1 Minetest Lua Modding API Reference
2 ==================================
4 * More information at <http://www.minetest.net/>
5 * Developer Wiki: <http://dev.minetest.net/>
6 * (Unofficial) Minetest Modding Book by rubenwardy: <https://rubenwardy.com/minetest_modding_book/>
11 Content and functionality can be added to Minetest using Lua scripting
12 in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things, which is loaded by and interfaces with Minetest.
17 Mods are contained and ran solely on the server side. Definitions and media
18 files are automatically transferred to the client.
20 If you see a deficiency in the API, feel free to attempt to add the
21 functionality in the engine and API, and to document it here.
26 If you have any difficulty in understanding this, please read
27 [Programming in Lua](http://www.lua.org/pil/).
32 Mods are loaded during server startup from the mod load paths by running
33 the `init.lua` scripts in a shared environment.
38 * `RUN_IN_PLACE=1` (Windows release, local build)
39 * `$path_user`: `<build directory>`
40 * `$path_share`: `<build directory>`
41 * `RUN_IN_PLACE=0`: (Linux release)
43 * Linux: `/usr/share/minetest`
44 * Windows: `<install directory>/minetest-0.4.x`
46 * Linux: `$HOME/.minetest`
47 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
55 Games are looked up from:
57 * `$path_share/games/<gameid>/`
58 * `$path_user/games/<gameid>/`
60 Where `<gameid>` is unique to each game.
62 The game directory can contain the following files:
64 * `game.conf`, with the following keys:
65 * `name`: Required, a human readable title to address the game, e.g. `name = Minetest`.
66 * `description`: Short description to be shown in the content tab
67 * `allowed_mapgens = <comma-separated mapgens>`
68 e.g. `allowed_mapgens = v5,v6,flat`
69 Mapgens not in this list are removed from the list of mapgens for the
71 If not specified, all mapgens are allowed.
72 * `disallowed_mapgens = <comma-separated mapgens>`
73 e.g. `disallowed_mapgens = v5,v6,flat`
74 These mapgens are removed from the list of mapgens for the game.
75 When both `allowed_mapgens` and `disallowed_mapgens` are
76 specified, `allowed_mapgens` is applied before
78 * `disallowed_mapgen_settings= <comma-separated mapgen settings>`
79 e.g. `disallowed_mapgen_settings = mgv5_spflags`
80 These settings are hidden for this game in the world creation
81 dialog and game start menu.
82 * `author`: The author of the game. It only appears when downloaded from
84 * `release`: Ignore this: Should only ever be set by ContentDB, as it is
85 an internal ID used to track versions.
87 Used to set default settings when running this game.
89 In the same format as the one in builtin.
90 This settingtypes.txt will be parsed by the menu and the settings will be
91 displayed in the "Games" category in the advanced settings tab.
92 * If the game contains a folder called `textures` the server will load it as a
93 texturepack, overriding mod textures.
94 Any server texturepack will override mod textures and the game texturepack.
99 Games can provide custom main menu images. They are put inside a `menu`
100 directory inside the game directory.
102 The images are named `$identifier.png`, where `$identifier` is one of
103 `overlay`, `background`, `footer`, `header`.
104 If you want to specify multiple images for one identifier, add additional
105 images named like `$identifier.$n.png`, with an ascending number $n starting
106 with 1, and a random image will be chosen from the provided ones.
117 Paths are relative to the directories listed in the [Paths] section above.
119 * `games/<gameid>/mods/`
121 * `worlds/<worldname>/worldmods/`
126 It is possible to include a game in a world; in this case, no mods or
127 games are loaded or checked from anywhere else.
129 This is useful for e.g. adventure worlds and happens if the `<worldname>/game/`
132 Mods should then be placed in `<worldname>/game/mods/`.
137 Mods can be put in a subdirectory, if the parent directory, which otherwise
138 should be a mod, contains a file named `modpack.conf`.
139 The file is a key-value store of modpack details.
141 * `name`: The modpack name. Allows Minetest to determine the modpack name even
142 if the folder is wrongly named.
143 * `description`: Description of mod to be shown in the Mods tab of the main
145 * `author`: The author of the modpack. It only appears when downloaded from
147 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
148 internal ID used to track versions.
149 * `title`: A human-readable title to address the modpack.
151 Note: to support 0.4.x, please also create an empty modpack.txt file.
153 Mod directory structure
154 -----------------------
160 │ ├── settingtypes.txt
164 │ │ ├── modname_stuff.png
165 │ │ ├── modname_stuff_normal.png
166 │ │ ├── modname_something_else.png
167 │ │ ├── subfolder_foo
168 │ │ │ ├── modname_more_stuff.png
169 │ │ │ └── another_subfolder
170 │ │ └── bar_subfolder
179 The location of this directory can be fetched by using
180 `minetest.get_modpath(modname)`.
184 A `Settings` file that provides meta information about the mod.
186 * `name`: The mod name. Allows Minetest to determine the mod name even if the
187 folder is wrongly named.
188 * `description`: Description of mod to be shown in the Mods tab of the main
190 * `depends`: A comma separated list of dependencies. These are mods that must be
191 loaded before this mod.
192 * `optional_depends`: A comma separated list of optional dependencies.
193 Like a dependency, but no error if the mod doesn't exist.
194 * `author`: The author of the mod. It only appears when downloaded from
196 * `release`: Ignore this: Should only ever be set by ContentDB, as it is an
197 internal ID used to track versions.
198 * `title`: A human-readable title to address the mod.
200 Note: to support 0.4.x, please also provide depends.txt.
204 A screenshot shown in the mod manager within the main menu. It should
205 have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
209 **Deprecated:** you should use mod.conf instead.
211 This file is used if there are no dependencies in mod.conf.
213 List of mods that have to be loaded before loading this mod.
215 A single line contains a single modname.
217 Optional dependencies can be defined by appending a question mark
218 to a single modname. This means that if the specified mod
219 is missing, it does not prevent this mod from being loaded.
221 ### `description.txt`
223 **Deprecated:** you should use mod.conf instead.
225 This file is used if there is no description in mod.conf.
227 A file containing a description to be shown in the Mods tab of the main menu.
229 ### `settingtypes.txt`
231 The format is documented in `builtin/settingtypes.txt`.
232 It is parsed by the main menu settings dialogue to list mod-specific
233 settings in the "Mods" category.
237 The main Lua script. Running this script should register everything it
238 wants to register. Subsequent execution depends on minetest calling the
239 registered callbacks.
241 `minetest.settings` can be used to read custom or existing settings at load
242 time, if necessary. (See [`Settings`])
244 ### `textures`, `sounds`, `media`, `models`, `locale`
246 Media files (textures, sounds, whatever) that will be transferred to the
247 client and will be available for use by the mod and translation files for
248 the clients (see [Translations]).
250 It is suggested to use the folders for the purpous they are thought for,
251 eg. put textures into `textures`, translation files into `locale`,
252 models for entities or meshnodes into `models` et cetera.
254 These folders and subfolders can contain subfolders.
255 Subfolders with names starting with `_` or `.` are ignored.
256 If a subfolder contains a media file with the same name as a media file
257 in one of its parents, the parent's file is used.
262 Registered names should generally be in this format:
266 `<whatever>` can have these characters:
270 This is to prevent conflicting names from corrupting maps and is
271 enforced by the mod loader.
273 Registered names can be overridden by prefixing the name with `:`. This can
274 be used for overriding the registrations of some other mod.
276 The `:` prefix can also be used for maintaining backwards compatibility.
280 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
281 So the name should be `experimental:tnt`.
283 Any mod can redefine `experimental:tnt` by using the name
287 when registering it. That mod is required to have `experimental` as a
296 Aliases of itemnames can be added by using
297 `minetest.register_alias(alias, original_name)` or
298 `minetest.register_alias_force(alias, original_name)`.
300 This adds an alias `alias` for the item called `original_name`.
301 From now on, you can use `alias` to refer to the item `original_name`.
303 The only difference between `minetest.register_alias` and
304 `minetest.register_alias_force` is that if an item named `alias` already exists,
305 `minetest.register_alias` will do nothing while
306 `minetest.register_alias_force` will unregister it.
308 This can be used for maintaining backwards compatibility.
310 This can also set quick access names for things, e.g. if
311 you have an item called `epiclylongmodname:stuff`, you could do
313 minetest.register_alias("stuff", "epiclylongmodname:stuff")
315 and be able to use `/giveme stuff`.
320 In a game, a certain number of these must be set to tell core mapgens which
321 of the game's nodes are to be used for core mapgen generation. For example:
323 minetest.register_alias("mapgen_stone", "default:stone")
325 ### Aliases for non-V6 mapgens
327 #### Essential aliases
330 * mapgen_water_source
331 * mapgen_river_water_source
333 `mapgen_river_water_source` is required for mapgens with sloping rivers where
334 it is necessary to have a river liquid node with a short `liquid_range` and
335 `liquid_renewable = false` to avoid flooding.
337 #### Optional aliases
341 Fallback lava node used if cave liquids are not defined in biome definitions.
342 Deprecated for non-V6 mapgens, define cave liquids in biome definitions instead.
346 Fallback node used if dungeon nodes are not defined in biome definitions.
347 Deprecated for non-V6 mapgens, define dungeon nodes in biome definitions instead.
349 ### Aliases needed for Mapgen V6
352 * mapgen_water_source
355 * mapgen_dirt_with_grass
358 * mapgen_desert_stone
360 * mapgen_dirt_with_snow
369 * mapgen_jungleleaves
372 * mapgen_pine_needles
375 * mapgen_stair_cobble
377 * mapgen_stair_desert_stone
379 ### Setting the node used in Mapgen Singlenode
381 By default the world is filled with air nodes. To set a different node use, for
384 minetest.register_alias("mapgen_singlenode", "default:stone")
392 Mods should generally prefix their textures with `modname_`, e.g. given
393 the mod name `foomod`, a texture could be called:
397 Textures are referred to by their complete name, or alternatively by
398 stripping out the file extension:
400 * e.g. `foomod_foothing.png`
401 * e.g. `foomod_foothing`
407 There are various texture modifiers that can be used
408 to let the client generate textures on-the-fly.
409 The modifiers are applied directly in sRGB colorspace,
410 i.e. without gamma-correction.
412 ### Texture overlaying
414 Textures can be overlaid by putting a `^` between them.
418 default_dirt.png^default_grass_side.png
420 `default_grass_side.png` is overlaid over `default_dirt.png`.
421 The texture with the lower resolution will be automatically upscaled to
422 the higher resolution texture.
426 Textures can be grouped together by enclosing them in `(` and `)`.
428 Example: `cobble.png^(thing1.png^thing2.png)`
430 A texture for `thing1.png^thing2.png` is created and the resulting
431 texture is overlaid on top of `cobble.png`.
435 Modifiers that accept texture names (e.g. `[combine`) accept escaping to allow
436 passing complex texture names as arguments. Escaping is done with backslash and
437 is required for `^` and `:`.
439 Example: `cobble.png^[lowpart:50:color.png\^[mask\:trans.png`
441 The lower 50 percent of `color.png^[mask:trans.png` are overlaid
442 on top of `cobble.png`.
444 ### Advanced texture modifiers
450 * `[crack:<t>:<n>:<p>`
451 * `[cracko:<t>:<n>:<p>`
455 * `<t>`: tile count (in each direction)
456 * `<n>`: animation frame count
457 * `<p>`: current animation frame
459 Draw a step of the crack animation on the texture.
460 `crack` draws it normally, while `cracko` lays it over, keeping transparent
465 default_cobble.png^[crack:10:1
467 #### `[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...`
473 * `<file>`: texture to combine
475 Creates a texture of size `<w>` times `<h>` and blits the listed files to their
476 specified coordinates.
480 [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
482 #### `[resize:<w>x<h>`
484 Resizes the texture to the given dimensions.
488 default_sandstone.png^[resize:16x16
492 Makes the base image transparent according to the given ratio.
494 `r` must be between 0 (transparent) and 255 (opaque).
498 default_sandstone.png^[opacity:127
500 #### `[invert:<mode>`
502 Inverts the given channels of the base image.
503 Mode may contain the characters "r", "g", "b", "a".
504 Only the channels that are mentioned in the mode string will be inverted.
508 default_apple.png^[invert:rgb
512 Brightens the texture.
516 tnt_tnt_side.png^[brighten
520 Makes the texture completely opaque.
524 default_leaves.png^[noalpha
526 #### `[makealpha:<r>,<g>,<b>`
528 Convert one color to transparency.
532 default_cobble.png^[makealpha:128,128,128
536 * `<t>`: transformation(s) to apply
538 Rotates and/or flips the image.
540 `<t>` can be a number (between 0 and 7) or a transform name.
541 Rotations are counter-clockwise.
544 1 R90 rotate by 90 degrees
545 2 R180 rotate by 180 degrees
546 3 R270 rotate by 270 degrees
548 5 FXR90 flip X then rotate by 90 degrees
550 7 FYR90 flip Y then rotate by 90 degrees
554 default_stone.png^[transformFXR90
556 #### `[inventorycube{<top>{<left>{<right>`
558 Escaping does not apply here and `^` is replaced by `&` in texture names
561 Create an inventory cube texture using the side textures.
565 [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
567 Creates an inventorycube with `grass.png`, `dirt.png^grass_side.png` and
568 `dirt.png^grass_side.png` textures
570 #### `[lowpart:<percent>:<file>`
572 Blit the lower `<percent>`% part of `<file>` on the texture.
576 base.png^[lowpart:25:overlay.png
578 #### `[verticalframe:<t>:<n>`
580 * `<t>`: animation frame count
581 * `<n>`: current animation frame
583 Crops the texture to a frame of a vertical animation.
587 default_torch_animated.png^[verticalframe:16:8
591 Apply a mask to the base image.
593 The mask is applied using binary AND.
595 #### `[sheet:<w>x<h>:<x>,<y>`
597 Retrieves a tile at position x,y from the base image
598 which it assumes to be a tilesheet with dimensions w,h.
600 #### `[colorize:<color>:<ratio>`
602 Colorize the textures with the given color.
603 `<color>` is specified as a `ColorString`.
604 `<ratio>` is an int ranging from 0 to 255 or the word "`alpha`". If
605 it is an int, then it specifies how far to interpolate between the
606 colors where 0 is only the texture color and 255 is only `<color>`. If
607 omitted, the alpha of `<color>` will be used as the ratio. If it is
608 the word "`alpha`", then each texture pixel will contain the RGB of
609 `<color>` and the alpha of `<color>` multiplied by the alpha of the
612 #### `[multiply:<color>`
614 Multiplies texture colors with the given color.
615 `<color>` is specified as a `ColorString`.
616 Result is more like what you'd expect if you put a color on top of another
617 color, meaning white surfaces get a lot of your new color while black parts
618 don't change very much.
623 The goal of hardware coloring is to simplify the creation of
624 colorful nodes. If your textures use the same pattern, and they only
625 differ in their color (like colored wool blocks), you can use hardware
626 coloring instead of creating and managing many texture files.
627 All of these methods use color multiplication (so a white-black texture
628 with red coloring will result in red-black color).
632 This method is useful if you wish to create nodes/items with
633 the same texture, in different colors, each in a new node/item definition.
637 When you register an item or node, set its `color` field (which accepts a
638 `ColorSpec`) to the desired color.
640 An `ItemStack`'s static color can be overwritten by the `color` metadata
641 field. If you set that field to a `ColorString`, that color will be used.
645 Each tile may have an individual static color, which overwrites every
646 other coloring method. To disable the coloring of a face,
647 set its color to white (because multiplying with white does nothing).
648 You can set the `color` property of the tiles in the node's definition
649 if the tile is in table format.
653 For nodes and items which can have many colors, a palette is more
654 suitable. A palette is a texture, which can contain up to 256 pixels.
655 Each pixel is one possible color for the node/item.
656 You can register one node/item, which can have up to 256 colors.
658 #### Palette indexing
660 When using palettes, you always provide a pixel index for the given
661 node or `ItemStack`. The palette is read from left to right and from
662 top to bottom. If the palette has less than 256 pixels, then it is
663 stretched to contain exactly 256 pixels (after arranging the pixels
664 to one line). The indexing starts from 0.
668 * 16x16 palette, index = 0: the top left corner
669 * 16x16 palette, index = 4: the fifth pixel in the first row
670 * 16x16 palette, index = 16: the pixel below the top left corner
671 * 16x16 palette, index = 255: the bottom right corner
672 * 2 (width) x 4 (height) palette, index = 31: the top left corner.
673 The palette has 8 pixels, so each pixel is stretched to 32 pixels,
674 to ensure the total 256 pixels.
675 * 2x4 palette, index = 32: the top right corner
676 * 2x4 palette, index = 63: the top right corner
677 * 2x4 palette, index = 64: the pixel below the top left corner
679 #### Using palettes with items
681 When registering an item, set the item definition's `palette` field to
682 a texture. You can also use texture modifiers.
684 The `ItemStack`'s color depends on the `palette_index` field of the
685 stack's metadata. `palette_index` is an integer, which specifies the
686 index of the pixel to use.
688 #### Linking palettes with nodes
690 When registering a node, set the item definition's `palette` field to
691 a texture. You can also use texture modifiers.
692 The node's color depends on its `param2`, so you also must set an
693 appropriate `paramtype2`:
695 * `paramtype2 = "color"` for nodes which use their full `param2` for
696 palette indexing. These nodes can have 256 different colors.
697 The palette should contain 256 pixels.
698 * `paramtype2 = "colorwallmounted"` for nodes which use the first
699 five bits (most significant) of `param2` for palette indexing.
700 The remaining three bits are describing rotation, as in `wallmounted`
701 paramtype2. Division by 8 yields the palette index (without stretching the
702 palette). These nodes can have 32 different colors, and the palette
703 should contain 32 pixels.
705 * `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
706 pixel will be picked from the palette.
707 * `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
708 pixel will be picked from the palette.
709 * `paramtype2 = "colorfacedir"` for nodes which use the first
710 three bits of `param2` for palette indexing. The remaining
711 five bits are describing rotation, as in `facedir` paramtype2.
712 Division by 32 yields the palette index (without stretching the
713 palette). These nodes can have 8 different colors, and the
714 palette should contain 8 pixels.
716 * `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
717 first (= 0 + 1) pixel will be picked from the palette.
718 * `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
719 second (= 1 + 1) pixel will be picked from the palette.
721 To colorize a node on the map, set its `param2` value (according
722 to the node's paramtype2).
724 ### Conversion between nodes in the inventory and on the map
726 Static coloring is the same for both cases, there is no need
729 If the `ItemStack`'s metadata contains the `color` field, it will be
730 lost on placement, because nodes on the map can only use palettes.
732 If the `ItemStack`'s metadata contains the `palette_index` field, it is
733 automatically transferred between node and item forms by the engine,
734 when a player digs or places a colored node.
735 You can disable this feature by setting the `drop` field of the node
736 to itself (without metadata).
737 To transfer the color to a special drop, you need a drop table.
741 minetest.register_node("mod:stone", {
742 description = "Stone",
743 tiles = {"default_stone.png"},
744 paramtype2 = "color",
745 palette = "palette.png",
748 -- assume that mod:cobblestone also has the same palette
749 {items = {"mod:cobblestone"}, inherit_color = true },
754 ### Colored items in craft recipes
756 Craft recipes only support item strings, but fortunately item strings
757 can also contain metadata. Example craft recipe registration:
759 minetest.register_craft({
760 output = minetest.itemstring_with_palette("wool:block", 3),
768 To set the `color` field, you can use `minetest.itemstring_with_color`.
770 Metadata field filtering in the `recipe` field are not supported yet,
771 so the craft output is independent of the color of the ingredients.
776 Sometimes hardware coloring is not enough, because it affects the
777 whole tile. Soft texture overlays were added to Minetest to allow
778 the dynamic coloring of only specific parts of the node's texture.
779 For example a grass block may have colored grass, while keeping the
782 These overlays are 'soft', because unlike texture modifiers, the layers
783 are not merged in the memory, but they are simply drawn on top of each
784 other. This allows different hardware coloring, but also means that
785 tiles with overlays are drawn slower. Using too much overlays might
788 For inventory and wield images you can specify overlays which
789 hardware coloring does not modify. You have to set `inventory_overlay`
790 and `wield_overlay` fields to an image name.
792 To define a node overlay, simply set the `overlay_tiles` field of the node
793 definition. These tiles are defined in the same way as plain tiles:
794 they can have a texture name, color etc.
795 To skip one face, set that overlay tile to an empty string.
797 Example (colored grass block):
799 minetest.register_node("default:dirt_with_grass", {
800 description = "Dirt with Grass",
801 -- Regular tiles, as usual
802 -- The dirt tile disables palette coloring
803 tiles = {{name = "default_grass.png"},
804 {name = "default_dirt.png", color = "white"}},
805 -- Overlay tiles: define them in the same style
806 -- The top and bottom tile does not have overlay
807 overlay_tiles = {"", "",
808 {name = "default_grass_side.png"}},
809 -- Global color, used in inventory
811 -- Palette in the world
812 paramtype2 = "color",
813 palette = "default_foilage.png",
822 Only Ogg Vorbis files are supported.
824 For positional playing of sounds, only single-channel (mono) files are
825 supported. Otherwise OpenAL will play them non-positionally.
827 Mods should generally prefix their sounds with `modname_`, e.g. given
828 the mod name "`foomod`", a sound could be called:
832 Sounds are referred to by their name with a dot, a single digit and the
833 file extension stripped out. When a sound is played, the actual sound file
834 is chosen randomly from the matching sounds.
836 When playing the sound `foomod_foosound`, the sound is chosen randomly
837 from the available ones of the following files:
839 * `foomod_foosound.ogg`
840 * `foomod_foosound.0.ogg`
841 * `foomod_foosound.1.ogg`
843 * `foomod_foosound.9.ogg`
845 Examples of sound parameter tables:
847 -- Play locationless on all clients
849 gain = 1.0, -- default
850 fade = 0.0, -- default, change to a value > 0 to fade the sound in
851 pitch = 1.0, -- default
853 -- Play locationless to one player
856 gain = 1.0, -- default
857 fade = 0.0, -- default, change to a value > 0 to fade the sound in
858 pitch = 1.0, -- default
860 -- Play locationless to one player, looped
863 gain = 1.0, -- default
866 -- Play at a location
868 pos = {x = 1, y = 2, z = 3},
869 gain = 1.0, -- default
870 max_hear_distance = 32, -- default, uses an euclidean metric
872 -- Play connected to an object, looped
874 object = <an ObjectRef>,
875 gain = 1.0, -- default
876 max_hear_distance = 32, -- default, uses an euclidean metric
879 -- Play at a location, heard by anyone *but* the given player
881 pos = {x = 32, y = 0, z = 100},
882 max_hear_distance = 40,
883 exclude_player = name,
886 Looped sounds must either be connected to an object or played locationless to
887 one player using `to_player = name`.
889 A positional sound will only be heard by players that are within
890 `max_hear_distance` of the sound position, at the start of the sound.
892 `exclude_player = name` can be applied to locationless, positional and object-
893 bound sounds to exclude a single player from hearing them.
898 Specifies a sound name, gain (=volume) and pitch.
899 This is either a string or a table.
901 In string form, you just specify the sound name or
902 the empty string for no sound.
904 Table form has the following fields:
907 * `gain`: Volume (`1.0` = 100%)
908 * `pitch`: Pitch (`1.0` = 100%)
910 `gain` and `pitch` are optional and default to `1.0`.
916 * `"default_place_node"`: Play e.g. `default_place_node.ogg`
917 * `{name = "default_place_node"}`: Same as above
918 * `{name = "default_place_node", gain = 0.5}`: 50% volume
919 * `{name = "default_place_node", gain = 0.9, pitch = 1.1}`: 90% volume, 110% pitch
924 These sound files are played back by the engine if provided.
926 * `player_damage`: Played when the local player takes damage (gain = 0.5)
927 * `player_falling_damage`: Played when the local player takes
928 damage by falling (gain = 0.5)
929 * `player_jump`: Played when the local player jumps
930 * `default_dig_<groupname>`: Default node digging sound
931 (see node sound definition for details)
933 Registered definitions
934 ======================
936 Anything added using certain [Registration functions] gets added to one or more
937 of the global [Registered definition tables].
939 Note that in some cases you will stumble upon things that are not contained
940 in these tables (e.g. when a mod has been removed). Always check for
941 existence before trying to access the fields.
945 All nodes register with `minetest.register_node` get added to the table
946 `minetest.registered_nodes`.
948 If you want to check the drawtype of a node, you could do:
950 local function get_nodedef_field(nodename, fieldname)
951 if not minetest.registered_nodes[nodename] then
954 return minetest.registered_nodes[nodename][fieldname]
956 local drawtype = get_nodedef_field(nodename, "drawtype")
964 Nodes are the bulk data of the world: cubes and other things that take the
965 space of a cube. Huge amounts of them are handled efficiently, but they
968 The definition of a node is stored and can be accessed by using
970 minetest.registered_nodes[node.name]
972 See [Registered definitions].
974 Nodes are passed by value between Lua and the engine.
975 They are represented by a table:
977 {name="name", param1=num, param2=num}
979 `param1` and `param2` are 8-bit integers ranging from 0 to 255. The engine uses
980 them for certain automated functions. If you don't use these functions, you can
981 use them to store arbitrary values.
986 The functions of `param1` and `param2` are determined by certain fields in the
989 The function of `param1` is determined by `paramtype` in node definition.
990 `param1` is reserved for the engine when `paramtype != "none"`.
992 * `paramtype = "light"`
993 * The value stores light with and without sun in its upper and lower 4 bits
995 * Required by a light source node to enable spreading its light.
996 * Required by the following drawtypes as they determine their visual
997 brightness from their internal light value:
1007 * `paramtype = "none"`
1008 * `param1` will not be used by the engine and can be used to store
1011 The function of `param2` is determined by `paramtype2` in node definition.
1012 `param2` is reserved for the engine when `paramtype2 != "none"`.
1014 * `paramtype2 = "flowingliquid"`
1015 * Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
1016 * The liquid level and a flag of the liquid are stored in `param2`
1017 * Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
1018 see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
1019 to access/manipulate the content of this field
1020 * Bit 3: If set, liquid is flowing downwards (no graphical effect)
1021 * `paramtype2 = "wallmounted"`
1022 * Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
1023 * The rotation of the node is stored in `param2`
1024 * You can make this value by using `minetest.dir_to_wallmounted()`
1025 * Values range 0 - 5
1026 * The value denotes at which direction the node is "mounted":
1027 0 = y+, 1 = y-, 2 = x+, 3 = x-, 4 = z+, 5 = z-
1028 * `paramtype2 = "facedir"`
1029 * Supported drawtypes: "normal", "nodebox", "mesh"
1030 * The rotation of the node is stored in `param2`. Furnaces and chests are
1031 rotated this way. Can be made by using `minetest.dir_to_facedir()`.
1032 * Values range 0 - 23
1033 * facedir / 4 = axis direction:
1034 0 = y+, 1 = z+, 2 = z-, 3 = x+, 4 = x-, 5 = y-
1035 * facedir modulo 4 = rotation around that axis
1036 * `paramtype2 = "leveled"`
1037 * Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
1039 * The level of the top face of the nodebox is stored in `param2`.
1040 * The other faces are defined by 'fixed = {}' like 'type = "fixed"'
1042 * The nodebox height is (`param2` / 64) nodes.
1043 * The maximum accepted value of `param2` is 127.
1045 * The height of the 'plantlike' section is stored in `param2`.
1046 * The height is (`param2` / 16) nodes.
1047 * `paramtype2 = "degrotate"`
1048 * Only valid for "plantlike" drawtype. The rotation of the node is stored in
1050 * Values range 0 - 179. The value stored in `param2` is multiplied by two to
1051 get the actual rotation in degrees of the node.
1052 * `paramtype2 = "meshoptions"`
1053 * Only valid for "plantlike" drawtype. `param2` encodes the shape and
1054 optional modifiers of the "plant". `param2` is a bitfield.
1055 * Bits 0 to 2 select the shape.
1056 Use only one of the values below:
1057 * 0 = a "x" shaped plant (ordinary plant)
1058 * 1 = a "+" shaped plant (just rotated 45 degrees)
1059 * 2 = a "*" shaped plant with 3 faces instead of 2
1060 * 3 = a "#" shaped plant with 4 faces instead of 2
1061 * 4 = a "#" shaped plant with 4 faces that lean outwards
1062 * 5-7 are unused and reserved for future meshes.
1063 * Bits 3 to 7 are used to enable any number of optional modifiers.
1064 Just add the corresponding value(s) below to `param2`:
1065 * 8 - Makes the plant slightly vary placement horizontally
1066 * 16 - Makes the plant mesh 1.4x larger
1067 * 32 - Moves each face randomly a small bit down (1/8 max)
1068 * values 64 and 128 (bits 6-7) are reserved for future use.
1069 * Example: `param2 = 0` selects a normal "x" shaped plant
1070 * Example: `param2 = 17` selects a "+" shaped plant, 1.4x larger (1+16)
1071 * `paramtype2 = "color"`
1072 * `param2` tells which color is picked from the palette.
1073 The palette should have 256 pixels.
1074 * `paramtype2 = "colorfacedir"`
1075 * Same as `facedir`, but with colors.
1076 * The first three bits of `param2` tells which color is picked from the
1077 palette. The palette should have 8 pixels.
1078 * `paramtype2 = "colorwallmounted"`
1079 * Same as `wallmounted`, but with colors.
1080 * The first five bits of `param2` tells which color is picked from the
1081 palette. The palette should have 32 pixels.
1082 * `paramtype2 = "glasslikeliquidlevel"`
1083 * Only valid for "glasslike_framed" or "glasslike_framed_optional"
1085 * `param2` values 0-63 define 64 levels of internal liquid, 0 being empty
1087 * Liquid texture is defined using `special_tiles = {"modname_tilename.png"}`
1088 * `paramtype2 = "none"`
1089 * `param2` will not be used by the engine and can be used to store
1092 Nodes can also contain extra data. See [Node Metadata].
1097 There are a bunch of different looking node types.
1099 Look for examples in `games/devtest` or `games/minetest_game`.
1102 * A node-sized cube.
1104 * Invisible, uses no texture.
1106 * The cubic source node for a liquid.
1108 * The flowing version of a liquid, appears with various heights and slopes.
1110 * Often used for partially-transparent nodes.
1111 * Only external sides of textures are visible.
1112 * `glasslike_framed`
1113 * All face-connected nodes are drawn as one volume within a surrounding
1115 * The frame appearance is generated from the edges of the first texture
1116 specified in `tiles`. The width of the edges used are 1/16th of texture
1117 size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
1118 * The glass 'shine' (or other desired detail) on each node face is supplied
1119 by the second texture specified in `tiles`.
1120 * `glasslike_framed_optional`
1121 * This switches between the above 2 drawtypes according to the menu setting
1124 * Often used for partially-transparent nodes.
1125 * External and internal sides of textures are visible.
1126 * `allfaces_optional`
1127 * Often used for leaves nodes.
1128 * This switches between `normal`, `glasslike` and `allfaces` according to
1129 the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
1130 * With 'Simple Leaves' selected, the texture specified in `special_tiles`
1131 is used instead, if present. This allows a visually thicker texture to be
1132 used to compensate for how `glasslike` reduces visual thickness.
1134 * A single vertical texture.
1135 * If placed on top of a node, uses the first texture specified in `tiles`.
1136 * If placed against the underside of a node, uses the second texture
1137 specified in `tiles`.
1138 * If placed on the side of a node, uses the third texture specified in
1139 `tiles` and is perpendicular to that node.
1141 * A single texture parallel to, and mounted against, the top, underside or
1144 * Two vertical and diagonal textures at right-angles to each other.
1145 * See `paramtype2 = "meshoptions"` above for other options.
1147 * When above a flat surface, appears as 6 textures, the central 2 as
1148 `plantlike` plus 4 more surrounding those.
1149 * If not above a surface the central 2 do not appear, but the texture
1150 appears against the faces of surrounding nodes if they are present.
1152 * A 3D model suitable for a wooden fence.
1153 * One placed node appears as a single vertical post.
1154 * Adjacently-placed nodes cause horizontal bars to appear between them.
1156 * Often used for tracks for mining carts.
1157 * Requires 4 textures to be specified in `tiles`, in order: Straight,
1158 curved, t-junction, crossing.
1159 * Each placed node automatically switches to a suitable rotated texture
1160 determined by the adjacent `raillike` nodes, in order to create a
1161 continuous track network.
1162 * Becomes a sloping node if placed against stepped nodes.
1164 * Often used for stairs and slabs.
1165 * Allows defining nodes consisting of an arbitrary number of boxes.
1166 * See [Node boxes] below for more information.
1168 * Uses models for nodes.
1169 * Tiles should hold model materials textures.
1170 * Only static meshes are implemented.
1171 * For supported model formats see Irrlicht engine documentation.
1172 * `plantlike_rooted`
1173 * Enables underwater `plantlike` without air bubbles around the nodes.
1174 * Consists of a base cube at the co-ordinates of the node plus a
1175 `plantlike` extension above with a height of `param2 / 16` nodes.
1176 * The `plantlike` extension visually passes through any nodes above the
1177 base cube without affecting them.
1178 * The base cube texture tiles are defined as normal, the `plantlike`
1179 extension uses the defined special tile, for example:
1180 `special_tiles = {{name = "default_papyrus.png"}},`
1182 `*_optional` drawtypes need less rendering time if deactivated
1183 (always client-side).
1188 Node selection boxes are defined using "node boxes".
1190 A nodebox is defined as any of:
1193 -- A normal cube; the default in most things
1197 -- A fixed box (or boxes) (facedir param2 is used, if applicable)
1199 fixed = box OR {box1, box2, ...}
1202 -- A variable height box (or boxes) with the top face position defined
1203 -- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
1205 -- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
1207 fixed = box OR {box1, box2, ...}
1210 -- A box like the selection box for torches
1211 -- (wallmounted param2 is used, if applicable)
1212 type = "wallmounted",
1218 -- A node that has optional boxes depending on neighbouring nodes'
1219 -- presence and type. See also `connects_to`.
1221 fixed = box OR {box1, box2, ...}
1222 connect_top = box OR {box1, box2, ...}
1223 connect_bottom = box OR {box1, box2, ...}
1224 connect_front = box OR {box1, box2, ...}
1225 connect_left = box OR {box1, box2, ...}
1226 connect_back = box OR {box1, box2, ...}
1227 connect_right = box OR {box1, box2, ...}
1228 -- The following `disconnected_*` boxes are the opposites of the
1229 -- `connect_*` ones above, i.e. when a node has no suitable neighbour
1230 -- on the respective side, the corresponding disconnected box is drawn.
1231 disconnected_top = box OR {box1, box2, ...}
1232 disconnected_bottom = box OR {box1, box2, ...}
1233 disconnected_front = box OR {box1, box2, ...}
1234 disconnected_left = box OR {box1, box2, ...}
1235 disconnected_back = box OR {box1, box2, ...}
1236 disconnected_right = box OR {box1, box2, ...}
1237 disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
1238 disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
1239 -- neighbours to the sides
1242 A `box` is defined as:
1244 {x1, y1, z1, x2, y2, z2}
1246 A box of a regular node would look like:
1248 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
1250 To avoid collision issues, keep each value within the range of +/- 1.45.
1251 This also applies to leveled nodeboxes, where the final height shall not
1252 exceed this soft limit.
1256 Map terminology and coordinates
1257 ===============================
1259 Nodes, mapblocks, mapchunks
1260 ---------------------------
1262 A 'node' is the fundamental cubic unit of a world and appears to a player as
1263 roughly 1x1x1 meters in size.
1265 A 'mapblock' (often abbreviated to 'block') is 16x16x16 nodes and is the
1266 fundamental region of a world that is stored in the world database, sent to
1267 clients and handled by many parts of the engine.
1268 'mapblock' is preferred terminology to 'block' to help avoid confusion with
1269 'node', however 'block' often appears in the API.
1271 A 'mapchunk' (sometimes abbreviated to 'chunk') is usually 5x5x5 mapblocks
1272 (80x80x80 nodes) and is the volume of world generated in one operation by
1274 The size in mapblocks has been chosen to optimise map generation.
1279 ### Orientation of axes
1281 For node and mapblock coordinates, +X is East, +Y is up, +Z is North.
1283 ### Node coordinates
1285 Almost all positions used in the API use node coordinates.
1287 ### Mapblock coordinates
1289 Occasionally the API uses 'blockpos' which refers to mapblock coordinates that
1290 specify a particular mapblock.
