1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `author`: The author of the game. It only appears when downloaded from
84 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
85 an internal ID used to track versions.
87 Used to set default settings when running this game.
89 In the same format as the one in builtin.
90 This settingtypes.txt will be parsed by the menu and the settings will be
91 displayed in the "Games" category in the advanced settings tab.
92 * If the game contains a folder called `textures` the server will load it as a
93 texturepack, overriding mod textures.
94 Any server texturepack will override mod textures and the game texturepack.
99 Games can provide custom main menu images. They are put inside a `menu`
100 directory inside the game directory.
102 The images are named `$identifier.png`, where `$identifier` is one of
103 `overlay`, `background`, `footer`, `header`.
104 If you want to specify multiple images for one identifier, add additional
105 images named like `$identifier.$n.png`, with an ascending number $n starting
106 with 1, and a random image will be chosen from the provided ones.
117 Paths are relative to the directories listed in the [Paths] section above.
119 * `games/<gameid>/mods/`
121 * `worlds/<worldname>/worldmods/`
126 It is possible to include a game in a world; in this case, no mods or
127 games are loaded or checked from anywhere else.
129 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
132 Mods should then be placed in `<worldname>/game/mods/`.
137 Mods can be put in a subdirectory, if the parent directory, which otherwise
138 should be a mod, contains a file named `modpack.conf`.
139 The file is a key-value store of modpack details.
141 * `name`: The modpack name. Allows Minetest to determine the modpack name even
142 if the folder is wrongly named.
143 * `description`: Description of mod to be shown in the Mods tab of the main
145 * `author`: The author of the modpack. It only appears when downloaded from
147 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
148 internal ID used to track versions.
149 * `title`: A human-readable title to address the modpack.
151 Note: to support 0.4.x, please also create an empty modpack.txt file.
153 Mod directory structure
154 -----------------------
160 │ ├── settingtypes.txt
164 │ │ ├── modname_stuff.png
165 │ │ ├── modname_stuff_normal.png
166 │ │ ├── modname_something_else.png
167 │ │ ├── subfolder_foo
168 │ │ │ ├── modname_more_stuff.png
169 │ │ │ └── another_subfolder
170 │ │ └── bar_subfolder
179 The location of this directory can be fetched by using
180 `minetest.get_modpath(modname)`.
184 A `Settings` file that provides meta information about the mod.
186 * `name`: The mod name. Allows Minetest to determine the mod name even if the
187 folder is wrongly named.
188 * `description`: Description of mod to be shown in the Mods tab of the main
190 * `depends`: A comma separated list of dependencies. These are mods that must be
191 loaded before this mod.
192 * `optional_depends`: A comma separated list of optional dependencies.
193 Like a dependency, but no error if the mod doesn't exist.
194 * `author`: The author of the mod. It only appears when downloaded from
196 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
197 internal ID used to track versions.
198 * `title`: A human-readable title to address the mod.
200 Note: to support 0.4.x, please also provide depends.txt.
204 A screenshot shown in the mod manager within the main menu. It should
205 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
209 **Deprecated:** you should use mod.conf instead.
211 This file is used if there are no dependencies in mod.conf.
213 List of mods that have to be loaded before loading this mod.
215 A single line contains a single modname.
217 Optional dependencies can be defined by appending a question mark
218 to a single modname. This means that if the specified mod
219 is missing, it does not prevent this mod from being loaded.
221 ### `description.txt`
223 **Deprecated:** you should use mod.conf instead.
225 This file is used if there is no description in mod.conf.
227 A file containing a description to be shown in the Mods tab of the main menu.
229 ### `settingtypes.txt`
231 The format is documented in `builtin/settingtypes.txt`.
232 It is parsed by the main menu settings dialogue to list mod-specific
233 settings in the "Mods" category.
237 The main Lua script. Running this script should register everything it
238 wants to register. Subsequent execution depends on minetest calling the
239 registered callbacks.
241 `minetest.settings` can be used to read custom or existing settings at load
242 time, if necessary. (See [`Settings`])
244 ### `textures`, `sounds`, `media`, `models`, `locale`
246 Media files (textures, sounds, whatever) that will be transferred to the
247 client and will be available for use by the mod and translation files for
248 the clients (see [Translations]).
250 It is suggested to use the folders for the purpous they are thought for,
251 eg. put textures into `textures`, translation files into `locale`,
252 models for entities or meshnodes into `models` et cetera.
254 These folders and subfolders can contain subfolders.
255 Subfolders with names starting with `_` or `.` are ignored.
256 If a subfolder contains a media file with the same name as a media file
257 in one of its parents, the parent's file is used.
262 Registered names should generally be in this format:
266 `<whatever>` can have these characters:
270 This is to prevent conflicting names from corrupting maps and is
271 enforced by the mod loader.
273 Registered names can be overridden by prefixing the name with `:`. This can
274 be used for overriding the registrations of some other mod.
276 The `:` prefix can also be used for maintaining backwards compatibility.
280 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
281 So the name should be `experimental:tnt`.
283 Any mod can redefine `experimental:tnt` by using the name
287 when registering it. That mod is required to have `experimental` as a
296 Aliases of itemnames can be added by using
297 `minetest.register_alias(alias, original_name)` or
298 `minetest.register_alias_force(alias, original_name)`.
300 This adds an alias `alias` for the item called `original_name`.
301 From now on, you can use `alias` to refer to the item `original_name`.
303 The only difference between `minetest.register_alias` and
304 `minetest.register_alias_force` is that if an item named `alias` already exists,
305 `minetest.register_alias` will do nothing while
306 `minetest.register_alias_force` will unregister it.
308 This can be used for maintaining backwards compatibility.
310 This can also set quick access names for things, e.g. if
311 you have an item called `epiclylongmodname:stuff`, you could do
313 minetest.register_alias("stuff", "epiclylongmodname:stuff")
315 and be able to use `/giveme stuff`.
320 In a game, a certain number of these must be set to tell core mapgens which
321 of the game's nodes are to be used for core mapgen generation. For example:
323 minetest.register_alias("mapgen_stone", "default:stone")
325 ### Aliases for non-V6 mapgens
327 #### Essential aliases
330 * mapgen_water_source
331 * mapgen_river_water_source
333 `mapgen_river_water_source` is required for mapgens with sloping rivers where
334 it is necessary to have a river liquid node with a short `liquid_range` and
335 `liquid_renewable = false` to avoid flooding.
337 #### Optional aliases
341 Fallback lava node used if cave liquids are not defined in biome definitions.
342 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
346 Fallback node used if dungeon nodes are not defined in biome definitions.
347 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
349 ### Aliases needed for Mapgen V6
352 * mapgen_water_source
355 * mapgen_dirt_with_grass
358 * mapgen_desert_stone
360 * mapgen_dirt_with_snow
369 * mapgen_jungleleaves
372 * mapgen_pine_needles
375 * mapgen_stair_cobble
377 * mapgen_stair_desert_stone
379 ### Setting the node used in Mapgen Singlenode
381 By default the world is filled with air nodes. To set a different node use, for
384 minetest.register_alias("mapgen_singlenode", "default:stone")
392 Mods should generally prefix their textures with `modname_`, e.g. given
393 the mod name `foomod`, a texture could be called:
397 Textures are referred to by their complete name, or alternatively by
398 stripping out the file extension:
400 * e.g. `foomod_foothing.png`
401 * e.g. `foomod_foothing`
407 There are various texture modifiers that can be used
408 to let the client generate textures on-the-fly.
409 The modifiers are applied directly in sRGB colorspace,
410 i.e. without gamma-correction.
412 ### Texture overlaying
414 Textures can be overlaid by putting a `^` between them.
418 default_dirt.png^default_grass_side.png
420 `default_grass_side.png` is overlaid over `default_dirt.png`.
421 The texture with the lower resolution will be automatically upscaled to
422 the higher resolution texture.
426 Textures can be grouped together by enclosing them in `(` and `)`.
428 Example: `cobble.png^(thing1.png^thing2.png)`
430 A texture for `thing1.png^thing2.png` is created and the resulting
431 texture is overlaid on top of `cobble.png`.
435 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
436 passing complex texture names as arguments. Escaping is done with backslash and
437 is required for `^` and `:`.
439 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
441 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
442 on top of `cobble.png`.
444 ### Advanced texture modifiers
450 * `[crack:<t>:<n>:<p>`
451 * `[cracko:<t>:<n>:<p>`
455 * `<t>`: tile count (in each direction)
456 * `<n>`: animation frame count
457 * `<p>`: current animation frame
459 Draw a step of the crack animation on the texture.
460 `crack` draws it normally, while `cracko` lays it over, keeping transparent
465 default_cobble.png^[crack:10:1
467 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
473 * `<file>`: texture to combine
475 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
476 specified coordinates.
480 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
482 #### `[resize:<w>x<h>`
484 Resizes the texture to the given dimensions.
488 default_sandstone.png^[resize:16x16
492 Makes the base image transparent according to the given ratio.
494 `r` must be between 0 (transparent) and 255 (opaque).
498 default_sandstone.png^[opacity:127
500 #### `[invert:<mode>`
502 Inverts the given channels of the base image.
503 Mode may contain the characters "r", "g", "b", "a".
504 Only the channels that are mentioned in the mode string will be inverted.
508 default_apple.png^[invert:rgb
512 Brightens the texture.
516 tnt_tnt_side.png^[brighten
520 Makes the texture completely opaque.
524 default_leaves.png^[noalpha
526 #### `[makealpha:<r>,<g>,<b>`
528 Convert one color to transparency.
532 default_cobble.png^[makealpha:128,128,128
536 * `<t>`: transformation(s) to apply
538 Rotates and/or flips the image.
540 `<t>` can be a number (between 0 and 7) or a transform name.
541 Rotations are counter-clockwise.
544 1 R90 rotate by 90 degrees
545 2 R180 rotate by 180 degrees
546 3 R270 rotate by 270 degrees
548 5 FXR90 flip X then rotate by 90 degrees
550 7 FYR90 flip Y then rotate by 90 degrees
554 default_stone.png^[transformFXR90
556 #### `[inventorycube{<top>{<left>{<right>`
558 Escaping does not apply here and `^` is replaced by `&` in texture names
561 Create an inventory cube texture using the side textures.
565 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
567 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
568 `dirt.png^grass_side.png` textures
570 #### `[lowpart:<percent>:<file>`
572 Blit the lower `<percent>`% part of `<file>` on the texture.
576 base.png^[lowpart:25:overlay.png
578 #### `[verticalframe:<t>:<n>`
580 * `<t>`: animation frame count
581 * `<n>`: current animation frame
583 Crops the texture to a frame of a vertical animation.
587 default_torch_animated.png^[verticalframe:16:8
591 Apply a mask to the base image.
593 The mask is applied using binary AND.
595 #### `[sheet:<w>x<h>:<x>,<y>`
597 Retrieves a tile at position x,y from the base image
598 which it assumes to be a tilesheet with dimensions w,h.
600 #### `[colorize:<color>:<ratio>`
602 Colorize the textures with the given color.
603 `<color>` is specified as a `ColorString`.
604 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
605 it is an int, then it specifies how far to interpolate between the
606 colors where 0 is only the texture color and 255 is only `<color>`. If
607 omitted, the alpha of `<color>` will be used as the ratio. If it is
608 the word "`alpha`", then each texture pixel will contain the RGB of
609 `<color>` and the alpha of `<color>` multiplied by the alpha of the
612 #### `[multiply:<color>`
614 Multiplies texture colors with the given color.
615 `<color>` is specified as a `ColorString`.
616 Result is more like what you'd expect if you put a color on top of another
617 color, meaning white surfaces get a lot of your new color while black parts
618 don't change very much.
623 The goal of hardware coloring is to simplify the creation of
624 colorful nodes. If your textures use the same pattern, and they only
625 differ in their color (like colored wool blocks), you can use hardware
626 coloring instead of creating and managing many texture files.
627 All of these methods use color multiplication (so a white-black texture
628 with red coloring will result in red-black color).
632 This method is useful if you wish to create nodes/items with
633 the same texture, in different colors, each in a new node/item definition.
637 When you register an item or node, set its `color` field (which accepts a
638 `ColorSpec`) to the desired color.
640 An `ItemStack`'s static color can be overwritten by the `color` metadata
641 field. If you set that field to a `ColorString`, that color will be used.
645 Each tile may have an individual static color, which overwrites every
646 other coloring method. To disable the coloring of a face,
647 set its color to white (because multiplying with white does nothing).
648 You can set the `color` property of the tiles in the node's definition
649 if the tile is in table format.
653 For nodes and items which can have many colors, a palette is more
654 suitable. A palette is a texture, which can contain up to 256 pixels.
655 Each pixel is one possible color for the node/item.
656 You can register one node/item, which can have up to 256 colors.
658 #### Palette indexing
660 When using palettes, you always provide a pixel index for the given
661 node or `ItemStack`. The palette is read from left to right and from
662 top to bottom. If the palette has less than 256 pixels, then it is
663 stretched to contain exactly 256 pixels (after arranging the pixels
664 to one line). The indexing starts from 0.
668 * 16x16 palette, index = 0: the top left corner
669 * 16x16 palette, index = 4: the fifth pixel in the first row
670 * 16x16 palette, index = 16: the pixel below the top left corner
671 * 16x16 palette, index = 255: the bottom right corner
672 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
673 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
674 to ensure the total 256 pixels.
675 * 2x4 palette, index = 32: the top right corner
676 * 2x4 palette, index = 63: the top right corner
677 * 2x4 palette, index = 64: the pixel below the top left corner
679 #### Using palettes with items
681 When registering an item, set the item definition's `palette` field to
682 a texture. You can also use texture modifiers.
684 The `ItemStack`'s color depends on the `palette_index` field of the
685 stack's metadata. `palette_index` is an integer, which specifies the
686 index of the pixel to use.
688 #### Linking palettes with nodes
690 When registering a node, set the item definition's `palette` field to
691 a texture. You can also use texture modifiers.
692 The node's color depends on its `param2`, so you also must set an
693 appropriate `paramtype2`:
695 * `paramtype2 = "color"` for nodes which use their full `param2` for
696 palette indexing. These nodes can have 256 different colors.
697 The palette should contain 256 pixels.
698 * `paramtype2 = "colorwallmounted"` for nodes which use the first
699 five bits (most significant) of `param2` for palette indexing.
700 The remaining three bits are describing rotation, as in `wallmounted`
701 paramtype2. Division by 8 yields the palette index (without stretching the
702 palette). These nodes can have 32 different colors, and the palette
703 should contain 32 pixels.
705 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
706 pixel will be picked from the palette.
707 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
708 pixel will be picked from the palette.
709 * `paramtype2 = "colorfacedir"` for nodes which use the first
710 three bits of `param2` for palette indexing. The remaining
711 five bits are describing rotation, as in `facedir` paramtype2.
712 Division by 32 yields the palette index (without stretching the
713 palette). These nodes can have 8 different colors, and the
714 palette should contain 8 pixels.
716 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
717 first (= 0 + 1) pixel will be picked from the palette.
718 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
719 second (= 1 + 1) pixel will be picked from the palette.
721 To colorize a node on the map, set its `param2` value (according
722 to the node's paramtype2).
724 ### Conversion between nodes in the inventory and on the map
726 Static coloring is the same for both cases, there is no need
729 If the `ItemStack`'s metadata contains the `color` field, it will be
730 lost on placement, because nodes on the map can only use palettes.
732 If the `ItemStack`'s metadata contains the `palette_index` field, it is
733 automatically transferred between node and item forms by the engine,
734 when a player digs or places a colored node.
735 You can disable this feature by setting the `drop` field of the node
736 to itself (without metadata).
737 To transfer the color to a special drop, you need a drop table.
741 minetest.register_node("mod:stone", {
742 description = "Stone",
743 tiles = {"default_stone.png"},
744 paramtype2 = "color",
745 palette = "palette.png",
748 -- assume that mod:cobblestone also has the same palette
749 {items = {"mod:cobblestone"}, inherit_color = true },
754 ### Colored items in craft recipes
756 Craft recipes only support item strings, but fortunately item strings
757 can also contain metadata. Example craft recipe registration:
759 minetest.register_craft({
760 output = minetest.itemstring_with_palette("wool:block", 3),
768 To set the `color` field, you can use `minetest.itemstring_with_color`.
770 Metadata field filtering in the `recipe` field are not supported yet,
771 so the craft output is independent of the color of the ingredients.
776 Sometimes hardware coloring is not enough, because it affects the
777 whole tile. Soft texture overlays were added to Minetest to allow
778 the dynamic coloring of only specific parts of the node's texture.
779 For example a grass block may have colored grass, while keeping the
782 These overlays are 'soft', because unlike texture modifiers, the layers
783 are not merged in the memory, but they are simply drawn on top of each
784 other. This allows different hardware coloring, but also means that
785 tiles with overlays are drawn slower. Using too much overlays might
788 For inventory and wield images you can specify overlays which
789 hardware coloring does not modify. You have to set `inventory_overlay`
790 and `wield_overlay` fields to an image name.
792 To define a node overlay, simply set the `overlay_tiles` field of the node
793 definition. These tiles are defined in the same way as plain tiles:
794 they can have a texture name, color etc.
795 To skip one face, set that overlay tile to an empty string.
797 Example (colored grass block):
799 minetest.register_node("default:dirt_with_grass", {
800 description = "Dirt with Grass",
801 -- Regular tiles, as usual
802 -- The dirt tile disables palette coloring
803 tiles = {{name = "default_grass.png"},
804 {name = "default_dirt.png", color = "white"}},
805 -- Overlay tiles: define them in the same style
806 -- The top and bottom tile does not have overlay
807 overlay_tiles = {"", "",
808 {name = "default_grass_side.png"}},
809 -- Global color, used in inventory
811 -- Palette in the world
812 paramtype2 = "color",
813 palette = "default_foilage.png",
822 Only Ogg Vorbis files are supported.
824 For positional playing of sounds, only single-channel (mono) files are
825 supported. Otherwise OpenAL will play them non-positionally.
827 Mods should generally prefix their sounds with `modname_`, e.g. given
828 the mod name "`foomod`", a sound could be called:
832 Sounds are referred to by their name with a dot, a single digit and the
833 file extension stripped out. When a sound is played, the actual sound file
834 is chosen randomly from the matching sounds.
836 When playing the sound `foomod_foosound`, the sound is chosen randomly
837 from the available ones of the following files:
839 * `foomod_foosound.ogg`
840 * `foomod_foosound.0.ogg`
841 * `foomod_foosound.1.ogg`
843 * `foomod_foosound.9.ogg`
845 Examples of sound parameter tables:
847 -- Play locationless on all clients
849 gain = 1.0, -- default
850 fade = 0.0, -- default, change to a value > 0 to fade the sound in
851 pitch = 1.0, -- default
853 -- Play locationless to one player
856 gain = 1.0, -- default
857 fade = 0.0, -- default, change to a value > 0 to fade the sound in
858 pitch = 1.0, -- default
860 -- Play locationless to one player, looped
863 gain = 1.0, -- default
866 -- Play at a location
868 pos = {x = 1, y = 2, z = 3},
869 gain = 1.0, -- default
870 max_hear_distance = 32, -- default, uses an euclidean metric
872 -- Play connected to an object, looped
874 object = <an ObjectRef>,
875 gain = 1.0, -- default
876 max_hear_distance = 32, -- default, uses an euclidean metric
879 -- Play at a location, heard by anyone *but* the given player
881 pos = {x = 32, y = 0, z = 100},
882 max_hear_distance = 40,
883 exclude_player = name,
886 Looped sounds must either be connected to an object or played locationless to
887 one player using `to_player = name`.
889 A positional sound will only be heard by players that are within
890 `max_hear_distance` of the sound position, at the start of the sound.
892 `exclude_player = name` can be applied to locationless, positional and object-
893 bound sounds to exclude a single player from hearing them.
898 Specifies a sound name, gain (=volume) and pitch.
899 This is either a string or a table.
901 In string form, you just specify the sound name or
902 the empty string for no sound.
904 Table form has the following fields:
907 * `gain`: Volume (`1.0` = 100%)
908 * `pitch`: Pitch (`1.0` = 100%)
910 `gain` and `pitch` are optional and default to `1.0`.
916 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
917 * `{name = "default_place_node"}`: Same as above
918 * `{name = "default_place_node", gain = 0.5}`: 50% volume
919 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
924 These sound files are played back by the engine if provided.
926 * `player_damage`: Played when the local player takes damage (gain = 0.5)
927 * `player_falling_damage`: Played when the local player takes
928 damage by falling (gain = 0.5)
929 * `player_jump`: Played when the local player jumps
930 * `default_dig_<groupname>`: Default node digging sound
931 (see node sound definition for details)
933 Registered definitions
934 ======================
936 Anything added using certain [Registration functions] gets added to one or more
937 of the global [Registered definition tables].
939 Note that in some cases you will stumble upon things that are not contained
940 in these tables (e.g. when a mod has been removed). Always check for
941 existence before trying to access the fields.
945 All nodes register with `minetest.register_node` get added to the table
946 `minetest.registered_nodes`.
948 If you want to check the drawtype of a node, you could do:
950 local function get_nodedef_field(nodename, fieldname)
951 if not minetest.registered_nodes[nodename] then
954 return minetest.registered_nodes[nodename][fieldname]
956 local drawtype = get_nodedef_field(nodename, "drawtype")
964 Nodes are the bulk data of the world: cubes and other things that take the
965 space of a cube. Huge amounts of them are handled efficiently, but they
968 The definition of a node is stored and can be accessed by using
970 minetest.registered_nodes[node.name]
972 See [Registered definitions].
974 Nodes are passed by value between Lua and the engine.
975 They are represented by a table:
977 {name="name", param1=num, param2=num}
979 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
980 them for certain automated functions. If you don't use these functions, you can
981 use them to store arbitrary values.
986 The functions of `param1` and `param2` are determined by certain fields in the
989 The function of `param1` is determined by `paramtype` in node definition.
990 `param1` is reserved for the engine when `paramtype != "none"`.
992 * `paramtype = "light"`
993 * The value stores light with and without sun in its upper and lower 4 bits
995 * Required by a light source node to enable spreading its light.
996 * Required by the following drawtypes as they determine their visual
997 brightness from their internal light value:
1007 * `paramtype = "none"`
1008 * `param1` will not be used by the engine and can be used to store
1011 The function of `param2` is determined by `paramtype2` in node definition.
1012 `param2` is reserved for the engine when `paramtype2 != "none"`.
1014 * `paramtype2 = "flowingliquid"`
1015 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1016 * The liquid level and a flag of the liquid are stored in `param2`
1017 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
1018 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1019 * `paramtype2 = "wallmounted"`
1020 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
1021 * The rotation of the node is stored in `param2`
1022 * You can make this value by using `minetest.dir_to_wallmounted()`
1023 * Values range 0 - 5
1024 * The value denotes at which direction the node is "mounted":
1025 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1026 * `paramtype2 = "facedir"`
1027 * Supported drawtypes: "normal", "nodebox", "mesh"
1028 * The rotation of the node is stored in `param2`. Furnaces and chests are
1029 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1030 * Values range 0 - 23
1031 * facedir / 4 = axis direction:
1032 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1033 * facedir modulo 4 = rotation around that axis
1034 * `paramtype2 = "leveled"`
1035 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1037 * The level of the top face of the nodebox is stored in `param2`.
1038 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1040 * The nodebox height is (`param2` / 64) nodes.
1041 * The maximum accepted value of `param2` is 127.
1043 * The height of the 'plantlike' section is stored in `param2`.
1044 * The height is (`param2` / 16) nodes.
1045 * `paramtype2 = "degrotate"`
1046 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1048 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1049 get the actual rotation in degrees of the node.
1050 * `paramtype2 = "meshoptions"`
1051 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1052 optional modifiers of the "plant". `param2` is a bitfield.
1053 * Bits 0 to 2 select the shape.
1054 Use only one of the values below:
1055 * 0 = a "x" shaped plant (ordinary plant)
1056 * 1 = a "+" shaped plant (just rotated 45 degrees)
1057 * 2 = a "*" shaped plant with 3 faces instead of 2
1058 * 3 = a "#" shaped plant with 4 faces instead of 2
1059 * 4 = a "#" shaped plant with 4 faces that lean outwards
1060 * 5-7 are unused and reserved for future meshes.
1061 * Bits 3 to 7 are used to enable any number of optional modifiers.
1062 Just add the corresponding value(s) below to `param2`:
1063 * 8 - Makes the plant slightly vary placement horizontally
1064 * 16 - Makes the plant mesh 1.4x larger
1065 * 32 - Moves each face randomly a small bit down (1/8 max)
1066 * values 64 and 128 (bits 6-7) are reserved for future use.
1067 * Example: `param2 = 0` selects a normal "x" shaped plant
1068 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1069 * `paramtype2 = "color"`
1070 * `param2` tells which color is picked from the palette.
1071 The palette should have 256 pixels.
1072 * `paramtype2 = "colorfacedir"`
1073 * Same as `facedir`, but with colors.
1074 * The first three bits of `param2` tells which color is picked from the
1075 palette. The palette should have 8 pixels.
1076 * `paramtype2 = "colorwallmounted"`
1077 * Same as `wallmounted`, but with colors.
1078 * The first five bits of `param2` tells which color is picked from the
1079 palette. The palette should have 32 pixels.
1080 * `paramtype2 = "glasslikeliquidlevel"`
1081 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1083 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1085 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1086 * `paramtype2 = "none"`
1087 * `param2` will not be used by the engine and can be used to store
1090 Nodes can also contain extra data. See [Node Metadata].
1095 There are a bunch of different looking node types.
1097 Look for examples in `games/devtest` or `games/minetest_game`.
1100 * A node-sized cube.
1102 * Invisible, uses no texture.
1104 * The cubic source node for a liquid.
1106 * The flowing version of a liquid, appears with various heights and slopes.
1108 * Often used for partially-transparent nodes.
1109 * Only external sides of textures are visible.
1110 * `glasslike_framed`
1111 * All face-connected nodes are drawn as one volume within a surrounding
1113 * The frame appearance is generated from the edges of the first texture
1114 specified in `tiles`. The width of the edges used are 1/16th of texture
1115 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1116 * The glass 'shine' (or other desired detail) on each node face is supplied
1117 by the second texture specified in `tiles`.
1118 * `glasslike_framed_optional`
1119 * This switches between the above 2 drawtypes according to the menu setting
1122 * Often used for partially-transparent nodes.
1123 * External and internal sides of textures are visible.
1124 * `allfaces_optional`
1125 * Often used for leaves nodes.
1126 * This switches between `normal`, `glasslike` and `allfaces` according to
1127 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1128 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1129 is used instead, if present. This allows a visually thicker texture to be
1130 used to compensate for how `glasslike` reduces visual thickness.
1132 * A single vertical texture.
1133 * If placed on top of a node, uses the first texture specified in `tiles`.
1134 * If placed against the underside of a node, uses the second texture
1135 specified in `tiles`.
1136 * If placed on the side of a node, uses the third texture specified in
1137 `tiles` and is perpendicular to that node.
1139 * A single texture parallel to, and mounted against, the top, underside or
1142 * Two vertical and diagonal textures at right-angles to each other.
1143 * See `paramtype2 = "meshoptions"` above for other options.
1145 * When above a flat surface, appears as 6 textures, the central 2 as
1146 `plantlike` plus 4 more surrounding those.
1147 * If not above a surface the central 2 do not appear, but the texture
1148 appears against the faces of surrounding nodes if they are present.
1150 * A 3D model suitable for a wooden fence.
1151 * One placed node appears as a single vertical post.
1152 * Adjacently-placed nodes cause horizontal bars to appear between them.
1154 * Often used for tracks for mining carts.
1155 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1156 curved, t-junction, crossing.
1157 * Each placed node automatically switches to a suitable rotated texture
1158 determined by the adjacent `raillike` nodes, in order to create a
1159 continuous track network.
1160 * Becomes a sloping node if placed against stepped nodes.
1162 * Often used for stairs and slabs.
1163 * Allows defining nodes consisting of an arbitrary number of boxes.
1164 * See [Node boxes] below for more information.
1166 * Uses models for nodes.
1167 * Tiles should hold model materials textures.
1168 * Only static meshes are implemented.
1169 * For supported model formats see Irrlicht engine documentation.
1170 * `plantlike_rooted`
1171 * Enables underwater `plantlike` without air bubbles around the nodes.
1172 * Consists of a base cube at the co-ordinates of the node plus a
1173 `plantlike` extension above with a height of `param2 / 16` nodes.
1174 * The `plantlike` extension visually passes through any nodes above the
1175 base cube without affecting them.
1176 * The base cube texture tiles are defined as normal, the `plantlike`
1177 extension uses the defined special tile, for example:
1178 `special_tiles = {{name = "default_papyrus.png"}},`
1180 `*_optional` drawtypes need less rendering time if deactivated
1181 (always client-side).
1186 Node selection boxes are defined using "node boxes".
1188 A nodebox is defined as any of:
1191 -- A normal cube; the default in most things
1195 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1197 fixed = box OR {box1, box2, ...}
1200 -- A variable height box (or boxes) with the top face position defined
1201 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1203 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1205 fixed = box OR {box1, box2, ...}
1208 -- A box like the selection box for torches
1209 -- (wallmounted param2 is used, if applicable)
1210 type = "wallmounted",
1216 -- A node that has optional boxes depending on neighbouring nodes'
1217 -- presence and type. See also `connects_to`.
1219 fixed = box OR {box1, box2, ...}
1220 connect_top = box OR {box1, box2, ...}
1221 connect_bottom = box OR {box1, box2, ...}
1222 connect_front = box OR {box1, box2, ...}
1223 connect_left = box OR {box1, box2, ...}
1224 connect_back = box OR {box1, box2, ...}
1225 connect_right = box OR {box1, box2, ...}
1226 -- The following `disconnected_*` boxes are the opposites of the
1227 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1228 -- on the respective side, the corresponding disconnected box is drawn.
1229 disconnected_top = box OR {box1, box2, ...}
1230 disconnected_bottom = box OR {box1, box2, ...}
1231 disconnected_front = box OR {box1, box2, ...}
1232 disconnected_left = box OR {box1, box2, ...}
1233 disconnected_back = box OR {box1, box2, ...}
1234 disconnected_right = box OR {box1, box2, ...}
1235 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1236 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1237 -- neighbours to the sides
1240 A `box` is defined as:
1242 {x1, y1, z1, x2, y2, z2}
1244 A box of a regular node would look like:
1246 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1251 Map terminology and coordinates
1252 ===============================
1254 Nodes, mapblocks, mapchunks
1255 ---------------------------
1257 A 'node' is the fundamental cubic unit of a world and appears to a player as
1258 roughly 1x1x1 meters in size.
