessed via `vector.metatable`.
3291 All `vector.*` functions allow vectors `{x = X, y = Y, z = Z}` without metatables.
3292 Returned vectors always have a metatable set.
3294 For the following functions, `v`, `v1`, `v2` are vectors,
3295 `p1`, `p2` are positions,
3296 `s` is a scalar (a number),
3297 vectors are written like this: `(x, y, z)`:
3299 * `vector.new([a[, b, c]])`:
3300 * Returns a new vector `(a, b, c)`.
3301 * Deprecated: `vector.new()` does the same as `vector.zero()` and
3302 `vector.new(v)` does the same as `vector.copy(v)`
3304 * Returns a new vector `(0, 0, 0)`.
3306 * Returns a copy of the vector `v`.
3307 * `vector.from_string(s[, init])`:
3308 * Returns `v, np`, where `v` is a vector read from the given string `s` and
3309 `np` is the next position in the string after the vector.
3310 * Returns `nil` on failure.
3311 * `s`: Has to begin with a substring of the form `"(x, y, z)"`. Additional
3312 spaces, leaving away commas and adding an additional comma to the end
3314 * `init`: If given starts looking for the vector at this string index.
3315 * `vector.to_string(v)`:
3316 * Returns a string of the form `"(x, y, z)"`.
3317 * `vector.direction(p1, p2)`:
3318 * Returns a vector of length 1 with direction `p1` to `p2`.
3319 * If `p1` and `p2` are identical, returns `(0, 0, 0)`.
3320 * `vector.distance(p1, p2)`:
3321 * Returns zero or a positive number, the distance between `p1` and `p2`.
3322 * `vector.length(v)`:
3323 * Returns zero or a positive number, the length of vector `v`.
3324 * `vector.normalize(v)`:
3325 * Returns a vector of length 1 with direction of vector `v`.
3326 * If `v` has zero length, returns `(0, 0, 0)`.
3327 * `vector.floor(v)`:
3328 * Returns a vector, each dimension rounded down.
3329 * `vector.round(v)`:
3330 * Returns a vector, each dimension rounded to nearest integer.
3331 * At a multiple of 0.5, rounds away from zero.
3332 * `vector.apply(v, func)`:
3333 * Returns a vector where the function `func` has been applied to each
3335 * `vector.equals(v1, v2)`:
3336 * Returns a boolean, `true` if the vectors are identical.
3337 * `vector.sort(v1, v2)`:
3338 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3339 * `vector.angle(v1, v2)`:
3340 * Returns the angle between `v1` and `v2` in radians.
3341 * `vector.dot(v1, v2)`:
3342 * Returns the dot product of `v1` and `v2`.
3343 * `vector.cross(v1, v2)`:
3344 * Returns the cross product of `v1` and `v2`.
3345 * `vector.offset(v, x, y, z)`:
3346 * Returns the sum of the vectors `v` and `(x, y, z)`.
3348 * Returns a boolean value indicating whether `v` is a real vector, eg. created
3349 by a `vector.*` function.
3350 * Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
3352 For the following functions `x` can be either a vector or a number:
3354 * `vector.add(v, x)`:
3356 * If `x` is a vector: Returns the sum of `v` and `x`.
3357 * If `x` is a number: Adds `x` to each component of `v`.
3358 * `vector.subtract(v, x)`:
3360 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3361 * If `x` is a number: Subtracts `x` from each component of `v`.
3362 * `vector.multiply(v, s)`:
3363 * Returns a scaled vector.
3364 * Deprecated: If `s` is a vector: Returns the Schur product.
3365 * `vector.divide(v, s)`:
3366 * Returns a scaled vector.
3367 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3369 Operators can be used if all of the involved vectors have metatables:
3371 * Returns whether `v1` and `v2` are identical.
3373 * Returns the additive inverse of v.
3375 * Returns the sum of both vectors.
3376 * Note: `+` can not be used together with scalars.
3378 * Returns the difference of `v1` subtracted by `v2`.
3379 * Note: `-` can not be used together with scalars.
3380 * `v * s` or `s * v`:
3381 * Returns `v` scaled by `s`.
3383 * Returns `v` scaled by `1 / s`.
3385 For the following functions `a` is an angle in radians and `r` is a rotation
3386 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3389 * `vector.rotate(v, r)`:
3390 * Applies the rotation `r` to `v` and returns the result.
3391 * `vector.rotate(vector.new(0, 0, 1), r)` and
3392 `vector.rotate(vector.new(0, 1, 0), r)` return vectors pointing
3393 forward and up relative to an entity's rotation `r`.
3394 * `vector.rotate_around_axis(v1, v2, a)`:
3395 * Returns `v1` rotated around axis `v2` by `a` radians according to
3396 the right hand rule.
3397 * `vector.dir_to_rotation(direction[, up])`:
3398 * Returns a rotation vector for `direction` pointing forward using `up`
3400 * If `up` is omitted, the roll of the returned vector defaults to zero.
3401 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3409 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3410 human-readable, handles reference loops.
3411 * `obj`: arbitrary variable
3412 * `name`: string, default: `"_"`
3413 * `dumped`: table, default: `{}`
3414 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3415 * `obj`: arbitrary variable
3416 * `dumped`: table, default: `{}`
3417 * `math.hypot(x, y)`
3418 * Get the hypotenuse of a triangle with legs x and y.
3419 Useful for distance calculation.
3420 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3421 * Get the sign of a number.
3422 * tolerance: number, default: `0.0`
3423 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3425 * `math.factorial(x)`: returns the factorial of `x`
3426 * `math.round(x)`: Returns `x` rounded to the nearest integer.
3427 * At a multiple of 0.5, rounds away from zero.
3428 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3429 * `separator`: string, default: `","`
3430 * `include_empty`: boolean, default: `false`
3431 * `max_splits`: number, if it's negative, splits aren't limited,
3433 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3434 string or a pattern (regex), default: `false`
3435 * e.g. `"a,b":split","` returns `{"a","b"}`
3436 * `string:trim()`: returns the string without whitespace pre- and suffixes
3437 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3438 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3439 * Adds newlines to the string to keep it within the specified character
3441 * Note that the returned lines may be longer than the limit since it only
3442 splits at word borders.
3443 * `limit`: number, maximal amount of characters in one line
3444 * `as_table`: boolean, if set to true, a table of lines instead of a string
3445 is returned, default: `false`
3446 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3447 * `pos`: table {x=X, y=Y, z=Z}
3448 * Converts the position `pos` to a human-readable, printable string
3449 * `decimal_places`: number, if specified, the x, y and z values of
3450 the position are rounded to the given decimal place.
3451 * `minetest.string_to_pos(string)`: returns a position or `nil`
3452 * Same but in reverse.
3453 * If the string can't be parsed to a position, nothing is returned.
3454 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3455 * Converts a string representing an area box into two positions
3456 * `minetest.formspec_escape(string)`: returns a string
3457 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3459 * `minetest.is_yes(arg)`
3460 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3461 * `minetest.is_nan(arg)`
3462 * returns true when the passed number represents NaN.
3463 * `minetest.get_us_time()`
3464 * returns time with microsecond precision. May not return wall time.
3465 * `table.copy(table)`: returns a table
3466 * returns a deep copy of `table`
3467 * `table.indexof(list, val)`: returns the smallest numerical index containing
3468 the value `val` in the table `list`. Non-numerical indices are ignored.
3469 If `val` could not be found, `-1` is returned. `list` must not have
3471 * `table.insert_all(table, other_table)`:
3472 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3474 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3475 * If multiple keys in `t` map to the same value, it is unspecified which
3476 value maps to that key.
3477 * `table.shuffle(table, [from], [to], [random_func])`:
3478 * Shuffles elements `from` to `to` in `table` in place
3479 * `from` defaults to `1`
3480 * `to` defaults to `#table`
3481 * `random_func` defaults to `math.random`. This function receives two
3482 integers as arguments and should return a random integer inclusively
3484 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3486 * returns the exact position on the surface of a pointed node
3487 * `minetest.get_dig_params(groups, tool_capabilities [, wear])`:
3488 Simulates an item that digs a node.
3489 Returns a table with the following fields:
3490 * `diggable`: `true` if node can be dug, `false` otherwise.
3491 * `time`: Time it would take to dig the node.
3492 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3493 `time` and `wear` are meaningless if node's not diggable
3495 * `groups`: Table of the node groups of the node that would be dug
3496 * `tool_capabilities`: Tool capabilities table of the item
3497 * `wear`: Amount of wear the tool starts with (default: 0)
3498 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch [, wear]])`:
3499 Simulates an item that punches an object.
3500 Returns a table with the following fields:
3501 * `hp`: How much damage the punch would cause.
3502 * `wear`: How much wear would be added to the tool (ignored for non-tools).
3504 * `groups`: Damage groups of the object
3505 * `tool_capabilities`: Tool capabilities table of the item
3506 * `time_from_last_punch`: time in seconds since last punch action
3507 * `wear`: Amount of wear the item starts with (default: 0)
3515 Texts can be translated client-side with the help of `minetest.translate` and
3518 Translating a string
3519 --------------------
3521 Two functions are provided to translate strings: `minetest.translate` and
3522 `minetest.get_translator`.
3524 * `minetest.get_translator(textdomain)` is a simple wrapper around
3525 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3526 equivalent to `minetest.translate(textdomain, str, ...)`.
3527 It is intended to be used in the following way, so that it avoids verbose
3528 repetitions of `minetest.translate`:
3530 local S = minetest.get_translator(textdomain)
3533 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3535 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3536 the given `textdomain` for disambiguation. The textdomain must match the
3537 textdomain specified in the translation file in order to get the string
3538 translated. This can be used so that a string is translated differently in
3540 It is advised to use the name of the mod as textdomain whenever possible, to
3541 avoid clashes with other mods.
3542 This function must be given a number of arguments equal to the number of
3543 arguments the translated string expects.
3544 Arguments are literal strings -- they will not be translated, so if you want
3545 them to be, they need to come as outputs of `minetest.translate` as well.
3547 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3548 by the translation of "Red". We can do the following:
3550 local S = minetest.get_translator()
3551 S("@1 Wool", S("Red"))
3553 This will be displayed as "Red Wool" on old clients and on clients that do
3554 not have localization enabled. However, if we have for instance a translation
3555 file named `wool.fr.tr` containing the following:
3560 this will be displayed as "Laine Rouge" on clients with a French locale.
3562 Operations on translated strings
3563 --------------------------------
3565 The output of `minetest.translate` is a string, with escape sequences adding
3566 additional information to that string so that it can be translated on the
3567 different clients. In particular, you can't expect operations like string.length
3568 to work on them like you would expect them to, or string.gsub to work in the
3569 expected manner. However, string concatenation will still work as expected
3570 (note that you should only use this for things like formspecs; do not translate
3571 sentences by breaking them into parts; arguments should be used instead), and
3572 operations such as `minetest.colorize` which are also concatenation.
3574 Translation file format
3575 -----------------------
3577 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3578 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3579 The file should be a text file, with the following format:
3581 * Lines beginning with `# textdomain:` (the space is significant) can be used
3582 to specify the text domain of all following translations in the file.
3583 * All other empty lines or lines beginning with `#` are ignored.
3584 * Other lines should be in the format `original=translated`. Both `original`
3585 and `translated` can contain escape sequences beginning with `@` to insert
3586 arguments, literal `@`, `=` or newline (See [Escapes] below).
3587 There must be no extraneous whitespace around the `=` or at the beginning or
3588 the end of the line.
3593 Strings that need to be translated can contain several escapes, preceded by `@`.
3595 * `@@` acts as a literal `@`.
3596 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3597 string that will be inlined when translated. Due to how translations are
3598 implemented, the original translation string **must** have its arguments in
3599 increasing order, without gaps or repetitions, starting from 1.
3600 * `@=` acts as a literal `=`. It is not required in strings given to
3601 `minetest.translate`, but is in translation files to avoid being confused
3602 with the `=` separating the original from the translation.
3603 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3604 As with `@=`, this escape is not required in strings given to
3605 `minetest.translate`, but is in translation files.
3606 * `@n` acts as a literal newline as well.
3608 Server side translations
3609 ------------------------
3611 On some specific cases, server translation could be useful. For example, filter
3612 a list on labels and send results to client. A method is supplied to achieve
3615 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3616 translations for `lang_code` language. It gives the same result as if the string
3617 was translated by the client.
3619 The `lang_code` to use for a given player can be retrieved from
3620 the table returned by `minetest.get_player_information(name)`.
3622 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3623 You do not need to use this to get translated strings to show up on the client.
3628 Perlin noise creates a continuously-varying value depending on the input values.
3629 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3630 The result is used during map generation to create the terrain shape, vary heat
3631 and humidity to distribute biomes, vary the density of decorations or vary the
3634 Structure of perlin noise
3635 -------------------------
3637 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3638 The smooth wavy noise it generates has a single characteristic scale, almost
3639 like a 'wavelength', so on its own does not create fine detail.
3640 Due to this perlin noise combines several octaves to create variation on
3641 multiple scales. Each additional octave has a smaller 'wavelength' than the
3644 This combination results in noise varying very roughly between -2.0 and 2.0 and
3645 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3646 and offset the noise variation.
3648 The final perlin noise variation is created as follows:
3650 noise = offset + scale * (octave1 +
3651 octave2 * persistence +
3652 octave3 * persistence ^ 2 +
3653 octave4 * persistence ^ 3 +
3659 Noise Parameters are commonly called `NoiseParams`.
3663 After the multiplication by `scale` this is added to the result and is the final
3664 step in creating the noise value.
3665 Can be positive or negative.
3669 Once all octaves have been combined, the result is multiplied by this.
3670 Can be positive or negative.
3674 For octave1, this is roughly the change of input value needed for a very large
3675 variation in the noise value generated by octave1. It is almost like a
3676 'wavelength' for the wavy noise variation.
3677 Each additional octave has a 'wavelength' that is smaller than the previous
3678 octave, to create finer detail. `spread` will therefore roughly be the typical
3679 size of the largest structures in the final noise variation.
3681 `spread` is a vector with values for x, y, z to allow the noise variation to be
3682 stretched or compressed in the desired axes.
3683 Values are positive numbers.
3687 This is a whole number that determines the entire pattern of the noise
3688 variation. Altering it enables different noise patterns to be created.
3689 With other parameters equal, different seeds produce different noise patterns
3690 and identical seeds produce identical noise patterns.
3692 For this parameter you can randomly choose any whole number. Usually it is
3693 preferable for this to be different from other seeds, but sometimes it is useful
3694 to be able to create identical noise patterns.
3696 In some noise APIs the world seed is added to the seed specified in noise
3697 parameters. This is done to make the resulting noise pattern vary in different
3698 worlds, and be 'world-specific'.
3702 The number of simple noise generators that are combined.
3703 A whole number, 1 or more.
3704 Each additional octave adds finer detail to the noise but also increases the
3705 noise calculation load.
3706 3 is a typical minimum for a high quality, complex and natural-looking noise
3707 variation. 1 octave has a slight 'gridlike' appearance.
3709 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3710 size of the finest detail you require. For example:
3711 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3712 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3713 512, 256, 128, 64, 32, 16 nodes.
3714 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3718 Each additional octave has an amplitude that is the amplitude of the previous
3719 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3720 as is often helpful and natural to do so.
3721 Since this controls the balance of fine detail to large-scale detail
3722 `persistence` can be thought of as the 'roughness' of the noise.
3724 A positive or negative non-zero number, often between 0.3 and 1.0.
3725 A common medium value is 0.5, such that each octave has half the amplitude of
3726 the previous octave.
3727 This may need to be tuned when altering `lacunarity`; when doing so consider
3728 that a common medium value is 1 / lacunarity.
3732 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3733 previous octave multiplied by 1 / lacunarity, to create finer detail.
3734 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3736 A positive number no smaller than 1.0.
3737 Values below 2.0 create higher quality noise at the expense of requiring more
3738 octaves to cover a paticular range of 'wavelengths'.
3742 Leave this field unset for no special handling.
3743 Currently supported are `defaults`, `eased` and `absvalue`:
3747 Specify this if you would like to keep auto-selection of eased/not-eased while
3748 specifying some other flags.
3752 Maps noise gradient values onto a quintic S-curve before performing
3753 interpolation. This results in smooth, rolling noise.
3754 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3756 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3758 Easing a 3D noise significantly increases the noise calculation load, so use
3763 The absolute value of each octave's noise variation is used when combining the
3764 octaves. The final perlin noise variation is created as follows:
3766 noise = offset + scale * (abs(octave1) +
3767 abs(octave2) * persistence +
3768 abs(octave3) * persistence ^ 2 +
3769 abs(octave4) * persistence ^ 3 +
3774 For 2D or 3D perlin noise or perlin noise maps:
3779 spread = {x = 500, y = 500, z = 500},
3784 flags = "defaults, absvalue",
3787 For 2D noise the Z component of `spread` is still defined but is ignored.
3788 A single noise parameter table can be used for 2D or 3D noise.
3799 These tell in what manner the ore is generated.
3801 All default ores are of the uniformly-distributed scatter type.
3805 Randomly chooses a location and generates a cluster of ore.
3807 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3808 at that point is greater than the `noise_threshold`, giving the ability to
3809 create a non-equal distribution of ore.
3813 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3814 described by `noise_params` and `noise_threshold`. This is essentially an
3815 improved version of the so-called "stratus" ore seen in some unofficial mods.
3817 This sheet consists of vertical columns of uniform randomly distributed height,
3818 varying between the inclusive range `column_height_min` and `column_height_max`.
3819 If `column_height_min` is not specified, this parameter defaults to 1.
3820 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3821 for reverse compatibility. New code should prefer `column_height_max`.
3823 The `column_midpoint_factor` parameter controls the position of the column at
3824 which ore emanates from.
3825 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3826 equally starting from each direction.
3827 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3828 this parameter is not specified, the default is 0.5.
3830 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3835 Creates a sheet of ore in a cloud-like puff shape.
3837 As with the `sheet` ore type, the size and shape of puffs are described by
3838 `noise_params` and `noise_threshold` and are placed at random vertical
3839 positions within the currently generated chunk.
3841 The vertical top and bottom displacement of each puff are determined by the
3842 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3846 Creates a deformed sphere of ore according to 3d perlin noise described by
3847 `noise_params`. The maximum size of the blob is `clust_size`, and
3848 `clust_scarcity` has the same meaning as with the `scatter` type.
3852 Creates veins of ore varying in density by according to the intersection of two
3853 instances of 3d perlin noise with different seeds, both described by
3856 `random_factor` varies the influence random chance has on placement of an ore
3857 inside the vein, which is `1` by default. Note that modifying this parameter
3858 may require adjusting `noise_threshold`.
3860 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3863 This ore type is difficult to control since it is sensitive to small changes.
3864 The following is a decent set of parameters to work from:
3869 spread = {x=200, y=200, z=200},
3876 noise_threshold = 1.6
3878 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3879 computationally expensive than any other ore.
3883 Creates a single undulating ore stratum that is continuous across mapchunk
3884 borders and horizontally spans the world.
3886 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3887 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3888 defines the stratum's vertical thickness (in units of nodes). Due to being
3889 continuous across mapchunk borders the stratum's vertical thickness is
3892 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3893 to y_max in a simple horizontal stratum.
3895 A parameter `stratum_thickness` can be provided instead of the noise parameter
3896 `np_stratum_thickness`, to create a constant thickness.
3898 Leaving out one or both noise parameters makes the ore generation less
3899 intensive, useful when adding multiple strata.
3901 `y_min` and `y_max` define the limits of the ore generation and for performance
3902 reasons should be set as close together as possible but without clipping the
3903 stratum's Y variation.
3905 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3906 solid-ore stratum would require a `clust_scarcity` of 1.
3908 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3909 `random_factor` are ignored by this ore type.
3914 See section [Flag Specifier Format].
3916 Currently supported flags:
3917 `puff_cliffs`, `puff_additive_composition`.
3921 If set, puff ore generation will not taper down large differences in
3922 displacement when approaching the edge of a puff. This flag has no effect for
3923 ore types other than `puff`.
3925 ### `puff_additive_composition`
3927 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3928 in a negative displacement, the sub-column at that point is not generated. With
3929 this attribute set, puff ore generation will instead generate the absolute
3930 difference in noise displacement values. This flag has no effect for ore types
3939 The varying types of decorations that can be placed.
3944 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3945 a list, if a decoration list is specified). Can specify a certain node it must
3946 spawn next to, such as water or lava, for example. Can also generate a
3947 decoration of random height between a specified lower and upper bound.
3948 This type of decoration is intended for placement of grass, flowers, cacti,
3949 papyri, waterlilies and so on.
3954 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3955 Can specify a probability of a node randomly appearing when placed.
3956 This decoration type is intended to be used for multi-node sized discrete
3957 structures, such as trees, cave spikes, rocks, and so on.
3966 --------------------
3968 A schematic specifier identifies a schematic by either a filename to a
3969 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3970 in the form of a table. This table specifies the following fields:
3972 * The `size` field is a 3D vector containing the dimensions of the provided
3973 schematic. (required field)
3974 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3975 sets the probability of a particular horizontal slice of the schematic being
3976 placed. (optional field)
3977 `ypos` = 0 for the lowest horizontal slice of a schematic.
3978 The default of `prob` is 255.
3979 * The `data` field is a flat table of MapNode tables making up the schematic,
3980 in the order of `[z [y [x]]]`. (required field)
3981 Each MapNode table contains:
3982 * `name`: the name of the map node to place (required)
3983 * `prob` (alias `param1`): the probability of this node being placed
3985 * `param2`: the raw param2 value of the node being placed onto the map
3987 * `force_place`: boolean representing if the node should forcibly overwrite
3988 any previous contents (default: false)
3990 About probability values:
3992 * A probability value of `0` or `1` means that node will never appear
3994 * A probability value of `254` or `255` means the node will always appear
3996 * If the probability value `p` is greater than `1`, then there is a
3997 `(p / 256 * 100)` percent chance that node will appear when the schematic is
4000 Schematic attributes
4001 --------------------
4003 See section [Flag Specifier Format].
4005 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
4008 * `place_center_x`: Placement of this decoration is centered along the X axis.
4009 * `place_center_y`: Placement of this decoration is centered along the Y axis.
4010 * `place_center_z`: Placement of this decoration is centered along the Z axis.
