1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
10 Content and functionality can be added to Minetest using Lua scripting
11 in run-time loaded mods.
13 A mod is a self-contained bunch of scripts, textures and other related
14 things, which is loaded by and interfaces with Minetest.
16 Mods are contained and ran solely on the server side. Definitions and media
17 files are automatically transferred to the client.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API, and to document it here.
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
31 Mods are loaded during server startup from the mod load paths by running
32 the `init.lua` scripts in a shared environment.
37 * `RUN_IN_PLACE=1` (Windows release, local build)
38 * `$path_user`: `<build directory>`
39 * `$path_share`: `<build directory>`
40 * `RUN_IN_PLACE=0`: (Linux release)
42 * Linux: `/usr/share/minetest`
43 * Windows: `<install directory>/minetest-0.4.x`
45 * Linux: `$HOME/.minetest`
46 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
54 Games are looked up from:
56 * `$path_share/games/<gameid>/`
57 * `$path_user/games/<gameid>/`
59 Where `<gameid>` is unique to each game.
61 The game directory can contain the following files:
63 * `game.conf`, with the following keys:
64 * `name`: Required, human readable name e.g. `name = Minetest`
65 * `description`: Short description to be shown in the content tab
66 * `disallowed_mapgens = <comma-separated mapgens>`
67 e.g. `disallowed_mapgens = v5,v6,flat`
68 These mapgens are removed from the list of mapgens for the game.
70 Used to set default settings when running this game.
72 In the same format as the one in builtin.
73 This settingtypes.txt will be parsed by the menu and the settings will be
74 displayed in the "Games" category in the advanced settings tab.
75 * If the game contains a folder called `textures` the server will load it as a
76 texturepack, overriding mod textures.
77 Any server texturepack will override mod textures and the game texturepack.
82 Games can provide custom main menu images. They are put inside a `menu`
83 directory inside the game directory.
85 The images are named `$identifier.png`, where `$identifier` is one of
86 `overlay`, `background`, `footer`, `header`.
87 If you want to specify multiple images for one identifier, add additional
88 images named like `$identifier.$n.png`, with an ascending number $n starting
89 with 1, and a random image will be chosen from the provided ones.
100 Paths are relative to the directories listed in the [Paths] section above.
102 * `games/<gameid>/mods/`
104 * `worlds/<worldname>/worldmods/`
109 It is possible to include a game in a world; in this case, no mods or
110 games are loaded or checked from anywhere else.
112 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
115 Mods should then be placed in `<worldname>/game/mods/`.
120 Mods can be put in a subdirectory, if the parent directory, which otherwise
121 should be a mod, contains a file named `modpack.conf`.
122 The file is a key-value store of modpack details.
124 * `name`: The modpack name.
125 * `description`: Description of mod to be shown in the Mods tab of the main
128 Note: to support 0.4.x, please also create an empty modpack.txt file.
130 Mod directory structure
131 -----------------------
137 │ ├── settingtypes.txt
141 │ │ ├── modname_stuff.png
142 │ │ └── modname_something_else.png
151 The location of this directory can be fetched by using
152 `minetest.get_modpath(modname)`.
156 A key-value store of mod details.
158 * `name`: The mod name. Allows Minetest to determine the mod name even if the
159 folder is wrongly named.
160 * `description`: Description of mod to be shown in the Mods tab of the main
162 * `depends`: A comma separated list of dependencies. These are mods that must be
163 loaded before this mod.
164 * `optional_depends`: A comma separated list of optional dependencies.
165 Like a dependency, but no error if the mod doesn't exist.
167 Note: to support 0.4.x, please also provide depends.txt.
171 A screenshot shown in the mod manager within the main menu. It should
172 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
176 **Deprecated:** you should use mod.conf instead.
178 This file is used if there are no dependencies in mod.conf.
180 List of mods that have to be loaded before loading this mod.
182 A single line contains a single modname.
184 Optional dependencies can be defined by appending a question mark
185 to a single modname. This means that if the specified mod
186 is missing, it does not prevent this mod from being loaded.
188 ### `description.txt`
190 **Deprecated:** you should use mod.conf instead.
192 This file is used if there is no description in mod.conf.
194 A file containing a description to be shown in the Mods tab of the main menu.
196 ### `settingtypes.txt`
198 A file in the same format as the one in builtin. It will be parsed by the
199 settings menu and the settings will be displayed in the "Mods" category.
203 The main Lua script. Running this script should register everything it
204 wants to register. Subsequent execution depends on minetest calling the
205 registered callbacks.
207 `minetest.settings` can be used to read custom or existing settings at load
208 time, if necessary. (See [`Settings`])
212 Models for entities or meshnodes.
214 ### `textures`, `sounds`, `media`
216 Media files (textures, sounds, whatever) that will be transferred to the
217 client and will be available for use by the mod.
221 Translation files for the clients. (See [Translations])
226 Registered names should generally be in this format:
230 `<whatever>` can have these characters:
234 This is to prevent conflicting names from corrupting maps and is
235 enforced by the mod loader.
237 Registered names can be overridden by prefixing the name with `:`. This can
238 be used for overriding the registrations of some other mod.
240 The `:` prefix can also be used for maintaining backwards compatibility.
244 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
245 So the name should be `experimental:tnt`.
247 Any mod can redefine `experimental:tnt` by using the name
251 when registering it. That mod is required to have `experimental` as a
260 Aliases of itemnames can be added by using
261 `minetest.register_alias(alias, original_name)` or
262 `minetest.register_alias_force(alias, original_name)`.
264 This adds an alias `alias` for the item called `original_name`.
265 From now on, you can use `alias` to refer to the item `original_name`.
267 The only difference between `minetest.register_alias` and
268 `minetest.register_alias_force` is that if an item named `alias` already exists,
269 `minetest.register_alias` will do nothing while
270 `minetest.register_alias_force` will unregister it.
272 This can be used for maintaining backwards compatibility.
274 This can also set quick access names for things, e.g. if
275 you have an item called `epiclylongmodname:stuff`, you could do
277 minetest.register_alias("stuff", "epiclylongmodname:stuff")
279 and be able to use `/giveme stuff`.
284 In a game, a certain number of these must be set to tell core mapgens which
285 of the game's nodes are to be used by the core mapgens. For example:
287 minetest.register_alias("mapgen_stone", "default:stone")
289 ### Aliases needed for all mapgens except Mapgen V6
294 * mapgen_water_source
295 * mapgen_river_water_source
299 Not required if cave liquid nodes are set in biome definitions.
305 Not required if dungeon nodes are set in biome definitions.
308 * mapgen_stair_cobble
310 * mapgen_desert_stone
311 * mapgen_stair_desert_stone
313 * mapgen_sandstonebrick
314 * mapgen_stair_sandstone_block
316 ### Aliases needed for Mapgen V6
318 #### Terrain and biomes
321 * mapgen_water_source
324 * mapgen_dirt_with_grass
327 * mapgen_desert_stone
329 * mapgen_dirt_with_snow
340 * mapgen_jungleleaves
343 * mapgen_pine_needles
348 * mapgen_stair_cobble
350 * mapgen_stair_desert_stone
352 ### Setting the node used in Mapgen Singlenode
354 By default the world is filled with air nodes. To set a different node use, for
357 minetest.register_alias("mapgen_singlenode", "default:stone")
365 Mods should generally prefix their textures with `modname_`, e.g. given
366 the mod name `foomod`, a texture could be called:
370 Textures are referred to by their complete name, or alternatively by
371 stripping out the file extension:
373 * e.g. `foomod_foothing.png`
374 * e.g. `foomod_foothing`
379 There are various texture modifiers that can be used
380 to generate textures on-the-fly.
382 ### Texture overlaying
384 Textures can be overlaid by putting a `^` between them.
388 default_dirt.png^default_grass_side.png
390 `default_grass_side.png` is overlaid over `default_dirt.png`.
391 The texture with the lower resolution will be automatically upscaled to
392 the higher resolution texture.
396 Textures can be grouped together by enclosing them in `(` and `)`.
398 Example: `cobble.png^(thing1.png^thing2.png)`
400 A texture for `thing1.png^thing2.png` is created and the resulting
401 texture is overlaid on top of `cobble.png`.
405 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
406 passing complex texture names as arguments. Escaping is done with backslash and
407 is required for `^` and `:`.
409 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
411 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
412 on top of `cobble.png`.
414 ### Advanced texture modifiers
420 * `[crack:<t>:<n>:<p>`
421 * `[cracko:<t>:<n>:<p>`
425 * `<t>`: tile count (in each direction)
426 * `<n>`: animation frame count
427 * `<p>`: current animation frame
429 Draw a step of the crack animation on the texture.
430 `crack` draws it normally, while `cracko` lays it over, keeping transparent
435 default_cobble.png^[crack:10:1
437 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
443 * `<file>`: texture to combine
445 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
446 specified coordinates.
450 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
452 #### `[resize:<w>x<h>`
454 Resizes the texture to the given dimensions.
458 default_sandstone.png^[resize:16x16
462 Makes the base image transparent according to the given ratio.
464 `r` must be between 0 (transparent) and 255 (opaque).
468 default_sandstone.png^[opacity:127
470 #### `[invert:<mode>`
472 Inverts the given channels of the base image.
473 Mode may contain the characters "r", "g", "b", "a".
474 Only the channels that are mentioned in the mode string will be inverted.
478 default_apple.png^[invert:rgb
482 Brightens the texture.
486 tnt_tnt_side.png^[brighten
490 Makes the texture completely opaque.
494 default_leaves.png^[noalpha
496 #### `[makealpha:<r>,<g>,<b>`
498 Convert one color to transparency.
502 default_cobble.png^[makealpha:128,128,128
506 * `<t>`: transformation(s) to apply
508 Rotates and/or flips the image.
510 `<t>` can be a number (between 0 and 7) or a transform name.
511 Rotations are counter-clockwise.
514 1 R90 rotate by 90 degrees
515 2 R180 rotate by 180 degrees
516 3 R270 rotate by 270 degrees
518 5 FXR90 flip X then rotate by 90 degrees
520 7 FYR90 flip Y then rotate by 90 degrees
524 default_stone.png^[transformFXR90
526 #### `[inventorycube{<top>{<left>{<right>`
528 Escaping does not apply here and `^` is replaced by `&` in texture names
531 Create an inventory cube texture using the side textures.
535 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
537 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
538 `dirt.png^grass_side.png` textures
540 #### `[lowpart:<percent>:<file>`
542 Blit the lower `<percent>`% part of `<file>` on the texture.
546 base.png^[lowpart:25:overlay.png
548 #### `[verticalframe:<t>:<n>`
550 * `<t>`: animation frame count
551 * `<n>`: current animation frame
553 Crops the texture to a frame of a vertical animation.
557 default_torch_animated.png^[verticalframe:16:8
561 Apply a mask to the base image.
563 The mask is applied using binary AND.
565 #### `[sheet:<w>x<h>:<x>,<y>`
567 Retrieves a tile at position x,y from the base image
568 which it assumes to be a tilesheet with dimensions w,h.
570 #### `[colorize:<color>:<ratio>`
572 Colorize the textures with the given color.
573 `<color>` is specified as a `ColorString`.
574 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
575 it is an int, then it specifies how far to interpolate between the
576 colors where 0 is only the texture color and 255 is only `<color>`. If
577 omitted, the alpha of `<color>` will be used as the ratio. If it is
578 the word "`alpha`", then each texture pixel will contain the RGB of
579 `<color>` and the alpha of `<color>` multiplied by the alpha of the
582 #### `[multiply:<color>`
584 Multiplies texture colors with the given color.
585 `<color>` is specified as a `ColorString`.
586 Result is more like what you'd expect if you put a color on top of another
587 color, meaning white surfaces get a lot of your new color while black parts
588 don't change very much.
593 The goal of hardware coloring is to simplify the creation of
594 colorful nodes. If your textures use the same pattern, and they only
595 differ in their color (like colored wool blocks), you can use hardware
596 coloring instead of creating and managing many texture files.
597 All of these methods use color multiplication (so a white-black texture
598 with red coloring will result in red-black color).
602 This method is useful if you wish to create nodes/items with
603 the same texture, in different colors, each in a new node/item definition.
607 When you register an item or node, set its `color` field (which accepts a
608 `ColorSpec`) to the desired color.
610 An `ItemStack`'s static color can be overwritten by the `color` metadata
611 field. If you set that field to a `ColorString`, that color will be used.
615 Each tile may have an individual static color, which overwrites every
616 other coloring method. To disable the coloring of a face,
617 set its color to white (because multiplying with white does nothing).
618 You can set the `color` property of the tiles in the node's definition
619 if the tile is in table format.
623 For nodes and items which can have many colors, a palette is more
624 suitable. A palette is a texture, which can contain up to 256 pixels.
625 Each pixel is one possible color for the node/item.
626 You can register one node/item, which can have up to 256 colors.
628 #### Palette indexing
630 When using palettes, you always provide a pixel index for the given
631 node or `ItemStack`. The palette is read from left to right and from
632 top to bottom. If the palette has less than 256 pixels, then it is
633 stretched to contain exactly 256 pixels (after arranging the pixels
634 to one line). The indexing starts from 0.
638 * 16x16 palette, index = 0: the top left corner
639 * 16x16 palette, index = 4: the fifth pixel in the first row
640 * 16x16 palette, index = 16: the pixel below the top left corner
641 * 16x16 palette, index = 255: the bottom right corner
642 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
643 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
644 to ensure the total 256 pixels.
645 * 2x4 palette, index = 32: the top right corner
646 * 2x4 palette, index = 63: the top right corner
647 * 2x4 palette, index = 64: the pixel below the top left corner
649 #### Using palettes with items
651 When registering an item, set the item definition's `palette` field to
652 a texture. You can also use texture modifiers.
654 The `ItemStack`'s color depends on the `palette_index` field of the
655 stack's metadata. `palette_index` is an integer, which specifies the
656 index of the pixel to use.
658 #### Linking palettes with nodes
660 When registering a node, set the item definition's `palette` field to
661 a texture. You can also use texture modifiers.
662 The node's color depends on its `param2`, so you also must set an
663 appropriate `paramtype2`:
665 * `paramtype2 = "color"` for nodes which use their full `param2` for
666 palette indexing. These nodes can have 256 different colors.
667 The palette should contain 256 pixels.
668 * `paramtype2 = "colorwallmounted"` for nodes which use the first
669 five bits (most significant) of `param2` for palette indexing.
670 The remaining three bits are describing rotation, as in `wallmounted`
671 paramtype2. Division by 8 yields the palette index (without stretching the
672 palette). These nodes can have 32 different colors, and the palette
673 should contain 32 pixels.
675 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
676 pixel will be picked from the palette.
677 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
678 pixel will be picked from the palette.
679 * `paramtype2 = "colorfacedir"` for nodes which use the first
680 three bits of `param2` for palette indexing. The remaining
681 five bits are describing rotation, as in `facedir` paramtype2.
682 Division by 32 yields the palette index (without stretching the
683 palette). These nodes can have 8 different colors, and the
684 palette should contain 8 pixels.
686 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
687 first (= 0 + 1) pixel will be picked from the palette.
688 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
689 second (= 1 + 1) pixel will be picked from the palette.
691 To colorize a node on the map, set its `param2` value (according
692 to the node's paramtype2).
694 ### Conversion between nodes in the inventory and on the map
696 Static coloring is the same for both cases, there is no need
699 If the `ItemStack`'s metadata contains the `color` field, it will be
700 lost on placement, because nodes on the map can only use palettes.
702 If the `ItemStack`'s metadata contains the `palette_index` field, it is
703 automatically transferred between node and item forms by the engine,
704 when a player digs or places a colored node.
705 You can disable this feature by setting the `drop` field of the node
706 to itself (without metadata).
707 To transfer the color to a special drop, you need a drop table.
711 minetest.register_node("mod:stone", {
712 description = "Stone",
713 tiles = {"default_stone.png"},
714 paramtype2 = "color",
715 palette = "palette.png",
718 -- assume that mod:cobblestone also has the same palette
719 {items = {"mod:cobblestone"}, inherit_color = true },
724 ### Colored items in craft recipes
726 Craft recipes only support item strings, but fortunately item strings
727 can also contain metadata. Example craft recipe registration:
729 minetest.register_craft({
730 output = minetest.itemstring_with_palette("wool:block", 3),
738 To set the `color` field, you can use `minetest.itemstring_with_color`.
740 Metadata field filtering in the `recipe` field are not supported yet,
741 so the craft output is independent of the color of the ingredients.
746 Sometimes hardware coloring is not enough, because it affects the
747 whole tile. Soft texture overlays were added to Minetest to allow
748 the dynamic coloring of only specific parts of the node's texture.
749 For example a grass block may have colored grass, while keeping the
752 These overlays are 'soft', because unlike texture modifiers, the layers
753 are not merged in the memory, but they are simply drawn on top of each
754 other. This allows different hardware coloring, but also means that
755 tiles with overlays are drawn slower. Using too much overlays might
758 For inventory and wield images you can specify overlays which
759 hardware coloring does not modify. You have to set `inventory_overlay`
760 and `wield_overlay` fields to an image name.
762 To define a node overlay, simply set the `overlay_tiles` field of the node
763 definition. These tiles are defined in the same way as plain tiles:
764 they can have a texture name, color etc.
765 To skip one face, set that overlay tile to an empty string.
767 Example (colored grass block):
769 minetest.register_node("default:dirt_with_grass", {
770 description = "Dirt with Grass",
771 -- Regular tiles, as usual
772 -- The dirt tile disables palette coloring
773 tiles = {{name = "default_grass.png"},
774 {name = "default_dirt.png", color = "white"}},
775 -- Overlay tiles: define them in the same style
776 -- The top and bottom tile does not have overlay
777 overlay_tiles = {"", "",
778 {name = "default_grass_side.png", tileable_vertical = false}},
779 -- Global color, used in inventory
781 -- Palette in the world
782 paramtype2 = "color",
783 palette = "default_foilage.png",
792 Only Ogg Vorbis files are supported.
794 For positional playing of sounds, only single-channel (mono) files are
795 supported. Otherwise OpenAL will play them non-positionally.
797 Mods should generally prefix their sounds with `modname_`, e.g. given
798 the mod name "`foomod`", a sound could be called:
802 Sounds are referred to by their name with a dot, a single digit and the
803 file extension stripped out. When a sound is played, the actual sound file
804 is chosen randomly from the matching sounds.
806 When playing the sound `foomod_foosound`, the sound is chosen randomly
807 from the available ones of the following files:
809 * `foomod_foosound.ogg`
810 * `foomod_foosound.0.ogg`
811 * `foomod_foosound.1.ogg`
813 * `foomod_foosound.9.ogg`
815 Examples of sound parameter tables:
817 -- Play locationless on all clients
819 gain = 1.0, -- default
820 fade = 0.0, -- default, change to a value > 0 to fade the sound in
821 pitch = 1.0, -- default
823 -- Play locationless to one player
826 gain = 1.0, -- default
827 fade = 0.0, -- default, change to a value > 0 to fade the sound in
828 pitch = 1.0, -- default
830 -- Play locationless to one player, looped
833 gain = 1.0, -- default
836 -- Play in a location
838 pos = {x = 1, y = 2, z = 3},
839 gain = 1.0, -- default
840 max_hear_distance = 32, -- default, uses an euclidean metric
842 -- Play connected to an object, looped
844 object = <an ObjectRef>,
845 gain = 1.0, -- default
846 max_hear_distance = 32, -- default, uses an euclidean metric
850 Looped sounds must either be connected to an object or played locationless to
851 one player using `to_player = name,`.
853 A positional sound will only be heard by players that are within
854 `max_hear_distance` of the sound position, at the start of the sound.
860 * e.g. `"default_place_node"`
862 * e.g. `{name = "default_place_node"}`
863 * e.g. `{name = "default_place_node", gain = 1.0}`
864 * e.g. `{name = "default_place_node", gain = 1.0, pitch = 1.0}`
869 Registered definitions
870 ======================
872 Anything added using certain [Registration functions] gets added to one or more
873 of the global [Registered definition tables].
875 Note that in some cases you will stumble upon things that are not contained
876 in these tables (e.g. when a mod has been removed). Always check for
877 existence before trying to access the fields.
881 All nodes register with `minetest.register_node` get added to the table
882 `minetest.registered_nodes`.
884 If you want to check the drawtype of a node, you could do:
886 local function get_nodedef_field(nodename, fieldname)
887 if not minetest.registered_nodes[nodename] then
890 return minetest.registered_nodes[nodename][fieldname]
892 local drawtype = get_nodedef_field(nodename, "drawtype")
900 Nodes are the bulk data of the world: cubes and other things that take the
901 space of a cube. Huge amounts of them are handled efficiently, but they
904 The definition of a node is stored and can be accessed by using
906 minetest.registered_nodes[node.name]
908 See [Registered definitions].
910 Nodes are passed by value between Lua and the engine.
911 They are represented by a table:
913 {name="name", param1=num, param2=num}
915 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
916 them for certain automated functions. If you don't use these functions, you can
917 use them to store arbitrary values.
922 The functions of `param1` and `param2` are determined by certain fields in the
925 `param1` is reserved for the engine when `paramtype != "none"`:
927 * `paramtype = "light"`
928 * The value stores light with and without sun in its upper and lower 4 bits
930 * Required by a light source node to enable spreading its light.
931 * Required by the following drawtypes as they determine their visual
932 brightness from their internal light value:
943 `param2` is reserved for the engine when any of these are used:
945 * `liquidtype = "flowing"`
946 * The level and some flags of the liquid is stored in `param2`
947 * `drawtype = "flowingliquid"`
948 * The drawn liquid level is read from `param2`
949 * `drawtype = "torchlike"`
950 * `drawtype = "signlike"`
951 * `paramtype2 = "wallmounted"`
952 * The rotation of the node is stored in `param2`. You can make this value
953 by using `minetest.dir_to_wallmounted()`.
954 * `paramtype2 = "facedir"`
955 * The rotation of the node is stored in `param2`. Furnaces and chests are
956 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
957 * Values range 0 - 23
958 * facedir / 4 = axis direction:
959 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
960 * facedir modulo 4 = rotation around that axis
961 * `paramtype2 = "leveled"`
962 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
964 * The level of the top face of the nodebox is stored in `param2`.
965 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
967 * The nodebox height is (`param2` / 64) nodes.
968 * The maximum accepted value of `param2` is 127.
970 * The height of the 'plantlike' section is stored in `param2`.
971 * The height is (`param2` / 16) nodes.
972 * `paramtype2 = "degrotate"`
973 * Only valid for "plantlike". The rotation of the node is stored in
975 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
976 get the actual rotation in degrees of the node.
977 * `paramtype2 = "meshoptions"`
978 * Only valid for "plantlike". The value of `param2` becomes a bitfield which
979 can be used to change how the client draws plantlike nodes.
980 * Bits 0, 1 and 2 form a mesh selector.
981 Currently the following meshes are choosable:
982 * 0 = a "x" shaped plant (ordinary plant)
983 * 1 = a "+" shaped plant (just rotated 45 degrees)
984 * 2 = a "*" shaped plant with 3 faces instead of 2
985 * 3 = a "#" shaped plant with 4 faces instead of 2
986 * 4 = a "#" shaped plant with 4 faces that lean outwards
987 * 5-7 are unused and reserved for future meshes.
988 * Bits 3 through 7 are optional flags that can be combined and give these
990 * bit 3 (0x08) - Makes the plant slightly vary placement horizontally
991 * bit 4 (0x10) - Makes the plant mesh 1.4x larger
992 * bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
993 * bits 6-7 are reserved for future use.
994 * `paramtype2 = "color"`
995 * `param2` tells which color is picked from the palette.
996 The palette should have 256 pixels.
997 * `paramtype2 = "colorfacedir"`
998 * Same as `facedir`, but with colors.
999 * The first three bits of `param2` tells which color is picked from the
1000 palette. The palette should have 8 pixels.
1001 * `paramtype2 = "colorwallmounted"`
1002 * Same as `wallmounted`, but with colors.
1003 * The first five bits of `param2` tells which color is picked from the
1004 palette. The palette should have 32 pixels.
1005 * `paramtype2 = "glasslikeliquidlevel"`
1006 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1008 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1010 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1012 Nodes can also contain extra data. See [Node Metadata].
1017 There are a bunch of different looking node types.
1019 Look for examples in `games/minimal` or `games/minetest_game`.
1022 * A node-sized cube.
1024 * Invisible, uses no texture.
1026 * The cubic source node for a liquid.
1028 * The flowing version of a liquid, appears with various heights and slopes.
1030 * Often used for partially-transparent nodes.
1031 * Only external sides of textures are visible.
1032 * `glasslike_framed`
1033 * All face-connected nodes are drawn as one volume within a surrounding
1035 * The frame appearance is generated from the edges of the first texture
1036 specified in `tiles`. The width of the edges used are 1/16th of texture
1037 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1038 * The glass 'shine' (or other desired detail) on each node face is supplied
1039 by the second texture specified in `tiles`.
1040 * `glasslike_framed_optional`
1041 * This switches between the above 2 drawtypes according to the menu setting
1044 * Often used for partially-transparent nodes.
1045 * External and internal sides of textures are visible.
1046 * `allfaces_optional`
1047 * Often used for leaves nodes.
1048 * This switches between `normal`, `glasslike` and `allfaces` according to
1049 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1050 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1051 is used instead, if present. This allows a visually thicker texture to be
1052 used to compensate for how `glasslike` reduces visual thickness.
1054 * A single vertical texture.
1055 * If placed on top of a node, uses the first texture specified in `tiles`.
1056 * If placed against the underside of a node, uses the second texture
1057 specified in `tiles`.
1058 * If placed on the side of a node, uses the third texture specified in
1059 `tiles` and is perpendicular to that node.
1061 * A single texture parallel to, and mounted against, the top, underside or
1064 * Two vertical and diagonal textures at right-angles to each other.
1065 * See `paramtype2 = "meshoptions"` above for other options.
1067 * When above a flat surface, appears as 6 textures, the central 2 as
1068 `plantlike` plus 4 more surrounding those.
1069 * If not above a surface the central 2 do not appear, but the texture
1070 appears against the faces of surrounding nodes if they are present.
1072 * A 3D model suitable for a wooden fence.
1073 * One placed node appears as a single vertical post.
1074 * Adjacently-placed nodes cause horizontal bars to appear between them.