1260 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1261 fundamental region of a world that is stored in the world database, sent to
1262 clients and handled by many parts of the engine.
1263 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1264 'node', however 'block' often appears in the API.
1266 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1267 (80x80x80 nodes) and is the volume of world generated in one operation by
1269 The size in mapblocks has been chosen to optimise map generation.
1274 ### Orientation of axes
1276 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1278 ### Node coordinates
1280 Almost all positions used in the API use node coordinates.
1282 ### Mapblock coordinates
1284 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1285 specify a particular mapblock.
1286 For example blockpos (0,0,0) specifies the mapblock that extends from
1287 node position (0,0,0) to node position (15,15,15).
1289 #### Converting node position to the containing blockpos
1291 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1294 * blockpos = math.floor(nodepos / 16)
1296 #### Converting blockpos to min/max node positions
1298 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1302 nodepos = blockpos * 16
1304 nodepos = blockpos * 16 + 15
1315 The position field is used for all element types.
1317 To account for differing resolutions, the position coordinates are the
1318 percentage of the screen, ranging in value from `0` to `1`.
1320 The name field is not yet used, but should contain a description of what the
1321 HUD element represents.
1323 The `direction` field is the direction in which something is drawn.
1324 `0` draws from left to right, `1` draws from right to left, `2` draws from
1325 top to bottom, and `3` draws from bottom to top.
1327 The `alignment` field specifies how the item will be aligned. It is a table
1328 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1329 moved to the left/up, and `1` is to the right/down. Fractional values can be
1332 The `offset` field specifies a pixel offset from the position. Contrary to
1333 position, the offset is not scaled to screen size. This allows for some
1334 precisely positioned items in the HUD.
1336 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1339 The `z_index` field specifies the order of HUD elements from back to front.
1340 Lower z-index elements are displayed behind higher z-index elements. Elements
1341 with same z-index are displayed in an arbitrary order. Default 0.
1342 Supports negative values. By convention, the following values are recommended:
1344 * -400: Graphical effects, such as vignette
1345 * -300: Name tags, waypoints
1347 * -100: Things that block the player's view, e.g. masks
1348 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1349 minimap, builtin statbars, etc.
1350 * 100: Temporary text messages or notification icons
1351 * 1000: Full-screen effects such as full-black screen or credits.
1352 This includes effects that cover the entire screen
1353 * Other: If your HUD element doesn't fit into any category, pick a number
1354 between the suggested values
1358 Below are the specific uses for fields in each type; fields not listed for that
1363 Displays an image on the HUD.
1365 * `scale`: The scale of the image, with 1 being the original texture size.
1366 Only the X coordinate scale is used (positive values).
1367 Negative values represent that percentage of the screen it
1368 should take; e.g. `x=-100` means 100% (width).
1369 * `text`: The name of the texture that is displayed.
1370 * `alignment`: The alignment of the image.
1371 * `offset`: offset in pixels from position.
1375 Displays text on the HUD.
1377 * `scale`: Defines the bounding rectangle of the text.
1378 A value such as `{x=100, y=100}` should work.
1379 * `text`: The text to be displayed in the HUD element.
1380 * `number`: An integer containing the RGB value of the color used to draw the
1381 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1382 * `alignment`: The alignment of the text.
1383 * `offset`: offset in pixels from position.
1384 * `size`: size of the text.
1385 The player-set font size is multiplied by size.x (y value isn't used).
1389 Displays a horizontal bar made up of half-images with an optional background.
1391 * `text`: The name of the texture to use.
1392 * `text2`: Optional texture name to enable a background / "off state"
1393 texture (useful to visualize the maximal value). Both textures
1394 must have the same size.
1395 * `number`: The number of half-textures that are displayed.
1396 If odd, will end with a vertically center-split texture.
1397 * `item`: Same as `number` but for the "off state" texture
1398 * `direction`: To which direction the images will extend to
1399 * `offset`: offset in pixels from position.
1400 * `size`: If used, will force full-image size to this value (override texture
1405 * `text`: The name of the inventory list to be displayed.
1406 * `number`: Number of items in the inventory to be displayed.
1407 * `item`: Position of item that is selected.
1409 * `offset`: offset in pixels from position.
1413 Displays distance to selected world position.
1415 * `name`: The name of the waypoint.
1416 * `text`: Distance suffix. Can be blank.
1417 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1418 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1419 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1420 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1421 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1422 `precision = n` will show multiples of `1/n`
1423 * `number:` An integer containing the RGB value of the color used to draw the
1425 * `world_pos`: World position of the waypoint.
1426 * `offset`: offset in pixels from position.
1427 * `alignment`: The alignment of the waypoint.
1429 ### `image_waypoint`
1431 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1433 * `scale`: The scale of the image, with 1 being the original texture size.
1434 Only the X coordinate scale is used (positive values).
1435 Negative values represent that percentage of the screen it
1436 should take; e.g. `x=-100` means 100% (width).
1437 * `text`: The name of the texture that is displayed.
1438 * `alignment`: The alignment of the image.
1439 * `world_pos`: World position of the waypoint.
1440 * `offset`: offset in pixels from position.
1444 Displays an image oriented or translated according to current heading direction.
1446 * `size`: The size of this element. Negative values represent percentage
1447 of the screen; e.g. `x=-100` means 100% (width).
1448 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1449 * `text`: The name of the texture to use.
1450 * `alignment`: The alignment of the image.
1451 * `offset`: Offset in pixels from position.
1452 * `dir`: How the image is rotated/translated:
1453 * 0 - Rotate as heading direction
1454 * 1 - Rotate in reverse direction
1455 * 2 - Translate as landscape direction
1456 * 3 - Translate in reverse direction
1458 If translation is chosen, texture is repeated horizontally to fill the whole element.
1462 Displays a minimap on the HUD.
1464 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1466 * `alignment`: The alignment of the minimap.
1467 * `offset`: offset in pixels from position.
1469 Representations of simple things
1470 ================================
1475 {x=num, y=num, z=num}
1477 For helper functions see [Spatial Vectors].
1482 * `{type="nothing"}`
1483 * `{type="node", under=pos, above=pos}`
1484 * Indicates a pointed node selection box.
1485 * `under` refers to the node position behind the pointed face.
1486 * `above` refers to the node position in front of the pointed face.
1487 * `{type="object", ref=ObjectRef}`
1489 Exact pointing location (currently only `Raycast` supports these fields):
1491 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1492 point on the selection box which is pointed at. May be in the selection box
1493 if the pointer is in the box too.
1494 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1496 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1497 selected selection box. This specifies which face is pointed at.
1498 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1504 Flag Specifier Format
1505 =====================
1507 Flags using the standardized flag specifier format can be specified in either
1508 of two ways, by string or table.
1510 The string format is a comma-delimited set of flag names; whitespace and
1511 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1512 flag, and specifying a flag prefixed by the string `"no"` explicitly
1513 clears the flag from whatever the default may be.
1515 In addition to the standard string flag format, the schematic flags field can
1516 also be a table of flag names to boolean values representing whether or not the
1517 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1518 is present, mapped to a boolean of any value, the specified flag is unset.
1520 E.g. A flag field of value
1522 {place_center_x = true, place_center_y=false, place_center_z=true}
1526 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1528 which is equivalent to
1530 "place_center_x, noplace_center_y, place_center_z"
1534 "place_center_x, place_center_z"
1536 since, by default, no schematic attributes are set.
1547 There are three kinds of items: nodes, tools and craftitems.
1549 * Node: Can be placed in the world's voxel grid
1550 * Tool: Has a wear property but cannot be stacked. The default use action is to
1551 dig nodes or hit objects according to its tool capabilities.
1552 * Craftitem: Cannot dig nodes or be placed
1557 All item stacks have an amount between 0 and 65535. It is 1 by
1558 default. Tool item stacks can not have an amount greater than 1.
1560 Tools use a wear (damage) value ranging from 0 to 65535. The
1561 value 0 is the default and is used for unworn tools. The values
1562 1 to 65535 are used for worn tools, where a higher value stands for
1563 a higher wear. Non-tools always have a wear value of 0.
1568 Items and item stacks can exist in three formats: Serializes, table format
1571 When an item must be passed to a function, it can usually be in any of
1576 This is called "stackstring" or "itemstring". It is a simple string with
1577 1-3 components: the full item identifier, an optional amount and an optional
1580 <identifier> [<amount>[ <wear>]]
1584 * `'default:apple'`: 1 apple
1585 * `'default:dirt 5'`: 5 dirt
1586 * `'default:pick_stone'`: a new stone pickaxe
1587 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1595 {name="default:dirt", count=5, wear=0, metadata=""}
1597 A wooden pick about 1/3 worn out:
1599 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1603 {name="default:apple", count=1, wear=0, metadata=""}
1607 A native C++ format with many helper methods. Useful for converting
1608 between formats. See the [Class reference] section for details.
1616 In a number of places, there is a group table. Groups define the
1617 properties of a thing (item, node, armor of entity, capabilities of
1618 tool) in such a way that the engine and other mods can can interact with
1619 the thing without actually knowing what the thing is.
1624 Groups are stored in a table, having the group names with keys and the
1625 group ratings as values. Group ratings are integer values within the
1626 range [-32767, 32767]. For example:
1629 groups = {crumbly=3, soil=1}
1631 -- A more special dirt-kind of thing
1632 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1634 Groups always have a rating associated with them. If there is no
1635 useful meaning for a rating for an enabled group, it shall be `1`.
1637 When not defined, the rating of a group defaults to `0`. Thus when you
1638 read groups, you must interpret `nil` and `0` as the same value, `0`.
1640 You can read the rating of a group for an item or a node by using
1642 minetest.get_item_group(itemname, groupname)
1647 Groups of items can define what kind of an item it is (e.g. wool).
1652 In addition to the general item things, groups are used to define whether
1653 a node is destroyable and how long it takes to destroy by a tool.
1658 For entities, groups are, as of now, used only for calculating damage.
1659 The rating is the percentage of damage caused by tools with this damage group.
1660 See [Entity damage mechanism].
1662 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1663 object.set_armor_groups({fleshy=30, cracky=80})
1668 Groups in tools define which groups of nodes and entities they are
1671 Groups in crafting recipes
1672 --------------------------
1674 An example: Make meat soup from any meat, any water and any bowl:
1677 output = 'food:meat_soup_raw',
1683 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1686 Another example: Make red wool from white wool and red dye:
1690 output = 'wool:red',
1691 recipe = {'wool:white', 'group:dye,basecolor_red'},
1697 The asterisk `(*)` after a group name describes that there is no engine
1698 functionality bound to it, and implementation is left up as a suggestion
1701 ### Node, item and tool groups
1703 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1704 that the item should be hidden in item lists.
1707 ### Node-only groups
1709 * `attached_node`: if the node under it is not a walkable block the node will be
1710 dropped as an item. If the node is wallmounted the wallmounted direction is
1712 * `bouncy`: value is bounce speed in percent
1713 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1714 connect to each other
1715 * `dig_immediate`: Player can always pick up node without reducing tool wear
1716 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1717 * `3`: the node always gets the digging time 0 seconds (torch)
1718 * `disable_jump`: Player (and possibly other things) cannot jump from node
1719 or if their feet are in the node. Note: not supported for `new_move = false`
1720 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1721 * `falling_node`: if there is no walkable block under the node it will fall
1722 * `float`: the node will not fall through liquids
1723 * `level`: Can be used to give an additional sense of progression in the game.
1724 * A larger level will cause e.g. a weapon of a lower level make much less
1725 damage, and get worn out much faster, or not be able to get drops
1726 from destroyed nodes.
1727 * `0` is something that is directly accessible at the start of gameplay
1728 * There is no upper limit
1729 * See also: `leveldiff` in [Tools]
1730 * `slippery`: Players and items will slide on the node.
1731 Slipperiness rises steadily with `slippery` value, starting at 1.
1734 ### Tool-only groups
1736 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1737 `"toolrepair"` crafting recipe
1740 ### `ObjectRef` groups
1742 * `immortal`: Skips all damage and breath handling for an object. This group
1743 will also hide the integrated HUD status bars for players, and is
1744 automatically set to all players when damage is disabled on the server.
1745 * `punch_operable`: For entities; disables the regular damage mechanism for
1746 players punching it by hand or a non-tool item, so that it can do something
1747 else than take damage.
1751 Known damage and digging time defining groups
1752 ---------------------------------------------
1754 * `crumbly`: dirt, sand
1755 * `cracky`: tough but crackable stuff like stone.
1756 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1757 plants, wire, sheets of metal
1758 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1759 * `fleshy`: Living things like animals and the player. This could imply
1760 some blood effects when hitting.
1761 * `explody`: Especially prone to explosions
1762 * `oddly_breakable_by_hand`:
1763 Can be added to nodes that shouldn't logically be breakable by the
1764 hand but are. Somewhat similar to `dig_immediate`, but times are more
1765 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1766 speed of a tool if the tool can dig at a faster speed than this
1767 suggests for the hand.
1769 Examples of custom groups
1770 -------------------------
1772 Item groups are often used for defining, well, _groups of items_.
1774 * `meat`: any meat-kind of a thing (rating might define the size or healing
1775 ability or be irrelevant -- it is not defined as of yet)
1776 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1778 * `flammable`: can be set on fire. Rating might define the intensity of the
1779 fire, affecting e.g. the speed of the spreading of an open fire.
1780 * `wool`: any wool (any origin, any color)
1781 * `metal`: any metal
1782 * `weapon`: any weapon
1783 * `heavy`: anything considerably heavy
1785 Digging time calculation specifics
1786 ----------------------------------
1788 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1789 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1790 faster digging time.
1792 The `level` group is used to limit the toughness of nodes a tool can dig
1793 and to scale the digging times / damage to a greater extent.
1795 **Please do understand this**, otherwise you cannot use the system to it's
1798 Tools define their properties by a list of parameters for groups. They
1799 cannot dig other groups; thus it is important to use a standard bunch of
1800 groups to enable interaction with tools.
1813 * Full punch interval
1814 * Maximum drop level
1815 * For an arbitrary list of groups:
1816 * Uses (until the tool breaks)
1817 * Maximum level (usually `0`, `1`, `2` or `3`)
1821 ### Full punch interval
1823 When used as a weapon, the tool will do full damage if this time is spent
1824 between punches. If e.g. half the time is spent, the tool will do half
1827 ### Maximum drop level
1829 Suggests the maximum level of node, when dug with the tool, that will drop
1830 it's useful item. (e.g. iron ore to drop a lump of iron).
1832 This is not automated; it is the responsibility of the node definition
1837 Determines how many uses the tool has when it is used for digging a node,
1838 of this group, of the maximum level. For lower leveled nodes, the use count
1839 is multiplied by `3^leveldiff`.
1840 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1841 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1843 * `uses=10, leveldiff=0`: actual uses: 10
1844 * `uses=10, leveldiff=1`: actual uses: 30
1845 * `uses=10, leveldiff=2`: actual uses: 90
1849 Tells what is the maximum level of a node of this group that the tool will
1854 List of digging times for different ratings of the group, for nodes of the
1857 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1858 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1859 for this group, and unable to dig the rating `1`, which is the toughest.
1860 Unless there is a matching group that enables digging otherwise.
1862 If the result digging time is 0, a delay of 0.15 seconds is added between
1863 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1864 i.e. players can more quickly click the nodes away instead of holding LMB.
1868 List of damage for groups of entities. See [Entity damage mechanism].
1870 Example definition of the capabilities of a tool
1871 ------------------------------------------------
1873 tool_capabilities = {
1874 full_punch_interval=1.5,
1877 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1879 damage_groups = {fleshy=2},
1882 This makes the tool be able to dig nodes that fulfil both of these:
1884 * Have the `crumbly` group
1885 * Have a `level` group less or equal to `2`
1887 Table of resulting digging times:
1889 crumbly 0 1 2 3 4 <- level
1891 1 0.80 1.60 1.60 - -
1892 2 0.60 1.20 1.20 - -
1893 3 0.40 0.80 0.80 - -
1895 level diff: 2 1 0 -1 -2
1897 Table of resulting tool uses:
1906 * At `crumbly==0`, the node is not diggable.
1907 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1908 easy nodes to be quickly breakable.
1909 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1914 Entity damage mechanism
1915 =======================
1920 foreach group in cap.damage_groups:
1921 damage += cap.damage_groups[group]
1922 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1923 * (object.armor_groups[group] / 100.0)
1924 -- Where object.armor_groups[group] is 0 for inexistent values
1927 Client predicts damage based on damage groups. Because of this, it is able to
1928 give an immediate response when an entity is damaged or dies; the response is
1929 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1931 Currently a smoke puff will appear when an entity dies.
1933 The group `immortal` completely disables normal damage.
1935 Entities can define a special armor group, which is `punch_operable`. This
1936 group disables the regular damage mechanism for players punching it by hand or
1937 a non-tool item, so that it can do something else than take damage.
1939 On the Lua side, every punch calls:
1941 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1944 This should never be called directly, because damage is usually not handled by
1947 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1948 accessed unless absolutely required, to encourage interoperability.
1949 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1950 * `tool_capabilities` can be `nil`.
1951 * `direction` is a unit vector, pointing from the source of the punch to
1953 * `damage` damage that will be done to entity
1954 Return value of this function will determine if damage is done by this function
1955 (retval true) or shall be done by engine (retval false)
1957 To punch an entity/object in Lua, call:
1959 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1961 * Return value is tool wear.
1962 * Parameters are equal to the above callback.
1963 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1964 will be automatically filled in based on the location of `puncher`.
1975 The instance of a node in the world normally only contains the three values
1976 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1977 It is called "node metadata"; See `NodeMetaRef`.
1979 Node metadata contains two things:
1984 Some of the values in the key-value store are handled specially:
1986 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1987 * `infotext`: Text shown on the screen when the node is pointed at
1991 local meta = minetest.get_meta(pos)
1992 meta:set_string("formspec",
1994 "list[context;main;0,0;8,4;]"..
1995 "list[current_player;main;0,5;8,4;]")
1996 meta:set_string("infotext", "Chest");
1997 local inv = meta:get_inventory()
1998 inv:set_size("main", 8*4)
1999 print(dump(meta:to_table()))
2002 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2003 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2004 [10] = "", [11] = "", [12] = "", [13] = "",
2005 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2006 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2007 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2008 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2012 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2020 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2022 Item metadata only contains a key-value store.
2024 Some of the values in the key-value store are handled specially:
2026 * `description`: Set the item stack's description.
2027 See also: `get_description` in [`ItemStack`]
2028 * `short_description`: Set the item stack's short description.
2029 See also: `get_short_description` in [`ItemStack`]
2030 * `color`: A `ColorString`, which sets the stack's color.
2031 * `palette_index`: If the item has a palette, this is used to get the
2032 current color from the palette.
2036 local meta = stack:get_meta()
2037 meta:set_string("key", "value")
2038 print(dump(meta:to_table()))
2046 Formspec defines a menu. This supports inventories and some of the
2047 typical widgets like buttons, checkboxes, text input fields, etc.
2048 It is a string, with a somewhat strange format.
2050 A formspec is made out of formspec elements, which includes widgets
2051 like buttons but also can be used to set stuff like background color.
2053 Many formspec elements have a `name`, which is a unique identifier which
2054 is used when the server receives user input. You must not use the name
2055 "quit" for formspec elements.
2057 Spaces and newlines can be inserted between the blocks, as is used in the
2060 Position and size units are inventory slots unless the new coordinate system
2061 is enabled. `X` and `Y` position the formspec element relative to the top left
2062 of the menu or container. `W` and `H` are its width and height values.
2064 If the new system is enabled, all elements have unified coordinates for all
2065 elements with no padding or spacing in between. This is highly recommended
2066 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2069 Inventories with a `player:<name>` inventory location are only sent to the
2070 player named `<name>`.
2072 When displaying text which can contain formspec code, e.g. text set by a player,
2073 use `minetest.formspec_escape`.
2074 For coloured text you can use `minetest.colorize`.
2076 Since formspec version 3, elements drawn in the order they are defined. All
2077 background elements are drawn before all other elements.
2079 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2080 reserved to pass key press events to formspec!
2082 **WARNING**: Minetest allows you to add elements to every single formspec instance
2083 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2084 appearing when you don't expect them to, or why things are styled differently
2085 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2093 list[context;main;0,0;8,4;]
2094 list[current_player;main;0,5;8,4;]
2099 list[context;fuel;2,3;1,1;]
2100 list[context;src;2,1;1,1;]
2101 list[context;dst;5,1;2,2;]
2102 list[current_player;main;0,5;8,4;]
2104 ### Minecraft-like player inventory
2107 image[1,0.6;1,2;player.png]
2108 list[current_player;main;0,3.5;8,4;]
2109 list[current_player;craft;3,0;3,3;]
2110 list[current_player;craftpreview;7,1;1,1;]
2115 ### `formspec_version[<version>]`
2117 * Set the formspec version to a certain number. If not specified,
2118 version 1 is assumed.
2119 * Must be specified before `size` element.
2120 * Clients older than this version can neither show newer elements nor display
2121 elements with new arguments correctly.
2122 * Available since feature `formspec_version_element`.
2124 ### `size[<W>,<H>,<fixed_size>]`
2126 * Define the size of the menu in inventory slots
2127 * `fixed_size`: `true`/`false` (optional)
2128 * deprecated: `invsize[<W>,<H>;]`
2130 ### `position[<X>,<Y>]`
2132 * Must be used after `size` element.
2133 * Defines the position on the game window of the formspec's `anchor` point.
2134 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2136 * [0.0, 0.0] sets the position to the top left corner of the game window.
2137 * [1.0, 1.0] sets the position to the bottom right of the game window.
2138 * Defaults to the center of the game window [0.5, 0.5].
2140 ### `anchor[<X>,<Y>]`
2142 * Must be used after both `size` and `position` (if present) elements.
2143 * Defines the location of the anchor point within the formspec.
2144 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2146 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2147 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2148 * Defaults to the center of the formspec [0.5, 0.5].
2150 * `position` and `anchor` elements need suitable values to avoid a formspec
2151 extending off the game window due to particular game window sizes.
2155 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2156 * Disables player:set_formspec_prepend() from applying to this formspec.
2158 ### `real_coordinates[<bool>]`
2160 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2161 * When set to true, all following formspec elements will use the new coordinate system.
2162 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2163 (if present), the form size will use the new coordinate system.
2164 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2165 They must enable it explicitly.
2166 * For information on converting forms to the new coordinate system, see `Migrating
2167 to Real Coordinates`.
2169 ### `container[<X>,<Y>]`
2171 * Start of a container block, moves all physical elements in the container by
2173 * Must have matching `container_end`
2174 * Containers can be nested, in which case the offsets are added
2175 (child containers are relative to parent containers)
2177 ### `container_end[]`
2179 * End of a container, following elements are no longer relative to this
2182 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2184 * Start of a scroll_container block. All contained elements will ...
2185 * take the scroll_container coordinate as position origin,
2186 * be additionally moved by the current value of the scrollbar with the name
2187 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2188 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2189 * `orientation`: possible values are `vertical` and `horizontal`.
2190 * `scroll factor`: optional, defaults to `0.1`.
2191 * Nesting is possible.
2192 * Some elements might work a little different if they are in a scroll_container.
2193 * Note: If you want the scroll_container to actually work, you also need to add a
2194 scrollbar element with the specified name. Furthermore, it is highly recommended
2195 to use a scrollbaroptions element on this scrollbar.
2197 ### `scroll_container_end[]`
2199 * End of a scroll_container, following elements are no longer bound to this
2202 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2204 * Show an inventory list if it has been sent to the client. Nothing will
2205 be shown if the inventory list is of size 0.
2206 * **Note**: With the new coordinate system, the spacing between inventory
2207 slots is one-fourth the size of an inventory slot.
2209 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2211 * Show an inventory list if it has been sent to the client. Nothing will
2212 be shown if the inventory list is of size 0.
2213 * **Note**: With the new coordinate system, the spacing between inventory
2214 slots is one-fourth the size of an inventory slot.
2216 ### `listring[<inventory location>;<list name>]`
2218 * Allows to create a ring of inventory lists
2219 * Shift-clicking on items in one element of the ring
2220 will send them to the next inventory list inside the ring
2221 * The first occurrence of an element inside the ring will
2222 determine the inventory where items will be sent to
2226 * Shorthand for doing `listring[<inventory location>;<list name>]`
2227 for the last two inventory lists added by list[...]
2229 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2231 * Sets background color of slots as `ColorString`
2232 * Sets background color of slots on mouse hovering
2234 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2236 * Sets background color of slots as `ColorString`
2237 * Sets background color of slots on mouse hovering
2238 * Sets color of slots border
2240 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2242 * Sets background color of slots as `ColorString`
2243 * Sets background color of slots on mouse hovering
2244 * Sets color of slots border
2245 * Sets default background color of tooltips
2246 * Sets default font color of tooltips
2248 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2250 * Adds tooltip for an element
2251 * `bgcolor` tooltip background color as `ColorString` (optional)
2252 * `fontcolor` tooltip font color as `ColorString` (optional)
2254 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2256 * Adds tooltip for an area. Other tooltips will take priority when present.
2257 * `bgcolor` tooltip background color as `ColorString` (optional)
2258 * `fontcolor` tooltip font color as `ColorString` (optional)
2260 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2264 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2266 * Show an animated image. The image is drawn like a "vertical_frames" tile
2267 animation (See [Tile animation definition]), but uses a frame count/duration
2269 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2270 * `texture name`: The image to use.
2271 * `frame count`: The number of frames animating the image.
2272 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2273 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2275 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>]`
2277 * Show a mesh model.
2278 * `name`: Element name that can be used for styling
2279 * `mesh`: The mesh model to use.
2280 * `textures`: The mesh textures to use according to the mesh materials.
2281 Texture names must be separated by commas.
2282 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2283 The axes are euler angles in degrees.
2284 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2285 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2287 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2289 * Show an inventory image of registered item/node
2291 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2293 * Sets background color of formspec.
2294 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2295 of the non-fullscreen and the fullscreen background.
2296 * `fullscreen` (optional) can be one of the following:
2297 * `false`: Only the non-fullscreen background color is drawn. (default)
2298 * `true`: Only the fullscreen background color is drawn.
2299 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2300 * `neither`: No background color is drawn.
2301 * Note: Leave a parameter empty to not modify the value.
2302 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2303 are not bools are only available since formspec version 3.
2305 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2307 * Example for formspec 8x4 in 16x resolution: image shall be sized
2308 8 times 16px times 4 times 16px.
2310 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2312 * Example for formspec 8x4 in 16x resolution:
2313 image shall be sized 8 times 16px times 4 times 16px
2314 * If `auto_clip` is `true`, the background is clipped to the formspec size
2315 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2317 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2319 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2320 * Middle is a rect which defines the middle of the 9-slice.
2321 * `x` - The middle will be x pixels from all sides.
2322 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2323 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2324 will be added to the width and height of the texture, allowing it to be used as the
2325 distance from the far end.
2326 * All numbers in middle are integers.
2327 * Example for formspec 8x4 in 16x resolution:
2328 image shall be sized 8 times 16px times 4 times 16px
2329 * If `auto_clip` is `true`, the background is clipped to the formspec size
2330 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2331 * Available since formspec version 2
2333 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2335 * Textual password style field; will be sent to server when a button is clicked
2336 * When enter is pressed in field, fields.key_enter_field will be sent with the
2338 * With the old coordinate system, fields are a set height, but will be vertically
2339 centred on `H`. With the new coordinate system, `H` will modify the height.
2340 * `name` is the name of the field as returned in fields to `on_receive_fields`
2341 * `label`, if not blank, will be text printed on the top left above the field
2342 * See `field_close_on_enter` to stop enter closing the formspec
2344 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2346 * Textual field; will be sent to server when a button is clicked
2347 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2348 the name of this field.
2349 * With the old coordinate system, fields are a set height, but will be vertically
2350 centred on `H`. With the new coordinate system, `H` will modify the height.
2351 * `name` is the name of the field as returned in fields to `on_receive_fields`
2352 * `label`, if not blank, will be text printed on the top left above the field
2353 * `default` is the default value of the field
2354 * `default` may contain variable references such as `${text}` which
2355 will fill the value from the metadata value `text`
2356 * **Note**: no extra text or more than a single variable is supported ATM.
2357 * See `field_close_on_enter` to stop enter closing the formspec
2359 ### `field[<name>;<label>;<default>]`
2361 * As above, but without position/size units
2362 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2363 the name of this field.
2364 * Special field for creating simple forms, such as sign text input
2365 * Must be used without a `size[]` element
2366 * A "Proceed" button will be added automatically
2367 * See `field_close_on_enter` to stop enter closing the formspec
2369 ### `field_close_on_enter[<name>;<close_on_enter>]`
2371 * <name> is the name of the field
2372 * if <close_on_enter> is false, pressing enter in the field will submit the
2373 form but not close it.
2374 * defaults to true when not specified (ie: no tag for a field)
2376 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2378 * Same as fields above, but with multi-line input
2379 * If the text overflows, a vertical scrollbar is added.
2380 * If the name is empty, the textarea is read-only and
2381 the background is not shown, which corresponds to a multi-line label.
2383 ### `label[<X>,<Y>;<label>]`
2385 * The label formspec element displays the text set in `label`
2386 at the specified position.
2387 * **Note**: If the new coordinate system is enabled, labels are
2388 positioned from the center of the text, not the top.
2389 * The text is displayed directly without automatic line breaking,
2390 so label should not be used for big text chunks. Newlines can be
2391 used to make labels multiline.
2392 * **Note**: With the new coordinate system, newlines are spaced with
2393 half a coordinate. With the old system, newlines are spaced 2/5 of
2396 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2397 * Displays a static formatted text with hyperlinks.
2398 * **Note**: This element is currently unstable and subject to change.
2399 * `x`, `y`, `w` and `h` work as per field
2400 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2401 * `text` is the formatted text using `Markup Language` described below.
2403 ### `vertlabel[<X>,<Y>;<label>]`
2404 * Textual label drawn vertically
2405 * `label` is the text on the label
2406 * **Note**: If the new coordinate system is enabled, vertlabels are
2407 positioned from the center of the text, not the left.
2409 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2411 * Clickable button. When clicked, fields will be sent.
2412 * With the old coordinate system, buttons are a set height, but will be vertically
2413 centred on `H`. With the new coordinate system, `H` will modify the height.