4011 * `force_placement`: Schematic nodes other than "ignore" will replace existing
4017 Lua Voxel Manipulator
4018 =====================
4023 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
4024 facility. The purpose of this object is for fast, low-level, bulk access to
4025 reading and writing Map content. As such, setting map nodes through VoxelManip
4026 will lack many of the higher level features and concepts you may be used to
4027 with other methods of setting nodes. For example, nodes will not have their
4028 construction and destruction callbacks run, and no rollback information is
4031 It is important to note that VoxelManip is designed for speed, and *not* ease
4032 of use or flexibility. If your mod requires a map manipulation facility that
4033 will handle 100% of all edge cases, or the use of high level node placement
4034 features, perhaps `minetest.set_node()` is better suited for the job.
4036 In addition, VoxelManip might not be faster, or could even be slower, for your
4037 specific use case. VoxelManip is most effective when setting large areas of map
4038 at once - for example, if only setting a 3x3x3 node area, a
4039 `minetest.set_node()` loop may be more optimal. Always profile code using both
4040 methods of map manipulation to determine which is most appropriate for your
4043 A recent simple test of setting cubic areas showed that `minetest.set_node()`
4044 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
4049 A VoxelManip object can be created any time using either:
4050 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
4052 If the optional position parameters are present for either of these routines,
4053 the specified region will be pre-loaded into the VoxelManip object on creation.
4054 Otherwise, the area of map you wish to manipulate must first be loaded into the
4055 VoxelManip object using `VoxelManip:read_from_map()`.
4057 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
4058 formed by these positions indicate the minimum and maximum (respectively)
4059 positions of the area actually loaded in the VoxelManip, which may be larger
4060 than the area requested. For convenience, the loaded area coordinates can also
4061 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
4063 Now that the VoxelManip object is populated with map data, your mod can fetch a
4064 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
4065 which retrieves an individual node in a MapNode formatted table at the position
4066 requested is the simplest method to use, but also the slowest.
4068 Nodes in a VoxelManip object may also be read in bulk to a flat array table
4071 * `VoxelManip:get_data()` for node content (in Content ID form, see section
4073 * `VoxelManip:get_light_data()` for node light levels, and
4074 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
4076 See section [Flat array format] for more details.
4078 It is very important to understand that the tables returned by any of the above
4079 three functions represent a snapshot of the VoxelManip's internal state at the
4080 time of the call. This copy of the data will not magically update itself if
4081 another function modifies the internal VoxelManip state.
4082 Any functions that modify a VoxelManip's contents work on the VoxelManip's
4083 internal state unless otherwise explicitly stated.
4085 Once the bulk data has been edited to your liking, the internal VoxelManip
4086 state can be set using:
4088 * `VoxelManip:set_data()` for node content (in Content ID form, see section
4090 * `VoxelManip:set_light_data()` for node light levels, and
4091 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
4093 The parameter to each of the above three functions can use any table at all in
4094 the same flat array format as produced by `get_data()` etc. and is not required
4095 to be a table retrieved from `get_data()`.
4097 Once the internal VoxelManip state has been modified to your liking, the
4098 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
4100 ### Flat array format
4103 `Nx = p2.X - p1.X + 1`,
4104 `Ny = p2.Y - p1.Y + 1`, and
4105 `Nz = p2.Z - p1.Z + 1`.
4107 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
4108 including the value of the expression `Nx * Ny * Nz`.
4110 Positions offset from p1 are present in the array with the format of:
4113 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
4114 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
4116 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
4117 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
4119 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
4121 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
4124 and the array index for a position p contained completely in p1..p2 is:
4126 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
4128 Note that this is the same "flat 3D array" format as
4129 `PerlinNoiseMap:get3dMap_flat()`.
4130 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
4131 of the index for a single point in a flat VoxelManip array.
4135 A Content ID is a unique integer identifier for a specific node type.
4136 These IDs are used by VoxelManip in place of the node name string for
4137 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
4138 `minetest.get_content_id()` to look up the Content ID for the specified node
4139 name, and `minetest.get_name_from_content_id()` to look up the node name string
4140 for a given Content ID.
4141 After registration of a node, its Content ID will remain the same throughout
4142 execution of the mod.
4143 Note that the node being queried needs to have already been been registered.
4145 The following builtin node types have their Content IDs defined as constants:
4147 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
4148 * `minetest.CONTENT_AIR`: ID for "air" nodes
4149 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
4151 ### Mapgen VoxelManip objects
4153 Inside of `on_generated()` callbacks, it is possible to retrieve the same
4154 VoxelManip object used by the core's Map Generator (commonly abbreviated
4155 Mapgen). Most of the rules previously described still apply but with a few
4158 * The Mapgen VoxelManip object is retrieved using:
4159 `minetest.get_mapgen_object("voxelmanip")`
4160 * This VoxelManip object already has the region of map just generated loaded
4161 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
4162 a Mapgen VoxelManip.
4163 * The `on_generated()` callbacks of some mods may place individual nodes in the
4164 generated area using non-VoxelManip map modification methods. Because the
4165 same Mapgen VoxelManip object is passed through each `on_generated()`
4166 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
4167 consistency with the current map state. For this reason, calling any of the
4168 following functions:
4169 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
4170 will also update the Mapgen VoxelManip object's internal state active on the
4172 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
4173 necessary to update lighting information using either:
4174 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
4176 ### Other API functions operating on a VoxelManip
4178 If any VoxelManip contents were set to a liquid node (`liquidtype ~= "none"`),
4179 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
4180 flowing. It is recommended to call this function only after having written all
4181 buffered data back to the VoxelManip object, save for special situations where
4182 the modder desires to only have certain liquid nodes begin flowing.
4184 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
4185 will generate all registered decorations and ores throughout the full area
4186 inside of the specified VoxelManip object.
4188 `minetest.place_schematic_on_vmanip()` is otherwise identical to
4189 `minetest.place_schematic()`, except instead of placing the specified schematic
4190 directly on the map at the specified position, it will place the schematic
4191 inside the VoxelManip.
4195 * Attempting to read data from a VoxelManip object before map is read will
4196 result in a zero-length array table for `VoxelManip:get_data()`, and an
4197 "ignore" node at any position for `VoxelManip:get_node_at()`.
4198 * If either a region of map has not yet been generated or is out-of-bounds of
4199 the map, that region is filled with "ignore" nodes.
4200 * Other mods, or the core itself, could possibly modify the area of map
4201 currently loaded into a VoxelManip object. With the exception of Mapgen
4202 VoxelManips (see above section), the internal buffers are not updated. For
4203 this reason, it is strongly encouraged to complete the usage of a particular
4204 VoxelManip object in the same callback it had been created.
4205 * If a VoxelManip object will be used often, such as in an `on_generated()`
4206 callback, consider passing a file-scoped table as the optional parameter to
4207 `VoxelManip:get_data()`, which serves as a static buffer the function can use
4208 to write map data to instead of returning a new table each call. This greatly
4209 enhances performance by avoiding unnecessary memory allocations.
4214 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
4215 containing the region formed by `p1` and `p2`.
4216 * returns actual emerged `pmin`, actual emerged `pmax`
4217 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
4219 * **important**: data must be set using `VoxelManip:set_data()` before
4221 * if `light` is true, then lighting is automatically recalculated.
4222 The default value is true.
4223 If `light` is false, no light calculations happen, and you should correct
4224 all modified blocks with `minetest.fix_light()` as soon as possible.
4225 Keep in mind that modifying the map where light is incorrect can cause
4227 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4228 the `VoxelManip` at that position
4229 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4231 * `get_data([buffer])`: Retrieves the node content data loaded into the
4232 `VoxelManip` object.
4233 * returns raw node data in the form of an array of node content IDs
4234 * if the param `buffer` is present, this table will be used to store the
4236 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4237 * `update_map()`: Does nothing, kept for compatibility.
4238 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4240 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4241 * To be used only by a `VoxelManip` object from
4242 `minetest.get_mapgen_object`.
4243 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4245 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4246 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4248 * Each value is the bitwise combination of day and night light values
4250 * `light = day + (night * 16)`
4251 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4252 in the `VoxelManip`.
4253 * expects lighting data in the same format that `get_light_data()` returns
4254 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4255 `VoxelManip` object.
4256 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4258 * If the param `buffer` is present, this table will be used to store the
4260 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4262 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4264 * To be used only by a `VoxelManip` object from
4265 `minetest.get_mapgen_object`.
4266 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4267 area if left out or nil. For almost all uses these should be left out
4268 or nil to use the default.
4269 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4270 generated mapchunk above are propagated down into the mapchunk, defaults
4271 to `true` if left out.
4272 * `update_liquids()`: Update liquid flow
4273 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4274 manipulator had been modified since the last read from map, due to a call to
4275 `minetest.set_data()` on the loaded area elsewhere.
4276 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4281 A helper class for voxel areas.
4282 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4283 The coordinates are *inclusive*, like most other things in Minetest.
4287 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4288 `MinEdge` and `MaxEdge`.
4289 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4291 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4293 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4294 * The position (x, y, z) is not checked for being inside the area volume,
4295 being outside can cause an incorrect index result.
4296 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4297 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4298 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4299 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4300 is not checked for being inside the area volume.
4301 * `position(i)`: returns the absolute position vector corresponding to index
4303 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4304 `MinEdge` and `MaxEdge`.
4305 * `containsp(p)`: same as above, except takes a vector
4306 * `containsi(i)`: same as above, except takes an index `i`
4307 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4309 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4311 * `iterp(minp, maxp)`: same as above, except takes a vector
4313 ### Y stride and z stride of a flat array
4315 For a particular position in a voxel area, whose flat array index is known,
4316 it is often useful to know the index of a neighboring or nearby position.
4317 The table below shows the changes of index required for 1 node movements along
4318 the axes in a voxel area:
4320 Movement Change of index
4330 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4332 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4341 A mapgen object is a construct used in map generation. Mapgen objects can be
4342 used by an `on_generate` callback to speed up operations by avoiding
4343 unnecessary recalculations, these can be retrieved using the
4344 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4345 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4346 callback, `nil` is returned.
4348 The following Mapgen objects are currently available:
4352 This returns three values; the `VoxelManip` object to be used, minimum and
4353 maximum emerged position, in that order. All mapgens support this object.
4357 Returns an array containing the y coordinates of the ground levels of nodes in
4358 the most recently generated chunk by the current mapgen.
4362 Returns an array containing the biome IDs of nodes in the most recently
4363 generated chunk by the current mapgen.
4367 Returns an array containing the temperature values of nodes in the most
4368 recently generated chunk by the current mapgen.
4372 Returns an array containing the humidity values of nodes in the most recently
4373 generated chunk by the current mapgen.
4377 Returns a table mapping requested generation notification types to arrays of
4378 positions at which the corresponding generated structures are located within
4379 the current chunk. To set the capture of positions of interest to be recorded
4380 on generate, use `minetest.set_gen_notify()`.
4381 For decorations, the returned positions are the ground surface 'place_on'
4382 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4383 node above the returned position and possibly displaced by 'place_offset_y'.
4385 Possible fields of the table returned are:
4391 * `large_cave_begin`
4395 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4396 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4404 Functions receive a "luaentity" as `self`:
4406 * It has the member `.name`, which is the registered name `("mod:thing")`
4407 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4408 * The original prototype stuff is visible directly via a metatable
4412 * `on_activate(self, staticdata, dtime_s)`
4413 * Called when the object is instantiated.
4414 * `dtime_s` is the time passed since the object was unloaded, which can be
4415 used for updating the entity state.
4416 * `on_deactivate(self)
4417 * Called when the object is about to get removed or unloaded.
4418 * `on_step(self, dtime)`
4419 * Called on every server tick, after movement and collision processing.
4420 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4422 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4423 * Called when somebody punches the object.
4424 * Note that you probably want to handle most punches using the automatic
4426 * `puncher`: an `ObjectRef` (can be `nil`)
4427 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4429 * `tool_capabilities`: capability table of used item (can be `nil`)
4430 * `dir`: unit vector of direction of punch. Always defined. Points from the
4431 puncher to the punched.
4432 * `damage`: damage that will be done to entity.
4433 * Can return `true` to prevent the default damage mechanism.
4434 * `on_death(self, killer)`
4435 * Called when the object dies.
4436 * `killer`: an `ObjectRef` (can be `nil`)
4437 * `on_rightclick(self, clicker)`
4438 * Called when `clicker` pressed the 'place/use' key while pointing
4439 to the object (not neccessarily an actual rightclick)
4440 * `clicker`: an `ObjectRef` (may or may not be a player)
4441 * `on_attach_child(self, child)`
4442 * `child`: an `ObjectRef` of the child that attaches
4443 * `on_detach_child(self, child)`
4444 * `child`: an `ObjectRef` of the child that detaches
4445 * `on_detach(self, parent)`
4446 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4447 * This happens before the parent object is removed from the world
4448 * `get_staticdata(self)`
4449 * Should return a string that will be passed to `on_activate` when the
4450 object is instantiated the next time.
4462 axiom, --string initial tree axiom
4463 rules_a, --string rules set A
4464 rules_b, --string rules set B
4465 rules_c, --string rules set C
4466 rules_d, --string rules set D
4467 trunk, --string trunk node name
4468 leaves, --string leaves node name
4469 leaves2, --string secondary leaves node name
4470 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4471 angle, --num angle in deg
4472 iterations, --num max # of iterations, usually 2 -5
4473 random_level, --num factor to lower nr of iterations, usually 0 - 3
4474 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4475 -- 2x2 nodes or 3x3 in cross shape
4476 thin_branches, --boolean true -> use thin (1 node) branches
4477 fruit, --string fruit node name
4478 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4479 seed, --num random seed, if no seed is provided, the engine
4483 Key for special L-System symbols used in axioms
4484 -----------------------------------------------
4486 * `G`: move forward one unit with the pen up
4487 * `F`: move forward one unit with the pen down drawing trunks and branches
4488 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4489 * `T`: move forward one unit with the pen down drawing trunks only
4490 * `R`: move forward one unit with the pen down placing fruit
4491 * `A`: replace with rules set A
4492 * `B`: replace with rules set B
4493 * `C`: replace with rules set C
4494 * `D`: replace with rules set D
4495 * `a`: replace with rules set A, chance 90%
4496 * `b`: replace with rules set B, chance 80%
4497 * `c`: replace with rules set C, chance 70%
4498 * `d`: replace with rules set D, chance 60%
4499 * `+`: yaw the turtle right by `angle` parameter
4500 * `-`: yaw the turtle left by `angle` parameter
4501 * `&`: pitch the turtle down by `angle` parameter
4502 * `^`: pitch the turtle up by `angle` parameter
4503 * `/`: roll the turtle to the right by `angle` parameter
4504 * `*`: roll the turtle to the left by `angle` parameter
4505 * `[`: save in stack current state info
4506 * `]`: recover from stack state info
4511 Spawn a small apple tree:
4513 pos = {x=230,y=20,z=4}
4516 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4517 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4518 trunk="default:tree",
4519 leaves="default:leaves",
4523 trunk_type="single",
4526 fruit="default:apple"
4528 minetest.spawn_tree(pos,apple_tree)
4533 'minetest' namespace reference
4534 ==============================
4539 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4541 * `minetest.get_modpath(modname)`: returns the directory path for a mod,
4542 e.g. `"/home/user/.minetest/usermods/modname"`.
4543 * Returns nil if the mod is not enabled or does not exist (not installed).
4544 * Works regardless of whether the mod has been loaded yet.
4545 * Useful for loading additional `.lua` modules or static data from a mod,
4546 or checking if a mod is enabled.
4547 * `minetest.get_modnames()`: returns a list of enabled mods, sorted alphabetically.
4548 * Does not include disabled mods, even if they are installed.
4549 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4550 * Useful for storing custom data
4551 * `minetest.is_singleplayer()`
4552 * `minetest.features`: Table containing API feature flags
4555 glasslike_framed = true, -- 0.4.7
4556 nodebox_as_selectionbox = true, -- 0.4.7
4557 get_all_craft_recipes_works = true, -- 0.4.7
4558 -- The transparency channel of textures can optionally be used on
4560 use_texture_alpha = true,
4561 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4562 no_legacy_abms = true,
4563 -- Texture grouping is possible using parentheses (0.4.11)
4564 texture_names_parens = true,
4565 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4566 area_store_custom_ids = true,
4567 -- add_entity supports passing initial staticdata to on_activate
4569 add_entity_with_staticdata = true,
4570 -- Chat messages are no longer predicted (0.4.16)
4571 no_chat_message_prediction = true,
4572 -- The transparency channel of textures can optionally be used on
4573 -- objects (ie: players and lua entities) (5.0.0)
4574 object_use_texture_alpha = true,
4575 -- Object selectionbox is settable independently from collisionbox
4577 object_independent_selectionbox = true,
4578 -- Specifies whether binary data can be uploaded or downloaded using
4579 -- the HTTP API (5.1.0)
4580 httpfetch_binary_data = true,
4581 -- Whether formspec_version[<version>] may be used (5.1.0)
4582 formspec_version_element = true,
4583 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4584 area_store_persistent_ids = true,
4585 -- Whether minetest.find_path is functional (5.2.0)
4586 pathfinder_works = true,
4587 -- Whether Collision info is available to an objects' on_step (5.3.0)
4588 object_step_has_moveresult = true,
4589 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4590 direct_velocity_on_players = true,
4591 -- nodedef's use_texture_alpha accepts new string modes (5.4.0)
4592 use_texture_alpha_string_modes = true,
4593 -- degrotate param2 rotates in units of 1.5° instead of 2°
4594 -- thus changing the range of values from 0-179 to 0-240 (5.5.0)
4595 degrotate_240_steps = true,
4596 -- ABM supports min_y and max_y fields in definition (5.5.0)
4597 abm_min_max_y = true,
4598 -- dynamic_add_media supports passing a table with options (5.5.0)
4599 dynamic_add_media_table = true,
4602 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4603 * `arg`: string or table in format `{foo=true, bar=true}`
4604 * `missing_features`: `{foo=true, bar=true}`
4605 * `minetest.get_player_information(player_name)`: Table containing information
4606 about a player. Example return value:
4609 address = "127.0.0.1", -- IP address of client
4610 ip_version = 4, -- IPv4 / IPv6
4611 connection_uptime = 200, -- seconds since client connected
4612 protocol_version = 32, -- protocol version used by client
4613 formspec_version = 2, -- supported formspec version
4614 lang_code = "fr" -- Language code used for translation
4615 -- the following keys can be missing if no stats have been collected yet
4616 min_rtt = 0.01, -- minimum round trip time
4617 max_rtt = 0.2, -- maximum round trip time
4618 avg_rtt = 0.02, -- average round trip time
4619 min_jitter = 0.01, -- minimum packet time jitter
4620 max_jitter = 0.5, -- maximum packet time jitter
4621 avg_jitter = 0.03, -- average packet time jitter
4622 -- the following information is available in a debug build only!!!
4623 -- DO NOT USE IN MODS
4624 --ser_vers = 26, -- serialization version used by client
4625 --major = 0, -- major version number
4626 --minor = 4, -- minor version number
4627 --patch = 10, -- patch version number
4628 --vers_string = "0.4.9-git", -- full version string
4629 --state = "Active" -- current client state
4632 * `minetest.mkdir(path)`: returns success.
4633 * Creates a directory specified by `path`, creating parent directories
4634 if they don't exist.
4635 * `minetest.rmdir(path, recursive)`: returns success.
4636 * Removes a directory specified by `path`.
4637 * If `recursive` is set to `true`, the directory is recursively removed.
4638 Otherwise, the directory will only be removed if it is empty.
4639 * Returns true on success, false on failure.
4640 * `minetest.cpdir(source, destination)`: returns success.
4641 * Copies a directory specified by `path` to `destination`
4642 * Any files in `destination` will be overwritten if they already exist.
4643 * Returns true on success, false on failure.
4644 * `minetest.mvdir(source, destination)`: returns success.
4645 * Moves a directory specified by `path` to `destination`.
4646 * If the `destination` is a non-empty directory, then the move will fail.
4647 * Returns true on success, false on failure.
4648 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4650 * nil: return all entries,
4651 * true: return only subdirectory names, or
4652 * false: return only file names.
4653 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4654 * Replaces contents of file at path with new contents in a safe (atomic)
4655 way. Use this instead of below code when writing e.g. database files:
4656 `local f = io.open(path, "wb"); f:write(content); f:close()`
4657 * `minetest.get_version()`: returns a table containing components of the
4658 engine version. Components:
4659 * `project`: Name of the project, eg, "Minetest"
4660 * `string`: Simple version, eg, "1.2.3-dev"
4661 * `hash`: Full git version (only set if available),
4662 eg, "1.2.3-dev-01234567-dirty".
4663 Use this for informational purposes only. The information in the returned
4664 table does not represent the capabilities of the engine, nor is it
4665 reliable or verifiable. Compatible forks will have a different name and
4666 version entirely. To check for the presence of engine features, test
4667 whether the functions exported by the wanted features exist. For example:
4668 `if minetest.check_for_falling then ... end`.
4669 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4670 * `data`: string of data to hash
4671 * `raw`: return raw bytes instead of hex digits, default: false
4672 * `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
4673 ColorString. If the ColorSpec is invalid, returns `nil`.
4674 * `colorspec`: The ColorSpec to convert
4675 * `minetest.colorspec_to_bytes(colorspec)`: Converts a ColorSpec to a raw
4676 string of four bytes in an RGBA layout, returned as a string.
4677 * `colorspec`: The ColorSpec to convert
4678 * `minetest.encode_png(width, height, data, [compression])`: Encode a PNG
4679 image and return it in string form.
4680 * `width`: Width of the image
4681 * `height`: Height of the image
4682 * `data`: Image data, one of:
4683 * array table of ColorSpec, length must be width*height
4684 * string with raw RGBA pixels, length must be width*height*4
4685 * `compression`: Optional zlib compression level, number in range 0 to 9.
4686 The data is one-dimensional, starting in the upper left corner of the image
4687 and laid out in scanlines going from left to right, then top to bottom.
4688 Please note that it's not safe to use string.char to generate raw data,
4689 use `colorspec_to_bytes` to generate raw RGBA values in a predictable way.
4690 The resulting PNG image is always 32-bit. Palettes are not supported at the moment.
4691 You may use this to procedurally generate textures during server init.
4696 * `minetest.debug(...)`
4697 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4698 * `minetest.log([level,] text)`
4699 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4700 `"info"`, or `"verbose"`. Default is `"none"`.
4702 Registration functions
4703 ----------------------
4705 Call these functions only at load time!
4709 * `minetest.register_node(name, node definition)`
4710 * `minetest.register_craftitem(name, item definition)`
4711 * `minetest.register_tool(name, item definition)`
4712 * `minetest.override_item(name, redefinition)`
4713 * Overrides fields of an item registered with register_node/tool/craftitem.
4714 * Note: Item must already be defined, (opt)depend on the mod defining it.