1291 For example blockpos (0,0,0) specifies the mapblock that extends from
1292 node position (0,0,0) to node position (15,15,15).
1294 #### Converting node position to the containing blockpos
1296 To calculate the blockpos of the mapblock that contains the node at 'nodepos',
1299 * blockpos = math.floor(nodepos / 16)
1301 #### Converting blockpos to min/max node positions
1303 To calculate the min/max node positions contained in the mapblock at 'blockpos',
1307 nodepos = blockpos * 16
1309 nodepos = blockpos * 16 + 15
1320 The position field is used for all element types.
1322 To account for differing resolutions, the position coordinates are the
1323 percentage of the screen, ranging in value from `0` to `1`.
1325 The name field is not yet used, but should contain a description of what the
1326 HUD element represents.
1328 The `direction` field is the direction in which something is drawn.
1329 `0` draws from left to right, `1` draws from right to left, `2` draws from
1330 top to bottom, and `3` draws from bottom to top.
1332 The `alignment` field specifies how the item will be aligned. It is a table
1333 where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
1334 moved to the left/up, and `1` is to the right/down. Fractional values can be
1337 The `offset` field specifies a pixel offset from the position. Contrary to
1338 position, the offset is not scaled to screen size. This allows for some
1339 precisely positioned items in the HUD.
1341 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling
1344 The `z_index` field specifies the order of HUD elements from back to front.
1345 Lower z-index elements are displayed behind higher z-index elements. Elements
1346 with same z-index are displayed in an arbitrary order. Default 0.
1347 Supports negative values. By convention, the following values are recommended:
1349 * -400: Graphical effects, such as vignette
1350 * -300: Name tags, waypoints
1352 * -100: Things that block the player's view, e.g. masks
1353 * 0: Default. For standard in-game HUD elements like crosshair, hotbar,
1354 minimap, builtin statbars, etc.
1355 * 100: Temporary text messages or notification icons
1356 * 1000: Full-screen effects such as full-black screen or credits.
1357 This includes effects that cover the entire screen
1358 * Other: If your HUD element doesn't fit into any category, pick a number
1359 between the suggested values
1363 Below are the specific uses for fields in each type; fields not listed for that
1368 Displays an image on the HUD.
1370 * `scale`: The scale of the image, with 1 being the original texture size.
1371 Only the X coordinate scale is used (positive values).
1372 Negative values represent that percentage of the screen it
1373 should take; e.g. `x=-100` means 100% (width).
1374 * `text`: The name of the texture that is displayed.
1375 * `alignment`: The alignment of the image.
1376 * `offset`: offset in pixels from position.
1380 Displays text on the HUD.
1382 * `scale`: Defines the bounding rectangle of the text.
1383 A value such as `{x=100, y=100}` should work.
1384 * `text`: The text to be displayed in the HUD element.
1385 * `number`: An integer containing the RGB value of the color used to draw the
1386 text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1387 * `alignment`: The alignment of the text.
1388 * `offset`: offset in pixels from position.
1389 * `size`: size of the text.
1390 The player-set font size is multiplied by size.x (y value isn't used).
1394 Displays a horizontal bar made up of half-images with an optional background.
1396 * `text`: The name of the texture to use.
1397 * `text2`: Optional texture name to enable a background / "off state"
1398 texture (useful to visualize the maximal value). Both textures
1399 must have the same size.
1400 * `number`: The number of half-textures that are displayed.
1401 If odd, will end with a vertically center-split texture.
1402 * `item`: Same as `number` but for the "off state" texture
1403 * `direction`: To which direction the images will extend to
1404 * `offset`: offset in pixels from position.
1405 * `size`: If used, will force full-image size to this value (override texture
1410 * `text`: The name of the inventory list to be displayed.
1411 * `number`: Number of items in the inventory to be displayed.
1412 * `item`: Position of item that is selected.
1414 * `offset`: offset in pixels from position.
1418 Displays distance to selected world position.
1420 * `name`: The name of the waypoint.
1421 * `text`: Distance suffix. Can be blank.
1422 * `precision`: Waypoint precision, integer >= 0. Defaults to 10.
1423 If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
1424 When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
1425 `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
1426 `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
1427 `precision = n` will show multiples of `1/n`
1428 * `number:` An integer containing the RGB value of the color used to draw the
1430 * `world_pos`: World position of the waypoint.
1431 * `offset`: offset in pixels from position.
1432 * `alignment`: The alignment of the waypoint.
1434 ### `image_waypoint`
1436 Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
1438 * `scale`: The scale of the image, with 1 being the original texture size.
1439 Only the X coordinate scale is used (positive values).
1440 Negative values represent that percentage of the screen it
1441 should take; e.g. `x=-100` means 100% (width).
1442 * `text`: The name of the texture that is displayed.
1443 * `alignment`: The alignment of the image.
1444 * `world_pos`: World position of the waypoint.
1445 * `offset`: offset in pixels from position.
1449 Displays an image oriented or translated according to current heading direction.
1451 * `size`: The size of this element. Negative values represent percentage
1452 of the screen; e.g. `x=-100` means 100% (width).
1453 * `scale`: Scale of the translated image (used only for dir = 2 or dir = 3).
1454 * `text`: The name of the texture to use.
1455 * `alignment`: The alignment of the image.
1456 * `offset`: Offset in pixels from position.
1457 * `dir`: How the image is rotated/translated:
1458 * 0 - Rotate as heading direction
1459 * 1 - Rotate in reverse direction
1460 * 2 - Translate as landscape direction
1461 * 3 - Translate in reverse direction
1463 If translation is chosen, texture is repeated horizontally to fill the whole element.
1467 Displays a minimap on the HUD.
1469 * `size`: Size of the minimap to display. Minimap should be a square to avoid
1471 * `alignment`: The alignment of the minimap.
1472 * `offset`: offset in pixels from position.
1474 Representations of simple things
1475 ================================
1480 {x=num, y=num, z=num}
1482 For helper functions see [Spatial Vectors].
1487 * `{type="nothing"}`
1488 * `{type="node", under=pos, above=pos}`
1489 * Indicates a pointed node selection box.
1490 * `under` refers to the node position behind the pointed face.
1491 * `above` refers to the node position in front of the pointed face.
1492 * `{type="object", ref=ObjectRef}`
1494 Exact pointing location (currently only `Raycast` supports these fields):
1496 * `pointed_thing.intersection_point`: The absolute world coordinates of the
1497 point on the selection box which is pointed at. May be in the selection box
1498 if the pointer is in the box too.
1499 * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
1501 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
1502 selected selection box. This specifies which face is pointed at.
1503 Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
1509 Flag Specifier Format
1510 =====================
1512 Flags using the standardized flag specifier format can be specified in either
1513 of two ways, by string or table.
1515 The string format is a comma-delimited set of flag names; whitespace and
1516 unrecognized flag fields are ignored. Specifying a flag in the string sets the
1517 flag, and specifying a flag prefixed by the string `"no"` explicitly
1518 clears the flag from whatever the default may be.
1520 In addition to the standard string flag format, the schematic flags field can
1521 also be a table of flag names to boolean values representing whether or not the
1522 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
1523 is present, mapped to a boolean of any value, the specified flag is unset.
1525 E.g. A flag field of value
1527 {place_center_x = true, place_center_y=false, place_center_z=true}
1531 {place_center_x = true, noplace_center_y=true, place_center_z=true}
1533 which is equivalent to
1535 "place_center_x, noplace_center_y, place_center_z"
1539 "place_center_x, place_center_z"
1541 since, by default, no schematic attributes are set.
1552 There are three kinds of items: nodes, tools and craftitems.
1554 * Node: Can be placed in the world's voxel grid
1555 * Tool: Has a wear property but cannot be stacked. The default use action is to
1556 dig nodes or hit objects according to its tool capabilities.
1557 * Craftitem: Cannot dig nodes or be placed
1562 All item stacks have an amount between 0 and 65535. It is 1 by
1563 default. Tool item stacks can not have an amount greater than 1.
1565 Tools use a wear (damage) value ranging from 0 to 65535. The
1566 value 0 is the default and is used for unworn tools. The values
1567 1 to 65535 are used for worn tools, where a higher value stands for
1568 a higher wear. Non-tools always have a wear value of 0.
1573 Items and item stacks can exist in three formats: Serializes, table format
1576 When an item must be passed to a function, it can usually be in any of
1581 This is called "stackstring" or "itemstring". It is a simple string with
1582 1-3 components: the full item identifier, an optional amount and an optional
1585 <identifier> [<amount>[ <wear>]]
1589 * `'default:apple'`: 1 apple
1590 * `'default:dirt 5'`: 5 dirt
1591 * `'default:pick_stone'`: a new stone pickaxe
1592 * `'default:pick_wood 1 21323'`: a wooden pickaxe, ca. 1/3 worn out
1600 {name="default:dirt", count=5, wear=0, metadata=""}
1602 A wooden pick about 1/3 worn out:
1604 {name="default:pick_wood", count=1, wear=21323, metadata=""}
1608 {name="default:apple", count=1, wear=0, metadata=""}
1612 A native C++ format with many helper methods. Useful for converting
1613 between formats. See the [Class reference] section for details.
1621 In a number of places, there is a group table. Groups define the
1622 properties of a thing (item, node, armor of entity, capabilities of
1623 tool) in such a way that the engine and other mods can can interact with
1624 the thing without actually knowing what the thing is.
1629 Groups are stored in a table, having the group names with keys and the
1630 group ratings as values. Group ratings are integer values within the
1631 range [-32767, 32767]. For example:
1634 groups = {crumbly=3, soil=1}
1636 -- A more special dirt-kind of thing
1637 groups = {crumbly=2, soil=1, level=2, outerspace=1}
1639 Groups always have a rating associated with them. If there is no
1640 useful meaning for a rating for an enabled group, it shall be `1`.
1642 When not defined, the rating of a group defaults to `0`. Thus when you
1643 read groups, you must interpret `nil` and `0` as the same value, `0`.
1645 You can read the rating of a group for an item or a node by using
1647 minetest.get_item_group(itemname, groupname)
1652 Groups of items can define what kind of an item it is (e.g. wool).
1657 In addition to the general item things, groups are used to define whether
1658 a node is destroyable and how long it takes to destroy by a tool.
1663 For entities, groups are, as of now, used only for calculating damage.
1664 The rating is the percentage of damage caused by tools with this damage group.
1665 See [Entity damage mechanism].
1667 object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
1668 object.set_armor_groups({fleshy=30, cracky=80})
1673 Groups in tools define which groups of nodes and entities they are
1676 Groups in crafting recipes
1677 --------------------------
1679 An example: Make meat soup from any meat, any water and any bowl:
1682 output = 'food:meat_soup_raw',
1688 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
1691 Another example: Make red wool from white wool and red dye:
1695 output = 'wool:red',
1696 recipe = {'wool:white', 'group:dye,basecolor_red'},
1702 The asterisk `(*)` after a group name describes that there is no engine
1703 functionality bound to it, and implementation is left up as a suggestion
1706 ### Node, item and tool groups
1708 * `not_in_creative_inventory`: (*) Special group for inventory mods to indicate
1709 that the item should be hidden in item lists.
1712 ### Node-only groups
1714 * `attached_node`: if the node under it is not a walkable block the node will be
1715 dropped as an item. If the node is wallmounted the wallmounted direction is
1717 * `bouncy`: value is bounce speed in percent
1718 * `connect_to_raillike`: makes nodes of raillike drawtype with same group value
1719 connect to each other
1720 * `dig_immediate`: Player can always pick up node without reducing tool wear
1721 * `2`: the node always gets the digging time 0.5 seconds (rail, sign)
1722 * `3`: the node always gets the digging time 0 seconds (torch)
1723 * `disable_jump`: Player (and possibly other things) cannot jump from node
1724 or if their feet are in the node. Note: not supported for `new_move = false`
1725 * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
1726 * `falling_node`: if there is no walkable block under the node it will fall
1727 * `float`: the node will not fall through liquids
1728 * `level`: Can be used to give an additional sense of progression in the game.
1729 * A larger level will cause e.g. a weapon of a lower level make much less
1730 damage, and get worn out much faster, or not be able to get drops
1731 from destroyed nodes.
1732 * `0` is something that is directly accessible at the start of gameplay
1733 * There is no upper limit
1734 * See also: `leveldiff` in [Tools]
1735 * `slippery`: Players and items will slide on the node.
1736 Slipperiness rises steadily with `slippery` value, starting at 1.
1739 ### Tool-only groups
1741 * `disable_repair`: If set to 1 for a tool, it cannot be repaired using the
1742 `"toolrepair"` crafting recipe
1745 ### `ObjectRef` groups
1747 * `immortal`: Skips all damage and breath handling for an object. This group
1748 will also hide the integrated HUD status bars for players, and is
1749 automatically set to all players when damage is disabled on the server.
1750 * `punch_operable`: For entities; disables the regular damage mechanism for
1751 players punching it by hand or a non-tool item, so that it can do something
1752 else than take damage.
1756 Known damage and digging time defining groups
1757 ---------------------------------------------
1759 * `crumbly`: dirt, sand
1760 * `cracky`: tough but crackable stuff like stone.
1761 * `snappy`: something that can be cut using fine tools; e.g. leaves, small
1762 plants, wire, sheets of metal
1763 * `choppy`: something that can be cut using force; e.g. trees, wooden planks
1764 * `fleshy`: Living things like animals and the player. This could imply
1765 some blood effects when hitting.
1766 * `explody`: Especially prone to explosions
1767 * `oddly_breakable_by_hand`:
1768 Can be added to nodes that shouldn't logically be breakable by the
1769 hand but are. Somewhat similar to `dig_immediate`, but times are more
1770 like `{[1]=3.50,[2]=2.00,[3]=0.70}` and this does not override the
1771 speed of a tool if the tool can dig at a faster speed than this
1772 suggests for the hand.
1774 Examples of custom groups
1775 -------------------------
1777 Item groups are often used for defining, well, _groups of items_.
1779 * `meat`: any meat-kind of a thing (rating might define the size or healing
1780 ability or be irrelevant -- it is not defined as of yet)
1781 * `eatable`: anything that can be eaten. Rating might define HP gain in half
1783 * `flammable`: can be set on fire. Rating might define the intensity of the
1784 fire, affecting e.g. the speed of the spreading of an open fire.
1785 * `wool`: any wool (any origin, any color)
1786 * `metal`: any metal
1787 * `weapon`: any weapon
1788 * `heavy`: anything considerably heavy
1790 Digging time calculation specifics
1791 ----------------------------------
1793 Groups such as `crumbly`, `cracky` and `snappy` are used for this
1794 purpose. Rating is `1`, `2` or `3`. A higher rating for such a group implies
1795 faster digging time.
1797 The `level` group is used to limit the toughness of nodes a tool can dig
1798 and to scale the digging times / damage to a greater extent.
1800 **Please do understand this**, otherwise you cannot use the system to it's
1803 Tools define their properties by a list of parameters for groups. They
1804 cannot dig other groups; thus it is important to use a standard bunch of
1805 groups to enable interaction with tools.
1818 * Full punch interval
1819 * Maximum drop level
1820 * For an arbitrary list of groups:
1821 * Uses (until the tool breaks)
1822 * Maximum level (usually `0`, `1`, `2` or `3`)
1826 ### Full punch interval
1828 When used as a weapon, the tool will do full damage if this time is spent
1829 between punches. If e.g. half the time is spent, the tool will do half
1832 ### Maximum drop level
1834 Suggests the maximum level of node, when dug with the tool, that will drop
1835 it's useful item. (e.g. iron ore to drop a lump of iron).
1837 This is not automated; it is the responsibility of the node definition
1842 Determines how many uses the tool has when it is used for digging a node,
1843 of this group, of the maximum level. For lower leveled nodes, the use count
1844 is multiplied by `3^leveldiff`.
1845 `leveldiff` is the difference of the tool's `maxlevel` `groupcaps` and the
1846 node's `level` group. The node cannot be dug if `leveldiff` is less than zero.
1848 * `uses=10, leveldiff=0`: actual uses: 10
1849 * `uses=10, leveldiff=1`: actual uses: 30
1850 * `uses=10, leveldiff=2`: actual uses: 90
1854 Tells what is the maximum level of a node of this group that the tool will
1859 List of digging times for different ratings of the group, for nodes of the
1862 For example, as a Lua table, `times={2=2.00, 3=0.70}`. This would
1863 result in the tool to be able to dig nodes that have a rating of `2` or `3`
1864 for this group, and unable to dig the rating `1`, which is the toughest.
1865 Unless there is a matching group that enables digging otherwise.
1867 If the result digging time is 0, a delay of 0.15 seconds is added between
1868 digging nodes; If the player releases LMB after digging, this delay is set to 0,
1869 i.e. players can more quickly click the nodes away instead of holding LMB.
1873 List of damage for groups of entities. See [Entity damage mechanism].
1875 Example definition of the capabilities of a tool
1876 ------------------------------------------------
1878 tool_capabilities = {
1879 full_punch_interval=1.5,
1882 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
1884 damage_groups = {fleshy=2},
1887 This makes the tool be able to dig nodes that fulfil both of these:
1889 * Have the `crumbly` group
1890 * Have a `level` group less or equal to `2`
1892 Table of resulting digging times:
1894 crumbly 0 1 2 3 4 <- level
1896 1 0.80 1.60 1.60 - -
1897 2 0.60 1.20 1.20 - -
1898 3 0.40 0.80 0.80 - -
1900 level diff: 2 1 0 -1 -2
1902 Table of resulting tool uses:
1911 * At `crumbly==0`, the node is not diggable.
1912 * At `crumbly==3`, the level difference digging time divider kicks in and makes
1913 easy nodes to be quickly breakable.
1914 * At `level > 2`, the node is not diggable, because it's `level > maxlevel`
1919 Entity damage mechanism
1920 =======================
1925 foreach group in cap.damage_groups:
1926 damage += cap.damage_groups[group]
1927 * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
1928 * (object.armor_groups[group] / 100.0)
1929 -- Where object.armor_groups[group] is 0 for inexistent values
1932 Client predicts damage based on damage groups. Because of this, it is able to
1933 give an immediate response when an entity is damaged or dies; the response is
1934 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
1936 Currently a smoke puff will appear when an entity dies.
1938 The group `immortal` completely disables normal damage.
1940 Entities can define a special armor group, which is `punch_operable`. This
1941 group disables the regular damage mechanism for players punching it by hand or
1942 a non-tool item, so that it can do something else than take damage.
1944 On the Lua side, every punch calls:
1946 entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction,
1949 This should never be called directly, because damage is usually not handled by
1952 * `puncher` is the object performing the punch. Can be `nil`. Should never be
1953 accessed unless absolutely required, to encourage interoperability.
1954 * `time_from_last_punch` is time from last punch (by `puncher`) or `nil`.
1955 * `tool_capabilities` can be `nil`.
1956 * `direction` is a unit vector, pointing from the source of the punch to
1958 * `damage` damage that will be done to entity
1959 Return value of this function will determine if damage is done by this function
1960 (retval true) or shall be done by engine (retval false)
1962 To punch an entity/object in Lua, call:
1964 object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
1966 * Return value is tool wear.
1967 * Parameters are equal to the above callback.
1968 * If `direction` equals `nil` and `puncher` does not equal `nil`, `direction`
1969 will be automatically filled in based on the location of `puncher`.
1980 The instance of a node in the world normally only contains the three values
1981 mentioned in [Nodes]. However, it is possible to insert extra data into a node.
1982 It is called "node metadata"; See `NodeMetaRef`.
1984 Node metadata contains two things:
1989 Some of the values in the key-value store are handled specially:
1991 * `formspec`: Defines a right-click inventory menu. See [Formspec].
1992 * `infotext`: Text shown on the screen when the node is pointed at
1996 local meta = minetest.get_meta(pos)
1997 meta:set_string("formspec",
1999 "list[context;main;0,0;8,4;]"..
2000 "list[current_player;main;0,5;8,4;]")
2001 meta:set_string("infotext", "Chest");
2002 local inv = meta:get_inventory()
2003 inv:set_size("main", 8*4)
2004 print(dump(meta:to_table()))
2007 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "",
2008 [5] = "", [6] = "", [7] = "", [8] = "", [9] = "",
2009 [10] = "", [11] = "", [12] = "", [13] = "",
2010 [14] = "default:cobble", [15] = "", [16] = "", [17] = "",
2011 [18] = "", [19] = "", [20] = "default:cobble", [21] = "",
2012 [22] = "", [23] = "", [24] = "", [25] = "", [26] = "",
2013 [27] = "", [28] = "", [29] = "", [30] = "", [31] = "",
2017 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
2025 Item stacks can store metadata too. See [`ItemStackMetaRef`].
2027 Item metadata only contains a key-value store.
2029 Some of the values in the key-value store are handled specially:
2031 * `description`: Set the item stack's description.
2032 See also: `get_description` in [`ItemStack`]
2033 * `short_description`: Set the item stack's short description.
2034 See also: `get_short_description` in [`ItemStack`]
2035 * `color`: A `ColorString`, which sets the stack's color.
2036 * `palette_index`: If the item has a palette, this is used to get the
2037 current color from the palette.
2041 local meta = stack:get_meta()
2042 meta:set_string("key", "value")
2043 print(dump(meta:to_table()))
2051 Formspec defines a menu. This supports inventories and some of the
2052 typical widgets like buttons, checkboxes, text input fields, etc.
2053 It is a string, with a somewhat strange format.
2055 A formspec is made out of formspec elements, which includes widgets
2056 like buttons but also can be used to set stuff like background color.
2058 Many formspec elements have a `name`, which is a unique identifier which
2059 is used when the server receives user input. You must not use the name
2060 "quit" for formspec elements.
2062 Spaces and newlines can be inserted between the blocks, as is used in the
2065 Position and size units are inventory slots unless the new coordinate system
2066 is enabled. `X` and `Y` position the formspec element relative to the top left
2067 of the menu or container. `W` and `H` are its width and height values.
2069 If the new system is enabled, all elements have unified coordinates for all
2070 elements with no padding or spacing in between. This is highly recommended
2071 for new forms. See `real_coordinates[<bool>]` and `Migrating to Real
2074 Inventories with a `player:<name>` inventory location are only sent to the
2075 player named `<name>`.
2077 When displaying text which can contain formspec code, e.g. text set by a player,
2078 use `minetest.formspec_escape`.
2079 For coloured text you can use `minetest.colorize`.
2081 Since formspec version 3, elements drawn in the order they are defined. All
2082 background elements are drawn before all other elements.
2084 **WARNING**: do _not_ use a element name starting with `key_`; those names are
2085 reserved to pass key press events to formspec!
2087 **WARNING**: Minetest allows you to add elements to every single formspec instance
2088 using `player:set_formspec_prepend()`, which may be the reason backgrounds are
2089 appearing when you don't expect them to, or why things are styled differently
2090 to normal. See [`no_prepend[]`] and [Styling Formspecs].
2098 list[context;main;0,0;8,4;]
2099 list[current_player;main;0,5;8,4;]
2104 list[context;fuel;2,3;1,1;]
2105 list[context;src;2,1;1,1;]
2106 list[context;dst;5,1;2,2;]
2107 list[current_player;main;0,5;8,4;]
2109 ### Minecraft-like player inventory
2112 image[1,0.6;1,2;player.png]
2113 list[current_player;main;0,3.5;8,4;]
2114 list[current_player;craft;3,0;3,3;]
2115 list[current_player;craftpreview;7,1;1,1;]
2120 ### `formspec_version[<version>]`
2122 * Set the formspec version to a certain number. If not specified,
2123 version 1 is assumed.
2124 * Must be specified before `size` element.
2125 * Clients older than this version can neither show newer elements nor display
2126 elements with new arguments correctly.
2127 * Available since feature `formspec_version_element`.
2129 ### `size[<W>,<H>,<fixed_size>]`
2131 * Define the size of the menu in inventory slots
2132 * `fixed_size`: `true`/`false` (optional)
2133 * deprecated: `invsize[<W>,<H>;]`
2135 ### `position[<X>,<Y>]`
2137 * Must be used after `size` element.
2138 * Defines the position on the game window of the formspec's `anchor` point.
2139 * For X and Y, 0.0 and 1.0 represent opposite edges of the game window,
2141 * [0.0, 0.0] sets the position to the top left corner of the game window.
2142 * [1.0, 1.0] sets the position to the bottom right of the game window.
2143 * Defaults to the center of the game window [0.5, 0.5].
2145 ### `anchor[<X>,<Y>]`
2147 * Must be used after both `size` and `position` (if present) elements.
2148 * Defines the location of the anchor point within the formspec.
2149 * For X and Y, 0.0 and 1.0 represent opposite edges of the formspec,
2151 * [0.0, 1.0] sets the anchor to the bottom left corner of the formspec.
2152 * [1.0, 0.0] sets the anchor to the top right of the formspec.
2153 * Defaults to the center of the formspec [0.5, 0.5].
2155 * `position` and `anchor` elements need suitable values to avoid a formspec
2156 extending off the game window due to particular game window sizes.
2160 * Must be used after the `size`, `position`, and `anchor` elements (if present).
2161 * Disables player:set_formspec_prepend() from applying to this formspec.
2163 ### `real_coordinates[<bool>]`
2165 * INFORMATION: Enable it automatically using `formspec_version` version 2 or newer.
2166 * When set to true, all following formspec elements will use the new coordinate system.
2167 * If used immediately after `size`, `position`, `anchor`, and `no_prepend` elements
2168 (if present), the form size will use the new coordinate system.
2169 * **Note**: Formspec prepends are not affected by the coordinates in the main form.
2170 They must enable it explicitly.
2171 * For information on converting forms to the new coordinate system, see `Migrating
2172 to Real Coordinates`.
2174 ### `container[<X>,<Y>]`
2176 * Start of a container block, moves all physical elements in the container by
2178 * Must have matching `container_end`
2179 * Containers can be nested, in which case the offsets are added
2180 (child containers are relative to parent containers)
2182 ### `container_end[]`
2184 * End of a container, following elements are no longer relative to this
2187 ### `scroll_container[<X>,<Y>;<W>,<H>;<scrollbar name>;<orientation>;<scroll factor>]`
2189 * Start of a scroll_container block. All contained elements will ...
2190 * take the scroll_container coordinate as position origin,
2191 * be additionally moved by the current value of the scrollbar with the name
2192 `scrollbar name` times `scroll factor` along the orientation `orientation` and
2193 * be clipped to the rectangle defined by `X`, `Y`, `W` and `H`.
2194 * `orientation`: possible values are `vertical` and `horizontal`.
2195 * `scroll factor`: optional, defaults to `0.1`.
2196 * Nesting is possible.
2197 * Some elements might work a little different if they are in a scroll_container.
2198 * Note: If you want the scroll_container to actually work, you also need to add a
2199 scrollbar element with the specified name. Furthermore, it is highly recommended
2200 to use a scrollbaroptions element on this scrollbar.
2202 ### `scroll_container_end[]`
2204 * End of a scroll_container, following elements are no longer bound to this
2207 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
2209 * Show an inventory list if it has been sent to the client. Nothing will
2210 be shown if the inventory list is of size 0.
2211 * **Note**: With the new coordinate system, the spacing between inventory
2212 slots is one-fourth the size of an inventory slot.
2214 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
2216 * Show an inventory list if it has been sent to the client. Nothing will
2217 be shown if the inventory list is of size 0.
2218 * **Note**: With the new coordinate system, the spacing between inventory
2219 slots is one-fourth the size of an inventory slot.
2221 ### `listring[<inventory location>;<list name>]`
2223 * Allows to create a ring of inventory lists
2224 * Shift-clicking on items in one element of the ring
2225 will send them to the next inventory list inside the ring
2226 * The first occurrence of an element inside the ring will
2227 determine the inventory where items will be sent to
2231 * Shorthand for doing `listring[<inventory location>;<list name>]`
2232 for the last two inventory lists added by list[...]
2234 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
2236 * Sets background color of slots as `ColorString`
2237 * Sets background color of slots on mouse hovering
2239 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
2241 * Sets background color of slots as `ColorString`
2242 * Sets background color of slots on mouse hovering
2243 * Sets color of slots border
2245 ### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
2247 * Sets background color of slots as `ColorString`
2248 * Sets background color of slots on mouse hovering
2249 * Sets color of slots border
2250 * Sets default background color of tooltips
2251 * Sets default font color of tooltips
2253 ### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2255 * Adds tooltip for an element
2256 * `bgcolor` tooltip background color as `ColorString` (optional)
2257 * `fontcolor` tooltip font color as `ColorString` (optional)
2259 ### `tooltip[<X>,<Y>;<W>,<H>;<tooltip_text>;<bgcolor>;<fontcolor>]`
2261 * Adds tooltip for an area. Other tooltips will take priority when present.
2262 * `bgcolor` tooltip background color as `ColorString` (optional)
2263 * `fontcolor` tooltip font color as `ColorString` (optional)
2265 ### `image[<X>,<Y>;<W>,<H>;<texture name>]`
2269 ### `animated_image[<X>,<Y>;<W>,<H>;<name>;<texture name>;<frame count>;<frame duration>;<frame start>]`
2271 * Show an animated image. The image is drawn like a "vertical_frames" tile
2272 animation (See [Tile animation definition]), but uses a frame count/duration
2274 * `name`: Element name to send when an event occurs. The event value is the index of the current frame.
2275 * `texture name`: The image to use.
2276 * `frame count`: The number of frames animating the image.
2277 * `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
2278 * `frame start` (Optional): The index of the frame to start on. Default `1`.
2280 ### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>]`
2282 * Show a mesh model.
2283 * `name`: Element name that can be used for styling
2284 * `mesh`: The mesh model to use.
2285 * `textures`: The mesh textures to use according to the mesh materials.
2286 Texture names must be separated by commas.
2287 * `rotation {X,Y}` (Optional): Initial rotation of the camera.
2288 The axes are euler angles in degrees.
2289 * `continuous` (Optional): Whether the rotation is continuous. Default `false`.
2290 * `mouse control` (Optional): Whether the model can be controlled with the mouse. Default `true`.
2291 * `frame loop range` (Optional): Range of the animation frames.
2292 * Defaults to the full range of all available frames.
2293 * Syntax: `<begin>,<end>`
2295 ### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
2297 * Show an inventory image of registered item/node
2299 ### `bgcolor[<bgcolor>;<fullscreen>;<fbgcolor>]`
2301 * Sets background color of formspec.
2302 * `bgcolor` and `fbgcolor` (optional) are `ColorString`s, they define the color
2303 of the non-fullscreen and the fullscreen background.
2304 * `fullscreen` (optional) can be one of the following:
2305 * `false`: Only the non-fullscreen background color is drawn. (default)
2306 * `true`: Only the fullscreen background color is drawn.
2307 * `both`: The non-fullscreen and the fullscreen background color are drawn.
2308 * `neither`: No background color is drawn.
2309 * Note: Leave a parameter empty to not modify the value.
2310 * Note: `fbgcolor`, leaving parameters empty and values for `fullscreen` that
2311 are not bools are only available since formspec version 3.
2313 ### `background[<X>,<Y>;<W>,<H>;<texture name>]`
2315 * Example for formspec 8x4 in 16x resolution: image shall be sized
2316 8 times 16px times 4 times 16px.
2318 ### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
2320 * Example for formspec 8x4 in 16x resolution:
2321 image shall be sized 8 times 16px times 4 times 16px
2322 * If `auto_clip` is `true`, the background is clipped to the formspec size
2323 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2325 ### `background9[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>;<middle>]`
2327 * 9-sliced background. See https://en.wikipedia.org/wiki/9-slice_scaling
2328 * Middle is a rect which defines the middle of the 9-slice.
2329 * `x` - The middle will be x pixels from all sides.
2330 * `x,y` - The middle will be x pixels from the horizontal and y from the vertical.
2331 * `x,y,x2,y2` - The middle will start at x,y, and end at x2, y2. Negative x2 and y2 values
2332 will be added to the width and height of the texture, allowing it to be used as the
2333 distance from the far end.
2334 * All numbers in middle are integers.
2335 * Example for formspec 8x4 in 16x resolution:
2336 image shall be sized 8 times 16px times 4 times 16px
2337 * If `auto_clip` is `true`, the background is clipped to the formspec size
2338 (`x` and `y` are used as offset values, `w` and `h` are ignored)
2339 * Available since formspec version 2
2341 ### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
2343 * Textual password style field; will be sent to server when a button is clicked
2344 * When enter is pressed in field, fields.key_enter_field will be sent with the
2346 * With the old coordinate system, fields are a set height, but will be vertically
2347 centred on `H`. With the new coordinate system, `H` will modify the height.
2348 * `name` is the name of the field as returned in fields to `on_receive_fields`
2349 * `label`, if not blank, will be text printed on the top left above the field
2350 * See `field_close_on_enter` to stop enter closing the formspec
2352 ### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2354 * Textual field; will be sent to server when a button is clicked
2355 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2356 the name of this field.
2357 * With the old coordinate system, fields are a set height, but will be vertically
2358 centred on `H`. With the new coordinate system, `H` will modify the height.
2359 * `name` is the name of the field as returned in fields to `on_receive_fields`
2360 * `label`, if not blank, will be text printed on the top left above the field
2361 * `default` is the default value of the field
2362 * `default` may contain variable references such as `${text}` which
2363 will fill the value from the metadata value `text`
2364 * **Note**: no extra text or more than a single variable is supported ATM.
2365 * See `field_close_on_enter` to stop enter closing the formspec
2367 ### `field[<name>;<label>;<default>]`
2369 * As above, but without position/size units
2370 * When enter is pressed in field, `fields.key_enter_field` will be sent with
2371 the name of this field.
2372 * Special field for creating simple forms, such as sign text input
2373 * Must be used without a `size[]` element
2374 * A "Proceed" button will be added automatically
2375 * See `field_close_on_enter` to stop enter closing the formspec
2377 ### `field_close_on_enter[<name>;<close_on_enter>]`
2379 * <name> is the name of the field
2380 * if <close_on_enter> is false, pressing enter in the field will submit the
2381 form but not close it.
2382 * defaults to true when not specified (ie: no tag for a field)
2384 ### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
2386 * Same as fields above, but with multi-line input
2387 * If the text overflows, a vertical scrollbar is added.
2388 * If the name is empty, the textarea is read-only and
2389 the background is not shown, which corresponds to a multi-line label.
2391 ### `label[<X>,<Y>;<label>]`
2393 * The label formspec element displays the text set in `label`
2394 at the specified position.
2395 * **Note**: If the new coordinate system is enabled, labels are
2396 positioned from the center of the text, not the top.
2397 * The text is displayed directly without automatic line breaking,
2398 so label should not be used for big text chunks. Newlines can be
2399 used to make labels multiline.
2400 * **Note**: With the new coordinate system, newlines are spaced with
2401 half a coordinate. With the old system, newlines are spaced 2/5 of
2404 ### `hypertext[<X>,<Y>;<W>,<H>;<name>;<text>]`
2405 * Displays a static formatted text with hyperlinks.
2406 * **Note**: This element is currently unstable and subject to change.
2407 * `x`, `y`, `w` and `h` work as per field
2408 * `name` is the name of the field as returned in fields to `on_receive_fields` in case of action in text.
2409 * `text` is the formatted text using `Markup Language` described below.
2411 ### `vertlabel[<X>,<Y>;<label>]`
2412 * Textual label drawn vertically
2413 * `label` is the text on the label
2414 * **Note**: If the new coordinate system is enabled, vertlabels are
2415 positioned from the center of the text, not the left.
2417 ### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
2419 * Clickable button. When clicked, fields will be sent.
2420 * With the old coordinate system, buttons are a set height, but will be vertically
2421 centred on `H`. With the new coordinate system, `H` will modify the height.
2422 * `label` is the text on the button
2424 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2426 * `texture name` is the filename of an image
2427 * **Note**: Height is supported on both the old and new coordinate systems
2430 ### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
2432 * `texture name` is the filename of an image
2433 * `noclip=true` means the image button doesn't need to be within specified
2435 * `drawborder`: draw button border or not
2436 * `pressed texture name` is the filename of an image on pressed state
2438 ### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
2440 * `item name` is the registered name of an item/node
2441 * The item description will be used as the tooltip. This can be overridden with
2444 ### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
2446 * When clicked, fields will be sent and the form will quit.