2414 * `label` is the text on the button
2416 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2418 * `texture name` is the filename of an image
2419 * **Note**: Height is supported on both the old and new coordinate systems
2422 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2424 * `texture name` is the filename of an image
2425 * `noclip=true` means the image button doesn't need to be within specified
2427 * `drawborder`: draw button border or not
2428 * `pressed texture name` is the filename of an image on pressed state
2430 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2432 * `item name` is the registered name of an item/node
2433 * The item description will be used as the tooltip. This can be overridden with
2436 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2438 * When clicked, fields will be sent and the form will quit.
2439 * Same as `button` in all other respects.
2441 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2443 * When clicked, fields will be sent and the form will quit.
2444 * Same as `image_button` in all other respects.
2446 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2448 * Scrollable item list showing arbitrary text elements
2449 * `name` fieldname sent to server on doubleclick value is current selected
2451 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2453 * if you want a listelement to start with "#" write "##".
2455 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2457 * Scrollable itemlist showing arbitrary text elements
2458 * `name` fieldname sent to server on doubleclick value is current selected
2460 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2461 * if you want a listelement to start with "#" write "##"
2462 * Index to be selected within textlist
2463 * `true`/`false`: draw transparent background
2464 * See also `minetest.explode_textlist_event`
2465 (main menu: `core.explode_textlist_event`).
2467 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2469 * Show a tab**header** at specific position (ignores formsize)
2470 * `X` and `Y`: position of the tabheader
2471 * *Note*: Width and height are automatically chosen with this syntax
2472 * `name` fieldname data is transferred to Lua
2473 * `caption 1`...: name shown on top of tab
2474 * `current_tab`: index of selected tab 1...
2475 * `transparent` (optional): if true, tabs are semi-transparent
2476 * `draw_border` (optional): if true, draw a thin line at tab base
2478 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2480 * Show a tab**header** at specific position (ignores formsize)
2481 * **Important note**: This syntax for tabheaders can only be used with the
2482 new coordinate system.
2483 * `X` and `Y`: position of the tabheader
2484 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2485 * `name` fieldname data is transferred to Lua
2486 * `caption 1`...: name shown on top of tab
2487 * `current_tab`: index of selected tab 1...
2488 * `transparent` (optional): show transparent
2489 * `draw_border` (optional): draw border
2491 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2493 * Show a tab**header** at specific position (ignores formsize)
2494 * **Important note**: This syntax for tabheaders can only be used with the
2495 new coordinate system.
2496 * `X` and `Y`: position of the tabheader
2497 * `W` and `H`: width and height of the tabheader
2498 * `name` fieldname data is transferred to Lua
2499 * `caption 1`...: name shown on top of tab
2500 * `current_tab`: index of selected tab 1...
2501 * `transparent` (optional): show transparent
2502 * `draw_border` (optional): draw border
2504 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2506 * Simple colored box
2507 * `color` is color specified as a `ColorString`.
2508 If the alpha component is left blank, the box will be semitransparent.
2509 If the color is not specified, the box will use the options specified by
2510 its style. If the color is specified, all styling options will be ignored.
2512 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2514 * Show a dropdown field
2515 * **Important note**: There are two different operation modes:
2516 1. handle directly on change (only changed dropdown is submitted)
2517 2. read the value on pressing a button (all dropdown values are available)
2518 * `X` and `Y`: position of the dropdown
2519 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2520 * Fieldname data is transferred to Lua
2521 * Items to be shown in dropdown
2522 * Index of currently selected dropdown item
2523 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2524 event field value for selected items.
2525 * `true`: Selected item index
2526 * `false` (default): Selected item value
2528 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2530 * Show a dropdown field
2531 * **Important note**: This syntax for dropdowns can only be used with the
2532 new coordinate system.
2533 * **Important note**: There are two different operation modes:
2534 1. handle directly on change (only changed dropdown is submitted)
2535 2. read the value on pressing a button (all dropdown values are available)
2536 * `X` and `Y`: position of the dropdown
2537 * `W` and `H`: width and height of the dropdown
2538 * Fieldname data is transferred to Lua
2539 * Items to be shown in dropdown
2540 * Index of currently selected dropdown item
2541 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2542 event field value for selected items.
2543 * `true`: Selected item index
2544 * `false` (default): Selected item value
2546 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2549 * `name` fieldname data is transferred to Lua
2550 * `label` to be shown left of checkbox
2551 * `selected` (optional): `true`/`false`
2552 * **Note**: If the new coordinate system is enabled, checkboxes are
2553 positioned from the center of the checkbox, not the top.
2555 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2557 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2558 * There are two ways to use it:
2559 1. handle the changed event (only changed scrollbar is available)
2560 2. read the value on pressing a button (all scrollbars are available)
2561 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2562 * Fieldname data is transferred to Lua
2563 * Value of this trackbar is set to (`0`-`1000`) by default
2564 * See also `minetest.explode_scrollbar_event`
2565 (main menu: `core.explode_scrollbar_event`).
2567 ### `scrollbaroptions[opt1;opt2;...]`
2568 * Sets options for all following `scrollbar[]` elements
2570 * Sets scrollbar minimum value, defaults to `0`.
2572 * Sets scrollbar maximum value, defaults to `1000`.
2573 If the max is equal to the min, the scrollbar will be disabled.
2575 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2577 * If this is set to a negative number, the value will be reset to `10`.
2579 * Sets scrollbar step value used by page up and page down.
2580 * If this is set to a negative number, the value will be reset to `100`.
2582 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2583 units the thumb spans out of the range of the scrollbar values.
2584 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2585 would span a tenth of the scrollbar space.
2586 * If this is set to zero or less, the value will be reset to `1`.
2587 * `arrows=<show/hide/default>`
2588 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2589 when the scrollbar gets too small, but shows them otherwise.
2591 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2593 * Show scrollable table using options defined by the previous `tableoptions[]`
2594 * Displays cells as defined by the previous `tablecolumns[]`
2595 * `name`: fieldname sent to server on row select or doubleclick
2596 * `cell 1`...`cell n`: cell contents given in row-major order
2597 * `selected idx`: index of row to be selected within table (first row = `1`)
2598 * See also `minetest.explode_table_event`
2599 (main menu: `core.explode_table_event`).
2601 ### `tableoptions[<opt 1>;<opt 2>;...]`
2603 * Sets options for `table[]`
2605 * default text color (`ColorString`), defaults to `#FFFFFF`
2606 * `background=#RRGGBB`
2607 * table background color (`ColorString`), defaults to `#000000`
2608 * `border=<true/false>`
2609 * should the table be drawn with a border? (default: `true`)
2610 * `highlight=#RRGGBB`
2611 * highlight background color (`ColorString`), defaults to `#466432`
2612 * `highlight_text=#RRGGBB`
2613 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2614 * `opendepth=<value>`
2615 * all subtrees up to `depth < value` are open (default value = `0`)
2616 * only useful when there is a column of type "tree"
2618 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2620 * Sets columns for `table[]`
2621 * Types: `text`, `image`, `color`, `indent`, `tree`
2622 * `text`: show cell contents as text
2623 * `image`: cell contents are an image index, use column options to define
2625 * `color`: cell contents are a ColorString and define color of following
2627 * `indent`: cell contents are a number and define indentation of following
2629 * `tree`: same as indent, but user can open and close subtrees
2633 * for `text` and `image`: content alignment within cells.
2634 Available values: `left` (default), `center`, `right`, `inline`
2636 * for `text` and `image`: minimum width in em (default: `0`)
2637 * for `indent` and `tree`: indent width in em (default: `1.5`)
2638 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2639 Exception: defaults to 0 for indent columns
2640 * `tooltip=<value>`: tooltip text (default: empty)
2641 * `image` column options:
2642 * `0=<value>` sets image for image index 0
2643 * `1=<value>` sets image for image index 1
2644 * `2=<value>` sets image for image index 2
2645 * and so on; defined indices need not be contiguous empty or
2646 non-numeric cells are treated as `0`.
2647 * `color` column options:
2648 * `span=<value>`: number of following columns to affect
2649 (default: infinite).
2651 ### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2653 * Set the style for the element(s) matching `selector` by name.
2654 * `selector` can be one of:
2655 * `<name>` - An element name. Includes `*`, which represents every element.
2656 * `<name>:<state>` - An element name, a colon, and one or more states.
2657 * `state` is a list of states separated by the `+` character.
2658 * If a state is provided, the style will only take effect when the element is in that state.
2659 * All provided states must be active for the style to apply.
2660 * Note: this **must** be before the element is defined.
2661 * See [Styling Formspecs].
2664 ### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2666 * Set the style for the element(s) matching `selector` by type.
2667 * `selector` can be one of:
2668 * `<type>` - An element type. Includes `*`, which represents every element.
2669 * `<type>:<state>` - An element type, a colon, and one or more states.
2670 * `state` is a list of states separated by the `+` character.
2671 * If a state is provided, the style will only take effect when the element is in that state.
2672 * All provided states must be active for the style to apply.
2673 * See [Styling Formspecs].
2675 ### `set_focus[<name>;<force>]`
2677 * Sets the focus to the element with the same `name` parameter.
2678 * **Note**: This element must be placed before the element it focuses.
2679 * `force` (optional, default `false`): By default, focus is not applied for
2680 re-sent formspecs with the same name so that player-set focus is kept.
2681 `true` sets the focus to the specified element for every sent formspec.
2682 * The following elements have the ability to be focused:
2697 Migrating to Real Coordinates
2698 -----------------------------
2700 In the old system, positions included padding and spacing. Padding is a gap between
2701 the formspec window edges and content, and spacing is the gaps between items. For
2702 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2703 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2704 in the new coordinate system from scratch.
2706 To recreate an old layout with padding, you'll need to pass the positions and sizes
2707 through the following formula to re-introduce padding:
2710 pos = (oldpos + 1)*spacing + padding
2716 You'll need to change the `size[]` tag like this:
2719 size = (oldsize-1)*spacing + padding*2 + 1
2722 A few elements had random offsets in the old system. Here is a table which shows these
2723 offsets when migrating:
2725 | Element | Position | Size | Notes
2726 |---------|------------|---------|-------
2727 | box | +0.3, +0.1 | 0, -0.4 |
2728 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2729 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2730 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2735 Formspec elements can be themed using the style elements:
2737 style[<name 1>,<name 2>;<prop1>;<prop2>;...]
2738 style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
2739 style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
2740 style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
2744 property_name=property_value
2748 style_type[button;bgcolor=#006699]
2749 style[world_delete;bgcolor=red;textcolor=yellow]
2750 button[4,3.95;2.6,1;world_delete;Delete]
2752 A name/type can optionally be a comma separated list of names/types, like so:
2754 world_delete,world_create,world_configure
2757 A `*` type can be used to select every element in the formspec.
2759 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2761 world_delete:hovered+pressed
2764 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2766 Setting a property to nothing will reset it to the default value. For example:
2768 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2769 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2772 ### Supported Element Types
2774 Some types may inherit styles from parent types.
2776 * animated_image, inherits from image
2779 * button_exit, inherits from button
2787 * pwdfield, inherits from field
2793 * vertlabel, inherits from label
2796 ### Valid Properties
2799 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2801 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2802 * Defaults to false in formspec_version version 3 or higher
2803 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2804 * Single value (e.g. `#FF0`): All corners/borders.
2805 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2806 top and bottom,left and right.
2807 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2808 * These work similarly to CSS borders.
2809 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2810 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2811 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2812 negative, the border will extend inside the box, whereas positive extends outside
2813 the box. A width of zero results in no border; this is default.
2814 * button, button_exit, image_button, item_image_button
2815 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2816 * bgcolor - color, sets button tint.
2817 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2818 * This is deprecated, use states instead.
2819 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2820 * This is deprecated, use states instead.
2821 * bgimg - standard background image. Defaults to none.
2822 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2823 * This is deprecated, use states instead.
2824 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2825 See background9[] documentation for more details. This property also pads the
2826 button's content when set.
2827 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2828 * This is deprecated, use states instead.
2829 * font - Sets font type. This is a comma separated list of options. Valid options:
2830 * Main font type options. These cannot be combined with each other:
2831 * `normal`: Default font
2832 * `mono`: Monospaced font
2833 * Font modification options. If used without a main font type, `normal` is used:
2834 * `bold`: Makes font bold.
2835 * `italic`: Makes font italic.
2837 * font_size - Sets font size. Default is user-set. Can have multiple values:
2838 * `<number>`: Sets absolute font size to `number`.
2839 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2840 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2841 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2842 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2843 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2844 * padding - rect, adds space between the edges of the button and the content. This value is
2845 relative to bgimg_middle.
2846 * textcolor - color, default white.
2848 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2850 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2851 * field, pwdfield, textarea
2852 * border - set to false to hide the textbox background and border. Default true.
2853 * font - Sets font type. See button `font` property for more information.
2854 * font_size - Sets font size. See button `font_size` property for more information.
2855 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2856 * textcolor - color. Default white.
2858 * bgcolor - color, sets background color.
2859 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2860 * Default to false in formspec_version version 3 or higher
2862 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2863 * Default to false in formspec_version version 3 or higher
2865 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2867 * font - Sets font type. See button `font` property for more information.
2868 * font_size - Sets font size. See button `font_size` property for more information.
2869 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2870 * image_button (additional properties)
2871 * fgimg - standard image. Defaults to none.
2872 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2873 * This is deprecated, use states instead.
2874 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2875 * This is deprecated, use states instead.
2876 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2878 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2880 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2881 * textcolor - color. Default white.
2883 * font - Sets font type. See button `font` property for more information.
2884 * font_size - Sets font size. See button `font_size` property for more information.
2885 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2890 * default - Equivalent to providing no states
2891 * button, button_exit, image_button, item_image_button
2892 * hovered - Active when the mouse is hovering over the element
2893 * pressed - Active when the button is pressed
2898 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2899 The markup language is currently unstable and subject to change. Use with caution.
2900 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2901 Tags can have attributes, in that case, attributes are in the opening tag in
2902 form of a key/value separated with equal signs. Attribute values should not be quoted.
2904 These are the technically basic tags but see below for usual tags. Base tags are:
2906 `<style color=... font=... size=...>...</style>`
2908 Changes the style of the text.
2910 * `color`: Text color. Given color is a `colorspec`.
2911 * `size`: Text size.
2912 * `font`: Text font (`mono` or `normal`).
2914 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2919 * `background`: Text background, a `colorspec` or `none`.
2920 * `margin`: Page margins in pixel.
2921 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2923 Inheriting styles (affects child elements):
2924 * `color`: Default text color. Given color is a `colorspec`.
2925 * `hovercolor`: Color of <action> tags when mouse is over.
2926 * `size`: Default text size.
2927 * `font`: Default text font (`mono` or `normal`).
2928 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2930 This tag needs to be placed only once as it changes the global settings of the
2931 text. Anyway, if several tags are placed, each changed will be made in the order
2934 `<tag name=... color=... hovercolor=... font=... size=...>`
2936 Defines or redefines tag style. This can be used to define new tags.
2937 * `name`: Name of the tag to define or change.
2938 * `color`: Text color. Given color is a `colorspec`.
2939 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2940 * `size`: Text size.
2941 * `font`: Text font (`mono` or `normal`).
2943 Following tags are the usual tags for text layout. They are defined by default.
2944 Other tags can be added using `<tag ...>` tag.
2946 `<normal>...</normal>`: Normal size text
2948 `<big>...</big>`: Big text
2950 `<bigger>...</bigger>`: Bigger text
2952 `<center>...</center>`: Centered text
2954 `<left>...</left>`: Left-aligned text
2956 `<right>...</right>`: Right-aligned text
2958 `<justify>...</justify>`: Justified text
2960 `<mono>...</mono>`: Monospaced font
2962 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2964 `<action name=...>...</action>`
2966 Make that text a clickable text triggering an action.
2968 * `name`: Name of the action (mandatory).
2970 When clicked, the formspec is send to the server. The value of the text field
2971 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2974 `<img name=... float=... width=... height=...>`
2976 Draws an image which is present in the client media cache.
2978 * `name`: Name of the texture (mandatory).
2979 * `float`: If present, makes the image floating (`left` or `right`).
2980 * `width`: Force image width instead of taking texture width.
2981 * `height`: Force image height instead of taking texture height.
2983 If only width or height given, texture aspect is kept.
2985 `<item name=... float=... width=... height=... rotate=...>`
2987 Draws an item image.
2989 * `name`: Item string of the item to draw (mandatory).
2990 * `float`: If present, makes the image floating (`left` or `right`).
2991 * `width`: Item image width.
2992 * `height`: Item image height.
2993 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
2994 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
2995 `inventory_items_animations` is set to true.
2996 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
2997 X, Y and Z being angles around each three axes. Works only if
2998 `inventory_items_animations` is set to true.
3006 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3007 * `"current_player"`: Player to whom the menu is shown
3008 * `"player:<name>"`: Any player
3009 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3010 * `"detached:<name>"`: A detached inventory
3012 Player Inventory lists
3013 ----------------------
3015 * `main`: list containing the default inventory
3016 * `craft`: list containing the craft input
3017 * `craftpreview`: list containing the craft prediction
3018 * `craftresult`: list containing the crafted output
3019 * `hand`: list containing an override for the empty hand
3020 * Is not created automatically, use `InvRef:set_size`
3021 * Is only used to enhance the empty hand's tool capabilities
3029 `#RGB` defines a color in hexadecimal format.
3031 `#RGBA` defines a color in hexadecimal format and alpha channel.
3033 `#RRGGBB` defines a color in hexadecimal format.
3035 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3037 Named colors are also supported and are equivalent to
3038 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3039 To specify the value of the alpha channel, append `#AA` to the end of the color
3040 name (e.g. `colorname#08`). For named colors the hexadecimal string
3041 representing the alpha value must (always) be two hexadecimal digits.
3046 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3049 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3050 * `colorspec = {a=255, r=0, g=255, b=0}`
3051 * numerical form: The raw integer value of an ARGB8 quad:
3052 * `colorspec = 0xFF00FF00`
3053 * string form: A ColorString (defined above):
3054 * `colorspec = "green"`
3062 Most text can contain escape sequences, that can for example color the text.
3063 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3064 The following functions provide escape sequences:
3066 * `minetest.get_color_escape_sequence(color)`:
3067 * `color` is a ColorString
3068 * The escape sequence sets the text color to `color`
3069 * `minetest.colorize(color, message)`:
3071 `minetest.get_color_escape_sequence(color) ..
3073 minetest.get_color_escape_sequence("#ffffff")`
3074 * `minetest.get_background_escape_sequence(color)`
3075 * `color` is a ColorString
3076 * The escape sequence sets the background of the whole text element to
3077 `color`. Only defined for item descriptions and tooltips.
3078 * `minetest.strip_foreground_colors(str)`
3079 * Removes foreground colors added by `get_color_escape_sequence`.
3080 * `minetest.strip_background_colors(str)`
3081 * Removes background colors added by `get_background_escape_sequence`.
3082 * `minetest.strip_colors(str)`
3083 * Removes all color escape sequences.
3090 A spatial vector is similar to a position, but instead using
3091 absolute world coordinates, it uses *relative* coordinates, relative to
3092 no particular point.
3094 Internally, it is implemented as a table with the 3 fields
3095 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3097 For the following functions, `v`, `v1`, `v2` are vectors,
3098 `p1`, `p2` are positions,
3099 `s` is a scalar (a number):
3101 * `vector.new(a[, b, c])`:
3103 * A copy of `a` if `a` is a vector.
3104 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
3105 * `vector.direction(p1, p2)`:
3106 * Returns a vector of length 1 with direction `p1` to `p2`.
3107 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
3108 * `vector.distance(p1, p2)`:
3109 * Returns zero or a positive number, the distance between `p1` and `p2`.
3110 * `vector.length(v)`:
3111 * Returns zero or a positive number, the length of vector `v`.
3112 * `vector.normalize(v)`:
3113 * Returns a vector of length 1 with direction of vector `v`.
3114 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
3115 * `vector.floor(v)`:
3116 * Returns a vector, each dimension rounded down.
3117 * `vector.round(v)`:
3118 * Returns a vector, each dimension rounded to nearest integer.
3119 * `vector.apply(v, func)`:
3120 * Returns a vector where the function `func` has been applied to each
3122 * `vector.equals(v1, v2)`:
3123 * Returns a boolean, `true` if the vectors are identical.
3124 * `vector.sort(v1, v2)`:
3125 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3126 * `vector.angle(v1, v2)`:
3127 * Returns the angle between `v1` and `v2` in radians.
3128 * `vector.dot(v1, v2)`:
3129 * Returns the dot product of `v1` and `v2`.
3130 * `vector.cross(v1, v2)`:
3131 * Returns the cross product of `v1` and `v2`.
3132 * `vector.offset(v, x, y, z)`:
3133 * Returns the sum of the vectors `v` and `{x = x, y = y, z = z}`.
3135 For the following functions `x` can be either a vector or a number:
3137 * `vector.add(v, x)`:
3139 * If `x` is a vector: Returns the sum of `v` and `x`.
3140 * If `x` is a number: Adds `x` to each component of `v`.
3141 * `vector.subtract(v, x)`:
3143 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3144 * If `x` is a number: Subtracts `x` from each component of `v`.
3145 * `vector.multiply(v, s)`:
3146 * Returns a scaled vector.
3147 * Deprecated: If `s` is a vector: Returns the Schur product.
3148 * `vector.divide(v, s)`:
3149 * Returns a scaled vector.
3150 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3152 For the following functions `a` is an angle in radians and `r` is a rotation
3153 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3156 * `vector.rotate(v, r)`:
3157 * Applies the rotation `r` to `v` and returns the result.
3158 * `vector.rotate({x = 0, y = 0, z = 1}, r)` and
3159 `vector.rotate({x = 0, y = 1, z = 0}, r)` return vectors pointing
3160 forward and up relative to an entity's rotation `r`.
3161 * `vector.rotate_around_axis(v1, v2, a)`:
3162 * Returns `v1` rotated around axis `v2` by `a` radians according to
3163 the right hand rule.
3164 * `vector.dir_to_rotation(direction[, up])`:
3165 * Returns a rotation vector for `direction` pointing forward using `up`
3167 * If `up` is omitted, the roll of the returned vector defaults to zero.
3168 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3176 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3177 human-readable, handles reference loops.
3178 * `obj`: arbitrary variable
3179 * `name`: string, default: `"_"`
3180 * `dumped`: table, default: `{}`
3181 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3182 * `obj`: arbitrary variable
3183 * `dumped`: table, default: `{}`
3184 * `math.hypot(x, y)`
3185 * Get the hypotenuse of a triangle with legs x and y.
3186 Useful for distance calculation.
3187 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3188 * Get the sign of a number.
3189 * tolerance: number, default: `0.0`
3190 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3192 * `math.factorial(x)`: returns the factorial of `x`
3193 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3194 * `separator`: string, default: `","`
3195 * `include_empty`: boolean, default: `false`
3196 * `max_splits`: number, if it's negative, splits aren't limited,
3198 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3199 string or a pattern (regex), default: `false`
3200 * e.g. `"a,b":split","` returns `{"a","b"}`
3201 * `string:trim()`: returns the string without whitespace pre- and suffixes
3202 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3203 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3204 * Adds newlines to the string to keep it within the specified character
3206 * Note that the returned lines may be longer than the limit since it only
3207 splits at word borders.
3208 * `limit`: number, maximal amount of characters in one line
3209 * `as_table`: boolean, if set to true, a table of lines instead of a string
3210 is returned, default: `false`
3211 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3212 * `pos`: table {x=X, y=Y, z=Z}
3213 * Converts the position `pos` to a human-readable, printable string
3214 * `decimal_places`: number, if specified, the x, y and z values of
3215 the position are rounded to the given decimal place.
3216 * `minetest.string_to_pos(string)`: returns a position or `nil`
3217 * Same but in reverse.
3218 * If the string can't be parsed to a position, nothing is returned.
3219 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3220 * Converts a string representing an area box into two positions
3221 * `minetest.formspec_escape(string)`: returns a string
3222 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3224 * `minetest.is_yes(arg)`
3225 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3226 * `minetest.is_nan(arg)`
3227 * returns true when the passed number represents NaN.
3228 * `minetest.get_us_time()`
3229 * returns time with microsecond precision. May not return wall time.
3230 * `table.copy(table)`: returns a table
3231 * returns a deep copy of `table`
3232 * `table.indexof(list, val)`: returns the smallest numerical index containing
3233 the value `val` in the table `list`. Non-numerical indices are ignored.
3234 If `val` could not be found, `-1` is returned. `list` must not have
3236 * `table.insert_all(table, other_table)`:
3237 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3239 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3240 * If multiple keys in `t` map to the same value, the result is undefined.
3241 * `table.shuffle(table, [from], [to], [random_func])`:
3242 * Shuffles elements `from` to `to` in `table` in place
3243 * `from` defaults to `1`
3244 * `to` defaults to `#table`
3245 * `random_func` defaults to `math.random`. This function receives two
3246 integers as arguments and should return a random integer inclusively
3248 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3250 * returns the exact position on the surface of a pointed node
3251 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3253 Returns a table with the following fields:
3254 * `diggable`: `true` if node can be dug, `false` otherwise.
3255 * `time`: Time it would take to dig the node.
3256 * `wear`: How much wear would be added to the tool.
3257 `time` and `wear` are meaningless if node's not diggable
3259 * `groups`: Table of the node groups of the node that would be dug
3260 * `tool_capabilities`: Tool capabilities table of the tool
3261 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3262 Simulates an item that punches an object.
3263 Returns a table with the following fields:
3264 * `hp`: How much damage the punch would cause.
3265 * `wear`: How much wear would be added to the tool.
3267 * `groups`: Damage groups of the object
3268 * `tool_capabilities`: Tool capabilities table of the item
3269 * `time_from_last_punch`: time in seconds since last punch action
3277 Texts can be translated client-side with the help of `minetest.translate` and
3280 Translating a string
3281 --------------------
3283 Two functions are provided to translate strings: `minetest.translate` and
3284 `minetest.get_translator`.
3286 * `minetest.get_translator(textdomain)` is a simple wrapper around
3287 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3288 equivalent to `minetest.translate(textdomain, str, ...)`.
3289 It is intended to be used in the following way, so that it avoids verbose
3290 repetitions of `minetest.translate`:
3292 local S = minetest.get_translator(textdomain)
3295 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3297 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3298 the given `textdomain` for disambiguation. The textdomain must match the
3299 textdomain specified in the translation file in order to get the string
3300 translated. This can be used so that a string is translated differently in
3302 It is advised to use the name of the mod as textdomain whenever possible, to
3303 avoid clashes with other mods.
3304 This function must be given a number of arguments equal to the number of
3305 arguments the translated string expects.
3306 Arguments are literal strings -- they will not be translated, so if you want
3307 them to be, they need to come as outputs of `minetest.translate` as well.
3309 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3310 by the translation of "Red". We can do the following:
3312 local S = minetest.get_translator()
3313 S("@1 Wool", S("Red"))
3315 This will be displayed as "Red Wool" on old clients and on clients that do
3316 not have localization enabled. However, if we have for instance a translation
3317 file named `wool.fr.tr` containing the following:
3322 this will be displayed as "Laine Rouge" on clients with a French locale.
3324 Operations on translated strings
3325 --------------------------------
3327 The output of `minetest.translate` is a string, with escape sequences adding
3328 additional information to that string so that it can be translated on the
3329 different clients. In particular, you can't expect operations like string.length
3330 to work on them like you would expect them to, or string.gsub to work in the
3331 expected manner. However, string concatenation will still work as expected
3332 (note that you should only use this for things like formspecs; do not translate
3333 sentences by breaking them into parts; arguments should be used instead), and
3334 operations such as `minetest.colorize` which are also concatenation.
3336 Translation file format
3337 -----------------------
3339 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3340 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3341 The file should be a text file, with the following format:
3343 * Lines beginning with `# textdomain:` (the space is significant) can be used
3344 to specify the text domain of all following translations in the file.
3345 * All other empty lines or lines beginning with `#` are ignored.
3346 * Other lines should be in the format `original=translated`. Both `original`
3347 and `translated` can contain escape sequences beginning with `@` to insert
3348 arguments, literal `@`, `=` or newline (See [Escapes] below).
3349 There must be no extraneous whitespace around the `=` or at the beginning or
3350 the end of the line.
3355 Strings that need to be translated can contain several escapes, preceded by `@`.
3357 * `@@` acts as a literal `@`.
3358 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3359 string that will be inlined when translated. Due to how translations are
3360 implemented, the original translation string **must** have its arguments in
3361 increasing order, without gaps or repetitions, starting from 1.
3362 * `@=` acts as a literal `=`. It is not required in strings given to
3363 `minetest.translate`, but is in translation files to avoid being confused
3364 with the `=` separating the original from the translation.
3365 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3366 As with `@=`, this escape is not required in strings given to
3367 `minetest.translate`, but is in translation files.
3368 * `@n` acts as a literal newline as well.
3370 Server side translations
3371 ------------------------
3373 On some specific cases, server translation could be useful. For example, filter
3374 a list on labels and send results to client. A method is supplied to achieve
3377 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3378 translations for `lang_code` language. It gives the same result as if the string
3379 was translated by the client.
3381 The `lang_code` to use for a given player can be retrieved from
3382 the table returned by `minetest.get_player_information(name)`.
3384 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3385 You do not need to use this to get translated strings to show up on the client.
3390 Perlin noise creates a continuously-varying value depending on the input values.
3391 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3392 The result is used during map generation to create the terrain shape, vary heat
3393 and humidity to distribute biomes, vary the density of decorations or vary the
3396 Structure of perlin noise
3397 -------------------------
3399 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3400 The smooth wavy noise it generates has a single characteristic scale, almost
3401 like a 'wavelength', so on its own does not create fine detail.
3402 Due to this perlin noise combines several octaves to create variation on
3403 multiple scales. Each additional octave has a smaller 'wavelength' than the
3406 This combination results in noise varying very roughly between -2.0 and 2.0 and
3407 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3408 and offset the noise variation.
3410 The final perlin noise variation is created as follows:
3412 noise = offset + scale * (octave1 +
3413 octave2 * persistence +
3414 octave3 * persistence ^ 2 +
3415 octave4 * persistence ^ 3 +
3421 Noise Parameters are commonly called `NoiseParams`.
3425 After the multiplication by `scale` this is added to the result and is the final
3426 step in creating the noise value.
3427 Can be positive or negative.
3431 Once all octaves have been combined, the result is multiplied by this.
3432 Can be positive or negative.
3436 For octave1, this is roughly the change of input value needed for a very large
3437 variation in the noise value generated by octave1. It is almost like a
3438 'wavelength' for the wavy noise variation.