4715 * Example: `minetest.override_item("default:mese",
4716 {light_source=minetest.LIGHT_MAX})`
4717 * `minetest.unregister_item(name)`
4718 * Unregisters the item from the engine, and deletes the entry with key
4719 `name` from `minetest.registered_items` and from the associated item table
4720 according to its nature: `minetest.registered_nodes`, etc.
4721 * `minetest.register_entity(name, entity definition)`
4722 * `minetest.register_abm(abm definition)`
4723 * `minetest.register_lbm(lbm definition)`
4724 * `minetest.register_alias(alias, original_name)`
4725 * Also use this to set the 'mapgen aliases' needed in a game for the core
4726 mapgens. See [Mapgen aliases] section above.
4727 * `minetest.register_alias_force(alias, original_name)`
4728 * `minetest.register_ore(ore definition)`
4729 * Returns an integer object handle uniquely identifying the registered
4731 * The order of ore registrations determines the order of ore generation.
4732 * `minetest.register_biome(biome definition)`
4733 * Returns an integer object handle uniquely identifying the registered
4734 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4735 * `minetest.unregister_biome(name)`
4736 * Unregisters the biome from the engine, and deletes the entry with key
4737 `name` from `minetest.registered_biomes`.
4738 * Warning: This alters the biome to biome ID correspondences, so any
4739 decorations or ores using the 'biomes' field must afterwards be cleared
4741 * `minetest.register_decoration(decoration definition)`
4742 * Returns an integer object handle uniquely identifying the registered
4743 decoration on success. To get the decoration ID, use
4744 `minetest.get_decoration_id`.
4745 * The order of decoration registrations determines the order of decoration
4747 * `minetest.register_schematic(schematic definition)`
4748 * Returns an integer object handle uniquely identifying the registered
4749 schematic on success.
4750 * If the schematic is loaded from a file, the `name` field is set to the
4752 * If the function is called when loading the mod, and `name` is a relative
4753 path, then the current mod path will be prepended to the schematic
4755 * `minetest.clear_registered_biomes()`
4756 * Clears all biomes currently registered.
4757 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4758 correspondences, so any decorations or ores using the 'biomes' field must
4759 afterwards be cleared and re-registered.
4760 * `minetest.clear_registered_decorations()`
4761 * Clears all decorations currently registered.
4762 * `minetest.clear_registered_ores()`
4763 * Clears all ores currently registered.
4764 * `minetest.clear_registered_schematics()`
4765 * Clears all schematics currently registered.
4769 * `minetest.register_craft(recipe)`
4770 * Check recipe table syntax for different types below.
4771 * `minetest.clear_craft(recipe)`
4772 * Will erase existing craft based either on output item or on input recipe.
4773 * Specify either output or input only. If you specify both, input will be
4774 ignored. For input use the same recipe table syntax as for
4775 `minetest.register_craft(recipe)`. For output specify only the item,
4777 * Returns false if no erase candidate could be found, otherwise returns true.
4778 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4779 ignored if the recipe contains output. Erasing is then done independently
4780 from the crafting method.
4781 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4782 * `minetest.override_chatcommand(name, redefinition)`
4783 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4784 * `minetest.unregister_chatcommand(name)`
4785 * Unregisters a chatcommands registered with `register_chatcommand`.
4786 * `minetest.register_privilege(name, definition)`
4787 * `definition` can be a description or a definition table (see [Privilege
4789 * If it is a description, the priv will be granted to singleplayer and admin
4791 * To allow players with `basic_privs` to grant, see the `basic_privs`
4792 minetest.conf setting.
4793 * `minetest.register_authentication_handler(authentication handler definition)`
4794 * Registers an auth handler that overrides the builtin one.
4795 * This function can be called by a single mod once only.
4797 Global callback registration functions
4798 --------------------------------------
4800 Call these functions only at load time!
4802 * `minetest.register_globalstep(function(dtime))`
4803 * Called every server step, usually interval of 0.1s
4804 * `minetest.register_on_mods_loaded(function())`
4805 * Called after mods have finished loading and before the media is cached or the
4807 * `minetest.register_on_shutdown(function())`
4808 * Called before server shutdown
4809 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4810 registered callbacks **will likely not be run**. Data should be saved at
4811 semi-frequent intervals as well as on server shutdown.
4812 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4813 * Called when a node has been placed
4814 * If return `true` no item is taken from `itemstack`
4815 * `placer` may be any valid ObjectRef or nil.
4816 * **Not recommended**; use `on_construct` or `after_place_node` in node
4817 definition whenever possible.
4818 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4819 * Called when a node has been dug.
4820 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4821 definition whenever possible.
4822 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4823 * Called when a node is punched
4824 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4825 * Called after generating a piece of world. Modifying nodes inside the area
4826 is a bit faster than usually.
4827 * `minetest.register_on_newplayer(function(ObjectRef))`
4828 * Called when a new player enters the world for the first time
4829 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4830 * Called when a player is punched
4831 * Note: This callback is invoked even if the punched player is dead.
4832 * `player`: ObjectRef - Player that was punched
4833 * `hitter`: ObjectRef - Player that hit
4834 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4836 * `tool_capabilities`: Capability table of used item (can be nil)
4837 * `dir`: Unit vector of direction of punch. Always defined. Points from
4838 the puncher to the punched.
4839 * `damage`: Number that represents the damage calculated by the engine
4840 * should return `true` to prevent the default damage mechanism
4841 * `minetest.register_on_rightclickplayer(function(player, clicker))`
4842 * Called when the 'place/use' key was used while pointing a player
4843 (not neccessarily an actual rightclick)
4844 * `player`: ObjectRef - Player that is acted upon
4845 * `clicker`: ObjectRef - Object that acted upon `player`, may or may not be a player
4846 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4847 * Called when the player gets damaged or healed
4848 * `player`: ObjectRef of the player
4849 * `hp_change`: the amount of change. Negative when it is damage.
4850 * `reason`: a PlayerHPChangeReason table.
4851 * The `type` field will have one of the following values:
4852 * `set_hp`: A mod or the engine called `set_hp` without
4853 giving a type - use this for custom damage types.
4854 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4856 * `node_damage`: `damage_per_second` from a neighbouring node.
4857 `reason.node` will hold the node name or nil.
4860 * Any of the above types may have additional fields from mods.
4861 * `reason.from` will be `mod` or `engine`.
4862 * `modifier`: when true, the function should return the actual `hp_change`.
4863 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4864 Modifiers can return true as a second argument to stop the execution of further functions.
4865 Non-modifiers receive the final HP change calculated by the modifiers.
4866 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4867 * Called when a player dies
4868 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4869 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4870 * Called when player is to be respawned
4871 * Called _before_ repositioning of player occurs
4872 * return true in func to disable regular player placement
4873 * `minetest.register_on_prejoinplayer(function(name, ip))`
4874 * Called when a client connects to the server, prior to authentication
4875 * If it returns a string, the client is disconnected with that string as
4877 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4878 * Called when a player joins the game
4879 * `last_login`: The timestamp of the previous login, or nil if player is new
4880 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4881 * Called when a player leaves the game
4882 * `timed_out`: True for timeout, false for other reasons.
4883 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4884 * Called when a client attempts to log into an account.
4885 * `name`: The name of the account being authenticated.
4886 * `ip`: The IP address of the client
4887 * `is_success`: Whether the client was successfully authenticated
4888 * For newly registered accounts, `is_success` will always be true
4889 * `minetest.register_on_auth_fail(function(name, ip))`
4890 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4891 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4892 * Called when a player cheats
4893 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4895 * `interacted_too_far`
4896 * `interacted_with_self`
4897 * `interacted_while_dead`
4898 * `finished_unknown_dig`
4901 * `minetest.register_on_chat_message(function(name, message))`
4902 * Called always when a player says something
4903 * Return `true` to mark the message as handled, which means that it will
4904 not be sent to other players.
4905 * `minetest.register_on_chatcommand(function(name, command, params))`
4906 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4907 is checked to see if the command exists, but after the input is parsed.
4908 * Return `true` to mark the command as handled, which means that the default
4909 handlers will be prevented.
4910 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4911 * Called when the server received input from `player` in a formspec with
4912 the given `formname`. Specifically, this is called on any of the
4914 * a button was pressed,
4915 * Enter was pressed while the focus was on a text field
4916 * a checkbox was toggled,
4917 * something was selected in a dropdown list,
4918 * a different tab was selected,
4919 * selection was changed in a textlist or table,
4920 * an entry was double-clicked in a textlist or table,
4921 * a scrollbar was moved, or
4922 * the form was actively closed by the player.
4923 * Fields are sent for formspec elements which define a field. `fields`
4924 is a table containing each formspecs element value (as string), with
4925 the `name` parameter as index for each. The value depends on the
4926 formspec element type:
4927 * `animated_image`: Returns the index of the current frame.
4928 * `button` and variants: If pressed, contains the user-facing button
4929 text as value. If not pressed, is `nil`
4930 * `field`, `textarea` and variants: Text in the field
4931 * `dropdown`: Either the index or value, depending on the `index event`
4933 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4934 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4935 * `textlist`: See `minetest.explode_textlist_event`
4936 * `table`: See `minetest.explode_table_event`
4937 * `scrollbar`: See `minetest.explode_scrollbar_event`
4938 * Special case: `["quit"]="true"` is sent when the user actively
4939 closed the form by mouse click, keypress or through a button_exit[]
4941 * Special case: `["key_enter"]="true"` is sent when the user pressed
4942 the Enter key and the focus was either nowhere (causing the formspec
4943 to be closed) or on a button. If the focus was on a text field,
4944 additionally, the index `key_enter_field` contains the name of the
4945 text field. See also: `field_close_on_enter`.
4946 * Newest functions are called first
4947 * If function returns `true`, remaining functions are not called
4948 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4949 * Called when `player` crafts something
4950 * `itemstack` is the output
4951 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4953 * `craft_inv` is the inventory with the crafting grid
4954 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4956 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4957 * The same as before, except that it is called before the player crafts, to
4958 make craft prediction, and it should not change anything.
4959 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4960 * Determines how much of a stack may be taken, put or moved to a
4962 * `player` (type `ObjectRef`) is the player who modified the inventory
4963 `inventory` (type `InvRef`).
4964 * List of possible `action` (string) values and their
4965 `inventory_info` (table) contents:
4966 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4967 * `put`: `{listname=string, index=number, stack=ItemStack}`
4968 * `take`: Same as `put`
4969 * Return a numeric value to limit the amount of items to be taken, put or
4970 moved. A value of `-1` for `take` will make the source stack infinite.
4971 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4972 * Called after a take, put or move event from/to/in a player inventory
4973 * Function arguments: see `minetest.register_allow_player_inventory_action`
4974 * Does not accept or handle any return value.
4975 * `minetest.register_on_protection_violation(function(pos, name))`
4976 * Called by `builtin` and mods when a player violates protection at a
4977 position (eg, digs a node or punches a protected entity).
4978 * The registered functions can be called using
4979 `minetest.record_protection_violation`.
4980 * The provided function should check that the position is protected by the
4981 mod calling this function before it prints a message, if it does, to
4982 allow for multiple protection mods.
4983 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4984 * Called when an item is eaten, by `minetest.item_eat`
4985 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4986 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4987 * Called when `granter` grants the priv `priv` to `name`.
4988 * Note that the callback will be called twice if it's done by a player,
4989 once with granter being the player name, and again with granter being nil.
4990 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4991 * Called when `revoker` revokes the priv `priv` from `name`.
4992 * Note that the callback will be called twice if it's done by a player,
4993 once with revoker being the player name, and again with revoker being nil.
4994 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4995 * Called when `name` user connects with `ip`.
4996 * Return `true` to by pass the player limit
4997 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4998 * Called when an incoming mod channel message is received
4999 * You should have joined some channels to receive events.
5000 * If message comes from a server mod, `sender` field is an empty string.
5001 * `minetest.register_on_liquid_transformed(function(pos_list, node_list))`
5002 * Called after liquid nodes (`liquidtype ~= "none"`) are modified by the
5003 engine's liquid transformation process.
5004 * `pos_list` is an array of all modified positions.
5005 * `node_list` is an array of the old node that was previously at the position
5006 with the corresponding index in pos_list.
5011 * `minetest.settings`: Settings object containing all of the settings from the
5012 main config file (`minetest.conf`).
5013 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
5014 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
5019 * `minetest.string_to_privs(str[, delim])`:
5020 * Converts string representation of privs into table form
5021 * `delim`: String separating the privs. Defaults to `","`.
5022 * Returns `{ priv1 = true, ... }`
5023 * `minetest.privs_to_string(privs[, delim])`:
5024 * Returns the string representation of `privs`
5025 * `delim`: String to delimit privs. Defaults to `","`.
5026 * `minetest.get_player_privs(name) -> {priv1=true,...}`
5027 * `minetest.check_player_privs(player_or_name, ...)`:
5028 returns `bool, missing_privs`
5029 * A quickhand for checking privileges.
5030 * `player_or_name`: Either a Player object or the name of a player.
5031 * `...` is either a list of strings, e.g. `"priva", "privb"` or
5032 a table, e.g. `{ priva = true, privb = true }`.
5034 * `minetest.check_password_entry(name, entry, password)`
5035 * Returns true if the "password entry" for a player with name matches given
5036 password, false otherwise.
5037 * The "password entry" is the password representation generated by the
5038 engine as returned as part of a `get_auth()` call on the auth handler.
5039 * Only use this function for making it possible to log in via password from
5040 external protocols such as IRC, other uses are frowned upon.
5041 * `minetest.get_password_hash(name, raw_password)`
5042 * Convert a name-password pair to a password hash that Minetest can use.
5043 * The returned value alone is not a good basis for password checks based
5044 on comparing the password hash in the database with the password hash
5045 from the function, with an externally provided password, as the hash
5046 in the db might use the new SRP verifier format.
5047 * For this purpose, use `minetest.check_password_entry` instead.
5048 * `minetest.get_player_ip(name)`: returns an IP address string for the player
5050 * The player needs to be online for this to be successful.
5052 * `minetest.get_auth_handler()`: Return the currently active auth handler
5053 * See the [Authentication handler definition]
5054 * Use this to e.g. get the authentication data for a player:
5055 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
5056 * `minetest.notify_authentication_modified(name)`
5057 * Must be called by the authentication handler for privilege changes.
5058 * `name`: string; if omitted, all auth data should be considered modified
5059 * `minetest.set_player_password(name, password_hash)`: Set password hash of
5061 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
5063 * `minetest.auth_reload()`
5064 * See `reload()` in authentication handler definition
5066 `minetest.set_player_password`, `minetest.set_player_privs`,
5067 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
5073 * `minetest.chat_send_all(text)`
5074 * `minetest.chat_send_player(name, text)`
5075 * `minetest.format_chat_message(name, message)`
5076 * Used by the server to format a chat message, based on the setting `chat_message_format`.
5077 Refer to the documentation of the setting for a list of valid placeholders.
5078 * Takes player name and message, and returns the formatted string to be sent to players.
5079 * Can be redefined by mods if required, for things like colored names or messages.
5080 * **Only** the first occurrence of each placeholder will be replaced.
5085 * `minetest.set_node(pos, node)`
5086 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
5087 * Set node at position `pos`
5088 * `node`: table `{name=string, param1=number, param2=number}`
5089 * If param1 or param2 is omitted, it's set to `0`.
5090 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
5091 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
5092 * Set node on all positions set in the first argument.
5093 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
5094 * For node specification or position syntax see `minetest.set_node` call
5095 * Faster than set_node due to single call, but still considerably slower
5096 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
5097 Unlike LVMs, this will call node callbacks. It also allows setting nodes
5098 in spread out positions which would cause LVMs to waste memory.
5099 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
5101 * `minetest.swap_node(pos, node)`
5102 * Set node at position, but don't remove metadata
5103 * `minetest.remove_node(pos)`
5104 * By default it does the same as `minetest.set_node(pos, {name="air"})`
5105 * `minetest.get_node(pos)`
5106 * Returns the node at the given position as table in the format
5107 `{name="node_name", param1=0, param2=0}`,
5108 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
5109 * `minetest.get_node_or_nil(pos)`
5110 * Same as `get_node` but returns `nil` for unloaded areas.
5111 * `minetest.get_node_light(pos, timeofday)`
5112 * Gets the light value at the given position. Note that the light value
5113 "inside" the node at the given position is returned, so you usually want
5114 to get the light value of a neighbor.
5115 * `pos`: The position where to measure the light.
5116 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5117 * Returns a number between `0` and `15` or `nil`
5118 * `nil` is returned e.g. when the map isn't loaded at `pos`
5119 * `minetest.get_natural_light(pos[, timeofday])`
5120 * Figures out the sunlight (or moonlight) value at pos at the given time of
5122 * `pos`: The position of the node
5123 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
5124 * Returns a number between `0` and `15` or `nil`
5125 * This function tests 203 nodes in the worst case, which happens very
5127 * `minetest.get_artificial_light(param1)`
5128 * Calculates the artificial light (light from e.g. torches) value from the
5130 * `param1`: The param1 value of a `paramtype = "light"` node.
5131 * Returns a number between `0` and `15`
5132 * Currently it's the same as `math.floor(param1 / 16)`, except that it
5133 ensures compatibility.
5134 * `minetest.place_node(pos, node)`
5135 * Place node with the same effects that a player would cause
5136 * `minetest.dig_node(pos)`
5137 * Dig node with the same effects that a player would cause
5138 * Returns `true` if successful, `false` on failure (e.g. protected location)
5139 * `minetest.punch_node(pos)`
5140 * Punch node with the same effects that a player would cause
5141 * `minetest.spawn_falling_node(pos)`
5142 * Change node into falling node
5143 * Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure
5145 * `minetest.find_nodes_with_meta(pos1, pos2)`
5146 * Get a table of positions of nodes that have metadata within a region
5148 * `minetest.get_meta(pos)`
5149 * Get a `NodeMetaRef` at that position
5150 * `minetest.get_node_timer(pos)`
5151 * Get `NodeTimerRef`
5153 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
5155 * Returns `ObjectRef`, or `nil` if failed
5156 * `minetest.add_item(pos, item)`: Spawn item
5157 * Returns `ObjectRef`, or `nil` if failed
5158 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
5159 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
5161 * `radius`: using an euclidean metric
5162 * `minetest.get_objects_in_area(pos1, pos2)`: returns a list of
5164 * `pos1` and `pos2` are the min and max positions of the area to search.
5165 * `minetest.set_timeofday(val)`
5166 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
5167 * `minetest.get_timeofday()`
5168 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
5170 * `minetest.get_day_count()`: returns number days elapsed since world was
5172 * accounts for time changes.
5173 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
5175 * `radius`: using a maximum metric
5176 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5177 * `search_center` is an optional boolean (default: `false`)
5178 If true `pos` is also checked for the nodes
5179 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
5180 * `pos1` and `pos2` are the min and max positions of the area to search.
5181 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5182 * If `grouped` is true the return value is a table indexed by node name
5183 which contains lists of positions.
5184 * If `grouped` is false or absent the return values are as follows:
5185 first value: Table with all node positions
5186 second value: Table with the count of each node with the node name
5188 * Area volume is limited to 4,096,000 nodes
5189 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
5191 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
5192 * Return value: Table with all node positions with a node air above
5193 * Area volume is limited to 4,096,000 nodes
5194 * `minetest.get_perlin(noiseparams)`
5195 * Return world-specific perlin noise.
5196 * The actual seed used is the noiseparams seed plus the world seed.
5197 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5198 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
5199 * Return world-specific perlin noise.
5200 * `minetest.get_voxel_manip([pos1, pos2])`
5201 * Return voxel manipulator object.
5202 * Loads the manipulator from the map if positions are passed.
5203 * `minetest.set_gen_notify(flags, {deco_ids})`
5204 * Set the types of on-generate notifications that should be collected.
5205 * `flags` is a flag field with the available flags:
5213 * The second parameter is a list of IDs of decorations which notification
5215 * `minetest.get_gen_notify()`
5216 * Returns a flagstring and a table with the `deco_id`s.
5217 * `minetest.get_decoration_id(decoration_name)`
5218 * Returns the decoration ID number for the provided decoration name string,
5219 or `nil` on failure.
5220 * `minetest.get_mapgen_object(objectname)`
5221 * Return requested mapgen object if available (see [Mapgen objects])
5222 * `minetest.get_heat(pos)`
5223 * Returns the heat at the position, or `nil` on failure.
5224 * `minetest.get_humidity(pos)`
5225 * Returns the humidity at the position, or `nil` on failure.
5226 * `minetest.get_biome_data(pos)`
5227 * Returns a table containing:
5228 * `biome` the biome id of the biome at that position
5229 * `heat` the heat at the position
5230 * `humidity` the humidity at the position
5231 * Or returns `nil` on failure.
5232 * `minetest.get_biome_id(biome_name)`
5233 * Returns the biome id, as used in the biomemap Mapgen object and returned
5234 by `minetest.get_biome_data(pos)`, for a given biome_name string.
5235 * `minetest.get_biome_name(biome_id)`
5236 * Returns the biome name string for the provided biome id, or `nil` on
5238 * If no biomes have been registered, such as in mgv6, returns `default`.
5239 * `minetest.get_mapgen_params()`
5240 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
5241 * Returns a table containing:
5247 * `minetest.set_mapgen_params(MapgenParams)`
5248 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
5250 * Set map generation parameters.
5251 * Function cannot be called after the registration period; only
5252 initialization and `on_mapgen_init`.
5253 * Takes a table as an argument with the fields:
5259 * Leave field unset to leave that parameter unchanged.
5260 * `flags` contains a comma-delimited string of flags to set, or if the
5261 prefix `"no"` is attached, clears instead.
5262 * `flags` is in the same format and has the same options as `mg_flags` in
5264 * `minetest.get_mapgen_setting(name)`
5265 * Gets the *active* mapgen setting (or nil if none exists) in string
5266 format with the following order of precedence:
5267 1) Settings loaded from map_meta.txt or overrides set during mod
5269 2) Settings set by mods without a metafile override
5270 3) Settings explicitly set in the user config file, minetest.conf
5271 4) Settings set as the user config default
5272 * `minetest.get_mapgen_setting_noiseparams(name)`
5273 * Same as above, but returns the value as a NoiseParams table if the
5274 setting `name` exists and is a valid NoiseParams.
5275 * `minetest.set_mapgen_setting(name, value, [override_meta])`
5276 * Sets a mapgen param to `value`, and will take effect if the corresponding
5277 mapgen setting is not already present in map_meta.txt.
5278 * `override_meta` is an optional boolean (default: `false`). If this is set
5279 to true, the setting will become the active setting regardless of the map
5281 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
5282 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
5283 * Same as above, except value is a NoiseParams table.