1076 * Often used for tracks for mining carts.
1077 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1078 curved, t-junction, crossing.
1079 * Each placed node automatically switches to a suitable rotated texture
1080 determined by the adjacent `raillike` nodes, in order to create a
1081 continuous track network.
1082 * Becomes a sloping node if placed against stepped nodes.
1084 * Often used for stairs and slabs.
1085 * Allows defining nodes consisting of an arbitrary number of boxes.
1086 * See [Node boxes] below for more information.
1088 * Uses models for nodes.
1089 * Tiles should hold model materials textures.
1090 * Only static meshes are implemented.
1091 * For supported model formats see Irrlicht engine documentation.
1092 * `plantlike_rooted`
1093 * Enables underwater `plantlike` without air bubbles around the nodes.
1094 * Consists of a base cube at the co-ordinates of the node plus a
1095 `plantlike` extension above with a height of `param2 / 16` nodes.
1096 * The `plantlike` extension visually passes through any nodes above the
1097 base cube without affecting them.
1098 * The base cube texture tiles are defined as normal, the `plantlike`
1099 extension uses the defined special tile, for example:
1100 `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
1102 `*_optional` drawtypes need less rendering time if deactivated
1103 (always client-side).
1108 Node selection boxes are defined using "node boxes".
1110 A nodebox is defined as any of:
1113 -- A normal cube; the default in most things
1117 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1119 fixed = box OR {box1, box2, ...}
1122 -- A variable height box (or boxes) with the top face position defined
1123 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1125 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1127 fixed = box OR {box1, box2, ...}
1130 -- A box like the selection box for torches
1131 -- (wallmounted param2 is used, if applicable)
1132 type = "wallmounted",
1138 -- A node that has optional boxes depending on neighbouring nodes'
1139 -- presence and type. See also `connects_to`.
1141 fixed = box OR {box1, box2, ...}
1142 connect_top = box OR {box1, box2, ...}
1143 connect_bottom = box OR {box1, box2, ...}
1144 connect_front = box OR {box1, box2, ...}
1145 connect_left = box OR {box1, box2, ...}
1146 connect_back = box OR {box1, box2, ...}
1147 connect_right = box OR {box1, box2, ...}
1148 -- The following `disconnected_*` boxes are the opposites of the
1149 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1150 -- on the respective side, the corresponding disconnected box is drawn.
1151 disconnected_top = box OR {box1, box2, ...}
1152 disconnected_bottom = box OR {box1, box2, ...}
1153 disconnected_front = box OR {box1, box2, ...}
1154 disconnected_left = box OR {box1, box2, ...}
1155 disconnected_back = box OR {box1, box2, ...}
1156 disconnected_right = box OR {box1, box2, ...}
1157 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1158 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1159 -- neighbours to the sides
1162 A `box` is defined as:
1164 {x1, y1, z1, x2, y2, z2}
1166 A box of a regular node would look like:
1168 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1173 Map terminology and coordinates
1174 ===============================
1176 Nodes, mapblocks, mapchunks
1177 ---------------------------
1179 A 'node' is the fundamental cubic unit of a world and appears to a player as
1180 roughly 1x1x1 meters in size.
1182 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1183 fundamental region of a world that is stored in the world database, sent to
1184 clients and handled by many parts of the engine.
1185 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1186 'node', however 'block' often appears in the API.
1188 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1189 (80x80x80 nodes) and is the volume of world generated in one operation by
1191 The size in mapblocks has been chosen to optimise map generation.
1196 ### Orientation of axes
1198 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1200 ### Node coordinates
1202 Almost all positions used in the API use node coordinates.
1204 ### Mapblock coordinates
1206 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1207 specify a particular mapblock.
1208 For example blockpos (0,0,0) specifies the mapblock that extends from
1209 node position (0,0,0) to node position (15,15,15).
1211 #### Converting node position to the containing blockpos
1213 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1216 * blockpos = math.floor(nodepos / 16)
1218 #### Converting blockpos to min/max node positions
1220 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1224 nodepos = blockpos * 16
1226 nodepos = blockpos * 16 + 15
1237 The position field is used for all element types.
1239 To account for differing resolutions, the position coordinates are the
1240 percentage of the screen, ranging in value from `0` to `1`.
1242 The name field is not yet used, but should contain a description of what the
1243 HUD element represents. The direction field is the direction in which something
1246 `0` draws from left to right, `1` draws from right to left, `2` draws from
1247 top to bottom, and `3` draws from bottom to top.
1249 The `alignment` field specifies how the item will be aligned. It is a table
1250 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1251 moved to the left/up, and `1` is to the right/down. Fractional values can be
1254 The `offset` field specifies a pixel offset from the position. Contrary to
1255 position, the offset is not scaled to screen size. This allows for some
1256 precisely positioned items in the HUD.
1258 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1261 Below are the specific uses for fields in each type; fields not listed for that
1266 Displays an image on the HUD.
1268 * `scale`: The scale of the image, with 1 being the original texture size.
1269 Only the X coordinate scale is used (positive values).
1270 Negative values represent that percentage of the screen it
1271 should take; e.g. `x=-100` means 100% (width).
1272 * `text`: The name of the texture that is displayed.
1273 * `alignment`: The alignment of the image.
1274 * `offset`: offset in pixels from position.
1278 Displays text on the HUD.
1280 * `scale`: Defines the bounding rectangle of the text.
1281 A value such as `{x=100, y=100}` should work.
1282 * `text`: The text to be displayed in the HUD element.
1283 * `number`: An integer containing the RGB value of the color used to draw the
1284 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1285 * `alignment`: The alignment of the text.
1286 * `offset`: offset in pixels from position.
1290 Displays a horizontal bar made up of half-images.
1292 * `text`: The name of the texture that is used.
1293 * `number`: The number of half-textures that are displayed.
1294 If odd, will end with a vertically center-split texture.
1296 * `offset`: offset in pixels from position.
1297 * `size`: If used, will force full-image size to this value (override texture
1302 * `text`: The name of the inventory list to be displayed.
1303 * `number`: Number of items in the inventory to be displayed.
1304 * `item`: Position of item that is selected.
1306 * `offset`: offset in pixels from position.
1310 Displays distance to selected world position.
1312 * `name`: The name of the waypoint.
1313 * `text`: Distance suffix. Can be blank.
1314 * `number:` An integer containing the RGB value of the color used to draw the
1316 * `world_pos`: World position of the waypoint.
1321 Representations of simple things
1322 ================================
1327 {x=num, y=num, z=num}
1329 For helper functions see [Spatial Vectors].
1334 * `{type="nothing"}`
1335 * `{type="node", under=pos, above=pos}`
1336 * `{type="object", ref=ObjectRef}`
1338 Exact pointing location (currently only `Raycast` supports these fields):
1340 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1341 point on the selection box which is pointed at. May be in the selection box
1342 if the pointer is in the box too.
1343 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1345 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1346 selected selection box. This specifies which face is pointed at.
1347 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1353 Flag Specifier Format
1354 =====================
1356 Flags using the standardized flag specifier format can be specified in either
1357 of two ways, by string or table.
1359 The string format is a comma-delimited set of flag names; whitespace and
1360 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1361 flag, and specifying a flag prefixed by the string `"no"` explicitly
1362 clears the flag from whatever the default may be.
1364 In addition to the standard string flag format, the schematic flags field can
1365 also be a table of flag names to boolean values representing whether or not the
1366 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1367 is present, mapped to a boolean of any value, the specified flag is unset.
1369 E.g. A flag field of value
1371 {place_center_x = true, place_center_y=false, place_center_z=true}
1375 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1377 which is equivalent to
1379 "place_center_x, noplace_center_y, place_center_z"
1383 "place_center_x, place_center_z"
1385 since, by default, no schematic attributes are set.
1396 There are three kinds of items: nodes, tools and craftitems.
1398 * Node: Can be placed in the world's voxel grid
1399 * Tool: Has a wear property but cannot be stacked. The default use action is to
1400 dig nodes or hit objects according to its tool capabilities.
1401 * Craftitem: Cannot dig nodes or be placed
1406 All item stacks have an amount between 0 and 65535. It is 1 by
1407 default. Tool item stacks can not have an amount greater than 1.
1409 Tools use a wear (damage) value ranging from 0 to 65535. The
1410 value 0 is the default and is used for unworn tools. The values
1411 1 to 65535 are used for worn tools, where a higher value stands for
1412 a higher wear. Non-tools always have a wear value of 0.
1417 Items and item stacks can exist in three formats: Serializes, table format
1420 When an item must be passed to a function, it can usually be in any of
1425 This is called "stackstring" or "itemstring". It is a simple string with
1426 1-3 components: the full item identifier, an optional amount and an optional
1429 <identifier> [<amount>[ <wear>]]
1433 * `'default:apple'`: 1 apple
1434 * `'default:dirt 5'`: 5 dirt
1435 * `'default:pick_stone'`: a new stone pickaxe
1436 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1444 {name="default:dirt", count=5, wear=0, metadata=""}
1446 A wooden pick about 1/3 worn out:
1448 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1452 {name="default:apple", count=1, wear=0, metadata=""}
1456 A native C++ format with many helper methods. Useful for converting
1457 between formats. See the [Class reference] section for details.
1465 In a number of places, there is a group table. Groups define the
1466 properties of a thing (item, node, armor of entity, capabilities of
1467 tool) in such a way that the engine and other mods can can interact with
1468 the thing without actually knowing what the thing is.
1473 Groups are stored in a table, having the group names with keys and the
1474 group ratings as values. For example:
1477 groups = {crumbly=3, soil=1}
1479 -- A more special dirt-kind of thing
1480 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1482 Groups always have a rating associated with them. If there is no
1483 useful meaning for a rating for an enabled group, it shall be `1`.
1485 When not defined, the rating of a group defaults to `0`. Thus when you
1486 read groups, you must interpret `nil` and `0` as the same value, `0`.
1488 You can read the rating of a group for an item or a node by using
1490 minetest.get_item_group(itemname, groupname)
1495 Groups of items can define what kind of an item it is (e.g. wool).
1500 In addition to the general item things, groups are used to define whether
1501 a node is destroyable and how long it takes to destroy by a tool.
1506 For entities, groups are, as of now, used only for calculating damage.
1507 The rating is the percentage of damage caused by tools with this damage group.
1508 See [Entity damage mechanism].
1510 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1511 object.set_armor_groups({fleshy=30, cracky=80})
1516 Groups in tools define which groups of nodes and entities they are
1519 Groups in crafting recipes
1520 --------------------------
1522 An example: Make meat soup from any meat, any water and any bowl:
1525 output = 'food:meat_soup_raw',
1531 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1534 Another example: Make red wool from white wool and red dye:
1538 output = 'wool:red',
1539 recipe = {'wool:white', 'group:dye,basecolor_red'},
1545 * `immortal`: Disables the group damage system for an entity
1546 * `punch_operable`: For entities; disables the regular damage mechanism for
1547 players punching it by hand or a non-tool item, so that it can do something
1548 else than take damage.
1549 * `level`: Can be used to give an additional sense of progression in the game.
1550 * A larger level will cause e.g. a weapon of a lower level make much less
1551 damage, and get worn out much faster, or not be able to get drops
1552 from destroyed nodes.
1553 * `0` is something that is directly accessible at the start of gameplay
1554 * There is no upper limit
1555 * `dig_immediate`: Player can always pick up node without reducing tool wear
1556 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1557 * `3`: the node always gets the digging time 0 seconds (torch)
1558 * `disable_jump`: Player (and possibly other things) cannot jump from node
1559 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1560 * `bouncy`: value is bounce speed in percent
1561 * `falling_node`: if there is no walkable block under the node it will fall
1562 * `float`: the node will not fall through liquids
1563 * `attached_node`: if the node under it is not a walkable block the node will be
1564 dropped as an item. If the node is wallmounted the wallmounted direction is
1566 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1567 connect to each other
1568 * `slippery`: Players and items will slide on the node.
1569 Slipperiness rises steadily with `slippery` value, starting at 1.
1570 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1571 `"toolrepair"` crafting recipe
1573 Known damage and digging time defining groups
1574 ---------------------------------------------
1576 * `crumbly`: dirt, sand
1577 * `cracky`: tough but crackable stuff like stone.
1578 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1579 plants, wire, sheets of metal
1580 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1581 * `fleshy`: Living things like animals and the player. This could imply
1582 some blood effects when hitting.
1583 * `explody`: Especially prone to explosions
1584 * `oddly_breakable_by_hand`:
1585 Can be added to nodes that shouldn't logically be breakable by the
1586 hand but are. Somewhat similar to `dig_immediate`, but times are more
1587 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1588 speed of a tool if the tool can dig at a faster speed than this
1589 suggests for the hand.
1591 Examples of custom groups
1592 -------------------------
1594 Item groups are often used for defining, well, _groups of items_.
1596 * `meat`: any meat-kind of a thing (rating might define the size or healing
1597 ability or be irrelevant -- it is not defined as of yet)
1598 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1600 * `flammable`: can be set on fire. Rating might define the intensity of the
1601 fire, affecting e.g. the speed of the spreading of an open fire.
1602 * `wool`: any wool (any origin, any color)
1603 * `metal`: any metal
1604 * `weapon`: any weapon
1605 * `heavy`: anything considerably heavy
1607 Digging time calculation specifics
1608 ----------------------------------
1610 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1611 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1612 faster digging time.
1614 The `level` group is used to limit the toughness of nodes a tool can dig
1615 and to scale the digging times / damage to a greater extent.
1617 **Please do understand this**, otherwise you cannot use the system to it's
1620 Tools define their properties by a list of parameters for groups. They
1621 cannot dig other groups; thus it is important to use a standard bunch of
1622 groups to enable interaction with tools.
1635 * Full punch interval
1636 * Maximum drop level
1637 * For an arbitrary list of groups:
1638 * Uses (until the tool breaks)
1639 * Maximum level (usually `0`, `1`, `2` or `3`)
1643 ### Full punch interval
1645 When used as a weapon, the tool will do full damage if this time is spent
1646 between punches. If e.g. half the time is spent, the tool will do half
1649 ### Maximum drop level
1651 Suggests the maximum level of node, when dug with the tool, that will drop
1652 it's useful item. (e.g. iron ore to drop a lump of iron).
1654 This is not automated; it is the responsibility of the node definition
1659 Determines how many uses the tool has when it is used for digging a node,
1660 of this group, of the maximum level. For lower leveled nodes, the use count
1661 is multiplied by `3^leveldiff`.
1663 * `uses=10, leveldiff=0`: actual uses: 10
1664 * `uses=10, leveldiff=1`: actual uses: 30
1665 * `uses=10, leveldiff=2`: actual uses: 90
1669 Tells what is the maximum level of a node of this group that the tool will
1674 List of digging times for different ratings of the group, for nodes of the
1677 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1678 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1679 for this group, and unable to dig the rating `1`, which is the toughest.
1680 Unless there is a matching group that enables digging otherwise.
1682 If the result digging time is 0, a delay of 0.15 seconds is added between
1683 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1684 i.e. players can more quickly click the nodes away instead of holding LMB.
1688 List of damage for groups of entities. See [Entity damage mechanism].
1690 Example definition of the capabilities of a tool
1691 ------------------------------------------------
1693 tool_capabilities = {
1694 full_punch_interval=1.5,
1697 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1699 damage_groups = {fleshy=2},
1702 This makes the tool be able to dig nodes that fulfil both of these:
1704 * Have the `crumbly` group
1705 * Have a `level` group less or equal to `2`
1707 Table of resulting digging times:
1709 crumbly 0 1 2 3 4 <- level
1711 1 0.80 1.60 1.60 - -
1712 2 0.60 1.20 1.20 - -
1713 3 0.40 0.80 0.80 - -
1715 level diff: 2 1 0 -1 -2
1717 Table of resulting tool uses:
1726 * At `crumbly==0`, the node is not diggable.
1727 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1728 easy nodes to be quickly breakable.
1729 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1734 Entity damage mechanism
1735 =======================
1740 foreach group in cap.damage_groups:
1741 damage += cap.damage_groups[group]
1742 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1743 * (object.armor_groups[group] / 100.0)
1744 -- Where object.armor_groups[group] is 0 for inexistent values
1747 Client predicts damage based on damage groups. Because of this, it is able to
1748 give an immediate response when an entity is damaged or dies; the response is
1749 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1751 Currently a smoke puff will appear when an entity dies.
1753 The group `immortal` completely disables normal damage.
1755 Entities can define a special armor group, which is `punch_operable`. This
1756 group disables the regular damage mechanism for players punching it by hand or
1757 a non-tool item, so that it can do something else than take damage.
1759 On the Lua side, every punch calls:
1761 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1764 This should never be called directly, because damage is usually not handled by
1767 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1768 accessed unless absolutely required, to encourage interoperability.
1769 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1770 * `tool_capabilities` can be `nil`.
1771 * `direction` is a unit vector, pointing from the source of the punch to
1773 * `damage` damage that will be done to entity
1774 Return value of this function will determine if damage is done by this function
1775 (retval true) or shall be done by engine (retval false)
1777 To punch an entity/object in Lua, call:
1779 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1781 * Return value is tool wear.
1782 * Parameters are equal to the above callback.
1783 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1784 will be automatically filled in based on the location of `puncher`.
1795 The instance of a node in the world normally only contains the three values
1796 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1797 It is called "node metadata"; See `NodeMetaRef`.
1799 Node metadata contains two things:
1804 Some of the values in the key-value store are handled specially:
1806 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1807 * `infotext`: Text shown on the screen when the node is pointed at
1811 local meta = minetest.get_meta(pos)
1812 meta:set_string("formspec",
1814 "list[context;main;0,0;8,4;]"..
1815 "list[current_player;main;0,5;8,4;]")
1816 meta:set_string("infotext", "Chest");
1817 local inv = meta:get_inventory()
1818 inv:set_size("main", 8*4)
1819 print(dump(meta:to_table()))
1822 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
1823 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
1824 [10] = "", [11] = "", [12] = "", [13] = "",
1825 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
1826 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
1827 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
1828 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
1832 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
1840 Item stacks can store metadata too. See [`ItemStackMetaRef`].
1842 Item metadata only contains a key-value store.
1844 Some of the values in the key-value store are handled specially:
1846 * `description`: Set the item stack's description. Defaults to
1848 * `color`: A `ColorString`, which sets the stack's color.
1849 * `palette_index`: If the item has a palette, this is used to get the
1850 current color from the palette.
1854 local meta = stack:get_meta()
1855 meta:set_string("key", "value")
1856 print(dump(meta:to_table()))
1864 Formspec defines a menu. This supports inventories and some of the
1865 typical widgets like buttons, checkboxes, text input fields, etc.
1866 It is a string, with a somewhat strange format.
1868 A formspec is made out of formspec elements, which includes widgets
1869 like buttons but also can be used to set stuff like background color.
1871 Many formspec elements have a `name`, which is a unique identifier which
1872 is used when the server receives user input. You must not use the name
1873 "quit" for formspec elements.
1875 Spaces and newlines can be inserted between the blocks, as is used in the
1878 Position and size units are inventory slots, `X` and `Y` position the formspec
1879 element relative to the top left of the menu or container. `W` and `H` are its
1880 width and height values.
1881 Inventories with a `player:<name>` inventory location are only sent to the
1882 player named `<name>`.
1884 When displaying text which can contain formspec code, e.g. text set by a player,
1885 use `minetest.formspec_escape`.
1886 For coloured text you can use `minetest.colorize`.
1888 WARNING: Minetest allows you to add elements to every single formspec instance
1889 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
1890 appearing when you don't expect them to. See [`no_prepend[]`].
1898 list[context;main;0,0;8,4;]
1899 list[current_player;main;0,5;8,4;]
1904 list[context;fuel;2,3;1,1;]
1905 list[context;src;2,1;1,1;]
1906 list[context;dst;5,1;2,2;]
1907 list[current_player;main;0,5;8,4;]
1909 ### Minecraft-like player inventory
1912 image[1,0.6;1,2;player.png]
1913 list[current_player;main;0,3.5;8,4;]
1914 list[current_player;craft;3,0;3,3;]
1915 list[current_player;craftpreview;7,1;1,1;]
1920 ### `size[<W>,<H>,<fixed_size>]`
1922 * Define the size of the menu in inventory slots
1923 * `fixed_size`: `true`/`false` (optional)
1924 * deprecated: `invsize[<W>,<H>;]`
1926 ### `position[<X>,<Y>]`
1928 * Must be used after `size` element.
1929 * Defines the position on the game window of the formspec's `anchor` point.
1930 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
1932 * [0.0, 0.0] sets the position to the top left corner of the game window.
1933 * [1.0, 1.0] sets the position to the bottom right of the game window.
1934 * Defaults to the center of the game window [0.5, 0.5].
1936 ### `anchor[<X>,<Y>]`
1938 * Must be used after both `size` and `position` (if present) elements.
1939 * Defines the location of the anchor point within the formspec.
1940 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
1942 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
1943 * [1.0, 0.0] sets the anchor to the top right of the formspec.
1944 * Defaults to the center of the formspec [0.5, 0.5].
1946 * `position` and `anchor` elements need suitable values to avoid a formspec
1947 extending off the game window due to particular game window sizes.
1951 * Must be used after the `size`, `position`, and `anchor` elements (if present).
1952 * Disables player:set_formspec_prepend() from applying to this formspec.
1954 ### `container[<X>,<Y>]`
1956 * Start of a container block, moves all physical elements in the container by
1958 * Must have matching `container_end`
1959 * Containers can be nested, in which case the offsets are added
1960 (child containers are relative to parent containers)
1962 ### `container_end[]`
1964 * End of a container, following elements are no longer relative to this
1967 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
1969 * Show an inventory list if it has been sent to the client. Nothing will
1970 be shown if the inventory list is of size 0.
1972 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
1974 * Show an inventory list if it has been sent to the client. Nothing will
1975 be shown if the inventory list is of size 0.
1977 ### `listring[<inventory location>;<list name>]`
1979 * Allows to create a ring of inventory lists
1980 * Shift-clicking on items in one element of the ring
1981 will send them to the next inventory list inside the ring
1982 * The first occurrence of an element inside the ring will
1983 determine the inventory where items will be sent to
1987 * Shorthand for doing `listring[<inventory location>;<list name>]`
1988 for the last two inventory lists added by list[...]
1990 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
1992 * Sets background color of slots as `ColorString`
1993 * Sets background color of slots on mouse hovering
1995 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
1997 * Sets background color of slots as `ColorString`
1998 * Sets background color of slots on mouse hovering
1999 * Sets color of slots border
2001 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2003 * Sets background color of slots as `ColorString`
2004 * Sets background color of slots on mouse hovering
2005 * Sets color of slots border
2006 * Sets default background color of tooltips
2007 * Sets default font color of tooltips
2009 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2011 * Adds tooltip for an element
2012 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2013 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2015 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2017 * Adds tooltip for an area. Other tooltips will take priority when present.
2018 * `<bgcolor>` tooltip background color as `ColorString` (optional)
2019 * `<fontcolor>` tooltip font color as `ColorString` (optional)
2021 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2025 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2027 * Show an inventory image of registered item/node
2029 ### `bgcolor[<color>;<fullscreen>]`
2031 * Sets background color of formspec as `ColorString`
2032 * If `true`, the background color is drawn fullscreen (does not affect the size
2035 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2037 * Use a background. Inventory rectangles are not drawn then.
2038 * Example for formspec 8x4 in 16x resolution: image shall be sized
2039 8 times 16px times 4 times 16px.
2041 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2043 * Use a background. Inventory rectangles are not drawn then.
2044 * Example for formspec 8x4 in 16x resolution:
2045 image shall be sized 8 times 16px times 4 times 16px
2046 * If `auto_clip` is `true`, the background is clipped to the formspec size
2047 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2049 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2051 * Textual password style field; will be sent to server when a button is clicked
2052 * When enter is pressed in field, fields.key_enter_field will be sent with the
2054 * Fields are a set height, but will be vertically centred on `H`
2055 * `name` is the name of the field as returned in fields to `on_receive_fields`
2056 * `label`, if not blank, will be text printed on the top left above the field
2057 * See `field_close_on_enter` to stop enter closing the formspec
2059 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2061 * Textual field; will be sent to server when a button is clicked
2062 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2063 the name of this field.
2064 * Fields are a set height, but will be vertically centred on `H`
2065 * `name` is the name of the field as returned in fields to `on_receive_fields`
2066 * `label`, if not blank, will be text printed on the top left above the field
2067 * `default` is the default value of the field
2068 * `default` may contain variable references such as `${text}` which
2069 will fill the value from the metadata value `text`
2070 * **Note**: no extra text or more than a single variable is supported ATM.
2071 * See `field_close_on_enter` to stop enter closing the formspec
2073 ### `field[<name>;<label>;<default>]`
2075 * As above, but without position/size units
2076 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2077 the name of this field.
2078 * Special field for creating simple forms, such as sign text input
2079 * Must be used without a `size[]` element
2080 * A "Proceed" button will be added automatically
2081 * See `field_close_on_enter` to stop enter closing the formspec
2083 ### `field_close_on_enter[<name>;<close_on_enter>]`
2085 * <name> is the name of the field
2086 * if <close_on_enter> is false, pressing enter in the field will submit the
2087 form but not close it.
2088 * defaults to true when not specified (ie: no tag for a field)
2090 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2092 * Same as fields above, but with multi-line input
2093 * If the text overflows, a vertical scrollbar is added.
2094 * If the name is empty, the textarea is read-only and
2095 the background is not shown, which corresponds to a multi-line label.
2097 ### `label[<X>,<Y>;<label>]`
2099 * The label formspec element displays the text set in `label`
2100 at the specified position.
2101 * The text is displayed directly without automatic line breaking,
2102 so label should not be used for big text chunks.
2104 ### `vertlabel[<X>,<Y>;<label>]`
2106 * Textual label drawn vertically
2107 * `label` is the text on the label
2109 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2111 * Clickable button. When clicked, fields will be sent.
2112 * Fixed button height. It will be vertically centred on `H`
2113 * `label` is the text on the button
2115 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2117 * `texture name` is the filename of an image
2119 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2121 * `texture name` is the filename of an image
2122 * `noclip=true` means the image button doesn't need to be within specified
2124 * `drawborder`: draw button border or not
2125 * `pressed texture name` is the filename of an image on pressed state
2127 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2129 * `item name` is the registered name of an item/node
2130 * The item description will be used as the tooltip. This can be overridden with
2133 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2135 * When clicked, fields will be sent and the form will quit.