3439 Each additional octave has a 'wavelength' that is smaller than the previous
3440 octave, to create finer detail. `spread` will therefore roughly be the typical
3441 size of the largest structures in the final noise variation.
3443 `spread` is a vector with values for x, y, z to allow the noise variation to be
3444 stretched or compressed in the desired axes.
3445 Values are positive numbers.
3449 This is a whole number that determines the entire pattern of the noise
3450 variation. Altering it enables different noise patterns to be created.
3451 With other parameters equal, different seeds produce different noise patterns
3452 and identical seeds produce identical noise patterns.
3454 For this parameter you can randomly choose any whole number. Usually it is
3455 preferable for this to be different from other seeds, but sometimes it is useful
3456 to be able to create identical noise patterns.
3458 In some noise APIs the world seed is added to the seed specified in noise
3459 parameters. This is done to make the resulting noise pattern vary in different
3460 worlds, and be 'world-specific'.
3464 The number of simple noise generators that are combined.
3465 A whole number, 1 or more.
3466 Each additional octave adds finer detail to the noise but also increases the
3467 noise calculation load.
3468 3 is a typical minimum for a high quality, complex and natural-looking noise
3469 variation. 1 octave has a slight 'gridlike' appearence.
3471 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3472 size of the finest detail you require. For example:
3473 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3474 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3475 512, 256, 128, 64, 32, 16 nodes.
3476 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3480 Each additional octave has an amplitude that is the amplitude of the previous
3481 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3482 as is often helpful and natural to do so.
3483 Since this controls the balance of fine detail to large-scale detail
3484 `persistence` can be thought of as the 'roughness' of the noise.
3486 A positive or negative non-zero number, often between 0.3 and 1.0.
3487 A common medium value is 0.5, such that each octave has half the amplitude of
3488 the previous octave.
3489 This may need to be tuned when altering `lacunarity`; when doing so consider
3490 that a common medium value is 1 / lacunarity.
3494 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3495 previous octave multiplied by 1 / lacunarity, to create finer detail.
3496 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3498 A positive number no smaller than 1.0.
3499 Values below 2.0 create higher quality noise at the expense of requiring more
3500 octaves to cover a paticular range of 'wavelengths'.
3504 Leave this field unset for no special handling.
3505 Currently supported are `defaults`, `eased` and `absvalue`:
3509 Specify this if you would like to keep auto-selection of eased/not-eased while
3510 specifying some other flags.
3514 Maps noise gradient values onto a quintic S-curve before performing
3515 interpolation. This results in smooth, rolling noise.
3516 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3518 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3520 Easing a 3D noise significantly increases the noise calculation load, so use
3525 The absolute value of each octave's noise variation is used when combining the
3526 octaves. The final perlin noise variation is created as follows:
3528 noise = offset + scale * (abs(octave1) +
3529 abs(octave2) * persistence +
3530 abs(octave3) * persistence ^ 2 +
3531 abs(octave4) * persistence ^ 3 +
3536 For 2D or 3D perlin noise or perlin noise maps:
3541 spread = {x = 500, y = 500, z = 500},
3546 flags = "defaults, absvalue",
3549 For 2D noise the Z component of `spread` is still defined but is ignored.
3550 A single noise parameter table can be used for 2D or 3D noise.
3561 These tell in what manner the ore is generated.
3563 All default ores are of the uniformly-distributed scatter type.
3567 Randomly chooses a location and generates a cluster of ore.
3569 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3570 at that point is greater than the `noise_threshold`, giving the ability to
3571 create a non-equal distribution of ore.
3575 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3576 described by `noise_params` and `noise_threshold`. This is essentially an
3577 improved version of the so-called "stratus" ore seen in some unofficial mods.
3579 This sheet consists of vertical columns of uniform randomly distributed height,
3580 varying between the inclusive range `column_height_min` and `column_height_max`.
3581 If `column_height_min` is not specified, this parameter defaults to 1.
3582 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3583 for reverse compatibility. New code should prefer `column_height_max`.
3585 The `column_midpoint_factor` parameter controls the position of the column at
3586 which ore emanates from.
3587 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3588 equally starting from each direction.
3589 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3590 this parameter is not specified, the default is 0.5.
3592 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3597 Creates a sheet of ore in a cloud-like puff shape.
3599 As with the `sheet` ore type, the size and shape of puffs are described by
3600 `noise_params` and `noise_threshold` and are placed at random vertical
3601 positions within the currently generated chunk.
3603 The vertical top and bottom displacement of each puff are determined by the
3604 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3608 Creates a deformed sphere of ore according to 3d perlin noise described by
3609 `noise_params`. The maximum size of the blob is `clust_size`, and
3610 `clust_scarcity` has the same meaning as with the `scatter` type.
3614 Creates veins of ore varying in density by according to the intersection of two
3615 instances of 3d perlin noise with different seeds, both described by
3618 `random_factor` varies the influence random chance has on placement of an ore
3619 inside the vein, which is `1` by default. Note that modifying this parameter
3620 may require adjusting `noise_threshold`.
3622 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3625 This ore type is difficult to control since it is sensitive to small changes.
3626 The following is a decent set of parameters to work from:
3631 spread = {x=200, y=200, z=200},
3638 noise_threshold = 1.6
3640 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3641 computationally expensive than any other ore.
3645 Creates a single undulating ore stratum that is continuous across mapchunk
3646 borders and horizontally spans the world.
3648 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3649 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3650 defines the stratum's vertical thickness (in units of nodes). Due to being
3651 continuous across mapchunk borders the stratum's vertical thickness is
3654 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3655 to y_max in a simple horizontal stratum.
3657 A parameter `stratum_thickness` can be provided instead of the noise parameter
3658 `np_stratum_thickness`, to create a constant thickness.
3660 Leaving out one or both noise parameters makes the ore generation less
3661 intensive, useful when adding multiple strata.
3663 `y_min` and `y_max` define the limits of the ore generation and for performance
3664 reasons should be set as close together as possible but without clipping the
3665 stratum's Y variation.
3667 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3668 solid-ore stratum would require a `clust_scarcity` of 1.
3670 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3671 `random_factor` are ignored by this ore type.
3676 See section [Flag Specifier Format].
3678 Currently supported flags:
3679 `puff_cliffs`, `puff_additive_composition`.
3683 If set, puff ore generation will not taper down large differences in
3684 displacement when approaching the edge of a puff. This flag has no effect for
3685 ore types other than `puff`.
3687 ### `puff_additive_composition`
3689 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3690 in a negative displacement, the sub-column at that point is not generated. With
3691 this attribute set, puff ore generation will instead generate the absolute
3692 difference in noise displacement values. This flag has no effect for ore types
3701 The varying types of decorations that can be placed.
3706 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3707 a list, if a decoration list is specified). Can specify a certain node it must
3708 spawn next to, such as water or lava, for example. Can also generate a
3709 decoration of random height between a specified lower and upper bound.
3710 This type of decoration is intended for placement of grass, flowers, cacti,
3711 papyri, waterlilies and so on.
3716 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3717 Can specify a probability of a node randomly appearing when placed.
3718 This decoration type is intended to be used for multi-node sized discrete
3719 structures, such as trees, cave spikes, rocks, and so on.
3728 --------------------
3730 A schematic specifier identifies a schematic by either a filename to a
3731 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3732 in the form of a table. This table specifies the following fields:
3734 * The `size` field is a 3D vector containing the dimensions of the provided
3735 schematic. (required field)
3736 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3737 sets the probability of a particular horizontal slice of the schematic being
3738 placed. (optional field)
3739 `ypos` = 0 for the lowest horizontal slice of a schematic.
3740 The default of `prob` is 255.
3741 * The `data` field is a flat table of MapNode tables making up the schematic,
3742 in the order of `[z [y [x]]]`. (required field)
3743 Each MapNode table contains:
3744 * `name`: the name of the map node to place (required)
3745 * `prob` (alias `param1`): the probability of this node being placed
3747 * `param2`: the raw param2 value of the node being placed onto the map
3749 * `force_place`: boolean representing if the node should forcibly overwrite
3750 any previous contents (default: false)
3752 About probability values:
3754 * A probability value of `0` or `1` means that node will never appear
3756 * A probability value of `254` or `255` means the node will always appear
3758 * If the probability value `p` is greater than `1`, then there is a
3759 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3762 Schematic attributes
3763 --------------------
3765 See section [Flag Specifier Format].
3767 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3770 * `place_center_x`: Placement of this decoration is centered along the X axis.
3771 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3772 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3773 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3779 Lua Voxel Manipulator
3780 =====================
3785 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3786 facility. The purpose of this object is for fast, low-level, bulk access to
3787 reading and writing Map content. As such, setting map nodes through VoxelManip
3788 will lack many of the higher level features and concepts you may be used to
3789 with other methods of setting nodes. For example, nodes will not have their
3790 construction and destruction callbacks run, and no rollback information is
3793 It is important to note that VoxelManip is designed for speed, and *not* ease
3794 of use or flexibility. If your mod requires a map manipulation facility that
3795 will handle 100% of all edge cases, or the use of high level node placement
3796 features, perhaps `minetest.set_node()` is better suited for the job.
3798 In addition, VoxelManip might not be faster, or could even be slower, for your
3799 specific use case. VoxelManip is most effective when setting large areas of map
3800 at once - for example, if only setting a 3x3x3 node area, a
3801 `minetest.set_node()` loop may be more optimal. Always profile code using both
3802 methods of map manipulation to determine which is most appropriate for your
3805 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3806 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3811 A VoxelManip object can be created any time using either:
3812 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3814 If the optional position parameters are present for either of these routines,
3815 the specified region will be pre-loaded into the VoxelManip object on creation.
3816 Otherwise, the area of map you wish to manipulate must first be loaded into the
3817 VoxelManip object using `VoxelManip:read_from_map()`.
3819 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3820 formed by these positions indicate the minimum and maximum (respectively)
3821 positions of the area actually loaded in the VoxelManip, which may be larger
3822 than the area requested. For convenience, the loaded area coordinates can also
3823 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3825 Now that the VoxelManip object is populated with map data, your mod can fetch a
3826 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3827 which retrieves an individual node in a MapNode formatted table at the position
3828 requested is the simplest method to use, but also the slowest.
3830 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3833 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3835 * `VoxelManip:get_light_data()` for node light levels, and
3836 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3838 See section [Flat array format] for more details.
3840 It is very important to understand that the tables returned by any of the above
3841 three functions represent a snapshot of the VoxelManip's internal state at the
3842 time of the call. This copy of the data will not magically update itself if
3843 another function modifies the internal VoxelManip state.
3844 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3845 internal state unless otherwise explicitly stated.
3847 Once the bulk data has been edited to your liking, the internal VoxelManip
3848 state can be set using:
3850 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3852 * `VoxelManip:set_light_data()` for node light levels, and
3853 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3855 The parameter to each of the above three functions can use any table at all in
3856 the same flat array format as produced by `get_data()` etc. and is not required
3857 to be a table retrieved from `get_data()`.
3859 Once the internal VoxelManip state has been modified to your liking, the
3860 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3862 ### Flat array format
3865 `Nx = p2.X - p1.X + 1`,
3866 `Ny = p2.Y - p1.Y + 1`, and
3867 `Nz = p2.Z - p1.Z + 1`.
3869 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3870 including the value of the expression `Nx * Ny * Nz`.
3872 Positions offset from p1 are present in the array with the format of:
3875 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3876 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3878 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3879 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3881 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3883 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3886 and the array index for a position p contained completely in p1..p2 is:
3888 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3890 Note that this is the same "flat 3D array" format as
3891 `PerlinNoiseMap:get3dMap_flat()`.
3892 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3893 of the index for a single point in a flat VoxelManip array.
3897 A Content ID is a unique integer identifier for a specific node type.
3898 These IDs are used by VoxelManip in place of the node name string for
3899 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3900 `minetest.get_content_id()` to look up the Content ID for the specified node
3901 name, and `minetest.get_name_from_content_id()` to look up the node name string
3902 for a given Content ID.
3903 After registration of a node, its Content ID will remain the same throughout
3904 execution of the mod.
3905 Note that the node being queried needs to have already been been registered.
3907 The following builtin node types have their Content IDs defined as constants:
3909 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3910 * `minetest.CONTENT_AIR`: ID for "air" nodes
3911 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3913 ### Mapgen VoxelManip objects
3915 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3916 VoxelManip object used by the core's Map Generator (commonly abbreviated
3917 Mapgen). Most of the rules previously described still apply but with a few
3920 * The Mapgen VoxelManip object is retrieved using:
3921 `minetest.get_mapgen_object("voxelmanip")`
3922 * This VoxelManip object already has the region of map just generated loaded
3923 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3924 a Mapgen VoxelManip.
3925 * The `on_generated()` callbacks of some mods may place individual nodes in the
3926 generated area using non-VoxelManip map modification methods. Because the
3927 same Mapgen VoxelManip object is passed through each `on_generated()`
3928 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3929 consistency with the current map state. For this reason, calling any of the
3930 following functions:
3931 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3932 will also update the Mapgen VoxelManip object's internal state active on the
3934 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3935 necessary to update lighting information using either:
3936 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3938 ### Other API functions operating on a VoxelManip
3940 If any VoxelManip contents were set to a liquid node,
3941 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3942 flowing. It is recommended to call this function only after having written all
3943 buffered data back to the VoxelManip object, save for special situations where
3944 the modder desires to only have certain liquid nodes begin flowing.
3946 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3947 will generate all registered decorations and ores throughout the full area
3948 inside of the specified VoxelManip object.
3950 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3951 `minetest.place_schematic()`, except instead of placing the specified schematic
3952 directly on the map at the specified position, it will place the schematic
3953 inside the VoxelManip.
3957 * Attempting to read data from a VoxelManip object before map is read will
3958 result in a zero-length array table for `VoxelManip:get_data()`, and an
3959 "ignore" node at any position for `VoxelManip:get_node_at()`.
3960 * If either a region of map has not yet been generated or is out-of-bounds of
3961 the map, that region is filled with "ignore" nodes.
3962 * Other mods, or the core itself, could possibly modify the area of map
3963 currently loaded into a VoxelManip object. With the exception of Mapgen
3964 VoxelManips (see above section), the internal buffers are not updated. For
3965 this reason, it is strongly encouraged to complete the usage of a particular
3966 VoxelManip object in the same callback it had been created.
3967 * If a VoxelManip object will be used often, such as in an `on_generated()`
3968 callback, consider passing a file-scoped table as the optional parameter to
3969 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3970 to write map data to instead of returning a new table each call. This greatly
3971 enhances performance by avoiding unnecessary memory allocations.
3976 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3977 containing the region formed by `p1` and `p2`.
3978 * returns actual emerged `pmin`, actual emerged `pmax`
3979 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3981 * **important**: data must be set using `VoxelManip:set_data()` before
3983 * if `light` is true, then lighting is automatically recalculated.
3984 The default value is true.
3985 If `light` is false, no light calculations happen, and you should correct
3986 all modified blocks with `minetest.fix_light()` as soon as possible.
3987 Keep in mind that modifying the map where light is incorrect can cause
3989 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3990 the `VoxelManip` at that position
3991 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3993 * `get_data([buffer])`: Retrieves the node content data loaded into the
3994 `VoxelManip` object.
3995 * returns raw node data in the form of an array of node content IDs
3996 * if the param `buffer` is present, this table will be used to store the
3998 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3999 * `update_map()`: Does nothing, kept for compatibility.
4000 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4002 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4003 * To be used only by a `VoxelManip` object from
4004 `minetest.get_mapgen_object`.
4005 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4007 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4008 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4010 * Each value is the bitwise combination of day and night light values
4012 * `light = day + (night * 16)`
4013 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4014 in the `VoxelManip`.
4015 * expects lighting data in the same format that `get_light_data()` returns
4016 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4017 `VoxelManip` object.
4018 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4020 * If the param `buffer` is present, this table will be used to store the
4022 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4024 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4026 * To be used only by a `VoxelManip` object from
4027 `minetest.get_mapgen_object`.
4028 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4029 area if left out or nil. For almost all uses these should be left out
4030 or nil to use the default.
4031 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4032 generated mapchunk above are propagated down into the mapchunk, defaults
4033 to `true` if left out.
4034 * `update_liquids()`: Update liquid flow
4035 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4036 manipulator had been modified since the last read from map, due to a call to
4037 `minetest.set_data()` on the loaded area elsewhere.
4038 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4043 A helper class for voxel areas.
4044 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4045 The coordinates are *inclusive*, like most other things in Minetest.
4049 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4050 `MinEdge` and `MaxEdge`.
4051 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4053 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4055 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4056 * The position (x, y, z) is not checked for being inside the area volume,
4057 being outside can cause an incorrect index result.
4058 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4059 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4060 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4061 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4062 is not checked for being inside the area volume.
4063 * `position(i)`: returns the absolute position vector corresponding to index
4065 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4066 `MinEdge` and `MaxEdge`.
4067 * `containsp(p)`: same as above, except takes a vector
4068 * `containsi(i)`: same as above, except takes an index `i`
4069 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4071 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4073 * `iterp(minp, maxp)`: same as above, except takes a vector
4075 ### Y stride and z stride of a flat array
4077 For a particular position in a voxel area, whose flat array index is known,
4078 it is often useful to know the index of a neighboring or nearby position.
4079 The table below shows the changes of index required for 1 node movements along
4080 the axes in a voxel area:
4082 Movement Change of index
4092 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4094 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4103 A mapgen object is a construct used in map generation. Mapgen objects can be
4104 used by an `on_generate` callback to speed up operations by avoiding
4105 unnecessary recalculations, these can be retrieved using the
4106 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4107 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4108 callback, `nil` is returned.
4110 The following Mapgen objects are currently available:
4114 This returns three values; the `VoxelManip` object to be used, minimum and
4115 maximum emerged position, in that order. All mapgens support this object.
4119 Returns an array containing the y coordinates of the ground levels of nodes in
4120 the most recently generated chunk by the current mapgen.
4124 Returns an array containing the biome IDs of nodes in the most recently
4125 generated chunk by the current mapgen.
4129 Returns an array containing the temperature values of nodes in the most
4130 recently generated chunk by the current mapgen.
4134 Returns an array containing the humidity values of nodes in the most recently
4135 generated chunk by the current mapgen.
4139 Returns a table mapping requested generation notification types to arrays of
4140 positions at which the corresponding generated structures are located within
4141 the current chunk. To set the capture of positions of interest to be recorded
4142 on generate, use `minetest.set_gen_notify()`.
4143 For decorations, the returned positions are the ground surface 'place_on'
4144 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4145 node above the returned position and possibly displaced by 'place_offset_y'.
4147 Possible fields of the table returned are:
4153 * `large_cave_begin`
4157 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4158 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4166 Functions receive a "luaentity" as `self`:
4168 * It has the member `.name`, which is the registered name `("mod:thing")`
4169 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4170 * The original prototype stuff is visible directly via a metatable
4174 * `on_activate(self, staticdata, dtime_s)`
4175 * Called when the object is instantiated.
4176 * `dtime_s` is the time passed since the object was unloaded, which can be
4177 used for updating the entity state.
4178 * `on_step(self, dtime)`
4179 * Called on every server tick, after movement and collision processing.
4180 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4182 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4183 * Called when somebody punches the object.
4184 * Note that you probably want to handle most punches using the automatic
4186 * `puncher`: an `ObjectRef` (can be `nil`)
4187 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4189 * `tool_capabilities`: capability table of used tool (can be `nil`)
4190 * `dir`: unit vector of direction of punch. Always defined. Points from the
4191 puncher to the punched.
4192 * `damage`: damage that will be done to entity.
4193 * Can return `true` to prevent the default damage mechanism.
4194 * `on_death(self, killer)`
4195 * Called when the object dies.
4196 * `killer`: an `ObjectRef` (can be `nil`)
4197 * `on_rightclick(self, clicker)`
4198 * `on_attach_child(self, child)`
4199 * `child`: an `ObjectRef` of the child that attaches
4200 * `on_detach_child(self, child)`
4201 * `child`: an `ObjectRef` of the child that detaches
4202 * `on_detach(self, parent)`
4203 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4204 * This happens before the parent object is removed from the world
4205 * `get_staticdata(self)`
4206 * Should return a string that will be passed to `on_activate` when the
4207 object is instantiated the next time.
4219 axiom, --string initial tree axiom
4220 rules_a, --string rules set A
4221 rules_b, --string rules set B
4222 rules_c, --string rules set C
4223 rules_d, --string rules set D
4224 trunk, --string trunk node name
4225 leaves, --string leaves node name
4226 leaves2, --string secondary leaves node name
4227 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4228 angle, --num angle in deg
4229 iterations, --num max # of iterations, usually 2 -5
4230 random_level, --num factor to lower nr of iterations, usually 0 - 3
4231 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4232 -- 2x2 nodes or 3x3 in cross shape
4233 thin_branches, --boolean true -> use thin (1 node) branches
4234 fruit, --string fruit node name
4235 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4236 seed, --num random seed, if no seed is provided, the engine
4240 Key for special L-System symbols used in axioms
4241 -----------------------------------------------
4243 * `G`: move forward one unit with the pen up
4244 * `F`: move forward one unit with the pen down drawing trunks and branches
4245 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4246 * `T`: move forward one unit with the pen down drawing trunks only
4247 * `R`: move forward one unit with the pen down placing fruit
4248 * `A`: replace with rules set A
4249 * `B`: replace with rules set B
4250 * `C`: replace with rules set C
4251 * `D`: replace with rules set D
4252 * `a`: replace with rules set A, chance 90%
4253 * `b`: replace with rules set B, chance 80%
4254 * `c`: replace with rules set C, chance 70%
4255 * `d`: replace with rules set D, chance 60%
4256 * `+`: yaw the turtle right by `angle` parameter
4257 * `-`: yaw the turtle left by `angle` parameter
4258 * `&`: pitch the turtle down by `angle` parameter
4259 * `^`: pitch the turtle up by `angle` parameter
4260 * `/`: roll the turtle to the right by `angle` parameter
4261 * `*`: roll the turtle to the left by `angle` parameter
4262 * `[`: save in stack current state info
4263 * `]`: recover from stack state info
4268 Spawn a small apple tree:
4270 pos = {x=230,y=20,z=4}
4273 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4274 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4275 trunk="default:tree",
4276 leaves="default:leaves",
4280 trunk_type="single",
4283 fruit="default:apple"
4285 minetest.spawn_tree(pos,apple_tree)
4290 'minetest' namespace reference
4291 ==============================
4296 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4298 * `minetest.get_modpath(modname)`: returns e.g.
4299 `"/home/user/.minetest/usermods/modname"`.
4300 * Useful for loading additional `.lua` modules or static data from mod
4301 * `minetest.get_modnames()`: returns a list of installed mods
4302 * Return a list of installed mods, sorted alphabetically
4303 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4304 * Useful for storing custom data
4305 * `minetest.is_singleplayer()`
4306 * `minetest.features`: Table containing API feature flags
4309 glasslike_framed = true, -- 0.4.7
4310 nodebox_as_selectionbox = true, -- 0.4.7
4311 get_all_craft_recipes_works = true, -- 0.4.7
4312 -- The transparency channel of textures can optionally be used on
4314 use_texture_alpha = true,
4315 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4316 no_legacy_abms = true,
4317 -- Texture grouping is possible using parentheses (0.4.11)
4318 texture_names_parens = true,
4319 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4320 area_store_custom_ids = true,
4321 -- add_entity supports passing initial staticdata to on_activate
4323 add_entity_with_staticdata = true,
4324 -- Chat messages are no longer predicted (0.4.16)
4325 no_chat_message_prediction = true,
4326 -- The transparency channel of textures can optionally be used on
4327 -- objects (ie: players and lua entities) (5.0.0)
4328 object_use_texture_alpha = true,
4329 -- Object selectionbox is settable independently from collisionbox
4331 object_independent_selectionbox = true,
4332 -- Specifies whether binary data can be uploaded or downloaded using
4333 -- the HTTP API (5.1.0)
4334 httpfetch_binary_data = true,
4335 -- Whether formspec_version[<version>] may be used (5.1.0)
4336 formspec_version_element = true,
4337 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4338 area_store_persistent_ids = true,
4339 -- Whether minetest.find_path is functional (5.2.0)
4340 pathfinder_works = true,
4341 -- Whether Collision info is available to an objects' on_step (5.3.0)
4342 object_step_has_moveresult = true,
4343 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4344 direct_velocity_on_players = true,
4347 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4348 * `arg`: string or table in format `{foo=true, bar=true}`
4349 * `missing_features`: `{foo=true, bar=true}`
4350 * `minetest.get_player_information(player_name)`: Table containing information
4351 about a player. Example return value:
4354 address = "127.0.0.1", -- IP address of client
4355 ip_version = 4, -- IPv4 / IPv6
4356 connection_uptime = 200, -- seconds since client connected
4357 protocol_version = 32, -- protocol version used by client
4358 formspec_version = 2, -- supported formspec version
4359 lang_code = "fr" -- Language code used for translation
4360 -- the following keys can be missing if no stats have been collected yet
4361 min_rtt = 0.01, -- minimum round trip time
4362 max_rtt = 0.2, -- maximum round trip time
4363 avg_rtt = 0.02, -- average round trip time
4364 min_jitter = 0.01, -- minimum packet time jitter
4365 max_jitter = 0.5, -- maximum packet time jitter
4366 avg_jitter = 0.03, -- average packet time jitter
4367 -- the following information is available in a debug build only!!!
4368 -- DO NOT USE IN MODS
4369 --ser_vers = 26, -- serialization version used by client
4370 --major = 0, -- major version number
4371 --minor = 4, -- minor version number
4372 --patch = 10, -- patch version number
4373 --vers_string = "0.4.9-git", -- full version string
4374 --state = "Active" -- current client state
4377 * `minetest.mkdir(path)`: returns success.
4378 * Creates a directory specified by `path`, creating parent directories
4379 if they don't exist.
4380 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4382 * nil: return all entries,
4383 * true: return only subdirectory names, or
4384 * false: return only file names.
4385 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4386 * Replaces contents of file at path with new contents in a safe (atomic)
4387 way. Use this instead of below code when writing e.g. database files:
4388 `local f = io.open(path, "wb"); f:write(content); f:close()`
4389 * `minetest.get_version()`: returns a table containing components of the
4390 engine version. Components:
4391 * `project`: Name of the project, eg, "Minetest"
4392 * `string`: Simple version, eg, "1.2.3-dev"
4393 * `hash`: Full git version (only set if available),
4394 eg, "1.2.3-dev-01234567-dirty".
4395 Use this for informational purposes only. The information in the returned
4396 table does not represent the capabilities of the engine, nor is it
4397 reliable or verifiable. Compatible forks will have a different name and
4398 version entirely. To check for the presence of engine features, test
4399 whether the functions exported by the wanted features exist. For example:
4400 `if minetest.check_for_falling then ... end`.
4401 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4402 * `data`: string of data to hash
4403 * `raw`: return raw bytes instead of hex digits, default: false
4408 * `minetest.debug(...)`
4409 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4410 * `minetest.log([level,] text)`
4411 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4412 `"info"`, or `"verbose"`. Default is `"none"`.
4414 Registration functions
4415 ----------------------
4417 Call these functions only at load time!
4421 * `minetest.register_node(name, node definition)`
4422 * `minetest.register_craftitem(name, item definition)`
4423 * `minetest.register_tool(name, item definition)`
4424 * `minetest.override_item(name, redefinition)`
4425 * Overrides fields of an item registered with register_node/tool/craftitem.
4426 * Note: Item must already be defined, (opt)depend on the mod defining it.
4427 * Example: `minetest.override_item("default:mese",
4428 {light_source=minetest.LIGHT_MAX})`
4429 * `minetest.unregister_item(name)`
4430 * Unregisters the item from the engine, and deletes the entry with key
4431 `name` from `minetest.registered_items` and from the associated item table
4432 according to its nature: `minetest.registered_nodes`, etc.
4433 * `minetest.register_entity(name, entity definition)`
4434 * `minetest.register_abm(abm definition)`
4435 * `minetest.register_lbm(lbm definition)`
4436 * `minetest.register_alias(alias, original_name)`
4437 * Also use this to set the 'mapgen aliases' needed in a game for the core
4438 mapgens. See [Mapgen aliases] section above.
4439 * `minetest.register_alias_force(alias, original_name)`
4440 * `minetest.register_ore(ore definition)`
4441 * Returns an integer object handle uniquely identifying the registered
4443 * The order of ore registrations determines the order of ore generation.
4444 * `minetest.register_biome(biome definition)`
4445 * Returns an integer object handle uniquely identifying the registered
4446 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4447 * `minetest.unregister_biome(name)`
4448 * Unregisters the biome from the engine, and deletes the entry with key
4449 `name` from `minetest.registered_biomes`.
4450 * Warning: This alters the biome to biome ID correspondences, so any
4451 decorations or ores using the 'biomes' field must afterwards be cleared
4453 * `minetest.register_decoration(decoration definition)`
4454 * Returns an integer object handle uniquely identifying the registered
4455 decoration on success. To get the decoration ID, use
4456 `minetest.get_decoration_id`.
4457 * The order of decoration registrations determines the order of decoration
4459 * `minetest.register_schematic(schematic definition)`
4460 * Returns an integer object handle uniquely identifying the registered
4461 schematic on success.
4462 * If the schematic is loaded from a file, the `name` field is set to the
4464 * If the function is called when loading the mod, and `name` is a relative
4465 path, then the current mod path will be prepended to the schematic
4467 * `minetest.clear_registered_biomes()`
4468 * Clears all biomes currently registered.
4469 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4470 correspondences, so any decorations or ores using the 'biomes' field must
4471 afterwards be cleared and re-registered.
4472 * `minetest.clear_registered_decorations()`
4473 * Clears all decorations currently registered.
4474 * `minetest.clear_registered_ores()`
4475 * Clears all ores currently registered.
4476 * `minetest.clear_registered_schematics()`
4477 * Clears all schematics currently registered.
4481 * `minetest.register_craft(recipe)`
4482 * Check recipe table syntax for different types below.
4483 * `minetest.clear_craft(recipe)`
4484 * Will erase existing craft based either on output item or on input recipe.
4485 * Specify either output or input only. If you specify both, input will be
4486 ignored. For input use the same recipe table syntax as for
4487 `minetest.register_craft(recipe)`. For output specify only the item,
4489 * Returns false if no erase candidate could be found, otherwise returns true.
4490 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4491 ignored if the recipe contains output. Erasing is then done independently
4492 from the crafting method.