2447 * Same as `button` in all other respects.
2449 ### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
2451 * When clicked, fields will be sent and the form will quit.
2452 * Same as `image_button` in all other respects.
2454 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
2456 * Scrollable item list showing arbitrary text elements
2457 * `name` fieldname sent to server on doubleclick value is current selected
2459 * `listelements` can be prepended by #color in hexadecimal format RRGGBB
2461 * if you want a listelement to start with "#" write "##".
2463 ### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
2465 * Scrollable itemlist showing arbitrary text elements
2466 * `name` fieldname sent to server on doubleclick value is current selected
2468 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
2469 * if you want a listelement to start with "#" write "##"
2470 * Index to be selected within textlist
2471 * `true`/`false`: draw transparent background
2472 * See also `minetest.explode_textlist_event`
2473 (main menu: `core.explode_textlist_event`).
2475 ### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2477 * Show a tab**header** at specific position (ignores formsize)
2478 * `X` and `Y`: position of the tabheader
2479 * *Note*: Width and height are automatically chosen with this syntax
2480 * `name` fieldname data is transferred to Lua
2481 * `caption 1`...: name shown on top of tab
2482 * `current_tab`: index of selected tab 1...
2483 * `transparent` (optional): if true, tabs are semi-transparent
2484 * `draw_border` (optional): if true, draw a thin line at tab base
2486 ### `tabheader[<X>,<Y>;<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2488 * Show a tab**header** at specific position (ignores formsize)
2489 * **Important note**: This syntax for tabheaders can only be used with the
2490 new coordinate system.
2491 * `X` and `Y`: position of the tabheader
2492 * `H`: height of the tabheader. Width is automatically determined with this syntax.
2493 * `name` fieldname data is transferred to Lua
2494 * `caption 1`...: name shown on top of tab
2495 * `current_tab`: index of selected tab 1...
2496 * `transparent` (optional): show transparent
2497 * `draw_border` (optional): draw border
2499 ### `tabheader[<X>,<Y>;<W>,<H>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
2501 * Show a tab**header** at specific position (ignores formsize)
2502 * **Important note**: This syntax for tabheaders can only be used with the
2503 new coordinate system.
2504 * `X` and `Y`: position of the tabheader
2505 * `W` and `H`: width and height of the tabheader
2506 * `name` fieldname data is transferred to Lua
2507 * `caption 1`...: name shown on top of tab
2508 * `current_tab`: index of selected tab 1...
2509 * `transparent` (optional): show transparent
2510 * `draw_border` (optional): draw border
2512 ### `box[<X>,<Y>;<W>,<H>;<color>]`
2514 * Simple colored box
2515 * `color` is color specified as a `ColorString`.
2516 If the alpha component is left blank, the box will be semitransparent.
2517 If the color is not specified, the box will use the options specified by
2518 its style. If the color is specified, all styling options will be ignored.
2520 ### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2522 * Show a dropdown field
2523 * **Important note**: There are two different operation modes:
2524 1. handle directly on change (only changed dropdown is submitted)
2525 2. read the value on pressing a button (all dropdown values are available)
2526 * `X` and `Y`: position of the dropdown
2527 * `W`: width of the dropdown. Height is automatically chosen with this syntax.
2528 * Fieldname data is transferred to Lua
2529 * Items to be shown in dropdown
2530 * Index of currently selected dropdown item
2531 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2532 event field value for selected items.
2533 * `true`: Selected item index
2534 * `false` (default): Selected item value
2536 ### `dropdown[<X>,<Y>;<W>,<H>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>;<index event>]`
2538 * Show a dropdown field
2539 * **Important note**: This syntax for dropdowns can only be used with the
2540 new coordinate system.
2541 * **Important note**: There are two different operation modes:
2542 1. handle directly on change (only changed dropdown is submitted)
2543 2. read the value on pressing a button (all dropdown values are available)
2544 * `X` and `Y`: position of the dropdown
2545 * `W` and `H`: width and height of the dropdown
2546 * Fieldname data is transferred to Lua
2547 * Items to be shown in dropdown
2548 * Index of currently selected dropdown item
2549 * `index event` (optional, allowed parameter since formspec version 4): Specifies the
2550 event field value for selected items.
2551 * `true`: Selected item index
2552 * `false` (default): Selected item value
2554 ### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
2557 * `name` fieldname data is transferred to Lua
2558 * `label` to be shown left of checkbox
2559 * `selected` (optional): `true`/`false`
2560 * **Note**: If the new coordinate system is enabled, checkboxes are
2561 positioned from the center of the checkbox, not the top.
2563 ### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
2565 * Show a scrollbar using options defined by the previous `scrollbaroptions[]`
2566 * There are two ways to use it:
2567 1. handle the changed event (only changed scrollbar is available)
2568 2. read the value on pressing a button (all scrollbars are available)
2569 * `orientation`: `vertical`/`horizontal`. Default horizontal.
2570 * Fieldname data is transferred to Lua
2571 * Value of this trackbar is set to (`0`-`1000`) by default
2572 * See also `minetest.explode_scrollbar_event`
2573 (main menu: `core.explode_scrollbar_event`).
2575 ### `scrollbaroptions[opt1;opt2;...]`
2576 * Sets options for all following `scrollbar[]` elements
2578 * Sets scrollbar minimum value, defaults to `0`.
2580 * Sets scrollbar maximum value, defaults to `1000`.
2581 If the max is equal to the min, the scrollbar will be disabled.
2583 * Sets scrollbar step value when the arrows are clicked or the mouse wheel is
2585 * If this is set to a negative number, the value will be reset to `10`.
2587 * Sets scrollbar step value used by page up and page down.
2588 * If this is set to a negative number, the value will be reset to `100`.
2590 * Sets size of the thumb on the scrollbar. Size is calculated in the number of
2591 units the thumb spans out of the range of the scrollbar values.
2592 * Example: If a scrollbar has a `min` of 1 and a `max` of 100, a thumbsize of 10
2593 would span a tenth of the scrollbar space.
2594 * If this is set to zero or less, the value will be reset to `1`.
2595 * `arrows=<show/hide/default>`
2596 * Whether to show the arrow buttons on the scrollbar. `default` hides the arrows
2597 when the scrollbar gets too small, but shows them otherwise.
2599 ### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
2601 * Show scrollable table using options defined by the previous `tableoptions[]`
2602 * Displays cells as defined by the previous `tablecolumns[]`
2603 * `name`: fieldname sent to server on row select or doubleclick
2604 * `cell 1`...`cell n`: cell contents given in row-major order
2605 * `selected idx`: index of row to be selected within table (first row = `1`)
2606 * See also `minetest.explode_table_event`
2607 (main menu: `core.explode_table_event`).
2609 ### `tableoptions[<opt 1>;<opt 2>;...]`
2611 * Sets options for `table[]`
2613 * default text color (`ColorString`), defaults to `#FFFFFF`
2614 * `background=#RRGGBB`
2615 * table background color (`ColorString`), defaults to `#000000`
2616 * `border=<true/false>`
2617 * should the table be drawn with a border? (default: `true`)
2618 * `highlight=#RRGGBB`
2619 * highlight background color (`ColorString`), defaults to `#466432`
2620 * `highlight_text=#RRGGBB`
2621 * highlight text color (`ColorString`), defaults to `#FFFFFF`
2622 * `opendepth=<value>`
2623 * all subtrees up to `depth < value` are open (default value = `0`)
2624 * only useful when there is a column of type "tree"
2626 ### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
2628 * Sets columns for `table[]`
2629 * Types: `text`, `image`, `color`, `indent`, `tree`
2630 * `text`: show cell contents as text
2631 * `image`: cell contents are an image index, use column options to define
2633 * `color`: cell contents are a ColorString and define color of following
2635 * `indent`: cell contents are a number and define indentation of following
2637 * `tree`: same as indent, but user can open and close subtrees
2641 * for `text` and `image`: content alignment within cells.
2642 Available values: `left` (default), `center`, `right`, `inline`
2644 * for `text` and `image`: minimum width in em (default: `0`)
2645 * for `indent` and `tree`: indent width in em (default: `1.5`)
2646 * `padding=<value>`: padding left of the column, in em (default `0.5`).
2647 Exception: defaults to 0 for indent columns
2648 * `tooltip=<value>`: tooltip text (default: empty)
2649 * `image` column options:
2650 * `0=<value>` sets image for image index 0
2651 * `1=<value>` sets image for image index 1
2652 * `2=<value>` sets image for image index 2
2653 * and so on; defined indices need not be contiguous empty or
2654 non-numeric cells are treated as `0`.
2655 * `color` column options:
2656 * `span=<value>`: number of following columns to affect
2657 (default: infinite).
2659 ### `style[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2661 * Set the style for the element(s) matching `selector` by name.
2662 * `selector` can be one of:
2663 * `<name>` - An element name. Includes `*`, which represents every element.
2664 * `<name>:<state>` - An element name, a colon, and one or more states.
2665 * `state` is a list of states separated by the `+` character.
2666 * If a state is provided, the style will only take effect when the element is in that state.
2667 * All provided states must be active for the style to apply.
2668 * Note: this **must** be before the element is defined.
2669 * See [Styling Formspecs].
2672 ### `style_type[<selector 1>,<selector 2>;<prop1>;<prop2>;...]`
2674 * Set the style for the element(s) matching `selector` by type.
2675 * `selector` can be one of:
2676 * `<type>` - An element type. Includes `*`, which represents every element.
2677 * `<type>:<state>` - An element type, a colon, and one or more states.
2678 * `state` is a list of states separated by the `+` character.
2679 * If a state is provided, the style will only take effect when the element is in that state.
2680 * All provided states must be active for the style to apply.
2681 * See [Styling Formspecs].
2683 ### `set_focus[<name>;<force>]`
2685 * Sets the focus to the element with the same `name` parameter.
2686 * **Note**: This element must be placed before the element it focuses.
2687 * `force` (optional, default `false`): By default, focus is not applied for
2688 re-sent formspecs with the same name so that player-set focus is kept.
2689 `true` sets the focus to the specified element for every sent formspec.
2690 * The following elements have the ability to be focused:
2705 Migrating to Real Coordinates
2706 -----------------------------
2708 In the old system, positions included padding and spacing. Padding is a gap between
2709 the formspec window edges and content, and spacing is the gaps between items. For
2710 example, two `1x1` elements at `0,0` and `1,1` would have a spacing of `5/4` between them,
2711 and a padding of `3/8` from the formspec edge. It may be easiest to recreate old layouts
2712 in the new coordinate system from scratch.
2714 To recreate an old layout with padding, you'll need to pass the positions and sizes
2715 through the following formula to re-introduce padding:
2718 pos = (oldpos + 1)*spacing + padding
2724 You'll need to change the `size[]` tag like this:
2727 size = (oldsize-1)*spacing + padding*2 + 1
2730 A few elements had random offsets in the old system. Here is a table which shows these
2731 offsets when migrating:
2733 | Element | Position | Size | Notes
2734 |---------|------------|---------|-------
2735 | box | +0.3, +0.1 | 0, -0.4 |
2736 | button | | | Buttons now support height, so set h = 2 * 15/13 * 0.35, and reposition if h ~= 15/13 * 0.35 before
2737 | list | | | Spacing is now 0.25 for both directions, meaning lists will be taller in height
2738 | label | 0, +0.3 | | The first line of text is now positioned centered exactly at the position specified
2743 Formspec elements can be themed using the style elements:
2745 style[<name 1>,<name 2>;<prop1>;<prop2>;...]
2746 style[<name 1>:<state>,<name 2>:<state>;<prop1>;<prop2>;...]
2747 style_type[<type 1>,<type 2>;<prop1>;<prop2>;...]
2748 style_type[<type 1>:<state>,<type 2>:<state>;<prop1>;<prop2>;...]
2752 property_name=property_value
2756 style_type[button;bgcolor=#006699]
2757 style[world_delete;bgcolor=red;textcolor=yellow]
2758 button[4,3.95;2.6,1;world_delete;Delete]
2760 A name/type can optionally be a comma separated list of names/types, like so:
2762 world_delete,world_create,world_configure
2765 A `*` type can be used to select every element in the formspec.
2767 Any name/type in the list can also be accompanied by a `+`-separated list of states, like so:
2769 world_delete:hovered+pressed
2772 States allow you to apply styles in response to changes in the element, instead of applying at all times.
2774 Setting a property to nothing will reset it to the default value. For example:
2776 style_type[button;bgimg=button.png;bgimg_pressed=button_pressed.png;border=false]
2777 style[btn_exit;bgimg=;bgimg_pressed=;border=;bgcolor=red]
2780 ### Supported Element Types
2782 Some types may inherit styles from parent types.
2784 * animated_image, inherits from image
2787 * button_exit, inherits from button
2796 * pwdfield, inherits from field
2802 * vertlabel, inherits from label
2805 ### Valid Properties
2808 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2810 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2811 * Defaults to false in formspec_version version 3 or higher
2812 * **Note**: `colors`, `bordercolors`, and `borderwidths` accept multiple input types:
2813 * Single value (e.g. `#FF0`): All corners/borders.
2814 * Two values (e.g. `red,#FFAAFF`): top-left and bottom-right,top-right and bottom-left/
2815 top and bottom,left and right.
2816 * Four values (e.g. `blue,#A0F,green,#FFFA`): top-left/top and rotates clockwise.
2817 * These work similarly to CSS borders.
2818 * colors - `ColorString`. Sets the color(s) of the box corners. Default `black`.
2819 * bordercolors - `ColorString`. Sets the color(s) of the borders. Default `black`.
2820 * borderwidths - Integer. Sets the width(s) of the borders in pixels. If the width is
2821 negative, the border will extend inside the box, whereas positive extends outside
2822 the box. A width of zero results in no border; this is default.
2823 * button, button_exit, image_button, item_image_button
2824 * alpha - boolean, whether to draw alpha in bgimg. Default true.
2825 * bgcolor - color, sets button tint.
2826 * bgcolor_hovered - color when hovered. Defaults to a lighter bgcolor when not provided.
2827 * This is deprecated, use states instead.
2828 * bgcolor_pressed - color when pressed. Defaults to a darker bgcolor when not provided.
2829 * This is deprecated, use states instead.
2830 * bgimg - standard background image. Defaults to none.
2831 * bgimg_hovered - background image when hovered. Defaults to bgimg when not provided.
2832 * This is deprecated, use states instead.
2833 * bgimg_middle - Makes the bgimg textures render in 9-sliced mode and defines the middle rect.
2834 See background9[] documentation for more details. This property also pads the
2835 button's content when set.
2836 * bgimg_pressed - background image when pressed. Defaults to bgimg when not provided.
2837 * This is deprecated, use states instead.
2838 * font - Sets font type. This is a comma separated list of options. Valid options:
2839 * Main font type options. These cannot be combined with each other:
2840 * `normal`: Default font
2841 * `mono`: Monospaced font
2842 * Font modification options. If used without a main font type, `normal` is used:
2843 * `bold`: Makes font bold.
2844 * `italic`: Makes font italic.
2846 * font_size - Sets font size. Default is user-set. Can have multiple values:
2847 * `<number>`: Sets absolute font size to `number`.
2848 * `+<number>`/`-<number>`: Offsets default font size by `number` points.
2849 * `*<number>`: Multiplies default font size by `number`, similar to CSS `em`.
2850 * border - boolean, draw border. Set to false to hide the bevelled button pane. Default true.
2851 * content_offset - 2d vector, shifts the position of the button's content without resizing it.
2852 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2853 * padding - rect, adds space between the edges of the button and the content. This value is
2854 relative to bgimg_middle.
2855 * sound - a sound to be played when clicked.
2856 * textcolor - color, default white.
2858 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2859 * sound - a sound to be played when clicked.
2861 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2862 * sound - a sound to be played when clicked.
2863 * field, pwdfield, textarea
2864 * border - set to false to hide the textbox background and border. Default true.
2865 * font - Sets font type. See button `font` property for more information.
2866 * font_size - Sets font size. See button `font_size` property for more information.
2867 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2868 * textcolor - color. Default white.
2870 * bgcolor - color, sets background color.
2871 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2872 * Default to false in formspec_version version 3 or higher
2874 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2875 * Default to false in formspec_version version 3 or higher
2877 * noclip - boolean, set to true to allow the element to exceed formspec bounds. Default to false.
2879 * font - Sets font type. See button `font` property for more information.
2880 * font_size - Sets font size. See button `font_size` property for more information.
2881 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2882 * image_button (additional properties)
2883 * fgimg - standard image. Defaults to none.
2884 * fgimg_hovered - image when hovered. Defaults to fgimg when not provided.
2885 * This is deprecated, use states instead.
2886 * fgimg_pressed - image when pressed. Defaults to fgimg when not provided.
2887 * This is deprecated, use states instead.
2888 * NOTE: The parameters of any given image_button will take precedence over fgimg/fgimg_pressed
2889 * sound - a sound to be played when clicked.
2891 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2893 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2894 * sound - a sound to be played when clicked.
2895 * textcolor - color. Default white.
2897 * font - Sets font type. See button `font` property for more information.
2898 * font_size - Sets font size. See button `font_size` property for more information.
2899 * noclip - boolean, set to true to allow the element to exceed formspec bounds.
2904 * default - Equivalent to providing no states
2905 * button, button_exit, image_button, item_image_button
2906 * hovered - Active when the mouse is hovering over the element
2907 * pressed - Active when the button is pressed
2912 Markup language used in `hypertext[]` elements uses tags that look like HTML tags.
2913 The markup language is currently unstable and subject to change. Use with caution.
2914 Some tags can enclose text, they open with `<tagname>` and close with `</tagname>`.
2915 Tags can have attributes, in that case, attributes are in the opening tag in
2916 form of a key/value separated with equal signs. Attribute values should not be quoted.
2918 These are the technically basic tags but see below for usual tags. Base tags are:
2920 `<style color=... font=... size=...>...</style>`
2922 Changes the style of the text.
2924 * `color`: Text color. Given color is a `colorspec`.
2925 * `size`: Text size.
2926 * `font`: Text font (`mono` or `normal`).
2928 `<global background=... margin=... valign=... color=... hovercolor=... size=... font=... halign=... >`
2933 * `background`: Text background, a `colorspec` or `none`.
2934 * `margin`: Page margins in pixel.
2935 * `valign`: Text vertical alignment (`top`, `middle`, `bottom`).
2937 Inheriting styles (affects child elements):
2938 * `color`: Default text color. Given color is a `colorspec`.
2939 * `hovercolor`: Color of <action> tags when mouse is over.
2940 * `size`: Default text size.
2941 * `font`: Default text font (`mono` or `normal`).
2942 * `halign`: Default text horizontal alignment (`left`, `right`, `center`, `justify`).
2944 This tag needs to be placed only once as it changes the global settings of the
2945 text. Anyway, if several tags are placed, each changed will be made in the order
2948 `<tag name=... color=... hovercolor=... font=... size=...>`
2950 Defines or redefines tag style. This can be used to define new tags.
2951 * `name`: Name of the tag to define or change.
2952 * `color`: Text color. Given color is a `colorspec`.
2953 * `hovercolor`: Text color when element hovered (only for `action` tags). Given color is a `colorspec`.
2954 * `size`: Text size.
2955 * `font`: Text font (`mono` or `normal`).
2957 Following tags are the usual tags for text layout. They are defined by default.
2958 Other tags can be added using `<tag ...>` tag.
2960 `<normal>...</normal>`: Normal size text
2962 `<big>...</big>`: Big text
2964 `<bigger>...</bigger>`: Bigger text
2966 `<center>...</center>`: Centered text
2968 `<left>...</left>`: Left-aligned text
2970 `<right>...</right>`: Right-aligned text
2972 `<justify>...</justify>`: Justified text
2974 `<mono>...</mono>`: Monospaced font
2976 `<b>...</b>`, `<i>...</i>`, `<u>...</u>`: Bold, italic, underline styles.
2978 `<action name=...>...</action>`
2980 Make that text a clickable text triggering an action.
2982 * `name`: Name of the action (mandatory).
2984 When clicked, the formspec is send to the server. The value of the text field
2985 sent to `on_player_receive_fields` will be "action:" concatenated to the action
2988 `<img name=... float=... width=... height=...>`
2990 Draws an image which is present in the client media cache.
2992 * `name`: Name of the texture (mandatory).
2993 * `float`: If present, makes the image floating (`left` or `right`).
2994 * `width`: Force image width instead of taking texture width.
2995 * `height`: Force image height instead of taking texture height.
2997 If only width or height given, texture aspect is kept.
2999 `<item name=... float=... width=... height=... rotate=...>`
3001 Draws an item image.
3003 * `name`: Item string of the item to draw (mandatory).
3004 * `float`: If present, makes the image floating (`left` or `right`).
3005 * `width`: Item image width.
3006 * `height`: Item image height.
3007 * `rotate`: Rotate item image if set to `yes` or `X,Y,Z`. X, Y and Z being
3008 rotation speeds in percent of standard speed (-1000 to 1000). Works only if
3009 `inventory_items_animations` is set to true.
3010 * `angle`: Angle in which the item image is shown. Value has `X,Y,Z` form.
3011 X, Y and Z being angles around each three axes. Works only if
3012 `inventory_items_animations` is set to true.
3020 * `"context"`: Selected node metadata (deprecated: `"current_name"`)
3021 * `"current_player"`: Player to whom the menu is shown
3022 * `"player:<name>"`: Any player
3023 * `"nodemeta:<X>,<Y>,<Z>"`: Any node metadata
3024 * `"detached:<name>"`: A detached inventory
3026 Player Inventory lists
3027 ----------------------
3029 * `main`: list containing the default inventory
3030 * `craft`: list containing the craft input
3031 * `craftpreview`: list containing the craft prediction
3032 * `craftresult`: list containing the crafted output
3033 * `hand`: list containing an override for the empty hand
3034 * Is not created automatically, use `InvRef:set_size`
3035 * Is only used to enhance the empty hand's tool capabilities
3043 `#RGB` defines a color in hexadecimal format.
3045 `#RGBA` defines a color in hexadecimal format and alpha channel.
3047 `#RRGGBB` defines a color in hexadecimal format.
3049 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
3051 Named colors are also supported and are equivalent to
3052 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
3053 To specify the value of the alpha channel, append `#AA` to the end of the color
3054 name (e.g. `colorname#08`). For named colors the hexadecimal string
3055 representing the alpha value must (always) be two hexadecimal digits.
3060 A ColorSpec specifies a 32-bit color. It can be written in any of the following
3063 * table form: Each element ranging from 0..255 (a, if absent, defaults to 255):
3064 * `colorspec = {a=255, r=0, g=255, b=0}`
3065 * numerical form: The raw integer value of an ARGB8 quad:
3066 * `colorspec = 0xFF00FF00`
3067 * string form: A ColorString (defined above):
3068 * `colorspec = "green"`
3076 Most text can contain escape sequences, that can for example color the text.
3077 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
3078 The following functions provide escape sequences:
3080 * `minetest.get_color_escape_sequence(color)`:
3081 * `color` is a ColorString
3082 * The escape sequence sets the text color to `color`
3083 * `minetest.colorize(color, message)`:
3085 `minetest.get_color_escape_sequence(color) ..
3087 minetest.get_color_escape_sequence("#ffffff")`
3088 * `minetest.get_background_escape_sequence(color)`
3089 * `color` is a ColorString
3090 * The escape sequence sets the background of the whole text element to
3091 `color`. Only defined for item descriptions and tooltips.
3092 * `minetest.strip_foreground_colors(str)`
3093 * Removes foreground colors added by `get_color_escape_sequence`.
3094 * `minetest.strip_background_colors(str)`
3095 * Removes background colors added by `get_background_escape_sequence`.
3096 * `minetest.strip_colors(str)`
3097 * Removes all color escape sequences.
3104 A spatial vector is similar to a position, but instead using
3105 absolute world coordinates, it uses *relative* coordinates, relative to
3106 no particular point.
3108 Internally, it is implemented as a table with the 3 fields
3109 `x`, `y` and `z`. Example: `{x = 0, y = 1, z = 0}`.
3111 For the following functions, `v`, `v1`, `v2` are vectors,
3112 `p1`, `p2` are positions,
3113 `s` is a scalar (a number):
3115 * `vector.new(a[, b, c])`:
3117 * A copy of `a` if `a` is a vector.
3118 * `{x = a, y = b, z = c}`, if all of `a`, `b`, `c` are defined numbers.
3119 * `vector.direction(p1, p2)`:
3120 * Returns a vector of length 1 with direction `p1` to `p2`.
3121 * If `p1` and `p2` are identical, returns `{x = 0, y = 0, z = 0}`.
3122 * `vector.distance(p1, p2)`:
3123 * Returns zero or a positive number, the distance between `p1` and `p2`.
3124 * `vector.length(v)`:
3125 * Returns zero or a positive number, the length of vector `v`.
3126 * `vector.normalize(v)`:
3127 * Returns a vector of length 1 with direction of vector `v`.
3128 * If `v` has zero length, returns `{x = 0, y = 0, z = 0}`.
3129 * `vector.floor(v)`:
3130 * Returns a vector, each dimension rounded down.
3131 * `vector.round(v)`:
3132 * Returns a vector, each dimension rounded to nearest integer.
3133 * `vector.apply(v, func)`:
3134 * Returns a vector where the function `func` has been applied to each
3136 * `vector.equals(v1, v2)`:
3137 * Returns a boolean, `true` if the vectors are identical.
3138 * `vector.sort(v1, v2)`:
3139 * Returns in order minp, maxp vectors of the cuboid defined by `v1`, `v2`.
3140 * `vector.angle(v1, v2)`:
3141 * Returns the angle between `v1` and `v2` in radians.
3142 * `vector.dot(v1, v2)`:
3143 * Returns the dot product of `v1` and `v2`.
3144 * `vector.cross(v1, v2)`:
3145 * Returns the cross product of `v1` and `v2`.
3146 * `vector.offset(v, x, y, z)`:
3147 * Returns the sum of the vectors `v` and `{x = x, y = y, z = z}`.
3149 For the following functions `x` can be either a vector or a number:
3151 * `vector.add(v, x)`:
3153 * If `x` is a vector: Returns the sum of `v` and `x`.
3154 * If `x` is a number: Adds `x` to each component of `v`.
3155 * `vector.subtract(v, x)`:
3157 * If `x` is a vector: Returns the difference of `v` subtracted by `x`.
3158 * If `x` is a number: Subtracts `x` from each component of `v`.
3159 * `vector.multiply(v, s)`:
3160 * Returns a scaled vector.
3161 * Deprecated: If `s` is a vector: Returns the Schur product.
3162 * `vector.divide(v, s)`:
3163 * Returns a scaled vector.
3164 * Deprecated: If `s` is a vector: Returns the Schur quotient.
3166 For the following functions `a` is an angle in radians and `r` is a rotation
3167 vector ({x = <pitch>, y = <yaw>, z = <roll>}) where pitch, yaw and roll are
3170 * `vector.rotate(v, r)`:
3171 * Applies the rotation `r` to `v` and returns the result.
3172 * `vector.rotate({x = 0, y = 0, z = 1}, r)` and
3173 `vector.rotate({x = 0, y = 1, z = 0}, r)` return vectors pointing
3174 forward and up relative to an entity's rotation `r`.
3175 * `vector.rotate_around_axis(v1, v2, a)`:
3176 * Returns `v1` rotated around axis `v2` by `a` radians according to
3177 the right hand rule.
3178 * `vector.dir_to_rotation(direction[, up])`:
3179 * Returns a rotation vector for `direction` pointing forward using `up`
3181 * If `up` is omitted, the roll of the returned vector defaults to zero.
3182 * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other.
3190 * `dump2(obj, name, dumped)`: returns a string which makes `obj`
3191 human-readable, handles reference loops.
3192 * `obj`: arbitrary variable
3193 * `name`: string, default: `"_"`
3194 * `dumped`: table, default: `{}`
3195 * `dump(obj, dumped)`: returns a string which makes `obj` human-readable
3196 * `obj`: arbitrary variable
3197 * `dumped`: table, default: `{}`
3198 * `math.hypot(x, y)`
3199 * Get the hypotenuse of a triangle with legs x and y.
3200 Useful for distance calculation.
3201 * `math.sign(x, tolerance)`: returns `-1`, `0` or `1`
3202 * Get the sign of a number.
3203 * tolerance: number, default: `0.0`
3204 * If the absolute value of `x` is within the `tolerance` or `x` is NaN,
3206 * `math.factorial(x)`: returns the factorial of `x`
3207 * `string.split(str, separator, include_empty, max_splits, sep_is_pattern)`
3208 * `separator`: string, default: `","`
3209 * `include_empty`: boolean, default: `false`
3210 * `max_splits`: number, if it's negative, splits aren't limited,
3212 * `sep_is_pattern`: boolean, it specifies whether separator is a plain
3213 string or a pattern (regex), default: `false`
3214 * e.g. `"a,b":split","` returns `{"a","b"}`
3215 * `string:trim()`: returns the string without whitespace pre- and suffixes
3216 * e.g. `"\n \t\tfoo bar\t ":trim()` returns `"foo bar"`
3217 * `minetest.wrap_text(str, limit, as_table)`: returns a string or table
3218 * Adds newlines to the string to keep it within the specified character
3220 * Note that the returned lines may be longer than the limit since it only
3221 splits at word borders.
3222 * `limit`: number, maximal amount of characters in one line
3223 * `as_table`: boolean, if set to true, a table of lines instead of a string
3224 is returned, default: `false`
3225 * `minetest.pos_to_string(pos, decimal_places)`: returns string `"(X,Y,Z)"`
3226 * `pos`: table {x=X, y=Y, z=Z}
3227 * Converts the position `pos` to a human-readable, printable string
3228 * `decimal_places`: number, if specified, the x, y and z values of
3229 the position are rounded to the given decimal place.
3230 * `minetest.string_to_pos(string)`: returns a position or `nil`
3231 * Same but in reverse.
3232 * If the string can't be parsed to a position, nothing is returned.
3233 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
3234 * Converts a string representing an area box into two positions
3235 * `minetest.formspec_escape(string)`: returns a string
3236 * escapes the characters "[", "]", "\", "," and ";", which can not be used
3238 * `minetest.is_yes(arg)`
3239 * returns true if passed 'y', 'yes', 'true' or a number that isn't zero.
3240 * `minetest.is_nan(arg)`
3241 * returns true when the passed number represents NaN.
3242 * `minetest.get_us_time()`
3243 * returns time with microsecond precision. May not return wall time.
3244 * This value might overflow on certain 32-bit systems!
3245 * `table.copy(table)`: returns a table
3246 * returns a deep copy of `table`
3247 * `table.indexof(list, val)`: returns the smallest numerical index containing
3248 the value `val` in the table `list`. Non-numerical indices are ignored.
3249 If `val` could not be found, `-1` is returned. `list` must not have
3251 * `table.insert_all(table, other_table)`:
3252 * Appends all values in `other_table` to `table` - uses `#table + 1` to
3254 * `table.key_value_swap(t)`: returns a table with keys and values swapped
3255 * If multiple keys in `t` map to the same value, the result is undefined.
3256 * `table.shuffle(table, [from], [to], [random_func])`:
3257 * Shuffles elements `from` to `to` in `table` in place
3258 * `from` defaults to `1`
3259 * `to` defaults to `#table`
3260 * `random_func` defaults to `math.random`. This function receives two
3261 integers as arguments and should return a random integer inclusively
3263 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a
3265 * returns the exact position on the surface of a pointed node
3266 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool
3268 Returns a table with the following fields:
3269 * `diggable`: `true` if node can be dug, `false` otherwise.
3270 * `time`: Time it would take to dig the node.
3271 * `wear`: How much wear would be added to the tool.
3272 `time` and `wear` are meaningless if node's not diggable
3274 * `groups`: Table of the node groups of the node that would be dug
3275 * `tool_capabilities`: Tool capabilities table of the tool
3276 * `minetest.get_hit_params(groups, tool_capabilities [, time_from_last_punch])`:
3277 Simulates an item that punches an object.
3278 Returns a table with the following fields:
3279 * `hp`: How much damage the punch would cause.
3280 * `wear`: How much wear would be added to the tool.
3282 * `groups`: Damage groups of the object
3283 * `tool_capabilities`: Tool capabilities table of the item
3284 * `time_from_last_punch`: time in seconds since last punch action
3292 Texts can be translated client-side with the help of `minetest.translate` and
3295 Translating a string
3296 --------------------
3298 Two functions are provided to translate strings: `minetest.translate` and
3299 `minetest.get_translator`.
3301 * `minetest.get_translator(textdomain)` is a simple wrapper around
3302 `minetest.translate`, and `minetest.get_translator(textdomain)(str, ...)` is
3303 equivalent to `minetest.translate(textdomain, str, ...)`.
3304 It is intended to be used in the following way, so that it avoids verbose
3305 repetitions of `minetest.translate`:
3307 local S = minetest.get_translator(textdomain)
3310 As an extra commodity, if `textdomain` is nil, it is assumed to be "" instead.
3312 * `minetest.translate(textdomain, str, ...)` translates the string `str` with
3313 the given `textdomain` for disambiguation. The textdomain must match the
3314 textdomain specified in the translation file in order to get the string
3315 translated. This can be used so that a string is translated differently in
3317 It is advised to use the name of the mod as textdomain whenever possible, to
3318 avoid clashes with other mods.
3319 This function must be given a number of arguments equal to the number of
3320 arguments the translated string expects.
3321 Arguments are literal strings -- they will not be translated, so if you want
3322 them to be, they need to come as outputs of `minetest.translate` as well.
3324 For instance, suppose we want to translate "@1 Wool" with "@1" being replaced
3325 by the translation of "Red". We can do the following:
3327 local S = minetest.get_translator()
3328 S("@1 Wool", S("Red"))
3330 This will be displayed as "Red Wool" on old clients and on clients that do
3331 not have localization enabled. However, if we have for instance a translation
3332 file named `wool.fr.tr` containing the following:
3337 this will be displayed as "Laine Rouge" on clients with a French locale.
3339 Operations on translated strings
3340 --------------------------------
3342 The output of `minetest.translate` is a string, with escape sequences adding
3343 additional information to that string so that it can be translated on the
3344 different clients. In particular, you can't expect operations like string.length
3345 to work on them like you would expect them to, or string.gsub to work in the
3346 expected manner. However, string concatenation will still work as expected
3347 (note that you should only use this for things like formspecs; do not translate
3348 sentences by breaking them into parts; arguments should be used instead), and
3349 operations such as `minetest.colorize` which are also concatenation.
3351 Translation file format
3352 -----------------------
3354 A translation file has the suffix `.[lang].tr`, where `[lang]` is the language
3355 it corresponds to. It must be put into the `locale` subdirectory of the mod.
3356 The file should be a text file, with the following format:
3358 * Lines beginning with `# textdomain:` (the space is significant) can be used
3359 to specify the text domain of all following translations in the file.
3360 * All other empty lines or lines beginning with `#` are ignored.
3361 * Other lines should be in the format `original=translated`. Both `original`
3362 and `translated` can contain escape sequences beginning with `@` to insert
3363 arguments, literal `@`, `=` or newline (See [Escapes] below).
3364 There must be no extraneous whitespace around the `=` or at the beginning or
3365 the end of the line.
3370 Strings that need to be translated can contain several escapes, preceded by `@`.
3372 * `@@` acts as a literal `@`.
3373 * `@n`, where `n` is a digit between 1 and 9, is an argument for the translated
3374 string that will be inlined when translated. Due to how translations are
3375 implemented, the original translation string **must** have its arguments in
3376 increasing order, without gaps or repetitions, starting from 1.
3377 * `@=` acts as a literal `=`. It is not required in strings given to
3378 `minetest.translate`, but is in translation files to avoid being confused
3379 with the `=` separating the original from the translation.
3380 * `@\n` (where the `\n` is a literal newline) acts as a literal newline.
3381 As with `@=`, this escape is not required in strings given to
3382 `minetest.translate`, but is in translation files.
3383 * `@n` acts as a literal newline as well.
3385 Server side translations
3386 ------------------------
3388 On some specific cases, server translation could be useful. For example, filter
3389 a list on labels and send results to client. A method is supplied to achieve
3392 `minetest.get_translated_string(lang_code, string)`: Translates `string` using
3393 translations for `lang_code` language. It gives the same result as if the string
3394 was translated by the client.