2137 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2139 * When clicked, fields will be sent and the form will quit.
2141 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2143 * Scrollable item list showing arbitrary text elements
2144 * `name` fieldname sent to server on doubleclick value is current selected
2146 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2148 * if you want a listelement to start with "#" write "##".
2150 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2152 * Scrollable itemlist showing arbitrary text elements
2153 * `name` fieldname sent to server on doubleclick value is current selected
2155 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2156 * if you want a listelement to start with "#" write "##"
2157 * Index to be selected within textlist
2158 * `true`/`false`: draw transparent background
2159 * See also `minetest.explode_textlist_event`
2160 (main menu: `core.explode_textlist_event`).
2162 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2164 * Show a tab**header** at specific position (ignores formsize)
2165 * `name` fieldname data is transferred to Lua
2166 * `caption 1`...: name shown on top of tab
2167 * `current_tab`: index of selected tab 1...
2168 * `transparent` (optional): show transparent
2169 * `draw_border` (optional): draw border
2171 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2173 * Simple colored box
2174 * `color` is color specified as a `ColorString`.
2175 If the alpha component is left blank, the box will be semitransparent.
2177 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
2179 * Show a dropdown field
2180 * **Important note**: There are two different operation modes:
2181 1. handle directly on change (only changed dropdown is submitted)
2182 2. read the value on pressing a button (all dropdown values are available)
2183 * `x` and `y` position of dropdown
2185 * Fieldname data is transferred to Lua
2186 * Items to be shown in dropdown
2187 * Index of currently selected dropdown item
2189 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2192 * `name` fieldname data is transferred to Lua
2193 * `label` to be shown left of checkbox
2194 * `selected` (optional): `true`/`false`
2196 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2199 * There are two ways to use it:
2200 1. handle the changed event (only changed scrollbar is available)
2201 2. read the value on pressing a button (all scrollbars are available)
2202 * `orientation`: `vertical`/`horizontal`
2203 * Fieldname data is transferred to Lua
2204 * Value this trackbar is set to (`0`-`1000`)
2205 * See also `minetest.explode_scrollbar_event`
2206 (main menu: `core.explode_scrollbar_event`).
2208 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2210 * Show scrollable table using options defined by the previous `tableoptions[]`
2211 * Displays cells as defined by the previous `tablecolumns[]`
2212 * `name`: fieldname sent to server on row select or doubleclick
2213 * `cell 1`...`cell n`: cell contents given in row-major order
2214 * `selected idx`: index of row to be selected within table (first row = `1`)
2215 * See also `minetest.explode_table_event`
2216 (main menu: `core.explode_table_event`).
2218 ### `tableoptions[<opt 1>;<opt 2>;...]`
2220 * Sets options for `table[]`
2222 * default text color (`ColorString`), defaults to `#FFFFFF`
2223 * `background=#RRGGBB`
2224 * table background color (`ColorString`), defaults to `#000000`
2225 * `border=<true/false>`
2226 * should the table be drawn with a border? (default: `true`)
2227 * `highlight=#RRGGBB`
2228 * highlight background color (`ColorString`), defaults to `#466432`
2229 * `highlight_text=#RRGGBB`
2230 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2231 * `opendepth=<value>`
2232 * all subtrees up to `depth < value` are open (default value = `0`)
2233 * only useful when there is a column of type "tree"
2235 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2237 * Sets columns for `table[]`
2238 * Types: `text`, `image`, `color`, `indent`, `tree`
2239 * `text`: show cell contents as text
2240 * `image`: cell contents are an image index, use column options to define
2242 * `color`: cell contents are a ColorString and define color of following
2244 * `indent`: cell contents are a number and define indentation of following
2246 * `tree`: same as indent, but user can open and close subtrees
2250 * for `text` and `image`: content alignment within cells.
2251 Available values: `left` (default), `center`, `right`, `inline`
2253 * for `text` and `image`: minimum width in em (default: `0`)
2254 * for `indent` and `tree`: indent width in em (default: `1.5`)
2255 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2256 Exception: defaults to 0 for indent columns
2257 * `tooltip=<value>`: tooltip text (default: empty)
2258 * `image` column options:
2259 * `0=<value>` sets image for image index 0
2260 * `1=<value>` sets image for image index 1
2261 * `2=<value>` sets image for image index 2
2262 * and so on; defined indices need not be contiguous empty or
2263 non-numeric cells are treated as `0`.
2264 * `color` column options:
2265 * `span=<value>`: number of following columns to affect
2266 (default: infinite).
2268 **Note**: do _not_ use a element name starting with `key_`; those names are
2269 reserved to pass key press events to formspec!
2280 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
2281 * `"current_player"`: Player to whom the menu is shown
2282 * `"player:<name>"`: Any player
2283 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
2284 * `"detached:<name>"`: A detached inventory
2286 Player Inventory lists
2287 ----------------------
2289 * `main`: list containing the default inventory
2290 * `craft`: list containing the craft input
2291 * `craftpreview`: list containing the craft prediction
2292 * `craftresult`: list containing the crafted output
2293 * `hand`: list containing an override for the empty hand
2294 * Is not created automatically, use `InvRef:set_size`
2305 `#RGB` defines a color in hexadecimal format.
2307 `#RGBA` defines a color in hexadecimal format and alpha channel.
2309 `#RRGGBB` defines a color in hexadecimal format.
2311 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
2313 Named colors are also supported and are equivalent to
2314 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
2315 To specify the value of the alpha channel, append `#AA` to the end of the color
2316 name (e.g. `colorname#08`). For named colors the hexadecimal string
2317 representing the alpha value must (always) be two hexadecimal digits.
2322 A ColorSpec specifies a 32-bit color. It can be written in any of the following
2325 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
2326 * `colorspec = {a=255, r=0, g=255, b=0}`
2327 * numerical form: The raw integer value of an ARGB8 quad:
2328 * `colorspec = 0xFF00FF00`
2329 * string form: A ColorString (defined above):
2330 * `colorspec = "green"`
2338 Most text can contain escape sequences, that can for example color the text.
2339 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
2340 The following functions provide escape sequences:
2342 * `minetest.get_color_escape_sequence(color)`:
2343 * `color` is a ColorString
2344 * The escape sequence sets the text color to `color`
2345 * `minetest.colorize(color, message)`:
2347 `minetest.get_color_escape_sequence(color) ..
2349 minetest.get_color_escape_sequence("#ffffff")`
2350 * `minetest.get_background_escape_sequence(color)`
2351 * `color` is a ColorString
2352 * The escape sequence sets the background of the whole text element to
2353 `color`. Only defined for item descriptions and tooltips.
2354 * `minetest.strip_foreground_colors(str)`
2355 * Removes foreground colors added by `get_color_escape_sequence`.
2356 * `minetest.strip_background_colors(str)`
2357 * Removes background colors added by `get_background_escape_sequence`.
2358 * `minetest.strip_colors(str)`
2359 * Removes all color escape sequences.
2366 A spatial vector is similar to a position, but instead using
2367 absolute world coordinates, it uses *relative* coordinates, relative to
2368 no particular point.
2370 Internally, it is implemented as a table with the 3 fields
2371 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
2373 For the following functions, `v`, `v1`, `v2` are vectors,
2374 `p1`, `p2` are positions:
2376 * `vector.new(a[, b, c])`:
2378 * A copy of `a` if `a` is a vector.
2379 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
2380 * `vector.direction(p1, p2)`:
2381 * Returns a vector of length 1 with direction `p1` to `p2`.
2382 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
2383 * `vector.distance(p1, p2)`:
2384 * Returns zero or a positive number, the distance between `p1` and `p2`.
2385 * `vector.length(v)`:
2386 * Returns zero or a positive number, the length of vector `v`.
2387 * `vector.normalize(v)`:
2388 * Returns a vector of length 1 with direction of vector `v`.
2389 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
2390 * `vector.floor(v)`:
2391 * Returns a vector, each dimension rounded down.
2392 * `vector.round(v)`:
2393 * Returns a vector, each dimension rounded to nearest integer.
2394 * `vector.apply(v, func)`:
2395 * Returns a vector where the function `func` has been applied to each
2397 * `vector.equals(v1, v2)`:
2398 * Returns a boolean, `true` if the vectors are identical.
2399 * `vector.sort(v1, v2)`:
2400 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
2401 * `vector.angle(v1, v2)`:
2402 * Returns the angle between `v1` and `v2` in radians.
2404 For the following functions `x` can be either a vector or a number:
2406 * `vector.add(v, x)`:
2408 * If `x` is a vector: Returns the sum of `v` and `x`.
2409 * If `x` is a number: Adds `x` to each component of `v`.
2410 * `vector.subtract(v, x)`:
2412 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
2413 * If `x` is a number: Subtracts `x` from each component of `v`.
2414 * `vector.multiply(v, x)`:
2415 * Returns a scaled vector or Schur product.
2416 * `vector.divide(v, x)`:
2417 * Returns a scaled vector or Schur quotient.
2425 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
2426 human-readable, handles reference loops.
2427 * `obj`: arbitrary variable
2428 * `name`: string, default: `"_"`
2429 * `dumped`: table, default: `{}`
2430 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
2431 * `obj`: arbitrary variable
2432 * `dumped`: table, default: `{}`
2433 * `math.hypot(x, y)`
2434 * Get the hypotenuse of a triangle with legs x and y.
2435 Useful for distance calculation.
2436 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
2437 * Get the sign of a number.
2438 * tolerance: number, default: `0.0`
2439 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
2441 * `math.factorial(x)`: returns the factorial of `x`
2442 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
2443 * `separator`: string, default: `","`
2444 * `include_empty`: boolean, default: `false`
2445 * `max_splits`: number, if it's negative, splits aren't limited,
2447 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
2448 string or a pattern (regex), default: `false`
2449 * e.g. `"a,b":split","` returns `{"a","b"}`
2450 * `string:trim()`: returns the string without whitespace pre- and suffixes
2451 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
2452 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
2453 * Adds newlines to the string to keep it within the specified character
2455 * Note that the returned lines may be longer than the limit since it only
2456 splits at word borders.
2457 * `limit`: number, maximal amount of characters in one line
2458 * `as_table`: boolean, if set to true, a table of lines instead of a string
2459 is returned, default: `false`
2460 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
2461 * `pos`: table {x=X, y=Y, z=Z}
2462 * Converts the position `pos` to a human-readable, printable string
2463 * `decimal_places`: number, if specified, the x, y and z values of
2464 the position are rounded to the given decimal place.
2465 * `minetest.string_to_pos(string)`: returns a position or `nil`
2466 * Same but in reverse.
2467 * If the string can't be parsed to a position, nothing is returned.
2468 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
2469 * Converts a string representing an area box into two positions
2470 * `minetest.formspec_escape(string)`: returns a string
2471 * escapes the characters "[", "]", "\", "," and ";", which can not be used
2473 * `minetest.is_yes(arg)`
2474 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
2475 * `minetest.is_nan(arg)`
2476 * returns true when the passed number represents NaN.
2477 * `minetest.get_us_time()`
2478 * returns time with microsecond precision. May not return wall time.
2479 * `table.copy(table)`: returns a table
2480 * returns a deep copy of `table`
2481 * `table.indexof(list, val)`: returns the smallest numerical index containing
2482 the value `val` in the table `list`. Non-numerical indices are ignored.
2483 If `val` could not be found, `-1` is returned. `list` must not have
2485 * `table.insert_all(table, other_table)`:
2486 * Appends all values in `other_table` to `table` - uses `#table + 1` to
2488 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
2490 * returns the exact position on the surface of a pointed node
2491 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
2493 Returns a table with the following fields:
2494 * `diggable`: `true` if node can be dug, `false` otherwise.
2495 * `time`: Time it would take to dig the node.
2496 * `wear`: How much wear would be added to the tool.
2497 `time` and `wear` are meaningless if node's not diggable
2499 * `groups`: Table of the node groups of the node that would be dug
2500 * `tool_capabilities`: Tool capabilities table of the tool
2501 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
2502 Simulates an item that punches an object.
2503 Returns a table with the following fields:
2504 * `hp`: How much damage the punch would cause.
2505 * `wear`: How much wear would be added to the tool.
2507 * `groups`: Damage groups of the object
2508 * `tool_capabilities`: Tool capabilities table of the item
2509 * `time_from_last_punch`: time in seconds since last punch action
2517 Texts can be translated client-side with the help of `minetest.translate` and
2520 Translating a string
2521 --------------------
2523 Two functions are provided to translate strings: `minetest.translate` and
2524 `minetest.get_translator`.
2526 * `minetest.get_translator(textdomain)` is a simple wrapper around
2527 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
2528 equivalent to `minetest.translate(textdomain, str, ...)`.
2529 It is intended to be used in the following way, so that it avoids verbose
2530 repetitions of `minetest.translate`:
2532 local S = minetest.get_translator(textdomain)
2535 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
2537 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
2538 the given `textdomain` for disambiguation. The textdomain must match the
2539 textdomain specified in the translation file in order to get the string
2540 translated. This can be used so that a string is translated differently in
2542 It is advised to use the name of the mod as textdomain whenever possible, to
2543 avoid clashes with other mods.
2544 This function must be given a number of arguments equal to the number of
2545 arguments the translated string expects.
2546 Arguments are literal strings -- they will not be translated, so if you want
2547 them to be, they need to come as outputs of `minetest.translate` as well.
2549 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
2550 by the translation of "Red". We can do the following:
2552 local S = minetest.get_translator()
2553 S("@1 Wool", S("Red"))
2555 This will be displayed as "Red Wool" on old clients and on clients that do
2556 not have localization enabled. However, if we have for instance a translation
2557 file named `wool.fr.tr` containing the following:
2562 this will be displayed as "Laine Rouge" on clients with a French locale.
2564 Operations on translated strings
2565 --------------------------------
2567 The output of `minetest.translate` is a string, with escape sequences adding
2568 additional information to that string so that it can be translated on the
2569 different clients. In particular, you can't expect operations like string.length
2570 to work on them like you would expect them to, or string.gsub to work in the
2571 expected manner. However, string concatenation will still work as expected
2572 (note that you should only use this for things like formspecs; do not translate
2573 sentences by breaking them into parts; arguments should be used instead), and
2574 operations such as `minetest.colorize` which are also concatenation.
2576 Translation file format
2577 -----------------------
2579 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
2580 it corresponds to. It must be put into the `locale` subdirectory of the mod.
2581 The file should be a text file, with the following format:
2583 * Lines beginning with `# textdomain:` (the space is significant) can be used
2584 to specify the text domain of all following translations in the file.
2585 * All other empty lines or lines beginning with `#` are ignored.
2586 * Other lines should be in the format `original=translated`. Both `original`
2587 and `translated` can contain escape sequences beginning with `@` to insert
2588 arguments, literal `@`, `=` or newline (See [Escapes] below).
2589 There must be no extraneous whitespace around the `=` or at the beginning or
2590 the end of the line.
2595 Strings that need to be translated can contain several escapes, preceded by `@`.
2597 * `@@` acts as a literal `@`.
2598 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
2599 string that will be inlined when translated. Due to how translations are
2600 implemented, the original translation string **must** have its arguments in
2601 increasing order, without gaps or repetitions, starting from 1.
2602 * `@=` acts as a literal `=`. It is not required in strings given to
2603 `minetest.translate`, but is in translation files to avoid being confused
2604 with the `=` separating the original from the translation.
2605 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
2606 As with `@=`, this escape is not required in strings given to
2607 `minetest.translate`, but is in translation files.
2608 * `@n` acts as a literal newline as well.
2616 Perlin noise creates a continuously-varying value depending on the input values.
2617 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
2618 The result is used during map generation to create the terrain shape, vary heat
2619 and humidity to distribute biomes, vary the density of decorations or vary the
2622 Structure of perlin noise
2623 -------------------------
2625 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
2626 The smooth wavy noise it generates has a single characteristic scale, almost
2627 like a 'wavelength', so on its own does not create fine detail.
2628 Due to this perlin noise combines several octaves to create variation on
2629 multiple scales. Each additional octave has a smaller 'wavelength' than the
2632 This combination results in noise varying very roughly between -2.0 and 2.0 and
2633 with an average value of 0.0, so `scale` and `offset` are then used to multiply
2634 and offset the noise variation.
2636 The final perlin noise variation is created as follows:
2638 noise = offset + scale * (octave1 +
2639 octave2 * persistence +
2640 octave3 * persistence ^ 2 +
2641 octave4 * persistence ^ 3 +
2647 Noise Parameters are commonly called `NoiseParams`.
2651 After the multiplication by `scale` this is added to the result and is the final
2652 step in creating the noise value.
2653 Can be positive or negative.
2657 Once all octaves have been combined, the result is multiplied by this.
2658 Can be positive or negative.
2662 For octave1, this is roughly the change of input value needed for a very large
2663 variation in the noise value generated by octave1. It is almost like a
2664 'wavelength' for the wavy noise variation.
2665 Each additional octave has a 'wavelength' that is smaller than the previous
2666 octave, to create finer detail. `spread` will therefore roughly be the typical
2667 size of the largest structures in the final noise variation.
2669 `spread` is a vector with values for x, y, z to allow the noise variation to be
2670 stretched or compressed in the desired axes.
2671 Values are positive numbers.
2675 This is a whole number that determines the entire pattern of the noise
2676 variation. Altering it enables different noise patterns to be created.
2677 With other parameters equal, different seeds produce different noise patterns
2678 and identical seeds produce identical noise patterns.
2680 For this parameter you can randomly choose any whole number. Usually it is
2681 preferable for this to be different from other seeds, but sometimes it is useful
2682 to be able to create identical noise patterns.
2684 When used in mapgen this is actually a 'seed offset', it is added to the
2685 'world seed' to create the seed used by the noise, to ensure the noise has a
2686 different pattern in different worlds.
2690 The number of simple noise generators that are combined.
2691 A whole number, 1 or more.
2692 Each additional octave adds finer detail to the noise but also increases the
2693 noise calculation load.
2694 3 is a typical minimum for a high quality, complex and natural-looking noise
2695 variation. 1 octave has a slight 'gridlike' appearence.
2697 Choose the number of octaves according to the `spread` and `lacunarity`, and the
2698 size of the finest detail you require. For example:
2699 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
2700 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
2701 512, 256, 128, 64, 32, 16 nodes.
2702 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
2706 Each additional octave has an amplitude that is the amplitude of the previous
2707 octave multiplied by `persistence`, to reduce the amplitude of finer details,
2708 as is often helpful and natural to do so.
2709 Since this controls the balance of fine detail to large-scale detail
2710 `persistence` can be thought of as the 'roughness' of the noise.
2712 A positive or negative non-zero number, often between 0.3 and 1.0.
2713 A common medium value is 0.5, such that each octave has half the amplitude of
2714 the previous octave.
2715 This may need to be tuned when altering `lacunarity`; when doing so consider
2716 that a common medium value is 1 / lacunarity.
2720 Each additional octave has a 'wavelength' that is the 'wavelength' of the
2721 previous octave multiplied by 1 / lacunarity, to create finer detail.
2722 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
2724 A positive number no smaller than 1.0.
2725 Values below 2.0 create higher quality noise at the expense of requiring more
2726 octaves to cover a paticular range of 'wavelengths'.
2730 Leave this field unset for no special handling.
2731 Currently supported are `defaults`, `eased` and `absvalue`:
2735 Specify this if you would like to keep auto-selection of eased/not-eased while
2736 specifying some other flags.
2740 Maps noise gradient values onto a quintic S-curve before performing
2741 interpolation. This results in smooth, rolling noise.
2742 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
2744 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
2746 Easing a 3D noise significantly increases the noise calculation load, so use
2751 The absolute value of each octave's noise variation is used when combining the
2752 octaves. The final perlin noise variation is created as follows:
2754 noise = offset + scale * (abs(octave1) +
2755 abs(octave2) * persistence +
2756 abs(octave3) * persistence ^ 2 +
2757 abs(octave4) * persistence ^ 3 +
2762 For 2D or 3D perlin noise or perlin noise maps:
2767 spread = {x = 500, y = 500, z = 500},
2772 flags = "defaults, absvalue",
2775 For 2D noise the Z component of `spread` is still defined but is ignored.
2776 A single noise parameter table can be used for 2D or 3D noise.
2787 These tell in what manner the ore is generated.
2789 All default ores are of the uniformly-distributed scatter type.
2793 Randomly chooses a location and generates a cluster of ore.
2795 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
2796 at that point is greater than the `noise_threshold`, giving the ability to
2797 create a non-equal distribution of ore.
2801 Creates a sheet of ore in a blob shape according to the 2D perlin noise
2802 described by `noise_params` and `noise_threshold`. This is essentially an
2803 improved version of the so-called "stratus" ore seen in some unofficial mods.
2805 This sheet consists of vertical columns of uniform randomly distributed height,
2806 varying between the inclusive range `column_height_min` and `column_height_max`.
2807 If `column_height_min` is not specified, this parameter defaults to 1.
2808 If `column_height_max` is not specified, this parameter defaults to `clust_size`
2809 for reverse compatibility. New code should prefer `column_height_max`.
2811 The `column_midpoint_factor` parameter controls the position of the column at
2812 which ore emanates from.
2813 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
2814 equally starting from each direction.
2815 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
2816 this parameter is not specified, the default is 0.5.
2818 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
2823 Creates a sheet of ore in a cloud-like puff shape.
2825 As with the `sheet` ore type, the size and shape of puffs are described by
2826 `noise_params` and `noise_threshold` and are placed at random vertical
2827 positions within the currently generated chunk.
2829 The vertical top and bottom displacement of each puff are determined by the
2830 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
2834 Creates a deformed sphere of ore according to 3d perlin noise described by
2835 `noise_params`. The maximum size of the blob is `clust_size`, and
2836 `clust_scarcity` has the same meaning as with the `scatter` type.
2840 Creates veins of ore varying in density by according to the intersection of two
2841 instances of 3d perlin noise with different seeds, both described by
2844 `random_factor` varies the influence random chance has on placement of an ore
2845 inside the vein, which is `1` by default. Note that modifying this parameter
2846 may require adjusting `noise_threshold`.
2848 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
2851 This ore type is difficult to control since it is sensitive to small changes.
2852 The following is a decent set of parameters to work from:
2857 spread = {x=200, y=200, z=200},
2864 noise_threshold = 1.6
2866 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
2867 computationally expensive than any other ore.
2871 Creates a single undulating ore stratum that is continuous across mapchunk
2872 borders and horizontally spans the world.
2874 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
2875 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
2876 defines the stratum's vertical thickness (in units of nodes). Due to being
2877 continuous across mapchunk borders the stratum's vertical thickness is
2880 If the noise parameter `noise_params` is omitted the ore will occur from y_min
2881 to y_max in a simple horizontal stratum.
2883 A parameter `stratum_thickness` can be provided instead of the noise parameter
2884 `np_stratum_thickness`, to create a constant thickness.
2886 Leaving out one or both noise parameters makes the ore generation less
2887 intensive, useful when adding multiple strata.
2889 `y_min` and `y_max` define the limits of the ore generation and for performance
2890 reasons should be set as close together as possible but without clipping the
2891 stratum's Y variation.
2893 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
2894 solid-ore stratum would require a `clust_scarcity` of 1.
2896 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
2897 `random_factor` are ignored by this ore type.
2902 See section [Flag Specifier Format].
2904 Currently supported flags:
2905 `puff_cliffs`, `puff_additive_composition`.
2909 If set, puff ore generation will not taper down large differences in
2910 displacement when approaching the edge of a puff. This flag has no effect for
2911 ore types other than `puff`.
2913 ### `puff_additive_composition`
2915 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
2916 in a negative displacement, the sub-column at that point is not generated. With
2917 this attribute set, puff ore generation will instead generate the absolute
2918 difference in noise displacement values. This flag has no effect for ore types
2927 The varying types of decorations that can be placed.
2932 Creates a 1 times `H` times 1 column of a specified node (or a random node from
2933 a list, if a decoration list is specified). Can specify a certain node it must
2934 spawn next to, such as water or lava, for example. Can also generate a
2935 decoration of random height between a specified lower and upper bound.
2936 This type of decoration is intended for placement of grass, flowers, cacti,
2937 papyri, waterlilies and so on.
2942 Copies a box of `MapNodes` from a specified schematic file (or raw description).
2943 Can specify a probability of a node randomly appearing when placed.
2944 This decoration type is intended to be used for multi-node sized discrete
2945 structures, such as trees, cave spikes, rocks, and so on.
2954 --------------------
2956 A schematic specifier identifies a schematic by either a filename to a
2957 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
2958 in the form of a table. This table specifies the following fields:
2960 * The `size` field is a 3D vector containing the dimensions of the provided
2961 schematic. (required field)
2962 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
2963 sets the probability of a particular horizontal slice of the schematic being
2964 placed. (optional field)
2965 `ypos` = 0 for the lowest horizontal slice of a schematic.
2966 The default of `prob` is 255.
2967 * The `data` field is a flat table of MapNode tables making up the schematic,
2968 in the order of `[z [y [x]]]`. (required field)
2969 Each MapNode table contains:
2970 * `name`: the name of the map node to place (required)
2971 * `prob` (alias `param1`): the probability of this node being placed
2973 * `param2`: the raw param2 value of the node being placed onto the map
2975 * `force_place`: boolean representing if the node should forcibly overwrite
2976 any previous contents (default: false)
2978 About probability values:
2980 * A probability value of `0` or `1` means that node will never appear
2982 * A probability value of `254` or `255` means the node will always appear
2984 * If the probability value `p` is greater than `1`, then there is a
2985 `(p / 256 * 100)` percent chance that node will appear when the schematic is
2988 Schematic attributes
2989 --------------------
2991 See section [Flag Specifier Format].
2993 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
2996 * `place_center_x`: Placement of this decoration is centered along the X axis.
2997 * `place_center_y`: Placement of this decoration is centered along the Y axis.
2998 * `place_center_z`: Placement of this decoration is centered along the Z axis.