4493 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4494 * `minetest.override_chatcommand(name, redefinition)`
4495 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4496 * `minetest.unregister_chatcommand(name)`
4497 * Unregisters a chatcommands registered with `register_chatcommand`.
4498 * `minetest.register_privilege(name, definition)`
4499 * `definition` can be a description or a definition table (see [Privilege
4501 * If it is a description, the priv will be granted to singleplayer and admin
4503 * To allow players with `basic_privs` to grant, see the `basic_privs`
4504 minetest.conf setting.
4505 * `minetest.register_authentication_handler(authentication handler definition)`
4506 * Registers an auth handler that overrides the builtin one.
4507 * This function can be called by a single mod once only.
4509 Global callback registration functions
4510 --------------------------------------
4512 Call these functions only at load time!
4514 * `minetest.register_globalstep(function(dtime))`
4515 * Called every server step, usually interval of 0.1s
4516 * `minetest.register_on_mods_loaded(function())`
4517 * Called after mods have finished loading and before the media is cached or the
4519 * `minetest.register_on_shutdown(function())`
4520 * Called before server shutdown
4521 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4522 registered callbacks **will likely not be run**. Data should be saved at
4523 semi-frequent intervals as well as on server shutdown.
4524 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4525 * Called when a node has been placed
4526 * If return `true` no item is taken from `itemstack`
4527 * `placer` may be any valid ObjectRef or nil.
4528 * **Not recommended**; use `on_construct` or `after_place_node` in node
4529 definition whenever possible.
4530 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4531 * Called when a node has been dug.
4532 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4533 definition whenever possible.
4534 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4535 * Called when a node is punched
4536 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4537 * Called after generating a piece of world. Modifying nodes inside the area
4538 is a bit faster than usually.
4539 * `minetest.register_on_newplayer(function(ObjectRef))`
4540 * Called when a new player enters the world for the first time
4541 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4542 * Called when a player is punched
4543 * Note: This callback is invoked even if the punched player is dead.
4544 * `player`: ObjectRef - Player that was punched
4545 * `hitter`: ObjectRef - Player that hit
4546 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4548 * `tool_capabilities`: Capability table of used tool (can be nil)
4549 * `dir`: Unit vector of direction of punch. Always defined. Points from
4550 the puncher to the punched.
4551 * `damage`: Number that represents the damage calculated by the engine
4552 * should return `true` to prevent the default damage mechanism
4553 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4554 * Called when the player gets damaged or healed
4555 * `player`: ObjectRef of the player
4556 * `hp_change`: the amount of change. Negative when it is damage.
4557 * `reason`: a PlayerHPChangeReason table.
4558 * The `type` field will have one of the following values:
4559 * `set_hp`: A mod or the engine called `set_hp` without
4560 giving a type - use this for custom damage types.
4561 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4563 * `node_damage`: `damage_per_second` from a neighbouring node.
4564 `reason.node` will hold the node name or nil.
4567 * Any of the above types may have additional fields from mods.
4568 * `reason.from` will be `mod` or `engine`.
4569 * `modifier`: when true, the function should return the actual `hp_change`.
4570 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4571 Modifiers can return true as a second argument to stop the execution of further functions.
4572 Non-modifiers receive the final HP change calculated by the modifiers.
4573 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4574 * Called when a player dies
4575 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4576 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4577 * Called when player is to be respawned
4578 * Called _before_ repositioning of player occurs
4579 * return true in func to disable regular player placement
4580 * `minetest.register_on_prejoinplayer(function(name, ip))`
4581 * Called when a client connects to the server, prior to authentication
4582 * If it returns a string, the client is disconnected with that string as
4584 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4585 * Called when a player joins the game
4586 * `last_login`: The timestamp of the previous login, or nil if player is new
4587 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4588 * Called when a player leaves the game
4589 * `timed_out`: True for timeout, false for other reasons.
4590 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4591 * Called when a client attempts to log into an account.
4592 * `name`: The name of the account being authenticated.
4593 * `ip`: The IP address of the client
4594 * `is_success`: Whether the client was successfully authenticated
4595 * For newly registered accounts, `is_success` will always be true
4596 * `minetest.register_on_auth_fail(function(name, ip))`
4597 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4598 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4599 * Called when a player cheats
4600 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4602 * `interacted_too_far`
4603 * `interacted_while_dead`
4604 * `finished_unknown_dig`
4607 * `minetest.register_on_chat_message(function(name, message))`
4608 * Called always when a player says something
4609 * Return `true` to mark the message as handled, which means that it will
4610 not be sent to other players.
4611 * `minetest.register_on_chatcommand(function(name, command, params))`
4612 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4613 is checked to see if the command exists, but after the input is parsed.
4614 * Return `true` to mark the command as handled, which means that the default
4615 handlers will be prevented.
4616 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4617 * Called when the server received input from `player` in a formspec with
4618 the given `formname`. Specifically, this is called on any of the
4620 * a button was pressed,
4621 * Enter was pressed while the focus was on a text field
4622 * a checkbox was toggled,
4623 * something was selected in a dropdown list,
4624 * a different tab was selected,
4625 * selection was changed in a textlist or table,
4626 * an entry was double-clicked in a textlist or table,
4627 * a scrollbar was moved, or
4628 * the form was actively closed by the player.
4629 * Fields are sent for formspec elements which define a field. `fields`
4630 is a table containing each formspecs element value (as string), with
4631 the `name` parameter as index for each. The value depends on the
4632 formspec element type:
4633 * `animated_image`: Returns the index of the current frame.
4634 * `button` and variants: If pressed, contains the user-facing button
4635 text as value. If not pressed, is `nil`
4636 * `field`, `textarea` and variants: Text in the field
4637 * `dropdown`: Either the index or value, depending on the `index event`
4639 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4640 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4641 * `textlist`: See `minetest.explode_textlist_event`
4642 * `table`: See `minetest.explode_table_event`
4643 * `scrollbar`: See `minetest.explode_scrollbar_event`
4644 * Special case: `["quit"]="true"` is sent when the user actively
4645 closed the form by mouse click, keypress or through a button_exit[]
4647 * Special case: `["key_enter"]="true"` is sent when the user pressed
4648 the Enter key and the focus was either nowhere (causing the formspec
4649 to be closed) or on a button. If the focus was on a text field,
4650 additionally, the index `key_enter_field` contains the name of the
4651 text field. See also: `field_close_on_enter`.
4652 * Newest functions are called first
4653 * If function returns `true`, remaining functions are not called
4654 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4655 * Called when `player` crafts something
4656 * `itemstack` is the output
4657 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4659 * `craft_inv` is the inventory with the crafting grid
4660 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4662 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4663 * The same as before, except that it is called before the player crafts, to
4664 make craft prediction, and it should not change anything.
4665 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4666 * Determines how much of a stack may be taken, put or moved to a
4668 * `player` (type `ObjectRef`) is the player who modified the inventory
4669 `inventory` (type `InvRef`).
4670 * List of possible `action` (string) values and their
4671 `inventory_info` (table) contents:
4672 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4673 * `put`: `{listname=string, index=number, stack=ItemStack}`
4674 * `take`: Same as `put`
4675 * Return a numeric value to limit the amount of items to be taken, put or
4676 moved. A value of `-1` for `take` will make the source stack infinite.
4677 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4678 * Called after a take, put or move event from/to/in a player inventory
4679 * Function arguments: see `minetest.register_allow_player_inventory_action`
4680 * Does not accept or handle any return value.
4681 * `minetest.register_on_protection_violation(function(pos, name))`
4682 * Called by `builtin` and mods when a player violates protection at a
4683 position (eg, digs a node or punches a protected entity).
4684 * The registered functions can be called using
4685 `minetest.record_protection_violation`.
4686 * The provided function should check that the position is protected by the
4687 mod calling this function before it prints a message, if it does, to
4688 allow for multiple protection mods.
4689 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4690 * Called when an item is eaten, by `minetest.item_eat`
4691 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4692 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4693 * Called when `granter` grants the priv `priv` to `name`.
4694 * Note that the callback will be called twice if it's done by a player,
4695 once with granter being the player name, and again with granter being nil.
4696 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4697 * Called when `revoker` revokes the priv `priv` from `name`.
4698 * Note that the callback will be called twice if it's done by a player,
4699 once with revoker being the player name, and again with revoker being nil.
4700 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4701 * Called when `name` user connects with `ip`.
4702 * Return `true` to by pass the player limit
4703 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4704 * Called when an incoming mod channel message is received
4705 * You should have joined some channels to receive events.
4706 * If message comes from a server mod, `sender` field is an empty string.
4711 * `minetest.settings`: Settings object containing all of the settings from the
4712 main config file (`minetest.conf`).
4713 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4714 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4719 * `minetest.string_to_privs(str[, delim])`:
4720 * Converts string representation of privs into table form
4721 * `delim`: String separating the privs. Defaults to `","`.
4722 * Returns `{ priv1 = true, ... }`
4723 * `minetest.privs_to_string(privs[, delim])`:
4724 * Returns the string representation of `privs`
4725 * `delim`: String to delimit privs. Defaults to `","`.
4726 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4727 * `minetest.check_player_privs(player_or_name, ...)`:
4728 returns `bool, missing_privs`
4729 * A quickhand for checking privileges.
4730 * `player_or_name`: Either a Player object or the name of a player.
4731 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4732 a table, e.g. `{ priva = true, privb = true }`.
4734 * `minetest.check_password_entry(name, entry, password)`
4735 * Returns true if the "password entry" for a player with name matches given
4736 password, false otherwise.
4737 * The "password entry" is the password representation generated by the
4738 engine as returned as part of a `get_auth()` call on the auth handler.
4739 * Only use this function for making it possible to log in via password from
4740 external protocols such as IRC, other uses are frowned upon.
4741 * `minetest.get_password_hash(name, raw_password)`
4742 * Convert a name-password pair to a password hash that Minetest can use.
4743 * The returned value alone is not a good basis for password checks based
4744 on comparing the password hash in the database with the password hash
4745 from the function, with an externally provided password, as the hash
4746 in the db might use the new SRP verifier format.
4747 * For this purpose, use `minetest.check_password_entry` instead.
4748 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4750 * The player needs to be online for this to be successful.
4752 * `minetest.get_auth_handler()`: Return the currently active auth handler
4753 * See the [Authentication handler definition]
4754 * Use this to e.g. get the authentication data for a player:
4755 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4756 * `minetest.notify_authentication_modified(name)`
4757 * Must be called by the authentication handler for privilege changes.
4758 * `name`: string; if omitted, all auth data should be considered modified
4759 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4761 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4763 * `minetest.auth_reload()`
4764 * See `reload()` in authentication handler definition
4766 `minetest.set_player_password`, `minetest.set_player_privs`,
4767 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4773 * `minetest.chat_send_all(text)`
4774 * `minetest.chat_send_player(name, text)`
4775 * `minetest.format_chat_message(name, message)`
4776 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4777 Refer to the documentation of the setting for a list of valid placeholders.
4778 * Takes player name and message, and returns the formatted string to be sent to players.
4779 * Can be redefined by mods if required, for things like colored names or messages.
4780 * **Only** the first occurrence of each placeholder will be replaced.
4785 * `minetest.set_node(pos, node)`
4786 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4787 * Set node at position `pos`
4788 * `node`: table `{name=string, param1=number, param2=number}`
4789 * If param1 or param2 is omitted, it's set to `0`.
4790 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4791 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4792 * Set node on all positions set in the first argument.
4793 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4794 * For node specification or position syntax see `minetest.set_node` call
4795 * Faster than set_node due to single call, but still considerably slower
4796 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4797 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4798 in spread out positions which would cause LVMs to waste memory.
4799 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4801 * `minetest.swap_node(pos, node)`
4802 * Set node at position, but don't remove metadata
4803 * `minetest.remove_node(pos)`
4804 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4805 * `minetest.get_node(pos)`
4806 * Returns the node at the given position as table in the format
4807 `{name="node_name", param1=0, param2=0}`,
4808 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4809 * `minetest.get_node_or_nil(pos)`
4810 * Same as `get_node` but returns `nil` for unloaded areas.
4811 * `minetest.get_node_light(pos, timeofday)`
4812 * Gets the light value at the given position. Note that the light value
4813 "inside" the node at the given position is returned, so you usually want
4814 to get the light value of a neighbor.
4815 * `pos`: The position where to measure the light.
4816 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4817 * Returns a number between `0` and `15` or `nil`
4818 * `nil` is returned e.g. when the map isn't loaded at `pos`
4819 * `minetest.get_natural_light(pos[, timeofday])`
4820 * Figures out the sunlight (or moonlight) value at pos at the given time of
4822 * `pos`: The position of the node
4823 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4824 * Returns a number between `0` and `15` or `nil`
4825 * This function tests 203 nodes in the worst case, which happens very
4827 * `minetest.get_artificial_light(param1)`
4828 * Calculates the artificial light (light from e.g. torches) value from the
4830 * `param1`: The param1 value of a `paramtype = "light"` node.
4831 * Returns a number between `0` and `15`
4832 * Currently it's the same as `math.floor(param1 / 16)`, except that it
4833 ensures compatibility.
4834 * `minetest.place_node(pos, node)`
4835 * Place node with the same effects that a player would cause
4836 * `minetest.dig_node(pos)`
4837 * Dig node with the same effects that a player would cause
4838 * Returns `true` if successful, `false` on failure (e.g. protected location)
4839 * `minetest.punch_node(pos)`
4840 * Punch node with the same effects that a player would cause
4841 * `minetest.spawn_falling_node(pos)`
4842 * Change node into falling node
4843 * Returns `true` if successful, `false` on failure
4845 * `minetest.find_nodes_with_meta(pos1, pos2)`
4846 * Get a table of positions of nodes that have metadata within a region
4848 * `minetest.get_meta(pos)`
4849 * Get a `NodeMetaRef` at that position
4850 * `minetest.get_node_timer(pos)`
4851 * Get `NodeTimerRef`
4853 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4855 * Returns `ObjectRef`, or `nil` if failed
4856 * `minetest.add_item(pos, item)`: Spawn item
4857 * Returns `ObjectRef`, or `nil` if failed
4858 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4859 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4861 * `radius`: using an euclidean metric
4862 * `minetest.set_timeofday(val)`
4863 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4864 * `minetest.get_timeofday()`
4865 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4867 * `minetest.get_day_count()`: returns number days elapsed since world was
4869 * accounts for time changes.
4870 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4872 * `radius`: using a maximum metric
4873 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4874 * `search_center` is an optional boolean (default: `false`)
4875 If true `pos` is also checked for the nodes
4876 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
4877 * `pos1` and `pos2` are the min and max positions of the area to search.
4878 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4879 * If `grouped` is true the return value is a table indexed by node name
4880 which contains lists of positions.
4881 * If `grouped` is false or absent the return values are as follows:
4882 first value: Table with all node positions
4883 second value: Table with the count of each node with the node name
4885 * Area volume is limited to 4,096,000 nodes
4886 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4888 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4889 * Return value: Table with all node positions with a node air above
4890 * Area volume is limited to 4,096,000 nodes
4891 * `minetest.get_perlin(noiseparams)`
4892 * Return world-specific perlin noise.
4893 * The actual seed used is the noiseparams seed plus the world seed.
4894 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4895 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
4896 * Return world-specific perlin noise.
4897 * `minetest.get_voxel_manip([pos1, pos2])`
4898 * Return voxel manipulator object.
4899 * Loads the manipulator from the map if positions are passed.
4900 * `minetest.set_gen_notify(flags, {deco_ids})`
4901 * Set the types of on-generate notifications that should be collected.
4902 * `flags` is a flag field with the available flags:
4910 * The second parameter is a list of IDs of decorations which notification
4912 * `minetest.get_gen_notify()`
4913 * Returns a flagstring and a table with the `deco_id`s.
4914 * `minetest.get_decoration_id(decoration_name)`
4915 * Returns the decoration ID number for the provided decoration name string,
4916 or `nil` on failure.
4917 * `minetest.get_mapgen_object(objectname)`
4918 * Return requested mapgen object if available (see [Mapgen objects])
4919 * `minetest.get_heat(pos)`
4920 * Returns the heat at the position, or `nil` on failure.
4921 * `minetest.get_humidity(pos)`
4922 * Returns the humidity at the position, or `nil` on failure.
4923 * `minetest.get_biome_data(pos)`
4924 * Returns a table containing:
4925 * `biome` the biome id of the biome at that position
4926 * `heat` the heat at the position
4927 * `humidity` the humidity at the position
4928 * Or returns `nil` on failure.
4929 * `minetest.get_biome_id(biome_name)`
4930 * Returns the biome id, as used in the biomemap Mapgen object and returned
4931 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4932 * `minetest.get_biome_name(biome_id)`
4933 * Returns the biome name string for the provided biome id, or `nil` on
4935 * If no biomes have been registered, such as in mgv6, returns `default`.
4936 * `minetest.get_mapgen_params()`
4937 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4938 * Returns a table containing:
4944 * `minetest.set_mapgen_params(MapgenParams)`
4945 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4947 * Set map generation parameters.
4948 * Function cannot be called after the registration period; only
4949 initialization and `on_mapgen_init`.
4950 * Takes a table as an argument with the fields:
4956 * Leave field unset to leave that parameter unchanged.
4957 * `flags` contains a comma-delimited string of flags to set, or if the
4958 prefix `"no"` is attached, clears instead.
4959 * `flags` is in the same format and has the same options as `mg_flags` in
4961 * `minetest.get_mapgen_setting(name)`
4962 * Gets the *active* mapgen setting (or nil if none exists) in string
4963 format with the following order of precedence:
4964 1) Settings loaded from map_meta.txt or overrides set during mod
4966 2) Settings set by mods without a metafile override
4967 3) Settings explicitly set in the user config file, minetest.conf
4968 4) Settings set as the user config default
4969 * `minetest.get_mapgen_setting_noiseparams(name)`
4970 * Same as above, but returns the value as a NoiseParams table if the
4971 setting `name` exists and is a valid NoiseParams.
4972 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4973 * Sets a mapgen param to `value`, and will take effect if the corresponding
4974 mapgen setting is not already present in map_meta.txt.
4975 * `override_meta` is an optional boolean (default: `false`). If this is set
4976 to true, the setting will become the active setting regardless of the map
4978 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4979 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4980 * Same as above, except value is a NoiseParams table.
4981 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4982 * Sets the noiseparams setting of `name` to the noiseparams table specified
4984 * `set_default` is an optional boolean (default: `true`) that specifies
4985 whether the setting should be applied to the default config or current
4987 * `minetest.get_noiseparams(name)`
4988 * Returns a table of the noiseparams for name.
4989 * `minetest.generate_ores(vm, pos1, pos2)`
4990 * Generate all registered ores within the VoxelManip `vm` and in the area
4991 from `pos1` to `pos2`.
4992 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4993 * `minetest.generate_decorations(vm, pos1, pos2)`
4994 * Generate all registered decorations within the VoxelManip `vm` and in the
4995 area from `pos1` to `pos2`.
4996 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4997 * `minetest.clear_objects([options])`
4998 * Clear all objects in the environment
4999 * Takes an optional table as an argument with the field `mode`.
5000 * mode = `"full"` : Load and go through every mapblock, clearing
5002 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5003 clear objects in unloaded mapblocks only when the
5004 mapblocks are next activated.
5005 * `minetest.load_area(pos1[, pos2])`
5006 * Load the mapblocks containing the area from `pos1` to `pos2`.
5007 `pos2` defaults to `pos1` if not specified.
5008 * This function does not trigger map generation.
5009 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5010 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5011 asynchronously fetched from memory, loaded from disk, or if inexistent,
5013 * If `callback` is a valid Lua function, this will be called for each block
5015 * The function signature of callback is:
5016 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5017 * `blockpos` is the *block* coordinates of the block that had been
5019 * `action` could be one of the following constant values:
5020 * `minetest.EMERGE_CANCELLED`
5021 * `minetest.EMERGE_ERRORED`
5022 * `minetest.EMERGE_FROM_MEMORY`
5023 * `minetest.EMERGE_FROM_DISK`
5024 * `minetest.EMERGE_GENERATED`
5025 * `calls_remaining` is the number of callbacks to be expected after
5027 * `param` is the user-defined parameter passed to emerge_area (or
5028 nil if the parameter was absent).
5029 * `minetest.delete_area(pos1, pos2)`
5030 * delete all mapblocks in the area from pos1 to pos2, inclusive
5031 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5032 * Checks if there is anything other than air between pos1 and pos2.
5033 * Returns false if something is blocking the sight.
5034 * Returns the position of the blocking node when `false`
5035 * `pos1`: First position
5036 * `pos2`: Second position
5037 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5038 * Creates a `Raycast` object.
5039 * `pos1`: start of the ray
5040 * `pos2`: end of the ray
5041 * `objects`: if false, only nodes will be returned. Default is `true`.
5042 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5043 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5044 * returns table containing path that can be walked on
5045 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5047 * Reasons for failure:
5048 * No path exists at all
5049 * No path exists within `searchdistance` (see below)
5050 * Start or end pos is buried in land
5051 * `pos1`: start position
5052 * `pos2`: end position
5053 * `searchdistance`: maximum distance from the search positions to search in.
5054 In detail: Path must be completely inside a cuboid. The minimum
5055 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5056 Larger values will increase the size of this cuboid in all directions
5057 * `max_jump`: maximum height difference to consider walkable
5058 * `max_drop`: maximum height difference to consider droppable
5059 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5060 Difference between `"A*"` and `"A*_noprefetch"` is that
5061 `"A*"` will pre-calculate the cost-data, the other will calculate it
5063 * `minetest.spawn_tree (pos, {treedef})`
5064 * spawns L-system tree at given `pos` with definition in `treedef` table
5065 * `minetest.transforming_liquid_add(pos)`
5066 * add node to liquid update queue
5067 * `minetest.get_node_max_level(pos)`
5068 * get max available level for leveled node
5069 * `minetest.get_node_level(pos)`
5070 * get level of leveled node (water, snow)
5071 * `minetest.set_node_level(pos, level)`
5072 * set level of leveled node, default `level` equals `1`
5073 * if `totallevel > maxlevel`, returns rest (`total-max`).
5074 * `minetest.add_node_level(pos, level)`
5075 * increase level of leveled node by level, default `level` equals `1`
5076 * if `totallevel > maxlevel`, returns rest (`total-max`)
5077 * `level` must be between -127 and 127
5078 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5079 * resets the light in a cuboid-shaped part of
5080 the map and removes lighting bugs.
5081 * Loads the area if it is not loaded.
5082 * `pos1` is the corner of the cuboid with the least coordinates
5083 (in node coordinates), inclusive.
5084 * `pos2` is the opposite corner of the cuboid, inclusive.
5085 * The actual updated cuboid might be larger than the specified one,
5086 because only whole map blocks can be updated.
5087 The actual updated area consists of those map blocks that intersect
5088 with the given cuboid.
5089 * However, the neighborhood of the updated area might change
5090 as well, as light can spread out of the cuboid, also light
5092 * returns `false` if the area is not fully generated,
5094 * `minetest.check_single_for_falling(pos)`
5095 * causes an unsupported `group:falling_node` node to fall and causes an
5096 unattached `group:attached_node` node to fall.
5097 * does not spread these updates to neighbours.
5098 * `minetest.check_for_falling(pos)`
5099 * causes an unsupported `group:falling_node` node to fall and causes an
5100 unattached `group:attached_node` node to fall.
5101 * spread these updates to neighbours and can cause a cascade
5103 * `minetest.get_spawn_level(x, z)`
5104 * Returns a player spawn y co-ordinate for the provided (x, z)
5105 co-ordinates, or `nil` for an unsuitable spawn point.
5106 * For most mapgens a 'suitable spawn point' is one with y between
5107 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5108 so `nil` will be returned for many (x, z) co-ordinates.
5109 * The spawn level returned is for a player spawn in unmodified terrain.
5110 * The spawn level is intentionally above terrain level to cope with
5111 full-node biome 'dust' nodes.
5116 You can find mod channels communication scheme in `doc/mod_channels.png`.
5118 * `minetest.mod_channel_join(channel_name)`
5119 * Server joins channel `channel_name`, and creates it if necessary. You
5120 should listen for incoming messages with
5121 `minetest.register_on_modchannel_message`
5126 `minetest.get_inventory(location)`: returns an `InvRef`
5129 * `{type="player", name="celeron55"}`
5130 * `{type="node", pos={x=, y=, z=}}`
5131 * `{type="detached", name="creative"}`
5132 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5134 * `callbacks`: See [Detached inventory callbacks]
5135 * `player_name`: Make detached inventory available to one player
5136 exclusively, by default they will be sent to every player (even if not
5138 Note that this parameter is mostly just a workaround and will be removed
5140 * Creates a detached inventory. If it already exists, it is cleared.
5141 * `minetest.remove_detached_inventory(name)`
5142 * Returns a `boolean` indicating whether the removal succeeded.
5143 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5144 returns left over ItemStack.
5145 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5150 * `minetest.show_formspec(playername, formname, formspec)`
5151 * `playername`: name of player to show formspec
5152 * `formname`: name passed to `on_player_receive_fields` callbacks.
5153 It should follow the `"modname:<whatever>"` naming convention
5154 * `formspec`: formspec to display
5155 * `minetest.close_formspec(playername, formname)`
5156 * `playername`: name of player to close formspec
5157 * `formname`: has to exactly match the one given in `show_formspec`, or the
5158 formspec will not close.
5159 * calling `show_formspec(playername, formname, "")` is equal to this
5161 * to close a formspec regardless of the formname, call
5162 `minetest.close_formspec(playername, "")`.
5163 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5164 * `minetest.formspec_escape(string)`: returns a string
5165 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5167 * `minetest.explode_table_event(string)`: returns a table
5168 * returns e.g. `{type="CHG", row=1, column=2}`
5170 * `"INV"`: no row selected
5172 * `"DCL"`: double-click
5173 * `minetest.explode_textlist_event(string)`: returns a table
5174 * returns e.g. `{type="CHG", index=1}`
5176 * `"INV"`: no row selected
5178 * `"DCL"`: double-click
5179 * `minetest.explode_scrollbar_event(string)`: returns a table
5180 * returns e.g. `{type="CHG", value=500}`
5182 * `"INV"`: something failed
5183 * `"CHG"`: has been changed
5184 * `"VAL"`: not changed
5189 * `minetest.inventorycube(img1, img2, img3)`
5190 * Returns a string for making an image of a cube (useful as an item image)
5191 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5192 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5193 does not refer to a node or entity.
5194 * If the optional `above` parameter is true and the `pointed_thing` refers
5195 to a node, then it will return the `above` position of the `pointed_thing`.
5196 * `minetest.dir_to_facedir(dir, is6d)`
5197 * Convert a vector to a facedir value, used in `param2` for
5198 `paramtype2="facedir"`.
5199 * passing something non-`nil`/`false` for the optional second parameter
5200 causes it to take the y component into account.
5201 * `minetest.facedir_to_dir(facedir)`
5202 * Convert a facedir back into a vector aimed directly out the "back" of a
5204 * `minetest.dir_to_wallmounted(dir)`
5205 * Convert a vector to a wallmounted value, used for
5206 `paramtype2="wallmounted"`.
5207 * `minetest.wallmounted_to_dir(wallmounted)`
5208 * Convert a wallmounted value back into a vector aimed directly out the
5210 * `minetest.dir_to_yaw(dir)`
5211 * Convert a vector into a yaw (angle)
5212 * `minetest.yaw_to_dir(yaw)`
5213 * Convert yaw (angle) to a vector
5214 * `minetest.is_colored_paramtype(ptype)`
5215 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5216 color information (`color`, `colorwallmounted` or `colorfacedir`).
5217 * `minetest.strip_param2_color(param2, paramtype2)`
5218 * Removes everything but the color information from the
5219 given `param2` value.
5220 * Returns `nil` if the given `paramtype2` does not contain color
5222 * `minetest.get_node_drops(node, toolname)`
5223 * Returns list of itemstrings that are dropped by `node` when dug
5225 * `node`: node as table or node name
5226 * `toolname`: name of the tool item (can be `nil`)
5227 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5228 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5229 * `input.width` = for example `3`
5230 * `input.items` = for example
5231 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5232 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5233 * `output.time` = a number, if unsuccessful: `0`
5234 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5235 placed in `decremented_input.items`. Replacements can be placed in
5236 `decremented_input` if the stack of the replaced item has a count of 1.
5237 * `decremented_input` = like `input`
5238 * `minetest.get_craft_recipe(output)`: returns input
5239 * returns last registered recipe for output item (node)
5240 * `output` is a node or item type such as `"default:torch"`
5241 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5242 * `input.width` = for example `3`
5243 * `input.items` = for example
5244 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5245 * `input.items` = `nil` if no recipe found
5246 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5247 * returns indexed table with all registered recipes for query item (node)
5248 or `nil` if no recipe was found.
5249 * recipe entry table:
5250 * `method`: 'normal' or 'cooking' or 'fuel'
5251 * `width`: 0-3, 0 means shapeless recipe
5252 * `items`: indexed [1-9] table with recipe items
5253 * `output`: string with item name and quantity
5254 * Example query for `"default:gold_ingot"` will return table:
5257 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5258 items = {1 = "default:gold_lump"}},
5259 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5260 items = {1 = "default:goldblock"}}
5262 * `minetest.handle_node_drops(pos, drops, digger)`
5263 * `drops`: list of itemstrings
5264 * Handles drops from nodes after digging: Default action is to put them
5265 into digger's inventory.
5266 * Can be overridden to get different functionality (e.g. dropping items on
5268 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5270 * Creates an item string which contains palette index information
5271 for hardware colorization. You can use the returned string
5272 as an output in a craft recipe.
5273 * `item`: the item stack which becomes colored. Can be in string,
5274 table and native form.
5275 * `palette_index`: this index is added to the item stack
5276 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5277 * Creates an item string which contains static color information
5278 for hardware colorization. Use this method if you wish to colorize
5279 an item that does not own a palette. You can use the returned string
5280 as an output in a craft recipe.
5281 * `item`: the item stack which becomes colored. Can be in string,
5282 table and native form.
5283 * `colorstring`: the new color of the item stack
5288 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5289 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5290 * Find who has done something to a node, or near a node
5291 * `actor`: `"player:<name>"`, also `"liquid"`.
5292 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5293 `boolean, log_messages`.
5294 * Revert latest actions of someone
5295 * `actor`: `"player:<name>"`, also `"liquid"`.