5284 * `minetest.set_noiseparams(name, noiseparams, set_default)`
5285 * Sets the noiseparams setting of `name` to the noiseparams table specified
5287 * `set_default` is an optional boolean (default: `true`) that specifies
5288 whether the setting should be applied to the default config or current
5290 * `minetest.get_noiseparams(name)`
5291 * Returns a table of the noiseparams for name.
5292 * `minetest.generate_ores(vm, pos1, pos2)`
5293 * Generate all registered ores within the VoxelManip `vm` and in the area
5294 from `pos1` to `pos2`.
5295 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5296 * `minetest.generate_decorations(vm, pos1, pos2)`
5297 * Generate all registered decorations within the VoxelManip `vm` and in the
5298 area from `pos1` to `pos2`.
5299 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5300 * `minetest.clear_objects([options])`
5301 * Clear all objects in the environment
5302 * Takes an optional table as an argument with the field `mode`.
5303 * mode = `"full"` : Load and go through every mapblock, clearing
5305 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5306 clear objects in unloaded mapblocks only when the
5307 mapblocks are next activated.
5308 * `minetest.load_area(pos1[, pos2])`
5309 * Load the mapblocks containing the area from `pos1` to `pos2`.
5310 `pos2` defaults to `pos1` if not specified.
5311 * This function does not trigger map generation.
5312 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5313 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5314 asynchronously fetched from memory, loaded from disk, or if inexistent,
5316 * If `callback` is a valid Lua function, this will be called for each block
5318 * The function signature of callback is:
5319 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5320 * `blockpos` is the *block* coordinates of the block that had been
5322 * `action` could be one of the following constant values:
5323 * `minetest.EMERGE_CANCELLED`
5324 * `minetest.EMERGE_ERRORED`
5325 * `minetest.EMERGE_FROM_MEMORY`
5326 * `minetest.EMERGE_FROM_DISK`
5327 * `minetest.EMERGE_GENERATED`
5328 * `calls_remaining` is the number of callbacks to be expected after
5330 * `param` is the user-defined parameter passed to emerge_area (or
5331 nil if the parameter was absent).
5332 * `minetest.delete_area(pos1, pos2)`
5333 * delete all mapblocks in the area from pos1 to pos2, inclusive
5334 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5335 * Checks if there is anything other than air between pos1 and pos2.
5336 * Returns false if something is blocking the sight.
5337 * Returns the position of the blocking node when `false`
5338 * `pos1`: First position
5339 * `pos2`: Second position
5340 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5341 * Creates a `Raycast` object.
5342 * `pos1`: start of the ray
5343 * `pos2`: end of the ray
5344 * `objects`: if false, only nodes will be returned. Default is `true`.
5345 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
5346 returned. Default is `false`.
5347 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5348 * returns table containing path that can be walked on
5349 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5351 * Reasons for failure:
5352 * No path exists at all
5353 * No path exists within `searchdistance` (see below)
5354 * Start or end pos is buried in land
5355 * `pos1`: start position
5356 * `pos2`: end position
5357 * `searchdistance`: maximum distance from the search positions to search in.
5358 In detail: Path must be completely inside a cuboid. The minimum
5359 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5360 Larger values will increase the size of this cuboid in all directions
5361 * `max_jump`: maximum height difference to consider walkable
5362 * `max_drop`: maximum height difference to consider droppable
5363 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5364 Difference between `"A*"` and `"A*_noprefetch"` is that
5365 `"A*"` will pre-calculate the cost-data, the other will calculate it
5367 * `minetest.spawn_tree (pos, {treedef})`
5368 * spawns L-system tree at given `pos` with definition in `treedef` table
5369 * `minetest.transforming_liquid_add(pos)`
5370 * add node to liquid flow update queue
5371 * `minetest.get_node_max_level(pos)`
5372 * get max available level for leveled node
5373 * `minetest.get_node_level(pos)`
5374 * get level of leveled node (water, snow)
5375 * `minetest.set_node_level(pos, level)`
5376 * set level of leveled node, default `level` equals `1`
5377 * if `totallevel > maxlevel`, returns rest (`total-max`).
5378 * `minetest.add_node_level(pos, level)`
5379 * increase level of leveled node by level, default `level` equals `1`
5380 * if `totallevel > maxlevel`, returns rest (`total-max`)
5381 * `level` must be between -127 and 127
5382 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5383 * resets the light in a cuboid-shaped part of
5384 the map and removes lighting bugs.
5385 * Loads the area if it is not loaded.
5386 * `pos1` is the corner of the cuboid with the least coordinates
5387 (in node coordinates), inclusive.
5388 * `pos2` is the opposite corner of the cuboid, inclusive.
5389 * The actual updated cuboid might be larger than the specified one,
5390 because only whole map blocks can be updated.
5391 The actual updated area consists of those map blocks that intersect
5392 with the given cuboid.
5393 * However, the neighborhood of the updated area might change
5394 as well, as light can spread out of the cuboid, also light
5396 * returns `false` if the area is not fully generated,
5398 * `minetest.check_single_for_falling(pos)`
5399 * causes an unsupported `group:falling_node` node to fall and causes an
5400 unattached `group:attached_node` node to fall.
5401 * does not spread these updates to neighbours.
5402 * `minetest.check_for_falling(pos)`
5403 * causes an unsupported `group:falling_node` node to fall and causes an
5404 unattached `group:attached_node` node to fall.
5405 * spread these updates to neighbours and can cause a cascade
5407 * `minetest.get_spawn_level(x, z)`
5408 * Returns a player spawn y co-ordinate for the provided (x, z)
5409 co-ordinates, or `nil` for an unsuitable spawn point.
5410 * For most mapgens a 'suitable spawn point' is one with y between
5411 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5412 so `nil` will be returned for many (x, z) co-ordinates.
5413 * The spawn level returned is for a player spawn in unmodified terrain.
5414 * The spawn level is intentionally above terrain level to cope with
5415 full-node biome 'dust' nodes.
5420 You can find mod channels communication scheme in `doc/mod_channels.png`.
5422 * `minetest.mod_channel_join(channel_name)`
5423 * Server joins channel `channel_name`, and creates it if necessary. You
5424 should listen for incoming messages with
5425 `minetest.register_on_modchannel_message`
5430 `minetest.get_inventory(location)`: returns an `InvRef`
5433 * `{type="player", name="celeron55"}`
5434 * `{type="node", pos={x=, y=, z=}}`
5435 * `{type="detached", name="creative"}`
5436 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5438 * `callbacks`: See [Detached inventory callbacks]
5439 * `player_name`: Make detached inventory available to one player
5440 exclusively, by default they will be sent to every player (even if not
5442 Note that this parameter is mostly just a workaround and will be removed
5444 * Creates a detached inventory. If it already exists, it is cleared.
5445 * `minetest.remove_detached_inventory(name)`
5446 * Returns a `boolean` indicating whether the removal succeeded.
5447 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5448 returns leftover ItemStack or nil to indicate no inventory change
5449 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5454 * `minetest.show_formspec(playername, formname, formspec)`
5455 * `playername`: name of player to show formspec
5456 * `formname`: name passed to `on_player_receive_fields` callbacks.
5457 It should follow the `"modname:<whatever>"` naming convention
5458 * `formspec`: formspec to display
5459 * `minetest.close_formspec(playername, formname)`
5460 * `playername`: name of player to close formspec
5461 * `formname`: has to exactly match the one given in `show_formspec`, or the
5462 formspec will not close.
5463 * calling `show_formspec(playername, formname, "")` is equal to this
5465 * to close a formspec regardless of the formname, call
5466 `minetest.close_formspec(playername, "")`.
5467 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5468 * `minetest.formspec_escape(string)`: returns a string
5469 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5471 * `minetest.explode_table_event(string)`: returns a table
5472 * returns e.g. `{type="CHG", row=1, column=2}`
5474 * `"INV"`: no row selected
5476 * `"DCL"`: double-click
5477 * `minetest.explode_textlist_event(string)`: returns a table
5478 * returns e.g. `{type="CHG", index=1}`
5480 * `"INV"`: no row selected
5482 * `"DCL"`: double-click
5483 * `minetest.explode_scrollbar_event(string)`: returns a table
5484 * returns e.g. `{type="CHG", value=500}`
5486 * `"INV"`: something failed
5487 * `"CHG"`: has been changed
5488 * `"VAL"`: not changed
5493 * `minetest.inventorycube(img1, img2, img3)`
5494 * Returns a string for making an image of a cube (useful as an item image)
5495 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5496 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5497 does not refer to a node or entity.
5498 * If the optional `above` parameter is true and the `pointed_thing` refers
5499 to a node, then it will return the `above` position of the `pointed_thing`.
5500 * `minetest.dir_to_facedir(dir, is6d)`
5501 * Convert a vector to a facedir value, used in `param2` for
5502 `paramtype2="facedir"`.
5503 * passing something non-`nil`/`false` for the optional second parameter
5504 causes it to take the y component into account.
5505 * `minetest.facedir_to_dir(facedir)`
5506 * Convert a facedir back into a vector aimed directly out the "back" of a
5508 * `minetest.dir_to_wallmounted(dir)`
5509 * Convert a vector to a wallmounted value, used for
5510 `paramtype2="wallmounted"`.
5511 * `minetest.wallmounted_to_dir(wallmounted)`
5512 * Convert a wallmounted value back into a vector aimed directly out the
5514 * `minetest.dir_to_yaw(dir)`
5515 * Convert a vector into a yaw (angle)
5516 * `minetest.yaw_to_dir(yaw)`
5517 * Convert yaw (angle) to a vector
5518 * `minetest.is_colored_paramtype(ptype)`
5519 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5520 color information (`color`, `colorwallmounted` or `colorfacedir`).
5521 * `minetest.strip_param2_color(param2, paramtype2)`
5522 * Removes everything but the color information from the
5523 given `param2` value.
5524 * Returns `nil` if the given `paramtype2` does not contain color
5526 * `minetest.get_node_drops(node, toolname)`
5527 * Returns list of itemstrings that are dropped by `node` when dug
5528 with the item `toolname` (not limited to tools).
5529 * `node`: node as table or node name
5530 * `toolname`: name of the item used to dig (can be `nil`)
5531 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5532 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5533 * `input.width` = for example `3`
5534 * `input.items` = for example
5535 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5536 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5537 * `output.time` = a number, if unsuccessful: `0`
5538 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5539 placed in `decremented_input.items`. Replacements can be placed in
5540 `decremented_input` if the stack of the replaced item has a count of 1.
5541 * `decremented_input` = like `input`
5542 * `minetest.get_craft_recipe(output)`: returns input
5543 * returns last registered recipe for output item (node)
5544 * `output` is a node or item type such as `"default:torch"`
5545 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5546 * `input.width` = for example `3`
5547 * `input.items` = for example
5548 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5549 * `input.items` = `nil` if no recipe found
5550 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5551 * returns indexed table with all registered recipes for query item (node)
5552 or `nil` if no recipe was found.
5553 * recipe entry table:
5554 * `method`: 'normal' or 'cooking' or 'fuel'
5555 * `width`: 0-3, 0 means shapeless recipe
5556 * `items`: indexed [1-9] table with recipe items
5557 * `output`: string with item name and quantity
5558 * Example query for `"default:gold_ingot"` will return table:
5561 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5562 items = {1 = "default:gold_lump"}},
5563 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5564 items = {1 = "default:goldblock"}}
5566 * `minetest.handle_node_drops(pos, drops, digger)`
5567 * `drops`: list of itemstrings
5568 * Handles drops from nodes after digging: Default action is to put them
5569 into digger's inventory.
5570 * Can be overridden to get different functionality (e.g. dropping items on
5572 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5574 * Creates an item string which contains palette index information
5575 for hardware colorization. You can use the returned string
5576 as an output in a craft recipe.
5577 * `item`: the item stack which becomes colored. Can be in string,
5578 table and native form.
5579 * `palette_index`: this index is added to the item stack
5580 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5581 * Creates an item string which contains static color information
5582 for hardware colorization. Use this method if you wish to colorize
5583 an item that does not own a palette. You can use the returned string
5584 as an output in a craft recipe.
5585 * `item`: the item stack which becomes colored. Can be in string,
5586 table and native form.
5587 * `colorstring`: the new color of the item stack
5592 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5593 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5594 * Find who has done something to a node, or near a node
5595 * `actor`: `"player:<name>"`, also `"liquid"`.
5596 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5597 `boolean, log_messages`.
5598 * Revert latest actions of someone
5599 * `actor`: `"player:<name>"`, also `"liquid"`.
5601 Defaults for the `on_place` and `on_drop` item definition functions
5602 -------------------------------------------------------------------
5604 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5605 * Place item as a node
5606 * `param2` overrides `facedir` and wallmounted `param2`
5607 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5608 for the newly placed node to prevent a callback and placement loop
5609 * returns `itemstack, position`
5610 * `position`: the location the node was placed to. `nil` if nothing was placed.
5611 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5613 * returns the leftover itemstack
5614 * **Note**: This function is deprecated and will never be called.
5615 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5616 * Wrapper that calls `minetest.item_place_node` if appropriate
5617 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5618 * **Note**: is not called when wielded item overrides `on_place`
5619 * `param2` overrides facedir and wallmounted `param2`
5620 * returns `itemstack, position`
5621 * `position`: the location the node was placed to. `nil` if nothing was placed.
5622 * `minetest.item_drop(itemstack, dropper, pos)`
5624 * returns the leftover itemstack
5625 * `minetest.item_eat(hp_change[, replace_with_item])`
5626 * Returns `function(itemstack, user, pointed_thing)` as a
5627 function wrapper for `minetest.do_item_eat`.
5628 * `replace_with_item` is the itemstring which is added to the inventory.
5629 If the player is eating a stack, then replace_with_item goes to a
5632 Defaults for the `on_punch` and `on_dig` node definition callbacks
5633 ------------------------------------------------------------------
5635 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5636 * Calls functions registered by `minetest.register_on_punchnode()`
5637 * `minetest.node_dig(pos, node, digger)`
5638 * Checks if node can be dug, puts item into inventory, removes node
5639 * Calls functions registered by `minetest.registered_on_dignodes()`
5644 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5645 * `spec` is a `SimpleSoundSpec`
5646 * `parameters` is a sound parameter table
5647 * `ephemeral` is a boolean (default: false)
5648 Ephemeral sounds will not return a handle and can't be stopped or faded.
5649 It is recommend to use this for short sounds that happen in response to
5650 player actions (e.g. door closing).
5651 * `minetest.sound_stop(handle)`
5652 * `handle` is a handle returned by `minetest.sound_play`
5653 * `minetest.sound_stop_all()`
5654 Stops all currently playing non-ephermeral sounds.
5655 * `minetest.sound_fade(handle, step, gain)`
5656 * `handle` is a handle returned by `minetest.sound_play`
5657 * `step` determines how fast a sound will fade.
5658 The gain will change by this much per second,
5659 until it reaches the target gain.
5660 Note: Older versions used a signed step. This is deprecated, but old
5661 code will still work. (the client uses abs(step) to correct it)
5662 * `gain` the target gain for the fade.
5663 Fading to zero will delete the sound.
5668 * `minetest.after(time, func, ...)` : returns job table to use as below.
5669 * Call the function `func` after `time` seconds, may be fractional
5670 * Optional: Variable number of arguments that are passed to `func`
5673 * Cancels the job function from being called
5678 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5679 server shutdown. Will display `message` to clients.
5680 * `reconnect` == true displays a reconnect button
5681 * `delay` adds an optional delay (in seconds) before shutdown.
5682 Negative delay cancels the current active shutdown.
5683 Zero delay triggers an immediate shutdown.
5684 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5685 * `minetest.get_server_status(name, joined)`
5686 * Returns the server status string when a player joins or when the command
5687 `/status` is called. Returns `nil` or an empty string when the message is
5689 * `joined`: Boolean value, indicates whether the function was called when
5691 * This function may be overwritten by mods to customize the status message.
5692 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5693 * `minetest.get_server_max_lag()`: returns the current maximum lag
5694 of the server in seconds or nil if server is not fully loaded yet
5695 * `minetest.remove_player(name)`: remove player from database (if they are not
5697 * As auth data is not removed, minetest.player_exists will continue to
5698 return true. Call the below method as well if you want to remove auth
5700 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5701 * `minetest.remove_player_auth(name)`: remove player authentication data
5702 * Returns boolean indicating success (false if player nonexistant)
5703 * `minetest.dynamic_add_media(options, callback)`
5704 * `options`: table containing the following parameters
5705 * `filepath`: path to a media file on the filesystem
5706 * `to_player`: name of the player the media should be sent to instead of
5707 all players (optional)
5708 * `ephemeral`: boolean that marks the media as ephemeral,
5709 it will not be cached on the client (optional, default false)
5710 * `callback`: function with arguments `name`, which is a player name
5711 * Pushes the specified media file to client(s). (details below)
5712 The file must be a supported image, sound or model format.
5713 Dynamically added media is not persisted between server restarts.
5714 * Returns false on error, true if the request was accepted
5715 * The given callback will be called for every player as soon as the
5716 media is available on the client.
5718 * If `ephemeral`=false and `to_player` is unset the file is added to the media
5719 sent to clients on startup, this means the media will appear even on
5720 old clients if they rejoin the server.
5721 * If `ephemeral`=false the file must not be modified, deleted, moved or
5722 renamed after calling this function.
5723 * Regardless of any use of `ephemeral`, adding media files with the same
5724 name twice is not possible/guaranteed to work. An exception to this is the
5725 use of `to_player` to send the same, already existent file to multiple
5727 * Clients will attempt to fetch files added this way via remote media,
5728 this can make transfer of bigger files painless (if set up). Nevertheless
5729 it is advised not to use dynamic media for big media files.
5734 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5735 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5736 IP address or name formatted as string
5737 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5738 * Returns boolean indicating success
5739 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5741 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5743 * Returns boolean indicating success (false if player nonexistant)
5748 * `minetest.add_particle(particle definition)`
5749 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5750 expirationtime, size, collisiondetection, texture, playername)`
5752 * `minetest.add_particlespawner(particlespawner definition)`
5753 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5754 over `time` seconds.
5755 * Returns an `id`, and -1 if adding didn't succeed
5756 * Deprecated: `minetest.add_particlespawner(amount, time,
5760 minexptime, maxexptime,
5762 collisiondetection, texture, playername)`
5764 * `minetest.delete_particlespawner(id, player)`
5765 * Delete `ParticleSpawner` with `id` (return value from
5766 `minetest.add_particlespawner`).
5767 * If playername is specified, only deletes on the player's client,
5768 otherwise on all clients.
5773 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5774 * Create a schematic from the volume of map specified by the box formed by
5776 * Apply the specified probability and per-node force-place to the specified
5777 nodes according to the `probability_list`.
5778 * `probability_list` is an array of tables containing two fields, `pos`
5780 * `pos` is the 3D vector specifying the absolute coordinates of the
5781 node being modified,
5782 * `prob` is an integer value from `0` to `255` that encodes
5783 probability and per-node force-place. Probability has levels
5784 0-127, then 128 may be added to encode per-node force-place.
5785 For probability stated as 0-255, divide by 2 and round down to
5786 get values 0-127, then add 128 to apply per-node force-place.
5787 * If there are two or more entries with the same pos value, the
5789 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5791 * If `probability_list` equals `nil`, no probabilities are applied.
5792 * Apply the specified probability to the specified horizontal slices
5793 according to the `slice_prob_list`.
5794 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5796 * `ypos` indicates the y position of the slice with a probability
5797 applied, the lowest slice being `ypos = 0`.
5798 * If slice probability list equals `nil`, no slice probabilities
5800 * Saves schematic in the Minetest Schematic format to filename.
5802 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5803 * Place the schematic specified by schematic (see [Schematic specifier]) at
5805 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5806 * If the `rotation` parameter is omitted, the schematic is not rotated.
5807 * `replacements` = `{["old_name"] = "convert_to", ...}`
5808 * `force_placement` is a boolean indicating whether nodes other than `air`
5809 and `ignore` are replaced by the schematic.
5810 * Returns nil if the schematic could not be loaded.
5811 * **Warning**: Once you have loaded a schematic from a file, it will be
5812 cached. Future calls will always use the cached version and the
5813 replacement list defined for it, regardless of whether the file or the
5814 replacement list parameter have changed. The only way to load the file
5815 anew is to restart the server.
5816 * `flags` is a flag field with the available flags:
5821 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5822 * This function is analogous to minetest.place_schematic, but places a
5823 schematic onto the specified VoxelManip object `vmanip` instead of the
5825 * Returns false if any part of the schematic was cut-off due to the
5826 VoxelManip not containing the full area required, and true if the whole
5827 schematic was able to fit.
5828 * Returns nil if the schematic could not be loaded.
5829 * After execution, any external copies of the VoxelManip contents are
5831 * `flags` is a flag field with the available flags:
5836 * `minetest.serialize_schematic(schematic, format, options)`
5837 * Return the serialized schematic specified by schematic
5838 (see [Schematic specifier])
5839 * in the `format` of either "mts" or "lua".
5840 * "mts" - a string containing the binary MTS data used in the MTS file
5842 * "lua" - a string containing Lua code representing the schematic in table
5844 * `options` is a table containing the following optional parameters:
5845 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5846 generated will have (X, Z) position comments for every X row
5847 generated in the schematic data for easier reading.
5848 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5849 the Lua code generated will use that number of spaces as indentation
5850 instead of a tab character.
5852 * `minetest.read_schematic(schematic, options)`
5853 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5854 * `schematic` is the schematic to read (see: [Schematic specifier])
5855 * `options` is a table containing the following optional parameters:
5856 * `write_yslice_prob`: string value:
5857 * `none`: no `write_yslice_prob` table is inserted,
5858 * `low`: only probabilities that are not 254 or 255 are written in
5859 the `write_ylisce_prob` table,
5860 * `all`: write all probabilities to the `write_yslice_prob` table.
5861 * The default for this option is `all`.
5862 * Any invalid value will be interpreted as `all`.
5867 * `minetest.request_http_api()`:
5868 * returns `HTTPApiTable` containing http functions if the calling mod has
5869 been granted access by being listed in the `secure.http_mods` or
5870 `secure.trusted_mods` setting, otherwise returns `nil`.
5871 * The returned table contains the functions `fetch`, `fetch_async` and
5872 `fetch_async_get` described below.
5873 * Only works at init time and must be called from the mod's main scope
5874 (not from a function).
5875 * Function only exists if minetest server was built with cURL support.