2999 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3005 Lua Voxel Manipulator
3006 =====================
3011 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3012 facility. The purpose of this object is for fast, low-level, bulk access to
3013 reading and writing Map content. As such, setting map nodes through VoxelManip
3014 will lack many of the higher level features and concepts you may be used to
3015 with other methods of setting nodes. For example, nodes will not have their
3016 construction and destruction callbacks run, and no rollback information is
3019 It is important to note that VoxelManip is designed for speed, and *not* ease
3020 of use or flexibility. If your mod requires a map manipulation facility that
3021 will handle 100% of all edge cases, or the use of high level node placement
3022 features, perhaps `minetest.set_node()` is better suited for the job.
3024 In addition, VoxelManip might not be faster, or could even be slower, for your
3025 specific use case. VoxelManip is most effective when setting large areas of map
3026 at once - for example, if only setting a 3x3x3 node area, a
3027 `minetest.set_node()` loop may be more optimal. Always profile code using both
3028 methods of map manipulation to determine which is most appropriate for your
3031 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3032 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3037 A VoxelManip object can be created any time using either:
3038 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3040 If the optional position parameters are present for either of these routines,
3041 the specified region will be pre-loaded into the VoxelManip object on creation.
3042 Otherwise, the area of map you wish to manipulate must first be loaded into the
3043 VoxelManip object using `VoxelManip:read_from_map()`.
3045 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3046 formed by these positions indicate the minimum and maximum (respectively)
3047 positions of the area actually loaded in the VoxelManip, which may be larger
3048 than the area requested. For convenience, the loaded area coordinates can also
3049 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3051 Now that the VoxelManip object is populated with map data, your mod can fetch a
3052 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3053 which retrieves an individual node in a MapNode formatted table at the position
3054 requested is the simplest method to use, but also the slowest.
3056 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3059 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3061 * `VoxelManip:get_light_data()` for node light levels, and
3062 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3064 See section [Flat array format] for more details.
3066 It is very important to understand that the tables returned by any of the above
3067 three functions represent a snapshot of the VoxelManip's internal state at the
3068 time of the call. This copy of the data will not magically update itself if
3069 another function modifies the internal VoxelManip state.
3070 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3071 internal state unless otherwise explicitly stated.
3073 Once the bulk data has been edited to your liking, the internal VoxelManip
3074 state can be set using:
3076 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3078 * `VoxelManip:set_light_data()` for node light levels, and
3079 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3081 The parameter to each of the above three functions can use any table at all in
3082 the same flat array format as produced by `get_data()` etc. and is not required
3083 to be a table retrieved from `get_data()`.
3085 Once the internal VoxelManip state has been modified to your liking, the
3086 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3088 ### Flat array format
3091 `Nx = p2.X - p1.X + 1`,
3092 `Ny = p2.Y - p1.Y + 1`, and
3093 `Nz = p2.Z - p1.Z + 1`.
3095 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3096 including the value of the expression `Nx * Ny * Nz`.
3098 Positions offset from p1 are present in the array with the format of:
3101 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3102 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3104 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3105 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3107 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3109 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3112 and the array index for a position p contained completely in p1..p2 is:
3114 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3116 Note that this is the same "flat 3D array" format as
3117 `PerlinNoiseMap:get3dMap_flat()`.
3118 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3119 of the index for a single point in a flat VoxelManip array.
3123 A Content ID is a unique integer identifier for a specific node type.
3124 These IDs are used by VoxelManip in place of the node name string for
3125 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3126 `minetest.get_content_id()` to look up the Content ID for the specified node
3127 name, and `minetest.get_name_from_content_id()` to look up the node name string
3128 for a given Content ID.
3129 After registration of a node, its Content ID will remain the same throughout
3130 execution of the mod.
3131 Note that the node being queried needs to have already been been registered.
3133 The following builtin node types have their Content IDs defined as constants:
3135 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3136 * `minetest.CONTENT_AIR`: ID for "air" nodes
3137 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3139 ### Mapgen VoxelManip objects
3141 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3142 VoxelManip object used by the core's Map Generator (commonly abbreviated
3143 Mapgen). Most of the rules previously described still apply but with a few
3146 * The Mapgen VoxelManip object is retrieved using:
3147 `minetest.get_mapgen_object("voxelmanip")`
3148 * This VoxelManip object already has the region of map just generated loaded
3149 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3150 a Mapgen VoxelManip.
3151 * The `on_generated()` callbacks of some mods may place individual nodes in the
3152 generated area using non-VoxelManip map modification methods. Because the
3153 same Mapgen VoxelManip object is passed through each `on_generated()`
3154 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3155 consistency with the current map state. For this reason, calling any of the
3156 following functions:
3157 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3158 will also update the Mapgen VoxelManip object's internal state active on the
3160 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3161 necessary to update lighting information using either:
3162 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3164 ### Other API functions operating on a VoxelManip
3166 If any VoxelManip contents were set to a liquid node,
3167 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3168 flowing. It is recommended to call this function only after having written all
3169 buffered data back to the VoxelManip object, save for special situations where
3170 the modder desires to only have certain liquid nodes begin flowing.
3172 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3173 will generate all registered decorations and ores throughout the full area
3174 inside of the specified VoxelManip object.
3176 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3177 `minetest.place_schematic()`, except instead of placing the specified schematic
3178 directly on the map at the specified position, it will place the schematic
3179 inside the VoxelManip.
3183 * Attempting to read data from a VoxelManip object before map is read will
3184 result in a zero-length array table for `VoxelManip:get_data()`, and an
3185 "ignore" node at any position for `VoxelManip:get_node_at()`.
3186 * If either a region of map has not yet been generated or is out-of-bounds of
3187 the map, that region is filled with "ignore" nodes.
3188 * Other mods, or the core itself, could possibly modify the area of map
3189 currently loaded into a VoxelManip object. With the exception of Mapgen
3190 VoxelManips (see above section), the internal buffers are not updated. For
3191 this reason, it is strongly encouraged to complete the usage of a particular
3192 VoxelManip object in the same callback it had been created.
3193 * If a VoxelManip object will be used often, such as in an `on_generated()`
3194 callback, consider passing a file-scoped table as the optional parameter to
3195 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3196 to write map data to instead of returning a new table each call. This greatly
3197 enhances performance by avoiding unnecessary memory allocations.
3202 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3203 containing the region formed by `p1` and `p2`.
3204 * returns actual emerged `pmin`, actual emerged `pmax`
3205 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3207 * **important**: data must be set using `VoxelManip:set_data()` before
3209 * if `light` is true, then lighting is automatically recalculated.
3210 The default value is true.
3211 If `light` is false, no light calculations happen, and you should correct
3212 all modified blocks with `minetest.fix_light()` as soon as possible.
3213 Keep in mind that modifying the map where light is incorrect can cause
3215 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
3216 the `VoxelManip` at that position
3217 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
3219 * `get_data([buffer])`: Retrieves the node content data loaded into the
3220 `VoxelManip` object.
3221 * returns raw node data in the form of an array of node content IDs
3222 * if the param `buffer` is present, this table will be used to store the
3224 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
3225 * `update_map()`: Does nothing, kept for compatibility.
3226 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
3228 * `light` is a table, `{day=<0...15>, night=<0...15>}`
3229 * To be used only by a `VoxelManip` object from
3230 `minetest.get_mapgen_object`.
3231 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3233 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
3234 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3236 * Each value is the bitwise combination of day and night light values
3238 * `light = day + (night * 16)`
3239 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
3240 in the `VoxelManip`.
3241 * expects lighting data in the same format that `get_light_data()` returns
3242 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
3243 `VoxelManip` object.
3244 * Returns an array (indices 1 to volume) of integers ranging from `0` to
3246 * If the param `buffer` is present, this table will be used to store the
3248 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
3250 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
3252 * To be used only by a `VoxelManip` object from
3253 `minetest.get_mapgen_object`.
3254 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
3255 area if left out or nil. For almost all uses these should be left out
3256 or nil to use the default.
3257 * `propagate_shadow` is an optional boolean deciding whether shadows in a
3258 generated mapchunk above are propagated down into the mapchunk, defaults
3259 to `true` if left out.
3260 * `update_liquids()`: Update liquid flow
3261 * `was_modified()`: Returns `true` or `false` if the data in the voxel
3262 manipulator had been modified since the last read from map, due to a call to
3263 `minetest.set_data()` on the loaded area elsewhere.
3264 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
3269 A helper class for voxel areas.
3270 It can be created via `VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}`.
3271 The coordinates are *inclusive*, like most other things in Minetest.
3275 * `getExtent()`: returns a 3D vector containing the size of the area formed by
3276 `MinEdge` and `MaxEdge`.
3277 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
3279 * `index(x, y, z)`: returns the index of an absolute position in a flat array
3281 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
3282 * The position (x, y, z) is not checked for being inside the area volume,
3283 being outside can cause an incorrect index result.
3284 * Useful for things like `VoxelManip`, raw Schematic specifiers,
3285 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
3286 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
3287 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
3288 is not checked for being inside the area volume.
3289 * `position(i)`: returns the absolute position vector corresponding to index
3291 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
3292 `MinEdge` and `MaxEdge`.
3293 * `containsp(p)`: same as above, except takes a vector
3294 * `containsi(i)`: same as above, except takes an index `i`
3295 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
3297 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
3299 * `iterp(minp, maxp)`: same as above, except takes a vector
3307 A mapgen object is a construct used in map generation. Mapgen objects can be
3308 used by an `on_generate` callback to speed up operations by avoiding
3309 unnecessary recalculations, these can be retrieved using the
3310 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
3311 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
3312 callback, `nil` is returned.
3314 The following Mapgen objects are currently available:
3318 This returns three values; the `VoxelManip` object to be used, minimum and
3319 maximum emerged position, in that order. All mapgens support this object.
3323 Returns an array containing the y coordinates of the ground levels of nodes in
3324 the most recently generated chunk by the current mapgen.
3328 Returns an array containing the biome IDs of nodes in the most recently
3329 generated chunk by the current mapgen.
3333 Returns an array containing the temperature values of nodes in the most
3334 recently generated chunk by the current mapgen.
3338 Returns an array containing the humidity values of nodes in the most recently
3339 generated chunk by the current mapgen.
3343 Returns a table mapping requested generation notification types to arrays of
3344 positions at which the corresponding generated structures are located within
3345 the current chunk. To set the capture of positions of interest to be recorded
3346 on generate, use `minetest.set_gen_notify()`.
3347 For decorations, the returned positions are the ground surface 'place_on'
3348 nodes, not the decorations themselves. A 'simple' type decoration is often 1
3349 node above the returned position and possibly displaced by 'place_offset_y'.
3351 Possible fields of the table returned are:
3357 * `large_cave_begin`
3361 Decorations have a key in the format of `"decoration#id"`, where `id` is the
3362 numeric unique decoration ID.
3370 Functions receive a "luaentity" as `self`:
3372 * It has the member `.name`, which is the registered name `("mod:thing")`
3373 * It has the member `.object`, which is an `ObjectRef` pointing to the object
3374 * The original prototype stuff is visible directly via a metatable
3378 * `on_activate(self, staticdata, dtime_s)`
3379 * Called when the object is instantiated.
3380 * `dtime_s` is the time passed since the object was unloaded, which can be
3381 used for updating the entity state.
3382 * `on_step(self, dtime)`
3383 * Called on every server tick, after movement and collision processing.
3384 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
3386 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
3387 * Called when somebody punches the object.
3388 * Note that you probably want to handle most punches using the automatic
3390 * `puncher`: an `ObjectRef` (can be `nil`)
3391 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3393 * `tool_capabilities`: capability table of used tool (can be `nil`)
3394 * `dir`: unit vector of direction of punch. Always defined. Points from the
3395 puncher to the punched.
3396 * `damage`: damage that will be done to entity.
3397 * `on_death(self, killer)`
3398 * Called when the object dies.
3399 * `killer`: an `ObjectRef` (can be `nil`)
3400 * `on_rightclick(self, clicker)`
3401 * `on_attach_child(self, child)`
3402 * `child`: an `ObjectRef` of the child that attaches
3403 * `on_detach_child(self, child)`
3404 * `child`: an `ObjectRef` of the child that detaches
3405 * `on_detach(self, parent)`
3406 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
3407 * This happens before the parent object is removed from the world
3408 * `get_staticdata(self)`
3409 * Should return a string that will be passed to `on_activate` when the
3410 object is instantiated the next time.
3422 axiom, --string initial tree axiom
3423 rules_a, --string rules set A
3424 rules_b, --string rules set B
3425 rules_c, --string rules set C
3426 rules_d, --string rules set D
3427 trunk, --string trunk node name
3428 leaves, --string leaves node name
3429 leaves2, --string secondary leaves node name
3430 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
3431 angle, --num angle in deg
3432 iterations, --num max # of iterations, usually 2 -5
3433 random_level, --num factor to lower nr of iterations, usually 0 - 3
3434 trunk_type, --string single/double/crossed) type of trunk: 1 node,
3435 -- 2x2 nodes or 3x3 in cross shape
3436 thin_branches, --boolean true -> use thin (1 node) branches
3437 fruit, --string fruit node name
3438 fruit_chance, --num chance (0-100) to replace leaves with fruit node
3439 seed, --num random seed, if no seed is provided, the engine
3443 Key for special L-System symbols used in axioms
3444 -----------------------------------------------
3446 * `G`: move forward one unit with the pen up
3447 * `F`: move forward one unit with the pen down drawing trunks and branches
3448 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
3449 * `T`: move forward one unit with the pen down drawing trunks only
3450 * `R`: move forward one unit with the pen down placing fruit
3451 * `A`: replace with rules set A
3452 * `B`: replace with rules set B
3453 * `C`: replace with rules set C
3454 * `D`: replace with rules set D
3455 * `a`: replace with rules set A, chance 90%
3456 * `b`: replace with rules set B, chance 80%
3457 * `c`: replace with rules set C, chance 70%
3458 * `d`: replace with rules set D, chance 60%
3459 * `+`: yaw the turtle right by `angle` parameter
3460 * `-`: yaw the turtle left by `angle` parameter
3461 * `&`: pitch the turtle down by `angle` parameter
3462 * `^`: pitch the turtle up by `angle` parameter
3463 * `/`: roll the turtle to the right by `angle` parameter
3464 * `*`: roll the turtle to the left by `angle` parameter
3465 * `[`: save in stack current state info
3466 * `]`: recover from stack state info
3471 Spawn a small apple tree:
3473 pos = {x=230,y=20,z=4}
3476 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
3477 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
3478 trunk="default:tree",
3479 leaves="default:leaves",
3483 trunk_type="single",
3486 fruit="default:apple"
3488 minetest.spawn_tree(pos,apple_tree)
3493 'minetest' namespace reference
3494 ==============================
3499 * `minetest.get_current_modname()`: returns the currently loading mod's name,
3501 * `minetest.get_modpath(modname)`: returns e.g.
3502 `"/home/user/.minetest/usermods/modname"`.
3503 * Useful for loading additional `.lua` modules or static data from mod
3504 * `minetest.get_modnames()`: returns a list of installed mods
3505 * Return a list of installed mods, sorted alphabetically
3506 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
3507 * Useful for storing custom data
3508 * `minetest.is_singleplayer()`
3509 * `minetest.features`: Table containing API feature flags
3512 glasslike_framed = true, -- 0.4.7
3513 nodebox_as_selectionbox = true, -- 0.4.7
3514 get_all_craft_recipes_works = true, -- 0.4.7
3515 -- The transparency channel of textures can optionally be used on
3517 use_texture_alpha = true,
3518 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
3519 no_legacy_abms = true,
3520 -- Texture grouping is possible using parentheses (0.4.11)
3521 texture_names_parens = true,
3522 -- Unique Area ID for AreaStore:insert_area (0.4.14)
3523 area_store_custom_ids = true,
3524 -- add_entity supports passing initial staticdata to on_activate
3526 add_entity_with_staticdata = true,
3527 -- Chat messages are no longer predicted (0.4.16)
3528 no_chat_message_prediction = true,
3529 -- The transparency channel of textures can optionally be used on
3530 -- objects (ie: players and lua entities) (5.0.0)
3531 object_use_texture_alpha = true,
3532 -- Object selectionbox is settable independently from collisionbox
3534 object_independent_selectionbox = true,
3535 -- Specifies whether binary data can be uploaded or downloaded using
3536 -- the HTTP API (5.1.0)
3537 httpfetch_binary_data = true,
3540 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
3541 * `arg`: string or table in format `{foo=true, bar=true}`
3542 * `missing_features`: `{foo=true, bar=true}`
3543 * `minetest.get_player_information(player_name)`: Table containing information
3544 about a player. Example return value:
3547 address = "127.0.0.1", -- IP address of client
3548 ip_version = 4, -- IPv4 / IPv6
3549 min_rtt = 0.01, -- minimum round trip time
3550 max_rtt = 0.2, -- maximum round trip time
3551 avg_rtt = 0.02, -- average round trip time
3552 min_jitter = 0.01, -- minimum packet time jitter
3553 max_jitter = 0.5, -- maximum packet time jitter
3554 avg_jitter = 0.03, -- average packet time jitter
3555 connection_uptime = 200, -- seconds since client connected
3556 protocol_version = 32, -- protocol version used by client
3557 -- following information is available on debug build only!!!
3558 -- DO NOT USE IN MODS
3559 --ser_vers = 26, -- serialization version used by client
3560 --major = 0, -- major version number
3561 --minor = 4, -- minor version number
3562 --patch = 10, -- patch version number
3563 --vers_string = "0.4.9-git", -- full version string
3564 --state = "Active" -- current client state
3567 * `minetest.mkdir(path)`: returns success.
3568 * Creates a directory specified by `path`, creating parent directories
3569 if they don't exist.
3570 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
3572 * nil: return all entries,
3573 * true: return only subdirectory names, or
3574 * false: return only file names.
3575 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
3576 * Replaces contents of file at path with new contents in a safe (atomic)
3577 way. Use this instead of below code when writing e.g. database files:
3578 `local f = io.open(path, "wb"); f:write(content); f:close()`
3579 * `minetest.get_version()`: returns a table containing components of the
3580 engine version. Components:
3581 * `project`: Name of the project, eg, "Minetest"
3582 * `string`: Simple version, eg, "1.2.3-dev"
3583 * `hash`: Full git version (only set if available),
3584 eg, "1.2.3-dev-01234567-dirty".
3585 Use this for informational purposes only. The information in the returned
3586 table does not represent the capabilities of the engine, nor is it
3587 reliable or verifiable. Compatible forks will have a different name and
3588 version entirely. To check for the presence of engine features, test
3589 whether the functions exported by the wanted features exist. For example:
3590 `if minetest.check_for_falling then ... end`.
3591 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
3592 * `data`: string of data to hash
3593 * `raw`: return raw bytes instead of hex digits, default: false
3598 * `minetest.debug(...)`
3599 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
3600 * `minetest.log([level,] text)`
3601 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
3602 `"info"`, or `"verbose"`. Default is `"none"`.
3604 Registration functions
3605 ----------------------
3607 Call these functions only at load time!
3611 * `minetest.register_node(name, node definition)`
3612 * `minetest.register_craftitem(name, item definition)`
3613 * `minetest.register_tool(name, item definition)`
3614 * `minetest.override_item(name, redefinition)`
3615 * Overrides fields of an item registered with register_node/tool/craftitem.
3616 * Note: Item must already be defined, (opt)depend on the mod defining it.
3617 * Example: `minetest.override_item("default:mese",
3618 {light_source=minetest.LIGHT_MAX})`
3619 * `minetest.unregister_item(name)`
3620 * Unregisters the item from the engine, and deletes the entry with key
3621 `name` from `minetest.registered_items` and from the associated item table
3622 according to its nature: `minetest.registered_nodes`, etc.
3623 * `minetest.register_entity(name, entity definition)`
3624 * `minetest.register_abm(abm definition)`
3625 * `minetest.register_lbm(lbm definition)`
3626 * `minetest.register_alias(alias, original_name)`
3627 * Also use this to set the 'mapgen aliases' needed in a game for the core
3628 mapgens. See [Mapgen aliases] section above.
3629 * `minetest.register_alias_force(alias, original_name)`
3630 * `minetest.register_ore(ore definition)`
3631 * Returns an integer uniquely identifying the registered ore on success.
3632 * The order of ore registrations determines the order of ore generation.
3633 * `minetest.register_biome(biome definition)`
3634 * Returns an integer uniquely identifying the registered biome on success.
3635 * `minetest.unregister_biome(name)`
3636 * Unregisters the biome from the engine, and deletes the entry with key
3637 `name` from `minetest.registered_biomes`.
3638 * `minetest.register_decoration(decoration definition)`
3639 * Returns an integer uniquely identifying the registered decoration on
3641 * The order of decoration registrations determines the order of decoration
3643 * `minetest.register_schematic(schematic definition)`
3644 * Returns an integer uniquely identifying the registered schematic on
3646 * If the schematic is loaded from a file, the `name` field is set to the
3648 * If the function is called when loading the mod, and `name` is a relative
3649 path, then the current mod path will be prepended to the schematic
3651 * `minetest.clear_registered_ores()`
3652 * Clears all ores currently registered.
3653 * `minetest.clear_registered_biomes()`
3654 * Clears all biomes currently registered.
3655 * `minetest.clear_registered_decorations()`
3656 * Clears all decorations currently registered.
3657 * `minetest.clear_registered_schematics()`
3658 * Clears all schematics currently registered.
3662 * `minetest.register_craft(recipe)`
3663 * Check recipe table syntax for different types below.
3664 * `minetest.clear_craft(recipe)`
3665 * Will erase existing craft based either on output item or on input recipe.
3666 * Specify either output or input only. If you specify both, input will be
3667 ignored. For input use the same recipe table syntax as for
3668 `minetest.register_craft(recipe)`. For output specify only the item,
3670 * Returns false if no erase candidate could be found, otherwise returns true.
3671 * **Warning**! The type field ("shaped", "cooking" or any other) will be
3672 ignored if the recipe contains output. Erasing is then done independently
3673 from the crafting method.
3674 * `minetest.register_chatcommand(cmd, chatcommand definition)`
3675 * `minetest.override_chatcommand(name, redefinition)`
3676 * Overrides fields of a chatcommand registered with `register_chatcommand`.
3677 * `minetest.unregister_chatcommand(name)`
3678 * Unregisters a chatcommands registered with `register_chatcommand`.
3679 * `minetest.register_privilege(name, definition)`
3680 * `definition` can be a description or a definition table (see [Privilege
3682 * If it is a description, the priv will be granted to singleplayer and admin
3684 * To allow players with `basic_privs` to grant, see the `basic_privs`
3685 minetest.conf setting.
3686 * `minetest.register_authentication_handler(authentication handler definition)`
3687 * Registers an auth handler that overrides the builtin one.
3688 * This function can be called by a single mod once only.
3690 Global callback registration functions
3691 --------------------------------------
3693 Call these functions only at load time!
3695 * `minetest.register_globalstep(function(dtime))`
3696 * Called every server step, usually interval of 0.1s
3697 * `minetest.register_on_mods_loaded(function())`
3698 * Called after mods have finished loading and before the media is cached or the
3700 * `minetest.register_on_shutdown(function())`
3701 * Called before server shutdown
3702 * **Warning**: If the server terminates abnormally (i.e. crashes), the
3703 registered callbacks **will likely not be run**. Data should be saved at
3704 semi-frequent intervals as well as on server shutdown.
3705 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
3706 * Called when a node has been placed
3707 * If return `true` no item is taken from `itemstack`
3708 * `placer` may be any valid ObjectRef or nil.
3709 * **Not recommended**; use `on_construct` or `after_place_node` in node
3710 definition whenever possible.
3711 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
3712 * Called when a node has been dug.
3713 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
3714 definition whenever possible.
3715 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
3716 * Called when a node is punched
3717 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
3718 * Called after generating a piece of world. Modifying nodes inside the area
3719 is a bit faster than usually.
3720 * `minetest.register_on_newplayer(function(ObjectRef))`
3721 * Called after a new player has been created
3722 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
3723 * Called when a player is punched
3724 * Note: This callback is invoked even if the punched player is dead.
3725 * `player`: ObjectRef - Player that was punched
3726 * `hitter`: ObjectRef - Player that hit
3727 * `time_from_last_punch`: Meant for disallowing spamming of clicks
3729 * `tool_capabilities`: Capability table of used tool (can be nil)
3730 * `dir`: Unit vector of direction of punch. Always defined. Points from
3731 the puncher to the punched.
3732 * `damage`: Number that represents the damage calculated by the engine
3733 * should return `true` to prevent the default damage mechanism
3734 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
3735 * Called when the player gets damaged or healed
3736 * `player`: ObjectRef of the player
3737 * `hp_change`: the amount of change. Negative when it is damage.
3738 * `reason`: a PlayerHPChangeReason table.
3739 * The `type` field will have one of the following values:
3740 * `set_hp`: A mod or the engine called `set_hp` without
3741 giving a type - use this for custom damage types.
3742 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
3744 * `node_damage`: `damage_per_second` from a neighbouring node.
3745 `reason.node` will hold the node name or nil.
3748 * Any of the above types may have additional fields from mods.
3749 * `reason.from` will be `mod` or `engine`.
3750 * `modifier`: when true, the function should return the actual `hp_change`.
3751 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
3752 Modifiers can return true as a second argument to stop the execution of further functions.
3753 Non-modifiers receive the final HP change calculated by the modifiers.
3754 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
3755 * Called when a player dies
3756 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
3757 * `minetest.register_on_respawnplayer(function(ObjectRef))`
3758 * Called when player is to be respawned
3759 * Called _before_ repositioning of player occurs
3760 * return true in func to disable regular player placement
3761 * `minetest.register_on_prejoinplayer(function(name, ip))`
3762 * Called before a player joins the game
3763 * If it returns a string, the player is disconnected with that string as
3765 * `minetest.register_on_joinplayer(function(ObjectRef))`
3766 * Called when a player joins the game
3767 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
3768 * Called when a player leaves the game
3769 * `timed_out`: True for timeout, false for other reasons.
3770 * `minetest.register_on_auth_fail(function(name, ip))`
3771 * Called when a client attempts to log into an account but supplies the
3773 * `ip`: The IP address of the client.
3774 * `name`: The account the client attempted to log into.
3775 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
3776 * Called when a player cheats
3777 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
3779 * `interacted_too_far`
3780 * `interacted_while_dead`
3781 * `finished_unknown_dig`
3784 * `minetest.register_on_chat_message(function(name, message))`
3785 * Called always when a player says something
3786 * Return `true` to mark the message as handled, which means that it will
3787 not be sent to other players.