5297 Defaults for the `on_place` and `on_drop` item definition functions
5298 -------------------------------------------------------------------
5300 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5301 * Place item as a node
5302 * `param2` overrides `facedir` and wallmounted `param2`
5303 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5304 for the newly placed node to prevent a callback and placement loop
5305 * returns `itemstack, position`
5306 * `position`: the location the node was placed to. `nil` if nothing was placed.
5307 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5309 * returns the leftover itemstack
5310 * **Note**: This function is deprecated and will never be called.
5311 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5312 * Wrapper that calls `minetest.item_place_node` if appropriate
5313 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5314 * **Note**: is not called when wielded item overrides `on_place`
5315 * `param2` overrides facedir and wallmounted `param2`
5316 * returns `itemstack, position`
5317 * `position`: the location the node was placed to. `nil` if nothing was placed.
5318 * `minetest.item_drop(itemstack, dropper, pos)`
5320 * returns the leftover itemstack
5321 * `minetest.item_eat(hp_change[, replace_with_item])`
5322 * Returns `function(itemstack, user, pointed_thing)` as a
5323 function wrapper for `minetest.do_item_eat`.
5324 * `replace_with_item` is the itemstring which is added to the inventory.
5325 If the player is eating a stack, then replace_with_item goes to a
5328 Defaults for the `on_punch` and `on_dig` node definition callbacks
5329 ------------------------------------------------------------------
5331 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5332 * Calls functions registered by `minetest.register_on_punchnode()`
5333 * `minetest.node_dig(pos, node, digger)`
5334 * Checks if node can be dug, puts item into inventory, removes node
5335 * Calls functions registered by `minetest.registered_on_dignodes()`
5340 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5341 * `spec` is a `SimpleSoundSpec`
5342 * `parameters` is a sound parameter table
5343 * `ephemeral` is a boolean (default: false)
5344 Ephemeral sounds will not return a handle and can't be stopped or faded.
5345 It is recommend to use this for short sounds that happen in response to
5346 player actions (e.g. door closing).
5347 * `minetest.sound_stop(handle)`
5348 * `handle` is a handle returned by `minetest.sound_play`
5349 * `minetest.sound_fade(handle, step, gain)`
5350 * `handle` is a handle returned by `minetest.sound_play`
5351 * `step` determines how fast a sound will fade.
5352 The gain will change by this much per second,
5353 until it reaches the target gain.
5354 Note: Older versions used a signed step. This is deprecated, but old
5355 code will still work. (the client uses abs(step) to correct it)
5356 * `gain` the target gain for the fade.
5357 Fading to zero will delete the sound.
5362 * `minetest.after(time, func, ...)` : returns job table to use as below.
5363 * Call the function `func` after `time` seconds, may be fractional
5364 * Optional: Variable number of arguments that are passed to `func`
5367 * Cancels the job function from being called
5372 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5373 server shutdown. Will display `message` to clients.
5374 * `reconnect` == true displays a reconnect button
5375 * `delay` adds an optional delay (in seconds) before shutdown.
5376 Negative delay cancels the current active shutdown.
5377 Zero delay triggers an immediate shutdown.
5378 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5379 * `minetest.get_server_status(name, joined)`
5380 * Returns the server status string when a player joins or when the command
5381 `/status` is called. Returns `nil` or an empty string when the message is
5383 * `joined`: Boolean value, indicates whether the function was called when
5385 * This function may be overwritten by mods to customize the status message.
5386 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5387 * `minetest.remove_player(name)`: remove player from database (if they are not
5389 * As auth data is not removed, minetest.player_exists will continue to
5390 return true. Call the below method as well if you want to remove auth
5392 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5393 * `minetest.remove_player_auth(name)`: remove player authentication data
5394 * Returns boolean indicating success (false if player nonexistant)
5395 * `minetest.dynamic_add_media(filepath)`
5396 * Adds the file at the given path to the media sent to clients by the server
5397 on startup and also pushes this file to already connected clients.
5398 The file must be a supported image, sound or model format. It must not be
5399 modified, deleted, moved or renamed after calling this function.
5400 The list of dynamically added media is not persisted.
5401 * Returns boolean indicating success (duplicate files count as error)
5402 * The media will be ready to use (in e.g. entity textures, sound_play)
5403 immediately after calling this function.
5404 Old clients that lack support for this feature will not see the media
5405 unless they reconnect to the server.
5406 * Since media transferred this way does not use client caching or HTTP
5407 transfers, dynamic media should not be used with big files or performance
5413 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5414 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5415 IP address or name formatted as string
5416 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5417 * Returns boolean indicating success
5418 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5420 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5422 * Returns boolean indicating success (false if player nonexistant)
5427 * `minetest.add_particle(particle definition)`
5428 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5429 expirationtime, size, collisiondetection, texture, playername)`
5431 * `minetest.add_particlespawner(particlespawner definition)`
5432 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5433 over `time` seconds.
5434 * Returns an `id`, and -1 if adding didn't succeed
5435 * Deprecated: `minetest.add_particlespawner(amount, time,
5439 minexptime, maxexptime,
5441 collisiondetection, texture, playername)`
5443 * `minetest.delete_particlespawner(id, player)`
5444 * Delete `ParticleSpawner` with `id` (return value from
5445 `minetest.add_particlespawner`).
5446 * If playername is specified, only deletes on the player's client,
5447 otherwise on all clients.
5452 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5453 * Create a schematic from the volume of map specified by the box formed by
5455 * Apply the specified probability and per-node force-place to the specified
5456 nodes according to the `probability_list`.
5457 * `probability_list` is an array of tables containing two fields, `pos`
5459 * `pos` is the 3D vector specifying the absolute coordinates of the
5460 node being modified,
5461 * `prob` is an integer value from `0` to `255` that encodes
5462 probability and per-node force-place. Probability has levels
5463 0-127, then 128 may be added to encode per-node force-place.
5464 For probability stated as 0-255, divide by 2 and round down to
5465 get values 0-127, then add 128 to apply per-node force-place.
5466 * If there are two or more entries with the same pos value, the
5468 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5470 * If `probability_list` equals `nil`, no probabilities are applied.
5471 * Apply the specified probability to the specified horizontal slices
5472 according to the `slice_prob_list`.
5473 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5475 * `ypos` indicates the y position of the slice with a probability
5476 applied, the lowest slice being `ypos = 0`.
5477 * If slice probability list equals `nil`, no slice probabilities
5479 * Saves schematic in the Minetest Schematic format to filename.
5481 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5482 * Place the schematic specified by schematic (see [Schematic specifier]) at
5484 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5485 * If the `rotation` parameter is omitted, the schematic is not rotated.
5486 * `replacements` = `{["old_name"] = "convert_to", ...}`
5487 * `force_placement` is a boolean indicating whether nodes other than `air`
5488 and `ignore` are replaced by the schematic.
5489 * Returns nil if the schematic could not be loaded.
5490 * **Warning**: Once you have loaded a schematic from a file, it will be
5491 cached. Future calls will always use the cached version and the
5492 replacement list defined for it, regardless of whether the file or the
5493 replacement list parameter have changed. The only way to load the file
5494 anew is to restart the server.
5495 * `flags` is a flag field with the available flags:
5500 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5501 * This function is analogous to minetest.place_schematic, but places a
5502 schematic onto the specified VoxelManip object `vmanip` instead of the
5504 * Returns false if any part of the schematic was cut-off due to the
5505 VoxelManip not containing the full area required, and true if the whole
5506 schematic was able to fit.
5507 * Returns nil if the schematic could not be loaded.
5508 * After execution, any external copies of the VoxelManip contents are
5510 * `flags` is a flag field with the available flags:
5515 * `minetest.serialize_schematic(schematic, format, options)`
5516 * Return the serialized schematic specified by schematic
5517 (see [Schematic specifier])
5518 * in the `format` of either "mts" or "lua".
5519 * "mts" - a string containing the binary MTS data used in the MTS file
5521 * "lua" - a string containing Lua code representing the schematic in table
5523 * `options` is a table containing the following optional parameters:
5524 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5525 generated will have (X, Z) position comments for every X row
5526 generated in the schematic data for easier reading.
5527 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5528 the Lua code generated will use that number of spaces as indentation
5529 instead of a tab character.
5531 * `minetest.read_schematic(schematic, options)`
5532 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5533 * `schematic` is the schematic to read (see: [Schematic specifier])
5534 * `options` is a table containing the following optional parameters:
5535 * `write_yslice_prob`: string value:
5536 * `none`: no `write_yslice_prob` table is inserted,
5537 * `low`: only probabilities that are not 254 or 255 are written in
5538 the `write_ylisce_prob` table,
5539 * `all`: write all probabilities to the `write_yslice_prob` table.
5540 * The default for this option is `all`.
5541 * Any invalid value will be interpreted as `all`.
5546 * `minetest.request_http_api()`:
5547 * returns `HTTPApiTable` containing http functions if the calling mod has
5548 been granted access by being listed in the `secure.http_mods` or
5549 `secure.trusted_mods` setting, otherwise returns `nil`.
5550 * The returned table contains the functions `fetch`, `fetch_async` and
5551 `fetch_async_get` described below.
5552 * Only works at init time and must be called from the mod's main scope
5553 (not from a function).
5554 * Function only exists if minetest server was built with cURL support.
5555 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5557 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5558 * Performs given request asynchronously and calls callback upon completion
5559 * callback: `function(HTTPRequestResult res)`
5560 * Use this HTTP function if you are unsure, the others are for advanced use
5561 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5562 * Performs given request asynchronously and returns handle for
5563 `HTTPApiTable.fetch_async_get`
5564 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5565 * Return response data for given asynchronous HTTP request
5570 * `minetest.get_mod_storage()`:
5571 * returns reference to mod private `StorageRef`
5572 * must be called during mod load time
5577 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5578 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5579 * `minetest.player_exists(name)`: boolean, whether player exists
5580 (regardless of online status)
5581 * `minetest.hud_replace_builtin(name, hud_definition)`
5582 * Replaces definition of a builtin hud element
5583 * `name`: `"breath"` or `"health"`
5584 * `hud_definition`: definition to replace builtin definition
5585 * `minetest.send_join_message(player_name)`
5586 * This function can be overridden by mods to change the join message.
5587 * `minetest.send_leave_message(player_name, timed_out)`
5588 * This function can be overridden by mods to change the leave message.
5589 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5590 * `pos`: table {x=number, y=number, z=number},
5591 * Gives a unique hash number for a node position (16+16+16=48bit)
5592 * `minetest.get_position_from_hash(hash)`: returns a position
5593 * Inverse transform of `minetest.hash_node_position`
5594 * `minetest.get_item_group(name, group)`: returns a rating
5595 * Get rating of a group of an item. (`0` means: not in group)
5596 * `minetest.get_node_group(name, group)`: returns a rating
5597 * Deprecated: An alias for the former.
5598 * `minetest.raillike_group(name)`: returns a rating
5599 * Returns rating of the connect_to_raillike group corresponding to name
5600 * If name is not yet the name of a connect_to_raillike group, a new group
5601 id is created, with that name.
5602 * `minetest.get_content_id(name)`: returns an integer
5603 * Gets the internal content ID of `name`
5604 * `minetest.get_name_from_content_id(content_id)`: returns a string
5605 * Gets the name of the content with that content ID
5606 * `minetest.parse_json(string[, nullvalue])`: returns something
5607 * Convert a string containing JSON data into the Lua equivalent
5608 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5609 * On success returns a table, a string, a number, a boolean or `nullvalue`
5610 * On failure outputs an error message and returns `nil`
5611 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5612 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5614 * Convert a Lua table into a JSON string
5615 * styled: Outputs in a human-readable format if this is set, defaults to
5617 * Unserializable things like functions and userdata will cause an error.
5618 * **Warning**: JSON is more strict than the Lua table format.
5619 1. You can only use strings and positive integers of at least one as
5621 2. You can not mix string and integer keys.
5622 This is due to the fact that JSON has two distinct array and object
5624 * Example: `write_json({10, {a = false}})`,
5625 returns `"[10, {\"a\": false}]"`
5626 * `minetest.serialize(table)`: returns a string
5627 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5628 into string form readable by `minetest.deserialize`
5629 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5630 * `minetest.deserialize(string[, safe])`: returns a table
5631 * Convert a string returned by `minetest.serialize` into a table
5632 * `string` is loaded in an empty sandbox environment.
5633 * Will load functions if safe is false or omitted. Although these functions
5634 cannot directly access the global environment, they could bypass this
5635 restriction with maliciously crafted Lua bytecode if mod security is
5637 * This function should not be used on untrusted data, regardless of the
5638 value of `safe`. It is fine to serialize then deserialize user-provided
5639 data, but directly providing user input to deserialize is always unsafe.
5640 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5641 returns `{foo='bar'}`
5642 * Example: `deserialize('print("foo")')`, returns `nil`
5643 (function call fails), returns
5644 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5645 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5646 * Compress a string of data.
5647 * `method` is a string identifying the compression method to be used.
5648 * Supported compression methods:
5649 * Deflate (zlib): `"deflate"`
5650 * `...` indicates method-specific arguments. Currently defined arguments
5652 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5653 * `minetest.decompress(compressed_data, method, ...)`: returns data
5654 * Decompress a string of data (using ZLib).
5655 * See documentation on `minetest.compress()` for supported compression
5657 * `...` indicates method-specific arguments. Currently, no methods use this
5658 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5659 * Each argument is a 8 Bit unsigned integer
5660 * Returns the ColorString from rgb or rgba values
5661 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5662 * `minetest.encode_base64(string)`: returns string encoded in base64
5663 * Encodes a string in base64.
5664 * `minetest.decode_base64(string)`: returns string or nil for invalid base64
5665 * Decodes a string encoded in base64.
5666 * `minetest.is_protected(pos, name)`: returns boolean
5667 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5668 placing) the node at position `pos`.
5669 * `name` will be `""` for non-players or unknown players.
5670 * This function should be overridden by protection mods. It is highly
5671 recommended to grant access to players with the `protection_bypass` privilege.
5672 * Cache and call the old version of this function if the position is
5673 not protected by the mod. This will allow using multiple protection mods.
5676 local old_is_protected = minetest.is_protected
5677 function minetest.is_protected(pos, name)
5678 if mymod:position_protected_from(pos, name) then
5681 return old_is_protected(pos, name)
5683 * `minetest.record_protection_violation(pos, name)`
5684 * This function calls functions registered with
5685 `minetest.register_on_protection_violation`.
5686 * `minetest.is_creative_enabled(name)`: returns boolean
5687 * Returning `true` means that Creative Mode is enabled for player `name`.
5688 * `name` will be `""` for non-players or if the player is unknown.
5689 * This function should be overridden by Creative Mode-related mods to
5690 implement a per-player Creative Mode.
5691 * By default, this function returns `true` if the setting
5692 `creative_mode` is `true` and `false` otherwise.
5693 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5694 * Returns the position of the first node that `player_name` may not modify
5695 in the specified cuboid between `pos1` and `pos2`.
5696 * Returns `false` if no protections were found.
5697 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5698 The points are spaced evenly throughout the volume and have a spacing
5699 similar to, but no larger than, `interval`.
5700 * All corners and edges of the defined volume are checked.
5701 * `interval` defaults to 4.
5702 * `interval` should be carefully chosen and maximised to avoid an excessive
5703 number of points being checked.
5704 * Like `minetest.is_protected`, this function may be extended or
5705 overwritten by mods to provide a faster implementation to check the
5706 cuboid for intersections.
5707 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5708 orient_flags, prevent_after_place])`
5709 * Attempt to predict the desired orientation of the facedir-capable node
5710 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5711 or hanging from the ceiling).
5712 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5713 stacks are handled normally.
5714 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5715 * `invert_wall`: if `true`, place wall-orientation on the ground and
5716 ground-orientation on the wall.
5717 * `force_wall` : if `true`, always place the node in wall orientation.
5718 * `force_ceiling`: if `true`, always place on the ceiling.
5719 * `force_floor`: if `true`, always place the node on the floor.
5720 * `force_facedir`: if `true`, forcefully reset the facedir to north
5721 when placing on the floor or ceiling.
5722 * The first four options are mutually-exclusive; the last in the list
5723 takes precedence over the first.
5724 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5725 * Returns the new itemstack after placement
5726 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5727 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5728 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5729 parameter and `prevent_after_place` set to `true`.
5731 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5732 tool_capabilities, dir, distance, damage)`
5733 * Returns the amount of knockback applied on the punched player.
5734 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5735 * `distance`: distance between puncher and punched player
5736 * This function can be overriden by mods that wish to modify this behaviour.
5737 * You may want to cache and call the old function to allow multiple mods to
5738 change knockback behaviour.
5740 * `minetest.forceload_block(pos[, transient])`
5741 * forceloads the position `pos`.
5742 * returns `true` if area could be forceloaded
5743 * If `transient` is `false` or absent, the forceload will be persistent
5744 (saved between server runs). If `true`, the forceload will be transient
5745 (not saved between server runs).
5747 * `minetest.forceload_free_block(pos[, transient])`
5748 * stops forceloading the position `pos`
5749 * If `transient` is `false` or absent, frees a persistent forceload.
5750 If `true`, frees a transient forceload.
5752 * `minetest.request_insecure_environment()`: returns an environment containing
5753 insecure functions if the calling mod has been listed as trusted in the
5754 `secure.trusted_mods` setting or security is disabled, otherwise returns
5756 * Only works at init time and must be called from the mod's main scope
5757 (ie: the init.lua of the mod, not from another Lua file or within a function).
5758 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5759 IT IN A LOCAL VARIABLE!**
5761 * `minetest.global_exists(name)`
5762 * Checks if a global variable has been set, without triggering a warning.
5767 * `minetest.env`: `EnvRef` of the server environment and world.
5768 * Any function in the minetest namespace can be called using the syntax
5769 `minetest.env:somefunction(somearguments)`
5770 instead of `minetest.somefunction(somearguments)`
5771 * Deprecated, but support is not to be dropped soon
5776 ### Registered definition tables
5778 * `minetest.registered_items`
5779 * Map of registered items, indexed by name
5780 * `minetest.registered_nodes`
5781 * Map of registered node definitions, indexed by name
5782 * `minetest.registered_craftitems`
5783 * Map of registered craft item definitions, indexed by name
5784 * `minetest.registered_tools`
5785 * Map of registered tool definitions, indexed by name
5786 * `minetest.registered_entities`
5787 * Map of registered entity prototypes, indexed by name
5788 * Values in this table may be modified directly.
5789 Note: changes to initial properties will only affect entities spawned afterwards,
5790 as they are only read when spawning.
5791 * `minetest.object_refs`
5792 * Map of object references, indexed by active object id
5793 * `minetest.luaentities`
5794 * Map of Lua entities, indexed by active object id
5795 * `minetest.registered_abms`
5796 * List of ABM definitions
5797 * `minetest.registered_lbms`
5798 * List of LBM definitions
5799 * `minetest.registered_aliases`
5800 * Map of registered aliases, indexed by name
5801 * `minetest.registered_ores`
5802 * Map of registered ore definitions, indexed by the `name` field.
5803 * If `name` is nil, the key is the object handle returned by
5804 `minetest.register_ore`.
5805 * `minetest.registered_biomes`
5806 * Map of registered biome definitions, indexed by the `name` field.
5807 * If `name` is nil, the key is the object handle returned by
5808 `minetest.register_biome`.
5809 * `minetest.registered_decorations`
5810 * Map of registered decoration definitions, indexed by the `name` field.
5811 * If `name` is nil, the key is the object handle returned by
5812 `minetest.register_decoration`.
5813 * `minetest.registered_schematics`
5814 * Map of registered schematic definitions, indexed by the `name` field.
5815 * If `name` is nil, the key is the object handle returned by
5816 `minetest.register_schematic`.
5817 * `minetest.registered_chatcommands`
5818 * Map of registered chat command definitions, indexed by name
5819 * `minetest.registered_privileges`
5820 * Map of registered privilege definitions, indexed by name
5821 * Registered privileges can be modified directly in this table.
5823 ### Registered callback tables
5825 All callbacks registered with [Global callback registration functions] are added
5826 to corresponding `minetest.registered_*` tables.
5834 Sorted alphabetically.
5839 A fast access data structure to store areas, and find areas near a given
5841 Every area has a `data` string attribute to store additional information.
5842 You can create an empty `AreaStore` by calling `AreaStore()`, or
5843 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5844 If you chose the parameter-less constructor, a fast implementation will be
5845 automatically chosen for you.
5849 * `get_area(id, include_borders, include_data)`
5850 * Returns the area information about the specified ID.
5851 * Returned values are either of these:
5853 nil -- Area not found
5854 true -- Without `include_borders` and `include_data`
5856 min = pos, max = pos -- `include_borders == true`
5857 data = string -- `include_data == true`
5860 * `get_areas_for_pos(pos, include_borders, include_data)`
5861 * Returns all areas as table, indexed by the area ID.
5862 * Table values: see `get_area`.
5863 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5864 * Returns all areas that contain all nodes inside the area specified by `edge1`
5865 and `edge2` (inclusive).
5866 * `accept_overlap`: if `true`, areas are returned that have nodes in
5867 common (intersect) with the specified area.
5868 * Returns the same values as `get_areas_for_pos`.
5869 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5870 * Returns the new area's ID, or nil if the insertion failed.
5871 * The (inclusive) positions `edge1` and `edge2` describe the area.
5872 * `data` is a string stored with the area.
5873 * `id` (optional): will be used as the internal area ID if it is an unique
5874 number between 0 and 2^32-2.
5875 * `reserve(count)`: reserves resources for at most `count` many contained
5877 Only needed for efficiency, and only some implementations profit.
5878 * `remove_area(id)`: removes the area with the given id from the store, returns
5880 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5881 Calling invalidates the cache, so that its elements have to be newly
5883 * `params` is a table with the following fields:
5885 enabled = boolean, -- Whether to enable, default true
5886 block_radius = int, -- The radius (in nodes) of the areas the cache
5887 -- generates prefiltered lists for, minimum 16,
5889 limit = int, -- The cache size, minimum 20, default 1000
5890 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5892 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5894 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5896 Returns success and, optionally, an error message.
5897 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5903 An `InvRef` is a reference to an inventory.
5907 * `is_empty(listname)`: return `true` if list is empty
5908 * `get_size(listname)`: get size of a list
5909 * `set_size(listname, size)`: set size of a list
5910 * returns `false` on error (e.g. invalid `listname` or `size`)
5911 * `get_width(listname)`: get width of a list
5912 * `set_width(listname, width)`: set width of list; currently used for crafting
5913 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5914 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5915 * `get_list(listname)`: return full list
5916 * `set_list(listname, list)`: set full list (size will not change)
5917 * `get_lists()`: returns list of inventory lists
5918 * `set_lists(lists)`: sets inventory lists (size will not change)
5919 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5921 * `room_for_item(listname, stack):` returns `true` if the stack of items
5922 can be fully added to the list
5923 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5924 the stack of items can be fully taken from the list.
5925 If `match_meta` is false, only the items' names are compared
5927 * `remove_item(listname, stack)`: take as many items as specified from the
5928 list, returns the items that were actually removed (as an `ItemStack`)
5929 -- note that any item metadata is ignored, so attempting to remove a specific
5930 unique item this way will likely remove the wrong one -- to do that use
5931 `set_stack` with an empty `ItemStack`.
5932 * `get_location()`: returns a location compatible to
5933 `minetest.get_inventory(location)`.
5934 * returns `{type="undefined"}` in case location is not known
5938 Detached & nodemeta inventories provide the following callbacks for move actions:
5942 The `allow_*` callbacks return how many items can be moved.
5944 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
5945 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
5946 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
5950 The `on_*` callbacks are called after the items have been placed in the inventories.
5952 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
5953 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
5954 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
5958 When a player tries to put an item to a place where another item is, the items are *swapped*.
5959 This means that all callbacks will be called twice (once for each action).
5964 An `ItemStack` is a stack of items.
5966 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5967 an itemstring, a table or `nil`.
5971 * `is_empty()`: returns `true` if stack is empty.
5972 * `get_name()`: returns item name (e.g. `"default:stone"`).
5973 * `set_name(item_name)`: returns a boolean indicating whether the item was
5975 * `get_count()`: Returns number of items on the stack.
5976 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5977 * `count`: number, unsigned 16 bit integer
5978 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5979 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5980 * `wear`: number, unsigned 16 bit integer
5981 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5982 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5984 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5985 * `get_description()`: returns the description shown in inventory list tooltips.
5986 * The engine uses the same as this function for item descriptions.
5987 * Fields for finding the description, in order:
5988 * `description` in item metadata (See [Item Metadata].)
5989 * `description` in item definition
5991 * `get_short_description()`: returns the short description.
5992 * Unlike the description, this does not include new lines.
5993 * The engine uses the same as this function for short item descriptions.
5994 * Fields for finding the short description, in order:
5995 * `short_description` in item metadata (See [Item Metadata].)
5996 * `short_description` in item definition
5997 * first line of the description (See `get_description()`.)
5998 * `clear()`: removes all items from the stack, making it empty.
5999 * `replace(item)`: replace the contents of this stack.
6000 * `item` can also be an itemstring or table.
6001 * `to_string()`: returns the stack in itemstring form.
6002 * `to_table()`: returns the stack in Lua table form.
6003 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6005 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6006 * `is_known()`: returns `true` if the item name refers to a defined item type.
6007 * `get_definition()`: returns the item definition table.
6008 * `get_tool_capabilities()`: returns the digging properties of the item,
6009 or those of the hand if none are defined for this item type
6010 * `add_wear(amount)`
6011 * Increases wear by `amount` if the item is a tool
6012 * `amount`: number, integer
6013 * `add_item(item)`: returns leftover `ItemStack`
6014 * Put some item or stack onto this stack
6015 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6017 * `take_item(n)`: returns taken `ItemStack`
6018 * Take (and remove) up to `n` items from this stack
6019 * `n`: number, default: `1`
6020 * `peek_item(n)`: returns taken `ItemStack`
6021 * Copy (don't remove) up to `n` items from this stack
6022 * `n`: number, default: `1`
6027 ItemStack metadata: reference extra data and functionality stored in a stack.
6028 Can be obtained via `item:get_meta()`.
6032 * All methods in MetaDataRef
6033 * `set_tool_capabilities([tool_capabilities])`
6034 * Overrides the item's tool capabilities
6035 * A nil value will clear the override data and restore the original
6041 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6042 and [`PlayerMetaRef`].
6046 * `contains(key)`: Returns true if key present, otherwise false.
6047 * Returns `nil` when the MetaData is inexistent.
6048 * `get(key)`: Returns `nil` if key not present, else the stored string.
6049 * `set_string(key, value)`: Value of `""` will delete the key.
6050 * `get_string(key)`: Returns `""` if key not present.
6051 * `set_int(key, value)`
6052 * `get_int(key)`: Returns `0` if key not present.
6053 * `set_float(key, value)`
6054 * `get_float(key)`: Returns `0` if key not present.
6055 * `to_table()`: returns `nil` or a table with keys:
6056 * `fields`: key-value storage
6057 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6058 * `from_table(nil or {})`
6059 * Any non-table value will clear the metadata
6060 * See [Node Metadata] for an example
6061 * returns `true` on success
6063 * returns `true` if this metadata has the same key-value pairs as `other`
6068 An interface to use mod channels on client and server
6072 * `leave()`: leave the mod channel.
6073 * Server leaves channel `channel_name`.
6074 * No more incoming or outgoing messages can be sent to this channel from
6076 * This invalidate all future object usage.
6077 * Ensure you set mod_channel to nil after that to free Lua resources.
6078 * `is_writeable()`: returns true if channel is writeable and mod can send over
6080 * `send_all(message)`: Send `message` though the mod channel.
6081 * If mod channel is not writeable or invalid, message will be dropped.
6082 * Message size is limited to 65535 characters by protocol.
6087 Node metadata: reference extra data and functionality stored in a node.
6088 Can be obtained via `minetest.get_meta(pos)`.
6092 * All methods in MetaDataRef
6093 * `get_inventory()`: returns `InvRef`
6094 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6095 This will prevent them from being sent to the client. Note that the "private"
6096 status will only be remembered if an associated key-value pair exists,
6097 meaning it's best to call this when initializing all other meta (e.g.
6103 Node Timers: a high resolution persistent per-node timer.
6104 Can be gotten via `minetest.get_node_timer(pos)`.
6108 * `set(timeout,elapsed)`
6109 * set a timer's state
6110 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6111 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6112 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6116 * equivalent to `set(timeout,0)`
6119 * `get_timeout()`: returns current timeout in seconds
6120 * if `timeout` equals `0`, timer is inactive
6121 * `get_elapsed()`: returns current elapsed time in seconds
6122 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6124 * `is_started()`: returns boolean state of timer
6125 * returns `true` if timer is started, otherwise `false`
6130 Moving things in the game are generally these.
6131 This is basically a reference to a C++ `ServerActiveObject`.
6133 ### Advice on handling `ObjectRefs`
6135 When you receive an `ObjectRef` as a callback argument or from another API
6136 function, it is possible to store the reference somewhere and keep it around.
6137 It will keep functioning until the object is unloaded or removed.
6139 However, doing this is **NOT** recommended as there is (intentionally) no method
6140 to test if a previously acquired `ObjectRef` is still valid.
6141 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6142 Lua back to the engine.
6143 Doing so is much less error-prone and you will never need to wonder if the
6144 object you are working with still exists.
6149 * `get_pos()`: returns `{x=num, y=num, z=num}`
6150 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6151 * `get_velocity()`: returns the velocity, a vector.
6152 * `add_velocity(vel)`
6153 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6154 * In comparison to using get_velocity, adding the velocity and then using
6155 set_velocity, add_velocity is supposed to avoid synchronization problems.
6156 Additionally, players also do not support set_velocity.
6158 * Does not apply during free_move.
6159 * Note that since the player speed is normalized at each move step,
6160 increasing e.g. Y velocity beyond what would usually be achieved
6161 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6162 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6163 pressing the jump key (assuming default settings)
6164 * `move_to(pos, continuous=false)`
6165 * Does an interpolated move for Lua entities for visually smooth transitions.
6166 * If `continuous` is true, the Lua entity will not be moved to the current
6167 position before starting the interpolated move.
6168 * For players this does the same as `set_pos`,`continuous` is ignored.