5876 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5878 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5879 * Performs given request asynchronously and calls callback upon completion
5880 * callback: `function(HTTPRequestResult res)`
5881 * Use this HTTP function if you are unsure, the others are for advanced use
5882 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5883 * Performs given request asynchronously and returns handle for
5884 `HTTPApiTable.fetch_async_get`
5885 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5886 * Return response data for given asynchronous HTTP request
5891 * `minetest.get_mod_storage()`:
5892 * returns reference to mod private `StorageRef`
5893 * must be called during mod load time
5898 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5899 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5900 * `minetest.player_exists(name)`: boolean, whether player exists
5901 (regardless of online status)
5902 * `minetest.hud_replace_builtin(name, hud_definition)`
5903 * Replaces definition of a builtin hud element
5904 * `name`: `"breath"` or `"health"`
5905 * `hud_definition`: definition to replace builtin definition
5906 * `minetest.send_join_message(player_name)`
5907 * This function can be overridden by mods to change the join message.
5908 * `minetest.send_leave_message(player_name, timed_out)`
5909 * This function can be overridden by mods to change the leave message.
5910 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5911 * `pos`: table {x=number, y=number, z=number},
5912 * Gives a unique hash number for a node position (16+16+16=48bit)
5913 * `minetest.get_position_from_hash(hash)`: returns a position
5914 * Inverse transform of `minetest.hash_node_position`
5915 * `minetest.get_item_group(name, group)`: returns a rating
5916 * Get rating of a group of an item. (`0` means: not in group)
5917 * `minetest.get_node_group(name, group)`: returns a rating
5918 * Deprecated: An alias for the former.
5919 * `minetest.raillike_group(name)`: returns a rating
5920 * Returns rating of the connect_to_raillike group corresponding to name
5921 * If name is not yet the name of a connect_to_raillike group, a new group
5922 id is created, with that name.
5923 * `minetest.get_content_id(name)`: returns an integer
5924 * Gets the internal content ID of `name`
5925 * `minetest.get_name_from_content_id(content_id)`: returns a string
5926 * Gets the name of the content with that content ID
5927 * `minetest.parse_json(string[, nullvalue])`: returns something
5928 * Convert a string containing JSON data into the Lua equivalent
5929 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5930 * On success returns a table, a string, a number, a boolean or `nullvalue`
5931 * On failure outputs an error message and returns `nil`
5932 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5933 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5935 * Convert a Lua table into a JSON string
5936 * styled: Outputs in a human-readable format if this is set, defaults to
5938 * Unserializable things like functions and userdata will cause an error.
5939 * **Warning**: JSON is more strict than the Lua table format.
5940 1. You can only use strings and positive integers of at least one as
5942 2. You can not mix string and integer keys.
5943 This is due to the fact that JSON has two distinct array and object
5945 * Example: `write_json({10, {a = false}})`,
5946 returns `"[10, {\"a\": false}]"`
5947 * `minetest.serialize(table)`: returns a string
5948 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5949 into string form readable by `minetest.deserialize`
5950 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5951 * `minetest.deserialize(string[, safe])`: returns a table
5952 * Convert a string returned by `minetest.serialize` into a table
5953 * `string` is loaded in an empty sandbox environment.
5954 * Will load functions if safe is false or omitted. Although these functions
5955 cannot directly access the global environment, they could bypass this
5956 restriction with maliciously crafted Lua bytecode if mod security is
5958 * This function should not be used on untrusted data, regardless of the
5959 value of `safe`. It is fine to serialize then deserialize user-provided
5960 data, but directly providing user input to deserialize is always unsafe.
5961 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5962 returns `{foo='bar'}`
5963 * Example: `deserialize('print("foo")')`, returns `nil`
5964 (function call fails), returns
5965 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5966 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5967 * Compress a string of data.
5968 * `method` is a string identifying the compression method to be used.
5969 * Supported compression methods:
5970 * Deflate (zlib): `"deflate"`
5971 * `...` indicates method-specific arguments. Currently defined arguments
5973 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5974 * `minetest.decompress(compressed_data, method, ...)`: returns data
5975 * Decompress a string of data (using ZLib).
5976 * See documentation on `minetest.compress()` for supported compression
5978 * `...` indicates method-specific arguments. Currently, no methods use this
5979 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5980 * Each argument is a 8 Bit unsigned integer
5981 * Returns the ColorString from rgb or rgba values
5982 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5983 * `minetest.encode_base64(string)`: returns string encoded in base64
5984 * Encodes a string in base64.
5985 * `minetest.decode_base64(string)`: returns string or nil on failure
5986 * Padding characters are only supported starting at version 5.4.0, where
5987 5.5.0 and newer perform proper checks.
5988 * Decodes a string encoded in base64.
5989 * `minetest.is_protected(pos, name)`: returns boolean
5990 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5991 placing) the node at position `pos`.
5992 * `name` will be `""` for non-players or unknown players.
5993 * This function should be overridden by protection mods. It is highly
5994 recommended to grant access to players with the `protection_bypass` privilege.
5995 * Cache and call the old version of this function if the position is
5996 not protected by the mod. This will allow using multiple protection mods.
5999 local old_is_protected = minetest.is_protected
6000 function minetest.is_protected(pos, name)
6001 if mymod:position_protected_from(pos, name) then
6004 return old_is_protected(pos, name)
6006 * `minetest.record_protection_violation(pos, name)`
6007 * This function calls functions registered with
6008 `minetest.register_on_protection_violation`.
6009 * `minetest.is_creative_enabled(name)`: returns boolean
6010 * Returning `true` means that Creative Mode is enabled for player `name`.
6011 * `name` will be `""` for non-players or if the player is unknown.
6012 * This function should be overridden by Creative Mode-related mods to
6013 implement a per-player Creative Mode.
6014 * By default, this function returns `true` if the setting
6015 `creative_mode` is `true` and `false` otherwise.
6016 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
6017 * Returns the position of the first node that `player_name` may not modify
6018 in the specified cuboid between `pos1` and `pos2`.
6019 * Returns `false` if no protections were found.
6020 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
6021 The points are spaced evenly throughout the volume and have a spacing
6022 similar to, but no larger than, `interval`.
6023 * All corners and edges of the defined volume are checked.
6024 * `interval` defaults to 4.
6025 * `interval` should be carefully chosen and maximised to avoid an excessive
6026 number of points being checked.
6027 * Like `minetest.is_protected`, this function may be extended or
6028 overwritten by mods to provide a faster implementation to check the
6029 cuboid for intersections.
6030 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
6031 orient_flags, prevent_after_place])`
6032 * Attempt to predict the desired orientation of the facedir-capable node
6033 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
6034 or hanging from the ceiling).
6035 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
6036 stacks are handled normally.
6037 * `orient_flags`: Optional table containing extra tweaks to the placement code:
6038 * `invert_wall`: if `true`, place wall-orientation on the ground and
6039 ground-orientation on the wall.
6040 * `force_wall` : if `true`, always place the node in wall orientation.
6041 * `force_ceiling`: if `true`, always place on the ceiling.
6042 * `force_floor`: if `true`, always place the node on the floor.
6043 * `force_facedir`: if `true`, forcefully reset the facedir to north
6044 when placing on the floor or ceiling.
6045 * The first four options are mutually-exclusive; the last in the list
6046 takes precedence over the first.
6047 * `prevent_after_place` is directly passed to `minetest.item_place_node`
6048 * Returns the new itemstack after placement
6049 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
6050 * calls `rotate_and_place()` with `infinitestacks` set according to the state
6051 of the creative mode setting, checks for "sneak" to set the `invert_wall`
6052 parameter and `prevent_after_place` set to `true`.
6054 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
6055 tool_capabilities, dir, distance, damage)`
6056 * Returns the amount of knockback applied on the punched player.
6057 * Arguments are equivalent to `register_on_punchplayer`, except the following:
6058 * `distance`: distance between puncher and punched player
6059 * This function can be overriden by mods that wish to modify this behaviour.
6060 * You may want to cache and call the old function to allow multiple mods to
6061 change knockback behaviour.
6063 * `minetest.forceload_block(pos[, transient])`
6064 * forceloads the position `pos`.
6065 * returns `true` if area could be forceloaded
6066 * If `transient` is `false` or absent, the forceload will be persistent
6067 (saved between server runs). If `true`, the forceload will be transient
6068 (not saved between server runs).
6070 * `minetest.forceload_free_block(pos[, transient])`
6071 * stops forceloading the position `pos`
6072 * If `transient` is `false` or absent, frees a persistent forceload.
6073 If `true`, frees a transient forceload.
6075 * `minetest.compare_block_status(pos, condition)`
6076 * Checks whether the mapblock at positition `pos` is in the wanted condition.
6077 * `condition` may be one of the following values:
6078 * `"unknown"`: not in memory
6079 * `"emerging"`: in the queue for loading from disk or generating
6080 * `"loaded"`: in memory but inactive (no ABMs are executed)
6081 * `"active"`: in memory and active
6082 * Other values are reserved for future functionality extensions
6083 * Return value, the comparison status:
6084 * `false`: Mapblock does not fulfil the wanted condition
6085 * `true`: Mapblock meets the requirement
6086 * `nil`: Unsupported `condition` value
6088 * `minetest.request_insecure_environment()`: returns an environment containing
6089 insecure functions if the calling mod has been listed as trusted in the
6090 `secure.trusted_mods` setting or security is disabled, otherwise returns
6092 * Only works at init time and must be called from the mod's main scope
6093 (ie: the init.lua of the mod, not from another Lua file or within a function).
6094 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
6095 IT IN A LOCAL VARIABLE!**
6097 * `minetest.global_exists(name)`
6098 * Checks if a global variable has been set, without triggering a warning.
6103 * `minetest.env`: `EnvRef` of the server environment and world.
6104 * Any function in the minetest namespace can be called using the syntax
6105 `minetest.env:somefunction(somearguments)`
6106 instead of `minetest.somefunction(somearguments)`
6107 * Deprecated, but support is not to be dropped soon
6112 ### Registered definition tables
6114 * `minetest.registered_items`
6115 * Map of registered items, indexed by name
6116 * `minetest.registered_nodes`
6117 * Map of registered node definitions, indexed by name
6118 * `minetest.registered_craftitems`
6119 * Map of registered craft item definitions, indexed by name
6120 * `minetest.registered_tools`
6121 * Map of registered tool definitions, indexed by name
6122 * `minetest.registered_entities`
6123 * Map of registered entity prototypes, indexed by name
6124 * Values in this table may be modified directly.
6125 Note: changes to initial properties will only affect entities spawned afterwards,
6126 as they are only read when spawning.
6127 * `minetest.object_refs`
6128 * Map of object references, indexed by active object id
6129 * `minetest.luaentities`
6130 * Map of Lua entities, indexed by active object id
6131 * `minetest.registered_abms`
6132 * List of ABM definitions
6133 * `minetest.registered_lbms`
6134 * List of LBM definitions
6135 * `minetest.registered_aliases`
6136 * Map of registered aliases, indexed by name
6137 * `minetest.registered_ores`
6138 * Map of registered ore definitions, indexed by the `name` field.
6139 * If `name` is nil, the key is the object handle returned by
6140 `minetest.register_ore`.
6141 * `minetest.registered_biomes`
6142 * Map of registered biome definitions, indexed by the `name` field.
6143 * If `name` is nil, the key is the object handle returned by
6144 `minetest.register_biome`.
6145 * `minetest.registered_decorations`
6146 * Map of registered decoration definitions, indexed by the `name` field.
6147 * If `name` is nil, the key is the object handle returned by
6148 `minetest.register_decoration`.
6149 * `minetest.registered_schematics`
6150 * Map of registered schematic definitions, indexed by the `name` field.
6151 * If `name` is nil, the key is the object handle returned by
6152 `minetest.register_schematic`.
6153 * `minetest.registered_chatcommands`
6154 * Map of registered chat command definitions, indexed by name
6155 * `minetest.registered_privileges`
6156 * Map of registered privilege definitions, indexed by name
6157 * Registered privileges can be modified directly in this table.
6159 ### Registered callback tables
6161 All callbacks registered with [Global callback registration functions] are added
6162 to corresponding `minetest.registered_*` tables.
6170 Sorted alphabetically.
6175 A fast access data structure to store areas, and find areas near a given
6177 Every area has a `data` string attribute to store additional information.
6178 You can create an empty `AreaStore` by calling `AreaStore()`, or
6179 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
6180 If you chose the parameter-less constructor, a fast implementation will be
6181 automatically chosen for you.
6185 * `get_area(id, include_borders, include_data)`
6186 * Returns the area information about the specified ID.
6187 * Returned values are either of these:
6189 nil -- Area not found
6190 true -- Without `include_borders` and `include_data`
6192 min = pos, max = pos -- `include_borders == true`
6193 data = string -- `include_data == true`
6196 * `get_areas_for_pos(pos, include_borders, include_data)`
6197 * Returns all areas as table, indexed by the area ID.
6198 * Table values: see `get_area`.
6199 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
6200 * Returns all areas that contain all nodes inside the area specified by `edge1`
6201 and `edge2` (inclusive).
6202 * `accept_overlap`: if `true`, areas are returned that have nodes in
6203 common (intersect) with the specified area.
6204 * Returns the same values as `get_areas_for_pos`.
6205 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
6206 * Returns the new area's ID, or nil if the insertion failed.
6207 * The (inclusive) positions `edge1` and `edge2` describe the area.
6208 * `data` is a string stored with the area.
6209 * `id` (optional): will be used as the internal area ID if it is an unique
6210 number between 0 and 2^32-2.
6211 * `reserve(count)`: reserves resources for at most `count` many contained
6213 Only needed for efficiency, and only some implementations profit.
6214 * `remove_area(id)`: removes the area with the given id from the store, returns
6216 * `set_cache_params(params)`: sets params for the included prefiltering cache.
6217 Calling invalidates the cache, so that its elements have to be newly
6219 * `params` is a table with the following fields:
6221 enabled = boolean, -- Whether to enable, default true
6222 block_radius = int, -- The radius (in nodes) of the areas the cache
6223 -- generates prefiltered lists for, minimum 16,
6225 limit = int, -- The cache size, minimum 20, default 1000
6226 * `to_string()`: Experimental. Returns area store serialized as a (binary)
6228 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
6230 * `from_string(str)`: Experimental. Deserializes string and loads it into the
6232 Returns success and, optionally, an error message.
6233 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
6239 An `InvRef` is a reference to an inventory.
6243 * `is_empty(listname)`: return `true` if list is empty
6244 * `get_size(listname)`: get size of a list
6245 * `set_size(listname, size)`: set size of a list
6246 * returns `false` on error (e.g. invalid `listname` or `size`)
6247 * `get_width(listname)`: get width of a list
6248 * `set_width(listname, width)`: set width of list; currently used for crafting
6249 * `get_stack(listname, i)`: get a copy of stack index `i` in list
6250 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
6251 * `get_list(listname)`: return full list
6252 * `set_list(listname, list)`: set full list (size will not change)
6253 * `get_lists()`: returns list of inventory lists
6254 * `set_lists(lists)`: sets inventory lists (size will not change)
6255 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
6257 * `room_for_item(listname, stack):` returns `true` if the stack of items
6258 can be fully added to the list
6259 * `contains_item(listname, stack, [match_meta])`: returns `true` if
6260 the stack of items can be fully taken from the list.
6261 If `match_meta` is false, only the items' names are compared
6263 * `remove_item(listname, stack)`: take as many items as specified from the
6264 list, returns the items that were actually removed (as an `ItemStack`)
6265 -- note that any item metadata is ignored, so attempting to remove a specific
6266 unique item this way will likely remove the wrong one -- to do that use
6267 `set_stack` with an empty `ItemStack`.
6268 * `get_location()`: returns a location compatible to
6269 `minetest.get_inventory(location)`.
6270 * returns `{type="undefined"}` in case location is not known
6274 Detached & nodemeta inventories provide the following callbacks for move actions:
6278 The `allow_*` callbacks return how many items can be moved.
6280 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
6281 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
6282 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
6286 The `on_*` callbacks are called after the items have been placed in the inventories.
6288 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
6289 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
6290 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
6294 When a player tries to put an item to a place where another item is, the items are *swapped*.
6295 This means that all callbacks will be called twice (once for each action).
6300 An `ItemStack` is a stack of items.
6302 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
6303 an itemstring, a table or `nil`.
6307 * `is_empty()`: returns `true` if stack is empty.
6308 * `get_name()`: returns item name (e.g. `"default:stone"`).
6309 * `set_name(item_name)`: returns a boolean indicating whether the item was
6311 * `get_count()`: Returns number of items on the stack.
6312 * `set_count(count)`: returns a boolean indicating whether the item was cleared
6313 * `count`: number, unsigned 16 bit integer
6314 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
6315 * `set_wear(wear)`: returns boolean indicating whether item was cleared
6316 * `wear`: number, unsigned 16 bit integer
6317 * `get_meta()`: returns ItemStackMetaRef. See section for more details
6318 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
6320 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6321 * `get_description()`: returns the description shown in inventory list tooltips.
6322 * The engine uses this when showing item descriptions in tooltips.
6323 * Fields for finding the description, in order:
6324 * `description` in item metadata (See [Item Metadata].)
6325 * `description` in item definition
6327 * `get_short_description()`: returns the short description or nil.
6328 * Unlike the description, this does not include new lines.
6329 * Fields for finding the short description, in order:
6330 * `short_description` in item metadata (See [Item Metadata].)
6331 * `short_description` in item definition
6332 * first line of the description (From item meta or def, see `get_description()`.)
6333 * Returns nil if none of the above are set
6334 * `clear()`: removes all items from the stack, making it empty.
6335 * `replace(item)`: replace the contents of this stack.
6336 * `item` can also be an itemstring or table.
6337 * `to_string()`: returns the stack in itemstring form.
6338 * `to_table()`: returns the stack in Lua table form.
6339 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6341 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6342 * `is_known()`: returns `true` if the item name refers to a defined item type.
6343 * `get_definition()`: returns the item definition table.
6344 * `get_tool_capabilities()`: returns the digging properties of the item,
6345 or those of the hand if none are defined for this item type
6346 * `add_wear(amount)`
6347 * Increases wear by `amount` if the item is a tool, otherwise does nothing
6348 * `amount`: number, integer
6349 * `add_item(item)`: returns leftover `ItemStack`
6350 * Put some item or stack onto this stack
6351 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6353 * `take_item(n)`: returns taken `ItemStack`
6354 * Take (and remove) up to `n` items from this stack
6355 * `n`: number, default: `1`
6356 * `peek_item(n)`: returns taken `ItemStack`
6357 * Copy (don't remove) up to `n` items from this stack
6358 * `n`: number, default: `1`
6363 ItemStack metadata: reference extra data and functionality stored in a stack.
6364 Can be obtained via `item:get_meta()`.
6368 * All methods in MetaDataRef
6369 * `set_tool_capabilities([tool_capabilities])`
6370 * Overrides the item's tool capabilities
6371 * A nil value will clear the override data and restore the original
6377 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6378 and [`PlayerMetaRef`].
6382 * `contains(key)`: Returns true if key present, otherwise false.
6383 * Returns `nil` when the MetaData is inexistent.
6384 * `get(key)`: Returns `nil` if key not present, else the stored string.
6385 * `set_string(key, value)`: Value of `""` will delete the key.
6386 * `get_string(key)`: Returns `""` if key not present.
6387 * `set_int(key, value)`
6388 * `get_int(key)`: Returns `0` if key not present.
6389 * `set_float(key, value)`
6390 * `get_float(key)`: Returns `0` if key not present.
6391 * `to_table()`: returns `nil` or a table with keys:
6392 * `fields`: key-value storage
6393 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6394 * `from_table(nil or {})`
6395 * Any non-table value will clear the metadata
6396 * See [Node Metadata] for an example
6397 * returns `true` on success
6399 * returns `true` if this metadata has the same key-value pairs as `other`
6404 An interface to use mod channels on client and server
6408 * `leave()`: leave the mod channel.
6409 * Server leaves channel `channel_name`.
6410 * No more incoming or outgoing messages can be sent to this channel from
6412 * This invalidate all future object usage.
6413 * Ensure you set mod_channel to nil after that to free Lua resources.
6414 * `is_writeable()`: returns true if channel is writeable and mod can send over
6416 * `send_all(message)`: Send `message` though the mod channel.
6417 * If mod channel is not writeable or invalid, message will be dropped.
6418 * Message size is limited to 65535 characters by protocol.
6423 Node metadata: reference extra data and functionality stored in a node.
6424 Can be obtained via `minetest.get_meta(pos)`.
6428 * All methods in MetaDataRef
6429 * `get_inventory()`: returns `InvRef`
6430 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6431 This will prevent them from being sent to the client. Note that the "private"
6432 status will only be remembered if an associated key-value pair exists,
6433 meaning it's best to call this when initializing all other meta (e.g.
6439 Node Timers: a high resolution persistent per-node timer.
6440 Can be gotten via `minetest.get_node_timer(pos)`.
6444 * `set(timeout,elapsed)`
6445 * set a timer's state
6446 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6447 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6448 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6452 * equivalent to `set(timeout,0)`
6455 * `get_timeout()`: returns current timeout in seconds
6456 * if `timeout` equals `0`, timer is inactive
6457 * `get_elapsed()`: returns current elapsed time in seconds
6458 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6460 * `is_started()`: returns boolean state of timer
6461 * returns `true` if timer is started, otherwise `false`
6466 Moving things in the game are generally these.
6467 This is basically a reference to a C++ `ServerActiveObject`.
6469 ### Advice on handling `ObjectRefs`
6471 When you receive an `ObjectRef` as a callback argument or from another API
6472 function, it is possible to store the reference somewhere and keep it around.
6473 It will keep functioning until the object is unloaded or removed.
6475 However, doing this is **NOT** recommended as there is (intentionally) no method
6476 to test if a previously acquired `ObjectRef` is still valid.
6477 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6478 Lua back to the engine.
6479 Doing so is much less error-prone and you will never need to wonder if the
6480 object you are working with still exists.
6485 * `get_pos()`: returns `{x=num, y=num, z=num}`
6486 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6487 * `get_velocity()`: returns the velocity, a vector.
6488 * `add_velocity(vel)`
6489 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6490 * In comparison to using get_velocity, adding the velocity and then using
6491 set_velocity, add_velocity is supposed to avoid synchronization problems.
6492 Additionally, players also do not support set_velocity.
6494 * Does not apply during free_move.
6495 * Note that since the player speed is normalized at each move step,
6496 increasing e.g. Y velocity beyond what would usually be achieved
6497 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6498 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6499 pressing the jump key (assuming default settings)
6500 * `move_to(pos, continuous=false)`
6501 * Does an interpolated move for Lua entities for visually smooth transitions.
6502 * If `continuous` is true, the Lua entity will not be moved to the current
6503 position before starting the interpolated move.