3396 The `lang_code` to use for a given player can be retrieved from
3397 the table returned by `minetest.get_player_information(name)`.
3399 IMPORTANT: This functionality should only be used for sorting, filtering or similar purposes.
3400 You do not need to use this to get translated strings to show up on the client.
3405 Perlin noise creates a continuously-varying value depending on the input values.
3406 Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes.
3407 The result is used during map generation to create the terrain shape, vary heat
3408 and humidity to distribute biomes, vary the density of decorations or vary the
3411 Structure of perlin noise
3412 -------------------------
3414 An 'octave' is a simple noise generator that outputs a value between -1 and 1.
3415 The smooth wavy noise it generates has a single characteristic scale, almost
3416 like a 'wavelength', so on its own does not create fine detail.
3417 Due to this perlin noise combines several octaves to create variation on
3418 multiple scales. Each additional octave has a smaller 'wavelength' than the
3421 This combination results in noise varying very roughly between -2.0 and 2.0 and
3422 with an average value of 0.0, so `scale` and `offset` are then used to multiply
3423 and offset the noise variation.
3425 The final perlin noise variation is created as follows:
3427 noise = offset + scale * (octave1 +
3428 octave2 * persistence +
3429 octave3 * persistence ^ 2 +
3430 octave4 * persistence ^ 3 +
3436 Noise Parameters are commonly called `NoiseParams`.
3440 After the multiplication by `scale` this is added to the result and is the final
3441 step in creating the noise value.
3442 Can be positive or negative.
3446 Once all octaves have been combined, the result is multiplied by this.
3447 Can be positive or negative.
3451 For octave1, this is roughly the change of input value needed for a very large
3452 variation in the noise value generated by octave1. It is almost like a
3453 'wavelength' for the wavy noise variation.
3454 Each additional octave has a 'wavelength' that is smaller than the previous
3455 octave, to create finer detail. `spread` will therefore roughly be the typical
3456 size of the largest structures in the final noise variation.
3458 `spread` is a vector with values for x, y, z to allow the noise variation to be
3459 stretched or compressed in the desired axes.
3460 Values are positive numbers.
3464 This is a whole number that determines the entire pattern of the noise
3465 variation. Altering it enables different noise patterns to be created.
3466 With other parameters equal, different seeds produce different noise patterns
3467 and identical seeds produce identical noise patterns.
3469 For this parameter you can randomly choose any whole number. Usually it is
3470 preferable for this to be different from other seeds, but sometimes it is useful
3471 to be able to create identical noise patterns.
3473 In some noise APIs the world seed is added to the seed specified in noise
3474 parameters. This is done to make the resulting noise pattern vary in different
3475 worlds, and be 'world-specific'.
3479 The number of simple noise generators that are combined.
3480 A whole number, 1 or more.
3481 Each additional octave adds finer detail to the noise but also increases the
3482 noise calculation load.
3483 3 is a typical minimum for a high quality, complex and natural-looking noise
3484 variation. 1 octave has a slight 'gridlike' appearence.
3486 Choose the number of octaves according to the `spread` and `lacunarity`, and the
3487 size of the finest detail you require. For example:
3488 if `spread` is 512 nodes, `lacunarity` is 2.0 and finest detail required is 16
3489 nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
3490 512, 256, 128, 64, 32, 16 nodes.
3491 Warning: If the 'wavelength' of any octave falls below 1 an error will occur.
3495 Each additional octave has an amplitude that is the amplitude of the previous
3496 octave multiplied by `persistence`, to reduce the amplitude of finer details,
3497 as is often helpful and natural to do so.
3498 Since this controls the balance of fine detail to large-scale detail
3499 `persistence` can be thought of as the 'roughness' of the noise.
3501 A positive or negative non-zero number, often between 0.3 and 1.0.
3502 A common medium value is 0.5, such that each octave has half the amplitude of
3503 the previous octave.
3504 This may need to be tuned when altering `lacunarity`; when doing so consider
3505 that a common medium value is 1 / lacunarity.
3509 Each additional octave has a 'wavelength' that is the 'wavelength' of the
3510 previous octave multiplied by 1 / lacunarity, to create finer detail.
3511 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
3513 A positive number no smaller than 1.0.
3514 Values below 2.0 create higher quality noise at the expense of requiring more
3515 octaves to cover a paticular range of 'wavelengths'.
3519 Leave this field unset for no special handling.
3520 Currently supported are `defaults`, `eased` and `absvalue`:
3524 Specify this if you would like to keep auto-selection of eased/not-eased while
3525 specifying some other flags.
3529 Maps noise gradient values onto a quintic S-curve before performing
3530 interpolation. This results in smooth, rolling noise.
3531 Disable this (`noeased`) for sharp-looking noise with a slightly gridded
3533 If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
3535 Easing a 3D noise significantly increases the noise calculation load, so use
3540 The absolute value of each octave's noise variation is used when combining the
3541 octaves. The final perlin noise variation is created as follows:
3543 noise = offset + scale * (abs(octave1) +
3544 abs(octave2) * persistence +
3545 abs(octave3) * persistence ^ 2 +
3546 abs(octave4) * persistence ^ 3 +
3551 For 2D or 3D perlin noise or perlin noise maps:
3556 spread = {x = 500, y = 500, z = 500},
3561 flags = "defaults, absvalue",
3564 For 2D noise the Z component of `spread` is still defined but is ignored.
3565 A single noise parameter table can be used for 2D or 3D noise.
3576 These tell in what manner the ore is generated.
3578 All default ores are of the uniformly-distributed scatter type.
3582 Randomly chooses a location and generates a cluster of ore.
3584 If `noise_params` is specified, the ore will be placed if the 3D perlin noise
3585 at that point is greater than the `noise_threshold`, giving the ability to
3586 create a non-equal distribution of ore.
3590 Creates a sheet of ore in a blob shape according to the 2D perlin noise
3591 described by `noise_params` and `noise_threshold`. This is essentially an
3592 improved version of the so-called "stratus" ore seen in some unofficial mods.
3594 This sheet consists of vertical columns of uniform randomly distributed height,
3595 varying between the inclusive range `column_height_min` and `column_height_max`.
3596 If `column_height_min` is not specified, this parameter defaults to 1.
3597 If `column_height_max` is not specified, this parameter defaults to `clust_size`
3598 for reverse compatibility. New code should prefer `column_height_max`.
3600 The `column_midpoint_factor` parameter controls the position of the column at
3601 which ore emanates from.
3602 If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
3603 equally starting from each direction.
3604 `column_midpoint_factor` is a decimal number ranging in value from 0 to 1. If
3605 this parameter is not specified, the default is 0.5.
3607 The ore parameters `clust_scarcity` and `clust_num_ores` are ignored for this
3612 Creates a sheet of ore in a cloud-like puff shape.
3614 As with the `sheet` ore type, the size and shape of puffs are described by
3615 `noise_params` and `noise_threshold` and are placed at random vertical
3616 positions within the currently generated chunk.
3618 The vertical top and bottom displacement of each puff are determined by the
3619 noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
3623 Creates a deformed sphere of ore according to 3d perlin noise described by
3624 `noise_params`. The maximum size of the blob is `clust_size`, and
3625 `clust_scarcity` has the same meaning as with the `scatter` type.
3629 Creates veins of ore varying in density by according to the intersection of two
3630 instances of 3d perlin noise with different seeds, both described by
3633 `random_factor` varies the influence random chance has on placement of an ore
3634 inside the vein, which is `1` by default. Note that modifying this parameter
3635 may require adjusting `noise_threshold`.
3637 The parameters `clust_scarcity`, `clust_num_ores`, and `clust_size` are ignored
3640 This ore type is difficult to control since it is sensitive to small changes.
3641 The following is a decent set of parameters to work from:
3646 spread = {x=200, y=200, z=200},
3653 noise_threshold = 1.6
3655 **WARNING**: Use this ore type *very* sparingly since it is ~200x more
3656 computationally expensive than any other ore.
3660 Creates a single undulating ore stratum that is continuous across mapchunk
3661 borders and horizontally spans the world.
3663 The 2D perlin noise described by `noise_params` defines the Y co-ordinate of
3664 the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
3665 defines the stratum's vertical thickness (in units of nodes). Due to being
3666 continuous across mapchunk borders the stratum's vertical thickness is
3669 If the noise parameter `noise_params` is omitted the ore will occur from y_min
3670 to y_max in a simple horizontal stratum.
3672 A parameter `stratum_thickness` can be provided instead of the noise parameter
3673 `np_stratum_thickness`, to create a constant thickness.
3675 Leaving out one or both noise parameters makes the ore generation less
3676 intensive, useful when adding multiple strata.
3678 `y_min` and `y_max` define the limits of the ore generation and for performance
3679 reasons should be set as close together as possible but without clipping the
3680 stratum's Y variation.
3682 Each node in the stratum has a 1-in-`clust_scarcity` chance of being ore, so a
3683 solid-ore stratum would require a `clust_scarcity` of 1.
3685 The parameters `clust_num_ores`, `clust_size`, `noise_threshold` and
3686 `random_factor` are ignored by this ore type.
3691 See section [Flag Specifier Format].
3693 Currently supported flags:
3694 `puff_cliffs`, `puff_additive_composition`.
3698 If set, puff ore generation will not taper down large differences in
3699 displacement when approaching the edge of a puff. This flag has no effect for
3700 ore types other than `puff`.
3702 ### `puff_additive_composition`
3704 By default, when noise described by `np_puff_top` or `np_puff_bottom` results
3705 in a negative displacement, the sub-column at that point is not generated. With
3706 this attribute set, puff ore generation will instead generate the absolute
3707 difference in noise displacement values. This flag has no effect for ore types
3716 The varying types of decorations that can be placed.
3721 Creates a 1 times `H` times 1 column of a specified node (or a random node from
3722 a list, if a decoration list is specified). Can specify a certain node it must
3723 spawn next to, such as water or lava, for example. Can also generate a
3724 decoration of random height between a specified lower and upper bound.
3725 This type of decoration is intended for placement of grass, flowers, cacti,
3726 papyri, waterlilies and so on.
3731 Copies a box of `MapNodes` from a specified schematic file (or raw description).
3732 Can specify a probability of a node randomly appearing when placed.
3733 This decoration type is intended to be used for multi-node sized discrete
3734 structures, such as trees, cave spikes, rocks, and so on.
3743 --------------------
3745 A schematic specifier identifies a schematic by either a filename to a
3746 Minetest Schematic file (`.mts`) or through raw data supplied through Lua,
3747 in the form of a table. This table specifies the following fields:
3749 * The `size` field is a 3D vector containing the dimensions of the provided
3750 schematic. (required field)
3751 * The `yslice_prob` field is a table of {ypos, prob} slice tables. A slice table
3752 sets the probability of a particular horizontal slice of the schematic being
3753 placed. (optional field)
3754 `ypos` = 0 for the lowest horizontal slice of a schematic.
3755 The default of `prob` is 255.
3756 * The `data` field is a flat table of MapNode tables making up the schematic,
3757 in the order of `[z [y [x]]]`. (required field)
3758 Each MapNode table contains:
3759 * `name`: the name of the map node to place (required)
3760 * `prob` (alias `param1`): the probability of this node being placed
3762 * `param2`: the raw param2 value of the node being placed onto the map
3764 * `force_place`: boolean representing if the node should forcibly overwrite
3765 any previous contents (default: false)
3767 About probability values:
3769 * A probability value of `0` or `1` means that node will never appear
3771 * A probability value of `254` or `255` means the node will always appear
3773 * If the probability value `p` is greater than `1`, then there is a
3774 `(p / 256 * 100)` percent chance that node will appear when the schematic is
3777 Schematic attributes
3778 --------------------
3780 See section [Flag Specifier Format].
3782 Currently supported flags: `place_center_x`, `place_center_y`, `place_center_z`,
3785 * `place_center_x`: Placement of this decoration is centered along the X axis.
3786 * `place_center_y`: Placement of this decoration is centered along the Y axis.
3787 * `place_center_z`: Placement of this decoration is centered along the Z axis.
3788 * `force_placement`: Schematic nodes other than "ignore" will replace existing
3794 Lua Voxel Manipulator
3795 =====================
3800 VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
3801 facility. The purpose of this object is for fast, low-level, bulk access to
3802 reading and writing Map content. As such, setting map nodes through VoxelManip
3803 will lack many of the higher level features and concepts you may be used to
3804 with other methods of setting nodes. For example, nodes will not have their
3805 construction and destruction callbacks run, and no rollback information is
3808 It is important to note that VoxelManip is designed for speed, and *not* ease
3809 of use or flexibility. If your mod requires a map manipulation facility that
3810 will handle 100% of all edge cases, or the use of high level node placement
3811 features, perhaps `minetest.set_node()` is better suited for the job.
3813 In addition, VoxelManip might not be faster, or could even be slower, for your
3814 specific use case. VoxelManip is most effective when setting large areas of map
3815 at once - for example, if only setting a 3x3x3 node area, a
3816 `minetest.set_node()` loop may be more optimal. Always profile code using both
3817 methods of map manipulation to determine which is most appropriate for your
3820 A recent simple test of setting cubic areas showed that `minetest.set_node()`
3821 is faster than a VoxelManip for a 3x3x3 node cube or smaller.
3826 A VoxelManip object can be created any time using either:
3827 `VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
3829 If the optional position parameters are present for either of these routines,
3830 the specified region will be pre-loaded into the VoxelManip object on creation.
3831 Otherwise, the area of map you wish to manipulate must first be loaded into the
3832 VoxelManip object using `VoxelManip:read_from_map()`.
3834 Note that `VoxelManip:read_from_map()` returns two position vectors. The region
3835 formed by these positions indicate the minimum and maximum (respectively)
3836 positions of the area actually loaded in the VoxelManip, which may be larger
3837 than the area requested. For convenience, the loaded area coordinates can also
3838 be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
3840 Now that the VoxelManip object is populated with map data, your mod can fetch a
3841 copy of this data using either of two methods. `VoxelManip:get_node_at()`,
3842 which retrieves an individual node in a MapNode formatted table at the position
3843 requested is the simplest method to use, but also the slowest.
3845 Nodes in a VoxelManip object may also be read in bulk to a flat array table
3848 * `VoxelManip:get_data()` for node content (in Content ID form, see section
3850 * `VoxelManip:get_light_data()` for node light levels, and
3851 * `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
3853 See section [Flat array format] for more details.
3855 It is very important to understand that the tables returned by any of the above
3856 three functions represent a snapshot of the VoxelManip's internal state at the
3857 time of the call. This copy of the data will not magically update itself if
3858 another function modifies the internal VoxelManip state.
3859 Any functions that modify a VoxelManip's contents work on the VoxelManip's
3860 internal state unless otherwise explicitly stated.
3862 Once the bulk data has been edited to your liking, the internal VoxelManip
3863 state can be set using:
3865 * `VoxelManip:set_data()` for node content (in Content ID form, see section
3867 * `VoxelManip:set_light_data()` for node light levels, and
3868 * `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
3870 The parameter to each of the above three functions can use any table at all in
3871 the same flat array format as produced by `get_data()` etc. and is not required
3872 to be a table retrieved from `get_data()`.
3874 Once the internal VoxelManip state has been modified to your liking, the
3875 changes can be committed back to the map by calling `VoxelManip:write_to_map()`
3877 ### Flat array format
3880 `Nx = p2.X - p1.X + 1`,
3881 `Ny = p2.Y - p1.Y + 1`, and
3882 `Nz = p2.Z - p1.Z + 1`.
3884 Then, for a loaded region of p1..p2, this array ranges from `1` up to and
3885 including the value of the expression `Nx * Ny * Nz`.
3887 Positions offset from p1 are present in the array with the format of:
3890 (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
3891 (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
3893 (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
3894 (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
3896 (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
3898 (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
3901 and the array index for a position p contained completely in p1..p2 is:
3903 `(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
3905 Note that this is the same "flat 3D array" format as
3906 `PerlinNoiseMap:get3dMap_flat()`.
3907 VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
3908 of the index for a single point in a flat VoxelManip array.
3912 A Content ID is a unique integer identifier for a specific node type.
3913 These IDs are used by VoxelManip in place of the node name string for
3914 `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
3915 `minetest.get_content_id()` to look up the Content ID for the specified node
3916 name, and `minetest.get_name_from_content_id()` to look up the node name string
3917 for a given Content ID.
3918 After registration of a node, its Content ID will remain the same throughout
3919 execution of the mod.
3920 Note that the node being queried needs to have already been been registered.
3922 The following builtin node types have their Content IDs defined as constants:
3924 * `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
3925 * `minetest.CONTENT_AIR`: ID for "air" nodes
3926 * `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
3928 ### Mapgen VoxelManip objects
3930 Inside of `on_generated()` callbacks, it is possible to retrieve the same
3931 VoxelManip object used by the core's Map Generator (commonly abbreviated
3932 Mapgen). Most of the rules previously described still apply but with a few
3935 * The Mapgen VoxelManip object is retrieved using:
3936 `minetest.get_mapgen_object("voxelmanip")`
3937 * This VoxelManip object already has the region of map just generated loaded
3938 into it; it's not necessary to call `VoxelManip:read_from_map()` before using
3939 a Mapgen VoxelManip.
3940 * The `on_generated()` callbacks of some mods may place individual nodes in the
3941 generated area using non-VoxelManip map modification methods. Because the
3942 same Mapgen VoxelManip object is passed through each `on_generated()`
3943 callback, it becomes necessary for the Mapgen VoxelManip object to maintain
3944 consistency with the current map state. For this reason, calling any of the
3945 following functions:
3946 `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
3947 will also update the Mapgen VoxelManip object's internal state active on the
3949 * After modifying the Mapgen VoxelManip object's internal buffer, it may be
3950 necessary to update lighting information using either:
3951 `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
3953 ### Other API functions operating on a VoxelManip
3955 If any VoxelManip contents were set to a liquid node,
3956 `VoxelManip:update_liquids()` must be called for these liquid nodes to begin
3957 flowing. It is recommended to call this function only after having written all
3958 buffered data back to the VoxelManip object, save for special situations where
3959 the modder desires to only have certain liquid nodes begin flowing.
3961 The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
3962 will generate all registered decorations and ores throughout the full area
3963 inside of the specified VoxelManip object.
3965 `minetest.place_schematic_on_vmanip()` is otherwise identical to
3966 `minetest.place_schematic()`, except instead of placing the specified schematic
3967 directly on the map at the specified position, it will place the schematic
3968 inside the VoxelManip.
3972 * Attempting to read data from a VoxelManip object before map is read will
3973 result in a zero-length array table for `VoxelManip:get_data()`, and an
3974 "ignore" node at any position for `VoxelManip:get_node_at()`.
3975 * If either a region of map has not yet been generated or is out-of-bounds of
3976 the map, that region is filled with "ignore" nodes.
3977 * Other mods, or the core itself, could possibly modify the area of map
3978 currently loaded into a VoxelManip object. With the exception of Mapgen
3979 VoxelManips (see above section), the internal buffers are not updated. For
3980 this reason, it is strongly encouraged to complete the usage of a particular
3981 VoxelManip object in the same callback it had been created.
3982 * If a VoxelManip object will be used often, such as in an `on_generated()`
3983 callback, consider passing a file-scoped table as the optional parameter to
3984 `VoxelManip:get_data()`, which serves as a static buffer the function can use
3985 to write map data to instead of returning a new table each call. This greatly
3986 enhances performance by avoiding unnecessary memory allocations.
3991 * `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
3992 containing the region formed by `p1` and `p2`.
3993 * returns actual emerged `pmin`, actual emerged `pmax`
3994 * `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
3996 * **important**: data must be set using `VoxelManip:set_data()` before
3998 * if `light` is true, then lighting is automatically recalculated.
3999 The default value is true.
4000 If `light` is false, no light calculations happen, and you should correct
4001 all modified blocks with `minetest.fix_light()` as soon as possible.
4002 Keep in mind that modifying the map where light is incorrect can cause
4004 * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
4005 the `VoxelManip` at that position
4006 * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
4008 * `get_data([buffer])`: Retrieves the node content data loaded into the
4009 `VoxelManip` object.
4010 * returns raw node data in the form of an array of node content IDs
4011 * if the param `buffer` is present, this table will be used to store the
4013 * `set_data(data)`: Sets the data contents of the `VoxelManip` object
4014 * `update_map()`: Does nothing, kept for compatibility.
4015 * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
4017 * `light` is a table, `{day=<0...15>, night=<0...15>}`
4018 * To be used only by a `VoxelManip` object from
4019 `minetest.get_mapgen_object`.
4020 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4022 * `get_light_data()`: Gets the light data read into the `VoxelManip` object
4023 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4025 * Each value is the bitwise combination of day and night light values
4027 * `light = day + (night * 16)`
4028 * `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
4029 in the `VoxelManip`.
4030 * expects lighting data in the same format that `get_light_data()` returns
4031 * `get_param2_data([buffer])`: Gets the raw `param2` data read into the
4032 `VoxelManip` object.
4033 * Returns an array (indices 1 to volume) of integers ranging from `0` to
4035 * If the param `buffer` is present, this table will be used to store the
4037 * `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
4039 * `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
4041 * To be used only by a `VoxelManip` object from
4042 `minetest.get_mapgen_object`.
4043 * (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
4044 area if left out or nil. For almost all uses these should be left out
4045 or nil to use the default.
4046 * `propagate_shadow` is an optional boolean deciding whether shadows in a
4047 generated mapchunk above are propagated down into the mapchunk, defaults
4048 to `true` if left out.
4049 * `update_liquids()`: Update liquid flow
4050 * `was_modified()`: Returns `true` or `false` if the data in the voxel
4051 manipulator had been modified since the last read from map, due to a call to
4052 `minetest.set_data()` on the loaded area elsewhere.
4053 * `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
4058 A helper class for voxel areas.
4059 It can be created via `VoxelArea:new{MinEdge = pmin, MaxEdge = pmax}`.
4060 The coordinates are *inclusive*, like most other things in Minetest.
4064 * `getExtent()`: returns a 3D vector containing the size of the area formed by
4065 `MinEdge` and `MaxEdge`.
4066 * `getVolume()`: returns the volume of the area formed by `MinEdge` and
4068 * `index(x, y, z)`: returns the index of an absolute position in a flat array
4070 * `x`, `y` and `z` must be integers to avoid an incorrect index result.
4071 * The position (x, y, z) is not checked for being inside the area volume,
4072 being outside can cause an incorrect index result.
4073 * Useful for things like `VoxelManip`, raw Schematic specifiers,
4074 `PerlinNoiseMap:get2d`/`3dMap`, and so on.
4075 * `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
4076 * As with `index(x, y, z)`, the components of `p` must be integers, and `p`
4077 is not checked for being inside the area volume.
4078 * `position(i)`: returns the absolute position vector corresponding to index
4080 * `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
4081 `MinEdge` and `MaxEdge`.
4082 * `containsp(p)`: same as above, except takes a vector
4083 * `containsi(i)`: same as above, except takes an index `i`
4084 * `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
4086 * from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
4088 * `iterp(minp, maxp)`: same as above, except takes a vector
4090 ### Y stride and z stride of a flat array
4092 For a particular position in a voxel area, whose flat array index is known,
4093 it is often useful to know the index of a neighboring or nearby position.
4094 The table below shows the changes of index required for 1 node movements along
4095 the axes in a voxel area:
4097 Movement Change of index
4107 local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
4109 The values of `ystride` and `zstride` can be obtained using `area.ystride` and
4118 A mapgen object is a construct used in map generation. Mapgen objects can be
4119 used by an `on_generate` callback to speed up operations by avoiding
4120 unnecessary recalculations, these can be retrieved using the
4121 `minetest.get_mapgen_object()` function. If the requested Mapgen object is
4122 unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
4123 callback, `nil` is returned.
4125 The following Mapgen objects are currently available:
4129 This returns three values; the `VoxelManip` object to be used, minimum and
4130 maximum emerged position, in that order. All mapgens support this object.
4134 Returns an array containing the y coordinates of the ground levels of nodes in
4135 the most recently generated chunk by the current mapgen.
4139 Returns an array containing the biome IDs of nodes in the most recently
4140 generated chunk by the current mapgen.
4144 Returns an array containing the temperature values of nodes in the most
4145 recently generated chunk by the current mapgen.
4149 Returns an array containing the humidity values of nodes in the most recently
4150 generated chunk by the current mapgen.
4154 Returns a table mapping requested generation notification types to arrays of
4155 positions at which the corresponding generated structures are located within
4156 the current chunk. To set the capture of positions of interest to be recorded
4157 on generate, use `minetest.set_gen_notify()`.
4158 For decorations, the returned positions are the ground surface 'place_on'
4159 nodes, not the decorations themselves. A 'simple' type decoration is often 1
4160 node above the returned position and possibly displaced by 'place_offset_y'.
4162 Possible fields of the table returned are:
4168 * `large_cave_begin`
4172 Decorations have a key in the format of `"decoration#id"`, where `id` is the
4173 numeric unique decoration ID as returned by `minetest.get_decoration_id`.
4181 Functions receive a "luaentity" as `self`:
4183 * It has the member `.name`, which is the registered name `("mod:thing")`
4184 * It has the member `.object`, which is an `ObjectRef` pointing to the object
4185 * The original prototype stuff is visible directly via a metatable
4189 * `on_activate(self, staticdata, dtime_s)`
4190 * Called when the object is instantiated.
4191 * `dtime_s` is the time passed since the object was unloaded, which can be
4192 used for updating the entity state.
4193 * `on_step(self, dtime)`
4194 * Called on every server tick, after movement and collision processing.
4195 `dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
4197 * `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)`
4198 * Called when somebody punches the object.
4199 * Note that you probably want to handle most punches using the automatic
4201 * `puncher`: an `ObjectRef` (can be `nil`)
4202 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4204 * `tool_capabilities`: capability table of used tool (can be `nil`)
4205 * `dir`: unit vector of direction of punch. Always defined. Points from the
4206 puncher to the punched.
4207 * `damage`: damage that will be done to entity.
4208 * Can return `true` to prevent the default damage mechanism.
4209 * `on_death(self, killer)`
4210 * Called when the object dies.
4211 * `killer`: an `ObjectRef` (can be `nil`)
4212 * `on_rightclick(self, clicker)`
4213 * `on_attach_child(self, child)`
4214 * `child`: an `ObjectRef` of the child that attaches
4215 * `on_detach_child(self, child)`
4216 * `child`: an `ObjectRef` of the child that detaches
4217 * `on_detach(self, parent)`
4218 * `parent`: an `ObjectRef` (can be `nil`) from where it got detached
4219 * This happens before the parent object is removed from the world
4220 * `get_staticdata(self)`
4221 * Should return a string that will be passed to `on_activate` when the
4222 object is instantiated the next time.
4234 axiom, --string initial tree axiom
4235 rules_a, --string rules set A
4236 rules_b, --string rules set B
4237 rules_c, --string rules set C
4238 rules_d, --string rules set D
4239 trunk, --string trunk node name
4240 leaves, --string leaves node name
4241 leaves2, --string secondary leaves node name
4242 leaves2_chance,--num chance (0-100) to replace leaves with leaves2
4243 angle, --num angle in deg
4244 iterations, --num max # of iterations, usually 2 -5
4245 random_level, --num factor to lower nr of iterations, usually 0 - 3
4246 trunk_type, --string single/double/crossed) type of trunk: 1 node,
4247 -- 2x2 nodes or 3x3 in cross shape
4248 thin_branches, --boolean true -> use thin (1 node) branches
4249 fruit, --string fruit node name
4250 fruit_chance, --num chance (0-100) to replace leaves with fruit node
4251 seed, --num random seed, if no seed is provided, the engine
4255 Key for special L-System symbols used in axioms
4256 -----------------------------------------------
4258 * `G`: move forward one unit with the pen up
4259 * `F`: move forward one unit with the pen down drawing trunks and branches
4260 * `f`: move forward one unit with the pen down drawing leaves (100% chance)
4261 * `T`: move forward one unit with the pen down drawing trunks only
4262 * `R`: move forward one unit with the pen down placing fruit
4263 * `A`: replace with rules set A
4264 * `B`: replace with rules set B
4265 * `C`: replace with rules set C
4266 * `D`: replace with rules set D
4267 * `a`: replace with rules set A, chance 90%
4268 * `b`: replace with rules set B, chance 80%
4269 * `c`: replace with rules set C, chance 70%
4270 * `d`: replace with rules set D, chance 60%
4271 * `+`: yaw the turtle right by `angle` parameter
4272 * `-`: yaw the turtle left by `angle` parameter
4273 * `&`: pitch the turtle down by `angle` parameter
4274 * `^`: pitch the turtle up by `angle` parameter
4275 * `/`: roll the turtle to the right by `angle` parameter
4276 * `*`: roll the turtle to the left by `angle` parameter
4277 * `[`: save in stack current state info
4278 * `]`: recover from stack state info
4283 Spawn a small apple tree:
4285 pos = {x=230,y=20,z=4}
4288 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
4289 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
4290 trunk="default:tree",
4291 leaves="default:leaves",
4295 trunk_type="single",
4298 fruit="default:apple"
4300 minetest.spawn_tree(pos,apple_tree)
4305 'minetest' namespace reference
4306 ==============================
4311 * `minetest.get_current_modname()`: returns the currently loading mod's name,
4313 * `minetest.get_modpath(modname)`: returns e.g.
4314 `"/home/user/.minetest/usermods/modname"`.
4315 * Useful for loading additional `.lua` modules or static data from mod
4316 * `minetest.get_modnames()`: returns a list of installed mods
4317 * Return a list of installed mods, sorted alphabetically
4318 * `minetest.get_worldpath()`: returns e.g. `"/home/user/.minetest/world"`
4319 * Useful for storing custom data
4320 * `minetest.is_singleplayer()`
4321 * `minetest.features`: Table containing API feature flags
4324 glasslike_framed = true, -- 0.4.7
4325 nodebox_as_selectionbox = true, -- 0.4.7
4326 get_all_craft_recipes_works = true, -- 0.4.7
4327 -- The transparency channel of textures can optionally be used on
4329 use_texture_alpha = true,
4330 -- Tree and grass ABMs are no longer done from C++ (0.4.8)
4331 no_legacy_abms = true,
4332 -- Texture grouping is possible using parentheses (0.4.11)
4333 texture_names_parens = true,
4334 -- Unique Area ID for AreaStore:insert_area (0.4.14)
4335 area_store_custom_ids = true,
4336 -- add_entity supports passing initial staticdata to on_activate
4338 add_entity_with_staticdata = true,
4339 -- Chat messages are no longer predicted (0.4.16)
4340 no_chat_message_prediction = true,
4341 -- The transparency channel of textures can optionally be used on
4342 -- objects (ie: players and lua entities) (5.0.0)
4343 object_use_texture_alpha = true,
4344 -- Object selectionbox is settable independently from collisionbox
4346 object_independent_selectionbox = true,
4347 -- Specifies whether binary data can be uploaded or downloaded using
4348 -- the HTTP API (5.1.0)
4349 httpfetch_binary_data = true,
4350 -- Whether formspec_version[<version>] may be used (5.1.0)
4351 formspec_version_element = true,
4352 -- Whether AreaStore's IDs are kept on save/load (5.1.0)
4353 area_store_persistent_ids = true,
4354 -- Whether minetest.find_path is functional (5.2.0)
4355 pathfinder_works = true,
4356 -- Whether Collision info is available to an objects' on_step (5.3.0)
4357 object_step_has_moveresult = true,
4358 -- Whether get_velocity() and add_velocity() can be used on players (5.4.0)
4359 direct_velocity_on_players = true,
4362 * `minetest.has_feature(arg)`: returns `boolean, missing_features`
4363 * `arg`: string or table in format `{foo=true, bar=true}`
4364 * `missing_features`: `{foo=true, bar=true}`
4365 * `minetest.get_player_information(player_name)`: Table containing information
4366 about a player. Example return value:
4369 address = "127.0.0.1", -- IP address of client
4370 ip_version = 4, -- IPv4 / IPv6
4371 connection_uptime = 200, -- seconds since client connected
4372 protocol_version = 32, -- protocol version used by client
4373 formspec_version = 2, -- supported formspec version
4374 lang_code = "fr" -- Language code used for translation
4375 -- the following keys can be missing if no stats have been collected yet
4376 min_rtt = 0.01, -- minimum round trip time
4377 max_rtt = 0.2, -- maximum round trip time
4378 avg_rtt = 0.02, -- average round trip time
4379 min_jitter = 0.01, -- minimum packet time jitter
4380 max_jitter = 0.5, -- maximum packet time jitter
4381 avg_jitter = 0.03, -- average packet time jitter
4382 -- the following information is available in a debug build only!!!
4383 -- DO NOT USE IN MODS
4384 --ser_vers = 26, -- serialization version used by client
4385 --major = 0, -- major version number
4386 --minor = 4, -- minor version number
4387 --patch = 10, -- patch version number
4388 --vers_string = "0.4.9-git", -- full version string
4389 --state = "Active" -- current client state
4392 * `minetest.mkdir(path)`: returns success.
4393 * Creates a directory specified by `path`, creating parent directories
4394 if they don't exist.
4395 * `minetest.get_dir_list(path, [is_dir])`: returns list of entry names
4397 * nil: return all entries,
4398 * true: return only subdirectory names, or
4399 * false: return only file names.
4400 * `minetest.safe_file_write(path, content)`: returns boolean indicating success
4401 * Replaces contents of file at path with new contents in a safe (atomic)
4402 way. Use this instead of below code when writing e.g. database files:
4403 `local f = io.open(path, "wb"); f:write(content); f:close()`
4404 * `minetest.get_version()`: returns a table containing components of the
4405 engine version. Components:
4406 * `project`: Name of the project, eg, "Minetest"
4407 * `string`: Simple version, eg, "1.2.3-dev"
4408 * `hash`: Full git version (only set if available),
4409 eg, "1.2.3-dev-01234567-dirty".
4410 Use this for informational purposes only. The information in the returned
4411 table does not represent the capabilities of the engine, nor is it
4412 reliable or verifiable. Compatible forks will have a different name and
4413 version entirely. To check for the presence of engine features, test
4414 whether the functions exported by the wanted features exist. For example:
4415 `if minetest.check_for_falling then ... end`.
4416 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
4417 * `data`: string of data to hash
4418 * `raw`: return raw bytes instead of hex digits, default: false
4423 * `minetest.debug(...)`
4424 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
4425 * `minetest.log([level,] text)`
4426 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
4427 `"info"`, or `"verbose"`. Default is `"none"`.
4429 Registration functions
4430 ----------------------
4432 Call these functions only at load time!
4436 * `minetest.register_node(name, node definition)`
4437 * `minetest.register_craftitem(name, item definition)`
4438 * `minetest.register_tool(name, item definition)`
4439 * `minetest.override_item(name, redefinition)`
4440 * Overrides fields of an item registered with register_node/tool/craftitem.
4441 * Note: Item must already be defined, (opt)depend on the mod defining it.
4442 * Example: `minetest.override_item("default:mese",
4443 {light_source=minetest.LIGHT_MAX})`
4444 * `minetest.unregister_item(name)`
4445 * Unregisters the item from the engine, and deletes the entry with key
4446 `name` from `minetest.registered_items` and from the associated item table
4447 according to its nature: `minetest.registered_nodes`, etc.
4448 * `minetest.register_entity(name, entity definition)`
4449 * `minetest.register_abm(abm definition)`
4450 * `minetest.register_lbm(lbm definition)`
4451 * `minetest.register_alias(alias, original_name)`
4452 * Also use this to set the 'mapgen aliases' needed in a game for the core
4453 mapgens. See [Mapgen aliases] section above.
4454 * `minetest.register_alias_force(alias, original_name)`
4455 * `minetest.register_ore(ore definition)`
4456 * Returns an integer object handle uniquely identifying the registered
4458 * The order of ore registrations determines the order of ore generation.
4459 * `minetest.register_biome(biome definition)`
4460 * Returns an integer object handle uniquely identifying the registered
4461 biome on success. To get the biome ID, use `minetest.get_biome_id`.
4462 * `minetest.unregister_biome(name)`
4463 * Unregisters the biome from the engine, and deletes the entry with key
4464 `name` from `minetest.registered_biomes`.