6169 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6170 * `puncher` = another `ObjectRef`,
6171 * `time_from_last_punch` = time since last punch action of the puncher
6172 * `direction`: can be `nil`
6173 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6174 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
6175 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
6176 * See reason in register_on_player_hpchange
6177 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6178 * For players: HP are also limited by `hp_max` specified in the player's
6180 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6181 * `get_wield_list()`: returns the name of the inventory list the wielded item
6183 * `get_wield_index()`: returns the index of the wielded item
6184 * `get_wielded_item()`: returns an `ItemStack`
6185 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6187 * `set_armor_groups({group1=rating, group2=rating, ...})`
6188 * `get_armor_groups()`: returns a table with the armor group ratings
6189 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6190 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6191 * `frame_speed`: number, default: `15.0`
6192 * `frame_blend`: number, default: `0.0`
6193 * `frame_loop`: boolean, default: `true`
6194 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6196 * `set_animation_frame_speed(frame_speed)`
6197 * `frame_speed`: number, default: `15.0`
6198 * `set_attach(parent, bone, position, rotation, forced_visible)`
6200 * `position`: `{x=num, y=num, z=num}` (relative)
6201 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
6202 * `forced_visible`: Boolean to control whether the attached entity
6203 should appear in first person.
6204 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6205 or nil if it isn't attached.
6206 * `get_children()`: returns a list of ObjectRefs that are attached to the
6209 * `set_bone_position(bone, position, rotation)`
6211 * `position`: `{x=num, y=num, z=num}` (relative)
6212 * `rotation`: `{x=num, y=num, z=num}`
6213 * `get_bone_position(bone)`: returns position and rotation of the bone
6214 * `set_properties(object property table)`
6215 * `get_properties()`: returns object property table
6216 * `is_player()`: returns true for players, false otherwise
6217 * `get_nametag_attributes()`
6218 * returns a table with the attributes of the nametag of an object
6220 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6223 * `set_nametag_attributes(attributes)`
6224 * sets the attributes of the nametag of an object
6228 text = "My Nametag",
6231 #### Lua entity only (no-op for other objects)
6233 * `remove()`: remove object
6234 * The object is removed after returning from Lua. However the `ObjectRef`
6235 itself instantly becomes unusable with all further method calls having
6236 no effect and returning `nil`.
6237 * `set_velocity(vel)`
6238 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6239 * `set_acceleration(acc)`
6241 * `get_acceleration()`: returns the acceleration, a vector
6242 * `set_rotation(rot)`
6243 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6244 and Z is roll (bank).
6245 * `get_rotation()`: returns the rotation, a vector (radians)
6246 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6247 * `get_yaw()`: returns number in radians
6248 * `set_texture_mod(mod)`
6249 * Set a texture modifier to the base texture, for sprites and meshes.
6250 * When calling `set_texture_mod` again, the previous one is discarded.
6251 * `mod` the texture modifier. See [Texture modifiers].
6252 * `get_texture_mod()` returns current texture modifier
6253 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6254 * Specifies and starts a sprite animation
6255 * Animations iterate along the frame `y` position.
6256 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6257 first frame, default: `{x=0, y=0}`
6258 * `num_frames`: Total frames in the texture, default: `1`
6259 * `framelength`: Time per animated frame in seconds, default: `0.2`
6260 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6261 position according to the view direction. default: `false`.
6262 * First column: subject facing the camera
6263 * Second column: subject looking to the left
6264 * Third column: subject backing the camera
6265 * Fourth column: subject looking to the right
6266 * Fifth column: subject viewed from above
6267 * Sixth column: subject viewed from below
6268 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6271 #### Player only (no-op for other objects)
6273 * `get_player_name()`: returns `""` if is not a player
6274 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6275 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6276 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6277 * `get_look_dir()`: get camera direction as a unit vector
6278 * `get_look_vertical()`: pitch in radians
6279 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6281 * `get_look_horizontal()`: yaw in radians
6282 * Angle is counter-clockwise from the +z direction.
6283 * `set_look_vertical(radians)`: sets look pitch
6284 * radians: Angle from looking forward, where positive is downwards.
6285 * `set_look_horizontal(radians)`: sets look yaw
6286 * radians: Angle from the +z direction, where positive is counter-clockwise.
6287 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6288 `get_look_vertical`.
6289 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6291 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6292 `get_look_horizontal`.
6293 * Angle is counter-clockwise from the +x direction.
6294 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6295 `set_look_vertical`.
6296 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6297 `set_look_horizontal`.
6298 * `get_breath()`: returns player's breath
6299 * `set_breath(value)`: sets player's breath
6301 * `0`: player is drowning
6302 * max: bubbles bar is not shown
6303 * See [Object properties] for more information
6304 * Is limited to range 0 ... 65535 (2^16 - 1)
6305 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6307 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6308 Defaults to `false`.
6309 * `transition_time`: If defined, enables smooth FOV transition.
6310 Interpreted as the time (in seconds) to reach target FOV.
6311 If set to 0, FOV change is instantaneous. Defaults to 0.
6312 * Set `fov` to 0 to clear FOV override.
6313 * `get_fov()`: Returns the following:
6314 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6315 * Boolean indicating whether the FOV value is a multiplier.
6316 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6317 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6318 * Sets an extra attribute with value on player.
6319 * `value` must be a string, or a number which will be converted to a
6321 * If `value` is `nil`, remove attribute from player.
6322 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6323 * Returns value (a string) for extra attribute.
6324 * Returns `nil` if no attribute found.
6325 * `get_meta()`: Returns a PlayerMetaRef.
6326 * `set_inventory_formspec(formspec)`
6327 * Redefine player's inventory form
6328 * Should usually be called in `on_joinplayer`
6329 * `get_inventory_formspec()`: returns a formspec string
6330 * `set_formspec_prepend(formspec)`:
6331 * the formspec string will be added to every formspec shown to the user,
6332 except for those with a no_prepend[] tag.
6333 * This should be used to set style elements such as background[] and
6334 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6335 * Only affects formspecs shown after this is called.
6336 * `get_formspec_prepend(formspec)`: returns a formspec string.
6337 * `get_player_control()`: returns table with player pressed keys
6338 * The table consists of fields with the following boolean values
6339 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6340 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6341 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6342 and exist only to preserve backwards compatibility.
6343 * `get_player_control_bits()`: returns integer with bit packed player pressed
6355 * `set_physics_override(override_table)`
6356 * `override_table` is a table with the following fields:
6357 * `speed`: multiplier to default walking speed value (default: `1`)
6358 * `jump`: multiplier to default jump value (default: `1`)
6359 * `gravity`: multiplier to default gravity value (default: `1`)
6360 * `sneak`: whether player can sneak (default: `true`)
6361 * `sneak_glitch`: whether player can use the new move code replications
6362 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6364 * `new_move`: use new move/sneak code. When `false` the exact old code
6365 is used for the specific old sneak behaviour (default: `true`)
6366 * `get_physics_override()`: returns the table given to `set_physics_override`
6367 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6369 * `hud_remove(id)`: remove the HUD element of the specified id
6370 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6372 * element `stat` values:
6373 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6374 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6375 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6376 * `flags`: A table with the following fields set to boolean values
6384 * If a flag equals `nil`, the flag is not modified
6385 * `minimap`: Modifies the client's permission to view the minimap.
6386 The client may locally elect to not view the minimap.
6387 * `minimap_radar` is only usable when `minimap` is true
6388 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6389 * See `hud_set_flags` for a list of flags that can be toggled.
6390 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6391 * `count`: number of items, must be between `1` and `32`
6392 * `hud_get_hotbar_itemcount`: returns number of visible items
6393 * `hud_set_hotbar_image(texturename)`
6394 * sets background image for hotbar
6395 * `hud_get_hotbar_image`: returns texturename
6396 * `hud_set_hotbar_selected_image(texturename)`
6397 * sets image for selected item of hotbar
6398 * `hud_get_hotbar_selected_image`: returns texturename
6399 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6400 * Overrides the available minimap modes (and toggle order), and changes the
6402 * `mode` is a table consisting of up to four fields:
6403 * `type`: Available type:
6404 * `off`: Minimap off
6405 * `surface`: Minimap in surface mode
6406 * `radar`: Minimap in radar mode
6407 * `texture`: Texture to be displayed instead of terrain map
6408 (texture is centered around 0,0 and can be scaled).
6409 Texture size is limited to 512 x 512 pixel.
6410 * `label`: Optional label to display on minimap mode toggle
6411 The translation must be handled within the mod.
6412 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6413 displayed in minimap
6414 * `texture`: Only for texture type, name of the texture to display
6415 * `scale`: Only for texture type, scale of the texture map in nodes per
6416 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6418 * `selected_mode` is the mode index to be selected after modes have been changed
6419 (0 is the first mode).
6420 * `set_sky(sky_parameters)`
6421 * `sky_parameters` is a table with the following optional fields:
6422 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6423 * `type`: Available types:
6424 * `"regular"`: Uses 0 textures, `base_color` ignored
6425 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6426 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6427 * `textures`: A table containing up to six textures in the following
6428 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6429 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6430 * `sky_color`: A table containing the following values, alpha is ignored:
6431 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6432 sky during the day. (default: `#8cbafa`)
6433 * `day_horizon`: ColorSpec, for the bottom half of the
6434 `"regular"` sky during the day. (default: `#9bc1f0`)
6435 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6436 sky during dawn/sunset. (default: `#b4bafa`)
6437 The resulting sky color will be a darkened version of the ColorSpec.
6438 Warning: The darkening of the ColorSpec is subject to change.
6439 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6440 sky during dawn/sunset. (default: `#bac1f0`)
6441 The resulting sky color will be a darkened version of the ColorSpec.
6442 Warning: The darkening of the ColorSpec is subject to change.
6443 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6444 sky during the night. (default: `#006aff`)
6445 The resulting sky color will be a dark version of the ColorSpec.
6446 Warning: The darkening of the ColorSpec is subject to change.
6447 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6448 sky during the night. (default: `#4090ff`)
6449 The resulting sky color will be a dark version of the ColorSpec.
6450 Warning: The darkening of the ColorSpec is subject to change.
6451 * `indoors`: ColorSpec, for when you're either indoors or
6452 underground. Only applies to the `"regular"` sky.
6453 (default: `#646464`)
6454 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6455 at sunrise and sunset.
6456 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6457 at sunrise and sunset.
6458 * `fog_tint_type`: string, changes which mode the directional fog
6459 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6460 `"default"` uses the classic Minetest sun and moon tinting.
6461 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6462 * `get_sky()`: returns base_color, type, table of textures, clouds.
6463 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6465 * `set_sun(sun_parameters)`:
6466 * `sun_parameters` is a table with the following optional fields:
6467 * `visible`: Boolean for whether the sun is visible.
6469 * `texture`: A regular texture for the sun. Setting to `""`
6470 will re-enable the mesh sun. (default: `"sun.png"`)
6471 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6472 (default: `"sun_tonemap.png"`)
6473 * `sunrise`: A regular texture for the sunrise texture.
6474 (default: `"sunrisebg.png"`)
6475 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6477 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6478 * `get_sun()`: returns a table with the current sun parameters as in
6480 * `set_moon(moon_parameters)`:
6481 * `moon_parameters` is a table with the following optional fields:
6482 * `visible`: Boolean for whether the moon is visible.
6484 * `texture`: A regular texture for the moon. Setting to `""`
6485 will re-enable the mesh moon. (default: `"moon.png"`)
6486 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6487 (default: `"moon_tonemap.png"`)
6488 * `scale`: Float controlling the overall size of the moon (default: `1`)
6489 * `get_moon()`: returns a table with the current moon parameters as in
6491 * `set_stars(star_parameters)`:
6492 * `star_parameters` is a table with the following optional fields:
6493 * `visible`: Boolean for whether the stars are visible.
6495 * `count`: Integer number to set the number of stars in
6496 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6498 * `star_color`: ColorSpec, sets the colors of the stars,
6499 alpha channel is used to set overall star brightness.
6500 (default: `#ebebff69`)
6501 * `scale`: Float controlling the overall size of the stars (default: `1`)
6502 * `get_stars()`: returns a table with the current stars parameters as in
6504 * `set_clouds(cloud_parameters)`: set cloud parameters
6505 * `cloud_parameters` is a table with the following optional fields:
6506 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6507 * `color`: basic cloud color with alpha channel, ColorSpec
6508 (default `#fff0f0e5`).
6509 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6510 ColorSpec (alpha ignored, default `#000000`)
6511 * `height`: cloud height, i.e. y of cloud base (default per conf,
6513 * `thickness`: cloud thickness in nodes (default `16`)
6514 * `speed`: 2D cloud speed + direction in nodes per second
6515 (default `{x=0, z=-2}`).
6516 * `get_clouds()`: returns a table with the current cloud parameters as in
6518 * `override_day_night_ratio(ratio or nil)`
6519 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6521 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6522 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6523 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6524 set animation for player model in third person view.
6525 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6526 * `frame_speed` sets the animations frame speed. Default is 30.
6527 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6529 * `set_eye_offset(firstperson, thirdperson)`: defines offset vectors for camera
6531 * in first person view
6532 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6533 * `get_eye_offset()`: returns first and third person offsets.
6534 * `send_mapblock(blockpos)`:
6535 * Sends a server-side loaded mapblock to the player.
6536 * Returns `false` if failed.
6537 * Resource intensive - use sparsely
6538 * To get blockpos, integer divide pos by 16
6543 A 32-bit pseudorandom number generator.
6544 Uses PCG32, an algorithm of the permuted congruential generator family,
6545 offering very strong randomness.
6547 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6551 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6552 * `next(min, max)`: return next integer random number [`min`...`max`]
6553 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6554 random number [`min`...`max`].
6555 * This is only a rough approximation of a normal distribution with:
6556 * `mean = (max - min) / 2`, and
6557 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6558 * Increasing `num_trials` improves accuracy of the approximation
6563 A perlin noise generator.
6564 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6565 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6566 plus the world seed, to create world-specific noise.
6568 `PerlinNoise(noiseparams)`
6569 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6571 `minetest.get_perlin(noiseparams)`
6572 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6576 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6577 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6582 A fast, bulk perlin noise generator.
6584 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6585 `minetest.get_perlin_map(noiseparams, size)`.
6586 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6587 plus the world seed, to create world-specific noise.
6589 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6590 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6593 For each of the functions with an optional `buffer` parameter: If `buffer` is
6594 not nil, this table will be used to store the result instead of creating a new
6599 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6600 with values starting at `pos={x=,y=}`
6601 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6602 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6603 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6604 array of 2D noise with values starting at `pos={x=,y=}`
6605 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6606 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6607 is stored internally.
6608 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6609 is stored internally.
6610 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6611 returns a slice of the most recently computed noise results. The result slice
6612 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6613 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6615 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6616 It is important to note that `slice_offset` offset coordinates begin at 1,
6617 and are relative to the starting position of the most recently calculated
6619 To grab a single vertical column of noise starting at map coordinates
6620 x = 1023, y=1000, z = 1000:
6621 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6622 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6628 Uses the same method of storage as the deprecated player attribute API, so
6629 data there will also be in player meta.
6630 Can be obtained using `player:get_meta()`.
6634 * All methods in MetaDataRef
6639 A 16-bit pseudorandom number generator.
6640 Uses a well-known LCG algorithm introduced by K&R.
6642 It can be created via `PseudoRandom(seed)`.
6646 * `next()`: return next integer random number [`0`...`32767`]
6647 * `next(min, max)`: return next integer random number [`min`...`max`]
6648 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6649 due to the simple implementation making bad distribution otherwise.
6654 A raycast on the map. It works with selection boxes.
6655 Can be used as an iterator in a for loop as:
6657 local ray = Raycast(...)
6658 for pointed_thing in ray do
6662 The map is loaded as the ray advances. If the map is modified after the
6663 `Raycast` is created, the changes may or may not have an effect on the object.
6665 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6666 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6668 * `pos1`: start of the ray
6669 * `pos2`: end of the ray
6670 * `objects`: if false, only nodes will be returned. Default is true.
6671 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6675 * `next()`: returns a `pointed_thing` with exact pointing location
6676 * Returns the next thing pointed by the ray or nil.
6681 Interface for the operating system's crypto-secure PRNG.
6683 It can be created via `SecureRandom()`. The constructor returns nil if a
6684 secure random device cannot be found on the system.
6688 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6689 random bytes, as a string.
6694 An interface to read config files in the format of `minetest.conf`.
6696 It can be created via `Settings(filename)`.
6700 * `get(key)`: returns a value
6701 * `get_bool(key, [default])`: returns a boolean
6702 * `default` is the value returned if `key` is not found.
6703 * Returns `nil` if `key` is not found and `default` not specified.
6704 * `get_np_group(key)`: returns a NoiseParams table
6706 * Returns `{flag = true/false, ...}` according to the set flags.
6707 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6708 flags like `mgv5_spflags`.
6710 * Setting names can't contain whitespace or any of `="{}#`.
6711 * Setting values can't contain the sequence `\n"""`.
6712 * Setting names starting with "secure." can't be set on the main settings
6713 object (`minetest.settings`).
6714 * `set_bool(key, value)`
6715 * See documentation for set() above.
6716 * `set_np_group(key, value)`
6717 * `value` is a NoiseParams table.
6718 * Also, see documentation for set() above.
6719 * `remove(key)`: returns a boolean (`true` for success)
6720 * `get_names()`: returns `{key1,...}`
6721 * `write()`: returns a boolean (`true` for success)
6722 * Writes changes to file.
6723 * `to_table()`: returns `{[key1]=value1,...}`
6727 The settings have the format `key = value`. Example:
6739 Mod metadata: per mod metadata, saved automatically.
6740 Can be obtained via `minetest.get_mod_storage()` during load time.
6742 WARNING: This storage backend is incaptable to save raw binary data due
6743 to restrictions of JSON.
6747 * All methods in MetaDataRef
6758 Used by `ObjectRef` methods. Part of an Entity definition.
6759 These properties are not persistent, but are applied automatically to the
6760 corresponding Lua entity using the given registration fields.
6761 Player properties need to be saved manually.
6765 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6768 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6771 -- For players only. Zoom FOV in degrees.
6772 -- Note that zoom loads and/or generates world beyond the server's
6773 -- maximum send and generate distances, so acts like a telescope.
6774 -- Smaller zoom_fov values increase the distance loaded/generated.
6775 -- Defaults to 15 in creative mode, 0 in survival mode.
6776 -- zoom_fov = 0 disables zooming for the player.
6779 -- For players only. Camera height above feet position in nodes.
6780 -- Defaults to 1.625.
6783 -- Collide with `walkable` nodes.
6785 collide_with_objects = true,
6786 -- Collide with other objects if physical = true
6788 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6789 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6790 -- Selection box uses collision box dimensions when not set.
6791 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6795 -- Overrides selection box when false
6797 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6798 -- "cube" is a node-sized cube.
6799 -- "sprite" is a flat texture always facing the player.
6800 -- "upright_sprite" is a vertical flat texture.
6801 -- "mesh" uses the defined mesh model.
6802 -- "wielditem" is used for dropped items.
6803 -- (see builtin/game/item_entity.lua).
6804 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6805 -- If the item has a 'wield_image' the object will be an extrusion of
6807 -- If 'itemname' is a cubic node or nodebox the object will appear
6808 -- identical to 'itemname'.
6809 -- If 'itemname' is a plantlike node the object will be an extrusion
6811 -- Otherwise for non-node items, the object will be an extrusion of
6812 -- 'inventory_image'.
6813 -- If 'itemname' contains a ColorString or palette index (e.g. from
6814 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6815 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6817 visual_size = {x = 1, y = 1, z = 1},
6818 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6819 -- to scale the entity along both horizontal axes.
6822 -- File name of mesh when using "mesh" visual
6825 -- Number of required textures depends on visual.
6826 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6827 -- "sprite" uses 1 texture.
6828 -- "upright_sprite" uses 2 textures: {front, back}.
6829 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6832 -- Number of required colors depends on visual
6834 use_texture_alpha = false,
6835 -- Use texture's alpha channel.
6836 -- Excludes "upright_sprite" and "wielditem".
6837 -- Note: currently causes visual issues when viewed through other
6838 -- semi-transparent materials such as water.
6840 spritediv = {x = 1, y = 1},
6841 -- Used with spritesheet textures for animation and/or frame selection
6842 -- according to position relative to player.
6843 -- Defines the number of columns and rows in the spritesheet:
6846 initial_sprite_basepos = {x = 0, y = 0},
6847 -- Used with spritesheet textures.
6848 -- Defines the {column, row} position of the initially used frame in the
6852 -- If false, object is invisible and can't be pointed.
6854 makes_footstep_sound = false,
6855 -- If true, is able to make footstep sounds of nodes
6856 -- (see node sound definition for details).
6858 automatic_rotate = 0,
6859 -- Set constant rotation in radians per second, positive or negative.
6860 -- Object rotates along the local Y-axis, and works with set_rotation.
6861 -- Set to 0 to disable constant rotation.
6864 -- If positive number, object will climb upwards when it moves
6865 -- horizontally against a `walkable` node, if the height difference
6866 -- is within `stepheight`.
6868 automatic_face_movement_dir = 0.0,
6869 -- Automatically set yaw to movement direction, offset in degrees.
6870 -- 'false' to disable.
6872 automatic_face_movement_max_rotation_per_sec = -1,
6873 -- Limit automatic rotation to this value in degrees per second.
6874 -- No limit if value <= 0.
6876 backface_culling = true,
6877 -- Set to false to disable backface_culling for model
6880 -- Add this much extra lighting when calculating texture color.
6881 -- Value < 0 disables light's effect on texture color.
6882 -- For faking self-lighting, UI style entities, or programmatic coloring
6886 -- By default empty, for players their name is shown if empty
6888 nametag_color = <ColorSpec>,
6889 -- Sets color of nametag
6892 -- By default empty, text to be shown when pointed at object
6895 -- If false, never save this object statically. It will simply be
6896 -- deleted when the block gets unloaded.
6897 -- The get_staticdata() callback is never called then.
6898 -- Defaults to 'true'.
6900 damage_texture_modifier = "^[brighten",
6901 -- Texture modifier to be applied for a short duration when object is hit
6904 -- Setting this to 'false' disables diffuse lighting of entity
6906 show_on_minimap = false,
6907 -- Defaults to true for players, false for other entities.
6908 -- If set to true the entity will show as a marker on the minimap.
6914 Used by `minetest.register_entity`.
6917 initial_properties = {
6919 mesh = "boats_boat.obj",
6922 -- A table of object properties, see the `Object properties` section.
6923 -- Object properties being read directly from the entity definition
6924 -- table is deprecated. Define object properties in this
6925 -- `initial_properties` table instead.
6927 on_activate = function(self, staticdata, dtime_s),
6929 on_step = function(self, dtime, moveresult),
6930 -- Called every server step
6931 -- dtime: Elapsed time
6932 -- moveresult: Table with collision info (only available if physical=true)
6934 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6936 on_rightclick = function(self, clicker),
6938 get_staticdata = function(self),
6939 -- Called sometimes; the string returned is passed to on_activate when
6940 -- the entity is re-activated from static state
6942 _custom_field = whatever,
6943 -- You can define arbitrary member variables here (see Item definition
6944 -- for more info) by using a '_' prefix
6947 Collision info passed to `on_step`:
6950 touching_ground = boolean,
6952 standing_on_object = boolean,
6955 type = string, -- "node" or "object",
6956 axis = string, -- "x", "y" or "z"
6957 node_pos = vector, -- if type is "node"
6958 object = ObjectRef, -- if type is "object"
6959 old_velocity = vector,
6960 new_velocity = vector,
6966 ABM (ActiveBlockModifier) definition
6967 ------------------------------------
6969 Used by `minetest.register_abm`.
6972 label = "Lava cooling",
6973 -- Descriptive label for profiling purposes (optional).
6974 -- Definitions with identical labels will be listed as one.
6976 nodenames = {"default:lava_source"},
6977 -- Apply `action` function to these nodes.
6978 -- `group:groupname` can also be used here.
6980 neighbors = {"default:water_source", "default:water_flowing"},
6981 -- Only apply `action` to nodes that have one of, or any
6982 -- combination of, these neighbors.
6983 -- If left out or empty, any neighbor will do.
6984 -- `group:groupname` can also be used here.
6987 -- Operation interval in seconds
6990 -- Chance of triggering `action` per-node per-interval is 1.0 / this
6994 -- If true, catch-up behaviour is enabled: The `chance` value is
6995 -- temporarily reduced when returning to an area to simulate time lost
6996 -- by the area being unattended. Note that the `chance` value can often
6999 action = function(pos, node, active_object_count, active_object_count_wider),
7000 -- Function triggered for each qualifying node.
7001 -- `active_object_count` is number of active objects in the node's
7003 -- `active_object_count_wider` is number of active objects in the node's
7004 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7005 -- mapblocks are unloaded an estmate is calculated for them based on
7006 -- loaded mapblocks.
7009 LBM (LoadingBlockModifier) definition
7010 -------------------------------------
7012 Used by `minetest.register_lbm`.
7014 A loading block modifier (LBM) is used to define a function that is called for
7015 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7019 label = "Upgrade legacy doors",
7020 -- Descriptive label for profiling purposes (optional).
7021 -- Definitions with identical labels will be listed as one.
7023 name = "modname:replace_legacy_door",
7025 nodenames = {"default:lava_source"},
7026 -- List of node names to trigger the LBM on.
7027 -- Also non-registered nodes will work.
7028 -- Groups (as of group:groupname) will work as well.
7030 run_at_every_load = false,
7031 -- Whether to run the LBM's action every time a block gets loaded,
7032 -- and not only the first time the block gets loaded after the LBM
7035 action = function(pos, node),
7042 * `{name="image.png", animation={Tile Animation definition}}`
7043 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7044 * backface culling enabled by default for most nodes
7045 * align style determines whether the texture will be rotated with the node
7046 or kept aligned with its surroundings. "user" means that client
7047 setting will be used, similar to `glasslike_framed_optional`.
7048 Note: supported by solid nodes and nodeboxes only.
7049 * scale is used to make texture span several (exactly `scale`) nodes,
7050 instead of just one, in each direction. Works for world-aligned
7052 Note that as the effect is applied on per-mapblock basis, `16` should
7053 be equally divisible by `scale` or you may get wrong results.
7054 * `{name="image.png", color=ColorSpec}`
7055 * the texture's color will be multiplied with this color.
7056 * the tile's color overrides the owning node's color in all cases.
7057 * deprecated, yet still supported field names:
7060 Tile animation definition
7061 -------------------------
7064 type = "vertical_frames",
7067 -- Width of a frame in pixels
7070 -- Height of a frame in pixels
7080 -- Width in number of frames
7083 -- Height in number of frames
7086 -- Length of a single frame
7092 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7093 `minetest.register_tool`.
7096 description = "Steel Axe",
7097 -- Can contain new lines. "\n" has to be used as new line character.
7098 -- See also: `get_description` in [`ItemStack`]
7100 short_description = "Steel Axe",
7101 -- Must not contain new lines.
7102 -- Defaults to the first line of description.
7103 -- See also: `get_short_description` in [`ItemStack`]
7106 -- key = name, value = rating; rating = 1..3.
7107 -- If rating not applicable, use 1.
7108 -- e.g. {wool = 1, fluffy = 3}
7109 -- {soil = 2, outerspace = 1, crumbly = 1}
7110 -- {bendy = 2, snappy = 1},
7111 -- {hard = 1, metal = 1, spikes = 1}
7113 inventory_image = "default_tool_steelaxe.png",
7115 inventory_overlay = "overlay.png",
7116 -- An overlay which does not get colorized
7123 -- An image file containing the palette of a node.
7124 -- You can set the currently used color as the "palette_index" field of
7125 -- the item stack metadata.
7126 -- The palette is always stretched to fit indices between 0 and 255, to
7127 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7129 color = "0xFFFFFFFF",
7130 -- The color of the item. The palette overrides this.
7132 wield_scale = {x = 1, y = 1, z = 1},
7134 -- The default value of 99 may be configured by
7135 -- users using the setting "default_stack_max"
7140 liquids_pointable = false,
7143 -- When used for nodes: Defines amount of light emitted by node.
7144 -- Otherwise: Defines texture glow when viewed as a dropped item
7145 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7146 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7149 -- See "Tools" section for an example including explanation
7150 tool_capabilities = {
7151 full_punch_interval = 1.0,
7155 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7156 uses = 20, maxlevel = 2},
7158 damage_groups = {groupname = damage},
7159 -- Damage values must be between -32768 and 32767 (2^15)
7161 punch_attack_uses = nil,
7162 -- Amount of uses this tool has for attacking players and entities
7163 -- by punching them (0 = infinite uses).
7164 -- For compatibility, this is automatically set from the first
7165 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7166 -- It is recommend to set this explicitly instead of relying on the
7167 -- fallback behavior.
7170 node_placement_prediction = nil,
7171 -- If nil and item is node, prediction is made automatically.
7172 -- If nil and item is not a node, no prediction is made.
7173 -- If "" and item is anything, no prediction is made.
7174 -- Otherwise should be name of node which the client immediately places
7175 -- on ground when the player places the item. Server will always update
7176 -- actual result to client in a short moment.
7178 node_dig_prediction = "air",
7179 -- if "", no prediction is made.
7180 -- if "air", node is removed.
7181 -- Otherwise should be name of node which the client immediately places
7182 -- upon digging. Server will always update actual result shortly.
7185 -- Definition of items sounds to be played at various events.
7186 -- All fields in this table are optional.
7188 breaks = <SimpleSoundSpec>,
7189 -- When tool breaks due to wear. Ignored for non-tools
7191 eat = <SimpleSoundSpec>,
7192 -- When item is eaten with `minetest.do_item_eat`
7195 on_place = function(itemstack, placer, pointed_thing),
7196 -- Shall place item and return the leftover itemstack.
7197 -- The placer may be any ObjectRef or nil.
7198 -- default: minetest.item_place
7200 on_secondary_use = function(itemstack, user, pointed_thing),
7201 -- Same as on_place but called when not pointing at a node.
7202 -- The user may be any ObjectRef or nil.
7205 on_drop = function(itemstack, dropper, pos),
7206 -- Shall drop item and return the leftover itemstack.
7207 -- The dropper may be any ObjectRef or nil.
7208 -- default: minetest.item_drop
7210 on_use = function(itemstack, user, pointed_thing),
7212 -- Function must return either nil if no item shall be removed from
7213 -- inventory, or an itemstack to replace the original itemstack.
7214 -- e.g. itemstack:take_item(); return itemstack
7215 -- Otherwise, the function is free to do what it wants.
7216 -- The user may be any ObjectRef or nil.
7217 -- The default functions handle regular use cases.
7219 after_use = function(itemstack, user, node, digparams),
7221 -- If defined, should return an itemstack and will be called instead of
7222 -- wearing out the tool. If returns nil, does nothing.