6504 * For players this does the same as `set_pos`,`continuous` is ignored.
6505 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6506 * `puncher` = another `ObjectRef`,
6507 * `time_from_last_punch` = time since last punch action of the puncher
6508 * `direction`: can be `nil`
6509 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6510 * `get_hp()`: returns number of health points
6511 * `set_hp(hp, reason)`: set number of health points
6512 * See reason in register_on_player_hpchange
6513 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6514 * For players: HP are also limited by `hp_max` specified in the player's
6516 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6517 * `get_wield_list()`: returns the name of the inventory list the wielded item
6519 * `get_wield_index()`: returns the index of the wielded item
6520 * `get_wielded_item()`: returns an `ItemStack`
6521 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6523 * `set_armor_groups({group1=rating, group2=rating, ...})`
6524 * `get_armor_groups()`: returns a table with the armor group ratings
6525 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6526 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6527 * `frame_speed`: number, default: `15.0`
6528 * `frame_blend`: number, default: `0.0`
6529 * `frame_loop`: boolean, default: `true`
6530 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6532 * `set_animation_frame_speed(frame_speed)`
6533 * `frame_speed`: number, default: `15.0`
6534 * `set_attach(parent[, bone, position, rotation, forced_visible])`
6535 * `bone`: string. Default is `""`, the root bone
6536 * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
6537 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
6538 Default `{x=0, y=0, z=0}`
6539 * `forced_visible`: Boolean to control whether the attached entity
6540 should appear in first person. Default `false`.
6541 * This command may fail silently (do nothing) when it would result
6542 in circular attachments.
6543 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6544 or nil if it isn't attached.
6545 * `get_children()`: returns a list of ObjectRefs that are attached to the
6548 * `set_bone_position([bone, position, rotation])`
6549 * `bone`: string. Default is `""`, the root bone
6550 * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
6551 * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
6552 * `get_bone_position(bone)`: returns position and rotation of the bone
6553 * `set_properties(object property table)`
6554 * `get_properties()`: returns object property table
6555 * `is_player()`: returns true for players, false otherwise
6556 * `get_nametag_attributes()`
6557 * returns a table with the attributes of the nametag of an object
6560 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6561 bgcolor = {a=0..255, r=0..255, g=0..255, b=0..255},
6563 * `set_nametag_attributes(attributes)`
6564 * sets the attributes of the nametag of an object
6567 text = "My Nametag",
6570 bgcolor = ColorSpec or false,
6571 -- ^ Sets background color of nametag
6572 -- `false` will cause the background to be set automatically based on user settings
6576 #### Lua entity only (no-op for other objects)
6578 * `remove()`: remove object
6579 * The object is removed after returning from Lua. However the `ObjectRef`
6580 itself instantly becomes unusable with all further method calls having
6581 no effect and returning `nil`.
6582 * `set_velocity(vel)`
6583 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6584 * `set_acceleration(acc)`
6586 * `get_acceleration()`: returns the acceleration, a vector
6587 * `set_rotation(rot)`
6588 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6589 and Z is roll (bank).
6590 * `get_rotation()`: returns the rotation, a vector (radians)
6591 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6592 * `get_yaw()`: returns number in radians
6593 * `set_texture_mod(mod)`
6594 * Set a texture modifier to the base texture, for sprites and meshes.
6595 * When calling `set_texture_mod` again, the previous one is discarded.
6596 * `mod` the texture modifier. See [Texture modifiers].
6597 * `get_texture_mod()` returns current texture modifier
6598 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6599 * Specifies and starts a sprite animation
6600 * Animations iterate along the frame `y` position.
6601 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6602 first frame, default: `{x=0, y=0}`
6603 * `num_frames`: Total frames in the texture, default: `1`
6604 * `framelength`: Time per animated frame in seconds, default: `0.2`
6605 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6606 position according to the view direction. default: `false`.
6607 * First column: subject facing the camera
6608 * Second column: subject looking to the left
6609 * Third column: subject backing the camera
6610 * Fourth column: subject looking to the right
6611 * Fifth column: subject viewed from above
6612 * Sixth column: subject viewed from below
6613 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6616 #### Player only (no-op for other objects)
6618 * `get_player_name()`: returns `""` if is not a player
6619 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6620 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6621 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6622 * `get_look_dir()`: get camera direction as a unit vector
6623 * `get_look_vertical()`: pitch in radians
6624 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6626 * `get_look_horizontal()`: yaw in radians
6627 * Angle is counter-clockwise from the +z direction.
6628 * `set_look_vertical(radians)`: sets look pitch
6629 * radians: Angle from looking forward, where positive is downwards.
6630 * `set_look_horizontal(radians)`: sets look yaw
6631 * radians: Angle from the +z direction, where positive is counter-clockwise.
6632 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6633 `get_look_vertical`.
6634 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6636 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6637 `get_look_horizontal`.
6638 * Angle is counter-clockwise from the +x direction.
6639 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6640 `set_look_vertical`.
6641 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6642 `set_look_horizontal`.
6643 * `get_breath()`: returns player's breath
6644 * `set_breath(value)`: sets player's breath
6646 * `0`: player is drowning
6647 * max: bubbles bar is not shown
6648 * See [Object properties] for more information
6649 * Is limited to range 0 ... 65535 (2^16 - 1)
6650 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6652 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6653 Defaults to `false`.
6654 * `transition_time`: If defined, enables smooth FOV transition.
6655 Interpreted as the time (in seconds) to reach target FOV.
6656 If set to 0, FOV change is instantaneous. Defaults to 0.
6657 * Set `fov` to 0 to clear FOV override.
6658 * `get_fov()`: Returns the following:
6659 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6660 * Boolean indicating whether the FOV value is a multiplier.
6661 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6662 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6663 * Sets an extra attribute with value on player.
6664 * `value` must be a string, or a number which will be converted to a
6666 * If `value` is `nil`, remove attribute from player.
6667 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6668 * Returns value (a string) for extra attribute.
6669 * Returns `nil` if no attribute found.
6670 * `get_meta()`: Returns a PlayerMetaRef.
6671 * `set_inventory_formspec(formspec)`
6672 * Redefine player's inventory form
6673 * Should usually be called in `on_joinplayer`
6674 * `get_inventory_formspec()`: returns a formspec string
6675 * `set_formspec_prepend(formspec)`:
6676 * the formspec string will be added to every formspec shown to the user,
6677 except for those with a no_prepend[] tag.
6678 * This should be used to set style elements such as background[] and
6679 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6680 * Only affects formspecs shown after this is called.
6681 * `get_formspec_prepend(formspec)`: returns a formspec string.
6682 * `get_player_control()`: returns table with player pressed keys
6683 * The table consists of fields with the following boolean values
6684 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6685 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6686 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6687 and exist only to preserve backwards compatibility.
6688 * `get_player_control_bits()`: returns integer with bit packed player pressed
6700 * `set_physics_override(override_table)`
6701 * `override_table` is a table with the following fields:
6702 * `speed`: multiplier to default walking speed value (default: `1`)
6703 * `jump`: multiplier to default jump value (default: `1`)
6704 * `gravity`: multiplier to default gravity value (default: `1`)
6705 * `sneak`: whether player can sneak (default: `true`)
6706 * `sneak_glitch`: whether player can use the new move code replications
6707 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6709 * `new_move`: use new move/sneak code. When `false` the exact old code
6710 is used for the specific old sneak behaviour (default: `true`)
6711 * `get_physics_override()`: returns the table given to `set_physics_override`
6712 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6714 * `hud_remove(id)`: remove the HUD element of the specified id
6715 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6717 * element `stat` values:
6718 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6719 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6720 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6721 * `flags`: A table with the following fields set to boolean values
6729 * If a flag equals `nil`, the flag is not modified
6730 * `minimap`: Modifies the client's permission to view the minimap.
6731 The client may locally elect to not view the minimap.
6732 * `minimap_radar` is only usable when `minimap` is true
6733 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6734 * See `hud_set_flags` for a list of flags that can be toggled.
6735 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6736 * `count`: number of items, must be between `1` and `32`
6737 * `hud_get_hotbar_itemcount`: returns number of visible items
6738 * `hud_set_hotbar_image(texturename)`
6739 * sets background image for hotbar
6740 * `hud_get_hotbar_image`: returns texturename
6741 * `hud_set_hotbar_selected_image(texturename)`
6742 * sets image for selected item of hotbar
6743 * `hud_get_hotbar_selected_image`: returns texturename
6744 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6745 * Overrides the available minimap modes (and toggle order), and changes the
6747 * `mode` is a table consisting of up to four fields:
6748 * `type`: Available type:
6749 * `off`: Minimap off
6750 * `surface`: Minimap in surface mode
6751 * `radar`: Minimap in radar mode
6752 * `texture`: Texture to be displayed instead of terrain map
6753 (texture is centered around 0,0 and can be scaled).
6754 Texture size is limited to 512 x 512 pixel.
6755 * `label`: Optional label to display on minimap mode toggle
6756 The translation must be handled within the mod.
6757 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6758 displayed in minimap
6759 * `texture`: Only for texture type, name of the texture to display
6760 * `scale`: Only for texture type, scale of the texture map in nodes per
6761 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6763 * `selected_mode` is the mode index to be selected after modes have been changed
6764 (0 is the first mode).
6765 * `set_sky(sky_parameters)`
6766 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6767 whether `set_sky` accepts this format. Check the legacy format otherwise.
6768 * `sky_parameters` is a table with the following optional fields:
6769 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6770 * `type`: Available types:
6771 * `"regular"`: Uses 0 textures, `base_color` ignored
6772 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6773 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6774 * `textures`: A table containing up to six textures in the following
6775 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6776 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6777 * `sky_color`: A table containing the following values, alpha is ignored:
6778 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6779 sky during the day. (default: `#61b5f5`)
6780 * `day_horizon`: ColorSpec, for the bottom half of the
6781 `"regular"` sky during the day. (default: `#90d3f6`)
6782 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6783 sky during dawn/sunset. (default: `#b4bafa`)
6784 The resulting sky color will be a darkened version of the ColorSpec.
6785 Warning: The darkening of the ColorSpec is subject to change.
6786 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6787 sky during dawn/sunset. (default: `#bac1f0`)
6788 The resulting sky color will be a darkened version of the ColorSpec.
6789 Warning: The darkening of the ColorSpec is subject to change.
6790 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6791 sky during the night. (default: `#006bff`)
6792 The resulting sky color will be a dark version of the ColorSpec.
6793 Warning: The darkening of the ColorSpec is subject to change.
6794 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6795 sky during the night. (default: `#4090ff`)
6796 The resulting sky color will be a dark version of the ColorSpec.
6797 Warning: The darkening of the ColorSpec is subject to change.
6798 * `indoors`: ColorSpec, for when you're either indoors or
6799 underground. Only applies to the `"regular"` sky.
6800 (default: `#646464`)
6801 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6802 at sunrise and sunset.
6803 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6804 at sunrise and sunset.
6805 * `fog_tint_type`: string, changes which mode the directional fog
6806 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6807 `"default"` uses the classic Minetest sun and moon tinting.
6808 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6809 * `set_sky(base_color, type, {texture names}, clouds)`
6810 * Deprecated. Use `set_sky(sky_parameters)`
6811 * `base_color`: ColorSpec, defaults to white
6812 * `type`: Available types:
6813 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6814 * `"skybox"`: Uses 6 textures, `bgcolor` used
6815 * `"plain"`: Uses 0 textures, `bgcolor` used
6816 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6817 `"plain"` custom skyboxes (default: `true`)
6818 * `get_sky()`: returns base_color, type, table of textures, clouds.
6819 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6821 * `set_sun(sun_parameters)`:
6822 * `sun_parameters` is a table with the following optional fields:
6823 * `visible`: Boolean for whether the sun is visible.
6825 * `texture`: A regular texture for the sun. Setting to `""`
6826 will re-enable the mesh sun. (default: `"sun.png"`)
6827 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6828 (default: `"sun_tonemap.png"`)
6829 * `sunrise`: A regular texture for the sunrise texture.
6830 (default: `"sunrisebg.png"`)
6831 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6833 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6834 * `get_sun()`: returns a table with the current sun parameters as in
6836 * `set_moon(moon_parameters)`:
6837 * `moon_parameters` is a table with the following optional fields:
6838 * `visible`: Boolean for whether the moon is visible.
6840 * `texture`: A regular texture for the moon. Setting to `""`
6841 will re-enable the mesh moon. (default: `"moon.png"`)
6842 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6843 (default: `"moon_tonemap.png"`)
6844 * `scale`: Float controlling the overall size of the moon (default: `1`)
6845 * `get_moon()`: returns a table with the current moon parameters as in
6847 * `set_stars(star_parameters)`:
6848 * `star_parameters` is a table with the following optional fields:
6849 * `visible`: Boolean for whether the stars are visible.
6851 * `count`: Integer number to set the number of stars in
6852 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6854 * `star_color`: ColorSpec, sets the colors of the stars,
6855 alpha channel is used to set overall star brightness.
6856 (default: `#ebebff69`)
6857 * `scale`: Float controlling the overall size of the stars (default: `1`)
6858 * `get_stars()`: returns a table with the current stars parameters as in
6860 * `set_clouds(cloud_parameters)`: set cloud parameters
6861 * `cloud_parameters` is a table with the following optional fields:
6862 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6863 * `color`: basic cloud color with alpha channel, ColorSpec
6864 (default `#fff0f0e5`).
6865 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6866 ColorSpec (alpha ignored, default `#000000`)
6867 * `height`: cloud height, i.e. y of cloud base (default per conf,
6869 * `thickness`: cloud thickness in nodes (default `16`)
6870 * `speed`: 2D cloud speed + direction in nodes per second
6871 (default `{x=0, z=-2}`).
6872 * `get_clouds()`: returns a table with the current cloud parameters as in
6874 * `override_day_night_ratio(ratio or nil)`
6875 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6877 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6878 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6879 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6880 set animation for player model in third person view.
6881 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6882 * `frame_speed` sets the animations frame speed. Default is 30.
6883 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6885 * `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
6886 camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
6887 * in first person view
6888 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6889 * `get_eye_offset()`: returns first and third person offsets.
6890 * `send_mapblock(blockpos)`:
6891 * Sends a server-side loaded mapblock to the player.
6892 * Returns `false` if failed.
6893 * Resource intensive - use sparsely
6894 * To get blockpos, integer divide pos by 16
6899 A 32-bit pseudorandom number generator.
6900 Uses PCG32, an algorithm of the permuted congruential generator family,
6901 offering very strong randomness.
6903 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6907 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6908 * `next(min, max)`: return next integer random number [`min`...`max`]
6909 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6910 random number [`min`...`max`].
6911 * This is only a rough approximation of a normal distribution with:
6912 * `mean = (max - min) / 2`, and
6913 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6914 * Increasing `num_trials` improves accuracy of the approximation
6919 A perlin noise generator.
6920 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6921 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6922 plus the world seed, to create world-specific noise.
6924 `PerlinNoise(noiseparams)`
6925 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6927 `minetest.get_perlin(noiseparams)`
6928 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6932 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6933 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6938 A fast, bulk perlin noise generator.
6940 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6941 `minetest.get_perlin_map(noiseparams, size)`.
6942 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6943 plus the world seed, to create world-specific noise.
6945 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6946 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6949 For each of the functions with an optional `buffer` parameter: If `buffer` is
6950 not nil, this table will be used to store the result instead of creating a new
6955 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6956 with values starting at `pos={x=,y=}`
6957 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6958 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6959 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6960 array of 2D noise with values starting at `pos={x=,y=}`
6961 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6962 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6963 is stored internally.
6964 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6965 is stored internally.
6966 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6967 returns a slice of the most recently computed noise results. The result slice
6968 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6969 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6971 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6972 It is important to note that `slice_offset` offset coordinates begin at 1,
6973 and are relative to the starting position of the most recently calculated
6975 To grab a single vertical column of noise starting at map coordinates
6976 x = 1023, y=1000, z = 1000:
6977 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6978 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6984 Uses the same method of storage as the deprecated player attribute API, so
6985 data there will also be in player meta.
6986 Can be obtained using `player:get_meta()`.
6990 * All methods in MetaDataRef
6995 A 16-bit pseudorandom number generator.
6996 Uses a well-known LCG algorithm introduced by K&R.
6998 It can be created via `PseudoRandom(seed)`.
7002 * `next()`: return next integer random number [`0`...`32767`]
7003 * `next(min, max)`: return next integer random number [`min`...`max`]
7004 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
7005 due to the simple implementation making bad distribution otherwise.
7010 A raycast on the map. It works with selection boxes.
7011 Can be used as an iterator in a for loop as:
7013 local ray = Raycast(...)
7014 for pointed_thing in ray do
7018 The map is loaded as the ray advances. If the map is modified after the
7019 `Raycast` is created, the changes may or may not have an effect on the object.
7021 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
7022 `minetest.raycast(pos1, pos2, objects, liquids)` where:
7024 * `pos1`: start of the ray
7025 * `pos2`: end of the ray
7026 * `objects`: if false, only nodes will be returned. Default is true.
7027 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
7028 returned. Default is false.
7032 * `next()`: returns a `pointed_thing` with exact pointing location
7033 * Returns the next thing pointed by the ray or nil.
7038 Interface for the operating system's crypto-secure PRNG.
7040 It can be created via `SecureRandom()`. The constructor returns nil if a
7041 secure random device cannot be found on the system.
7045 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
7046 random bytes, as a string.
7051 An interface to read config files in the format of `minetest.conf`.
7053 It can be created via `Settings(filename)`.
7057 * `get(key)`: returns a value
7058 * `get_bool(key, [default])`: returns a boolean
7059 * `default` is the value returned if `key` is not found.
7060 * Returns `nil` if `key` is not found and `default` not specified.
7061 * `get_np_group(key)`: returns a NoiseParams table
7063 * Returns `{flag = true/false, ...}` according to the set flags.
7064 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
7065 flags like `mgv5_spflags`.
7067 * Setting names can't contain whitespace or any of `="{}#`.
7068 * Setting values can't contain the sequence `\n"""`.
7069 * Setting names starting with "secure." can't be set on the main settings
7070 object (`minetest.settings`).
7071 * `set_bool(key, value)`
7072 * See documentation for set() above.
7073 * `set_np_group(key, value)`
7074 * `value` is a NoiseParams table.
7075 * Also, see documentation for set() above.
7076 * `remove(key)`: returns a boolean (`true` for success)
7077 * `get_names()`: returns `{key1,...}`
7078 * `write()`: returns a boolean (`true` for success)
7079 * Writes changes to file.
7080 * `to_table()`: returns `{[key1]=value1,...}`
7084 The settings have the format `key = value`. Example:
7096 Mod metadata: per mod metadata, saved automatically.
7097 Can be obtained via `minetest.get_mod_storage()` during load time.
7099 WARNING: This storage backend is incaptable to save raw binary data due
7100 to restrictions of JSON.
7104 * All methods in MetaDataRef
7115 Used by `ObjectRef` methods. Part of an Entity definition.
7116 These properties are not persistent, but are applied automatically to the
7117 corresponding Lua entity using the given registration fields.
7118 Player properties need to be saved manually.
7122 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
7125 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
7128 -- For players only. Zoom FOV in degrees.
7129 -- Note that zoom loads and/or generates world beyond the server's
7130 -- maximum send and generate distances, so acts like a telescope.
7131 -- Smaller zoom_fov values increase the distance loaded/generated.
7132 -- Defaults to 15 in creative mode, 0 in survival mode.
7133 -- zoom_fov = 0 disables zooming for the player.
7136 -- For players only. Camera height above feet position in nodes.
7137 -- Defaults to 1.625.
7140 -- Collide with `walkable` nodes.
7142 collide_with_objects = true,
7143 -- Collide with other objects if physical = true
7145 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
7146 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
7147 -- Selection box uses collision box dimensions when not set.
7148 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
7152 -- Overrides selection box when false
7154 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
7155 -- "cube" is a node-sized cube.
7156 -- "sprite" is a flat texture always facing the player.
7157 -- "upright_sprite" is a vertical flat texture.
7158 -- "mesh" uses the defined mesh model.
7159 -- "wielditem" is used for dropped items.
7160 -- (see builtin/game/item_entity.lua).
7161 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
7162 -- If the item has a 'wield_image' the object will be an extrusion of
7164 -- If 'itemname' is a cubic node or nodebox the object will appear
7165 -- identical to 'itemname'.
7166 -- If 'itemname' is a plantlike node the object will be an extrusion
7168 -- Otherwise for non-node items, the object will be an extrusion of
7169 -- 'inventory_image'.
7170 -- If 'itemname' contains a ColorString or palette index (e.g. from
7171 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
7172 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
7174 visual_size = {x = 1, y = 1, z = 1},
7175 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
7176 -- to scale the entity along both horizontal axes.
7179 -- File name of mesh when using "mesh" visual
7182 -- Number of required textures depends on visual.
7183 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
7184 -- "sprite" uses 1 texture.
7185 -- "upright_sprite" uses 2 textures: {front, back}.
7186 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
7187 -- "mesh" requires one texture for each mesh buffer/material (in order)
7190 -- Number of required colors depends on visual
7192 use_texture_alpha = false,
7193 -- Use texture's alpha channel.
7194 -- Excludes "upright_sprite" and "wielditem".
7195 -- Note: currently causes visual issues when viewed through other
7196 -- semi-transparent materials such as water.
7198 spritediv = {x = 1, y = 1},
7199 -- Used with spritesheet textures for animation and/or frame selection
7200 -- according to position relative to player.
7201 -- Defines the number of columns and rows in the spritesheet:
7204 initial_sprite_basepos = {x = 0, y = 0},
7205 -- Used with spritesheet textures.
7206 -- Defines the {column, row} position of the initially used frame in the
7210 -- If false, object is invisible and can't be pointed.
7212 makes_footstep_sound = false,
7213 -- If true, is able to make footstep sounds of nodes
7214 -- (see node sound definition for details).
7216 automatic_rotate = 0,
7217 -- Set constant rotation in radians per second, positive or negative.
7218 -- Object rotates along the local Y-axis, and works with set_rotation.
7219 -- Set to 0 to disable constant rotation.
7222 -- If positive number, object will climb upwards when it moves
7223 -- horizontally against a `walkable` node, if the height difference
7224 -- is within `stepheight`.
7226 automatic_face_movement_dir = 0.0,
7227 -- Automatically set yaw to movement direction, offset in degrees.
7228 -- 'false' to disable.
7230 automatic_face_movement_max_rotation_per_sec = -1,
7231 -- Limit automatic rotation to this value in degrees per second.
7232 -- No limit if value <= 0.