4465 * Warning: This alters the biome to biome ID correspondences, so any
4466 decorations or ores using the 'biomes' field must afterwards be cleared
4468 * `minetest.register_decoration(decoration definition)`
4469 * Returns an integer object handle uniquely identifying the registered
4470 decoration on success. To get the decoration ID, use
4471 `minetest.get_decoration_id`.
4472 * The order of decoration registrations determines the order of decoration
4474 * `minetest.register_schematic(schematic definition)`
4475 * Returns an integer object handle uniquely identifying the registered
4476 schematic on success.
4477 * If the schematic is loaded from a file, the `name` field is set to the
4479 * If the function is called when loading the mod, and `name` is a relative
4480 path, then the current mod path will be prepended to the schematic
4482 * `minetest.clear_registered_biomes()`
4483 * Clears all biomes currently registered.
4484 * Warning: Clearing and re-registering biomes alters the biome to biome ID
4485 correspondences, so any decorations or ores using the 'biomes' field must
4486 afterwards be cleared and re-registered.
4487 * `minetest.clear_registered_decorations()`
4488 * Clears all decorations currently registered.
4489 * `minetest.clear_registered_ores()`
4490 * Clears all ores currently registered.
4491 * `minetest.clear_registered_schematics()`
4492 * Clears all schematics currently registered.
4496 * `minetest.register_craft(recipe)`
4497 * Check recipe table syntax for different types below.
4498 * `minetest.clear_craft(recipe)`
4499 * Will erase existing craft based either on output item or on input recipe.
4500 * Specify either output or input only. If you specify both, input will be
4501 ignored. For input use the same recipe table syntax as for
4502 `minetest.register_craft(recipe)`. For output specify only the item,
4504 * Returns false if no erase candidate could be found, otherwise returns true.
4505 * **Warning**! The type field ("shaped", "cooking" or any other) will be
4506 ignored if the recipe contains output. Erasing is then done independently
4507 from the crafting method.
4508 * `minetest.register_chatcommand(cmd, chatcommand definition)`
4509 * `minetest.override_chatcommand(name, redefinition)`
4510 * Overrides fields of a chatcommand registered with `register_chatcommand`.
4511 * `minetest.unregister_chatcommand(name)`
4512 * Unregisters a chatcommands registered with `register_chatcommand`.
4513 * `minetest.register_privilege(name, definition)`
4514 * `definition` can be a description or a definition table (see [Privilege
4516 * If it is a description, the priv will be granted to singleplayer and admin
4518 * To allow players with `basic_privs` to grant, see the `basic_privs`
4519 minetest.conf setting.
4520 * `minetest.register_authentication_handler(authentication handler definition)`
4521 * Registers an auth handler that overrides the builtin one.
4522 * This function can be called by a single mod once only.
4524 Global callback registration functions
4525 --------------------------------------
4527 Call these functions only at load time!
4529 * `minetest.register_globalstep(function(dtime))`
4530 * Called every server step, usually interval of 0.1s
4531 * `minetest.register_on_mods_loaded(function())`
4532 * Called after mods have finished loading and before the media is cached or the
4534 * `minetest.register_on_shutdown(function())`
4535 * Called before server shutdown
4536 * **Warning**: If the server terminates abnormally (i.e. crashes), the
4537 registered callbacks **will likely not be run**. Data should be saved at
4538 semi-frequent intervals as well as on server shutdown.
4539 * `minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack, pointed_thing))`
4540 * Called when a node has been placed
4541 * If return `true` no item is taken from `itemstack`
4542 * `placer` may be any valid ObjectRef or nil.
4543 * **Not recommended**; use `on_construct` or `after_place_node` in node
4544 definition whenever possible.
4545 * `minetest.register_on_dignode(function(pos, oldnode, digger))`
4546 * Called when a node has been dug.
4547 * **Not recommended**; Use `on_destruct` or `after_dig_node` in node
4548 definition whenever possible.
4549 * `minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing))`
4550 * Called when a node is punched
4551 * `minetest.register_on_generated(function(minp, maxp, blockseed))`
4552 * Called after generating a piece of world. Modifying nodes inside the area
4553 is a bit faster than usually.
4554 * `minetest.register_on_newplayer(function(ObjectRef))`
4555 * Called when a new player enters the world for the first time
4556 * `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
4557 * Called when a player is punched
4558 * Note: This callback is invoked even if the punched player is dead.
4559 * `player`: ObjectRef - Player that was punched
4560 * `hitter`: ObjectRef - Player that hit
4561 * `time_from_last_punch`: Meant for disallowing spamming of clicks
4563 * `tool_capabilities`: Capability table of used tool (can be nil)
4564 * `dir`: Unit vector of direction of punch. Always defined. Points from
4565 the puncher to the punched.
4566 * `damage`: Number that represents the damage calculated by the engine
4567 * should return `true` to prevent the default damage mechanism
4568 * `minetest.register_on_player_hpchange(function(player, hp_change, reason), modifier)`
4569 * Called when the player gets damaged or healed
4570 * `player`: ObjectRef of the player
4571 * `hp_change`: the amount of change. Negative when it is damage.
4572 * `reason`: a PlayerHPChangeReason table.
4573 * The `type` field will have one of the following values:
4574 * `set_hp`: A mod or the engine called `set_hp` without
4575 giving a type - use this for custom damage types.
4576 * `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
4578 * `node_damage`: `damage_per_second` from a neighbouring node.
4579 `reason.node` will hold the node name or nil.
4582 * Any of the above types may have additional fields from mods.
4583 * `reason.from` will be `mod` or `engine`.
4584 * `modifier`: when true, the function should return the actual `hp_change`.
4585 Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
4586 Modifiers can return true as a second argument to stop the execution of further functions.
4587 Non-modifiers receive the final HP change calculated by the modifiers.
4588 * `minetest.register_on_dieplayer(function(ObjectRef, reason))`
4589 * Called when a player dies
4590 * `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
4591 * `minetest.register_on_respawnplayer(function(ObjectRef))`
4592 * Called when player is to be respawned
4593 * Called _before_ repositioning of player occurs
4594 * return true in func to disable regular player placement
4595 * `minetest.register_on_prejoinplayer(function(name, ip))`
4596 * Called when a client connects to the server, prior to authentication
4597 * If it returns a string, the client is disconnected with that string as
4599 * `minetest.register_on_joinplayer(function(ObjectRef, last_login))`
4600 * Called when a player joins the game
4601 * `last_login`: The timestamp of the previous login, or nil if player is new
4602 * `minetest.register_on_leaveplayer(function(ObjectRef, timed_out))`
4603 * Called when a player leaves the game
4604 * `timed_out`: True for timeout, false for other reasons.
4605 * `minetest.register_on_authplayer(function(name, ip, is_success))`
4606 * Called when a client attempts to log into an account.
4607 * `name`: The name of the account being authenticated.
4608 * `ip`: The IP address of the client
4609 * `is_success`: Whether the client was successfully authenticated
4610 * For newly registered accounts, `is_success` will always be true
4611 * `minetest.register_on_auth_fail(function(name, ip))`
4612 * Deprecated: use `minetest.register_on_authplayer(name, ip, is_success)` instead.
4613 * `minetest.register_on_cheat(function(ObjectRef, cheat))`
4614 * Called when a player cheats
4615 * `cheat`: `{type=<cheat_type>}`, where `<cheat_type>` is one of:
4617 * `interacted_too_far`
4618 * `interacted_while_dead`
4619 * `finished_unknown_dig`
4622 * `minetest.register_on_chat_message(function(name, message))`
4623 * Called always when a player says something
4624 * Return `true` to mark the message as handled, which means that it will
4625 not be sent to other players.
4626 * `minetest.register_on_chatcommand(function(name, command, params))`
4627 * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
4628 is checked to see if the command exists, but after the input is parsed.
4629 * Return `true` to mark the command as handled, which means that the default
4630 handlers will be prevented.
4631 * `minetest.register_on_player_receive_fields(function(player, formname, fields))`
4632 * Called when the server received input from `player` in a formspec with
4633 the given `formname`. Specifically, this is called on any of the
4635 * a button was pressed,
4636 * Enter was pressed while the focus was on a text field
4637 * a checkbox was toggled,
4638 * something was selected in a dropdown list,
4639 * a different tab was selected,
4640 * selection was changed in a textlist or table,
4641 * an entry was double-clicked in a textlist or table,
4642 * a scrollbar was moved, or
4643 * the form was actively closed by the player.
4644 * Fields are sent for formspec elements which define a field. `fields`
4645 is a table containing each formspecs element value (as string), with
4646 the `name` parameter as index for each. The value depends on the
4647 formspec element type:
4648 * `animated_image`: Returns the index of the current frame.
4649 * `button` and variants: If pressed, contains the user-facing button
4650 text as value. If not pressed, is `nil`
4651 * `field`, `textarea` and variants: Text in the field
4652 * `dropdown`: Either the index or value, depending on the `index event`
4654 * `tabheader`: Tab index, starting with `"1"` (only if tab changed)
4655 * `checkbox`: `"true"` if checked, `"false"` if unchecked
4656 * `textlist`: See `minetest.explode_textlist_event`
4657 * `table`: See `minetest.explode_table_event`
4658 * `scrollbar`: See `minetest.explode_scrollbar_event`
4659 * Special case: `["quit"]="true"` is sent when the user actively
4660 closed the form by mouse click, keypress or through a button_exit[]
4662 * Special case: `["key_enter"]="true"` is sent when the user pressed
4663 the Enter key and the focus was either nowhere (causing the formspec
4664 to be closed) or on a button. If the focus was on a text field,
4665 additionally, the index `key_enter_field` contains the name of the
4666 text field. See also: `field_close_on_enter`.
4667 * Newest functions are called first
4668 * If function returns `true`, remaining functions are not called
4669 * `minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv))`
4670 * Called when `player` crafts something
4671 * `itemstack` is the output
4672 * `old_craft_grid` contains the recipe (Note: the one in the inventory is
4674 * `craft_inv` is the inventory with the crafting grid
4675 * Return either an `ItemStack`, to replace the output, or `nil`, to not
4677 * `minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv))`
4678 * The same as before, except that it is called before the player crafts, to
4679 make craft prediction, and it should not change anything.
4680 * `minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info))`
4681 * Determines how much of a stack may be taken, put or moved to a
4683 * `player` (type `ObjectRef`) is the player who modified the inventory
4684 `inventory` (type `InvRef`).
4685 * List of possible `action` (string) values and their
4686 `inventory_info` (table) contents:
4687 * `move`: `{from_list=string, to_list=string, from_index=number, to_index=number, count=number}`
4688 * `put`: `{listname=string, index=number, stack=ItemStack}`
4689 * `take`: Same as `put`
4690 * Return a numeric value to limit the amount of items to be taken, put or
4691 moved. A value of `-1` for `take` will make the source stack infinite.
4692 * `minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info))`
4693 * Called after a take, put or move event from/to/in a player inventory
4694 * Function arguments: see `minetest.register_allow_player_inventory_action`
4695 * Does not accept or handle any return value.
4696 * `minetest.register_on_protection_violation(function(pos, name))`
4697 * Called by `builtin` and mods when a player violates protection at a
4698 position (eg, digs a node or punches a protected entity).
4699 * The registered functions can be called using
4700 `minetest.record_protection_violation`.
4701 * The provided function should check that the position is protected by the
4702 mod calling this function before it prints a message, if it does, to
4703 allow for multiple protection mods.
4704 * `minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack, user, pointed_thing))`
4705 * Called when an item is eaten, by `minetest.item_eat`
4706 * Return `itemstack` to cancel the default item eat response (i.e.: hp increase).
4707 * `minetest.register_on_priv_grant(function(name, granter, priv))`
4708 * Called when `granter` grants the priv `priv` to `name`.
4709 * Note that the callback will be called twice if it's done by a player,
4710 once with granter being the player name, and again with granter being nil.
4711 * `minetest.register_on_priv_revoke(function(name, revoker, priv))`
4712 * Called when `revoker` revokes the priv `priv` from `name`.
4713 * Note that the callback will be called twice if it's done by a player,
4714 once with revoker being the player name, and again with revoker being nil.
4715 * `minetest.register_can_bypass_userlimit(function(name, ip))`
4716 * Called when `name` user connects with `ip`.
4717 * Return `true` to by pass the player limit
4718 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
4719 * Called when an incoming mod channel message is received
4720 * You should have joined some channels to receive events.
4721 * If message comes from a server mod, `sender` field is an empty string.
4726 * `minetest.settings`: Settings object containing all of the settings from the
4727 main config file (`minetest.conf`).
4728 * `minetest.setting_get_pos(name)`: Loads a setting from the main settings and
4729 parses it as a position (in the format `(1,2,3)`). Returns a position or nil.
4734 * `minetest.string_to_privs(str[, delim])`:
4735 * Converts string representation of privs into table form
4736 * `delim`: String separating the privs. Defaults to `","`.
4737 * Returns `{ priv1 = true, ... }`
4738 * `minetest.privs_to_string(privs[, delim])`:
4739 * Returns the string representation of `privs`
4740 * `delim`: String to delimit privs. Defaults to `","`.
4741 * `minetest.get_player_privs(name) -> {priv1=true,...}`
4742 * `minetest.check_player_privs(player_or_name, ...)`:
4743 returns `bool, missing_privs`
4744 * A quickhand for checking privileges.
4745 * `player_or_name`: Either a Player object or the name of a player.
4746 * `...` is either a list of strings, e.g. `"priva", "privb"` or
4747 a table, e.g. `{ priva = true, privb = true }`.
4749 * `minetest.check_password_entry(name, entry, password)`
4750 * Returns true if the "password entry" for a player with name matches given
4751 password, false otherwise.
4752 * The "password entry" is the password representation generated by the
4753 engine as returned as part of a `get_auth()` call on the auth handler.
4754 * Only use this function for making it possible to log in via password from
4755 external protocols such as IRC, other uses are frowned upon.
4756 * `minetest.get_password_hash(name, raw_password)`
4757 * Convert a name-password pair to a password hash that Minetest can use.
4758 * The returned value alone is not a good basis for password checks based
4759 on comparing the password hash in the database with the password hash
4760 from the function, with an externally provided password, as the hash
4761 in the db might use the new SRP verifier format.
4762 * For this purpose, use `minetest.check_password_entry` instead.
4763 * `minetest.get_player_ip(name)`: returns an IP address string for the player
4765 * The player needs to be online for this to be successful.
4767 * `minetest.get_auth_handler()`: Return the currently active auth handler
4768 * See the [Authentication handler definition]
4769 * Use this to e.g. get the authentication data for a player:
4770 `local auth_data = minetest.get_auth_handler().get_auth(playername)`
4771 * `minetest.notify_authentication_modified(name)`
4772 * Must be called by the authentication handler for privilege changes.
4773 * `name`: string; if omitted, all auth data should be considered modified
4774 * `minetest.set_player_password(name, password_hash)`: Set password hash of
4776 * `minetest.set_player_privs(name, {priv1=true,...})`: Set privileges of player
4778 * `minetest.auth_reload()`
4779 * See `reload()` in authentication handler definition
4781 `minetest.set_player_password`, `minetest.set_player_privs`,
4782 `minetest.get_player_privs` and `minetest.auth_reload` call the authentication
4788 * `minetest.chat_send_all(text)`
4789 * `minetest.chat_send_player(name, text)`
4790 * `minetest.format_chat_message(name, message)`
4791 * Used by the server to format a chat message, based on the setting `chat_message_format`.
4792 Refer to the documentation of the setting for a list of valid placeholders.
4793 * Takes player name and message, and returns the formatted string to be sent to players.
4794 * Can be redefined by mods if required, for things like colored names or messages.
4795 * **Only** the first occurrence of each placeholder will be replaced.
4800 * `minetest.set_node(pos, node)`
4801 * `minetest.add_node(pos, node)`: alias to `minetest.set_node`
4802 * Set node at position `pos`
4803 * `node`: table `{name=string, param1=number, param2=number}`
4804 * If param1 or param2 is omitted, it's set to `0`.
4805 * e.g. `minetest.set_node({x=0, y=10, z=0}, {name="default:wood"})`
4806 * `minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)`
4807 * Set node on all positions set in the first argument.
4808 * e.g. `minetest.bulk_set_node({{x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})`
4809 * For node specification or position syntax see `minetest.set_node` call
4810 * Faster than set_node due to single call, but still considerably slower
4811 than Lua Voxel Manipulators (LVM) for large numbers of nodes.
4812 Unlike LVMs, this will call node callbacks. It also allows setting nodes
4813 in spread out positions which would cause LVMs to waste memory.
4814 For setting a cube, this is 1.3x faster than set_node whereas LVM is 20
4816 * `minetest.swap_node(pos, node)`
4817 * Set node at position, but don't remove metadata
4818 * `minetest.remove_node(pos)`
4819 * By default it does the same as `minetest.set_node(pos, {name="air"})`
4820 * `minetest.get_node(pos)`
4821 * Returns the node at the given position as table in the format
4822 `{name="node_name", param1=0, param2=0}`,
4823 returns `{name="ignore", param1=0, param2=0}` for unloaded areas.
4824 * `minetest.get_node_or_nil(pos)`
4825 * Same as `get_node` but returns `nil` for unloaded areas.
4826 * `minetest.get_node_light(pos, timeofday)`
4827 * Gets the light value at the given position. Note that the light value
4828 "inside" the node at the given position is returned, so you usually want
4829 to get the light value of a neighbor.
4830 * `pos`: The position where to measure the light.
4831 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4832 * Returns a number between `0` and `15` or `nil`
4833 * `nil` is returned e.g. when the map isn't loaded at `pos`
4834 * `minetest.get_natural_light(pos[, timeofday])`
4835 * Figures out the sunlight (or moonlight) value at pos at the given time of
4837 * `pos`: The position of the node
4838 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
4839 * Returns a number between `0` and `15` or `nil`
4840 * This function tests 203 nodes in the worst case, which happens very
4842 * `minetest.get_artificial_light(param1)`
4843 * Calculates the artificial light (light from e.g. torches) value from the
4845 * `param1`: The param1 value of a `paramtype = "light"` node.
4846 * Returns a number between `0` and `15`
4847 * Currently it's the same as `math.floor(param1 / 16)`, except that it
4848 ensures compatibility.
4849 * `minetest.place_node(pos, node)`
4850 * Place node with the same effects that a player would cause
4851 * `minetest.dig_node(pos)`
4852 * Dig node with the same effects that a player would cause
4853 * Returns `true` if successful, `false` on failure (e.g. protected location)
4854 * `minetest.punch_node(pos)`
4855 * Punch node with the same effects that a player would cause
4856 * `minetest.spawn_falling_node(pos)`
4857 * Change node into falling node
4858 * Returns `true` if successful, `false` on failure
4860 * `minetest.find_nodes_with_meta(pos1, pos2)`
4861 * Get a table of positions of nodes that have metadata within a region
4863 * `minetest.get_meta(pos)`
4864 * Get a `NodeMetaRef` at that position
4865 * `minetest.get_node_timer(pos)`
4866 * Get `NodeTimerRef`
4868 * `minetest.add_entity(pos, name, [staticdata])`: Spawn Lua-defined entity at
4870 * Returns `ObjectRef`, or `nil` if failed
4871 * `minetest.add_item(pos, item)`: Spawn item
4872 * Returns `ObjectRef`, or `nil` if failed
4873 * `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
4874 * `minetest.get_objects_inside_radius(pos, radius)`: returns a list of
4876 * `radius`: using an euclidean metric
4877 * `minetest.set_timeofday(val)`
4878 * `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
4879 * `minetest.get_timeofday()`
4880 * `minetest.get_gametime()`: returns the time, in seconds, since the world was
4882 * `minetest.get_day_count()`: returns number days elapsed since world was
4884 * accounts for time changes.
4885 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns
4887 * `radius`: using a maximum metric
4888 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4889 * `search_center` is an optional boolean (default: `false`)
4890 If true `pos` is also checked for the nodes
4891 * `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
4892 * `pos1` and `pos2` are the min and max positions of the area to search.
4893 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4894 * If `grouped` is true the return value is a table indexed by node name
4895 which contains lists of positions.
4896 * If `grouped` is false or absent the return values are as follows:
4897 first value: Table with all node positions
4898 second value: Table with the count of each node with the node name
4900 * Area volume is limited to 4,096,000 nodes
4901 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
4903 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
4904 * Return value: Table with all node positions with a node air above
4905 * Area volume is limited to 4,096,000 nodes
4906 * `minetest.get_perlin(noiseparams)`
4907 * Return world-specific perlin noise.
4908 * The actual seed used is the noiseparams seed plus the world seed.
4909 * `minetest.get_perlin(seeddiff, octaves, persistence, spread)`
4910 * Deprecated: use `minetest.get_perlin(noiseparams)` instead.
4911 * Return world-specific perlin noise.
4912 * `minetest.get_voxel_manip([pos1, pos2])`
4913 * Return voxel manipulator object.
4914 * Loads the manipulator from the map if positions are passed.
4915 * `minetest.set_gen_notify(flags, {deco_ids})`
4916 * Set the types of on-generate notifications that should be collected.
4917 * `flags` is a flag field with the available flags:
4925 * The second parameter is a list of IDs of decorations which notification
4927 * `minetest.get_gen_notify()`
4928 * Returns a flagstring and a table with the `deco_id`s.
4929 * `minetest.get_decoration_id(decoration_name)`
4930 * Returns the decoration ID number for the provided decoration name string,
4931 or `nil` on failure.
4932 * `minetest.get_mapgen_object(objectname)`
4933 * Return requested mapgen object if available (see [Mapgen objects])
4934 * `minetest.get_heat(pos)`
4935 * Returns the heat at the position, or `nil` on failure.
4936 * `minetest.get_humidity(pos)`
4937 * Returns the humidity at the position, or `nil` on failure.
4938 * `minetest.get_biome_data(pos)`
4939 * Returns a table containing:
4940 * `biome` the biome id of the biome at that position
4941 * `heat` the heat at the position
4942 * `humidity` the humidity at the position
4943 * Or returns `nil` on failure.
4944 * `minetest.get_biome_id(biome_name)`
4945 * Returns the biome id, as used in the biomemap Mapgen object and returned
4946 by `minetest.get_biome_data(pos)`, for a given biome_name string.
4947 * `minetest.get_biome_name(biome_id)`
4948 * Returns the biome name string for the provided biome id, or `nil` on
4950 * If no biomes have been registered, such as in mgv6, returns `default`.
4951 * `minetest.get_mapgen_params()`
4952 * Deprecated: use `minetest.get_mapgen_setting(name)` instead.
4953 * Returns a table containing:
4959 * `minetest.set_mapgen_params(MapgenParams)`
4960 * Deprecated: use `minetest.set_mapgen_setting(name, value, override)`
4962 * Set map generation parameters.
4963 * Function cannot be called after the registration period; only
4964 initialization and `on_mapgen_init`.
4965 * Takes a table as an argument with the fields:
4971 * Leave field unset to leave that parameter unchanged.
4972 * `flags` contains a comma-delimited string of flags to set, or if the
4973 prefix `"no"` is attached, clears instead.
4974 * `flags` is in the same format and has the same options as `mg_flags` in
4976 * `minetest.get_mapgen_setting(name)`
4977 * Gets the *active* mapgen setting (or nil if none exists) in string
4978 format with the following order of precedence:
4979 1) Settings loaded from map_meta.txt or overrides set during mod
4981 2) Settings set by mods without a metafile override
4982 3) Settings explicitly set in the user config file, minetest.conf
4983 4) Settings set as the user config default
4984 * `minetest.get_mapgen_setting_noiseparams(name)`
4985 * Same as above, but returns the value as a NoiseParams table if the
4986 setting `name` exists and is a valid NoiseParams.
4987 * `minetest.set_mapgen_setting(name, value, [override_meta])`
4988 * Sets a mapgen param to `value`, and will take effect if the corresponding
4989 mapgen setting is not already present in map_meta.txt.
4990 * `override_meta` is an optional boolean (default: `false`). If this is set
4991 to true, the setting will become the active setting regardless of the map
4993 * Note: to set the seed, use `"seed"`, not `"fixed_map_seed"`.
4994 * `minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])`
4995 * Same as above, except value is a NoiseParams table.
4996 * `minetest.set_noiseparams(name, noiseparams, set_default)`
4997 * Sets the noiseparams setting of `name` to the noiseparams table specified
4999 * `set_default` is an optional boolean (default: `true`) that specifies
5000 whether the setting should be applied to the default config or current
5002 * `minetest.get_noiseparams(name)`
5003 * Returns a table of the noiseparams for name.
5004 * `minetest.generate_ores(vm, pos1, pos2)`
5005 * Generate all registered ores within the VoxelManip `vm` and in the area
5006 from `pos1` to `pos2`.
5007 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5008 * `minetest.generate_decorations(vm, pos1, pos2)`
5009 * Generate all registered decorations within the VoxelManip `vm` and in the
5010 area from `pos1` to `pos2`.
5011 * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
5012 * `minetest.clear_objects([options])`
5013 * Clear all objects in the environment
5014 * Takes an optional table as an argument with the field `mode`.
5015 * mode = `"full"` : Load and go through every mapblock, clearing
5017 * mode = `"quick"`: Clear objects immediately in loaded mapblocks,
5018 clear objects in unloaded mapblocks only when the
5019 mapblocks are next activated.
5020 * `minetest.load_area(pos1[, pos2])`
5021 * Load the mapblocks containing the area from `pos1` to `pos2`.
5022 `pos2` defaults to `pos1` if not specified.
5023 * This function does not trigger map generation.
5024 * `minetest.emerge_area(pos1, pos2, [callback], [param])`
5025 * Queue all blocks in the area from `pos1` to `pos2`, inclusive, to be
5026 asynchronously fetched from memory, loaded from disk, or if inexistent,
5028 * If `callback` is a valid Lua function, this will be called for each block
5030 * The function signature of callback is:
5031 `function EmergeAreaCallback(blockpos, action, calls_remaining, param)`
5032 * `blockpos` is the *block* coordinates of the block that had been
5034 * `action` could be one of the following constant values:
5035 * `minetest.EMERGE_CANCELLED`
5036 * `minetest.EMERGE_ERRORED`
5037 * `minetest.EMERGE_FROM_MEMORY`
5038 * `minetest.EMERGE_FROM_DISK`
5039 * `minetest.EMERGE_GENERATED`
5040 * `calls_remaining` is the number of callbacks to be expected after
5042 * `param` is the user-defined parameter passed to emerge_area (or
5043 nil if the parameter was absent).
5044 * `minetest.delete_area(pos1, pos2)`
5045 * delete all mapblocks in the area from pos1 to pos2, inclusive
5046 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
5047 * Checks if there is anything other than air between pos1 and pos2.
5048 * Returns false if something is blocking the sight.
5049 * Returns the position of the blocking node when `false`
5050 * `pos1`: First position
5051 * `pos2`: Second position
5052 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
5053 * Creates a `Raycast` object.
5054 * `pos1`: start of the ray
5055 * `pos2`: end of the ray
5056 * `objects`: if false, only nodes will be returned. Default is `true`.
5057 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
5058 * `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
5059 * returns table containing path that can be walked on
5060 * returns a table of 3D points representing a path from `pos1` to `pos2` or
5062 * Reasons for failure:
5063 * No path exists at all
5064 * No path exists within `searchdistance` (see below)
5065 * Start or end pos is buried in land
5066 * `pos1`: start position
5067 * `pos2`: end position
5068 * `searchdistance`: maximum distance from the search positions to search in.
5069 In detail: Path must be completely inside a cuboid. The minimum
5070 `searchdistance` of 1 will confine search between `pos1` and `pos2`.
5071 Larger values will increase the size of this cuboid in all directions
5072 * `max_jump`: maximum height difference to consider walkable
5073 * `max_drop`: maximum height difference to consider droppable
5074 * `algorithm`: One of `"A*_noprefetch"` (default), `"A*"`, `"Dijkstra"`.
5075 Difference between `"A*"` and `"A*_noprefetch"` is that
5076 `"A*"` will pre-calculate the cost-data, the other will calculate it
5078 * `minetest.spawn_tree (pos, {treedef})`
5079 * spawns L-system tree at given `pos` with definition in `treedef` table
5080 * `minetest.transforming_liquid_add(pos)`
5081 * add node to liquid update queue
5082 * `minetest.get_node_max_level(pos)`
5083 * get max available level for leveled node
5084 * `minetest.get_node_level(pos)`
5085 * get level of leveled node (water, snow)
5086 * `minetest.set_node_level(pos, level)`
5087 * set level of leveled node, default `level` equals `1`
5088 * if `totallevel > maxlevel`, returns rest (`total-max`).
5089 * `minetest.add_node_level(pos, level)`
5090 * increase level of leveled node by level, default `level` equals `1`
5091 * if `totallevel > maxlevel`, returns rest (`total-max`)
5092 * `level` must be between -127 and 127
5093 * `minetest.fix_light(pos1, pos2)`: returns `true`/`false`
5094 * resets the light in a cuboid-shaped part of
5095 the map and removes lighting bugs.
5096 * Loads the area if it is not loaded.
5097 * `pos1` is the corner of the cuboid with the least coordinates
5098 (in node coordinates), inclusive.
5099 * `pos2` is the opposite corner of the cuboid, inclusive.
5100 * The actual updated cuboid might be larger than the specified one,
5101 because only whole map blocks can be updated.
5102 The actual updated area consists of those map blocks that intersect
5103 with the given cuboid.
5104 * However, the neighborhood of the updated area might change
5105 as well, as light can spread out of the cuboid, also light
5107 * returns `false` if the area is not fully generated,
5109 * `minetest.check_single_for_falling(pos)`
5110 * causes an unsupported `group:falling_node` node to fall and causes an
5111 unattached `group:attached_node` node to fall.
5112 * does not spread these updates to neighbours.
5113 * `minetest.check_for_falling(pos)`
5114 * causes an unsupported `group:falling_node` node to fall and causes an
5115 unattached `group:attached_node` node to fall.
5116 * spread these updates to neighbours and can cause a cascade
5118 * `minetest.get_spawn_level(x, z)`
5119 * Returns a player spawn y co-ordinate for the provided (x, z)
5120 co-ordinates, or `nil` for an unsuitable spawn point.
5121 * For most mapgens a 'suitable spawn point' is one with y between
5122 `water_level` and `water_level + 16`, and in mgv7 well away from rivers,
5123 so `nil` will be returned for many (x, z) co-ordinates.
5124 * The spawn level returned is for a player spawn in unmodified terrain.
5125 * The spawn level is intentionally above terrain level to cope with
5126 full-node biome 'dust' nodes.
5131 You can find mod channels communication scheme in `doc/mod_channels.png`.
5133 * `minetest.mod_channel_join(channel_name)`
5134 * Server joins channel `channel_name`, and creates it if necessary. You
5135 should listen for incoming messages with
5136 `minetest.register_on_modchannel_message`
5141 `minetest.get_inventory(location)`: returns an `InvRef`
5144 * `{type="player", name="celeron55"}`
5145 * `{type="node", pos={x=, y=, z=}}`
5146 * `{type="detached", name="creative"}`
5147 * `minetest.create_detached_inventory(name, callbacks, [player_name])`: returns
5149 * `callbacks`: See [Detached inventory callbacks]
5150 * `player_name`: Make detached inventory available to one player
5151 exclusively, by default they will be sent to every player (even if not
5153 Note that this parameter is mostly just a workaround and will be removed
5155 * Creates a detached inventory. If it already exists, it is cleared.
5156 * `minetest.remove_detached_inventory(name)`
5157 * Returns a `boolean` indicating whether the removal succeeded.
5158 * `minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)`:
5159 returns left over ItemStack.
5160 * See `minetest.item_eat` and `minetest.register_on_item_eat`
5165 * `minetest.show_formspec(playername, formname, formspec)`
5166 * `playername`: name of player to show formspec
5167 * `formname`: name passed to `on_player_receive_fields` callbacks.
5168 It should follow the `"modname:<whatever>"` naming convention
5169 * `formspec`: formspec to display
5170 * `minetest.close_formspec(playername, formname)`
5171 * `playername`: name of player to close formspec
5172 * `formname`: has to exactly match the one given in `show_formspec`, or the
5173 formspec will not close.
5174 * calling `show_formspec(playername, formname, "")` is equal to this
5176 * to close a formspec regardless of the formname, call
5177 `minetest.close_formspec(playername, "")`.
5178 **USE THIS ONLY WHEN ABSOLUTELY NECESSARY!**
5179 * `minetest.formspec_escape(string)`: returns a string
5180 * escapes the characters "[", "]", "\", "," and ";", which can not be used
5182 * `minetest.explode_table_event(string)`: returns a table
5183 * returns e.g. `{type="CHG", row=1, column=2}`
5185 * `"INV"`: no row selected
5187 * `"DCL"`: double-click
5188 * `minetest.explode_textlist_event(string)`: returns a table
5189 * returns e.g. `{type="CHG", index=1}`
5191 * `"INV"`: no row selected
5193 * `"DCL"`: double-click
5194 * `minetest.explode_scrollbar_event(string)`: returns a table
5195 * returns e.g. `{type="CHG", value=500}`
5197 * `"INV"`: something failed
5198 * `"CHG"`: has been changed
5199 * `"VAL"`: not changed
5204 * `minetest.inventorycube(img1, img2, img3)`
5205 * Returns a string for making an image of a cube (useful as an item image)
5206 * `minetest.get_pointed_thing_position(pointed_thing, above)`
5207 * Returns the position of a `pointed_thing` or `nil` if the `pointed_thing`
5208 does not refer to a node or entity.
5209 * If the optional `above` parameter is true and the `pointed_thing` refers
5210 to a node, then it will return the `above` position of the `pointed_thing`.
5211 * `minetest.dir_to_facedir(dir, is6d)`
5212 * Convert a vector to a facedir value, used in `param2` for
5213 `paramtype2="facedir"`.
5214 * passing something non-`nil`/`false` for the optional second parameter
5215 causes it to take the y component into account.
5216 * `minetest.facedir_to_dir(facedir)`
5217 * Convert a facedir back into a vector aimed directly out the "back" of a
5219 * `minetest.dir_to_wallmounted(dir)`
5220 * Convert a vector to a wallmounted value, used for
5221 `paramtype2="wallmounted"`.
5222 * `minetest.wallmounted_to_dir(wallmounted)`
5223 * Convert a wallmounted value back into a vector aimed directly out the
5225 * `minetest.dir_to_yaw(dir)`
5226 * Convert a vector into a yaw (angle)
5227 * `minetest.yaw_to_dir(yaw)`
5228 * Convert yaw (angle) to a vector
5229 * `minetest.is_colored_paramtype(ptype)`
5230 * Returns a boolean. Returns `true` if the given `paramtype2` contains
5231 color information (`color`, `colorwallmounted` or `colorfacedir`).
5232 * `minetest.strip_param2_color(param2, paramtype2)`
5233 * Removes everything but the color information from the
5234 given `param2` value.
5235 * Returns `nil` if the given `paramtype2` does not contain color
5237 * `minetest.get_node_drops(node, toolname)`
5238 * Returns list of itemstrings that are dropped by `node` when dug
5240 * `node`: node as table or node name
5241 * `toolname`: name of the tool item (can be `nil`)
5242 * `minetest.get_craft_result(input)`: returns `output, decremented_input`
5243 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5244 * `input.width` = for example `3`
5245 * `input.items` = for example
5246 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5247 * `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
5248 * `output.time` = a number, if unsuccessful: `0`
5249 * `output.replacements` = List of replacement `ItemStack`s that couldn't be
5250 placed in `decremented_input.items`. Replacements can be placed in
5251 `decremented_input` if the stack of the replaced item has a count of 1.
5252 * `decremented_input` = like `input`
5253 * `minetest.get_craft_recipe(output)`: returns input
5254 * returns last registered recipe for output item (node)
5255 * `output` is a node or item type such as `"default:torch"`
5256 * `input.method` = `"normal"` or `"cooking"` or `"fuel"`
5257 * `input.width` = for example `3`
5258 * `input.items` = for example
5259 `{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
5260 * `input.items` = `nil` if no recipe found
5261 * `minetest.get_all_craft_recipes(query item)`: returns a table or `nil`
5262 * returns indexed table with all registered recipes for query item (node)
5263 or `nil` if no recipe was found.