3788 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
3789 * Called when the server received input from `player` in a formspec with
3790 the given `formname`. Specifically, this is called on any of the
3792 * a button was pressed,
3793 * Enter was pressed while the focus was on a text field
3794 * a checkbox was toggled,
3795 * something was selecteed in a drop-down list,
3796 * a different tab was selected,
3797 * selection was changed in a textlist or table,
3798 * an entry was double-clicked in a textlist or table,
3799 * a scrollbar was moved, or
3800 * the form was actively closed by the player.
3801 * Fields are sent for formspec elements which define a field. `fields`
3802 is a table containing each formspecs element value (as string), with
3803 the `name` parameter as index for each. The value depends on the
3804 formspec element type:
3805 * `button` and variants: If pressed, contains the user-facing button
3806 text as value. If not pressed, is `nil`
3807 * `field`, `textarea` and variants: Text in the field
3808 * `dropdown`: Text of selected item
3809 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
3810 * `checkbox`: `"true"` if checked, `"false"` if unchecked
3811 * `textlist`: See `minetest.explode_textlist_event`
3812 * `table`: See `minetest.explode_table_event`
3813 * `scrollbar`: See `minetest.explode_scrollbar_event`
3814 * Special case: `["quit"]="true"` is sent when the user actively
3815 closed the form by mouse click, keypress or through a button_exit[]
3817 * Special case: `["key_enter"]="true"` is sent when the user pressed
3818 the Enter key and the focus was either nowhere (causing the formspec
3819 to be closed) or on a button. If the focus was on a text field,
3820 additionally, the index `key_enter_field` contains the name of the
3821 text field. See also: `field_close_on_enter`.
3822 * Newest functions are called first
3823 * If function returns `true`, remaining functions are not called
3824 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
3825 * Called when `player` crafts something
3826 * `itemstack` is the output
3827 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
3829 * `craft_inv` is the inventory with the crafting grid
3830 * Return either an `ItemStack`, to replace the output, or `nil`, to not
3832 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
3833 * The same as before, except that it is called before the player crafts, to
3834 make craft prediction, and it should not change anything.
3835 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
3836 * Determinates how much of a stack may be taken, put or moved to a
3838 * `player` (type `ObjectRef`) is the player who modified the inventory
3839 `inventory` (type `InvRef`).
3840 * List of possible `action` (string) values and their
3841 `inventory_info` (table) contents:
3842 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
3843 * `put`: `{listname=string, index=number, stack=ItemStack}`
3844 * `take`: Same as `put`
3845 * Return a numeric value to limit the amount of items to be taken, put or
3846 moved. A value of `-1` for `take` will make the source stack infinite.
3847 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
3848 * Called after a take, put or move event from/to/in a player inventory
3849 * Function arguments: see `minetest.register_allow_player_inventory_action`
3850 * Does not accept or handle any return value.
3851 * `minetest.register_on_protection_violation(function(pos, name))`
3852 * Called by `builtin` and mods when a player violates protection at a
3853 position (eg, digs a node or punches a protected entity).
3854 * The registered functions can be called using
3855 `minetest.record_protection_violation`.
3856 * The provided function should check that the position is protected by the
3857 mod calling this function before it prints a message, if it does, to
3858 allow for multiple protection mods.
3859 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
3860 * Called when an item is eaten, by `minetest.item_eat`
3861 * Return `true` or `itemstack` to cancel the default item eat response
3862 (i.e.: hp increase).
3863 * `minetest.register_on_priv_grant(function(name, granter, priv))`
3864 * Called when `granter` grants the priv `priv` to `name`.
3865 * Note that the callback will be called twice if it's done by a player,
3866 once with granter being the player name, and again with granter being nil.
3867 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
3868 * Called when `revoker` revokes the priv `priv` from `name`.
3869 * Note that the callback will be called twice if it's done by a player,
3870 once with revoker being the player name, and again with revoker being nil.
3871 * `minetest.register_can_bypass_userlimit(function(name, ip))`
3872 * Called when `name` user connects with `ip`.
3873 * Return `true` to by pass the player limit
3874 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
3875 * Called when an incoming mod channel message is received
3876 * You should have joined some channels to receive events.
3877 * If message comes from a server mod, `sender` field is an empty string.
3882 * `minetest.settings`: Settings object containing all of the settings from the
3883 main config file (`minetest.conf`).
3884 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
3885 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
3890 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
3891 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
3892 * Convert between two privilege representations
3893 * `minetest.get_player_privs(name) -> {priv1=true,...}`
3894 * `minetest.check_player_privs(player_or_name, ...)`:
3895 returns `bool, missing_privs`
3896 * A quickhand for checking privileges.
3897 * `player_or_name`: Either a Player object or the name of a player.
3898 * `...` is either a list of strings, e.g. `"priva", "privb"` or
3899 a table, e.g. `{ priva = true, privb = true }`.
3901 * `minetest.check_password_entry(name, entry, password)`
3902 * Returns true if the "password entry" for a player with name matches given
3903 password, false otherwise.
3904 * The "password entry" is the password representation generated by the
3905 engine as returned as part of a `get_auth()` call on the auth handler.
3906 * Only use this function for making it possible to log in via password from
3907 external protocols such as IRC, other uses are frowned upon.
3908 * `minetest.get_password_hash(name, raw_password)`
3909 * Convert a name-password pair to a password hash that Minetest can use.
3910 * The returned value alone is not a good basis for password checks based
3911 on comparing the password hash in the database with the password hash
3912 from the function, with an externally provided password, as the hash
3913 in the db might use the new SRP verifier format.
3914 * For this purpose, use `minetest.check_password_entry` instead.
3915 * `minetest.get_player_ip(name)`: returns an IP address string for the player
3917 * The player needs to be online for this to be successful.
3919 * `minetest.get_auth_handler()`: Return the currently active auth handler
3920 * See the [Authentication handler definition]
3921 * Use this to e.g. get the authentication data for a player:
3922 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
3923 * `minetest.notify_authentication_modified(name)`
3924 * Must be called by the authentication handler for privilege changes.
3925 * `name`: string; if omitted, all auth data should be considered modified
3926 * `minetest.set_player_password(name, password_hash)`: Set password hash of
3928 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
3930 * `minetest.auth_reload()`
3931 * See `reload()` in authentication handler definition
3933 `minetest.set_player_password`, `minetest_set_player_privs`,
3934 `minetest_get_player_privs` and `minetest.auth_reload` call the authentication
3940 * `minetest.chat_send_all(text)`
3941 * `minetest.chat_send_player(name, text)`
3946 * `minetest.set_node(pos, node)`
3947 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
3948 * Set node at position `pos`
3949 * `node`: table `{name=string, param1=number, param2=number}`
3950 * If param1 or param2 is omitted, it's set to `0`.
3951 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
3952 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
3953 * Set node on all positions set in the first argument.
3954 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
3955 * For node specification or position syntax see `minetest.set_node` call
3956 * Faster than set_node due to single call, but still considerably slower
3957 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
3958 Unlike LVMs, this will call node callbacks. It also allows setting nodes
3959 in spread out positions which would cause LVMs to waste memory.
3960 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
3962 * `minetest.swap_node(pos, node)`
3963 * Set node at position, but don't remove metadata
3964 * `minetest.remove_node(pos)`
3965 * By default it does the same as `minetest.set_node(pos, {name="air"})`
3966 * `minetest.get_node(pos)`
3967 * Returns the node at the given position as table in the format
3968 `{name="node_name", param1=0, param2=0}`,
3969 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
3970 * `minetest.get_node_or_nil(pos)`
3971 * Same as `get_node` but returns `nil` for unloaded areas.
3972 * `minetest.get_node_light(pos, timeofday)`
3973 * Gets the light value at the given position. Note that the light value
3974 "inside" the node at the given position is returned, so you usually want
3975 to get the light value of a neighbor.
3976 * `pos`: The position where to measure the light.
3977 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
3978 * Returns a number between `0` and `15` or `nil`
3979 * `minetest.place_node(pos, node)`
3980 * Place node with the same effects that a player would cause
3981 * `minetest.dig_node(pos)`
3982 * Dig node with the same effects that a player would cause
3983 * Returns `true` if successful, `false` on failure (e.g. protected location)
3984 * `minetest.punch_node(pos)`
3985 * Punch node with the same effects that a player would cause
3986 * `minetest.spawn_falling_node(pos)`
3987 * Change node into falling node
3988 * Returns `true` if successful, `false` on failure
3990 * `minetest.find_nodes_with_meta(pos1, pos2)`
3991 * Get a table of positions of nodes that have metadata within a region
3993 * `minetest.get_meta(pos)`
3994 * Get a `NodeMetaRef` at that position
3995 * `minetest.get_node_timer(pos)`
3996 * Get `NodeTimerRef`
3998 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4000 * Returns `ObjectRef`, or `nil` if failed
4001 * `minetest.add_item(pos, item)`: Spawn item
4002 * Returns `ObjectRef`, or `nil` if failed
4003 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4004 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4006 * `radius`: using an euclidean metric
4007 * `minetest.set_timeofday(val)`
4008 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4009 * `minetest.get_timeofday()`
4010 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4012 * `minetest.get_day_count()`: returns number days elapsed since world was
4014 * accounts for time changes.
4015 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4017 * `radius`: using a maximum metric
4018 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4019 * `search_center` is an optional boolean (default: `false`)
4020 If true `pos` is also checked for the nodes
4021 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
4023 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4024 * First return value: Table with all node positions
4025 * Second return value: Table with the count of each node with the node name
4027 * Area volume is limited to 4,096,000 nodes
4028 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4030 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4031 * Return value: Table with all node positions with a node air above
4032 * Area volume is limited to 4,096,000 nodes
4033 * `minetest.get_perlin(noiseparams)`
4034 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4035 * Return world-specific perlin noise (`int(worldseed)+seeddiff`)
4036 * `minetest.get_voxel_manip([pos1, pos2])`
4037 * Return voxel manipulator object.
4038 * Loads the manipulator from the map if positions are passed.
4039 * `minetest.set_gen_notify(flags, {deco_ids})`
4040 * Set the types of on-generate notifications that should be collected.
4041 * `flags` is a flag field with the available flags:
4049 * The second parameter is a list of IDs of decorations which notification
4051 * `minetest.get_gen_notify()`
4052 * Returns a flagstring and a table with the `deco_id`s.
4053 * `minetest.get_decoration_id(decoration_name)`
4054 * Returns the decoration ID number for the provided decoration name string,
4055 or `nil` on failure.
4056 * `minetest.get_mapgen_object(objectname)`
4057 * Return requested mapgen object if available (see [Mapgen objects])
4058 * `minetest.get_heat(pos)`
4059 * Returns the heat at the position, or `nil` on failure.
4060 * `minetest.get_humidity(pos)`
4061 * Returns the humidity at the position, or `nil` on failure.
4062 * `minetest.get_biome_data(pos)`
4063 * Returns a table containing:
4064 * `biome` the biome id of the biome at that position
4065 * `heat` the heat at the position
4066 * `humidity` the humidity at the position
4067 * Or returns `nil` on failure.
4068 * `minetest.get_biome_id(biome_name)`
4069 * Returns the biome id, as used in the biomemap Mapgen object and returned
4070 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4071 * `minetest.get_biome_name(biome_id)`
4072 * Returns the biome name string for the provided biome id, or `nil` on
4074 * If no biomes have been registered, such as in mgv6, returns `default`.
4075 * `minetest.get_mapgen_params()`
4076 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4077 * Returns a table containing:
4083 * `minetest.set_mapgen_params(MapgenParams)`
4084 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4086 * Set map generation parameters.
4087 * Function cannot be called after the registration period; only
4088 initialization and `on_mapgen_init`.
4089 * Takes a table as an argument with the fields:
4095 * Leave field unset to leave that parameter unchanged.
4096 * `flags` contains a comma-delimited string of flags to set, or if the
4097 prefix `"no"` is attached, clears instead.
4098 * `flags` is in the same format and has the same options as `mg_flags` in
4100 * `minetest.get_mapgen_setting(name)`
4101 * Gets the *active* mapgen setting (or nil if none exists) in string
4102 format with the following order of precedence:
4103 1) Settings loaded from map_meta.txt or overrides set during mod
4105 2) Settings set by mods without a metafile override
4106 3) Settings explicitly set in the user config file, minetest.conf
4107 4) Settings set as the user config default
4108 * `minetest.get_mapgen_setting_noiseparams(name)`
4109 * Same as above, but returns the value as a NoiseParams table if the
4110 setting `name` exists and is a valid NoiseParams.
4111 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4112 * Sets a mapgen param to `value`, and will take effect if the corresponding
4113 mapgen setting is not already present in map_meta.txt.
4114 * `override_meta` is an optional boolean (default: `false`). If this is set
4115 to true, the setting will become the active setting regardless of the map
4117 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4118 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4119 * Same as above, except value is a NoiseParams table.
4120 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4121 * Sets the noiseparams setting of `name` to the noiseparams table specified
4123 * `set_default` is an optional boolean (default: `true`) that specifies
4124 whether the setting should be applied to the default config or current
4126 * `minetest.get_noiseparams(name)`
4127 * Returns a table of the noiseparams for name.
4128 * `minetest.generate_ores(vm, pos1, pos2)`
4129 * Generate all registered ores within the VoxelManip `vm` and in the area
4130 from `pos1` to `pos2`.
4131 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4132 * `minetest.generate_decorations(vm, pos1, pos2)`
4133 * Generate all registered decorations within the VoxelManip `vm` and in the
4134 area from `pos1` to `pos2`.
4135 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
4136 * `minetest.clear_objects([options])`
4137 * Clear all objects in the environment
4138 * Takes an optional table as an argument with the field `mode`.
4139 * mode = `"full"` : Load and go through every mapblock, clearing
4141 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
4142 clear objects in unloaded mapblocks only when the
4143 mapblocks are next activated.
4144 * `minetest.load_area(pos1[, pos2])`
4145 * Load the mapblocks containing the area from `pos1` to `pos2`.
4146 `pos2` defaults to `pos1` if not specified.
4147 * This function does not trigger map generation.
4148 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
4149 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
4150 asynchronously fetched from memory, loaded from disk, or if inexistent,
4152 * If `callback` is a valid Lua function, this will be called for each block
4154 * The function signature of callback is:
4155 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
4156 * `blockpos` is the *block* coordinates of the block that had been
4158 * `action` could be one of the following constant values:
4159 * `minetest.EMERGE_CANCELLED`
4160 * `minetest.EMERGE_ERRORED`
4161 * `minetest.EMERGE_FROM_MEMORY`
4162 * `minetest.EMERGE_FROM_DISK`
4163 * `minetest.EMERGE_GENERATED`
4164 * `calls_remaining` is the number of callbacks to be expected after
4166 * `param` is the user-defined parameter passed to emerge_area (or
4167 nil if the parameter was absent).
4168 * `minetest.delete_area(pos1, pos2)`
4169 * delete all mapblocks in the area from pos1 to pos2, inclusive
4170 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
4171 * Checks if there is anything other than air between pos1 and pos2.
4172 * Returns false if something is blocking the sight.
4173 * Returns the position of the blocking node when `false`
4174 * `pos1`: First position
4175 * `pos2`: Second position
4176 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
4177 * Creates a `Raycast` object.
4178 * `pos1`: start of the ray
4179 * `pos2`: end of the ray
4180 * `objects`: if false, only nodes will be returned. Default is `true`.
4181 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
4182 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
4183 * returns table containing path
4184 * returns a table of 3D points representing a path from `pos1` to `pos2` or
4186 * `pos1`: start position
4187 * `pos2`: end position
4188 * `searchdistance`: number of blocks to search in each direction using a
4190 * `max_jump`: maximum height difference to consider walkable
4191 * `max_drop`: maximum height difference to consider droppable
4192 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`
4193 * `minetest.spawn_tree (pos, {treedef})`
4194 * spawns L-system tree at given `pos` with definition in `treedef` table
4195 * `minetest.transforming_liquid_add(pos)`
4196 * add node to liquid update queue
4197 * `minetest.get_node_max_level(pos)`
4198 * get max available level for leveled node
4199 * `minetest.get_node_level(pos)`
4200 * get level of leveled node (water, snow)
4201 * `minetest.set_node_level(pos, level)`
4202 * set level of leveled node, default `level` equals `1`
4203 * if `totallevel > maxlevel`, returns rest (`total-max`).
4204 * `minetest.add_node_level(pos, level)`
4205 * increase level of leveled node by level, default `level` equals `1`
4206 * if `totallevel > maxlevel`, returns rest (`total-max`)
4207 * can be negative for decreasing
4208 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
4209 * resets the light in a cuboid-shaped part of
4210 the map and removes lighting bugs.
4211 * Loads the area if it is not loaded.
4212 * `pos1` is the corner of the cuboid with the least coordinates
4213 (in node coordinates), inclusive.
4214 * `pos2` is the opposite corner of the cuboid, inclusive.
4215 * The actual updated cuboid might be larger than the specified one,
4216 because only whole map blocks can be updated.
4217 The actual updated area consists of those map blocks that intersect
4218 with the given cuboid.
4219 * However, the neighborhood of the updated area might change
4220 as well, as light can spread out of the cuboid, also light
4222 * returns `false` if the area is not fully generated,
4224 * `minetest.check_single_for_falling(pos)`
4225 * causes an unsupported `group:falling_node` node to fall and causes an
4226 unattached `group:attached_node` node to fall.
4227 * does not spread these updates to neighbours.
4228 * `minetest.check_for_falling(pos)`
4229 * causes an unsupported `group:falling_node` node to fall and causes an
4230 unattached `group:attached_node` node to fall.
4231 * spread these updates to neighbours and can cause a cascade
4233 * `minetest.get_spawn_level(x, z)`
4234 * Returns a player spawn y co-ordinate for the provided (x, z)
4235 co-ordinates, or `nil` for an unsuitable spawn point.
4236 * For most mapgens a 'suitable spawn point' is one with y between
4237 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
4238 so `nil` will be returned for many (x, z) co-ordinates.
4239 * The spawn level returned is for a player spawn in unmodified terrain.
4240 * The spawn level is intentionally above terrain level to cope with
4241 full-node biome 'dust' nodes.
4246 You can find mod channels communication scheme in `doc/mod_channels.png`.
4248 * `minetest.mod_channel_join(channel_name)`
4249 * Server joins channel `channel_name`, and creates it if necessary. You
4250 should listen for incoming messages with
4251 `minetest.register_on_modchannel_message`
4256 `minetest.get_inventory(location)`: returns an `InvRef`
4259 * `{type="player", name="celeron55"}`
4260 * `{type="node", pos={x=, y=, z=}}`
4261 * `{type="detached", name="creative"}`
4262 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
4264 * `callbacks`: See [Detached inventory callbacks]
4265 * `player_name`: Make detached inventory available to one player
4266 exclusively, by default they will be sent to every player (even if not
4268 Note that this parameter is mostly just a workaround and will be removed
4270 * Creates a detached inventory. If it already exists, it is cleared.
4271 * `minetest.remove_detached_inventory(name)`
4272 * Returns a `boolean` indicating whether the removal succeeded.
4273 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
4274 returns left over ItemStack.
4275 * See `minetest.item_eat` and `minetest.register_on_item_eat`
4280 * `minetest.show_formspec(playername, formname, formspec)`
4281 * `playername`: name of player to show formspec
4282 * `formname`: name passed to `on_player_receive_fields` callbacks.
4283 It should follow the `"modname:<whatever>"` naming convention
4284 * `formspec`: formspec to display
4285 * `minetest.close_formspec(playername, formname)`
4286 * `playername`: name of player to close formspec
4287 * `formname`: has to exactly match the one given in `show_formspec`, or the
4288 formspec will not close.
4289 * calling `show_formspec(playername, formname, "")` is equal to this
4291 * to close a formspec regardless of the formname, call
4292 `minetest.close_formspec(playername, "")`.
4293 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
4294 * `minetest.formspec_escape(string)`: returns a string
4295 * escapes the characters "[", "]", "\", "," and ";", which can not be used
4297 * `minetest.explode_table_event(string)`: returns a table
4298 * returns e.g. `{type="CHG", row=1, column=2}`
4300 * `"INV"`: no row selected
4302 * `"DCL"`: double-click
4303 * `minetest.explode_textlist_event(string)`: returns a table
4304 * returns e.g. `{type="CHG", index=1}`
4306 * `"INV"`: no row selected
4308 * `"DCL"`: double-click
4309 * `minetest.explode_scrollbar_event(string)`: returns a table
4310 * returns e.g. `{type="CHG", value=500}`
4312 * `"INV"`: something failed
4313 * `"CHG"`: has been changed
4314 * `"VAL"`: not changed
4319 * `minetest.inventorycube(img1, img2, img3)`
4320 * Returns a string for making an image of a cube (useful as an item image)
4321 * `minetest.get_pointed_thing_position(pointed_thing, above)`
4322 * Get position of a `pointed_thing` (that you can get from somewhere)
4323 * `minetest.dir_to_facedir(dir, is6d)`
4324 * Convert a vector to a facedir value, used in `param2` for
4325 `paramtype2="facedir"`.
4326 * passing something non-`nil`/`false` for the optional second parameter
4327 causes it to take the y component into account.
4328 * `minetest.facedir_to_dir(facedir)`
4329 * Convert a facedir back into a vector aimed directly out the "back" of a
4331 * `minetest.dir_to_wallmounted(dir)`
4332 * Convert a vector to a wallmounted value, used for
4333 `paramtype2="wallmounted"`.
4334 * `minetest.wallmounted_to_dir(wallmounted)`
4335 * Convert a wallmounted value back into a vector aimed directly out the
4337 * `minetest.dir_to_yaw(dir)`
4338 * Convert a vector into a yaw (angle)
4339 * `minetest.yaw_to_dir(yaw)`
4340 * Convert yaw (angle) to a vector
4341 * `minetest.is_colored_paramtype(ptype)`
4342 * Returns a boolean. Returns `true` if the given `paramtype2` contains
4343 color information (`color`, `colorwallmounted` or `colorfacedir`).
4344 * `minetest.strip_param2_color(param2, paramtype2)`
4345 * Removes everything but the color information from the
4346 given `param2` value.
4347 * Returns `nil` if the given `paramtype2` does not contain color
4349 * `minetest.get_node_drops(nodename, toolname)`
4350 * Returns list of item names.
4351 * **Note**: This will be removed or modified in a future version.
4352 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
4353 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4354 * `input.width` = for example `3`
4355 * `input.items` = for example
4356 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4357 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
4358 * `output.time` = a number, if unsuccessful: `0`
4359 * `output.replacements` = list of `ItemStack`s that couldn't be placed in
4360 `decremented_input.items`
4361 * `decremented_input` = like `input`
4362 * `minetest.get_craft_recipe(output)`: returns input
4363 * returns last registered recipe for output item (node)
4364 * `output` is a node or item type such as `"default:torch"`
4365 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
4366 * `input.width` = for example `3`
4367 * `input.items` = for example
4368 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
4369 * `input.items` = `nil` if no recipe found
4370 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
4371 * returns indexed table with all registered recipes for query item (node)
4372 or `nil` if no recipe was found.
4373 * recipe entry table:
4374 * `method`: 'normal' or 'cooking' or 'fuel'
4375 * `width`: 0-3, 0 means shapeless recipe
4376 * `items`: indexed [1-9] table with recipe items
4377 * `output`: string with item name and quantity
4378 * Example query for `"default:gold_ingot"` will return table:
4381 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
4382 items = {1 = "default:gold_lump"}},
4383 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
4384 items = {1 = "default:goldblock"}}
4386 * `minetest.handle_node_drops(pos, drops, digger)`
4387 * `drops`: list of itemstrings
4388 * Handles drops from nodes after digging: Default action is to put them
4389 into digger's inventory.
4390 * Can be overridden to get different functionality (e.g. dropping items on
4392 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
4394 * Creates an item string which contains palette index information
4395 for hardware colorization. You can use the returned string
4396 as an output in a craft recipe.
4397 * `item`: the item stack which becomes colored. Can be in string,
4398 table and native form.
4399 * `palette_index`: this index is added to the item stack
4400 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
4401 * Creates an item string which contains static color information
4402 for hardware colorization. Use this method if you wish to colorize
4403 an item that does not own a palette. You can use the returned string
4404 as an output in a craft recipe.
4405 * `item`: the item stack which becomes colored. Can be in string,
4406 table and native form.
4407 * `colorstring`: the new color of the item stack
4412 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
4413 returns `{{actor, pos, time, oldnode, newnode}, ...}`
4414 * Find who has done something to a node, or near a node
4415 * `actor`: `"player:<name>"`, also `"liquid"`.
4416 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
4417 `boolean, log_messages`.
4418 * Revert latest actions of someone
4419 * `actor`: `"player:<name>"`, also `"liquid"`.
4421 Defaults for the `on_*` item definition functions
4422 -------------------------------------------------
4424 These functions return the leftover itemstack.
4426 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
4427 * Place item as a node
4428 * `param2` overrides `facedir` and wallmounted `param2`
4429 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
4430 for the newly placed node to prevent a callback and placement loop
4431 * returns `itemstack, success`
4432 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
4434 * `minetest.item_place(itemstack, placer, pointed_thing, param2)`
4435 * Use one of the above based on what the item is.
4436 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
4437 * **Note**: is not called when wielded item overrides `on_place`
4438 * `param2` overrides `facedir` and wallmounted `param2`
4439 * returns `itemstack, success`
4440 * `minetest.item_drop(itemstack, dropper, pos)`
4442 * `minetest.item_eat(hp_change, replace_with_item)`
4444 * `replace_with_item` is the itemstring which is added to the inventory.
4445 If the player is eating a stack, then replace_with_item goes to a
4446 different spot. Can be `nil`
4447 * See `minetest.do_item_eat`
4449 Defaults for the `on_punch` and `on_dig` node definition callbacks
4450 ------------------------------------------------------------------
4452 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
4453 * Calls functions registered by `minetest.register_on_punchnode()`
4454 * `minetest.node_dig(pos, node, digger)`
4455 * Checks if node can be dug, puts item into inventory, removes node
4456 * Calls functions registered by `minetest.registered_on_dignodes()`
4461 * `minetest.sound_play(spec, parameters)`: returns a handle
4462 * `spec` is a `SimpleSoundSpec`
4463 * `parameters` is a sound parameter table
4464 * `minetest.sound_stop(handle)`
4465 * `minetest.sound_fade(handle, step, gain)`
4466 * `handle` is a handle returned by `minetest.sound_play`
4467 * `step` determines how fast a sound will fade.