7234 backface_culling = true,
7235 -- Set to false to disable backface_culling for model
7238 -- Add this much extra lighting when calculating texture color.
7239 -- Value < 0 disables light's effect on texture color.
7240 -- For faking self-lighting, UI style entities, or programmatic coloring
7244 -- The name to display on the head of the object. By default empty.
7245 -- If the object is a player, a nil or empty nametag is replaced by the player's name.
7246 -- For all other objects, a nil or empty string removes the nametag.
7247 -- To hide a nametag, set its color alpha to zero. That will disable it entirely.
7249 nametag_color = <ColorSpec>,
7250 -- Sets text color of nametag
7252 nametag_bgcolor = <ColorSpec>,
7253 -- Sets background color of nametag
7254 -- `false` will cause the background to be set automatically based on user settings.
7258 -- Same as infotext for nodes. Empty by default
7261 -- If false, never save this object statically. It will simply be
7262 -- deleted when the block gets unloaded.
7263 -- The get_staticdata() callback is never called then.
7264 -- Defaults to 'true'.
7266 damage_texture_modifier = "^[brighten",
7267 -- Texture modifier to be applied for a short duration when object is hit
7270 -- Setting this to 'false' disables diffuse lighting of entity
7272 show_on_minimap = false,
7273 -- Defaults to true for players, false for other entities.
7274 -- If set to true the entity will show as a marker on the minimap.
7280 Used by `minetest.register_entity`.
7283 initial_properties = {
7285 mesh = "boats_boat.obj",
7288 -- A table of object properties, see the `Object properties` section.
7289 -- Object properties being read directly from the entity definition
7290 -- table is deprecated. Define object properties in this
7291 -- `initial_properties` table instead.
7293 on_activate = function(self, staticdata, dtime_s),
7295 on_step = function(self, dtime, moveresult),
7296 -- Called every server step
7297 -- dtime: Elapsed time
7298 -- moveresult: Table with collision info (only available if physical=true)
7300 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
7302 on_rightclick = function(self, clicker),
7304 get_staticdata = function(self),
7305 -- Called sometimes; the string returned is passed to on_activate when
7306 -- the entity is re-activated from static state
7308 _custom_field = whatever,
7309 -- You can define arbitrary member variables here (see Item definition
7310 -- for more info) by using a '_' prefix
7313 Collision info passed to `on_step`:
7316 touching_ground = boolean,
7318 standing_on_object = boolean,
7321 type = string, -- "node" or "object",
7322 axis = string, -- "x", "y" or "z"
7323 node_pos = vector, -- if type is "node"
7324 object = ObjectRef, -- if type is "object"
7325 old_velocity = vector,
7326 new_velocity = vector,
7332 ABM (ActiveBlockModifier) definition
7333 ------------------------------------
7335 Used by `minetest.register_abm`.
7338 label = "Lava cooling",
7339 -- Descriptive label for profiling purposes (optional).
7340 -- Definitions with identical labels will be listed as one.
7342 nodenames = {"default:lava_source"},
7343 -- Apply `action` function to these nodes.
7344 -- `group:groupname` can also be used here.
7346 neighbors = {"default:water_source", "default:water_flowing"},
7347 -- Only apply `action` to nodes that have one of, or any
7348 -- combination of, these neighbors.
7349 -- If left out or empty, any neighbor will do.
7350 -- `group:groupname` can also be used here.
7353 -- Operation interval in seconds
7356 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7361 -- min and max height levels where ABM will be processed
7362 -- can be used to reduce CPU usage
7365 -- If true, catch-up behaviour is enabled: The `chance` value is
7366 -- temporarily reduced when returning to an area to simulate time lost
7367 -- by the area being unattended. Note that the `chance` value can often
7370 action = function(pos, node, active_object_count, active_object_count_wider),
7371 -- Function triggered for each qualifying node.
7372 -- `active_object_count` is number of active objects in the node's
7374 -- `active_object_count_wider` is number of active objects in the node's
7375 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7376 -- mapblocks are unloaded an estmate is calculated for them based on
7377 -- loaded mapblocks.
7380 LBM (LoadingBlockModifier) definition
7381 -------------------------------------
7383 Used by `minetest.register_lbm`.
7385 A loading block modifier (LBM) is used to define a function that is called for
7386 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7390 label = "Upgrade legacy doors",
7391 -- Descriptive label for profiling purposes (optional).
7392 -- Definitions with identical labels will be listed as one.
7394 name = "modname:replace_legacy_door",
7396 nodenames = {"default:lava_source"},
7397 -- List of node names to trigger the LBM on.
7398 -- Also non-registered nodes will work.
7399 -- Groups (as of group:groupname) will work as well.
7401 run_at_every_load = false,
7402 -- Whether to run the LBM's action every time a block gets loaded,
7403 -- and not only the first time the block gets loaded after the LBM
7406 action = function(pos, node),
7413 * `{name="image.png", animation={Tile Animation definition}}`
7414 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7415 * backface culling enabled by default for most nodes
7416 * align style determines whether the texture will be rotated with the node
7417 or kept aligned with its surroundings. "user" means that client
7418 setting will be used, similar to `glasslike_framed_optional`.
7419 Note: supported by solid nodes and nodeboxes only.
7420 * scale is used to make texture span several (exactly `scale`) nodes,
7421 instead of just one, in each direction. Works for world-aligned
7423 Note that as the effect is applied on per-mapblock basis, `16` should
7424 be equally divisible by `scale` or you may get wrong results.
7425 * `{name="image.png", color=ColorSpec}`
7426 * the texture's color will be multiplied with this color.
7427 * the tile's color overrides the owning node's color in all cases.
7428 * deprecated, yet still supported field names:
7431 Tile animation definition
7432 -------------------------
7435 type = "vertical_frames",
7438 -- Width of a frame in pixels
7441 -- Height of a frame in pixels
7451 -- Width in number of frames
7454 -- Height in number of frames
7457 -- Length of a single frame
7463 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7464 `minetest.register_tool`.
7467 description = "Steel Axe",
7468 -- Can contain new lines. "\n" has to be used as new line character.
7469 -- See also: `get_description` in [`ItemStack`]
7471 short_description = "Steel Axe",
7472 -- Must not contain new lines.
7474 -- Use an [`ItemStack`] to get the short description, eg:
7475 -- ItemStack(itemname):get_short_description()
7478 -- key = name, value = rating; rating = 1..3.
7479 -- If rating not applicable, use 1.
7480 -- e.g. {wool = 1, fluffy = 3}
7481 -- {soil = 2, outerspace = 1, crumbly = 1}
7482 -- {bendy = 2, snappy = 1},
7483 -- {hard = 1, metal = 1, spikes = 1}
7485 inventory_image = "default_tool_steelaxe.png",
7487 inventory_overlay = "overlay.png",
7488 -- An overlay which does not get colorized
7495 -- An image file containing the palette of a node.
7496 -- You can set the currently used color as the "palette_index" field of
7497 -- the item stack metadata.
7498 -- The palette is always stretched to fit indices between 0 and 255, to
7499 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7501 color = "0xFFFFFFFF",
7502 -- The color of the item. The palette overrides this.
7504 wield_scale = {x = 1, y = 1, z = 1},
7506 -- The default value of 99 may be configured by
7507 -- users using the setting "default_stack_max"
7512 liquids_pointable = false,
7513 -- If true, item points to all liquid nodes (`liquidtype ~= "none"`),
7514 -- even those for which `pointable = false`
7517 -- When used for nodes: Defines amount of light emitted by node.
7518 -- Otherwise: Defines texture glow when viewed as a dropped item
7519 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7520 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7523 -- See "Tool Capabilities" section for an example including explanation
7524 tool_capabilities = {
7525 full_punch_interval = 1.0,
7529 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7530 uses = 20, maxlevel = 2},
7532 damage_groups = {groupname = damage},
7533 -- Damage values must be between -32768 and 32767 (2^15)
7535 punch_attack_uses = nil,
7536 -- Amount of uses this tool has for attacking players and entities
7537 -- by punching them (0 = infinite uses).
7538 -- For compatibility, this is automatically set from the first
7539 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7540 -- It is recommend to set this explicitly instead of relying on the
7541 -- fallback behavior.
7544 node_placement_prediction = nil,
7545 -- If nil and item is node, prediction is made automatically.
7546 -- If nil and item is not a node, no prediction is made.
7547 -- If "" and item is anything, no prediction is made.
7548 -- Otherwise should be name of node which the client immediately places
7549 -- on ground when the player places the item. Server will always update
7550 -- actual result to client in a short moment.
7552 node_dig_prediction = "air",
7553 -- if "", no prediction is made.
7554 -- if "air", node is removed.
7555 -- Otherwise should be name of node which the client immediately places
7556 -- upon digging. Server will always update actual result shortly.
7559 -- Definition of items sounds to be played at various events.
7560 -- All fields in this table are optional.
7562 breaks = <SimpleSoundSpec>,
7563 -- When tool breaks due to wear. Ignored for non-tools
7565 eat = <SimpleSoundSpec>,
7566 -- When item is eaten with `minetest.do_item_eat`
7569 on_place = function(itemstack, placer, pointed_thing),
7570 -- When the 'place' key was pressed with the item in hand
7571 -- and a node was pointed at.
7572 -- Shall place item and return the leftover itemstack
7573 -- or nil to not modify the inventory.
7574 -- The placer may be any ObjectRef or nil.
7575 -- default: minetest.item_place
7577 on_secondary_use = function(itemstack, user, pointed_thing),
7578 -- Same as on_place but called when not pointing at a node.
7579 -- Function must return either nil if inventory shall not be modified,
7580 -- or an itemstack to replace the original itemstack.
7581 -- The user may be any ObjectRef or nil.
7584 on_drop = function(itemstack, dropper, pos),
7585 -- Shall drop item and return the leftover itemstack.
7586 -- The dropper may be any ObjectRef or nil.
7587 -- default: minetest.item_drop
7589 on_use = function(itemstack, user, pointed_thing),
7591 -- When user pressed the 'punch/mine' key with the item in hand.
7592 -- Function must return either nil if inventory shall not be modified,
7593 -- or an itemstack to replace the original itemstack.
7594 -- e.g. itemstack:take_item(); return itemstack
7595 -- Otherwise, the function is free to do what it wants.
7596 -- The user may be any ObjectRef or nil.
7597 -- The default functions handle regular use cases.
7599 after_use = function(itemstack, user, node, digparams),
7601 -- If defined, should return an itemstack and will be called instead of
7602 -- wearing out the item (if tool). If returns nil, does nothing.
7603 -- If after_use doesn't exist, it is the same as:
7604 -- function(itemstack, user, node, digparams)
7605 -- itemstack:add_wear(digparams.wear)
7608 -- The user may be any ObjectRef or nil.
7610 _custom_field = whatever,
7611 -- Add your own custom fields. By convention, all custom field names
7612 -- should start with `_` to avoid naming collisions with future engine
7619 Used by `minetest.register_node`.
7622 -- <all fields allowed in item definitions>,
7624 drawtype = "normal", -- See "Node drawtypes"
7627 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7628 -- "firelike", "mesh", "nodebox", "allfaces".
7629 -- For plantlike and firelike, the image will start at the bottom of the
7630 -- node. For torchlike, the image will start at the surface to which the
7631 -- node "attaches". For the other drawtypes the image will be centered
7634 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7635 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7636 -- Old field name was 'tile_images'.
7637 -- List can be shortened to needed length.
7639 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7640 -- Same as `tiles`, but these textures are drawn on top of the base
7641 -- tiles. You can use this to colorize only specific parts of your
7642 -- texture. If the texture name is an empty string, that overlay is not
7643 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7644 -- overlays on very common nodes.
7646 special_tiles = {tile definition 1, Tile definition 2},
7647 -- Special textures of node; used rarely.
7648 -- Old field name was 'special_materials'.
7649 -- List can be shortened to needed length.
7652 -- The node's original color will be multiplied with this color.
7653 -- If the node has a palette, then this setting only has an effect in
7654 -- the inventory and on the wield item.
7656 use_texture_alpha = ...,
7657 -- Specifies how the texture's alpha channel will be used for rendering.
7659 -- * "opaque": Node is rendered opaque regardless of alpha channel
7660 -- * "clip": A given pixel is either fully see-through or opaque
7661 -- depending on the alpha channel being below/above 50% in value
7662 -- * "blend": The alpha channel specifies how transparent a given pixel
7663 -- of the rendered node is
7664 -- The default is "opaque" for drawtypes normal, liquid and flowingliquid;
7665 -- "clip" otherwise.
7666 -- If set to a boolean value (deprecated): true either sets it to blend
7667 -- or clip, false sets it to clip or opaque mode depending on the drawtype.
7669 palette = "palette.png",
7670 -- The node's `param2` is used to select a pixel from the image.
7671 -- Pixels are arranged from left to right and from top to bottom.
7672 -- The node's color will be multiplied with the selected pixel's color.
7673 -- Tiles can override this behavior.
7674 -- Only when `paramtype2` supports palettes.
7676 post_effect_color = "green#0F",
7677 -- Screen tint if player is inside node, see "ColorSpec"
7679 paramtype = "none", -- See "Nodes"
7681 paramtype2 = "none", -- See "Nodes"
7683 place_param2 = nil, -- Force value for param2 when player places node
7685 is_ground_content = true,
7686 -- If false, the cave generator and dungeon generator will not carve
7687 -- through this node.
7688 -- Specifically, this stops mod-added nodes being removed by caves and
7689 -- dungeons when those generate in a neighbor mapchunk and extend out
7690 -- beyond the edge of that mapchunk.
7692 sunlight_propagates = false,
7693 -- If true, sunlight will go infinitely through this node
7695 walkable = true, -- If true, objects collide with node
7697 pointable = true, -- If true, can be pointed at
7699 diggable = true, -- If false, can never be dug
7701 climbable = false, -- If true, can be climbed on (ladder)
7703 move_resistance = 0,
7704 -- Slows down movement of players through this node (max. 7).
7705 -- If this is nil, it will be equal to liquid_viscosity.
7706 -- Note: If liquid movement physics apply to the node
7707 -- (see `liquid_move_physics`), the movement speed will also be
7708 -- affected by the `movement_liquid_*` settings.
7710 buildable_to = false, -- If true, placed nodes can replace this node
7713 -- If true, liquids flow into and replace this node.
7714 -- Warning: making a liquid node 'floodable' will cause problems.
7716 liquidtype = "none", -- specifies liquid flowing physics
7717 -- * "none": no liquid flowing physics
7718 -- * "source": spawns flowing liquid nodes at all 4 sides and below;
7719 -- recommended drawtype: "liquid".
7720 -- * "flowing": spawned from source, spawns more flowing liquid nodes
7721 -- around it until `liquid_range` is reached;
7722 -- will drain out without a source;
7723 -- recommended drawtype: "flowingliquid".
7724 -- If it's "source" or "flowing" and `liquid_range > 0`, then
7725 -- both `liquid_alternative_*` fields must be specified
7727 liquid_alternative_flowing = "", -- Flowing version of source liquid
7729 liquid_alternative_source = "", -- Source version of flowing liquid
7731 liquid_viscosity = 0,
7732 -- Controls speed at which the liquid spreads/flows (max. 7).
7733 -- 0 is fastest, 7 is slowest.
7734 -- By default, this also slows down movement of players inside the node
7735 -- (can be overridden using `move_resistance`)
7737 liquid_renewable = true,
7738 -- If true, a new liquid source can be created by placing two or more
7741 liquid_move_physics = nil, -- specifies movement physics if inside node
7742 -- * false: No liquid movement physics apply.
7743 -- * true: Enables liquid movement physics. Enables things like
7744 -- ability to "swim" up/down, sinking slowly if not moving,
7745 -- smoother speed change when falling into, etc. The `movement_liquid_*`
7747 -- * nil: Will be treated as true if `liquidype ~= "none"`
7748 -- and as false otherwise.
7752 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7753 -- Allows defining the nodebox height without using param2.
7754 -- The nodebox height is 'leveled' / 64 nodes.
7755 -- The maximum value of 'leveled' is `leveled_max`.
7758 -- Maximum value for `leveled` (0-127), enforced in
7759 -- `minetest.set_node_level` and `minetest.add_node_level`.
7760 -- Values above 124 might causes collision detection issues.
7763 -- Maximum distance that flowing liquid nodes can spread around
7764 -- source on flat land;
7765 -- maximum = 8; set to 0 to disable liquid flow
7768 -- Player will take this amount of damage if no bubbles are left
7770 damage_per_second = 0,
7771 -- If player is inside node, this damage is caused
7773 node_box = {type="regular"}, -- See "Node boxes"
7775 connects_to = nodenames,
7776 -- Used for nodebox nodes with the type == "connected".
7777 -- Specifies to what neighboring nodes connections will be drawn.
7778 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7780 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7781 -- Tells connected nodebox nodes to connect only to these sides of this
7785 -- File name of mesh when using "mesh" drawtype
7790 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7791 -- Node box format: see [Node boxes]
7794 -- Custom selection box definition. Multiple boxes can be defined.
7795 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7796 -- definition is used for the selection box.
7801 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7802 -- Node box format: see [Node boxes]
7805 -- Custom collision box definition. Multiple boxes can be defined.
7806 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7807 -- definition is used for the collision box.
7809 -- Support maps made in and before January 2012
7810 legacy_facedir_simple = false,
7811 legacy_wallmounted = false,
7814 -- Valid for drawtypes:
7815 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7816 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7817 -- 2 - wave node like leaves (whole node moves side-to-side)
7818 -- 3 - wave node like liquids (whole node moves up and down)
7819 -- Not all models will properly wave.
7820 -- plantlike drawtype can only wave like plants.
7821 -- allfaces_optional drawtype can only wave like leaves.
7822 -- liquid, flowingliquid drawtypes can only wave like liquids.
7825 -- Definition of node sounds to be played at various events.
7826 -- All fields in this table are optional.
7828 footstep = <SimpleSoundSpec>,
7829 -- If walkable, played when object walks on it. If node is
7830 -- climbable or a liquid, played when object moves through it
7832 dig = <SimpleSoundSpec> or "__group",
7833 -- While digging node.
7834 -- If `"__group"`, then the sound will be
7835 -- `default_dig_<groupname>`, where `<groupname>` is the
7836 -- name of the item's digging group with the fastest digging time.
7837 -- In case of a tie, one of the sounds will be played (but we
7838 -- cannot predict which one)
7839 -- Default value: `"__group"`
7841 dug = <SimpleSoundSpec>,
7844 place = <SimpleSoundSpec>,
7845 -- Node was placed. Also played after falling
7847 place_failed = <SimpleSoundSpec>,
7848 -- When node placement failed.
7849 -- Note: This happens if the _built-in_ node placement failed.
7850 -- This sound will still be played if the node is placed in the
7851 -- `on_place` callback manually.
7853 fall = <SimpleSoundSpec>,
7854 -- When node starts to fall or is detached
7858 -- Name of dropped item when dug.
7859 -- Default dropped item is the node itself.
7860 -- Using a table allows multiple items, drop chances and item filtering.
7861 -- Item filtering by string matching is deprecated.
7864 -- Maximum number of item lists to drop.
7865 -- The entries in 'items' are processed in order. For each:
7866 -- Item filtering is applied, chance of drop is applied, if both are
7867 -- successful the entire item list is dropped.
7868 -- Entry processing continues until the number of dropped item lists
7869 -- equals 'max_items'.
7870 -- Therefore, entries should progress from low to high drop chance.
7874 -- 1 in 1000 chance of dropping a diamond.
7875 -- Default rarity is '1'.
7877 items = {"default:diamond"},
7880 -- Only drop if using an item whose name is identical to one
7882 tools = {"default:shovel_mese", "default:shovel_diamond"},
7884 items = {"default:dirt"},
7885 -- Whether all items in the dropped item list inherit the
7886 -- hardware coloring palette color from the dug node.
7887 -- Default is 'false'.
7888 inherit_color = true,
7891 -- Only drop if using an item whose name contains
7892 -- "default:shovel_" (this item filtering by string matching
7893 -- is deprecated, use tool_groups instead).
7894 tools = {"~default:shovel_"},
7896 -- The item list dropped.
7897 items = {"default:sand", "default:desert_sand"},
7900 -- Only drop if using an item in the "magicwand" group, or
7901 -- an item that is in both the "pickaxe" and the "lucky"
7905 {"pickaxe", "lucky"}
7907 items = {"default:coal_lump"},
7912 on_construct = function(pos),
7913 -- Node constructor; called after adding node.
7914 -- Can set up metadata and stuff like that.
7915 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7918 on_destruct = function(pos),
7919 -- Node destructor; called before removing node.
7920 -- Not called for bulk node placement.
7923 after_destruct = function(pos, oldnode),
7924 -- Node destructor; called after removing node.
7925 -- Not called for bulk node placement.
7928 on_flood = function(pos, oldnode, newnode),
7929 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7930 -- `floodable = true` in the nodedef. Not called for bulk node placement
7931 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7932 -- node is not flooded, but on_flood callback will most likely be called
7933 -- over and over again every liquid update interval.
7935 -- Warning: making a liquid node 'floodable' will cause problems.
7937 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7938 -- Called when oldnode is about be converted to an item, but before the
7939 -- node is deleted from the world or the drops are added. This is
7940 -- generally the result of either the node being dug or an attached node
7941 -- becoming detached.
7942 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7943 -- drops is a table of ItemStacks, so any metadata to be preserved can
7944 -- be added directly to one or more of the dropped items. See
7945 -- "ItemStackMetaRef".
7948 after_place_node = function(pos, placer, itemstack, pointed_thing),
7949 -- Called after constructing node when node was placed using
7950 -- minetest.item_place_node / minetest.place_node.
7951 -- If return true no item is taken from itemstack.
7952 -- `placer` may be any valid ObjectRef or nil.
7955 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7956 -- oldmetadata is in table format.
7957 -- Called after destructing node when node was dug using
7958 -- minetest.node_dig / minetest.dig_node.
7961 can_dig = function(pos, [player]),
7962 -- Returns true if node can be dug, or false if not.
7965 on_punch = function(pos, node, puncher, pointed_thing),
7966 -- default: minetest.node_punch
7967 -- Called when puncher (an ObjectRef) punches the node at pos.
7968 -- By default calls minetest.register_on_punchnode callbacks.
7970 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7972 -- Called when clicker (an ObjectRef) used the 'place/build' key
7973 -- (not neccessarily an actual rightclick)
7974 -- while pointing at the node at pos with 'node' being the node table.
7975 -- itemstack will hold clicker's wielded item.
7976 -- Shall return the leftover itemstack.
7977 -- Note: pointed_thing can be nil, if a mod calls this function.