5264 * recipe entry table:
5265 * `method`: 'normal' or 'cooking' or 'fuel'
5266 * `width`: 0-3, 0 means shapeless recipe
5267 * `items`: indexed [1-9] table with recipe items
5268 * `output`: string with item name and quantity
5269 * Example query for `"default:gold_ingot"` will return table:
5272 [1]={method = "cooking", width = 3, output = "default:gold_ingot",
5273 items = {1 = "default:gold_lump"}},
5274 [2]={method = "normal", width = 1, output = "default:gold_ingot 9",
5275 items = {1 = "default:goldblock"}}
5277 * `minetest.handle_node_drops(pos, drops, digger)`
5278 * `drops`: list of itemstrings
5279 * Handles drops from nodes after digging: Default action is to put them
5280 into digger's inventory.
5281 * Can be overridden to get different functionality (e.g. dropping items on
5283 * `minetest.itemstring_with_palette(item, palette_index)`: returns an item
5285 * Creates an item string which contains palette index information
5286 for hardware colorization. You can use the returned string
5287 as an output in a craft recipe.
5288 * `item`: the item stack which becomes colored. Can be in string,
5289 table and native form.
5290 * `palette_index`: this index is added to the item stack
5291 * `minetest.itemstring_with_color(item, colorstring)`: returns an item string
5292 * Creates an item string which contains static color information
5293 for hardware colorization. Use this method if you wish to colorize
5294 an item that does not own a palette. You can use the returned string
5295 as an output in a craft recipe.
5296 * `item`: the item stack which becomes colored. Can be in string,
5297 table and native form.
5298 * `colorstring`: the new color of the item stack
5303 * `minetest.rollback_get_node_actions(pos, range, seconds, limit)`:
5304 returns `{{actor, pos, time, oldnode, newnode}, ...}`
5305 * Find who has done something to a node, or near a node
5306 * `actor`: `"player:<name>"`, also `"liquid"`.
5307 * `minetest.rollback_revert_actions_by(actor, seconds)`: returns
5308 `boolean, log_messages`.
5309 * Revert latest actions of someone
5310 * `actor`: `"player:<name>"`, also `"liquid"`.
5312 Defaults for the `on_place` and `on_drop` item definition functions
5313 -------------------------------------------------------------------
5315 * `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
5316 * Place item as a node
5317 * `param2` overrides `facedir` and wallmounted `param2`
5318 * `prevent_after_place`: if set to `true`, `after_place_node` is not called
5319 for the newly placed node to prevent a callback and placement loop
5320 * returns `itemstack, position`
5321 * `position`: the location the node was placed to. `nil` if nothing was placed.
5322 * `minetest.item_place_object(itemstack, placer, pointed_thing)`
5324 * returns the leftover itemstack
5325 * **Note**: This function is deprecated and will never be called.
5326 * `minetest.item_place(itemstack, placer, pointed_thing[, param2])`
5327 * Wrapper that calls `minetest.item_place_node` if appropriate
5328 * Calls `on_rightclick` of `pointed_thing.under` if defined instead
5329 * **Note**: is not called when wielded item overrides `on_place`
5330 * `param2` overrides facedir and wallmounted `param2`
5331 * returns `itemstack, position`
5332 * `position`: the location the node was placed to. `nil` if nothing was placed.
5333 * `minetest.item_drop(itemstack, dropper, pos)`
5335 * returns the leftover itemstack
5336 * `minetest.item_eat(hp_change[, replace_with_item])`
5337 * Returns `function(itemstack, user, pointed_thing)` as a
5338 function wrapper for `minetest.do_item_eat`.
5339 * `replace_with_item` is the itemstring which is added to the inventory.
5340 If the player is eating a stack, then replace_with_item goes to a
5343 Defaults for the `on_punch` and `on_dig` node definition callbacks
5344 ------------------------------------------------------------------
5346 * `minetest.node_punch(pos, node, puncher, pointed_thing)`
5347 * Calls functions registered by `minetest.register_on_punchnode()`
5348 * `minetest.node_dig(pos, node, digger)`
5349 * Checks if node can be dug, puts item into inventory, removes node
5350 * Calls functions registered by `minetest.registered_on_dignodes()`
5355 * `minetest.sound_play(spec, parameters, [ephemeral])`: returns a handle
5356 * `spec` is a `SimpleSoundSpec`
5357 * `parameters` is a sound parameter table
5358 * `ephemeral` is a boolean (default: false)
5359 Ephemeral sounds will not return a handle and can't be stopped or faded.
5360 It is recommend to use this for short sounds that happen in response to
5361 player actions (e.g. door closing).
5362 * `minetest.sound_stop(handle)`
5363 * `handle` is a handle returned by `minetest.sound_play`
5364 * `minetest.sound_fade(handle, step, gain)`
5365 * `handle` is a handle returned by `minetest.sound_play`
5366 * `step` determines how fast a sound will fade.
5367 The gain will change by this much per second,
5368 until it reaches the target gain.
5369 Note: Older versions used a signed step. This is deprecated, but old
5370 code will still work. (the client uses abs(step) to correct it)
5371 * `gain` the target gain for the fade.
5372 Fading to zero will delete the sound.
5377 * `minetest.after(time, func, ...)` : returns job table to use as below.
5378 * Call the function `func` after `time` seconds, may be fractional
5379 * Optional: Variable number of arguments that are passed to `func`
5382 * Cancels the job function from being called
5387 * `minetest.request_shutdown([message],[reconnect],[delay])`: request for
5388 server shutdown. Will display `message` to clients.
5389 * `reconnect` == true displays a reconnect button
5390 * `delay` adds an optional delay (in seconds) before shutdown.
5391 Negative delay cancels the current active shutdown.
5392 Zero delay triggers an immediate shutdown.
5393 * `minetest.cancel_shutdown_requests()`: cancel current delayed shutdown
5394 * `minetest.get_server_status(name, joined)`
5395 * Returns the server status string when a player joins or when the command
5396 `/status` is called. Returns `nil` or an empty string when the message is
5398 * `joined`: Boolean value, indicates whether the function was called when
5400 * This function may be overwritten by mods to customize the status message.
5401 * `minetest.get_server_uptime()`: returns the server uptime in seconds
5402 * `minetest.remove_player(name)`: remove player from database (if they are not
5404 * As auth data is not removed, minetest.player_exists will continue to
5405 return true. Call the below method as well if you want to remove auth
5407 * Returns a code (0: successful, 1: no such player, 2: player is connected)
5408 * `minetest.remove_player_auth(name)`: remove player authentication data
5409 * Returns boolean indicating success (false if player nonexistant)
5410 * `minetest.dynamic_add_media(filepath)`
5411 * Adds the file at the given path to the media sent to clients by the server
5412 on startup and also pushes this file to already connected clients.
5413 The file must be a supported image, sound or model format. It must not be
5414 modified, deleted, moved or renamed after calling this function.
5415 The list of dynamically added media is not persisted.
5416 * Returns boolean indicating success (duplicate files count as error)
5417 * The media will be ready to use (in e.g. entity textures, sound_play)
5418 immediately after calling this function.
5419 Old clients that lack support for this feature will not see the media
5420 unless they reconnect to the server.
5421 * Since media transferred this way does not use client caching or HTTP
5422 transfers, dynamic media should not be used with big files or performance
5428 * `minetest.get_ban_list()`: returns a list of all bans formatted as string
5429 * `minetest.get_ban_description(ip_or_name)`: returns list of bans matching
5430 IP address or name formatted as string
5431 * `minetest.ban_player(name)`: ban the IP of a currently connected player
5432 * Returns boolean indicating success
5433 * `minetest.unban_player_or_ip(ip_or_name)`: remove ban record matching
5435 * `minetest.kick_player(name, [reason])`: disconnect a player with an optional
5437 * Returns boolean indicating success (false if player nonexistant)
5442 * `minetest.add_particle(particle definition)`
5443 * Deprecated: `minetest.add_particle(pos, velocity, acceleration,
5444 expirationtime, size, collisiondetection, texture, playername)`
5446 * `minetest.add_particlespawner(particlespawner definition)`
5447 * Add a `ParticleSpawner`, an object that spawns an amount of particles
5448 over `time` seconds.
5449 * Returns an `id`, and -1 if adding didn't succeed
5450 * Deprecated: `minetest.add_particlespawner(amount, time,
5454 minexptime, maxexptime,
5456 collisiondetection, texture, playername)`
5458 * `minetest.delete_particlespawner(id, player)`
5459 * Delete `ParticleSpawner` with `id` (return value from
5460 `minetest.add_particlespawner`).
5461 * If playername is specified, only deletes on the player's client,
5462 otherwise on all clients.
5467 * `minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)`
5468 * Create a schematic from the volume of map specified by the box formed by
5470 * Apply the specified probability and per-node force-place to the specified
5471 nodes according to the `probability_list`.
5472 * `probability_list` is an array of tables containing two fields, `pos`
5474 * `pos` is the 3D vector specifying the absolute coordinates of the
5475 node being modified,
5476 * `prob` is an integer value from `0` to `255` that encodes
5477 probability and per-node force-place. Probability has levels
5478 0-127, then 128 may be added to encode per-node force-place.
5479 For probability stated as 0-255, divide by 2 and round down to
5480 get values 0-127, then add 128 to apply per-node force-place.
5481 * If there are two or more entries with the same pos value, the
5483 * If `pos` is not inside the box formed by `p1` and `p2`, it is
5485 * If `probability_list` equals `nil`, no probabilities are applied.
5486 * Apply the specified probability to the specified horizontal slices
5487 according to the `slice_prob_list`.
5488 * `slice_prob_list` is an array of tables containing two fields, `ypos`
5490 * `ypos` indicates the y position of the slice with a probability
5491 applied, the lowest slice being `ypos = 0`.
5492 * If slice probability list equals `nil`, no slice probabilities
5494 * Saves schematic in the Minetest Schematic format to filename.
5496 * `minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)`
5497 * Place the schematic specified by schematic (see [Schematic specifier]) at
5499 * `rotation` can equal `"0"`, `"90"`, `"180"`, `"270"`, or `"random"`.
5500 * If the `rotation` parameter is omitted, the schematic is not rotated.
5501 * `replacements` = `{["old_name"] = "convert_to", ...}`
5502 * `force_placement` is a boolean indicating whether nodes other than `air`
5503 and `ignore` are replaced by the schematic.
5504 * Returns nil if the schematic could not be loaded.
5505 * **Warning**: Once you have loaded a schematic from a file, it will be
5506 cached. Future calls will always use the cached version and the
5507 replacement list defined for it, regardless of whether the file or the
5508 replacement list parameter have changed. The only way to load the file
5509 anew is to restart the server.
5510 * `flags` is a flag field with the available flags:
5515 * `minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)`:
5516 * This function is analogous to minetest.place_schematic, but places a
5517 schematic onto the specified VoxelManip object `vmanip` instead of the
5519 * Returns false if any part of the schematic was cut-off due to the
5520 VoxelManip not containing the full area required, and true if the whole
5521 schematic was able to fit.
5522 * Returns nil if the schematic could not be loaded.
5523 * After execution, any external copies of the VoxelManip contents are
5525 * `flags` is a flag field with the available flags:
5530 * `minetest.serialize_schematic(schematic, format, options)`
5531 * Return the serialized schematic specified by schematic
5532 (see [Schematic specifier])
5533 * in the `format` of either "mts" or "lua".
5534 * "mts" - a string containing the binary MTS data used in the MTS file
5536 * "lua" - a string containing Lua code representing the schematic in table
5538 * `options` is a table containing the following optional parameters:
5539 * If `lua_use_comments` is true and `format` is "lua", the Lua code
5540 generated will have (X, Z) position comments for every X row
5541 generated in the schematic data for easier reading.
5542 * If `lua_num_indent_spaces` is a nonzero number and `format` is "lua",
5543 the Lua code generated will use that number of spaces as indentation
5544 instead of a tab character.
5546 * `minetest.read_schematic(schematic, options)`
5547 * Returns a Lua table representing the schematic (see: [Schematic specifier])
5548 * `schematic` is the schematic to read (see: [Schematic specifier])
5549 * `options` is a table containing the following optional parameters:
5550 * `write_yslice_prob`: string value:
5551 * `none`: no `write_yslice_prob` table is inserted,
5552 * `low`: only probabilities that are not 254 or 255 are written in
5553 the `write_ylisce_prob` table,
5554 * `all`: write all probabilities to the `write_yslice_prob` table.
5555 * The default for this option is `all`.
5556 * Any invalid value will be interpreted as `all`.
5561 * `minetest.request_http_api()`:
5562 * returns `HTTPApiTable` containing http functions if the calling mod has
5563 been granted access by being listed in the `secure.http_mods` or
5564 `secure.trusted_mods` setting, otherwise returns `nil`.
5565 * The returned table contains the functions `fetch`, `fetch_async` and
5566 `fetch_async_get` described below.
5567 * Only works at init time and must be called from the mod's main scope
5568 (not from a function).
5569 * Function only exists if minetest server was built with cURL support.
5570 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED TABLE, STORE IT IN
5572 * `HTTPApiTable.fetch(HTTPRequest req, callback)`
5573 * Performs given request asynchronously and calls callback upon completion
5574 * callback: `function(HTTPRequestResult res)`
5575 * Use this HTTP function if you are unsure, the others are for advanced use
5576 * `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
5577 * Performs given request asynchronously and returns handle for
5578 `HTTPApiTable.fetch_async_get`
5579 * `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
5580 * Return response data for given asynchronous HTTP request
5585 * `minetest.get_mod_storage()`:
5586 * returns reference to mod private `StorageRef`
5587 * must be called during mod load time
5592 * `minetest.get_connected_players()`: returns list of `ObjectRefs`
5593 * `minetest.is_player(obj)`: boolean, whether `obj` is a player
5594 * `minetest.player_exists(name)`: boolean, whether player exists
5595 (regardless of online status)
5596 * `minetest.hud_replace_builtin(name, hud_definition)`
5597 * Replaces definition of a builtin hud element
5598 * `name`: `"breath"` or `"health"`
5599 * `hud_definition`: definition to replace builtin definition
5600 * `minetest.send_join_message(player_name)`
5601 * This function can be overridden by mods to change the join message.
5602 * `minetest.send_leave_message(player_name, timed_out)`
5603 * This function can be overridden by mods to change the leave message.
5604 * `minetest.hash_node_position(pos)`: returns an 48-bit integer
5605 * `pos`: table {x=number, y=number, z=number},
5606 * Gives a unique hash number for a node position (16+16+16=48bit)
5607 * `minetest.get_position_from_hash(hash)`: returns a position
5608 * Inverse transform of `minetest.hash_node_position`
5609 * `minetest.get_item_group(name, group)`: returns a rating
5610 * Get rating of a group of an item. (`0` means: not in group)
5611 * `minetest.get_node_group(name, group)`: returns a rating
5612 * Deprecated: An alias for the former.
5613 * `minetest.raillike_group(name)`: returns a rating
5614 * Returns rating of the connect_to_raillike group corresponding to name
5615 * If name is not yet the name of a connect_to_raillike group, a new group
5616 id is created, with that name.
5617 * `minetest.get_content_id(name)`: returns an integer
5618 * Gets the internal content ID of `name`
5619 * `minetest.get_name_from_content_id(content_id)`: returns a string
5620 * Gets the name of the content with that content ID
5621 * `minetest.parse_json(string[, nullvalue])`: returns something
5622 * Convert a string containing JSON data into the Lua equivalent
5623 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
5624 * On success returns a table, a string, a number, a boolean or `nullvalue`
5625 * On failure outputs an error message and returns `nil`
5626 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
5627 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error
5629 * Convert a Lua table into a JSON string
5630 * styled: Outputs in a human-readable format if this is set, defaults to
5632 * Unserializable things like functions and userdata will cause an error.
5633 * **Warning**: JSON is more strict than the Lua table format.
5634 1. You can only use strings and positive integers of at least one as
5636 2. You can not mix string and integer keys.
5637 This is due to the fact that JSON has two distinct array and object
5639 * Example: `write_json({10, {a = false}})`,
5640 returns `"[10, {\"a\": false}]"`
5641 * `minetest.serialize(table)`: returns a string
5642 * Convert a table containing tables, strings, numbers, booleans and `nil`s
5643 into string form readable by `minetest.deserialize`
5644 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
5645 * `minetest.deserialize(string[, safe])`: returns a table
5646 * Convert a string returned by `minetest.serialize` into a table
5647 * `string` is loaded in an empty sandbox environment.
5648 * Will load functions if safe is false or omitted. Although these functions
5649 cannot directly access the global environment, they could bypass this
5650 restriction with maliciously crafted Lua bytecode if mod security is
5652 * This function should not be used on untrusted data, regardless of the
5653 value of `safe`. It is fine to serialize then deserialize user-provided
5654 data, but directly providing user input to deserialize is always unsafe.
5655 * Example: `deserialize('return { ["foo"] = "bar" }')`,
5656 returns `{foo='bar'}`
5657 * Example: `deserialize('print("foo")')`, returns `nil`
5658 (function call fails), returns
5659 `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
5660 * `minetest.compress(data, method, ...)`: returns `compressed_data`
5661 * Compress a string of data.
5662 * `method` is a string identifying the compression method to be used.
5663 * Supported compression methods:
5664 * Deflate (zlib): `"deflate"`
5665 * `...` indicates method-specific arguments. Currently defined arguments
5667 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
5668 * `minetest.decompress(compressed_data, method, ...)`: returns data
5669 * Decompress a string of data (using ZLib).
5670 * See documentation on `minetest.compress()` for supported compression
5672 * `...` indicates method-specific arguments. Currently, no methods use this
5673 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
5674 * Each argument is a 8 Bit unsigned integer
5675 * Returns the ColorString from rgb or rgba values
5676 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
5677 * `minetest.encode_base64(string)`: returns string encoded in base64
5678 * Encodes a string in base64.
5679 * `minetest.decode_base64(string)`: returns string or nil for invalid base64
5680 * Decodes a string encoded in base64.
5681 * `minetest.is_protected(pos, name)`: returns boolean
5682 * Returning `true` restricts the player `name` from modifying (i.e. digging,
5683 placing) the node at position `pos`.
5684 * `name` will be `""` for non-players or unknown players.
5685 * This function should be overridden by protection mods. It is highly
5686 recommended to grant access to players with the `protection_bypass` privilege.
5687 * Cache and call the old version of this function if the position is
5688 not protected by the mod. This will allow using multiple protection mods.
5691 local old_is_protected = minetest.is_protected
5692 function minetest.is_protected(pos, name)
5693 if mymod:position_protected_from(pos, name) then
5696 return old_is_protected(pos, name)
5698 * `minetest.record_protection_violation(pos, name)`
5699 * This function calls functions registered with
5700 `minetest.register_on_protection_violation`.
5701 * `minetest.is_creative_enabled(name)`: returns boolean
5702 * Returning `true` means that Creative Mode is enabled for player `name`.
5703 * `name` will be `""` for non-players or if the player is unknown.
5704 * This function should be overridden by Creative Mode-related mods to
5705 implement a per-player Creative Mode.
5706 * By default, this function returns `true` if the setting
5707 `creative_mode` is `true` and `false` otherwise.
5708 * `minetest.is_area_protected(pos1, pos2, player_name, interval)`
5709 * Returns the position of the first node that `player_name` may not modify
5710 in the specified cuboid between `pos1` and `pos2`.
5711 * Returns `false` if no protections were found.
5712 * Applies `is_protected()` to a 3D lattice of points in the defined volume.
5713 The points are spaced evenly throughout the volume and have a spacing
5714 similar to, but no larger than, `interval`.
5715 * All corners and edges of the defined volume are checked.
5716 * `interval` defaults to 4.
5717 * `interval` should be carefully chosen and maximised to avoid an excessive
5718 number of points being checked.
5719 * Like `minetest.is_protected`, this function may be extended or
5720 overwritten by mods to provide a faster implementation to check the
5721 cuboid for intersections.
5722 * `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
5723 orient_flags, prevent_after_place])`
5724 * Attempt to predict the desired orientation of the facedir-capable node
5725 defined by `itemstack`, and place it accordingly (on-wall, on the floor,
5726 or hanging from the ceiling).
5727 * `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
5728 stacks are handled normally.
5729 * `orient_flags`: Optional table containing extra tweaks to the placement code:
5730 * `invert_wall`: if `true`, place wall-orientation on the ground and
5731 ground-orientation on the wall.
5732 * `force_wall` : if `true`, always place the node in wall orientation.
5733 * `force_ceiling`: if `true`, always place on the ceiling.
5734 * `force_floor`: if `true`, always place the node on the floor.
5735 * `force_facedir`: if `true`, forcefully reset the facedir to north
5736 when placing on the floor or ceiling.
5737 * The first four options are mutually-exclusive; the last in the list
5738 takes precedence over the first.
5739 * `prevent_after_place` is directly passed to `minetest.item_place_node`
5740 * Returns the new itemstack after placement
5741 * `minetest.rotate_node(itemstack, placer, pointed_thing)`
5742 * calls `rotate_and_place()` with `infinitestacks` set according to the state
5743 of the creative mode setting, checks for "sneak" to set the `invert_wall`
5744 parameter and `prevent_after_place` set to `true`.
5746 * `minetest.calculate_knockback(player, hitter, time_from_last_punch,
5747 tool_capabilities, dir, distance, damage)`
5748 * Returns the amount of knockback applied on the punched player.
5749 * Arguments are equivalent to `register_on_punchplayer`, except the following:
5750 * `distance`: distance between puncher and punched player
5751 * This function can be overriden by mods that wish to modify this behaviour.
5752 * You may want to cache and call the old function to allow multiple mods to
5753 change knockback behaviour.
5755 * `minetest.forceload_block(pos[, transient])`
5756 * forceloads the position `pos`.
5757 * returns `true` if area could be forceloaded
5758 * If `transient` is `false` or absent, the forceload will be persistent
5759 (saved between server runs). If `true`, the forceload will be transient
5760 (not saved between server runs).
5762 * `minetest.forceload_free_block(pos[, transient])`
5763 * stops forceloading the position `pos`
5764 * If `transient` is `false` or absent, frees a persistent forceload.
5765 If `true`, frees a transient forceload.
5767 * `minetest.request_insecure_environment()`: returns an environment containing
5768 insecure functions if the calling mod has been listed as trusted in the
5769 `secure.trusted_mods` setting or security is disabled, otherwise returns
5771 * Only works at init time and must be called from the mod's main scope
5772 (ie: the init.lua of the mod, not from another Lua file or within a function).
5773 * **DO NOT ALLOW ANY OTHER MODS TO ACCESS THE RETURNED ENVIRONMENT, STORE
5774 IT IN A LOCAL VARIABLE!**
5776 * `minetest.global_exists(name)`
5777 * Checks if a global variable has been set, without triggering a warning.
5782 * `minetest.env`: `EnvRef` of the server environment and world.
5783 * Any function in the minetest namespace can be called using the syntax
5784 `minetest.env:somefunction(somearguments)`
5785 instead of `minetest.somefunction(somearguments)`
5786 * Deprecated, but support is not to be dropped soon
5791 ### Registered definition tables
5793 * `minetest.registered_items`
5794 * Map of registered items, indexed by name
5795 * `minetest.registered_nodes`
5796 * Map of registered node definitions, indexed by name
5797 * `minetest.registered_craftitems`
5798 * Map of registered craft item definitions, indexed by name
5799 * `minetest.registered_tools`
5800 * Map of registered tool definitions, indexed by name
5801 * `minetest.registered_entities`
5802 * Map of registered entity prototypes, indexed by name
5803 * Values in this table may be modified directly.
5804 Note: changes to initial properties will only affect entities spawned afterwards,
5805 as they are only read when spawning.
5806 * `minetest.object_refs`
5807 * Map of object references, indexed by active object id
5808 * `minetest.luaentities`
5809 * Map of Lua entities, indexed by active object id
5810 * `minetest.registered_abms`
5811 * List of ABM definitions
5812 * `minetest.registered_lbms`
5813 * List of LBM definitions
5814 * `minetest.registered_aliases`
5815 * Map of registered aliases, indexed by name
5816 * `minetest.registered_ores`
5817 * Map of registered ore definitions, indexed by the `name` field.
5818 * If `name` is nil, the key is the object handle returned by
5819 `minetest.register_ore`.
5820 * `minetest.registered_biomes`
5821 * Map of registered biome definitions, indexed by the `name` field.
5822 * If `name` is nil, the key is the object handle returned by
5823 `minetest.register_biome`.
5824 * `minetest.registered_decorations`
5825 * Map of registered decoration definitions, indexed by the `name` field.
5826 * If `name` is nil, the key is the object handle returned by
5827 `minetest.register_decoration`.
5828 * `minetest.registered_schematics`
5829 * Map of registered schematic definitions, indexed by the `name` field.
5830 * If `name` is nil, the key is the object handle returned by
5831 `minetest.register_schematic`.
5832 * `minetest.registered_chatcommands`
5833 * Map of registered chat command definitions, indexed by name
5834 * `minetest.registered_privileges`
5835 * Map of registered privilege definitions, indexed by name
5836 * Registered privileges can be modified directly in this table.
5838 ### Registered callback tables
5840 All callbacks registered with [Global callback registration functions] are added
5841 to corresponding `minetest.registered_*` tables.
5849 Sorted alphabetically.
5854 A fast access data structure to store areas, and find areas near a given
5856 Every area has a `data` string attribute to store additional information.
5857 You can create an empty `AreaStore` by calling `AreaStore()`, or
5858 `AreaStore(type_name)`. The mod decides where to save and load AreaStore.
5859 If you chose the parameter-less constructor, a fast implementation will be
5860 automatically chosen for you.
5864 * `get_area(id, include_borders, include_data)`
5865 * Returns the area information about the specified ID.
5866 * Returned values are either of these:
5868 nil -- Area not found
5869 true -- Without `include_borders` and `include_data`
5871 min = pos, max = pos -- `include_borders == true`
5872 data = string -- `include_data == true`
5875 * `get_areas_for_pos(pos, include_borders, include_data)`
5876 * Returns all areas as table, indexed by the area ID.
5877 * Table values: see `get_area`.
5878 * `get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)`
5879 * Returns all areas that contain all nodes inside the area specified by `edge1`
5880 and `edge2` (inclusive).
5881 * `accept_overlap`: if `true`, areas are returned that have nodes in
5882 common (intersect) with the specified area.
5883 * Returns the same values as `get_areas_for_pos`.
5884 * `insert_area(edge1, edge2, data, [id])`: inserts an area into the store.
5885 * Returns the new area's ID, or nil if the insertion failed.
5886 * The (inclusive) positions `edge1` and `edge2` describe the area.
5887 * `data` is a string stored with the area.
5888 * `id` (optional): will be used as the internal area ID if it is an unique
5889 number between 0 and 2^32-2.
5890 * `reserve(count)`: reserves resources for at most `count` many contained
5892 Only needed for efficiency, and only some implementations profit.
5893 * `remove_area(id)`: removes the area with the given id from the store, returns
5895 * `set_cache_params(params)`: sets params for the included prefiltering cache.
5896 Calling invalidates the cache, so that its elements have to be newly
5898 * `params` is a table with the following fields:
5900 enabled = boolean, -- Whether to enable, default true
5901 block_radius = int, -- The radius (in nodes) of the areas the cache
5902 -- generates prefiltered lists for, minimum 16,
5904 limit = int, -- The cache size, minimum 20, default 1000
5905 * `to_string()`: Experimental. Returns area store serialized as a (binary)
5907 * `to_file(filename)`: Experimental. Like `to_string()`, but writes the data to
5909 * `from_string(str)`: Experimental. Deserializes string and loads it into the
5911 Returns success and, optionally, an error message.
5912 * `from_file(filename)`: Experimental. Like `from_string()`, but reads the data
5918 An `InvRef` is a reference to an inventory.
5922 * `is_empty(listname)`: return `true` if list is empty
5923 * `get_size(listname)`: get size of a list
5924 * `set_size(listname, size)`: set size of a list
5925 * returns `false` on error (e.g. invalid `listname` or `size`)
5926 * `get_width(listname)`: get width of a list
5927 * `set_width(listname, width)`: set width of list; currently used for crafting
5928 * `get_stack(listname, i)`: get a copy of stack index `i` in list
5929 * `set_stack(listname, i, stack)`: copy `stack` to index `i` in list
5930 * `get_list(listname)`: return full list
5931 * `set_list(listname, list)`: set full list (size will not change)
5932 * `get_lists()`: returns list of inventory lists
5933 * `set_lists(lists)`: sets inventory lists (size will not change)
5934 * `add_item(listname, stack)`: add item somewhere in list, returns leftover
5936 * `room_for_item(listname, stack):` returns `true` if the stack of items
5937 can be fully added to the list
5938 * `contains_item(listname, stack, [match_meta])`: returns `true` if
5939 the stack of items can be fully taken from the list.
5940 If `match_meta` is false, only the items' names are compared
5942 * `remove_item(listname, stack)`: take as many items as specified from the
5943 list, returns the items that were actually removed (as an `ItemStack`)
5944 -- note that any item metadata is ignored, so attempting to remove a specific
5945 unique item this way will likely remove the wrong one -- to do that use
5946 `set_stack` with an empty `ItemStack`.
5947 * `get_location()`: returns a location compatible to
5948 `minetest.get_inventory(location)`.
5949 * returns `{type="undefined"}` in case location is not known
5953 Detached & nodemeta inventories provide the following callbacks for move actions:
5957 The `allow_*` callbacks return how many items can be moved.
5959 * `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
5960 * `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
5961 * `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
5965 The `on_*` callbacks are called after the items have been placed in the inventories.
5967 * `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
5968 * `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
5969 * `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
5973 When a player tries to put an item to a place where another item is, the items are *swapped*.
5974 This means that all callbacks will be called twice (once for each action).
5979 An `ItemStack` is a stack of items.
5981 It can be created via `ItemStack(x)`, where x is an `ItemStack`,
5982 an itemstring, a table or `nil`.
5986 * `is_empty()`: returns `true` if stack is empty.
5987 * `get_name()`: returns item name (e.g. `"default:stone"`).
5988 * `set_name(item_name)`: returns a boolean indicating whether the item was
5990 * `get_count()`: Returns number of items on the stack.
5991 * `set_count(count)`: returns a boolean indicating whether the item was cleared
5992 * `count`: number, unsigned 16 bit integer
5993 * `get_wear()`: returns tool wear (`0`-`65535`), `0` for non-tools.
5994 * `set_wear(wear)`: returns boolean indicating whether item was cleared
5995 * `wear`: number, unsigned 16 bit integer
5996 * `get_meta()`: returns ItemStackMetaRef. See section for more details
5997 * `get_metadata()`: (DEPRECATED) Returns metadata (a string attached to an item
5999 * `set_metadata(metadata)`: (DEPRECATED) Returns true.
6000 * `get_description()`: returns the description shown in inventory list tooltips.
6001 * The engine uses the same as this function for item descriptions.
6002 * Fields for finding the description, in order:
6003 * `description` in item metadata (See [Item Metadata].)
6004 * `description` in item definition
6006 * `get_short_description()`: returns the short description.
6007 * Unlike the description, this does not include new lines.
6008 * The engine uses the same as this function for short item descriptions.
6009 * Fields for finding the short description, in order:
6010 * `short_description` in item metadata (See [Item Metadata].)
6011 * `short_description` in item definition
6012 * first line of the description (See `get_description()`.)
6013 * `clear()`: removes all items from the stack, making it empty.
6014 * `replace(item)`: replace the contents of this stack.
6015 * `item` can also be an itemstring or table.
6016 * `to_string()`: returns the stack in itemstring form.
6017 * `to_table()`: returns the stack in Lua table form.
6018 * `get_stack_max()`: returns the maximum size of the stack (depends on the
6020 * `get_free_space()`: returns `get_stack_max() - get_count()`.
6021 * `is_known()`: returns `true` if the item name refers to a defined item type.
6022 * `get_definition()`: returns the item definition table.
6023 * `get_tool_capabilities()`: returns the digging properties of the item,
6024 or those of the hand if none are defined for this item type
6025 * `add_wear(amount)`
6026 * Increases wear by `amount` if the item is a tool
6027 * `amount`: number, integer
6028 * `add_item(item)`: returns leftover `ItemStack`
6029 * Put some item or stack onto this stack
6030 * `item_fits(item)`: returns `true` if item or stack can be fully added to
6032 * `take_item(n)`: returns taken `ItemStack`
6033 * Take (and remove) up to `n` items from this stack
6034 * `n`: number, default: `1`
6035 * `peek_item(n)`: returns taken `ItemStack`
6036 * Copy (don't remove) up to `n` items from this stack
6037 * `n`: number, default: `1`
6042 ItemStack metadata: reference extra data and functionality stored in a stack.
6043 Can be obtained via `item:get_meta()`.
6047 * All methods in MetaDataRef
6048 * `set_tool_capabilities([tool_capabilities])`
6049 * Overrides the item's tool capabilities
6050 * A nil value will clear the override data and restore the original
6056 Base class used by [`StorageRef`], [`NodeMetaRef`], [`ItemStackMetaRef`],
6057 and [`PlayerMetaRef`].
6061 * `contains(key)`: Returns true if key present, otherwise false.
6062 * Returns `nil` when the MetaData is inexistent.
6063 * `get(key)`: Returns `nil` if key not present, else the stored string.
6064 * `set_string(key, value)`: Value of `""` will delete the key.
6065 * `get_string(key)`: Returns `""` if key not present.
6066 * `set_int(key, value)`
6067 * `get_int(key)`: Returns `0` if key not present.
6068 * `set_float(key, value)`
6069 * `get_float(key)`: Returns `0` if key not present.
6070 * `to_table()`: returns `nil` or a table with keys:
6071 * `fields`: key-value storage
6072 * `inventory`: `{list1 = {}, ...}}` (NodeMetaRef only)
6073 * `from_table(nil or {})`
6074 * Any non-table value will clear the metadata
6075 * See [Node Metadata] for an example
6076 * returns `true` on success
6078 * returns `true` if this metadata has the same key-value pairs as `other`
6083 An interface to use mod channels on client and server
6087 * `leave()`: leave the mod channel.
6088 * Server leaves channel `channel_name`.
6089 * No more incoming or outgoing messages can be sent to this channel from
6091 * This invalidate all future object usage.
6092 * Ensure you set mod_channel to nil after that to free Lua resources.
6093 * `is_writeable()`: returns true if channel is writeable and mod can send over
6095 * `send_all(message)`: Send `message` though the mod channel.
6096 * If mod channel is not writeable or invalid, message will be dropped.
6097 * Message size is limited to 65535 characters by protocol.
6102 Node metadata: reference extra data and functionality stored in a node.
6103 Can be obtained via `minetest.get_meta(pos)`.
6107 * All methods in MetaDataRef
6108 * `get_inventory()`: returns `InvRef`
6109 * `mark_as_private(name or {name1, name2, ...})`: Mark specific vars as private
6110 This will prevent them from being sent to the client. Note that the "private"
6111 status will only be remembered if an associated key-value pair exists,
6112 meaning it's best to call this when initializing all other meta (e.g.
6118 Node Timers: a high resolution persistent per-node timer.
6119 Can be gotten via `minetest.get_node_timer(pos)`.
6123 * `set(timeout,elapsed)`
6124 * set a timer's state
6125 * `timeout` is in seconds, and supports fractional values (0.1 etc)
6126 * `elapsed` is in seconds, and supports fractional values (0.1 etc)
6127 * will trigger the node's `on_timer` function after `(timeout - elapsed)`
6131 * equivalent to `set(timeout,0)`
6134 * `get_timeout()`: returns current timeout in seconds
6135 * if `timeout` equals `0`, timer is inactive
6136 * `get_elapsed()`: returns current elapsed time in seconds
6137 * the node's `on_timer` function will be called after `(timeout - elapsed)`
6139 * `is_started()`: returns boolean state of timer
6140 * returns `true` if timer is started, otherwise `false`
6145 Moving things in the game are generally these.
6146 This is basically a reference to a C++ `ServerActiveObject`.
6148 ### Advice on handling `ObjectRefs`
6150 When you receive an `ObjectRef` as a callback argument or from another API
6151 function, it is possible to store the reference somewhere and keep it around.
6152 It will keep functioning until the object is unloaded or removed.
6154 However, doing this is **NOT** recommended as there is (intentionally) no method
6155 to test if a previously acquired `ObjectRef` is still valid.
6156 Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
6157 Lua back to the engine.
6158 Doing so is much less error-prone and you will never need to wonder if the
6159 object you are working with still exists.