7223 -- If after_use doesn't exist, it is the same as:
7224 -- function(itemstack, user, node, digparams)
7225 -- itemstack:add_wear(digparams.wear)
7228 -- The user may be any ObjectRef or nil.
7230 _custom_field = whatever,
7231 -- Add your own custom fields. By convention, all custom field names
7232 -- should start with `_` to avoid naming collisions with future engine
7239 Used by `minetest.register_node`.
7242 -- <all fields allowed in item definitions>,
7244 drawtype = "normal", -- See "Node drawtypes"
7247 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7248 -- "firelike", "mesh", "nodebox", "allfaces".
7249 -- For plantlike and firelike, the image will start at the bottom of the
7250 -- node. For torchlike, the image will start at the surface to which the
7251 -- node "attaches". For the other drawtypes the image will be centered
7254 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7255 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7256 -- Old field name was 'tile_images'.
7257 -- List can be shortened to needed length.
7259 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7260 -- Same as `tiles`, but these textures are drawn on top of the base
7261 -- tiles. You can use this to colorize only specific parts of your
7262 -- texture. If the texture name is an empty string, that overlay is not
7263 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7264 -- overlays on very common nodes.
7266 special_tiles = {tile definition 1, Tile definition 2},
7267 -- Special textures of node; used rarely.
7268 -- Old field name was 'special_materials'.
7269 -- List can be shortened to needed length.
7272 -- The node's original color will be multiplied with this color.
7273 -- If the node has a palette, then this setting only has an effect in
7274 -- the inventory and on the wield item.
7276 use_texture_alpha = false,
7277 -- Use texture's alpha channel
7278 -- If this is set to false, the node will be rendered fully opaque
7279 -- regardless of any texture transparency.
7281 palette = "palette.png",
7282 -- The node's `param2` is used to select a pixel from the image.
7283 -- Pixels are arranged from left to right and from top to bottom.
7284 -- The node's color will be multiplied with the selected pixel's color.
7285 -- Tiles can override this behavior.
7286 -- Only when `paramtype2` supports palettes.
7288 post_effect_color = "green#0F",
7289 -- Screen tint if player is inside node, see "ColorSpec"
7291 paramtype = "none", -- See "Nodes"
7293 paramtype2 = "none", -- See "Nodes"
7295 place_param2 = nil, -- Force value for param2 when player places node
7297 is_ground_content = true,
7298 -- If false, the cave generator and dungeon generator will not carve
7299 -- through this node.
7300 -- Specifically, this stops mod-added nodes being removed by caves and
7301 -- dungeons when those generate in a neighbor mapchunk and extend out
7302 -- beyond the edge of that mapchunk.
7304 sunlight_propagates = false,
7305 -- If true, sunlight will go infinitely through this node
7307 walkable = true, -- If true, objects collide with node
7309 pointable = true, -- If true, can be pointed at
7311 diggable = true, -- If false, can never be dug
7313 climbable = false, -- If true, can be climbed on (ladder)
7315 buildable_to = false, -- If true, placed nodes can replace this node
7318 -- If true, liquids flow into and replace this node.
7319 -- Warning: making a liquid node 'floodable' will cause problems.
7321 liquidtype = "none", -- "none" / "source" / "flowing"
7323 liquid_alternative_flowing = "", -- Flowing version of source liquid
7325 liquid_alternative_source = "", -- Source version of flowing liquid
7327 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7329 liquid_renewable = true,
7330 -- If true, a new liquid source can be created by placing two or more
7334 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7335 -- Allows defining the nodebox height without using param2.
7336 -- The nodebox height is 'leveled' / 64 nodes.
7337 -- The maximum value of 'leveled' is `leveled_max`.
7340 -- Maximum value for `leveled` (0-127), enforced in
7341 -- `minetest.set_node_level` and `minetest.add_node_level`.
7343 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
7346 -- Player will take this amount of damage if no bubbles are left
7348 damage_per_second = 0,
7349 -- If player is inside node, this damage is caused
7351 node_box = {type="regular"}, -- See "Node boxes"
7353 connects_to = nodenames,
7354 -- Used for nodebox nodes with the type == "connected".
7355 -- Specifies to what neighboring nodes connections will be drawn.
7356 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7358 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7359 -- Tells connected nodebox nodes to connect only to these sides of this
7363 -- File name of mesh when using "mesh" drawtype
7368 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7371 -- Custom selection box definition. Multiple boxes can be defined.
7372 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7373 -- definition is used for the selection box.
7378 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7381 -- Custom collision box definition. Multiple boxes can be defined.
7382 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7383 -- definition is used for the collision box.
7384 -- Both of the boxes above are defined as:
7385 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
7387 -- Support maps made in and before January 2012
7388 legacy_facedir_simple = false,
7389 legacy_wallmounted = false,
7392 -- Valid for drawtypes:
7393 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7394 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7395 -- 2 - wave node like leaves (whole node moves side-to-side)
7396 -- 3 - wave node like liquids (whole node moves up and down)
7397 -- Not all models will properly wave.
7398 -- plantlike drawtype can only wave like plants.
7399 -- allfaces_optional drawtype can only wave like leaves.
7400 -- liquid, flowingliquid drawtypes can only wave like liquids.
7403 -- Definition of node sounds to be played at various events.
7404 -- All fields in this table are optional.
7406 footstep = <SimpleSoundSpec>,
7407 -- If walkable, played when object walks on it. If node is
7408 -- climbable or a liquid, played when object moves through it
7410 dig = <SimpleSoundSpec> or "__group",
7411 -- While digging node.
7412 -- If `"__group"`, then the sound will be
7413 -- `default_dig_<groupname>`, where `<groupname>` is the
7414 -- name of the tool's digging group with the fastest digging time.
7415 -- In case of a tie, one of the sounds will be played (but we
7416 -- cannot predict which one)
7417 -- Default value: `"__group"`
7419 dug = <SimpleSoundSpec>,
7422 place = <SimpleSoundSpec>,
7423 -- Node was placed. Also played after falling
7425 place_failed = <SimpleSoundSpec>,
7426 -- When node placement failed.
7427 -- Note: This happens if the _built-in_ node placement failed.
7428 -- This sound will still be played if the node is placed in the
7429 -- `on_place` callback manually.
7431 fall = <SimpleSoundSpec>,
7432 -- When node starts to fall or is detached
7436 -- Name of dropped item when dug.
7437 -- Default dropped item is the node itself.
7438 -- Using a table allows multiple items, drop chances and tool filtering.
7439 -- Tool filtering was undocumented until recently, tool filtering by string
7440 -- matching is deprecated.
7443 -- Maximum number of item lists to drop.
7444 -- The entries in 'items' are processed in order. For each:
7445 -- Tool filtering is applied, chance of drop is applied, if both are
7446 -- successful the entire item list is dropped.
7447 -- Entry processing continues until the number of dropped item lists
7448 -- equals 'max_items'.
7449 -- Therefore, entries should progress from low to high drop chance.
7453 -- 1 in 1000 chance of dropping a diamond.
7454 -- Default rarity is '1'.
7456 items = {"default:diamond"},
7459 -- Only drop if using a tool whose name is identical to one
7461 tools = {"default:shovel_mese", "default:shovel_diamond"},
7463 items = {"default:dirt"},
7464 -- Whether all items in the dropped item list inherit the
7465 -- hardware coloring palette color from the dug node.
7466 -- Default is 'false'.
7467 inherit_color = true,
7470 -- Only drop if using a tool whose name contains
7471 -- "default:shovel_" (this tool filtering by string matching
7473 tools = {"~default:shovel_"},
7475 -- The item list dropped.
7476 items = {"default:sand", "default:desert_sand"},
7481 on_construct = function(pos),
7482 -- Node constructor; called after adding node.
7483 -- Can set up metadata and stuff like that.
7484 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7487 on_destruct = function(pos),
7488 -- Node destructor; called before removing node.
7489 -- Not called for bulk node placement.
7492 after_destruct = function(pos, oldnode),
7493 -- Node destructor; called after removing node.
7494 -- Not called for bulk node placement.
7497 on_flood = function(pos, oldnode, newnode),
7498 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7499 -- `floodable = true` in the nodedef. Not called for bulk node placement
7500 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7501 -- node is not flooded, but on_flood callback will most likely be called
7502 -- over and over again every liquid update interval.
7504 -- Warning: making a liquid node 'floodable' will cause problems.
7506 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7507 -- Called when oldnode is about be converted to an item, but before the
7508 -- node is deleted from the world or the drops are added. This is
7509 -- generally the result of either the node being dug or an attached node
7510 -- becoming detached.
7511 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7512 -- drops is a table of ItemStacks, so any metadata to be preserved can
7513 -- be added directly to one or more of the dropped items. See
7514 -- "ItemStackMetaRef".
7517 after_place_node = function(pos, placer, itemstack, pointed_thing),
7518 -- Called after constructing node when node was placed using
7519 -- minetest.item_place_node / minetest.place_node.
7520 -- If return true no item is taken from itemstack.
7521 -- `placer` may be any valid ObjectRef or nil.
7524 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7525 -- oldmetadata is in table format.
7526 -- Called after destructing node when node was dug using
7527 -- minetest.node_dig / minetest.dig_node.
7530 can_dig = function(pos, [player]),
7531 -- Returns true if node can be dug, or false if not.
7534 on_punch = function(pos, node, puncher, pointed_thing),
7535 -- default: minetest.node_punch
7536 -- Called when puncher (an ObjectRef) punches the node at pos.
7537 -- By default calls minetest.register_on_punchnode callbacks.
7539 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7541 -- Called when clicker (an ObjectRef) "rightclicks"
7542 -- ("rightclick" here stands for the placement key) while pointing at
7543 -- the node at pos with 'node' being the node table.
7544 -- itemstack will hold clicker's wielded item.
7545 -- Shall return the leftover itemstack.
7546 -- Note: pointed_thing can be nil, if a mod calls this function.
7547 -- This function does not get triggered by clients <=0.4.16 if the
7548 -- "formspec" node metadata field is set.
7550 on_dig = function(pos, node, digger),
7551 -- default: minetest.node_dig
7552 -- By default checks privileges, wears out tool and removes node.
7554 on_timer = function(pos, elapsed),
7556 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7557 -- elapsed is the total time passed since the timer was started.
7558 -- return true to run the timer for another cycle with the same timeout
7561 on_receive_fields = function(pos, formname, fields, sender),
7562 -- fields = {name1 = value1, name2 = value2, ...}
7563 -- Called when an UI form (e.g. sign text input) returns data.
7564 -- See minetest.register_on_player_receive_fields for more info.
7567 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7568 -- Called when a player wants to move items inside the inventory.
7569 -- Return value: number of items allowed to move.
7571 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7572 -- Called when a player wants to put something into the inventory.
7573 -- Return value: number of items allowed to put.
7574 -- Return value -1: Allow and don't modify item count in inventory.
7576 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7577 -- Called when a player wants to take something out of the inventory.
7578 -- Return value: number of items allowed to take.
7579 -- Return value -1: Allow and don't modify item count in inventory.
7581 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7582 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7583 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7584 -- Called after the actual action has happened, according to what was
7588 on_blast = function(pos, intensity),
7589 -- intensity: 1.0 = mid range of regular TNT.
7590 -- If defined, called when an explosion touches the node, instead of
7591 -- removing the node.
7597 Used by `minetest.register_craft`.
7602 output = 'default:pick_stone',
7604 {'default:cobble', 'default:cobble', 'default:cobble'},
7605 {'', 'default:stick', ''},
7606 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7608 replacements = <list of item pairs>,
7609 -- replacements: replace one input item with another item on crafting
7617 output = 'mushrooms:mushroom_stew',
7620 "mushrooms:mushroom_brown",
7621 "mushrooms:mushroom_red",
7623 replacements = <list of item pairs>,
7629 type = "toolrepair",
7630 additional_wear = -0.02,
7633 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7639 output = "default:glass",
7640 recipe = "default:sand",
7648 recipe = "bucket:bucket_lava",
7650 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7656 Used by `minetest.register_ore`.
7658 See [Ores] section above for essential information.
7661 ore_type = "scatter",
7663 ore = "default:stone_with_coal",
7666 -- Facedir rotation. Default is 0 (unchanged rotation)
7668 wherein = "default:stone",
7669 -- A list of nodenames is supported too
7671 clust_scarcity = 8 * 8 * 8,
7672 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7673 -- If the desired average distance between ores is 'd', set this to
7677 -- Number of ores in a cluster
7680 -- Size of the bounding box of the cluster.
7681 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7682 -- nodes are coal ore.
7686 -- Lower and upper limits for ore
7689 -- Attributes for the ore generation, see 'Ore attributes' section above
7691 noise_threshold = 0.5,
7692 -- If noise is above this threshold, ore is placed. Not needed for a
7693 -- uniform distribution.
7698 spread = {x = 100, y = 100, z = 100},
7703 -- NoiseParams structure describing one of the perlin noises used for
7704 -- ore distribution.
7705 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7706 -- Omit from "scatter" ore for a uniform ore distribution.
7707 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7710 biomes = {"desert", "rainforest"},
7711 -- List of biomes in which this ore occurs.
7712 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7713 -- being used does not support biomes.
7714 -- Can be a list of (or a single) biome names, IDs, or definitions.
7716 -- Type-specific parameters
7719 column_height_min = 1,
7720 column_height_max = 16,
7721 column_midpoint_factor = 0.5,
7727 spread = {x = 100, y = 100, z = 100},
7735 spread = {x = 100, y = 100, z = 100},
7742 random_factor = 1.0,
7745 np_stratum_thickness = {
7748 spread = {x = 100, y = 100, z = 100},
7753 stratum_thickness = 8,
7759 Used by `minetest.register_biome`.
7761 The maximum number of biomes that can be used is 65535. However, using an
7762 excessive number of biomes will slow down map generation. Depending on desired
7763 performance and computing power the practical limit is much lower.
7768 node_dust = "default:snow",
7769 -- Node dropped onto upper surface after all else is generated
7771 node_top = "default:dirt_with_snow",
7773 -- Node forming surface layer of biome and thickness of this layer
7775 node_filler = "default:permafrost",
7777 -- Node forming lower layer of biome and thickness of this layer
7779 node_stone = "default:bluestone",
7780 -- Node that replaces all stone nodes between roughly y_min and y_max.
7782 node_water_top = "default:ice",
7783 depth_water_top = 10,
7784 -- Node forming a surface layer in seawater with the defined thickness
7787 -- Node that replaces all seawater nodes not in the surface layer
7789 node_river_water = "default:ice",
7790 -- Node that replaces river water in mapgens that use
7791 -- default:river_water
7793 node_riverbed = "default:gravel",
7795 -- Node placed under river water and thickness of this layer
7797 node_cave_liquid = "default:lava_source",
7798 node_cave_liquid = {"default:water_source", "default:lava_source"},
7799 -- Nodes placed inside 50% of the medium size caves.
7800 -- Multiple nodes can be specified, each cave will use a randomly
7801 -- chosen node from the list.
7802 -- If this field is left out or 'nil', cave liquids fall back to
7803 -- classic behaviour of lava and water distributed using 3D noise.
7804 -- For no cave liquid, specify "air".
7806 node_dungeon = "default:cobble",
7807 -- Node used for primary dungeon structure.
7808 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7809 -- alias, if that is also absent, dungeon nodes fall back to the biome
7811 -- If present, the following two nodes are also used.
7813 node_dungeon_alt = "default:mossycobble",
7814 -- Node used for randomly-distributed alternative structure nodes.
7815 -- If alternative structure nodes are not wanted leave this absent for
7816 -- performance reasons.
7818 node_dungeon_stair = "stairs:stair_cobble",
7819 -- Node used for dungeon stairs.
7820 -- If absent, stairs fall back to 'node_dungeon'.
7824 -- Upper and lower limits for biome.
7825 -- Alternatively you can use xyz limits as shown below.
7827 max_pos = {x = 31000, y = 128, z = 31000},
7828 min_pos = {x = -31000, y = 9, z = -31000},
7829 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7830 -- Biome is limited to a cuboid defined by these positions.
7831 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7832 -- 31000 in 'max_pos'.
7835 -- Vertical distance in nodes above 'y_max' over which the biome will
7836 -- blend with the biome above.
7837 -- Set to 0 for no vertical blend. Defaults to 0.
7840 humidity_point = 50,
7841 -- Characteristic temperature and humidity for the biome.
7842 -- These values create 'biome points' on a voronoi diagram with heat and
7843 -- humidity as axes. The resulting voronoi cells determine the
7844 -- distribution of the biomes.
7845 -- Heat and humidity have average values of 50, vary mostly between
7846 -- 0 and 100 but can exceed these values.
7849 Decoration definition
7850 ---------------------
7852 See [Decoration types]. Used by `minetest.register_decoration`.
7855 deco_type = "simple",
7857 place_on = "default:dirt_with_grass",
7858 -- Node (or list of nodes) that the decoration can be placed on
7861 -- Size of the square divisions of the mapchunk being generated.
7862 -- Determines the resolution of noise variation if used.
7863 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7864 -- equal to the chunk size.
7867 -- The value determines 'decorations per surface node'.
7868 -- Used only if noise_params is not specified.
7869 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7870 -- a different and much faster method.
7875 spread = {x = 100, y = 100, z = 100},
7882 -- NoiseParams structure describing the perlin noise used for decoration
7884 -- A noise value is calculated for each square division and determines
7885 -- 'decorations per surface node' within each division.
7886 -- If the noise value >= 10.0 complete coverage is enabled and
7887 -- decoration placement uses a different and much faster method.
7889 biomes = {"Oceanside", "Hills", "Plains"},
7890 -- List of biomes in which this decoration occurs. Occurs in all biomes
7891 -- if this is omitted, and ignored if the Mapgen being used does not
7893 -- Can be a list of (or a single) biome names, IDs, or definitions.
7897 -- Lower and upper limits for decoration.
7898 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7900 spawn_by = "default:water",
7901 -- Node (or list of nodes) that the decoration only spawns next to.
7902 -- Checks two horizontal planes of 8 neighbouring nodes (including
7903 -- diagonal neighbours), one plane level with the 'place_on' node and a
7904 -- plane one node above that.
7907 -- Number of spawn_by nodes that must be surrounding the decoration
7908 -- position to occur.
7909 -- If absent or -1, decorations occur next to any nodes.
7911 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7912 -- Flags for all decoration types.
7913 -- "liquid_surface": Instead of placement on the highest solid surface
7914 -- in a mapchunk column, placement is on the highest liquid surface.
7915 -- Placement is disabled if solid nodes are found above the liquid
7917 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7918 -- by the decoration.
7919 -- "all_floors", "all_ceilings": Instead of placement on the highest
7920 -- surface in a mapchunk the decoration is placed on all floor and/or
7921 -- ceiling surfaces, for example in caves and dungeons.
7922 -- Ceiling decorations act as an inversion of floor decorations so the
7923 -- effect of 'place_offset_y' is inverted.
7924 -- Y-slice probabilities do not function correctly for ceiling
7925 -- schematic decorations as the behaviour is unchanged.
7926 -- If a single decoration registration has both flags the floor and
7927 -- ceiling decorations will be aligned vertically.
7929 ----- Simple-type parameters
7931 decoration = "default:grass",
7932 -- The node name used as the decoration.
7933 -- If instead a list of strings, a randomly selected node from the list
7934 -- is placed as the decoration.
7937 -- Decoration height in nodes.
7938 -- If height_max is not 0, this is the lower limit of a randomly
7942 -- Upper limit of the randomly selected height.
7943 -- If absent, the parameter 'height' is used as a constant.
7946 -- Param2 value of decoration nodes.
7947 -- If param2_max is not 0, this is the lower limit of a randomly
7951 -- Upper limit of the randomly selected param2.
7952 -- If absent, the parameter 'param2' is used as a constant.
7955 -- Y offset of the decoration base node relative to the standard base
7957 -- Can be positive or negative. Default is 0.
7958 -- Effect is inverted for "all_ceilings" decorations.
7959 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7960 -- to the 'place_on' node.
7962 ----- Schematic-type parameters
7964 schematic = "foobar.mts",
7965 -- If schematic is a string, it is the filepath relative to the current
7966 -- working directory of the specified Minetest schematic file.
7967 -- Could also be the ID of a previously registered schematic.
7970 size = {x = 4, y = 6, z = 4},
7972 {name = "default:cobble", param1 = 255, param2 = 0},
7973 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
7974 {name = "air", param1 = 255, param2 = 0},
7978 {ypos = 2, prob = 128},
7979 {ypos = 5, prob = 64},
7983 -- Alternative schematic specification by supplying a table. The fields
7984 -- size and data are mandatory whereas yslice_prob is optional.
7985 -- See 'Schematic specifier' for details.
7987 replacements = {["oldname"] = "convert_to", ...},
7989 flags = "place_center_x, place_center_y, place_center_z",
7990 -- Flags for schematic decorations. See 'Schematic attributes'.
7993 -- Rotation can be "0", "90", "180", "270", or "random"
7996 -- If the flag 'place_center_y' is set this parameter is ignored.
7997 -- Y offset of the schematic base node layer relative to the 'place_on'
7999 -- Can be positive or negative. Default is 0.
8000 -- Effect is inverted for "all_ceilings" decorations.
8001 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8002 -- to the 'place_on' node.
8005 Chat command definition
8006 -----------------------
8008 Used by `minetest.register_chatcommand`.
8011 params = "<name> <privilege>", -- Short parameter description
8013 description = "Remove privilege from player", -- Full description
8015 privs = {privs=true}, -- Require the "privs" privilege to run
8017 func = function(name, param),
8018 -- Called when command is run. Returns boolean success and text output.
8019 -- Special case: The help message is shown to the player if `func`
8020 -- returns false without a text output.
8023 Note that in params, use of symbols is as follows:
8025 * `<>` signifies a placeholder to be replaced when the command is used. For
8026 example, when a player name is needed: `<name>`
8027 * `[]` signifies param is optional and not required when the command is used.
8028 For example, if you require param1 but param2 is optional:
8029 `<param1> [<param2>]`
8030 * `|` signifies exclusive or. The command requires one param from the options
8031 provided. For example: `<param1> | <param2>`
8032 * `()` signifies grouping. For example, when param1 and param2 are both
8033 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8035 Privilege definition
8036 --------------------
8038 Used by `minetest.register_privilege`.
8042 -- Privilege description
8044 give_to_singleplayer = true,
8045 -- Whether to grant the privilege to singleplayer.
8047 give_to_admin = true,
8048 -- Whether to grant the privilege to the server admin.
8049 -- Uses value of 'give_to_singleplayer' by default.
8051 on_grant = function(name, granter_name),
8052 -- Called when given to player 'name' by 'granter_name'.
8053 -- 'granter_name' will be nil if the priv was granted by a mod.
8055 on_revoke = function(name, revoker_name),
8056 -- Called when taken from player 'name' by 'revoker_name'.
8057 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8059 -- Note that the above two callbacks will be called twice if a player is
8060 -- responsible, once with the player name, and then with a nil player
8062 -- Return true in the above callbacks to stop register_on_priv_grant or
8063 -- revoke being called.
8066 Detached inventory callbacks
8067 ----------------------------
8069 Used by `minetest.create_detached_inventory`.
8072 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8073 -- Called when a player wants to move items inside the inventory.
8074 -- Return value: number of items allowed to move.
8076 allow_put = function(inv, listname, index, stack, player),
8077 -- Called when a player wants to put something into the inventory.
8078 -- Return value: number of items allowed to put.
8079 -- Return value -1: Allow and don't modify item count in inventory.
8081 allow_take = function(inv, listname, index, stack, player),
8082 -- Called when a player wants to take something out of the inventory.
8083 -- Return value: number of items allowed to take.
8084 -- Return value -1: Allow and don't modify item count in inventory.
8086 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8087 on_put = function(inv, listname, index, stack, player),
8088 on_take = function(inv, listname, index, stack, player),
8089 -- Called after the actual action has happened, according to what was
8099 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8102 hud_elem_type = "image", -- See HUD element types
8103 -- Type of element, can be "image", "text", "statbar", "inventory",
8104 -- "compass" or "minimap"
8106 position = {x=0.5, y=0.5},
8107 -- Left corner position of element
8111 scale = {x = 2, y = 2},
8120 -- Selected item in inventory. 0 for no item selected.
8123 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8125 alignment = {x=0, y=0},
8127 offset = {x=0, y=0},
8129 size = { x=100, y=100 },
8130 -- Size of element in pixels
8133 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8139 Used by `minetest.add_particle`.
8142 pos = {x=0, y=0, z=0},
8143 velocity = {x=0, y=0, z=0},
8144 acceleration = {x=0, y=0, z=0},
8145 -- Spawn particle at pos with velocity and acceleration
8148 -- Disappears after expirationtime seconds
8151 -- Scales the visual size of the particle texture.
8152 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8153 -- particle (just like actual node dig particles).
8155 collisiondetection = false,
8156 -- If true collides with `walkable` nodes and, depending on the
8157 -- `object_collision` field, objects too.
8159 collision_removal = false,
8160 -- If true particle is removed when it collides.
8161 -- Requires collisiondetection = true to have any effect.
8163 object_collision = false,
8164 -- If true particle collides with objects that are defined as
8165 -- `physical = true,` and `collide_with_objects = true,`.
8166 -- Requires collisiondetection = true to have any effect.
8169 -- If true faces player using y axis only
8171 texture = "image.png",
8172 -- The texture of the particle
8174 playername = "singleplayer",
8175 -- Optional, if specified spawns particle only on the player's client
8177 animation = {Tile Animation definition},
8178 -- Optional, specifies how to animate the particle texture
8181 -- Optional, specify particle self-luminescence in darkness.
8184 node = {name = "ignore", param2 = 0},
8185 -- Optional, if specified the particle will have the same appearance as
8186 -- node dig particles for the given node.
8187 -- `texture` and `animation` will be ignored if this is set.
8190 -- Optional, only valid in combination with `node`
8191 -- If set to a valid number 1-6, specifies the tile from which the
8192 -- particle texture is picked.
8193 -- Otherwise, the default behavior is used. (currently: any random tile)
8197 `ParticleSpawner` definition
8198 ----------------------------
8200 Used by `minetest.add_particlespawner`.
8204 -- Number of particles spawned over the time period `time`.
8207 -- Lifespan of spawner in seconds.
8208 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8209 -- a per-second basis.
8211 minpos = {x=0, y=0, z=0},
8212 maxpos = {x=0, y=0, z=0},
8213 minvel = {x=0, y=0, z=0},
8214 maxvel = {x=0, y=0, z=0},
8215 minacc = {x=0, y=0, z=0},
8216 maxacc = {x=0, y=0, z=0},
8221 -- The particles' properties are random values between the min and max
8223 -- applies to: pos, velocity, acceleration, expirationtime, size
8224 -- If `node` is set, min and maxsize can be set to 0 to spawn
8225 -- randomly-sized particles (just like actual node dig particles).
8227 collisiondetection = false,
8228 -- If true collide with `walkable` nodes and, depending on the
8229 -- `object_collision` field, objects too.
8231 collision_removal = false,
8232 -- If true particles are removed when they collide.
8233 -- Requires collisiondetection = true to have any effect.
8235 object_collision = false,
8236 -- If true particles collide with objects that are defined as
8237 -- `physical = true,` and `collide_with_objects = true,`.
8238 -- Requires collisiondetection = true to have any effect.
8240 attached = ObjectRef,
8241 -- If defined, particle positions, velocities and accelerations are
8242 -- relative to this object's position and yaw
8245 -- If true face player using y axis only
8247 texture = "image.png",
8248 -- The texture of the particle
8250 playername = "singleplayer",
8251 -- Optional, if specified spawns particles only on the player's client
8253 animation = {Tile Animation definition},
8254 -- Optional, specifies how to animate the particles' texture
8257 -- Optional, specify particle self-luminescence in darkness.
8260 node = {name = "ignore", param2 = 0},
8261 -- Optional, if specified the particles will have the same appearance as
8262 -- node dig particles for the given node.
8263 -- `texture` and `animation` will be ignored if this is set.
8266 -- Optional, only valid in combination with `node`
8267 -- If set to a valid number 1-6, specifies the tile from which the
8268 -- particle texture is picked.
8269 -- Otherwise, the default behavior is used. (currently: any random tile)
8272 `HTTPRequest` definition
8273 ------------------------
8275 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8278 url = "http://example.org",
8281 -- Timeout for connection in seconds. Default is 3 seconds.
8283 method = "GET", "POST", "PUT" or "DELETE"
8284 -- The http method to use. Defaults to "GET".
8286 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8287 -- Data for the POST, PUT or DELETE request.
8288 -- Accepts both a string and a table. If a table is specified, encodes
8289 -- table as x-www-form-urlencoded key-value pairs.
8291 user_agent = "ExampleUserAgent",
8292 -- Optional, if specified replaces the default minetest user agent with
8295 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8296 -- Optional, if specified adds additional headers to the HTTP request.
8297 -- You must make sure that the header strings follow HTTP specification
8301 -- Optional, if true performs a multipart HTTP request.
8302 -- Default is false.
8303 -- Post only, data must be array
8305 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8306 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8309 `HTTPRequestResult` definition
8310 ------------------------------
8312 Passed to `HTTPApiTable.fetch` callback. Returned by
8313 `HTTPApiTable.fetch_async_get`.
8317 -- If true, the request has finished (either succeeded, failed or timed
8321 -- If true, the request was successful
8324 -- If true, the request timed out
8332 Authentication handler definition
8333 ---------------------------------
8335 Used by `minetest.register_authentication_handler`.
8338 get_auth = function(name),
8339 -- Get authentication data for existing player `name` (`nil` if player
8341 -- Returns following structure:
8342 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8344 create_auth = function(name, password),
8345 -- Create new auth data for player `name`.
8346 -- Note that `password` is not plain-text but an arbitrary
8347 -- representation decided by the engine.
8349 delete_auth = function(name),
8350 -- Delete auth data of player `name`.
8351 -- Returns boolean indicating success (false if player is nonexistent).
8353 set_password = function(name, password),
8354 -- Set password of player `name` to `password`.
8355 -- Auth data should be created if not present.
8357 set_privileges = function(name, privileges),
8358 -- Set privileges of player `name`.
8359 -- `privileges` is in table form, auth data should be created if not
8362 reload = function(),
8363 -- Reload authentication data from the storage location.
8364 -- Returns boolean indicating success.
8366 record_login = function(name),
8367 -- Called when player joins, used for keeping track of last_login
8369 iterate = function(),
8370 -- Returns an iterator (use with `for` loops) for all player names
8371 -- currently in the auth database