4468 Negative step will lower the sound volume, positive step will increase
4470 * `gain` the target gain for the fade.
4475 * `minetest.after(time, func, ...)`
4476 * Call the function `func` after `time` seconds, may be fractional
4477 * Optional: Variable number of arguments that are passed to `func`
4482 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
4483 server shutdown. Will display `message` to clients.
4484 * `reconnect` == true displays a reconnect button
4485 * `delay` adds an optional delay (in seconds) before shutdown.
4486 Negative delay cancels the current active shutdown.
4487 Zero delay triggers an immediate shutdown.
4488 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
4489 * `minetest.get_server_status(name, joined)`
4490 * Returns the server status string when a player joins or when the command
4491 `/status` is called. Returns `nil` or an empty string when the message is
4493 * `joined`: Boolean value, indicates whether the function was called when
4495 * This function may be overwritten by mods to customize the status message.
4496 * `minetest.get_server_uptime()`: returns the server uptime in seconds
4497 * `minetest.remove_player(name)`: remove player from database (if they are not
4499 * As auth data is not removed, minetest.player_exists will continue to
4500 return true. Call the below method as well if you want to remove auth
4502 * Returns a code (0: successful, 1: no such player, 2: player is connected)
4503 * `minetest.remove_player_auth(name)`: remove player authentication data
4504 * Returns boolean indicating success (false if player nonexistant)
4509 * `minetest.get_ban_list()`: returns the ban list
4510 (same as `minetest.get_ban_description("")`).
4511 * `minetest.get_ban_description(ip_or_name)`: returns ban description (string)
4512 * `minetest.ban_player(name)`: ban a player
4513 * `minetest.unban_player_or_ip(name)`: unban player or IP address
4514 * `minetest.kick_player(name, [reason])`: disconnect a player with a optional
4520 * `minetest.add_particle(particle definition)`
4521 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
4522 expirationtime, size, collisiondetection, texture, playername)`
4524 * `minetest.add_particlespawner(particlespawner definition)`
4525 * Add a `ParticleSpawner`, an object that spawns an amount of particles
4526 over `time` seconds.
4527 * Returns an `id`, and -1 if adding didn't succeed
4528 * Deprecated: `minetest.add_particlespawner(amount, time,
4532 minexptime, maxexptime,
4534 collisiondetection, texture, playername)`
4536 * `minetest.delete_particlespawner(id, player)`
4537 * Delete `ParticleSpawner` with `id` (return value from
4538 `minetest.add_particlespawner`).
4539 * If playername is specified, only deletes on the player's client,
4540 otherwise on all clients.
4545 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
4546 * Create a schematic from the volume of map specified by the box formed by
4548 * Apply the specified probability and per-node force-place to the specified
4549 nodes according to the `probability_list`.
4550 * `probability_list` is an array of tables containing two fields, `pos`
4552 * `pos` is the 3D vector specifying the absolute coordinates of the
4553 node being modified,
4554 * `prob` is an integer value from `0` to `255` that encodes
4555 probability and per-node force-place. Probability has levels
4556 0-127, then 128 may be added to encode per-node force-place.
4557 For probability stated as 0-255, divide by 2 and round down to
4558 get values 0-127, then add 128 to apply per-node force-place.
4559 * If there are two or more entries with the same pos value, the
4561 * If `pos` is not inside the box formed by `p1` and `p2`, it is
4563 * If `probability_list` equals `nil`, no probabilities are applied.
4564 * Apply the specified probability to the specified horizontal slices
4565 according to the `slice_prob_list`.
4566 * `slice_prob_list` is an array of tables containing two fields, `ypos`
4568 * `ypos` indicates the y position of the slice with a probability
4569 applied, the lowest slice being `ypos = 0`.
4570 * If slice probability list equals `nil`, no slice probabilities
4572 * Saves schematic in the Minetest Schematic format to filename.
4574 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
4575 * Place the schematic specified by schematic (see [Schematic specifier]) at
4577 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
4578 * If the `rotation` parameter is omitted, the schematic is not rotated.
4579 * `replacements` = `{["old_name"] = "convert_to", ...}`
4580 * `force_placement` is a boolean indicating whether nodes other than `air`
4581 and `ignore` are replaced by the schematic.
4582 * Returns nil if the schematic could not be loaded.
4583 * **Warning**: Once you have loaded a schematic from a file, it will be
4584 cached. Future calls will always use the cached version and the
4585 replacement list defined for it, regardless of whether the file or the
4586 replacement list parameter have changed. The only way to load the file
4587 anew is to restart the server.
4588 * `flags` is a flag field with the available flags:
4593 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
4594 * This function is analogous to minetest.place_schematic, but places a
4595 schematic onto the specified VoxelManip object `vmanip` instead of the
4597 * Returns false if any part of the schematic was cut-off due to the
4598 VoxelManip not containing the full area required, and true if the whole
4599 schematic was able to fit.
4600 * Returns nil if the schematic could not be loaded.
4601 * After execution, any external copies of the VoxelManip contents are
4603 * `flags` is a flag field with the available flags:
4608 * `minetest.serialize_schematic(schematic, format, options)`
4609 * Return the serialized schematic specified by schematic
4610 (see [Schematic specifier])
4611 * in the `format` of either "mts" or "lua".
4612 * "mts" - a string containing the binary MTS data used in the MTS file
4614 * "lua" - a string containing Lua code representing the schematic in table
4616 * `options` is a table containing the following optional parameters:
4617 * If `lua_use_comments` is true and `format` is "lua", the Lua code
4618 generated will have (X, Z) position comments for every X row
4619 generated in the schematic data for easier reading.
4620 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
4621 the Lua code generated will use that number of spaces as indentation
4622 instead of a tab character.
4627 * `minetest.request_http_api()`:
4628 * returns `HTTPApiTable` containing http functions if the calling mod has
4629 been granted access by being listed in the `secure.http_mods` or
4630 `secure.trusted_mods` setting, otherwise returns `nil`.
4631 * The returned table contains the functions `fetch`, `fetch_async` and
4632 `fetch_async_get` described below.
4633 * Only works at init time and must be called from the mod's main scope
4634 (not from a function).
4635 * Function only exists if minetest server was built with cURL support.
4636 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
4638 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
4639 * Performs given request asynchronously and calls callback upon completion
4640 * callback: `function(HTTPRequestResult res)`
4641 * Use this HTTP function if you are unsure, the others are for advanced use
4642 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
4643 * Performs given request asynchronously and returns handle for
4644 `HTTPApiTable.fetch_async_get`
4645 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
4646 * Return response data for given asynchronous HTTP request
4651 * `minetest.get_mod_storage()`:
4652 * returns reference to mod private `StorageRef`
4653 * must be called during mod load time
4658 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
4659 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
4660 * `minetest.player_exists(name)`: boolean, whether player exists
4661 (regardless of online status)
4662 * `minetest.hud_replace_builtin(name, hud_definition)`
4663 * Replaces definition of a builtin hud element
4664 * `name`: `"breath"` or `"health"`
4665 * `hud_definition`: definition to replace builtin definition
4666 * `minetest.send_join_message(player_name)`
4667 * This function can be overridden by mods to change the join message.
4668 * `minetest.send_leave_message(player_name, timed_out)`
4669 * This function can be overridden by mods to change the leave message.
4670 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
4671 * `pos`: table {x=number, y=number, z=number},
4672 * Gives a unique hash number for a node position (16+16+16=48bit)
4673 * `minetest.get_position_from_hash(hash)`: returns a position
4674 * Inverse transform of `minetest.hash_node_position`
4675 * `minetest.get_item_group(name, group)`: returns a rating
4676 * Get rating of a group of an item. (`0` means: not in group)
4677 * `minetest.get_node_group(name, group)`: returns a rating
4678 * Deprecated: An alias for the former.
4679 * `minetest.raillike_group(name)`: returns a rating
4680 * Returns rating of the connect_to_raillike group corresponding to name
4681 * If name is not yet the name of a connect_to_raillike group, a new group
4682 id is created, with that name.
4683 * `minetest.get_content_id(name)`: returns an integer
4684 * Gets the internal content ID of `name`
4685 * `minetest.get_name_from_content_id(content_id)`: returns a string
4686 * Gets the name of the content with that content ID
4687 * `minetest.parse_json(string[, nullvalue])`: returns something
4688 * Convert a string containing JSON data into the Lua equivalent
4689 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
4690 * On success returns a table, a string, a number, a boolean or `nullvalue`
4691 * On failure outputs an error message and returns `nil`
4692 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
4693 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
4695 * Convert a Lua table into a JSON string
4696 * styled: Outputs in a human-readable format if this is set, defaults to
4698 * Unserializable things like functions and userdata will cause an error.
4699 * **Warning**: JSON is more strict than the Lua table format.
4700 1. You can only use strings and positive integers of at least one as
4702 2. You can not mix string and integer keys.
4703 This is due to the fact that JSON has two distinct array and object
4705 * Example: `write_json({10, {a = false}})`,
4706 returns `"[10, {\"a\": false}]"`
4707 * `minetest.serialize(table)`: returns a string
4708 * Convert a table containing tables, strings, numbers, booleans and `nil`s
4709 into string form readable by `minetest.deserialize`
4710 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
4711 * `minetest.deserialize(string)`: returns a table
4712 * Convert a string returned by `minetest.deserialize` into a table
4713 * `string` is loaded in an empty sandbox environment.
4714 * Will load functions, but they cannot access the global environment.
4715 * Example: `deserialize('return { ["foo"] = "bar" }')`,
4716 returns `{foo='bar'}`
4717 * Example: `deserialize('print("foo")')`, returns `nil`
4718 (function call fails), returns
4719 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
4720 * `minetest.compress(data, method, ...)`: returns `compressed_data`
4721 * Compress a string of data.
4722 * `method` is a string identifying the compression method to be used.
4723 * Supported compression methods:
4724 * Deflate (zlib): `"deflate"`
4725 * `...` indicates method-specific arguments. Currently defined arguments
4727 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
4728 * `minetest.decompress(compressed_data, method, ...)`: returns data
4729 * Decompress a string of data (using ZLib).
4730 * See documentation on `minetest.compress()` for supported compression
4732 * `...` indicates method-specific arguments. Currently, no methods use this
4733 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
4734 * Each argument is a 8 Bit unsigned integer
4735 * Returns the ColorString from rgb or rgba values
4736 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
4737 * `minetest.encode_base64(string)`: returns string encoded in base64
4738 * Encodes a string in base64.
4739 * `minetest.decode_base64(string)`: returns string
4740 * Decodes a string encoded in base64.
4741 * `minetest.is_protected(pos, name)`: returns boolean
4742 * Returns true, if player `name` shouldn't be able to dig at `pos` or do
4743 other actions, definable by mods, due to some mod-defined ownership-like
4745 * Returns false or nil, if the player is allowed to do such actions.
4746 * `name` will be "" for non-players or unknown players.
4747 * This function should be overridden by protection mods and should be used
4748 to check if a player can interact at a position.
4749 * This function should call the old version of itself if the position is
4750 not protected by the mod.
4753 local old_is_protected = minetest.is_protected
4754 function minetest.is_protected(pos, name)
4755 if mymod:position_protected_from(pos, name) then
4758 return old_is_protected(pos, name)
4760 * `minetest.record_protection_violation(pos, name)`
4761 * This function calls functions registered with
4762 `minetest.register_on_protection_violation`.
4763 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
4764 * Returns the position of the first node that `player_name` may not modify
4765 in the specified cuboid between `pos1` and `pos2`.
4766 * Returns `false` if no protections were found.
4767 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
4768 The points are spaced evenly throughout the volume and have a spacing
4769 similar to, but no larger than, `interval`.
4770 * All corners and edges of the defined volume are checked.
4771 * `interval` defaults to 4.
4772 * `interval` should be carefully chosen and maximised to avoid an excessive
4773 number of points being checked.
4774 * Like `minetest.is_protected`, this function may be extended or
4775 overwritten by mods to provide a faster implementation to check the
4776 cuboid for intersections.
4777 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
4778 orient_flags, prevent_after_place])`
4779 * Attempt to predict the desired orientation of the facedir-capable node
4780 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
4781 or hanging from the ceiling).
4782 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
4783 stacks are handled normally.
4784 * `orient_flags`: Optional table containing extra tweaks to the placement code:
4785 * `invert_wall`: if `true`, place wall-orientation on the ground and
4786 ground-orientation on the wall.
4787 * `force_wall` : if `true`, always place the node in wall orientation.
4788 * `force_ceiling`: if `true`, always place on the ceiling.
4789 * `force_floor`: if `true`, always place the node on the floor.
4790 * `force_facedir`: if `true`, forcefully reset the facedir to north
4791 when placing on the floor or ceiling.
4792 * The first four options are mutually-exclusive; the last in the list
4793 takes precedence over the first.
4794 * `prevent_after_place` is directly passed to `minetest.item_place_node`
4795 * Returns the new itemstack after placement
4796 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
4797 * calls `rotate_and_place()` with `infinitestacks` set according to the state
4798 of the creative mode setting, checks for "sneak" to set the `invert_wall`
4799 parameter and `prevent_after_place` set to `true`.
4801 * `minetest.forceload_block(pos[, transient])`
4802 * forceloads the position `pos`.
4803 * returns `true` if area could be forceloaded
4804 * If `transient` is `false` or absent, the forceload will be persistent
4805 (saved between server runs). If `true`, the forceload will be transient
4806 (not saved between server runs).
4808 * `minetest.forceload_free_block(pos[, transient])`
4809 * stops forceloading the position `pos`
4810 * If `transient` is `false` or absent, frees a persistent forceload.
4811 If `true`, frees a transient forceload.
4813 * `minetest.request_insecure_environment()`: returns an environment containing
4814 insecure functions if the calling mod has been listed as trusted in the
4815 `secure.trusted_mods` setting or security is disabled, otherwise returns
4817 * Only works at init time and must be called from the mod's main scope (not
4819 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
4820 IT IN A LOCAL VARIABLE!**
4822 * `minetest.global_exists(name)`
4823 * Checks if a global variable has been set, without triggering a warning.
4828 * `minetest.env`: `EnvRef` of the server environment and world.
4829 * Any function in the minetest namespace can be called using the syntax
4830 `minetest.env:somefunction(somearguments)`
4831 instead of `minetest.somefunction(somearguments)`
4832 * Deprecated, but support is not to be dropped soon
4837 ### Registered definition tables
4839 * `minetest.registered_items`
4840 * Map of registered items, indexed by name
4841 * `minetest.registered_nodes`
4842 * Map of registered node definitions, indexed by name
4843 * `minetest.registered_craftitems`
4844 * Map of registered craft item definitions, indexed by name
4845 * `minetest.registered_tools`
4846 * Map of registered tool definitions, indexed by name
4847 * `minetest.registered_entities`
4848 * Map of registered entity prototypes, indexed by name
4849 * `minetest.object_refs`
4850 * Map of object references, indexed by active object id
4851 * `minetest.luaentities`
4852 * Map of Lua entities, indexed by active object id
4853 * `minetest.registered_abms`
4854 * List of ABM definitions
4855 * `minetest.registered_lbms`
4856 * List of LBM definitions
4857 * `minetest.registered_aliases`
4858 * Map of registered aliases, indexed by name
4859 * `minetest.registered_ores`
4860 * Map of registered ore definitions, indexed by the `name` field.
4861 * If `name` is nil, the key is the ID returned by `minetest.register_ore`.
4862 * `minetest.registered_biomes`
4863 * Map of registered biome definitions, indexed by the `name` field.
4864 * If `name` is nil, the key is the ID returned by `minetest.register_biome`.
4865 * `minetest.registered_decorations`
4866 * Map of registered decoration definitions, indexed by the `name` field.
4867 * If `name` is nil, the key is the ID returned by
4868 `minetest.register_decoration`.
4869 * `minetest.registered_schematics`
4870 * Map of registered schematic definitions, indexed by the `name` field.
4871 * If `name` is nil, the key is the ID returned by
4872 `minetest.register_schematic`.
4873 * `minetest.registered_chatcommands`
4874 * Map of registered chat command definitions, indexed by name
4875 * `minetest.registered_privileges`
4876 * Map of registered privilege definitions, indexed by name
4878 ### Registered callback tables
4880 All callbacks registered with [Global callback registration functions] are added
4881 to corresponding `minetest.registered_*` tables.
4889 Sorted alphabetically.
4894 A fast access data structure to store areas, and find areas near a given
4896 Every area has a `data` string attribute to store additional information.
4897 You can create an empty `AreaStore` by calling `AreaStore()`, or
4898 `AreaStore(type_name)`.
4899 If you chose the parameter-less constructor, a fast implementation will be
4900 automatically chosen for you.
4904 * `get_area(id, include_borders, include_data)`: returns the area with the id
4906 (optional) Boolean values `include_borders` and `include_data` control what's
4908 Returns nil if specified area id does not exist.
4909 * `get_areas_for_pos(pos, include_borders, include_data)`: returns all areas
4910 that contain the position `pos`.
4911 (optional) Boolean values `include_borders` and `include_data` control what's
4913 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`:
4914 returns all areas that contain all nodes inside the area specified by `edge1`
4915 and `edge2` (inclusive).
4916 If `accept_overlap` is true, also areas are returned that have nodes in
4917 common with the specified area.
4918 (optional) Boolean values `include_borders` and `include_data` control what's
4920 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
4921 Returns the new area's ID, or nil if the insertion failed.
4922 The (inclusive) positions `edge1` and `edge2` describe the area.
4923 `data` is a string stored with the area. If passed, `id` will be used as the
4924 internal area ID, it must be a unique number between 0 and 2^32-2. If you use
4925 the `id` parameter you must always use it, or insertions are likely to fail
4927 * `reserve(count)`: reserves resources for at most `count` many contained
4929 Only needed for efficiency, and only some implementations profit.
4930 * `remove_area(id)`: removes the area with the given id from the store, returns
4932 * `set_cache_params(params)`: sets params for the included prefiltering cache.
4933 Calling invalidates the cache, so that its elements have to be newly
4935 * `params` is a table with the following fields:
4937 enabled = boolean, -- Whether to enable, default true
4938 block_radius = int, -- The radius (in nodes) of the areas the cache
4939 -- generates prefiltered lists for, minimum 16,
4941 limit = int, -- The cache size, minimum 20, default 1000
4942 * `to_string()`: Experimental. Returns area store serialized as a (binary)
4944 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
4946 * `from_string(str)`: Experimental. Deserializes string and loads it into the
4948 Returns success and, optionally, an error message.
4949 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
4955 An `InvRef` is a reference to an inventory.
4959 * `is_empty(listname)`: return `true` if list is empty
4960 * `get_size(listname)`: get size of a list
4961 * `set_size(listname, size)`: set size of a list
4962 * returns `false` on error (e.g. invalid `listname` or `size`)
4963 * `get_width(listname)`: get width of a list
4964 * `set_width(listname, width)`: set width of list; currently used for crafting
4965 * `get_stack(listname, i)`: get a copy of stack index `i` in list
4966 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
4967 * `get_list(listname)`: return full list
4968 * `set_list(listname, list)`: set full list (size will not change)
4969 * `get_lists()`: returns list of inventory lists
4970 * `set_lists(lists)`: sets inventory lists (size will not change)
4971 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
4973 * `room_for_item(listname, stack):` returns `true` if the stack of items
4974 can be fully added to the list
4975 * `contains_item(listname, stack, [match_meta])`: returns `true` if
4976 the stack of items can be fully taken from the list.
4977 If `match_meta` is false, only the items' names are compared
4979 * `remove_item(listname, stack)`: take as many items as specified from the
4980 list, returns the items that were actually removed (as an `ItemStack`)
4981 -- note that any item metadata is ignored, so attempting to remove a specific
4982 unique item this way will likely remove the wrong one -- to do that use
4983 `set_stack` with an empty `ItemStack`.
4984 * `get_location()`: returns a location compatible to
4985 `minetest.get_inventory(location)`.
4986 * returns `{type="undefined"}` in case location is not known
4991 An `ItemStack` is a stack of items.
4993 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
4994 an itemstring, a table or `nil`.
4998 * `is_empty()`: returns `true` if stack is empty.
4999 * `get_name()`: returns item name (e.g. `"default:stone"`).
5000 * `set_name(item_name)`: returns a boolean indicating whether the item was
5002 * `get_count()`: Returns number of items on the stack.
5003 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5004 * `count`: number, unsigned 16 bit integer
5005 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5006 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5007 * `wear`: number, unsigned 16 bit integer
5008 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5009 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5011 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
5012 * `clear()`: removes all items from the stack, making it empty.
5013 * `replace(item)`: replace the contents of this stack.
5014 * `item` can also be an itemstring or table.
5015 * `to_string()`: returns the stack in itemstring form.
5016 * `to_table()`: returns the stack in Lua table form.
5017 * `get_stack_max()`: returns the maximum size of the stack (depends on the
5019 * `get_free_space()`: returns `get_stack_max() - get_count()`.
5020 * `is_known()`: returns `true` if the item name refers to a defined item type.
5021 * `get_definition()`: returns the item definition table.
5022 * `get_tool_capabilities()`: returns the digging properties of the item,
5023 or those of the hand if none are defined for this item type
5024 * `add_wear(amount)`
5025 * Increases wear by `amount` if the item is a tool
5026 * `amount`: number, integer
5027 * `add_item(item)`: returns leftover `ItemStack`
5028 * Put some item or stack onto this stack
5029 * `item_fits(item)`: returns `true` if item or stack can be fully added to
5031 * `take_item(n)`: returns taken `ItemStack`
5032 * Take (and remove) up to `n` items from this stack
5033 * `n`: number, default: `1`
5034 * `peek_item(n)`: returns taken `ItemStack`
5035 * Copy (don't remove) up to `n` items from this stack
5036 * `n`: number, default: `1`
5041 ItemStack metadata: reference extra data and functionality stored in a stack.
5042 Can be obtained via `item:get_meta()`.
5046 * All methods in MetaDataRef
5047 * `set_tool_capabilities([tool_capabilities])`
5048 * Overrides the item's tool capabilities
5049 * A nil value will clear the override data and restore the original
5055 See [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`], and [`PlayerMetaRef`].
5059 * `contains(key)`: Returns true if key present, otherwise false.
5060 * Returns `nil` when the MetaData is inexistent.
5061 * `get(key)`: Returns `nil` if key not present, else the stored string.
5062 * `set_string(key, value)`: Value of `""` will delete the key.
5063 * `get_string(key)`: Returns `""` if key not present.
5064 * `set_int(key, value)`
5065 * `get_int(key)`: Returns `0` if key not present.
5066 * `set_float(key, value)`
5067 * `get_float(key)`: Returns `0` if key not present.
5068 * `to_table()`: returns `nil` or a table with keys:
5069 * `fields`: key-value storage
5070 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
5071 * `from_table(nil or {})`
5072 * Any non-table value will clear the metadata
5073 * See [Node Metadata] for an example
5074 * returns `true` on success
5076 * returns `true` if this metadata has the same key-value pairs as `other`
5081 An interface to use mod channels on client and server
5085 * `leave()`: leave the mod channel.
5086 * Server leaves channel `channel_name`.
5087 * No more incoming or outgoing messages can be sent to this channel from
5089 * This invalidate all future object usage.
5090 * Ensure you set mod_channel to nil after that to free Lua resources.
5091 * `is_writeable()`: returns true if channel is writeable and mod can send over
5093 * `send_all(message)`: Send `message` though the mod channel.
5094 * If mod channel is not writeable or invalid, message will be dropped.
5095 * Message size is limited to 65535 characters by protocol.
5100 Node metadata: reference extra data and functionality stored in a node.
5101 Can be obtained via `minetest.get_meta(pos)`.
5105 * All methods in MetaDataRef
5106 * `get_inventory()`: returns `InvRef`
5107 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
5108 This will prevent them from being sent to the client. Note that the "private"
5109 status will only be remembered if an associated key-value pair exists,
5110 meaning it's best to call this when initializing all other meta (e.g.
5116 Node Timers: a high resolution persistent per-node timer.
5117 Can be gotten via `minetest.get_node_timer(pos)`.
5121 * `set(timeout,elapsed)`
5122 * set a timer's state
5123 * `timeout` is in seconds, and supports fractional values (0.1 etc)
5124 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
5125 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
5129 * equivalent to `set(timeout,0)`
5132 * `get_timeout()`: returns current timeout in seconds
5133 * if `timeout` equals `0`, timer is inactive
5134 * `get_elapsed()`: returns current elapsed time in seconds
5135 * the node's `on_timer` function will be called after `(timeout - elapsed)`
5137 * `is_started()`: returns boolean state of timer
5138 * returns `true` if timer is started, otherwise `false`
5143 Moving things in the game are generally these.
5145 This is basically a reference to a C++ `ServerActiveObject`
5149 * `remove()`: remove object (after returning from Lua)
5150 * Note: Doesn't work on players, use `minetest.kick_player` instead
5151 * `get_pos()`: returns `{x=num, y=num, z=num}`
5152 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
5153 * `move_to(pos, continuous=false)`: interpolated move
5154 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
5155 * `puncher` = another `ObjectRef`,
5156 * `time_from_last_punch` = time since last punch action of the puncher
5157 * `direction`: can be `nil`
5158 * `right_click(clicker)`; `clicker` is another `ObjectRef`
5159 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
5160 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
5161 * See reason in register_on_player_hpchange
5162 * `get_inventory()`: returns an `InvRef`
5163 * `get_wield_list()`: returns the name of the inventory list the wielded item
5165 * `get_wield_index()`: returns the index of the wielded item
5166 * `get_wielded_item()`: returns an `ItemStack`
5167 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
5169 * `set_armor_groups({group1=rating, group2=rating, ...})`
5170 * `get_armor_groups()`: returns a table with the armor group ratings
5171 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
5172 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
5173 * `frame_speed`: number, default: `15.0`
5174 * `frame_blend`: number, default: `0.0`
5175 * `frame_loop`: boolean, default: `true`
5176 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
5178 * `set_animation_frame_speed(frame_speed)`
5179 * `frame_speed`: number, default: `15.0`
5180 * `set_attach(parent, bone, position, rotation)`
5182 * `position`: `{x=num, y=num, z=num}` (relative)
5183 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
5184 * `get_attach()`: returns parent, bone, position, rotation or nil if it isn't
5187 * `set_bone_position(bone, position, rotation)`
5189 * `position`: `{x=num, y=num, z=num}` (relative)
5190 * `rotation`: `{x=num, y=num, z=num}`
5191 * `get_bone_position(bone)`: returns position and rotation of the bone
5192 * `set_properties(object property table)`
5193 * `get_properties()`: returns object property table
5194 * `is_player()`: returns true for players, false otherwise
5195 * `get_nametag_attributes()`
5196 * returns a table with the attributes of the nametag of an object
5198 color = {a=0..255, r=0..255, g=0..255, b=0..255},
5201 * `set_nametag_attributes(attributes)`
5202 * sets the attributes of the nametag of an object
5206 text = "My Nametag",
5209 #### LuaEntitySAO-only (no-op for other objects)
5211 * `set_velocity(vel)`
5212 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5213 * `add_velocity(vel)`
5214 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
5215 * In comparison to using get_velocity, adding the velocity and then using
5216 set_velocity, add_velocity is supposed to avoid synchronization problems.