6164 * `get_pos()`: returns `{x=num, y=num, z=num}`
6165 * `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
6166 * `get_velocity()`: returns the velocity, a vector.
6167 * `add_velocity(vel)`
6168 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6169 * In comparison to using get_velocity, adding the velocity and then using
6170 set_velocity, add_velocity is supposed to avoid synchronization problems.
6171 Additionally, players also do not support set_velocity.
6173 * Does not apply during free_move.
6174 * Note that since the player speed is normalized at each move step,
6175 increasing e.g. Y velocity beyond what would usually be achieved
6176 (see: physics overrides) will cause existing X/Z velocity to be reduced.
6177 * Example: `add_velocity({x=0, y=6.5, z=0})` is equivalent to
6178 pressing the jump key (assuming default settings)
6179 * `move_to(pos, continuous=false)`
6180 * Does an interpolated move for Lua entities for visually smooth transitions.
6181 * If `continuous` is true, the Lua entity will not be moved to the current
6182 position before starting the interpolated move.
6183 * For players this does the same as `set_pos`,`continuous` is ignored.
6184 * `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
6185 * `puncher` = another `ObjectRef`,
6186 * `time_from_last_punch` = time since last punch action of the puncher
6187 * `direction`: can be `nil`
6188 * `right_click(clicker)`; `clicker` is another `ObjectRef`
6189 * `get_hp()`: returns number of hitpoints (2 * number of hearts)
6190 * `set_hp(hp, reason)`: set number of hitpoints (2 * number of hearts).
6191 * See reason in register_on_player_hpchange
6192 * Is limited to the range of 0 ... 65535 (2^16 - 1)
6193 * For players: HP are also limited by `hp_max` specified in the player's
6195 * `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
6196 * `get_wield_list()`: returns the name of the inventory list the wielded item
6198 * `get_wield_index()`: returns the index of the wielded item
6199 * `get_wielded_item()`: returns an `ItemStack`
6200 * `set_wielded_item(item)`: replaces the wielded item, returns `true` if
6202 * `set_armor_groups({group1=rating, group2=rating, ...})`
6203 * `get_armor_groups()`: returns a table with the armor group ratings
6204 * `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
6205 * `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
6206 * `frame_speed`: number, default: `15.0`
6207 * `frame_blend`: number, default: `0.0`
6208 * `frame_loop`: boolean, default: `true`
6209 * `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
6211 * `set_animation_frame_speed(frame_speed)`
6212 * `frame_speed`: number, default: `15.0`
6213 * `set_attach(parent, bone, position, rotation, forced_visible)`
6215 * `position`: `{x=num, y=num, z=num}` (relative)
6216 * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
6217 * `forced_visible`: Boolean to control whether the attached entity
6218 should appear in first person.
6219 * `get_attach()`: returns parent, bone, position, rotation, forced_visible,
6220 or nil if it isn't attached.
6221 * `get_children()`: returns a list of ObjectRefs that are attached to the
6224 * `set_bone_position(bone, position, rotation)`
6226 * `position`: `{x=num, y=num, z=num}` (relative)
6227 * `rotation`: `{x=num, y=num, z=num}`
6228 * `get_bone_position(bone)`: returns position and rotation of the bone
6229 * `set_properties(object property table)`
6230 * `get_properties()`: returns object property table
6231 * `is_player()`: returns true for players, false otherwise
6232 * `get_nametag_attributes()`
6233 * returns a table with the attributes of the nametag of an object
6235 color = {a=0..255, r=0..255, g=0..255, b=0..255},
6238 * `set_nametag_attributes(attributes)`
6239 * sets the attributes of the nametag of an object
6243 text = "My Nametag",
6246 #### Lua entity only (no-op for other objects)
6248 * `remove()`: remove object
6249 * The object is removed after returning from Lua. However the `ObjectRef`
6250 itself instantly becomes unusable with all further method calls having
6251 no effect and returning `nil`.
6252 * `set_velocity(vel)`
6253 * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
6254 * `set_acceleration(acc)`
6256 * `get_acceleration()`: returns the acceleration, a vector
6257 * `set_rotation(rot)`
6258 * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
6259 and Z is roll (bank).
6260 * `get_rotation()`: returns the rotation, a vector (radians)
6261 * `set_yaw(yaw)`: sets the yaw in radians (heading).
6262 * `get_yaw()`: returns number in radians
6263 * `set_texture_mod(mod)`
6264 * Set a texture modifier to the base texture, for sprites and meshes.
6265 * When calling `set_texture_mod` again, the previous one is discarded.
6266 * `mod` the texture modifier. See [Texture modifiers].
6267 * `get_texture_mod()` returns current texture modifier
6268 * `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
6269 * Specifies and starts a sprite animation
6270 * Animations iterate along the frame `y` position.
6271 * `start_frame`: {x=column number, y=row number}, the coordinate of the
6272 first frame, default: `{x=0, y=0}`
6273 * `num_frames`: Total frames in the texture, default: `1`
6274 * `framelength`: Time per animated frame in seconds, default: `0.2`
6275 * `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
6276 position according to the view direction. default: `false`.
6277 * First column: subject facing the camera
6278 * Second column: subject looking to the left
6279 * Third column: subject backing the camera
6280 * Fourth column: subject looking to the right
6281 * Fifth column: subject viewed from above
6282 * Sixth column: subject viewed from below
6283 * `get_entity_name()` (**Deprecated**: Will be removed in a future version)
6286 #### Player only (no-op for other objects)
6288 * `get_player_name()`: returns `""` if is not a player
6289 * `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
6290 table {x, y, z} representing the player's instantaneous velocity in nodes/s
6291 * `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
6292 * `get_look_dir()`: get camera direction as a unit vector
6293 * `get_look_vertical()`: pitch in radians
6294 * Angle ranges between -pi/2 and pi/2, which are straight up and down
6296 * `get_look_horizontal()`: yaw in radians
6297 * Angle is counter-clockwise from the +z direction.
6298 * `set_look_vertical(radians)`: sets look pitch
6299 * radians: Angle from looking forward, where positive is downwards.
6300 * `set_look_horizontal(radians)`: sets look yaw
6301 * radians: Angle from the +z direction, where positive is counter-clockwise.
6302 * `get_look_pitch()`: pitch in radians - Deprecated as broken. Use
6303 `get_look_vertical`.
6304 * Angle ranges between -pi/2 and pi/2, which are straight down and up
6306 * `get_look_yaw()`: yaw in radians - Deprecated as broken. Use
6307 `get_look_horizontal`.
6308 * Angle is counter-clockwise from the +x direction.
6309 * `set_look_pitch(radians)`: sets look pitch - Deprecated. Use
6310 `set_look_vertical`.
6311 * `set_look_yaw(radians)`: sets look yaw - Deprecated. Use
6312 `set_look_horizontal`.
6313 * `get_breath()`: returns player's breath
6314 * `set_breath(value)`: sets player's breath
6316 * `0`: player is drowning
6317 * max: bubbles bar is not shown
6318 * See [Object properties] for more information
6319 * Is limited to range 0 ... 65535 (2^16 - 1)
6320 * `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
6322 * `is_multiplier`: Set to `true` if the FOV value is a multiplier.
6323 Defaults to `false`.
6324 * `transition_time`: If defined, enables smooth FOV transition.
6325 Interpreted as the time (in seconds) to reach target FOV.
6326 If set to 0, FOV change is instantaneous. Defaults to 0.
6327 * Set `fov` to 0 to clear FOV override.
6328 * `get_fov()`: Returns the following:
6329 * Server-sent FOV value. Returns 0 if an FOV override doesn't exist.
6330 * Boolean indicating whether the FOV value is a multiplier.
6331 * Time (in seconds) taken for the FOV transition. Set by `set_fov`.
6332 * `set_attribute(attribute, value)`: DEPRECATED, use get_meta() instead
6333 * Sets an extra attribute with value on player.
6334 * `value` must be a string, or a number which will be converted to a
6336 * If `value` is `nil`, remove attribute from player.
6337 * `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
6338 * Returns value (a string) for extra attribute.
6339 * Returns `nil` if no attribute found.
6340 * `get_meta()`: Returns a PlayerMetaRef.
6341 * `set_inventory_formspec(formspec)`
6342 * Redefine player's inventory form
6343 * Should usually be called in `on_joinplayer`
6344 * `get_inventory_formspec()`: returns a formspec string
6345 * `set_formspec_prepend(formspec)`:
6346 * the formspec string will be added to every formspec shown to the user,
6347 except for those with a no_prepend[] tag.
6348 * This should be used to set style elements such as background[] and
6349 bgcolor[], any non-style elements (eg: label) may result in weird behaviour.
6350 * Only affects formspecs shown after this is called.
6351 * `get_formspec_prepend(formspec)`: returns a formspec string.
6352 * `get_player_control()`: returns table with player pressed keys
6353 * The table consists of fields with the following boolean values
6354 representing the pressed keys: `up`, `down`, `left`, `right`, `jump`,
6355 `aux1`, `sneak`, `dig`, `place`, `LMB`, `RMB`, and `zoom`.
6356 * The fields `LMB` and `RMB` are equal to `dig` and `place` respectively,
6357 and exist only to preserve backwards compatibility.
6358 * `get_player_control_bits()`: returns integer with bit packed player pressed
6370 * `set_physics_override(override_table)`
6371 * `override_table` is a table with the following fields:
6372 * `speed`: multiplier to default walking speed value (default: `1`)
6373 * `jump`: multiplier to default jump value (default: `1`)
6374 * `gravity`: multiplier to default gravity value (default: `1`)
6375 * `sneak`: whether player can sneak (default: `true`)
6376 * `sneak_glitch`: whether player can use the new move code replications
6377 of the old sneak side-effects: sneak ladders and 2 node sneak jump
6379 * `new_move`: use new move/sneak code. When `false` the exact old code
6380 is used for the specific old sneak behaviour (default: `true`)
6381 * `get_physics_override()`: returns the table given to `set_physics_override`
6382 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
6384 * `hud_remove(id)`: remove the HUD element of the specified id
6385 * `hud_change(id, stat, value)`: change a value of a previously added HUD
6387 * element `stat` values:
6388 `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
6389 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
6390 * `hud_set_flags(flags)`: sets specified HUD flags of player.
6391 * `flags`: A table with the following fields set to boolean values
6399 * If a flag equals `nil`, the flag is not modified
6400 * `minimap`: Modifies the client's permission to view the minimap.
6401 The client may locally elect to not view the minimap.
6402 * `minimap_radar` is only usable when `minimap` is true
6403 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
6404 * See `hud_set_flags` for a list of flags that can be toggled.
6405 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
6406 * `count`: number of items, must be between `1` and `32`
6407 * `hud_get_hotbar_itemcount`: returns number of visible items
6408 * `hud_set_hotbar_image(texturename)`
6409 * sets background image for hotbar
6410 * `hud_get_hotbar_image`: returns texturename
6411 * `hud_set_hotbar_selected_image(texturename)`
6412 * sets image for selected item of hotbar
6413 * `hud_get_hotbar_selected_image`: returns texturename
6414 * `set_minimap_modes({mode, mode, ...}, selected_mode)`
6415 * Overrides the available minimap modes (and toggle order), and changes the
6417 * `mode` is a table consisting of up to four fields:
6418 * `type`: Available type:
6419 * `off`: Minimap off
6420 * `surface`: Minimap in surface mode
6421 * `radar`: Minimap in radar mode
6422 * `texture`: Texture to be displayed instead of terrain map
6423 (texture is centered around 0,0 and can be scaled).
6424 Texture size is limited to 512 x 512 pixel.
6425 * `label`: Optional label to display on minimap mode toggle
6426 The translation must be handled within the mod.
6427 * `size`: Sidelength or diameter, in number of nodes, of the terrain
6428 displayed in minimap
6429 * `texture`: Only for texture type, name of the texture to display
6430 * `scale`: Only for texture type, scale of the texture map in nodes per
6431 pixel (for example a `scale` of 2 means each pixel represents a 2x2
6433 * `selected_mode` is the mode index to be selected after modes have been changed
6434 (0 is the first mode).
6435 * `set_sky(sky_parameters)`
6436 * The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
6437 whether `set_sky` accepts this format. Check the legacy format otherwise.
6438 * `sky_parameters` is a table with the following optional fields:
6439 * `base_color`: ColorSpec, changes fog in "skybox" and "plain".
6440 * `type`: Available types:
6441 * `"regular"`: Uses 0 textures, `base_color` ignored
6442 * `"skybox"`: Uses 6 textures, `base_color` used as fog.
6443 * `"plain"`: Uses 0 textures, `base_color` used as both fog and sky.
6444 * `textures`: A table containing up to six textures in the following
6445 order: Y+ (top), Y- (bottom), X- (west), X+ (east), Z+ (north), Z- (south).
6446 * `clouds`: Boolean for whether clouds appear. (default: `true`)
6447 * `sky_color`: A table containing the following values, alpha is ignored:
6448 * `day_sky`: ColorSpec, for the top half of the `"regular"`
6449 sky during the day. (default: `#8cbafa`)
6450 * `day_horizon`: ColorSpec, for the bottom half of the
6451 `"regular"` sky during the day. (default: `#9bc1f0`)
6452 * `dawn_sky`: ColorSpec, for the top half of the `"regular"`
6453 sky during dawn/sunset. (default: `#b4bafa`)
6454 The resulting sky color will be a darkened version of the ColorSpec.
6455 Warning: The darkening of the ColorSpec is subject to change.
6456 * `dawn_horizon`: ColorSpec, for the bottom half of the `"regular"`
6457 sky during dawn/sunset. (default: `#bac1f0`)
6458 The resulting sky color will be a darkened version of the ColorSpec.
6459 Warning: The darkening of the ColorSpec is subject to change.
6460 * `night_sky`: ColorSpec, for the top half of the `"regular"`
6461 sky during the night. (default: `#006aff`)
6462 The resulting sky color will be a dark version of the ColorSpec.
6463 Warning: The darkening of the ColorSpec is subject to change.
6464 * `night_horizon`: ColorSpec, for the bottom half of the `"regular"`
6465 sky during the night. (default: `#4090ff`)
6466 The resulting sky color will be a dark version of the ColorSpec.
6467 Warning: The darkening of the ColorSpec is subject to change.
6468 * `indoors`: ColorSpec, for when you're either indoors or
6469 underground. Only applies to the `"regular"` sky.
6470 (default: `#646464`)
6471 * `fog_sun_tint`: ColorSpec, changes the fog tinting for the sun
6472 at sunrise and sunset.
6473 * `fog_moon_tint`: ColorSpec, changes the fog tinting for the moon
6474 at sunrise and sunset.
6475 * `fog_tint_type`: string, changes which mode the directional fog
6476 abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
6477 `"default"` uses the classic Minetest sun and moon tinting.
6478 Will use tonemaps, if set to `"default"`. (default: `"default"`)
6479 * `set_sky(base_color, type, {texture names}, clouds)`
6480 * Deprecated. Use `set_sky(sky_parameters)`
6481 * `base_color`: ColorSpec, defaults to white
6482 * `type`: Available types:
6483 * `"regular"`: Uses 0 textures, `bgcolor` ignored
6484 * `"skybox"`: Uses 6 textures, `bgcolor` used
6485 * `"plain"`: Uses 0 textures, `bgcolor` used
6486 * `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
6487 `"plain"` custom skyboxes (default: `true`)
6488 * `get_sky()`: returns base_color, type, table of textures, clouds.
6489 * `get_sky_color()`: returns a table with the `sky_color` parameters as in
6491 * `set_sun(sun_parameters)`:
6492 * `sun_parameters` is a table with the following optional fields:
6493 * `visible`: Boolean for whether the sun is visible.
6495 * `texture`: A regular texture for the sun. Setting to `""`
6496 will re-enable the mesh sun. (default: `"sun.png"`)
6497 * `tonemap`: A 512x1 texture containing the tonemap for the sun
6498 (default: `"sun_tonemap.png"`)
6499 * `sunrise`: A regular texture for the sunrise texture.
6500 (default: `"sunrisebg.png"`)
6501 * `sunrise_visible`: Boolean for whether the sunrise texture is visible.
6503 * `scale`: Float controlling the overall size of the sun. (default: `1`)
6504 * `get_sun()`: returns a table with the current sun parameters as in
6506 * `set_moon(moon_parameters)`:
6507 * `moon_parameters` is a table with the following optional fields:
6508 * `visible`: Boolean for whether the moon is visible.
6510 * `texture`: A regular texture for the moon. Setting to `""`
6511 will re-enable the mesh moon. (default: `"moon.png"`)
6512 * `tonemap`: A 512x1 texture containing the tonemap for the moon
6513 (default: `"moon_tonemap.png"`)
6514 * `scale`: Float controlling the overall size of the moon (default: `1`)
6515 * `get_moon()`: returns a table with the current moon parameters as in
6517 * `set_stars(star_parameters)`:
6518 * `star_parameters` is a table with the following optional fields:
6519 * `visible`: Boolean for whether the stars are visible.
6521 * `count`: Integer number to set the number of stars in
6522 the skybox. Only applies to `"skybox"` and `"regular"` sky types.
6524 * `star_color`: ColorSpec, sets the colors of the stars,
6525 alpha channel is used to set overall star brightness.
6526 (default: `#ebebff69`)
6527 * `scale`: Float controlling the overall size of the stars (default: `1`)
6528 * `get_stars()`: returns a table with the current stars parameters as in
6530 * `set_clouds(cloud_parameters)`: set cloud parameters
6531 * `cloud_parameters` is a table with the following optional fields:
6532 * `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
6533 * `color`: basic cloud color with alpha channel, ColorSpec
6534 (default `#fff0f0e5`).
6535 * `ambient`: cloud color lower bound, use for a "glow at night" effect.
6536 ColorSpec (alpha ignored, default `#000000`)
6537 * `height`: cloud height, i.e. y of cloud base (default per conf,
6539 * `thickness`: cloud thickness in nodes (default `16`)
6540 * `speed`: 2D cloud speed + direction in nodes per second
6541 (default `{x=0, z=-2}`).
6542 * `get_clouds()`: returns a table with the current cloud parameters as in
6544 * `override_day_night_ratio(ratio or nil)`
6545 * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific
6547 * `nil`: Disables override, defaulting to sunlight based on day-night cycle
6548 * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
6549 * `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
6550 set animation for player model in third person view.
6551 * Every animation equals to a `{x=starting frame, y=ending frame}` table.
6552 * `frame_speed` sets the animations frame speed. Default is 30.
6553 * `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
6555 * `set_eye_offset(firstperson, thirdperson)`: defines offset vectors for camera
6557 * in first person view
6558 * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
6559 * `get_eye_offset()`: returns first and third person offsets.
6560 * `send_mapblock(blockpos)`:
6561 * Sends a server-side loaded mapblock to the player.
6562 * Returns `false` if failed.
6563 * Resource intensive - use sparsely
6564 * To get blockpos, integer divide pos by 16
6569 A 32-bit pseudorandom number generator.
6570 Uses PCG32, an algorithm of the permuted congruential generator family,
6571 offering very strong randomness.
6573 It can be created via `PcgRandom(seed)` or `PcgRandom(seed, sequence)`.
6577 * `next()`: return next integer random number [`-2147483648`...`2147483647`]
6578 * `next(min, max)`: return next integer random number [`min`...`max`]
6579 * `rand_normal_dist(min, max, num_trials=6)`: return normally distributed
6580 random number [`min`...`max`].
6581 * This is only a rough approximation of a normal distribution with:
6582 * `mean = (max - min) / 2`, and
6583 * `variance = (((max - min + 1) ^ 2) - 1) / (12 * num_trials)`
6584 * Increasing `num_trials` improves accuracy of the approximation
6589 A perlin noise generator.
6590 It can be created via `PerlinNoise()` or `minetest.get_perlin()`.
6591 For `minetest.get_perlin()`, the actual seed used is the noiseparams seed
6592 plus the world seed, to create world-specific noise.
6594 `PerlinNoise(noiseparams)`
6595 `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
6597 `minetest.get_perlin(noiseparams)`
6598 `minetest.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
6602 * `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
6603 * `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
6608 A fast, bulk perlin noise generator.
6610 It can be created via `PerlinNoiseMap(noiseparams, size)` or
6611 `minetest.get_perlin_map(noiseparams, size)`.
6612 For `minetest.get_perlin_map()`, the actual seed used is the noiseparams seed
6613 plus the world seed, to create world-specific noise.
6615 Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
6616 for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
6619 For each of the functions with an optional `buffer` parameter: If `buffer` is
6620 not nil, this table will be used to store the result instead of creating a new
6625 * `get_2d_map(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
6626 with values starting at `pos={x=,y=}`
6627 * `get_3d_map(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>`
6628 3D array of 3D noise with values starting at `pos={x=,y=,z=}`.
6629 * `get_2d_map_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element
6630 array of 2D noise with values starting at `pos={x=,y=}`
6631 * `get_3d_map_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
6632 * `calc_2d_map(pos)`: Calculates the 2d noise map starting at `pos`. The result
6633 is stored internally.
6634 * `calc_3d_map(pos)`: Calculates the 3d noise map starting at `pos`. The result
6635 is stored internally.
6636 * `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
6637 returns a slice of the most recently computed noise results. The result slice
6638 begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
6639 E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
6641 `noisevals = noise:get_map_slice({y=20}, {y=2})`
6642 It is important to note that `slice_offset` offset coordinates begin at 1,
6643 and are relative to the starting position of the most recently calculated
6645 To grab a single vertical column of noise starting at map coordinates
6646 x = 1023, y=1000, z = 1000:
6647 `noise:calc_3d_map({x=1000, y=1000, z=1000})`
6648 `noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})`
6654 Uses the same method of storage as the deprecated player attribute API, so
6655 data there will also be in player meta.
6656 Can be obtained using `player:get_meta()`.
6660 * All methods in MetaDataRef
6665 A 16-bit pseudorandom number generator.
6666 Uses a well-known LCG algorithm introduced by K&R.
6668 It can be created via `PseudoRandom(seed)`.
6672 * `next()`: return next integer random number [`0`...`32767`]
6673 * `next(min, max)`: return next integer random number [`min`...`max`]
6674 * `((max - min) == 32767) or ((max-min) <= 6553))` must be true
6675 due to the simple implementation making bad distribution otherwise.
6680 A raycast on the map. It works with selection boxes.
6681 Can be used as an iterator in a for loop as:
6683 local ray = Raycast(...)
6684 for pointed_thing in ray do
6688 The map is loaded as the ray advances. If the map is modified after the
6689 `Raycast` is created, the changes may or may not have an effect on the object.
6691 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
6692 `minetest.raycast(pos1, pos2, objects, liquids)` where:
6694 * `pos1`: start of the ray
6695 * `pos2`: end of the ray
6696 * `objects`: if false, only nodes will be returned. Default is true.
6697 * `liquids`: if false, liquid nodes won't be returned. Default is false.
6701 * `next()`: returns a `pointed_thing` with exact pointing location
6702 * Returns the next thing pointed by the ray or nil.
6707 Interface for the operating system's crypto-secure PRNG.
6709 It can be created via `SecureRandom()`. The constructor returns nil if a
6710 secure random device cannot be found on the system.
6714 * `next_bytes([count])`: return next `count` (default 1, capped at 2048) many
6715 random bytes, as a string.
6720 An interface to read config files in the format of `minetest.conf`.
6722 It can be created via `Settings(filename)`.
6726 * `get(key)`: returns a value
6727 * `get_bool(key, [default])`: returns a boolean
6728 * `default` is the value returned if `key` is not found.
6729 * Returns `nil` if `key` is not found and `default` not specified.
6730 * `get_np_group(key)`: returns a NoiseParams table
6732 * Returns `{flag = true/false, ...}` according to the set flags.
6733 * Is currently limited to mapgen flags `mg_flags` and mapgen-specific
6734 flags like `mgv5_spflags`.
6736 * Setting names can't contain whitespace or any of `="{}#`.
6737 * Setting values can't contain the sequence `\n"""`.
6738 * Setting names starting with "secure." can't be set on the main settings
6739 object (`minetest.settings`).
6740 * `set_bool(key, value)`
6741 * See documentation for set() above.
6742 * `set_np_group(key, value)`
6743 * `value` is a NoiseParams table.
6744 * Also, see documentation for set() above.
6745 * `remove(key)`: returns a boolean (`true` for success)
6746 * `get_names()`: returns `{key1,...}`
6747 * `write()`: returns a boolean (`true` for success)
6748 * Writes changes to file.
6749 * `to_table()`: returns `{[key1]=value1,...}`
6753 The settings have the format `key = value`. Example:
6765 Mod metadata: per mod metadata, saved automatically.
6766 Can be obtained via `minetest.get_mod_storage()` during load time.
6768 WARNING: This storage backend is incaptable to save raw binary data due
6769 to restrictions of JSON.
6773 * All methods in MetaDataRef
6784 Used by `ObjectRef` methods. Part of an Entity definition.
6785 These properties are not persistent, but are applied automatically to the
6786 corresponding Lua entity using the given registration fields.
6787 Player properties need to be saved manually.
6791 -- For players only. Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`.
6794 -- For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`.
6797 -- For players only. Zoom FOV in degrees.
6798 -- Note that zoom loads and/or generates world beyond the server's
6799 -- maximum send and generate distances, so acts like a telescope.
6800 -- Smaller zoom_fov values increase the distance loaded/generated.
6801 -- Defaults to 15 in creative mode, 0 in survival mode.
6802 -- zoom_fov = 0 disables zooming for the player.
6805 -- For players only. Camera height above feet position in nodes.
6806 -- Defaults to 1.625.
6809 -- Collide with `walkable` nodes.
6811 collide_with_objects = true,
6812 -- Collide with other objects if physical = true
6814 collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}, -- Default
6815 selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
6816 -- Selection box uses collision box dimensions when not set.
6817 -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
6821 -- Overrides selection box when false
6823 visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
6824 -- "cube" is a node-sized cube.
6825 -- "sprite" is a flat texture always facing the player.
6826 -- "upright_sprite" is a vertical flat texture.
6827 -- "mesh" uses the defined mesh model.
6828 -- "wielditem" is used for dropped items.
6829 -- (see builtin/game/item_entity.lua).
6830 -- For this use 'wield_item = itemname' (Deprecated: 'textures = {itemname}').
6831 -- If the item has a 'wield_image' the object will be an extrusion of
6833 -- If 'itemname' is a cubic node or nodebox the object will appear
6834 -- identical to 'itemname'.
6835 -- If 'itemname' is a plantlike node the object will be an extrusion
6837 -- Otherwise for non-node items, the object will be an extrusion of
6838 -- 'inventory_image'.
6839 -- If 'itemname' contains a ColorString or palette index (e.g. from
6840 -- `minetest.itemstring_with_palette()`), the entity will inherit the color.
6841 -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
6843 visual_size = {x = 1, y = 1, z = 1},
6844 -- Multipliers for the visual size. If `z` is not specified, `x` will be used
6845 -- to scale the entity along both horizontal axes.
6848 -- File name of mesh when using "mesh" visual
6851 -- Number of required textures depends on visual.
6852 -- "cube" uses 6 textures just like a node, but all 6 must be defined.
6853 -- "sprite" uses 1 texture.
6854 -- "upright_sprite" uses 2 textures: {front, back}.
6855 -- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
6858 -- Number of required colors depends on visual
6860 use_texture_alpha = false,
6861 -- Use texture's alpha channel.
6862 -- Excludes "upright_sprite" and "wielditem".
6863 -- Note: currently causes visual issues when viewed through other
6864 -- semi-transparent materials such as water.
6866 spritediv = {x = 1, y = 1},
6867 -- Used with spritesheet textures for animation and/or frame selection
6868 -- according to position relative to player.
6869 -- Defines the number of columns and rows in the spritesheet:
6872 initial_sprite_basepos = {x = 0, y = 0},
6873 -- Used with spritesheet textures.
6874 -- Defines the {column, row} position of the initially used frame in the
6878 -- If false, object is invisible and can't be pointed.
6880 makes_footstep_sound = false,
6881 -- If true, is able to make footstep sounds of nodes
6882 -- (see node sound definition for details).
6884 automatic_rotate = 0,
6885 -- Set constant rotation in radians per second, positive or negative.
6886 -- Object rotates along the local Y-axis, and works with set_rotation.
6887 -- Set to 0 to disable constant rotation.
6890 -- If positive number, object will climb upwards when it moves
6891 -- horizontally against a `walkable` node, if the height difference
6892 -- is within `stepheight`.
6894 automatic_face_movement_dir = 0.0,
6895 -- Automatically set yaw to movement direction, offset in degrees.
6896 -- 'false' to disable.
6898 automatic_face_movement_max_rotation_per_sec = -1,
6899 -- Limit automatic rotation to this value in degrees per second.
6900 -- No limit if value <= 0.
6902 backface_culling = true,
6903 -- Set to false to disable backface_culling for model
6906 -- Add this much extra lighting when calculating texture color.
6907 -- Value < 0 disables light's effect on texture color.
6908 -- For faking self-lighting, UI style entities, or programmatic coloring
6912 -- By default empty, for players their name is shown if empty
6914 nametag_color = <ColorSpec>,
6915 -- Sets color of nametag
6918 -- By default empty, text to be shown when pointed at object
6921 -- If false, never save this object statically. It will simply be
6922 -- deleted when the block gets unloaded.
6923 -- The get_staticdata() callback is never called then.
6924 -- Defaults to 'true'.
6926 damage_texture_modifier = "^[brighten",
6927 -- Texture modifier to be applied for a short duration when object is hit
6930 -- Setting this to 'false' disables diffuse lighting of entity
6932 show_on_minimap = false,
6933 -- Defaults to true for players, false for other entities.
6934 -- If set to true the entity will show as a marker on the minimap.
6940 Used by `minetest.register_entity`.
6943 initial_properties = {
6945 mesh = "boats_boat.obj",
6948 -- A table of object properties, see the `Object properties` section.
6949 -- Object properties being read directly from the entity definition
6950 -- table is deprecated. Define object properties in this
6951 -- `initial_properties` table instead.
6953 on_activate = function(self, staticdata, dtime_s),
6955 on_step = function(self, dtime, moveresult),
6956 -- Called every server step
6957 -- dtime: Elapsed time
6958 -- moveresult: Table with collision info (only available if physical=true)
6960 on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir),
6962 on_rightclick = function(self, clicker),
6964 get_staticdata = function(self),
6965 -- Called sometimes; the string returned is passed to on_activate when
6966 -- the entity is re-activated from static state
6968 _custom_field = whatever,
6969 -- You can define arbitrary member variables here (see Item definition
6970 -- for more info) by using a '_' prefix
6973 Collision info passed to `on_step`:
6976 touching_ground = boolean,
6978 standing_on_object = boolean,
6981 type = string, -- "node" or "object",
6982 axis = string, -- "x", "y" or "z"
6983 node_pos = vector, -- if type is "node"
6984 object = ObjectRef, -- if type is "object"
6985 old_velocity = vector,
6986 new_velocity = vector,
6992 ABM (ActiveBlockModifier) definition
6993 ------------------------------------
6995 Used by `minetest.register_abm`.
6998 label = "Lava cooling",
6999 -- Descriptive label for profiling purposes (optional).
7000 -- Definitions with identical labels will be listed as one.
7002 nodenames = {"default:lava_source"},
7003 -- Apply `action` function to these nodes.
7004 -- `group:groupname` can also be used here.
7006 neighbors = {"default:water_source", "default:water_flowing"},
7007 -- Only apply `action` to nodes that have one of, or any
7008 -- combination of, these neighbors.
7009 -- If left out or empty, any neighbor will do.
7010 -- `group:groupname` can also be used here.
7013 -- Operation interval in seconds
7016 -- Chance of triggering `action` per-node per-interval is 1.0 / this
7020 -- If true, catch-up behaviour is enabled: The `chance` value is
7021 -- temporarily reduced when returning to an area to simulate time lost
7022 -- by the area being unattended. Note that the `chance` value can often
7025 action = function(pos, node, active_object_count, active_object_count_wider),
7026 -- Function triggered for each qualifying node.
7027 -- `active_object_count` is number of active objects in the node's
7029 -- `active_object_count_wider` is number of active objects in the node's
7030 -- mapblock plus all 26 neighboring mapblocks. If any neighboring
7031 -- mapblocks are unloaded an estmate is calculated for them based on
7032 -- loaded mapblocks.
7035 LBM (LoadingBlockModifier) definition
7036 -------------------------------------
7038 Used by `minetest.register_lbm`.
7040 A loading block modifier (LBM) is used to define a function that is called for
7041 specific nodes (defined by `nodenames`) when a mapblock which contains such nodes
7045 label = "Upgrade legacy doors",
7046 -- Descriptive label for profiling purposes (optional).
7047 -- Definitions with identical labels will be listed as one.
7049 name = "modname:replace_legacy_door",
7051 nodenames = {"default:lava_source"},
7052 -- List of node names to trigger the LBM on.
7053 -- Also non-registered nodes will work.
7054 -- Groups (as of group:groupname) will work as well.
7056 run_at_every_load = false,
7057 -- Whether to run the LBM's action every time a block gets loaded,
7058 -- and not only the first time the block gets loaded after the LBM
7061 action = function(pos, node),
7068 * `{name="image.png", animation={Tile Animation definition}}`
7069 * `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
7070 * backface culling enabled by default for most nodes
7071 * align style determines whether the texture will be rotated with the node
7072 or kept aligned with its surroundings. "user" means that client
7073 setting will be used, similar to `glasslike_framed_optional`.
7074 Note: supported by solid nodes and nodeboxes only.
7075 * scale is used to make texture span several (exactly `scale`) nodes,
7076 instead of just one, in each direction. Works for world-aligned
7078 Note that as the effect is applied on per-mapblock basis, `16` should
7079 be equally divisible by `scale` or you may get wrong results.
7080 * `{name="image.png", color=ColorSpec}`
7081 * the texture's color will be multiplied with this color.
7082 * the tile's color overrides the owning node's color in all cases.
7083 * deprecated, yet still supported field names:
7086 Tile animation definition
7087 -------------------------
7090 type = "vertical_frames",
7093 -- Width of a frame in pixels
7096 -- Height of a frame in pixels
7106 -- Width in number of frames
7109 -- Height in number of frames
7112 -- Length of a single frame
7118 Used by `minetest.register_node`, `minetest.register_craftitem`, and
7119 `minetest.register_tool`.
7122 description = "Steel Axe",
7123 -- Can contain new lines. "\n" has to be used as new line character.
7124 -- See also: `get_description` in [`ItemStack`]
7126 short_description = "Steel Axe",
7127 -- Must not contain new lines.
7128 -- Defaults to the first line of description.
7129 -- See also: `get_short_description` in [`ItemStack`]
7132 -- key = name, value = rating; rating = 1..3.
7133 -- If rating not applicable, use 1.
7134 -- e.g. {wool = 1, fluffy = 3}
7135 -- {soil = 2, outerspace = 1, crumbly = 1}
7136 -- {bendy = 2, snappy = 1},
7137 -- {hard = 1, metal = 1, spikes = 1}
7139 inventory_image = "default_tool_steelaxe.png",
7141 inventory_overlay = "overlay.png",
7142 -- An overlay which does not get colorized
7149 -- An image file containing the palette of a node.
7150 -- You can set the currently used color as the "palette_index" field of
7151 -- the item stack metadata.
7152 -- The palette is always stretched to fit indices between 0 and 255, to
7153 -- ensure compatibility with "colorfacedir" and "colorwallmounted" nodes.
7155 color = "0xFFFFFFFF",
7156 -- The color of the item. The palette overrides this.
7158 wield_scale = {x = 1, y = 1, z = 1},
7160 -- The default value of 99 may be configured by
7161 -- users using the setting "default_stack_max"
7166 liquids_pointable = false,
7169 -- When used for nodes: Defines amount of light emitted by node.
7170 -- Otherwise: Defines texture glow when viewed as a dropped item
7171 -- To set the maximum (14), use the value 'minetest.LIGHT_MAX'.
7172 -- A value outside the range 0 to minetest.LIGHT_MAX causes undefined
7175 -- See "Tools" section for an example including explanation
7176 tool_capabilities = {
7177 full_punch_interval = 1.0,
7181 choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
7182 uses = 20, maxlevel = 2},
7184 damage_groups = {groupname = damage},
7185 -- Damage values must be between -32768 and 32767 (2^15)
7187 punch_attack_uses = nil,
7188 -- Amount of uses this tool has for attacking players and entities
7189 -- by punching them (0 = infinite uses).