7978 -- This function does not get triggered by clients <=0.4.16 if the
7979 -- "formspec" node metadata field is set.
7981 on_dig = function(pos, node, digger),
7982 -- default: minetest.node_dig
7983 -- By default checks privileges, wears out item (if tool) and removes node.
7984 -- return true if the node was dug successfully, false otherwise.
7985 -- Deprecated: returning nil is the same as returning true.
7987 on_timer = function(pos, elapsed),
7989 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7990 -- elapsed is the total time passed since the timer was started.
7991 -- return true to run the timer for another cycle with the same timeout
7994 on_receive_fields = function(pos, formname, fields, sender),
7995 -- fields = {name1 = value1, name2 = value2, ...}
7996 -- Called when an UI form (e.g. sign text input) returns data.
7997 -- See minetest.register_on_player_receive_fields for more info.
8000 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8001 -- Called when a player wants to move items inside the inventory.
8002 -- Return value: number of items allowed to move.
8004 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
8005 -- Called when a player wants to put something into the inventory.
8006 -- Return value: number of items allowed to put.
8007 -- Return value -1: Allow and don't modify item count in inventory.
8009 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
8010 -- Called when a player wants to take something out of the inventory.
8011 -- Return value: number of items allowed to take.
8012 -- Return value -1: Allow and don't modify item count in inventory.
8014 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
8015 on_metadata_inventory_put = function(pos, listname, index, stack, player),
8016 on_metadata_inventory_take = function(pos, listname, index, stack, player),
8017 -- Called after the actual action has happened, according to what was
8021 on_blast = function(pos, intensity),
8022 -- intensity: 1.0 = mid range of regular TNT.
8023 -- If defined, called when an explosion touches the node, instead of
8024 -- removing the node.
8026 mod_origin = "modname",
8027 -- stores which mod actually registered a node
8028 -- if it can not find a source, returns "??"
8029 -- useful for getting what mod truly registered something
8030 -- example: if a node is registered as ":othermodname:nodename",
8031 -- nodename will show "othermodname", but mod_orgin will say "modname"
8037 Used by `minetest.register_craft`.
8042 output = 'default:pick_stone',
8044 {'default:cobble', 'default:cobble', 'default:cobble'},
8045 {'', 'default:stick', ''},
8046 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
8048 replacements = <list of item pairs>,
8049 -- replacements: replace one input item with another item on crafting
8057 output = 'mushrooms:mushroom_stew',
8060 "mushrooms:mushroom_brown",
8061 "mushrooms:mushroom_red",
8063 replacements = <list of item pairs>,
8069 type = "toolrepair",
8070 additional_wear = -0.02, -- multiplier of 65536
8073 Adds a shapeless recipe for *every* tool that doesn't have the `disable_repair=1`
8074 group. Player can put 2 equal tools in the craft grid to get one "repaired" tool
8076 The wear of the output is determined by the wear of both tools, plus a
8077 'repair bonus' given by `additional_wear`. To reduce the wear (i.e. 'repair'),
8078 you want `additional_wear` to be negative.
8080 The formula used to calculate the resulting wear is:
8082 65536 - ( (65536 - tool_1_wear) + (65536 - tool_2_wear) + 65536 * additional_wear )
8084 The result is rounded and can't be lower than 0. If the result is 65536 or higher,
8085 no crafting is possible.
8091 output = "default:glass",
8092 recipe = "default:sand",
8100 recipe = "bucket:bucket_lava",
8102 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
8108 Used by `minetest.register_ore`.
8110 See [Ores] section above for essential information.
8113 ore_type = "scatter",
8115 ore = "default:stone_with_coal",
8118 -- Facedir rotation. Default is 0 (unchanged rotation)
8120 wherein = "default:stone",
8121 -- A list of nodenames is supported too
8123 clust_scarcity = 8 * 8 * 8,
8124 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
8125 -- If the desired average distance between ores is 'd', set this to
8129 -- Number of ores in a cluster
8132 -- Size of the bounding box of the cluster.
8133 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
8134 -- nodes are coal ore.
8138 -- Lower and upper limits for ore
8141 -- Attributes for the ore generation, see 'Ore attributes' section above
8143 noise_threshold = 0.5,
8144 -- If noise is above this threshold, ore is placed. Not needed for a
8145 -- uniform distribution.
8150 spread = {x = 100, y = 100, z = 100},
8155 -- NoiseParams structure describing one of the perlin noises used for
8156 -- ore distribution.
8157 -- Needed by "sheet", "puff", "blob" and "vein" ores.
8158 -- Omit from "scatter" ore for a uniform ore distribution.
8159 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
8162 biomes = {"desert", "rainforest"},
8163 -- List of biomes in which this ore occurs.
8164 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
8165 -- being used does not support biomes.
8166 -- Can be a list of (or a single) biome names, IDs, or definitions.
8168 -- Type-specific parameters
8171 column_height_min = 1,
8172 column_height_max = 16,
8173 column_midpoint_factor = 0.5,
8179 spread = {x = 100, y = 100, z = 100},
8187 spread = {x = 100, y = 100, z = 100},
8194 random_factor = 1.0,
8197 np_stratum_thickness = {
8200 spread = {x = 100, y = 100, z = 100},
8205 stratum_thickness = 8,
8211 Used by `minetest.register_biome`.
8213 The maximum number of biomes that can be used is 65535. However, using an
8214 excessive number of biomes will slow down map generation. Depending on desired
8215 performance and computing power the practical limit is much lower.
8220 node_dust = "default:snow",
8221 -- Node dropped onto upper surface after all else is generated
8223 node_top = "default:dirt_with_snow",
8225 -- Node forming surface layer of biome and thickness of this layer
8227 node_filler = "default:permafrost",
8229 -- Node forming lower layer of biome and thickness of this layer
8231 node_stone = "default:bluestone",
8232 -- Node that replaces all stone nodes between roughly y_min and y_max.
8234 node_water_top = "default:ice",
8235 depth_water_top = 10,
8236 -- Node forming a surface layer in seawater with the defined thickness
8239 -- Node that replaces all seawater nodes not in the surface layer
8241 node_river_water = "default:ice",
8242 -- Node that replaces river water in mapgens that use
8243 -- default:river_water
8245 node_riverbed = "default:gravel",
8247 -- Node placed under river water and thickness of this layer
8249 node_cave_liquid = "default:lava_source",
8250 node_cave_liquid = {"default:water_source", "default:lava_source"},
8251 -- Nodes placed inside 50% of the medium size caves.
8252 -- Multiple nodes can be specified, each cave will use a randomly
8253 -- chosen node from the list.
8254 -- If this field is left out or 'nil', cave liquids fall back to
8255 -- classic behaviour of lava and water distributed using 3D noise.
8256 -- For no cave liquid, specify "air".
8258 node_dungeon = "default:cobble",
8259 -- Node used for primary dungeon structure.
8260 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
8261 -- alias, if that is also absent, dungeon nodes fall back to the biome
8263 -- If present, the following two nodes are also used.
8265 node_dungeon_alt = "default:mossycobble",
8266 -- Node used for randomly-distributed alternative structure nodes.
8267 -- If alternative structure nodes are not wanted leave this absent for
8268 -- performance reasons.
8270 node_dungeon_stair = "stairs:stair_cobble",
8271 -- Node used for dungeon stairs.
8272 -- If absent, stairs fall back to 'node_dungeon'.
8276 -- Upper and lower limits for biome.
8277 -- Alternatively you can use xyz limits as shown below.
8279 max_pos = {x = 31000, y = 128, z = 31000},
8280 min_pos = {x = -31000, y = 9, z = -31000},
8281 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
8282 -- Biome is limited to a cuboid defined by these positions.
8283 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
8284 -- 31000 in 'max_pos'.
8287 -- Vertical distance in nodes above 'y_max' over which the biome will
8288 -- blend with the biome above.
8289 -- Set to 0 for no vertical blend. Defaults to 0.
8292 humidity_point = 50,
8293 -- Characteristic temperature and humidity for the biome.
8294 -- These values create 'biome points' on a voronoi diagram with heat and
8295 -- humidity as axes. The resulting voronoi cells determine the
8296 -- distribution of the biomes.
8297 -- Heat and humidity have average values of 50, vary mostly between
8298 -- 0 and 100 but can exceed these values.
8301 Decoration definition
8302 ---------------------
8304 See [Decoration types]. Used by `minetest.register_decoration`.
8307 deco_type = "simple",
8309 place_on = "default:dirt_with_grass",
8310 -- Node (or list of nodes) that the decoration can be placed on
8313 -- Size of the square divisions of the mapchunk being generated.
8314 -- Determines the resolution of noise variation if used.
8315 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
8316 -- equal to the chunk size.
8319 -- The value determines 'decorations per surface node'.
8320 -- Used only if noise_params is not specified.
8321 -- If >= 10.0 complete coverage is enabled and decoration placement uses
8322 -- a different and much faster method.
8327 spread = {x = 100, y = 100, z = 100},
8334 -- NoiseParams structure describing the perlin noise used for decoration
8336 -- A noise value is calculated for each square division and determines
8337 -- 'decorations per surface node' within each division.
8338 -- If the noise value >= 10.0 complete coverage is enabled and
8339 -- decoration placement uses a different and much faster method.
8341 biomes = {"Oceanside", "Hills", "Plains"},
8342 -- List of biomes in which this decoration occurs. Occurs in all biomes
8343 -- if this is omitted, and ignored if the Mapgen being used does not
8345 -- Can be a list of (or a single) biome names, IDs, or definitions.
8349 -- Lower and upper limits for decoration.
8350 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
8352 spawn_by = "default:water",
8353 -- Node (or list of nodes) that the decoration only spawns next to.
8354 -- Checks two horizontal planes of 8 neighbouring nodes (including
8355 -- diagonal neighbours), one plane level with the 'place_on' node and a
8356 -- plane one node above that.
8359 -- Number of spawn_by nodes that must be surrounding the decoration
8360 -- position to occur.
8361 -- If absent or -1, decorations occur next to any nodes.
8363 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
8364 -- Flags for all decoration types.
8365 -- "liquid_surface": Instead of placement on the highest solid surface
8366 -- in a mapchunk column, placement is on the highest liquid surface.
8367 -- Placement is disabled if solid nodes are found above the liquid
8369 -- "force_placement": Nodes other than "air" and "ignore" are replaced
8370 -- by the decoration.
8371 -- "all_floors", "all_ceilings": Instead of placement on the highest
8372 -- surface in a mapchunk the decoration is placed on all floor and/or
8373 -- ceiling surfaces, for example in caves and dungeons.
8374 -- Ceiling decorations act as an inversion of floor decorations so the
8375 -- effect of 'place_offset_y' is inverted.
8376 -- Y-slice probabilities do not function correctly for ceiling
8377 -- schematic decorations as the behaviour is unchanged.
8378 -- If a single decoration registration has both flags the floor and
8379 -- ceiling decorations will be aligned vertically.
8381 ----- Simple-type parameters
8383 decoration = "default:grass",
8384 -- The node name used as the decoration.
8385 -- If instead a list of strings, a randomly selected node from the list
8386 -- is placed as the decoration.
8389 -- Decoration height in nodes.
8390 -- If height_max is not 0, this is the lower limit of a randomly
8394 -- Upper limit of the randomly selected height.
8395 -- If absent, the parameter 'height' is used as a constant.
8398 -- Param2 value of decoration nodes.
8399 -- If param2_max is not 0, this is the lower limit of a randomly
8403 -- Upper limit of the randomly selected param2.
8404 -- If absent, the parameter 'param2' is used as a constant.
8407 -- Y offset of the decoration base node relative to the standard base
8409 -- Can be positive or negative. Default is 0.
8410 -- Effect is inverted for "all_ceilings" decorations.
8411 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8412 -- to the 'place_on' node.
8414 ----- Schematic-type parameters
8416 schematic = "foobar.mts",
8417 -- If schematic is a string, it is the filepath relative to the current
8418 -- working directory of the specified Minetest schematic file.
8419 -- Could also be the ID of a previously registered schematic.
8422 size = {x = 4, y = 6, z = 4},
8424 {name = "default:cobble", param1 = 255, param2 = 0},
8425 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8426 {name = "air", param1 = 255, param2 = 0},
8430 {ypos = 2, prob = 128},
8431 {ypos = 5, prob = 64},
8435 -- Alternative schematic specification by supplying a table. The fields
8436 -- size and data are mandatory whereas yslice_prob is optional.
8437 -- See 'Schematic specifier' for details.
8439 replacements = {["oldname"] = "convert_to", ...},
8441 flags = "place_center_x, place_center_y, place_center_z",
8442 -- Flags for schematic decorations. See 'Schematic attributes'.
8445 -- Rotation can be "0", "90", "180", "270", or "random"
8448 -- If the flag 'place_center_y' is set this parameter is ignored.
8449 -- Y offset of the schematic base node layer relative to the 'place_on'
8451 -- Can be positive or negative. Default is 0.
8452 -- Effect is inverted for "all_ceilings" decorations.
8453 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8454 -- to the 'place_on' node.
8457 Chat command definition
8458 -----------------------
8460 Used by `minetest.register_chatcommand`.
8463 params = "<name> <privilege>", -- Short parameter description
8465 description = "Remove privilege from player", -- Full description
8467 privs = {privs=true}, -- Require the "privs" privilege to run
8469 func = function(name, param),
8470 -- Called when command is run. Returns boolean success and text output.
8471 -- Special case: The help message is shown to the player if `func`
8472 -- returns false without a text output.
8475 Note that in params, use of symbols is as follows:
8477 * `<>` signifies a placeholder to be replaced when the command is used. For
8478 example, when a player name is needed: `<name>`
8479 * `[]` signifies param is optional and not required when the command is used.
8480 For example, if you require param1 but param2 is optional:
8481 `<param1> [<param2>]`
8482 * `|` signifies exclusive or. The command requires one param from the options
8483 provided. For example: `<param1> | <param2>`
8484 * `()` signifies grouping. For example, when param1 and param2 are both
8485 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8487 Privilege definition
8488 --------------------
8490 Used by `minetest.register_privilege`.
8494 -- Privilege description
8496 give_to_singleplayer = true,
8497 -- Whether to grant the privilege to singleplayer.
8499 give_to_admin = true,
8500 -- Whether to grant the privilege to the server admin.
8501 -- Uses value of 'give_to_singleplayer' by default.
8503 on_grant = function(name, granter_name),
8504 -- Called when given to player 'name' by 'granter_name'.
8505 -- 'granter_name' will be nil if the priv was granted by a mod.
8507 on_revoke = function(name, revoker_name),
8508 -- Called when taken from player 'name' by 'revoker_name'.
8509 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8511 -- Note that the above two callbacks will be called twice if a player is
8512 -- responsible, once with the player name, and then with a nil player
8514 -- Return true in the above callbacks to stop register_on_priv_grant or
8515 -- revoke being called.
8518 Detached inventory callbacks
8519 ----------------------------
8521 Used by `minetest.create_detached_inventory`.
8524 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8525 -- Called when a player wants to move items inside the inventory.
8526 -- Return value: number of items allowed to move.
8528 allow_put = function(inv, listname, index, stack, player),
8529 -- Called when a player wants to put something into the inventory.
8530 -- Return value: number of items allowed to put.
8531 -- Return value -1: Allow and don't modify item count in inventory.
8533 allow_take = function(inv, listname, index, stack, player),
8534 -- Called when a player wants to take something out of the inventory.
8535 -- Return value: number of items allowed to take.
8536 -- Return value -1: Allow and don't modify item count in inventory.
8538 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8539 on_put = function(inv, listname, index, stack, player),
8540 on_take = function(inv, listname, index, stack, player),
8541 -- Called after the actual action has happened, according to what was
8551 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8554 hud_elem_type = "image", -- See HUD element types
8555 -- Type of element, can be "image", "text", "statbar", "inventory",
8556 -- "compass" or "minimap"
8558 position = {x=0.5, y=0.5},
8559 -- Left corner position of element
8563 scale = {x = 2, y = 2},
8572 -- Selected item in inventory. 0 for no item selected.
8575 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8577 alignment = {x=0, y=0},
8579 offset = {x=0, y=0},
8581 size = { x=100, y=100 },
8582 -- Size of element in pixels
8585 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8588 -- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
8594 Used by `minetest.add_particle`.
8597 pos = {x=0, y=0, z=0},
8598 velocity = {x=0, y=0, z=0},
8599 acceleration = {x=0, y=0, z=0},
8600 -- Spawn particle at pos with velocity and acceleration
8603 -- Disappears after expirationtime seconds
8606 -- Scales the visual size of the particle texture.
8607 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8608 -- particle (just like actual node dig particles).
8610 collisiondetection = false,
8611 -- If true collides with `walkable` nodes and, depending on the
8612 -- `object_collision` field, objects too.
8614 collision_removal = false,
8615 -- If true particle is removed when it collides.
8616 -- Requires collisiondetection = true to have any effect.
8618 object_collision = false,
8619 -- If true particle collides with objects that are defined as
8620 -- `physical = true,` and `collide_with_objects = true,`.
8621 -- Requires collisiondetection = true to have any effect.
8624 -- If true faces player using y axis only
8626 texture = "image.png",
8627 -- The texture of the particle
8629 playername = "singleplayer",
8630 -- Optional, if specified spawns particle only on the player's client
8632 animation = {Tile Animation definition},
8633 -- Optional, specifies how to animate the particle texture
8636 -- Optional, specify particle self-luminescence in darkness.
8639 node = {name = "ignore", param2 = 0},
8640 -- Optional, if specified the particle will have the same appearance as
8641 -- node dig particles for the given node.
8642 -- `texture` and `animation` will be ignored if this is set.
8645 -- Optional, only valid in combination with `node`
8646 -- If set to a valid number 1-6, specifies the tile from which the
8647 -- particle texture is picked.
8648 -- Otherwise, the default behavior is used. (currently: any random tile)
8652 `ParticleSpawner` definition
8653 ----------------------------
8655 Used by `minetest.add_particlespawner`.
8659 -- Number of particles spawned over the time period `time`.
8662 -- Lifespan of spawner in seconds.
8663 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8664 -- a per-second basis.
8666 minpos = {x=0, y=0, z=0},
8667 maxpos = {x=0, y=0, z=0},
8668 minvel = {x=0, y=0, z=0},
8669 maxvel = {x=0, y=0, z=0},
8670 minacc = {x=0, y=0, z=0},
8671 maxacc = {x=0, y=0, z=0},
8676 -- The particles' properties are random values between the min and max
8678 -- applies to: pos, velocity, acceleration, expirationtime, size
8679 -- If `node` is set, min and maxsize can be set to 0 to spawn
8680 -- randomly-sized particles (just like actual node dig particles).
8682 collisiondetection = false,
8683 -- If true collide with `walkable` nodes and, depending on the
8684 -- `object_collision` field, objects too.
8686 collision_removal = false,
8687 -- If true particles are removed when they collide.
8688 -- Requires collisiondetection = true to have any effect.
8690 object_collision = false,
8691 -- If true particles collide with objects that are defined as
8692 -- `physical = true,` and `collide_with_objects = true,`.
8693 -- Requires collisiondetection = true to have any effect.
8695 attached = ObjectRef,
8696 -- If defined, particle positions, velocities and accelerations are
8697 -- relative to this object's position and yaw
8700 -- If true face player using y axis only
8702 texture = "image.png",
8703 -- The texture of the particle
8705 playername = "singleplayer",
8706 -- Optional, if specified spawns particles only on the player's client
8708 animation = {Tile Animation definition},
8709 -- Optional, specifies how to animate the particles' texture
8712 -- Optional, specify particle self-luminescence in darkness.
8715 node = {name = "ignore", param2 = 0},
8716 -- Optional, if specified the particles will have the same appearance as
8717 -- node dig particles for the given node.
8718 -- `texture` and `animation` will be ignored if this is set.
8721 -- Optional, only valid in combination with `node`
8722 -- If set to a valid number 1-6, specifies the tile from which the
8723 -- particle texture is picked.
8724 -- Otherwise, the default behavior is used. (currently: any random tile)
8727 `HTTPRequest` definition
8728 ------------------------
8730 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8733 url = "http://example.org",
8736 -- Timeout for request to be completed in seconds. Default depends on engine settings.
8738 method = "GET", "POST", "PUT" or "DELETE"
8739 -- The http method to use. Defaults to "GET".
8741 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8742 -- Data for the POST, PUT or DELETE request.
8743 -- Accepts both a string and a table. If a table is specified, encodes
8744 -- table as x-www-form-urlencoded key-value pairs.
8746 user_agent = "ExampleUserAgent",
8747 -- Optional, if specified replaces the default minetest user agent with
8750 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8751 -- Optional, if specified adds additional headers to the HTTP request.
8752 -- You must make sure that the header strings follow HTTP specification
8756 -- Optional, if true performs a multipart HTTP request.
8757 -- Default is false.
8758 -- Post only, data must be array
8760 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8761 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8764 `HTTPRequestResult` definition
8765 ------------------------------
8767 Passed to `HTTPApiTable.fetch` callback. Returned by
8768 `HTTPApiTable.fetch_async_get`.
8772 -- If true, the request has finished (either succeeded, failed or timed
8776 -- If true, the request was successful
8779 -- If true, the request timed out
8787 Authentication handler definition
8788 ---------------------------------
8790 Used by `minetest.register_authentication_handler`.
8793 get_auth = function(name),
8794 -- Get authentication data for existing player `name` (`nil` if player
8796 -- Returns following structure:
8797 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8799 create_auth = function(name, password),
8800 -- Create new auth data for player `name`.
8801 -- Note that `password` is not plain-text but an arbitrary
8802 -- representation decided by the engine.
8804 delete_auth = function(name),
8805 -- Delete auth data of player `name`.
8806 -- Returns boolean indicating success (false if player is nonexistent).
8808 set_password = function(name, password),
8809 -- Set password of player `name` to `password`.
8810 -- Auth data should be created if not present.
8812 set_privileges = function(name, privileges),
8813 -- Set privileges of player `name`.
8814 -- `privileges` is in table form, auth data should be created if not
8817 reload = function(),
8818 -- Reload authentication data from the storage location.
8819 -- Returns boolean indicating success.
8821 record_login = function(name),
8822 -- Called when player joins, used for keeping track of last_login
8824 iterate = function(),
8825 -- Returns an iterator (use with `for` loops) for all player names
8826 -- currently in the auth database
8832 Functions: bit.tobit, bit.tohex, bit.bnot, bit.band, bit.bor, bit.bxor, bit.lshift, bit.rshift, bit.arshift, bit.rol, bit.ror, bit.bswap
8834 See http://bitop.luajit.org/ for advanced information.