5217 * `get_velocity()`: returns the velocity, a vector
5218 * `set_acceleration(acc)`
5220 * `get_acceleration()`: returns the acceleration, a vector
5221 * `set_rotation(rot)`
5222 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
5223 and Z is roll (bank).
5224 * `get_rotation()`: returns the rotation, a vector (radians)
5225 * `set_yaw(radians)`: sets the yaw (heading).
5226 * `get_yaw()`: returns number in radians
5227 * `set_texture_mod(mod)`
5228 * `get_texture_mod()` returns current texture modifier
5229 * `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
5230 * Select sprite from spritesheet with optional animation and Dungeon Master
5231 style texture selection based on yaw relative to camera
5232 * `p`: {x=number, y=number}, the coordinate of the first frame
5233 (x: column, y: row), default: `{x=0, y=0}`
5234 * `num_frames`: number, default: `1`
5235 * `framelength`: number, default: `0.2`
5236 * `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
5237 Master mob, default: `false`
5238 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
5241 #### Player-only (no-op for other objects)
5243 * `get_player_name()`: returns `""` if is not a player
5244 * `get_player_velocity()`: returns `nil` if is not a player, otherwise a
5245 table {x, y, z} representing the player's instantaneous velocity in nodes/s
5246 * `get_look_dir()`: get camera direction as a unit vector
5247 * `get_look_vertical()`: pitch in radians
5248 * Angle ranges between -pi/2 and pi/2, which are straight up and down
5250 * `get_look_horizontal()`: yaw in radians
5251 * Angle is counter-clockwise from the +z direction.
5252 * `set_look_vertical(radians)`: sets look pitch
5253 * radians: Angle from looking forward, where positive is downwards.
5254 * `set_look_horizontal(radians)`: sets look yaw
5255 * radians: Angle from the +z direction, where positive is counter-clockwise.
5256 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
5257 `get_look_vertical`.
5258 * Angle ranges between -pi/2 and pi/2, which are straight down and up
5260 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
5261 `get_look_horizontal`.
5262 * Angle is counter-clockwise from the +x direction.
5263 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
5264 `set_look_vertical`.
5265 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
5266 `set_look_horizontal`.
5267 * `get_breath()`: returns players breath
5268 * `set_breath(value)`: sets players breath
5270 * `0`: player is drowning
5271 * max: bubbles bar is not shown
5272 * See [Object properties] for more information
5273 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
5274 * Sets an extra attribute with value on player.
5275 * `value` must be a string, or a number which will be converted to a
5277 * If `value` is `nil`, remove attribute from player.
5278 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
5279 * Returns value (a string) for extra attribute.
5280 * Returns `nil` if no attribute found.
5281 * `get_meta()`: Returns a PlayerMetaRef.
5282 * `set_inventory_formspec(formspec)`
5283 * Redefine player's inventory form
5284 * Should usually be called in `on_joinplayer`
5285 * `get_inventory_formspec()`: returns a formspec string
5286 * `set_formspec_prepend(formspec)`:
5287 * the formspec string will be added to every formspec shown to the user,
5288 except for those with a no_prepend[] tag.
5289 * This should be used to set style elements such as background[] and
5290 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
5291 * Only affects formspecs shown after this is called.
5292 * `get_formspec_prepend(formspec)`: returns a formspec string.
5293 * `get_player_control()`: returns table with player pressed keys
5294 * The table consists of fields with boolean value representing the pressed
5295 keys, the fields are jump, right, left, LMB, RMB, sneak, aux1, down, up.
5296 * example: `{jump=false, right=true, left=false, LMB=false, RMB=false,
5297 sneak=true, aux1=false, down=false, up=false}`
5298 * `get_player_control_bits()`: returns integer with bit packed player pressed
5300 * bit nr/meaning: 0/up, 1/down, 2/left, 3/right, 4/jump, 5/aux1, 6/sneak,
5302 * `set_physics_override(override_table)`
5303 * `override_table` is a table with the following fields:
5304 * `speed`: multiplier to default walking speed value (default: `1`)
5305 * `jump`: multiplier to default jump value (default: `1`)
5306 * `gravity`: multiplier to default gravity value (default: `1`)
5307 * `sneak`: whether player can sneak (default: `true`)
5308 * `sneak_glitch`: whether player can use the new move code replications
5309 of the old sneak side-effects: sneak ladders and 2 node sneak jump
5311 * `new_move`: use new move/sneak code. When `false` the exact old code
5312 is used for the specific old sneak behaviour (default: `true`)
5313 * `get_physics_override()`: returns the table given to `set_physics_override`
5314 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
5316 * `hud_remove(id)`: remove the HUD element of the specified id
5317 * `hud_change(id, stat, value)`: change a value of a previously added HUD
5319 * element `stat` values:
5320 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
5321 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
5322 * `hud_set_flags(flags)`: sets specified HUD flags of player.
5323 * `flags`: A table with the following fields set to boolean values
5331 * If a flag equals `nil`, the flag is not modified
5332 * `minimap`: Modifies the client's permission to view the minimap.
5333 The client may locally elect to not view the minimap.
5334 * `minimap_radar` is only usable when `minimap` is true
5335 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
5336 * See `hud_set_flags` for a list of flags that can be toggled.
5337 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
5338 * `count`: number of items, must be between `1` and `32`
5339 * `hud_get_hotbar_itemcount`: returns number of visible items
5340 * `hud_set_hotbar_image(texturename)`
5341 * sets background image for hotbar
5342 * `hud_get_hotbar_image`: returns texturename
5343 * `hud_set_hotbar_selected_image(texturename)`
5344 * sets image for selected item of hotbar
5345 * `hud_get_hotbar_selected_image`: returns texturename
5346 * `set_sky(bgcolor, type, {texture names}, clouds)`
5347 * `bgcolor`: ColorSpec, defaults to white
5348 * `type`: Available types:
5349 * `"regular"`: Uses 0 textures, `bgcolor` ignored
5350 * `"skybox"`: Uses 6 textures, `bgcolor` used
5351 * `"plain"`: Uses 0 textures, `bgcolor` used
5352 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
5353 `"plain"` custom skyboxes (default: `true`)
5354 * `get_sky()`: returns bgcolor, type, table of textures, clouds
5355 * `set_clouds(parameters)`: set cloud parameters
5356 * `parameters` is a table with the following optional fields:
5357 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
5358 * `color`: basic cloud color with alpha channel, ColorSpec
5359 (default `#fff0f0e5`).
5360 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
5361 ColorSpec (alpha ignored, default `#000000`)
5362 * `height`: cloud height, i.e. y of cloud base (default per conf,
5364 * `thickness`: cloud thickness in nodes (default `16`)
5365 * `speed`: 2D cloud speed + direction in nodes per second
5366 (default `{x=0, z=-2}`).
5367 * `get_clouds()`: returns a table with the current cloud parameters as in
5369 * `override_day_night_ratio(ratio or nil)`
5370 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
5372 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
5373 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
5374 * `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
5375 set animation for player model in third person view
5377 set_local_animation({x=0, y=79}, -- stand/idle animation key frames
5378 {x=168, y=187}, -- walk animation key frames
5379 {x=189, y=198}, -- dig animation key frames
5380 {x=200, y=219}, -- walk+dig animation key frames
5381 frame_speed=30) -- animation frame speed
5382 * `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
5384 * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
5386 * in first person view
5387 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
5388 * `get_eye_offset()`: returns `offset_first` and `offset_third`
5389 * `send_mapblock(blockpos)`:
5390 * Sends a server-side loaded mapblock to the player.
5391 * Returns `false` if failed.
5392 * Resource intensive - use sparsely
5393 * To get blockpos, integer divide pos by 16
5398 A 32-bit pseudorandom number generator.
5399 Uses PCG32, an algorithm of the permuted congruential generator family,
5400 offering very strong randomness.
5402 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
5406 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
5407 * `next(min, max)`: return next integer random number [`min`...`max`]
5408 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
5409 random number [`min`...`max`].
5410 * This is only a rough approximation of a normal distribution with:
5411 * `mean = (max - min) / 2`, and
5412 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
5413 * Increasing `num_trials` improves accuracy of the approximation
5418 A perlin noise generator.
5419 It can be created via `PerlinNoise(seed, octaves, persistence, spread)`
5420 or `PerlinNoise(noiseparams)`.
5421 Alternatively with `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
5422 or `minetest.get_perlin(noiseparams)`.
5426 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
5427 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
5432 A fast, bulk perlin noise generator.
5434 It can be created via `PerlinNoiseMap(noiseparams, size)` or
5435 `minetest.get_perlin_map(noiseparams, size)`.
5437 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
5438 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
5441 For each of the functions with an optional `buffer` parameter: If `buffer` is
5442 not nil, this table will be used to store the result instead of creating a new
5447 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
5448 with values starting at `pos={x=,y=}`
5449 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
5450 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
5451 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
5452 array of 2D noise with values starting at `pos={x=,y=}`
5453 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
5454 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
5455 is stored internally.
5456 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
5457 is stored internally.
5458 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
5459 returns a slice of the most recently computed noise results. The result slice
5460 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
5461 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
5463 `noisevals = noise:get_map_slice({y=20}, {y=2})`
5464 It is important to note that `slice_offset` offset coordinates begin at 1,
5465 and are relative to the starting position of the most recently calculated
5467 To grab a single vertical column of noise starting at map coordinates
5468 x = 1023, y=1000, z = 1000:
5469 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
5470 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
5476 Uses the same method of storage as the deprecated player attribute API, so
5477 data there will also be in player meta.
5478 Can be obtained using `player:get_meta()`.
5482 * All methods in MetaDataRef
5487 A 16-bit pseudorandom number generator.
5488 Uses a well-known LCG algorithm introduced by K&R.
5490 It can be created via `PseudoRandom(seed)`.
5494 * `next()`: return next integer random number [`0`...`32767`]
5495 * `next(min, max)`: return next integer random number [`min`...`max`]
5496 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
5497 due to the simple implementation making bad distribution otherwise.
5502 A raycast on the map. It works with selection boxes.
5503 Can be used as an iterator in a for loop as:
5505 local ray = Raycast(...)
5506 for pointed_thing in ray do
5510 The map is loaded as the ray advances. If the map is modified after the
5511 `Raycast` is created, the changes may or may not have an effect on the object.
5513 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
5514 `minetest.raycast(pos1, pos2, objects, liquids)` where:
5516 * `pos1`: start of the ray
5517 * `pos2`: end of the ray
5518 * `objects`: if false, only nodes will be returned. Default is true.
5519 * `liquids`: if false, liquid nodes won't be returned. Default is false.
5523 * `next()`: returns a `pointed_thing` with exact pointing location
5524 * Returns the next thing pointed by the ray or nil.
5529 Interface for the operating system's crypto-secure PRNG.
5531 It can be created via `SecureRandom()`. The constructor returns nil if a
5532 secure random device cannot be found on the system.
5536 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
5537 random bytes, as a string.
5542 An interface to read config files in the format of `minetest.conf`.
5544 It can be created via `Settings(filename)`.
5548 * `get(key)`: returns a value
5549 * `get_bool(key, [default])`: returns a boolean
5550 * `default` is the value returned if `key` is not found.
5551 * Returns `nil` if `key` is not found and `default` not specified.
5552 * `get_np_group(key)`: returns a NoiseParams table
5554 * Setting names can't contain whitespace or any of `="{}#`.
5555 * Setting values can't contain the sequence `\n"""`.
5556 * Setting names starting with "secure." can't be set on the main settings
5557 object (`minetest.settings`).
5558 * `set_bool(key, value)`
5559 * See documentation for set() above.
5560 * `set_np_group(key, value)`
5561 * `value` is a NoiseParams table.
5562 * Also, see documentation for set() above.
5563 * `remove(key)`: returns a boolean (`true` for success)
5564 * `get_names()`: returns `{key1,...}`
5565 * `write()`: returns a boolean (`true` for success)
5566 * Writes changes to file.
5567 * `to_table()`: returns `{[key1]=value1,...}`
5572 Mod metadata: per mod metadata, saved automatically.
5573 Can be obtained via `minetest.get_mod_storage()` during load time.
5577 * All methods in MetaDataRef
5588 Used by `ObjectRef` methods. Part of an Entity definition.
5592 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
5595 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
5598 -- For players only. Zoom FOV in degrees.
5599 -- Note that zoom loads and/or generates world beyond the server's
5600 -- maximum send and generate distances, so acts like a telescope.
5601 -- Smaller zoom_fov values increase the distance loaded/generated.
5602 -- Defaults to 15 in creative mode, 0 in survival mode.
5603 -- zoom_fov = 0 disables zooming for the player.
5606 -- For players only. Camera height above feet position in nodes.
5607 -- Defaults to 1.625.
5611 collide_with_objects = true,
5612 -- Collide with other objects if physical = true
5616 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
5617 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
5618 -- Selection box uses collision box dimensions when not set.
5619 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
5623 -- Overrides selection box when false
5625 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
5626 -- "cube" is a node-sized cube.
5627 -- "sprite" is a flat texture always facing the player.
5628 -- "upright_sprite" is a vertical flat texture.
5629 -- "mesh" uses the defined mesh model.
5630 -- "wielditem" is used for dropped items.
5631 -- (see builtin/game/item_entity.lua).
5632 -- For this use 'textures = {itemname}'.
5633 -- If the item has a 'wield_image' the object will be an extrusion of
5635 -- If 'itemname' is a cubic node or nodebox the object will appear
5636 -- identical to 'itemname'.
5637 -- If 'itemname' is a plantlike node the object will be an extrusion
5639 -- Otherwise for non-node items, the object will be an extrusion of
5640 -- 'inventory_image'.
5641 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
5643 visual_size = {x = 1, y = 1, z = 1},
5644 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
5645 -- to scale the entity along both horizontal axes.
5650 -- Number of required textures depends on visual.
5651 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
5652 -- "sprite" uses 1 texture.
5653 -- "upright_sprite" uses 2 textures: {front, back}.
5654 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
5657 -- Number of required colors depends on visual
5659 use_texture_alpha = false,
5660 -- Use texture's alpha channel.
5661 -- Excludes "upright_sprite" and "wielditem".
5662 -- Note: currently causes visual issues when viewed through other
5663 -- semi-transparent materials such as water.
5665 spritediv = {x = 1, y = 1},
5666 -- Used with spritesheet textures for animation and/or frame selection
5667 -- according to position relative to player.
5668 -- Defines the number of columns and rows in the spritesheet:
5671 initial_sprite_basepos = {x = 0, y = 0},
5672 -- Used with spritesheet textures.
5673 -- Defines the {column, row} position of the initially used frame in the
5678 makes_footstep_sound = false,
5680 automatic_rotate = 0,
5681 -- Set constant rotation in radians per second, positive or negative.
5682 -- Set to 0 to disable constant rotation.
5686 automatic_face_movement_dir = 0.0,
5687 -- Automatically set yaw to movement direction, offset in degrees.
5688 -- 'false' to disable.
5690 automatic_face_movement_max_rotation_per_sec = -1,
5691 -- Limit automatic rotation to this value in degrees per second.
5692 -- No limit if value <= 0.
5694 backface_culling = true,
5695 -- Set to false to disable backface_culling for model
5698 -- Add this much extra lighting when calculating texture color.
5699 -- Value < 0 disables light's effect on texture color.
5700 -- For faking self-lighting, UI style entities, or programmatic coloring
5704 -- By default empty, for players their name is shown if empty
5706 nametag_color = <ColorSpec>,
5707 -- Sets color of nametag
5710 -- By default empty, text to be shown when pointed at object
5713 -- If false, never save this object statically. It will simply be
5714 -- deleted when the block gets unloaded.
5715 -- The get_staticdata() callback is never called then.
5716 -- Defaults to 'true'.
5722 Used by `minetest.register_entity`.
5725 initial_properties = {
5727 mesh = "boats_boat.obj",
5730 -- A table of object properties, see the `Object properties` section.
5731 -- Object properties being read directly from the entity definition
5732 -- table is deprecated. Define object properties in this
5733 -- `initial_properties` table instead.
5735 on_activate = function(self, staticdata, dtime_s),
5737 on_step = function(self, dtime),
5739 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
5741 on_rightclick = function(self, clicker),
5743 get_staticdata = function(self),
5744 -- Called sometimes; the string returned is passed to on_activate when
5745 -- the entity is re-activated from static state
5747 _custom_field = whatever,
5748 -- You can define arbitrary member variables here (see Item definition
5749 -- for more info) by using a '_' prefix
5752 ABM (ActiveBlockModifier) definition
5753 ------------------------------------
5755 Used by `minetest.register_abm`.
5758 label = "Lava cooling",
5759 -- Descriptive label for profiling purposes (optional).
5760 -- Definitions with identical labels will be listed as one.
5762 nodenames = {"default:lava_source"},
5763 -- Apply `action` function to these nodes.
5764 -- `group:groupname` can also be used here.
5766 neighbors = {"default:water_source", "default:water_flowing"},
5767 -- Only apply `action` to nodes that have one of, or any
5768 -- combination of, these neighbors.
5769 -- If left out or empty, any neighbor will do.
5770 -- `group:groupname` can also be used here.
5773 -- Operation interval in seconds
5776 -- Chance of triggering `action` per-node per-interval is 1.0 / this
5780 -- If true, catch-up behaviour is enabled: The `chance` value is
5781 -- temporarily reduced when returning to an area to simulate time lost
5782 -- by the area being unattended. Note that the `chance` value can often
5785 action = function(pos, node, active_object_count, active_object_count_wider),
5786 -- Function triggered for each qualifying node.
5787 -- `active_object_count` is number of active objects in the node's
5789 -- `active_object_count_wider` is number of active objects in the node's
5790 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
5791 -- mapblocks are unloaded an estmate is calculated for them based on
5792 -- loaded mapblocks.
5795 LBM (LoadingBlockModifier) definition
5796 -------------------------------------
5798 Used by `minetest.register_lbm`.
5801 label = "Upgrade legacy doors",
5802 -- Descriptive label for profiling purposes (optional).
5803 -- Definitions with identical labels will be listed as one.
5805 name = "modname:replace_legacy_door",
5807 nodenames = {"default:lava_source"},
5808 -- List of node names to trigger the LBM on.
5809 -- Also non-registered nodes will work.
5810 -- Groups (as of group:groupname) will work as well.
5812 run_at_every_load = false,
5813 -- Whether to run the LBM's action every time a block gets loaded,
5814 -- and not just for blocks that were saved last time before LBMs were
5815 -- introduced to the world.
5817 action = function(pos, node),
5824 * `{name="image.png", animation={Tile Animation definition}}`
5825 * `{name="image.png", backface_culling=bool, tileable_vertical=bool,
5826 tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
5827 * backface culling enabled by default for most nodes
5828 * tileable flags are info for shaders, how they should treat texture
5829 when displacement mapping is used.
5830 Directions are from the point of view of the tile texture,
5831 not the node it's on.
5832 * align style determines whether the texture will be rotated with the node
5833 or kept aligned with its surroundings. "user" means that client
5834 setting will be used, similar to `glasslike_framed_optional`.
5835 Note: supported by solid nodes and nodeboxes only.
5836 * scale is used to make texture span several (exactly `scale`) nodes,
5837 instead of just one, in each direction. Works for world-aligned
5839 Note that as the effect is applied on per-mapblock basis, `16` should
5840 be equally divisible by `scale` or you may get wrong results.
5841 * `{name="image.png", color=ColorSpec}`
5842 * the texture's color will be multiplied with this color.
5843 * the tile's color overrides the owning node's color in all cases.
5844 * deprecated, yet still supported field names:
5847 Tile animation definition
5848 -------------------------
5851 type = "vertical_frames",
5854 -- Width of a frame in pixels
5857 -- Height of a frame in pixels
5867 -- Width in number of frames
5870 -- Height in number of frames
5873 -- Length of a single frame
5879 Used by `minetest.register_node`, `minetest.register_craftitem`, and
5880 `minetest.register_tool`.
5883 description = "Steel Axe",
5886 -- key = name, value = rating; rating = 1..3.
5887 -- If rating not applicable, use 1.
5888 -- e.g. {wool = 1, fluffy = 3}
5889 -- {soil = 2, outerspace = 1, crumbly = 1}
5890 -- {bendy = 2, snappy = 1},
5891 -- {hard = 1, metal = 1, spikes = 1}
5893 inventory_image = "default_tool_steelaxe.png",
5895 inventory_overlay = "overlay.png",
5896 -- An overlay which does not get colorized
5903 -- An image file containing the palette of a node.
5904 -- You can set the currently used color as the "palette_index" field of
5905 -- the item stack metadata.
5906 -- The palette is always stretched to fit indices between 0 and 255, to
5907 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
5909 color = "0xFFFFFFFF",
5910 -- The color of the item. The palette overrides this.
5912 wield_scale = {x = 1, y = 1, z = 1},
5918 liquids_pointable = false,
5920 -- See "Tools" section
5921 tool_capabilities = {
5922 full_punch_interval = 1.0,
5926 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
5927 uses = 20, maxlevel = 2},
5929 damage_groups = {groupname = damage},
5932 node_placement_prediction = nil,
5933 -- If nil and item is node, prediction is made automatically.
5934 -- If nil and item is not a node, no prediction is made.
5935 -- If "" and item is anything, no prediction is made.
5936 -- Otherwise should be name of node which the client immediately places
5937 -- on ground when the player places the item. Server will always update
5938 -- actual result to client in a short moment.
5940 node_dig_prediction = "air",
5941 -- if "", no prediction is made.
5942 -- if "air", node is removed.
5943 -- Otherwise should be name of node which the client immediately places
5944 -- upon digging. Server will always update actual result shortly.
5947 breaks = "default_tool_break", -- tools only
5948 place = <SimpleSoundSpec>,
5949 eat = <SimpleSoundSpec>,
5952 on_place = function(itemstack, placer, pointed_thing),
5953 -- Shall place item and return the leftover itemstack.
5954 -- The placer may be any ObjectRef or nil.
5955 -- default: minetest.item_place
5957 on_secondary_use = function(itemstack, user, pointed_thing),
5958 -- Same as on_place but called when pointing at nothing.
5959 -- The user may be any ObjectRef or nil.
5960 -- pointed_thing: always { type = "nothing" }
5962 on_drop = function(itemstack, dropper, pos),
5963 -- Shall drop item and return the leftover itemstack.
5964 -- The dropper may be any ObjectRef or nil.
5965 -- default: minetest.item_drop
5967 on_use = function(itemstack, user, pointed_thing),
5969 -- Function must return either nil if no item shall be removed from
5970 -- inventory, or an itemstack to replace the original itemstack.
5971 -- e.g. itemstack:take_item(); return itemstack
5972 -- Otherwise, the function is free to do what it wants.
5973 -- The user may be any ObjectRef or nil.
5974 -- The default functions handle regular use cases.
5976 after_use = function(itemstack, user, node, digparams),
5978 -- If defined, should return an itemstack and will be called instead of
5979 -- wearing out the tool. If returns nil, does nothing.
5980 -- If after_use doesn't exist, it is the same as:
5981 -- function(itemstack, user, node, digparams)
5982 -- itemstack:add_wear(digparams.wear)
5985 -- The user may be any ObjectRef or nil.
5987 _custom_field = whatever,
5988 -- Add your own custom fields. By convention, all custom field names
5989 -- should start with `_` to avoid naming collisions with future engine
5996 Used by `minetest.register_node`.
5999 -- <all fields allowed in item definitions>,
6001 drawtype = "normal", -- See "Node drawtypes"
6004 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
6005 -- "firelike", "mesh".
6006 -- For plantlike and firelike, the image will start at the bottom of the
6007 -- node, for the other drawtypes the image will be centered on the node.
6008 -- Note that positioning for "torchlike" may still change.
6010 tiles = {tile definition 1, def2, def3, def4, def5, def6},
6011 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
6012 -- Old field name was 'tile_images'.
6013 -- List can be shortened to needed length.
6015 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
6016 -- Same as `tiles`, but these textures are drawn on top of the base
6017 -- tiles. You can use this to colorize only specific parts of your
6018 -- texture. If the texture name is an empty string, that overlay is not
6019 -- drawn. Since such tiles are drawn twice, it is not recommended to use
6020 -- overlays on very common nodes.
6022 special_tiles = {tile definition 1, Tile definition 2},
6023 -- Special textures of node; used rarely.
6024 -- Old field name was 'special_materials'.
6025 -- List can be shortened to needed length.
6028 -- The node's original color will be multiplied with this color.
6029 -- If the node has a palette, then this setting only has an effect in
6030 -- the inventory and on the wield item.
6032 use_texture_alpha = false,
6033 -- Use texture's alpha channel
6035 palette = "palette.png",
6036 -- The node's `param2` is used to select a pixel from the image.
6037 -- Pixels are arranged from left to right and from top to bottom.
6038 -- The node's color will be multiplied with the selected pixel's color.
6039 -- Tiles can override this behavior.
6040 -- Only when `paramtype2` supports palettes.
6042 post_effect_color = "green#0F",
6043 -- Screen tint if player is inside node, see "ColorSpec"
6045 paramtype = "none", -- See "Nodes"
6047 paramtype2 = "none", -- See "Nodes"
6049 place_param2 = nil, -- Force value for param2 when player places node
6051 is_ground_content = true,
6052 -- If false, the cave generator and dungeon generator will not carve
6053 -- through this node.