7190 -- For compatibility, this is automatically set from the first
7191 -- suitable groupcap using the forumla "uses * 3^(maxlevel - 1)".
7192 -- It is recommend to set this explicitly instead of relying on the
7193 -- fallback behavior.
7196 node_placement_prediction = nil,
7197 -- If nil and item is node, prediction is made automatically.
7198 -- If nil and item is not a node, no prediction is made.
7199 -- If "" and item is anything, no prediction is made.
7200 -- Otherwise should be name of node which the client immediately places
7201 -- on ground when the player places the item. Server will always update
7202 -- actual result to client in a short moment.
7204 node_dig_prediction = "air",
7205 -- if "", no prediction is made.
7206 -- if "air", node is removed.
7207 -- Otherwise should be name of node which the client immediately places
7208 -- upon digging. Server will always update actual result shortly.
7211 -- Definition of items sounds to be played at various events.
7212 -- All fields in this table are optional.
7214 breaks = <SimpleSoundSpec>,
7215 -- When tool breaks due to wear. Ignored for non-tools
7217 eat = <SimpleSoundSpec>,
7218 -- When item is eaten with `minetest.do_item_eat`
7221 on_place = function(itemstack, placer, pointed_thing),
7222 -- Shall place item and return the leftover itemstack.
7223 -- The placer may be any ObjectRef or nil.
7224 -- default: minetest.item_place
7226 on_secondary_use = function(itemstack, user, pointed_thing),
7227 -- Same as on_place but called when not pointing at a node.
7228 -- The user may be any ObjectRef or nil.
7231 on_drop = function(itemstack, dropper, pos),
7232 -- Shall drop item and return the leftover itemstack.
7233 -- The dropper may be any ObjectRef or nil.
7234 -- default: minetest.item_drop
7236 on_use = function(itemstack, user, pointed_thing),
7238 -- Function must return either nil if no item shall be removed from
7239 -- inventory, or an itemstack to replace the original itemstack.
7240 -- e.g. itemstack:take_item(); return itemstack
7241 -- Otherwise, the function is free to do what it wants.
7242 -- The user may be any ObjectRef or nil.
7243 -- The default functions handle regular use cases.
7245 after_use = function(itemstack, user, node, digparams),
7247 -- If defined, should return an itemstack and will be called instead of
7248 -- wearing out the tool. If returns nil, does nothing.
7249 -- If after_use doesn't exist, it is the same as:
7250 -- function(itemstack, user, node, digparams)
7251 -- itemstack:add_wear(digparams.wear)
7254 -- The user may be any ObjectRef or nil.
7256 _custom_field = whatever,
7257 -- Add your own custom fields. By convention, all custom field names
7258 -- should start with `_` to avoid naming collisions with future engine
7265 Used by `minetest.register_node`.
7268 -- <all fields allowed in item definitions>,
7270 drawtype = "normal", -- See "Node drawtypes"
7273 -- Supported for drawtypes "plantlike", "signlike", "torchlike",
7274 -- "firelike", "mesh", "nodebox", "allfaces".
7275 -- For plantlike and firelike, the image will start at the bottom of the
7276 -- node. For torchlike, the image will start at the surface to which the
7277 -- node "attaches". For the other drawtypes the image will be centered
7280 tiles = {tile definition 1, def2, def3, def4, def5, def6},
7281 -- Textures of node; +Y, -Y, +X, -X, +Z, -Z
7282 -- Old field name was 'tile_images'.
7283 -- List can be shortened to needed length.
7285 overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6},
7286 -- Same as `tiles`, but these textures are drawn on top of the base
7287 -- tiles. You can use this to colorize only specific parts of your
7288 -- texture. If the texture name is an empty string, that overlay is not
7289 -- drawn. Since such tiles are drawn twice, it is not recommended to use
7290 -- overlays on very common nodes.
7292 special_tiles = {tile definition 1, Tile definition 2},
7293 -- Special textures of node; used rarely.
7294 -- Old field name was 'special_materials'.
7295 -- List can be shortened to needed length.
7298 -- The node's original color will be multiplied with this color.
7299 -- If the node has a palette, then this setting only has an effect in
7300 -- the inventory and on the wield item.
7302 use_texture_alpha = false,
7303 -- Use texture's alpha channel
7304 -- If this is set to false, the node will be rendered fully opaque
7305 -- regardless of any texture transparency.
7307 palette = "palette.png",
7308 -- The node's `param2` is used to select a pixel from the image.
7309 -- Pixels are arranged from left to right and from top to bottom.
7310 -- The node's color will be multiplied with the selected pixel's color.
7311 -- Tiles can override this behavior.
7312 -- Only when `paramtype2` supports palettes.
7314 post_effect_color = "green#0F",
7315 -- Screen tint if player is inside node, see "ColorSpec"
7317 paramtype = "none", -- See "Nodes"
7319 paramtype2 = "none", -- See "Nodes"
7321 place_param2 = nil, -- Force value for param2 when player places node
7323 is_ground_content = true,
7324 -- If false, the cave generator and dungeon generator will not carve
7325 -- through this node.
7326 -- Specifically, this stops mod-added nodes being removed by caves and
7327 -- dungeons when those generate in a neighbor mapchunk and extend out
7328 -- beyond the edge of that mapchunk.
7330 sunlight_propagates = false,
7331 -- If true, sunlight will go infinitely through this node
7333 walkable = true, -- If true, objects collide with node
7335 pointable = true, -- If true, can be pointed at
7337 diggable = true, -- If false, can never be dug
7339 climbable = false, -- If true, can be climbed on (ladder)
7341 buildable_to = false, -- If true, placed nodes can replace this node
7344 -- If true, liquids flow into and replace this node.
7345 -- Warning: making a liquid node 'floodable' will cause problems.
7347 liquidtype = "none", -- "none" / "source" / "flowing"
7349 liquid_alternative_flowing = "", -- Flowing version of source liquid
7351 liquid_alternative_source = "", -- Source version of flowing liquid
7353 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
7355 liquid_renewable = true,
7356 -- If true, a new liquid source can be created by placing two or more
7360 -- Only valid for "nodebox" drawtype with 'type = "leveled"'.
7361 -- Allows defining the nodebox height without using param2.
7362 -- The nodebox height is 'leveled' / 64 nodes.
7363 -- The maximum value of 'leveled' is `leveled_max`.
7366 -- Maximum value for `leveled` (0-127), enforced in
7367 -- `minetest.set_node_level` and `minetest.add_node_level`.
7368 -- Values above 124 might causes collision detection issues.
7370 liquid_range = 8, -- Number of flowing nodes around source (max. 8)
7373 -- Player will take this amount of damage if no bubbles are left
7375 damage_per_second = 0,
7376 -- If player is inside node, this damage is caused
7378 node_box = {type="regular"}, -- See "Node boxes"
7380 connects_to = nodenames,
7381 -- Used for nodebox nodes with the type == "connected".
7382 -- Specifies to what neighboring nodes connections will be drawn.
7383 -- e.g. `{"group:fence", "default:wood"}` or `"default:stone"`
7385 connect_sides = { "top", "bottom", "front", "left", "back", "right" },
7386 -- Tells connected nodebox nodes to connect only to these sides of this
7390 -- File name of mesh when using "mesh" drawtype
7395 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7396 -- Node box format: see [Node boxes]
7399 -- Custom selection box definition. Multiple boxes can be defined.
7400 -- If "nodebox" drawtype is used and selection_box is nil, then node_box
7401 -- definition is used for the selection box.
7406 {-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
7407 -- Node box format: see [Node boxes]
7410 -- Custom collision box definition. Multiple boxes can be defined.
7411 -- If "nodebox" drawtype is used and collision_box is nil, then node_box
7412 -- definition is used for the collision box.
7414 -- Support maps made in and before January 2012
7415 legacy_facedir_simple = false,
7416 legacy_wallmounted = false,
7419 -- Valid for drawtypes:
7420 -- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
7421 -- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
7422 -- 2 - wave node like leaves (whole node moves side-to-side)
7423 -- 3 - wave node like liquids (whole node moves up and down)
7424 -- Not all models will properly wave.
7425 -- plantlike drawtype can only wave like plants.
7426 -- allfaces_optional drawtype can only wave like leaves.
7427 -- liquid, flowingliquid drawtypes can only wave like liquids.
7430 -- Definition of node sounds to be played at various events.
7431 -- All fields in this table are optional.
7433 footstep = <SimpleSoundSpec>,
7434 -- If walkable, played when object walks on it. If node is
7435 -- climbable or a liquid, played when object moves through it
7437 dig = <SimpleSoundSpec> or "__group",
7438 -- While digging node.
7439 -- If `"__group"`, then the sound will be
7440 -- `default_dig_<groupname>`, where `<groupname>` is the
7441 -- name of the tool's digging group with the fastest digging time.
7442 -- In case of a tie, one of the sounds will be played (but we
7443 -- cannot predict which one)
7444 -- Default value: `"__group"`
7446 dug = <SimpleSoundSpec>,
7449 place = <SimpleSoundSpec>,
7450 -- Node was placed. Also played after falling
7452 place_failed = <SimpleSoundSpec>,
7453 -- When node placement failed.
7454 -- Note: This happens if the _built-in_ node placement failed.
7455 -- This sound will still be played if the node is placed in the
7456 -- `on_place` callback manually.
7458 fall = <SimpleSoundSpec>,
7459 -- When node starts to fall or is detached
7463 -- Name of dropped item when dug.
7464 -- Default dropped item is the node itself.
7465 -- Using a table allows multiple items, drop chances and tool filtering.
7466 -- Tool filtering was undocumented until recently, tool filtering by string
7467 -- matching is deprecated.
7470 -- Maximum number of item lists to drop.
7471 -- The entries in 'items' are processed in order. For each:
7472 -- Tool filtering is applied, chance of drop is applied, if both are
7473 -- successful the entire item list is dropped.
7474 -- Entry processing continues until the number of dropped item lists
7475 -- equals 'max_items'.
7476 -- Therefore, entries should progress from low to high drop chance.
7480 -- 1 in 1000 chance of dropping a diamond.
7481 -- Default rarity is '1'.
7483 items = {"default:diamond"},
7486 -- Only drop if using a tool whose name is identical to one
7488 tools = {"default:shovel_mese", "default:shovel_diamond"},
7490 items = {"default:dirt"},
7491 -- Whether all items in the dropped item list inherit the
7492 -- hardware coloring palette color from the dug node.
7493 -- Default is 'false'.
7494 inherit_color = true,
7497 -- Only drop if using a tool whose name contains
7498 -- "default:shovel_" (this tool filtering by string matching
7500 tools = {"~default:shovel_"},
7502 -- The item list dropped.
7503 items = {"default:sand", "default:desert_sand"},
7508 on_construct = function(pos),
7509 -- Node constructor; called after adding node.
7510 -- Can set up metadata and stuff like that.
7511 -- Not called for bulk node placement (i.e. schematics and VoxelManip).
7514 on_destruct = function(pos),
7515 -- Node destructor; called before removing node.
7516 -- Not called for bulk node placement.
7519 after_destruct = function(pos, oldnode),
7520 -- Node destructor; called after removing node.
7521 -- Not called for bulk node placement.
7524 on_flood = function(pos, oldnode, newnode),
7525 -- Called when a liquid (newnode) is about to flood oldnode, if it has
7526 -- `floodable = true` in the nodedef. Not called for bulk node placement
7527 -- (i.e. schematics and VoxelManip) or air nodes. If return true the
7528 -- node is not flooded, but on_flood callback will most likely be called
7529 -- over and over again every liquid update interval.
7531 -- Warning: making a liquid node 'floodable' will cause problems.
7533 preserve_metadata = function(pos, oldnode, oldmeta, drops),
7534 -- Called when oldnode is about be converted to an item, but before the
7535 -- node is deleted from the world or the drops are added. This is
7536 -- generally the result of either the node being dug or an attached node
7537 -- becoming detached.
7538 -- oldmeta is the NodeMetaRef of the oldnode before deletion.
7539 -- drops is a table of ItemStacks, so any metadata to be preserved can
7540 -- be added directly to one or more of the dropped items. See
7541 -- "ItemStackMetaRef".
7544 after_place_node = function(pos, placer, itemstack, pointed_thing),
7545 -- Called after constructing node when node was placed using
7546 -- minetest.item_place_node / minetest.place_node.
7547 -- If return true no item is taken from itemstack.
7548 -- `placer` may be any valid ObjectRef or nil.
7551 after_dig_node = function(pos, oldnode, oldmetadata, digger),
7552 -- oldmetadata is in table format.
7553 -- Called after destructing node when node was dug using
7554 -- minetest.node_dig / minetest.dig_node.
7557 can_dig = function(pos, [player]),
7558 -- Returns true if node can be dug, or false if not.
7561 on_punch = function(pos, node, puncher, pointed_thing),
7562 -- default: minetest.node_punch
7563 -- Called when puncher (an ObjectRef) punches the node at pos.
7564 -- By default calls minetest.register_on_punchnode callbacks.
7566 on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
7568 -- Called when clicker (an ObjectRef) "rightclicks"
7569 -- ("rightclick" here stands for the placement key) while pointing at
7570 -- the node at pos with 'node' being the node table.
7571 -- itemstack will hold clicker's wielded item.
7572 -- Shall return the leftover itemstack.
7573 -- Note: pointed_thing can be nil, if a mod calls this function.
7574 -- This function does not get triggered by clients <=0.4.16 if the
7575 -- "formspec" node metadata field is set.
7577 on_dig = function(pos, node, digger),
7578 -- default: minetest.node_dig
7579 -- By default checks privileges, wears out tool and removes node.
7581 on_timer = function(pos, elapsed),
7583 -- called by NodeTimers, see minetest.get_node_timer and NodeTimerRef.
7584 -- elapsed is the total time passed since the timer was started.
7585 -- return true to run the timer for another cycle with the same timeout
7588 on_receive_fields = function(pos, formname, fields, sender),
7589 -- fields = {name1 = value1, name2 = value2, ...}
7590 -- Called when an UI form (e.g. sign text input) returns data.
7591 -- See minetest.register_on_player_receive_fields for more info.
7594 allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7595 -- Called when a player wants to move items inside the inventory.
7596 -- Return value: number of items allowed to move.
7598 allow_metadata_inventory_put = function(pos, listname, index, stack, player),
7599 -- Called when a player wants to put something into the inventory.
7600 -- Return value: number of items allowed to put.
7601 -- Return value -1: Allow and don't modify item count in inventory.
7603 allow_metadata_inventory_take = function(pos, listname, index, stack, player),
7604 -- Called when a player wants to take something out of the inventory.
7605 -- Return value: number of items allowed to take.
7606 -- Return value -1: Allow and don't modify item count in inventory.
7608 on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player),
7609 on_metadata_inventory_put = function(pos, listname, index, stack, player),
7610 on_metadata_inventory_take = function(pos, listname, index, stack, player),
7611 -- Called after the actual action has happened, according to what was
7615 on_blast = function(pos, intensity),
7616 -- intensity: 1.0 = mid range of regular TNT.
7617 -- If defined, called when an explosion touches the node, instead of
7618 -- removing the node.
7620 mod_origin = "modname",
7621 -- stores which mod actually registered a node
7622 -- if it can not find a source, returns "??"
7623 -- useful for getting what mod truly registered something
7624 -- example: if a node is registered as ":othermodname:nodename",
7625 -- nodename will show "othermodname", but mod_orgin will say "modname"
7631 Used by `minetest.register_craft`.
7636 output = 'default:pick_stone',
7638 {'default:cobble', 'default:cobble', 'default:cobble'},
7639 {'', 'default:stick', ''},
7640 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
7642 replacements = <list of item pairs>,
7643 -- replacements: replace one input item with another item on crafting
7651 output = 'mushrooms:mushroom_stew',
7654 "mushrooms:mushroom_brown",
7655 "mushrooms:mushroom_red",
7657 replacements = <list of item pairs>,
7663 type = "toolrepair",
7664 additional_wear = -0.02,
7667 Note: Tools with group `disable_repair=1` will not repairable by this recipe.
7673 output = "default:glass",
7674 recipe = "default:sand",
7682 recipe = "bucket:bucket_lava",
7684 replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
7690 Used by `minetest.register_ore`.
7692 See [Ores] section above for essential information.
7695 ore_type = "scatter",
7697 ore = "default:stone_with_coal",
7700 -- Facedir rotation. Default is 0 (unchanged rotation)
7702 wherein = "default:stone",
7703 -- A list of nodenames is supported too
7705 clust_scarcity = 8 * 8 * 8,
7706 -- Ore has a 1 out of clust_scarcity chance of spawning in a node.
7707 -- If the desired average distance between ores is 'd', set this to
7711 -- Number of ores in a cluster
7714 -- Size of the bounding box of the cluster.
7715 -- In this example, there is a 3 * 3 * 3 cluster where 8 out of the 27
7716 -- nodes are coal ore.
7720 -- Lower and upper limits for ore
7723 -- Attributes for the ore generation, see 'Ore attributes' section above
7725 noise_threshold = 0.5,
7726 -- If noise is above this threshold, ore is placed. Not needed for a
7727 -- uniform distribution.
7732 spread = {x = 100, y = 100, z = 100},
7737 -- NoiseParams structure describing one of the perlin noises used for
7738 -- ore distribution.
7739 -- Needed by "sheet", "puff", "blob" and "vein" ores.
7740 -- Omit from "scatter" ore for a uniform ore distribution.
7741 -- Omit from "stratum" ore for a simple horizontal strata from y_min to
7744 biomes = {"desert", "rainforest"},
7745 -- List of biomes in which this ore occurs.
7746 -- Occurs in all biomes if this is omitted, and ignored if the Mapgen
7747 -- being used does not support biomes.
7748 -- Can be a list of (or a single) biome names, IDs, or definitions.
7750 -- Type-specific parameters
7753 column_height_min = 1,
7754 column_height_max = 16,
7755 column_midpoint_factor = 0.5,
7761 spread = {x = 100, y = 100, z = 100},
7769 spread = {x = 100, y = 100, z = 100},
7776 random_factor = 1.0,
7779 np_stratum_thickness = {
7782 spread = {x = 100, y = 100, z = 100},
7787 stratum_thickness = 8,
7793 Used by `minetest.register_biome`.
7795 The maximum number of biomes that can be used is 65535. However, using an
7796 excessive number of biomes will slow down map generation. Depending on desired
7797 performance and computing power the practical limit is much lower.
7802 node_dust = "default:snow",
7803 -- Node dropped onto upper surface after all else is generated
7805 node_top = "default:dirt_with_snow",
7807 -- Node forming surface layer of biome and thickness of this layer
7809 node_filler = "default:permafrost",
7811 -- Node forming lower layer of biome and thickness of this layer
7813 node_stone = "default:bluestone",
7814 -- Node that replaces all stone nodes between roughly y_min and y_max.
7816 node_water_top = "default:ice",
7817 depth_water_top = 10,
7818 -- Node forming a surface layer in seawater with the defined thickness
7821 -- Node that replaces all seawater nodes not in the surface layer
7823 node_river_water = "default:ice",
7824 -- Node that replaces river water in mapgens that use
7825 -- default:river_water
7827 node_riverbed = "default:gravel",
7829 -- Node placed under river water and thickness of this layer
7831 node_cave_liquid = "default:lava_source",
7832 node_cave_liquid = {"default:water_source", "default:lava_source"},
7833 -- Nodes placed inside 50% of the medium size caves.
7834 -- Multiple nodes can be specified, each cave will use a randomly
7835 -- chosen node from the list.
7836 -- If this field is left out or 'nil', cave liquids fall back to
7837 -- classic behaviour of lava and water distributed using 3D noise.
7838 -- For no cave liquid, specify "air".
7840 node_dungeon = "default:cobble",
7841 -- Node used for primary dungeon structure.
7842 -- If absent, dungeon nodes fall back to the 'mapgen_cobble' mapgen
7843 -- alias, if that is also absent, dungeon nodes fall back to the biome
7845 -- If present, the following two nodes are also used.
7847 node_dungeon_alt = "default:mossycobble",
7848 -- Node used for randomly-distributed alternative structure nodes.
7849 -- If alternative structure nodes are not wanted leave this absent for
7850 -- performance reasons.
7852 node_dungeon_stair = "stairs:stair_cobble",
7853 -- Node used for dungeon stairs.
7854 -- If absent, stairs fall back to 'node_dungeon'.
7858 -- Upper and lower limits for biome.
7859 -- Alternatively you can use xyz limits as shown below.
7861 max_pos = {x = 31000, y = 128, z = 31000},
7862 min_pos = {x = -31000, y = 9, z = -31000},
7863 -- xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
7864 -- Biome is limited to a cuboid defined by these positions.
7865 -- Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
7866 -- 31000 in 'max_pos'.
7869 -- Vertical distance in nodes above 'y_max' over which the biome will
7870 -- blend with the biome above.
7871 -- Set to 0 for no vertical blend. Defaults to 0.
7874 humidity_point = 50,
7875 -- Characteristic temperature and humidity for the biome.
7876 -- These values create 'biome points' on a voronoi diagram with heat and
7877 -- humidity as axes. The resulting voronoi cells determine the
7878 -- distribution of the biomes.
7879 -- Heat and humidity have average values of 50, vary mostly between
7880 -- 0 and 100 but can exceed these values.
7883 Decoration definition
7884 ---------------------
7886 See [Decoration types]. Used by `minetest.register_decoration`.
7889 deco_type = "simple",
7891 place_on = "default:dirt_with_grass",
7892 -- Node (or list of nodes) that the decoration can be placed on
7895 -- Size of the square divisions of the mapchunk being generated.
7896 -- Determines the resolution of noise variation if used.
7897 -- If the chunk size is not evenly divisible by sidelen, sidelen is made
7898 -- equal to the chunk size.
7901 -- The value determines 'decorations per surface node'.
7902 -- Used only if noise_params is not specified.
7903 -- If >= 10.0 complete coverage is enabled and decoration placement uses
7904 -- a different and much faster method.
7909 spread = {x = 100, y = 100, z = 100},
7916 -- NoiseParams structure describing the perlin noise used for decoration
7918 -- A noise value is calculated for each square division and determines
7919 -- 'decorations per surface node' within each division.
7920 -- If the noise value >= 10.0 complete coverage is enabled and
7921 -- decoration placement uses a different and much faster method.
7923 biomes = {"Oceanside", "Hills", "Plains"},
7924 -- List of biomes in which this decoration occurs. Occurs in all biomes
7925 -- if this is omitted, and ignored if the Mapgen being used does not
7927 -- Can be a list of (or a single) biome names, IDs, or definitions.
7931 -- Lower and upper limits for decoration.
7932 -- These parameters refer to the Y co-ordinate of the 'place_on' node.
7934 spawn_by = "default:water",
7935 -- Node (or list of nodes) that the decoration only spawns next to.
7936 -- Checks two horizontal planes of 8 neighbouring nodes (including
7937 -- diagonal neighbours), one plane level with the 'place_on' node and a
7938 -- plane one node above that.
7941 -- Number of spawn_by nodes that must be surrounding the decoration
7942 -- position to occur.
7943 -- If absent or -1, decorations occur next to any nodes.
7945 flags = "liquid_surface, force_placement, all_floors, all_ceilings",
7946 -- Flags for all decoration types.
7947 -- "liquid_surface": Instead of placement on the highest solid surface
7948 -- in a mapchunk column, placement is on the highest liquid surface.
7949 -- Placement is disabled if solid nodes are found above the liquid
7951 -- "force_placement": Nodes other than "air" and "ignore" are replaced
7952 -- by the decoration.
7953 -- "all_floors", "all_ceilings": Instead of placement on the highest
7954 -- surface in a mapchunk the decoration is placed on all floor and/or
7955 -- ceiling surfaces, for example in caves and dungeons.
7956 -- Ceiling decorations act as an inversion of floor decorations so the
7957 -- effect of 'place_offset_y' is inverted.
7958 -- Y-slice probabilities do not function correctly for ceiling
7959 -- schematic decorations as the behaviour is unchanged.
7960 -- If a single decoration registration has both flags the floor and
7961 -- ceiling decorations will be aligned vertically.
7963 ----- Simple-type parameters
7965 decoration = "default:grass",
7966 -- The node name used as the decoration.
7967 -- If instead a list of strings, a randomly selected node from the list
7968 -- is placed as the decoration.
7971 -- Decoration height in nodes.
7972 -- If height_max is not 0, this is the lower limit of a randomly
7976 -- Upper limit of the randomly selected height.
7977 -- If absent, the parameter 'height' is used as a constant.
7980 -- Param2 value of decoration nodes.
7981 -- If param2_max is not 0, this is the lower limit of a randomly
7985 -- Upper limit of the randomly selected param2.
7986 -- If absent, the parameter 'param2' is used as a constant.
7989 -- Y offset of the decoration base node relative to the standard base
7991 -- Can be positive or negative. Default is 0.
7992 -- Effect is inverted for "all_ceilings" decorations.
7993 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
7994 -- to the 'place_on' node.
7996 ----- Schematic-type parameters
7998 schematic = "foobar.mts",
7999 -- If schematic is a string, it is the filepath relative to the current
8000 -- working directory of the specified Minetest schematic file.
8001 -- Could also be the ID of a previously registered schematic.
8004 size = {x = 4, y = 6, z = 4},
8006 {name = "default:cobble", param1 = 255, param2 = 0},
8007 {name = "default:dirt_with_grass", param1 = 255, param2 = 0},
8008 {name = "air", param1 = 255, param2 = 0},
8012 {ypos = 2, prob = 128},
8013 {ypos = 5, prob = 64},
8017 -- Alternative schematic specification by supplying a table. The fields
8018 -- size and data are mandatory whereas yslice_prob is optional.
8019 -- See 'Schematic specifier' for details.
8021 replacements = {["oldname"] = "convert_to", ...},
8023 flags = "place_center_x, place_center_y, place_center_z",
8024 -- Flags for schematic decorations. See 'Schematic attributes'.
8027 -- Rotation can be "0", "90", "180", "270", or "random"
8030 -- If the flag 'place_center_y' is set this parameter is ignored.
8031 -- Y offset of the schematic base node layer relative to the 'place_on'
8033 -- Can be positive or negative. Default is 0.
8034 -- Effect is inverted for "all_ceilings" decorations.
8035 -- Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
8036 -- to the 'place_on' node.
8039 Chat command definition
8040 -----------------------
8042 Used by `minetest.register_chatcommand`.
8045 params = "<name> <privilege>", -- Short parameter description
8047 description = "Remove privilege from player", -- Full description
8049 privs = {privs=true}, -- Require the "privs" privilege to run
8051 func = function(name, param),
8052 -- Called when command is run. Returns boolean success and text output.
8053 -- Special case: The help message is shown to the player if `func`
8054 -- returns false without a text output.
8057 Note that in params, use of symbols is as follows:
8059 * `<>` signifies a placeholder to be replaced when the command is used. For
8060 example, when a player name is needed: `<name>`
8061 * `[]` signifies param is optional and not required when the command is used.
8062 For example, if you require param1 but param2 is optional:
8063 `<param1> [<param2>]`
8064 * `|` signifies exclusive or. The command requires one param from the options
8065 provided. For example: `<param1> | <param2>`
8066 * `()` signifies grouping. For example, when param1 and param2 are both
8067 required, or only param3 is required: `(<param1> <param2>) | <param3>`
8069 Privilege definition
8070 --------------------
8072 Used by `minetest.register_privilege`.
8076 -- Privilege description
8078 give_to_singleplayer = true,
8079 -- Whether to grant the privilege to singleplayer.
8081 give_to_admin = true,
8082 -- Whether to grant the privilege to the server admin.
8083 -- Uses value of 'give_to_singleplayer' by default.
8085 on_grant = function(name, granter_name),
8086 -- Called when given to player 'name' by 'granter_name'.
8087 -- 'granter_name' will be nil if the priv was granted by a mod.
8089 on_revoke = function(name, revoker_name),
8090 -- Called when taken from player 'name' by 'revoker_name'.
8091 -- 'revoker_name' will be nil if the priv was revoked by a mod.
8093 -- Note that the above two callbacks will be called twice if a player is
8094 -- responsible, once with the player name, and then with a nil player
8096 -- Return true in the above callbacks to stop register_on_priv_grant or
8097 -- revoke being called.
8100 Detached inventory callbacks
8101 ----------------------------
8103 Used by `minetest.create_detached_inventory`.
8106 allow_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8107 -- Called when a player wants to move items inside the inventory.
8108 -- Return value: number of items allowed to move.
8110 allow_put = function(inv, listname, index, stack, player),
8111 -- Called when a player wants to put something into the inventory.
8112 -- Return value: number of items allowed to put.
8113 -- Return value -1: Allow and don't modify item count in inventory.
8115 allow_take = function(inv, listname, index, stack, player),
8116 -- Called when a player wants to take something out of the inventory.
8117 -- Return value: number of items allowed to take.
8118 -- Return value -1: Allow and don't modify item count in inventory.
8120 on_move = function(inv, from_list, from_index, to_list, to_index, count, player),
8121 on_put = function(inv, listname, index, stack, player),
8122 on_take = function(inv, listname, index, stack, player),
8123 -- Called after the actual action has happened, according to what was
8133 Used by `Player:hud_add`. Returned by `Player:hud_get`.
8136 hud_elem_type = "image", -- See HUD element types
8137 -- Type of element, can be "image", "text", "statbar", "inventory",
8138 -- "compass" or "minimap"
8140 position = {x=0.5, y=0.5},
8141 -- Left corner position of element
8145 scale = {x = 2, y = 2},
8154 -- Selected item in inventory. 0 for no item selected.
8157 -- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
8159 alignment = {x=0, y=0},
8161 offset = {x=0, y=0},
8163 size = { x=100, y=100 },
8164 -- Size of element in pixels
8167 -- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
8173 Used by `minetest.add_particle`.
8176 pos = {x=0, y=0, z=0},
8177 velocity = {x=0, y=0, z=0},
8178 acceleration = {x=0, y=0, z=0},
8179 -- Spawn particle at pos with velocity and acceleration
8182 -- Disappears after expirationtime seconds
8185 -- Scales the visual size of the particle texture.
8186 -- If `node` is set, size can be set to 0 to spawn a randomly-sized
8187 -- particle (just like actual node dig particles).
8189 collisiondetection = false,
8190 -- If true collides with `walkable` nodes and, depending on the
8191 -- `object_collision` field, objects too.
8193 collision_removal = false,
8194 -- If true particle is removed when it collides.
8195 -- Requires collisiondetection = true to have any effect.
8197 object_collision = false,
8198 -- If true particle collides with objects that are defined as
8199 -- `physical = true,` and `collide_with_objects = true,`.
8200 -- Requires collisiondetection = true to have any effect.
8203 -- If true faces player using y axis only
8205 texture = "image.png",
8206 -- The texture of the particle
8208 playername = "singleplayer",
8209 -- Optional, if specified spawns particle only on the player's client
8211 animation = {Tile Animation definition},
8212 -- Optional, specifies how to animate the particle texture
8215 -- Optional, specify particle self-luminescence in darkness.
8218 node = {name = "ignore", param2 = 0},
8219 -- Optional, if specified the particle will have the same appearance as
8220 -- node dig particles for the given node.
8221 -- `texture` and `animation` will be ignored if this is set.
8224 -- Optional, only valid in combination with `node`
8225 -- If set to a valid number 1-6, specifies the tile from which the
8226 -- particle texture is picked.
8227 -- Otherwise, the default behavior is used. (currently: any random tile)
8231 `ParticleSpawner` definition
8232 ----------------------------
8234 Used by `minetest.add_particlespawner`.
8238 -- Number of particles spawned over the time period `time`.
8241 -- Lifespan of spawner in seconds.
8242 -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
8243 -- a per-second basis.
8245 minpos = {x=0, y=0, z=0},
8246 maxpos = {x=0, y=0, z=0},
8247 minvel = {x=0, y=0, z=0},
8248 maxvel = {x=0, y=0, z=0},
8249 minacc = {x=0, y=0, z=0},
8250 maxacc = {x=0, y=0, z=0},
8255 -- The particles' properties are random values between the min and max
8257 -- applies to: pos, velocity, acceleration, expirationtime, size
8258 -- If `node` is set, min and maxsize can be set to 0 to spawn
8259 -- randomly-sized particles (just like actual node dig particles).
8261 collisiondetection = false,
8262 -- If true collide with `walkable` nodes and, depending on the
8263 -- `object_collision` field, objects too.
8265 collision_removal = false,
8266 -- If true particles are removed when they collide.
8267 -- Requires collisiondetection = true to have any effect.
8269 object_collision = false,
8270 -- If true particles collide with objects that are defined as
8271 -- `physical = true,` and `collide_with_objects = true,`.
8272 -- Requires collisiondetection = true to have any effect.
8274 attached = ObjectRef,
8275 -- If defined, particle positions, velocities and accelerations are
8276 -- relative to this object's position and yaw
8279 -- If true face player using y axis only
8281 texture = "image.png",
8282 -- The texture of the particle
8284 playername = "singleplayer",
8285 -- Optional, if specified spawns particles only on the player's client
8287 animation = {Tile Animation definition},
8288 -- Optional, specifies how to animate the particles' texture
8291 -- Optional, specify particle self-luminescence in darkness.
8294 node = {name = "ignore", param2 = 0},
8295 -- Optional, if specified the particles will have the same appearance as
8296 -- node dig particles for the given node.
8297 -- `texture` and `animation` will be ignored if this is set.
8300 -- Optional, only valid in combination with `node`
8301 -- If set to a valid number 1-6, specifies the tile from which the
8302 -- particle texture is picked.
8303 -- Otherwise, the default behavior is used. (currently: any random tile)
8306 `HTTPRequest` definition
8307 ------------------------
8309 Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
8312 url = "http://example.org",
8315 -- Timeout for connection in seconds. Default is 3 seconds.
8317 method = "GET", "POST", "PUT" or "DELETE"
8318 -- The http method to use. Defaults to "GET".
8320 data = "Raw request data string" OR {field1 = "data1", field2 = "data2"},
8321 -- Data for the POST, PUT or DELETE request.
8322 -- Accepts both a string and a table. If a table is specified, encodes
8323 -- table as x-www-form-urlencoded key-value pairs.
8325 user_agent = "ExampleUserAgent",
8326 -- Optional, if specified replaces the default minetest user agent with
8329 extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
8330 -- Optional, if specified adds additional headers to the HTTP request.
8331 -- You must make sure that the header strings follow HTTP specification
8335 -- Optional, if true performs a multipart HTTP request.
8336 -- Default is false.
8337 -- Post only, data must be array
8339 post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
8340 -- Deprecated, use `data` instead. Forces `method = "POST"`.
8343 `HTTPRequestResult` definition
8344 ------------------------------
8346 Passed to `HTTPApiTable.fetch` callback. Returned by
8347 `HTTPApiTable.fetch_async_get`.
8351 -- If true, the request has finished (either succeeded, failed or timed
8355 -- If true, the request was successful
8358 -- If true, the request timed out
8366 Authentication handler definition
8367 ---------------------------------
8369 Used by `minetest.register_authentication_handler`.
8372 get_auth = function(name),
8373 -- Get authentication data for existing player `name` (`nil` if player
8375 -- Returns following structure:
8376 -- `{password=<string>, privileges=<table>, last_login=<number or nil>}`
8378 create_auth = function(name, password),
8379 -- Create new auth data for player `name`.
8380 -- Note that `password` is not plain-text but an arbitrary
8381 -- representation decided by the engine.
8383 delete_auth = function(name),
8384 -- Delete auth data of player `name`.
8385 -- Returns boolean indicating success (false if player is nonexistent).
8387 set_password = function(name, password),
8388 -- Set password of player `name` to `password`.
8389 -- Auth data should be created if not present.
8391 set_privileges = function(name, privileges),
8392 -- Set privileges of player `name`.
8393 -- `privileges` is in table form, auth data should be created if not
8396 reload = function(),
8397 -- Reload authentication data from the storage location.
8398 -- Returns boolean indicating success.
8400 record_login = function(name),
8401 -- Called when player joins, used for keeping track of last_login
8403 iterate = function(),
8404 -- Returns an iterator (use with `for` loops) for all player names
8405 -- currently in the auth database