6054 -- Specifically, this stops mod-added nodes being removed by caves and
6055 -- dungeons when those generate in a neighbor mapchunk and extend out
6056 -- beyond the edge of that mapchunk.
6058 sunlight_propagates = false,
6059 -- If true, sunlight will go infinitely through this node
6061 walkable = true, -- If true, objects collide with node
6063 pointable = true, -- If true, can be pointed at
6065 diggable = true, -- If false, can never be dug
6067 climbable = false, -- If true, can be climbed on (ladder)
6069 buildable_to = false, -- If true, placed nodes can replace this node
6072 -- If true, liquids flow into and replace this node.
6073 -- Warning: making a liquid node 'floodable' will cause problems.
6075 liquidtype = "none", -- "none" / "source" / "flowing"
6077 liquid_alternative_flowing = "", -- Flowing version of source liquid
6079 liquid_alternative_source = "", -- Source version of flowing liquid
6081 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
6083 liquid_renewable = true,
6084 -- If true, a new liquid source can be created by placing two or more
6088 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
6089 -- Allows defining the nodebox height without using param2.
6090 -- The nodebox height is 'leveled' / 64 nodes.
6091 -- The maximum value of 'leveled' is 127.
6093 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
6096 -- Player will take this amount of damage if no bubbles are left
6099 -- Amount of light emitted by node.
6100 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
6101 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
6104 damage_per_second = 0,
6105 -- If player is inside node, this damage is caused
6107 node_box = {type="regular"}, -- See "Node boxes"
6109 connects_to = nodenames,
6110 -- Used for nodebox nodes with the type == "connected".
6111 -- Specifies to what neighboring nodes connections will be drawn.
6112 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
6114 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
6115 -- Tells connected nodebox nodes to connect only to these sides of this
6123 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6126 -- Custom selection box definition. Multiple boxes can be defined.
6127 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
6128 -- definition is used for the selection box.
6133 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
6136 -- Custom collision box definition. Multiple boxes can be defined.
6137 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
6138 -- definition is used for the collision box.
6139 -- Both of the boxes above are defined as:
6140 -- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
6142 -- Support maps made in and before January 2012
6143 legacy_facedir_simple = false,
6144 legacy_wallmounted = false,
6147 -- Valid for drawtypes:
6148 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
6149 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
6150 -- 2 - wave node like leaves (whole node moves side-to-side)
6151 -- 3 - wave node like liquids (whole node moves up and down)
6152 -- Not all models will properly wave.
6153 -- plantlike drawtype can only wave like plants.
6154 -- allfaces_optional drawtype can only wave like leaves.
6155 -- liquid, flowingliquid drawtypes can only wave like liquids.
6158 footstep = <SimpleSoundSpec>,
6159 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
6160 dug = <SimpleSoundSpec>,
6161 place = <SimpleSoundSpec>,
6162 place_failed = <SimpleSoundSpec>,
6163 fall = <SimpleSoundSpec>,
6167 -- Name of dropped item when dug.
6168 -- Default dropped item is the node itself.
6169 -- Using a table allows multiple items, drop chances and tool filtering:
6172 -- Maximum number of item lists to drop.
6173 -- The entries in 'items' are processed in order. For each:
6174 -- Tool filtering is applied, chance of drop is applied, if both are
6175 -- successful the entire item list is dropped.
6176 -- Entry processing continues until the number of dropped item lists
6177 -- equals 'max_items'.
6178 -- Therefore, entries should progress from low to high drop chance.
6182 -- 1 in 1000 chance of dropping a diamond.
6183 -- Default rarity is '1'.
6185 items = {"default:diamond"},
6188 -- Only drop if using a tool whose name is identical to one
6190 tools = {"default:shovel_mese", "default:shovel_diamond"},
6192 items = {"default:dirt"},
6193 -- Whether all items in the dropped item list inherit the
6194 -- hardware coloring palette color from the dug node.
6195 -- Default is 'false'.
6196 inherit_color = true,
6199 -- Only drop if using a tool whose name contains
6200 -- "default:shovel_".
6201 tools = {"~default:shovel_"},
6203 -- The item list dropped.
6204 items = {"default:sand", "default:desert_sand"},
6209 on_construct = function(pos),
6210 -- Node constructor; called after adding node.
6211 -- Can set up metadata and stuff like that.
6212 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
6215 on_destruct = function(pos),
6216 -- Node destructor; called before removing node.
6217 -- Not called for bulk node placement.
6220 after_destruct = function(pos, oldnode),
6221 -- Node destructor; called after removing node.
6222 -- Not called for bulk node placement.
6225 on_flood = function(pos, oldnode, newnode),
6226 -- Called when a liquid (newnode) is about to flood oldnode, if it has
6227 -- `floodable = true` in the nodedef. Not called for bulk node placement
6228 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
6229 -- node is not flooded, but on_flood callback will most likely be called
6230 -- over and over again every liquid update interval.
6232 -- Warning: making a liquid node 'floodable' will cause problems.
6234 preserve_metadata = function(pos, oldnode, oldmeta, drops),
6235 -- Called when oldnode is about be converted to an item, but before the
6236 -- node is deleted from the world or the drops are added. This is
6237 -- generally the result of either the node being dug or an attached node
6238 -- becoming detached.
6239 -- drops is a table of ItemStacks, so any metadata to be preserved can
6240 -- be added directly to one or more of the dropped items. See
6241 -- "ItemStackMetaRef".
6244 after_place_node = function(pos, placer, itemstack, pointed_thing),
6245 -- Called after constructing node when node was placed using
6246 -- minetest.item_place_node / minetest.place_node.
6247 -- If return true no item is taken from itemstack.
6248 -- `placer` may be any valid ObjectRef or nil.
6251 after_dig_node = function(pos, oldnode, oldmetadata, digger),
6252 -- oldmetadata is in table format.
6253 -- Called after destructing node when node was dug using
6254 -- minetest.node_dig / minetest.dig_node.
6257 can_dig = function(pos, [player]),
6259 on_punch = function(pos, node, puncher, pointed_thing),
6260 -- Returns true if node can be dug, or false if not.
6262 -- default: minetest.node_punch
6263 -- By default calls minetest.register_on_punchnode callbacks.
6265 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
6267 -- itemstack will hold clicker's wielded item.
6268 -- Shall return the leftover itemstack.
6269 -- Note: pointed_thing can be nil, if a mod calls this function.
6270 -- This function does not get triggered by clients <=0.4.16 if the
6271 -- "formspec" node metadata field is set.
6273 on_dig = function(pos, node, digger),
6274 -- default: minetest.node_dig
6275 -- By default checks privileges, wears out tool and removes node.
6277 on_timer = function(pos, elapsed),
6279 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
6280 -- elapsed is the total time passed since the timer was started.
6281 -- return true to run the timer for another cycle with the same timeout
6284 on_receive_fields = function(pos, formname, fields, sender),
6285 -- fields = {name1 = value1, name2 = value2, ...}
6286 -- Called when an UI form (e.g. sign text input) returns data.
6287 -- See minetest.register_on_player_receive_fields for more info.
6290 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6291 -- Called when a player wants to move items inside the inventory.
6292 -- Return value: number of items allowed to move.
6294 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
6295 -- Called when a player wants to put something into the inventory.
6296 -- Return value: number of items allowed to put.
6297 -- Return value -1: Allow and don't modify item count in inventory.
6299 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
6300 -- Called when a player wants to take something out of the inventory.
6301 -- Return value: number of items allowed to take.
6302 -- Return value -1: Allow and don't modify item count in inventory.
6304 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
6305 on_metadata_inventory_put = function(pos, listname, index, stack, player),
6306 on_metadata_inventory_take = function(pos, listname, index, stack, player),
6307 -- Called after the actual action has happened, according to what was
6311 on_blast = function(pos, intensity),
6312 -- intensity: 1.0 = mid range of regular TNT.
6313 -- If defined, called when an explosion touches the node, instead of
6314 -- removing the node.
6320 Used by `minetest.register_craft`.
6325 output = 'default:pick_stone',
6327 {'default:cobble', 'default:cobble', 'default:cobble'},
6328 {'', 'default:stick', ''},
6329 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
6331 replacements = <list of item pairs>,
6332 -- replacements: replace one input item with another item on crafting
6340 output = 'mushrooms:mushroom_stew',
6343 "mushrooms:mushroom_brown",
6344 "mushrooms:mushroom_red",
6346 replacements = <list of item pairs>,
6352 type = "toolrepair",
6353 additional_wear = -0.02,
6356 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
6362 output = "default:glass",
6363 recipe = "default:sand",
6371 recipe = "bucket:bucket_lava",
6373 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
6379 Used by `minetest.register_ore`.
6381 See [Ores] section above for essential information.
6384 ore_type = "scatter",
6386 ore = "default:stone_with_coal",
6389 -- Facedir rotation. Default is 0 (unchanged rotation)
6391 wherein = "default:stone",
6392 -- A list of nodenames is supported too
6394 clust_scarcity = 8 * 8 * 8,
6395 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
6396 -- If the desired average distance between ores is 'd', set this to
6400 -- Number of ores in a cluster
6403 -- Size of the bounding box of the cluster.
6404 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
6405 -- nodes are coal ore.
6409 -- Lower and upper limits for ore
6412 -- Attributes for the ore generation, see 'Ore attributes' section above
6414 noise_threshold = 0.5,
6415 -- If noise is above this threshold, ore is placed. Not needed for a
6416 -- uniform distribution.
6421 spread = {x = 100, y = 100, z = 100},
6426 -- NoiseParams structure describing one of the perlin noises used for
6427 -- ore distribution.
6428 -- Needed by "sheet", "puff", "blob" and "vein" ores.
6429 -- Omit from "scatter" ore for a uniform ore distribution.
6430 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
6433 biomes = {"desert", "rainforest"},
6434 -- List of biomes in which this ore occurs.
6435 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
6436 -- being used does not support biomes.
6437 -- Can be a list of (or a single) biome names, IDs, or definitions.
6439 -- Type-specific parameters
6442 column_height_min = 1,
6443 column_height_max = 16,
6444 column_midpoint_factor = 0.5,
6450 spread = {x = 100, y = 100, z = 100},
6458 spread = {x = 100, y = 100, z = 100},
6465 random_factor = 1.0,
6468 np_stratum_thickness = {
6471 spread = {x = 100, y = 100, z = 100},
6476 stratum_thickness = 8,
6482 Used by `minetest.register_biome`.
6487 node_dust = "default:snow",
6488 -- Node dropped onto upper surface after all else is generated
6490 node_top = "default:dirt_with_snow",
6492 -- Node forming surface layer of biome and thickness of this layer
6494 node_filler = "default:permafrost",
6496 -- Node forming lower layer of biome and thickness of this layer
6498 node_stone = "default:bluestone",
6499 -- Node that replaces all stone nodes between roughly y_min and y_max.
6501 node_water_top = "default:ice",
6502 depth_water_top = 10,
6503 -- Node forming a surface layer in seawater with the defined thickness
6506 -- Node that replaces all seawater nodes not in the surface layer
6508 node_river_water = "default:ice",
6509 -- Node that replaces river water in mapgens that use
6510 -- default:river_water
6512 node_riverbed = "default:gravel",
6514 -- Node placed under river water and thickness of this layer
6516 node_cave_liquid = "default:lava_source",
6517 node_cave_liquid = {"default:water_source", "default:lava_source"},
6518 -- Nodes placed inside 50% of the medium size caves.
6519 -- Multiple nodes can be specified, each cave will use a randomly
6520 -- chosen node from the list.
6521 -- If this field is left out or 'nil', cave liquids fall back to
6522 -- classic behaviour of lava and water distributed using 3D noise.
6523 -- For no cave liquid, specify "air".
6525 node_dungeon = "default:cobble",
6526 -- Node used for primary dungeon structure.
6527 -- If absent, dungeon materials fall back to classic behaviour.
6528 -- If present, the following two nodes are also used.
6530 node_dungeon_alt = "default:mossycobble",
6531 -- Node used for randomly-distributed alternative structure nodes.
6532 -- If alternative structure nodes are not wanted leave this absent for
6533 -- performance reasons.
6535 node_dungeon_stair = "stairs:stair_cobble",
6536 -- Node used for dungeon stairs.
6537 -- If absent, stairs fall back to 'node_dungeon'.
6541 -- Upper and lower limits for biome.
6542 -- Alternatively you can use xyz limits as shown below.
6544 max_pos = {x = 31000, y = 128, z = 31000},
6545 min_pos = {x = -31000, y = 9, z = -31000},
6546 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
6547 -- Biome is limited to a cuboid defined by these positions.
6548 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
6549 -- 31000 in 'max_pos'.
6552 -- Vertical distance in nodes above 'y_max' over which the biome will
6553 -- blend with the biome above.
6554 -- Set to 0 for no vertical blend. Defaults to 0.
6557 humidity_point = 50,
6558 -- Characteristic temperature and humidity for the biome.
6559 -- These values create 'biome points' on a voronoi diagram with heat and
6560 -- humidity as axes. The resulting voronoi cells determine the
6561 -- distribution of the biomes.
6562 -- Heat and humidity have average values of 50, vary mostly between
6563 -- 0 and 100 but can exceed these values.
6566 Decoration definition
6567 ---------------------
6569 See [Decoration types]. Used by `minetest.register_decoration`.
6572 deco_type = "simple",
6574 place_on = "default:dirt_with_grass",
6575 -- Node (or list of nodes) that the decoration can be placed on
6578 -- Size of the square divisions of the mapchunk being generated.
6579 -- Determines the resolution of noise variation if used.
6580 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
6581 -- equal to the chunk size.
6584 -- The value determines 'decorations per surface node'.
6585 -- Used only if noise_params is not specified.
6586 -- If >= 10.0 complete coverage is enabled and decoration placement uses
6587 -- a different and much faster method.
6592 spread = {x = 100, y = 100, z = 100},
6599 -- NoiseParams structure describing the perlin noise used for decoration
6601 -- A noise value is calculated for each square division and determines
6602 -- 'decorations per surface node' within each division.
6603 -- If the noise value >= 10.0 complete coverage is enabled and
6604 -- decoration placement uses a different and much faster method.
6606 biomes = {"Oceanside", "Hills", "Plains"},
6607 -- List of biomes in which this decoration occurs. Occurs in all biomes
6608 -- if this is omitted, and ignored if the Mapgen being used does not
6610 -- Can be a list of (or a single) biome names, IDs, or definitions.
6614 -- Lower and upper limits for decoration.
6615 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
6617 spawn_by = "default:water",
6618 -- Node (or list of nodes) that the decoration only spawns next to.
6619 -- Checks two horizontal planes of 8 neighbouring nodes (including
6620 -- diagonal neighbours), one plane level with the 'place_on' node and a
6621 -- plane one node above that.
6624 -- Number of spawn_by nodes that must be surrounding the decoration
6625 -- position to occur.
6626 -- If absent or -1, decorations occur next to any nodes.
6628 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
6629 -- Flags for all decoration types.
6630 -- "liquid_surface": Instead of placement on the highest solid surface
6631 -- in a mapchunk column, placement is on the highest liquid surface.
6632 -- Placement is disabled if solid nodes are found above the liquid
6634 -- "force_placement": Nodes other than "air" and "ignore" are replaced
6635 -- by the decoration.
6636 -- "all_floors", "all_ceilings": Instead of placement on the highest
6637 -- surface in a mapchunk the decoration is placed on all floor and/or
6638 -- ceiling surfaces, for example in caves and dungeons.
6639 -- Ceiling decorations act as an inversion of floor decorations so the
6640 -- effect of 'place_offset_y' is inverted.
6641 -- Y-slice probabilities do not function correctly for ceiling
6642 -- schematic decorations as the behaviour is unchanged.
6643 -- If a single decoration registration has both flags the floor and
6644 -- ceiling decorations will be aligned vertically.
6646 ----- Simple-type parameters
6648 decoration = "default:grass",
6649 -- The node name used as the decoration.
6650 -- If instead a list of strings, a randomly selected node from the list
6651 -- is placed as the decoration.
6654 -- Decoration height in nodes.
6655 -- If height_max is not 0, this is the lower limit of a randomly
6659 -- Upper limit of the randomly selected height.
6660 -- If absent, the parameter 'height' is used as a constant.
6663 -- Param2 value of decoration nodes.
6664 -- If param2_max is not 0, this is the lower limit of a randomly
6668 -- Upper limit of the randomly selected param2.
6669 -- If absent, the parameter 'param2' is used as a constant.
6672 -- Y offset of the decoration base node relative to the standard base
6674 -- Can be positive or negative. Default is 0.
6675 -- Effect is inverted for "all_ceilings" decorations.
6676 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6677 -- to the 'place_on' node.
6679 ----- Schematic-type parameters
6681 schematic = "foobar.mts",
6682 -- If schematic is a string, it is the filepath relative to the current
6683 -- working directory of the specified Minetest schematic file.
6684 -- Could also be the ID of a previously registered schematic.
6687 size = {x = 4, y = 6, z = 4},
6689 {name = "default:cobble", param1 = 255, param2 = 0},
6690 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
6691 {name = "air", param1 = 255, param2 = 0},
6695 {ypos = 2, prob = 128},
6696 {ypos = 5, prob = 64},
6700 -- Alternative schematic specification by supplying a table. The fields
6701 -- size and data are mandatory whereas yslice_prob is optional.
6702 -- See 'Schematic specifier' for details.
6704 replacements = {["oldname"] = "convert_to", ...},
6706 flags = "place_center_x, place_center_y, place_center_z",
6707 -- Flags for schematic decorations. See 'Schematic attributes'.
6710 -- Rotation can be "0", "90", "180", "270", or "random"
6713 -- If the flag 'place_center_y' is set this parameter is ignored.
6714 -- Y offset of the schematic base node layer relative to the 'place_on'
6716 -- Can be positive or negative. Default is 0.
6717 -- Effect is inverted for "all_ceilings" decorations.
6718 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
6719 -- to the 'place_on' node.
6722 Chat command definition
6723 -----------------------
6725 Used by `minetest.register_chatcommand`.
6728 params = "<name> <privilege>", -- Short parameter description
6730 description = "Remove privilege from player", -- Full description
6732 privs = {privs=true}, -- Require the "privs" privilege to run
6734 func = function(name, param),
6735 -- Called when command is run. Returns boolean success and text output.
6738 Note that in params, use of symbols is as follows:
6740 * `<>` signifies a placeholder to be replaced when the command is used. For
6741 example, when a player name is needed: `<name>`
6742 * `[]` signifies param is optional and not required when the command is used.
6743 For example, if you require param1 but param2 is optional:
6744 `<param1> [<param2>]`
6745 * `|` signifies exclusive or. The command requires one param from the options
6746 provided. For example: `<param1> | <param2>`
6747 * `()` signifies grouping. For example, when param1 and param2 are both
6748 required, or only param3 is required: `(<param1> <param2>) | <param3>`
6750 Privilege definition
6751 --------------------
6753 Used by `minetest.register_privilege`.
6756 description = "Can teleport", -- Privilege description
6758 give_to_singleplayer = false,
6759 -- Whether to grant the privilege to singleplayer (default true).
6761 give_to_admin = true,
6762 -- Whether to grant the privilege to the server admin.
6763 -- Uses value of 'give_to_singleplayer' by default.
6765 on_grant = function(name, granter_name),
6766 -- Called when given to player 'name' by 'granter_name'.
6767 -- 'granter_name' will be nil if the priv was granted by a mod.
6769 on_revoke = function(name, revoker_name),
6770 -- Called when taken from player 'name' by 'revoker_name'.
6771 -- 'revoker_name' will be nil if the priv was revoked by a mod.
6773 -- Note that the above two callbacks will be called twice if a player is
6774 -- responsible, once with the player name, and then with a nil player
6776 -- Return true in the above callbacks to stop register_on_priv_grant or
6777 -- revoke being called.
6780 Detached inventory callbacks
6781 ----------------------------
6783 Used by `minetest.create_detached_inventory`.
6786 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6787 -- Called when a player wants to move items inside the inventory.
6788 -- Return value: number of items allowed to move.
6790 allow_put = function(inv, listname, index, stack, player),
6791 -- Called when a player wants to put something into the inventory.
6792 -- Return value: number of items allowed to put.
6793 -- Return value -1: Allow and don't modify item count in inventory.
6795 allow_take = function(inv, listname, index, stack, player),
6796 -- Called when a player wants to take something out of the inventory.
6797 -- Return value: number of items allowed to take.
6798 -- Return value -1: Allow and don't modify item count in inventory.
6800 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
6801 on_put = function(inv, listname, index, stack, player),
6802 on_take = function(inv, listname, index, stack, player),
6803 -- Called after the actual action has happened, according to what was
6813 Used by `Player:hud_add`. Returned by `Player:hud_get`.
6816 hud_elem_type = "image", -- See HUD element types
6817 -- Type of element, can be "image", "text", "statbar", or "inventory"
6819 position = {x=0.5, y=0.5},
6820 -- Left corner position of element
6824 scale = {x = 2, y = 2},
6831 -- Selected item in inventory. 0 for no item selected.
6834 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
6836 alignment = {x=0, y=0},
6838 offset = {x=0, y=0},
6840 size = { x=100, y=100 },
6841 -- Size of element in pixels
6847 Used by `minetest.add_particle`.
6850 pos = {x=0, y=0, z=0},
6851 velocity = {x=0, y=0, z=0},
6852 acceleration = {x=0, y=0, z=0},
6853 -- Spawn particle at pos with velocity and acceleration
6856 -- Disappears after expirationtime seconds
6859 -- Scales the visual size of the particle texture.
6861 collisiondetection = false,
6862 -- If true collides with `walkable` nodes and, depending on the
6863 -- `object_collision` field, objects too.
6865 collision_removal = false,
6866 -- If true particle is removed when it collides.
6867 -- Requires collisiondetection = true to have any effect.
6869 object_collision = false,
6870 -- If true particle collides with objects that are defined as
6871 -- `physical = true,` and `collide_with_objects = true,`.
6872 -- Requires collisiondetection = true to have any effect.
6875 -- If true faces player using y axis only
6877 texture = "image.png",
6879 playername = "singleplayer",
6880 -- Optional, if specified spawns particle only on the player's client
6882 animation = {Tile Animation definition},
6883 -- Optional, specifies how to animate the particle texture
6886 -- Optional, specify particle self-luminescence in darkness.
6891 `ParticleSpawner` definition
6892 ----------------------------
6894 Used by `minetest.add_particlespawner`.
6898 -- Number of particles spawned over the time period `time`.
6901 -- Lifespan of spawner in seconds.
6902 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
6903 -- a per-second basis.
6905 minpos = {x=0, y=0, z=0},
6906 maxpos = {x=0, y=0, z=0},
6907 minvel = {x=0, y=0, z=0},
6908 maxvel = {x=0, y=0, z=0},
6909 minacc = {x=0, y=0, z=0},
6910 maxacc = {x=0, y=0, z=0},
6915 -- The particles' properties are random values between the min and max
6917 -- pos, velocity, acceleration, expirationtime, size
6919 collisiondetection = false,
6920 -- If true collide with `walkable` nodes and, depending on the
6921 -- `object_collision` field, objects too.
6923 collision_removal = false,
6924 -- If true particles are removed when they collide.
6925 -- Requires collisiondetection = true to have any effect.
6927 object_collision = false,
6928 -- If true particles collide with objects that are defined as
6929 -- `physical = true,` and `collide_with_objects = true,`.
6930 -- Requires collisiondetection = true to have any effect.
6932 attached = ObjectRef,
6933 -- If defined, particle positions, velocities and accelerations are
6934 -- relative to this object's position and yaw
6937 -- If true face player using y axis only
6939 texture = "image.png",
6941 playername = "singleplayer",
6942 -- Optional, if specified spawns particles only on the player's client
6944 animation = {Tile Animation definition},
6945 -- Optional, specifies how to animate the particles' texture
6948 -- Optional, specify particle self-luminescence in darkness.
6952 `HTTPRequest` definition
6953 ------------------------
6955 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
6958 url = "http://example.org",
6961 -- Timeout for connection in seconds. Default is 3 seconds.
6963 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
6964 -- Optional, if specified a POST request with post_data is performed.
6965 -- Accepts both a string and a table. If a table is specified, encodes
6966 -- table as x-www-form-urlencoded key-value pairs.
6967 -- If post_data is not specified, a GET request is performed instead.
6969 user_agent = "ExampleUserAgent",
6970 -- Optional, if specified replaces the default minetest user agent with
6973 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
6974 -- Optional, if specified adds additional headers to the HTTP request.
6975 -- You must make sure that the header strings follow HTTP specification
6979 -- Optional, if true performs a multipart HTTP request.
6980 -- Default is false.
6983 `HTTPRequestResult` definition
6984 ------------------------------
6986 Passed to `HTTPApiTable.fetch` callback. Returned by
6987 `HTTPApiTable.fetch_async_get`.
6991 -- If true, the request has finished (either succeeded, failed or timed
6995 -- If true, the request was successful
6998 -- If true, the request timed out
7006 Authentication handler definition
7007 ---------------------------------
7009 Used by `minetest.register_authentication_handler`.
7012 get_auth = function(name),
7013 -- Get authentication data for existing player `name` (`nil` if player
7015 -- Returns following structure:
7016 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
7018 create_auth = function(name, password),
7019 -- Create new auth data for player `name`.
7020 -- Note that `password` is not plain-text but an arbitrary
7021 -- representation decided by the engine.
7023 delete_auth = function(name),
7024 -- Delete auth data of player `name`.
7025 -- Returns boolean indicating success (false if player is nonexistent).
7027 set_password = function(name, password),
7028 -- Set password of player `name` to `password`.
7029 -- Auth data should be created if not present.
7031 set_privileges = function(name, privileges),
7032 -- Set privileges of player `name`.
7033 -- `privileges` is in table form, auth data should be created if not
7036 reload = function(),
7037 -- Reload authentication data from the storage location.
7038 -- Returns boolean indicating success.
7040 record_login = function(name),
7041 -- Called when player joins, used for keeping track of last_login
7043 iterate = function(),
7044 -- Returns an iterator (use with `for` loops) for all player names
7045 -- currently in the auth database